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  1. #721
    Puppetmaster
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    Quote Originally Posted by Deadgye View Post
    All the magazine sizes in DayZ/Arma2 are the magazine sizes for the guns in real life?
    yes they are, lol, Waraji was being facetious about the gun debate in america.

  2. #722
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    Quote Originally Posted by Zauriel View Post
    yes they are, lol, Waraji was being facetious about the gun debate in america.
    http://img-cache.cdn.gaiaonline.com/...happy_face.jpg

    I kinda stopped posting on this thread after the lackluster enthusiasm for the game. I still actively play the mod with a group of friends, even have our own server running Taviana. As for Standalone, there has been quite a bit of information that has trickled/trickling out every week or so.

    If interested do take a look at their main Tumblr page for up to date information.

    DayZ Tumblr

  3. #723
    Chram
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    Yeah I've been following the devblog, eagerly awaiting the standalone, but i haven't even installed arma or dayz since i reformatted my hard drive. I just lost too much far too often due to hackers shit when I was playing the mod.

    From what I've read though with the standalone they've taken some code from the arma 3 engine, some from arma 2, and then rewritten huge portions of it from scratch. Loot spawns are entirely server based now as well as zombie spawning, so you wont be able to check out towns from a distance and say oh theres zombies there so there must be someone as well.

    They also said vehicles were going to be much more common, but gas was going to be more much rare. I guess maybe they'll put a limited quantity of fuel in each of the fuel tanks around the map instead of it being an infinite supply like it currently is.

    Other things that have got me excited are equipment damage, disease tracking on cloths, loot spawning in car wrecks, and the mysterious crafting system that has been mentioned only briefly.

    New loot spawns look awesome, actually having to go through places looking for loot as if you're actually scavenging, instead of just looking for piles of stuff on the ground.

    New zombie ai they showed off this week looked great too, zombies will be much more of a threat now. The only thing they could do to make them even more of a threat(short of giving them weapons) is make it so that as zombies are chasing you, your character eventually gets tired enough where the zombies will be able to catch up to you, instead of you being able to perpetually outrun them.

  4. #724
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    Quote Originally Posted by Waraji View Post
    http://img-cache.cdn.gaiaonline.com/...happy_face.jpg

    I kinda stopped posting on this thread after the lackluster enthusiasm for the game. I still actively play the mod with a group of friends, even have our own server running Taviana. As for Standalone, there has been quite a bit of information that has trickled/trickling out every week or so.

    If interested do take a look at their main Tumblr page for up to date information.

    DayZ Tumblr
    We should hang out and kill bambis sometime.

  5. #725
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  6. #726
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    Sylph


  7. #727
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    Deans approach and delivery of information about the game, and their ultra development transperency, is why this is day -365 buy for me.

  8. #728
    BG Medical's Student of Medicine
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    Yea they can have my money. This is for developer studios should operate.

  9. #729
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    Quetzalcoatl

    definitely buying this, and this is coming from somebody who played the mod and hated how fucking buggy it is and how many hackers there are, they're like a cockroach infestation

  10. #730
    Ironing this Thread
    Sweaty Dick Punching Enthusiast

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    Been playing war z on a private server with 2 friends while waiting for this. We have so much fun just going from town to town trying to clear our way through not having to deal with others.

  11. #731
    Chram
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    a little disappointed now they said we're not even getting an alpha until june the earliest.

    take my damn money already.

    though, with the extra wait i might considering reinstalling arma and dayz and mess around til standalone, after we finally move and get setup in our new place.

  12. #732
    Chram
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    didn't see this posted here yet, i think its the whole dayz panel(53 mins long), there are small sections from this posted here, so some of it will be repeat if you watched the previous videos, but there is stuff also that hasn't been posted yet discussed.


  13. #733
    Chram
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    https://twitter.com/rocket2guns/stat...88535273644032

    all setup at base camp with my sat phone connection! just waiting on @mattbloomer to send me latest status report, then highest devblog ever
    should be a new devblog coming sometime today or tomorrow!

  14. #734
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    LOL doing dev blog from Everest gd...

  15. #735
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    For anyone that isn't keeping up.

    DayZ Devblog, from Everest

    Highest Devblog update in the world

    http://media.tumblr.com/1c170a788e23...yV41qz4rgp.jpg

    Dean “Rocket” Hall during his Puja ceremony today, proceeded by a local lama. Flour is spread on each others faces, hopefully signifying the individual reaches old age. Rocket is completing this devblog from Everest Base Camp during his attempt on the summit of Mt Everest.

    Devblog from Everest base camp!

    I’ll start with a huge thank you to the DayZ development team who have continued development at a breakneck pace despite me being off living a lifelong dream to climb Mt Everest. Although the timing is poor for my sabatical, it is not something planned on a whim and involves non-refundable costs of up to $100k.

    So here I am, at Everest Base Camp, 5400 meters, writing what I am sure is the highest ever devblog from the ground! This is largely able to occur because of Matt Lightfoot, the youngish looking chap who is our tireless Production Assistant. Both him and others have continued to send me progress updates and approvals, which I am accessing via a satellite connection.

    Anyway, the important bit is the game. Ivan is now working a great deal directly on the project, and has been picking up the slack for some of the areas I needed to address which has been a huge help. Those from the community who wanted to get involved in writing are keen to get started, but the response is so massive that we are looking to put a structure in place to ensure community written books pass through some kind of editorial process. This community content, together with copyright expired books, will form the basis of hundreds or thousands of books that can be found and read in the world. There are no set timeframes for this, so please be patient.

    Programmer Roundup

    Ondrej, our lead programmer, continues his work on moving DayZ into a server-client architecture, turing the entire architecture of DayZ into an MMO. Jirka is working on updating some of our steamworks integration, and fixing bugs associated with the massive inventory changes we implemented over the past month.

    Radio Implementation

    Bebul is working on our Radio implementation, allowing players to communicate using a basic radio, similar (but more simple) to the popular ACARS radio mod for ArmA2. Players pick up radios, and they can set a frequency and talk/receive text/voice from other players. The microphone or speaker can be turned on or off to allow players to use radios as a listening device. If the player has not crafted a headset onto the radio, then the output is public (either voice or text). The results are fantastic, and Bebul is now ensuring this all works properly in the all special cases during Multiplayer play.

    Animators

    Our team is working their way through the animation backlog, involving new zombie animations for the new skeleton, test melee moves for our new melee system, new animations for the new animals (such as the deer), and then onto player animations for the new skeleton, custom designed to feel more like a civilian rather than the trained soldier of ArmA2.

    Internal Artists

    Mostly they are working on creating the interior data required for the AI zombies to pathfind correctly inside buildings. New road decals have been created by Mario for the roads so it looks like they have a damaged look to them, to give the world more of a feel like “the Road”. One of our big special new buildings is in game, and we will surprise you with some new screenshots of this in the next devblog!

    External Artists

    Our team of artists recruited from the community have been hard at work. The new male character mesh is being prepared, in line with the new skeleton, as well as a new template for clothing skinning. The new M4A1 has been committed with proxies that allow our new attachment system to be utilized along with the crafting system. Also being worked on are a Gas Mask, Pilot Helmet, Mauser Rifle, pen/paper, mess tin, can opener - a huge amount of items are being developed while we wait for the programming tasks to be completed heading towards our first public release.

    The excitement from the team is tremendous with all these fantastic new items, allowing huge crafting possibilities.

    Map Design

    Seven towns have been remade by SenChi, overseen by Ivan, to alter the look and feel better. Bugs are continually being fixed and we have purchased new satellite data to improve the detail of the base map (looks much better in the distance with this new data).

    Conclusion

    I realize some people are upset at my departure from the project for two months to climb Mt Everest, but hopefully from this you can see the large team Bohemia have assembled behind the development that are continuing to innovate and develop DayZ Standalone in the direction of the game we all want. This is going to take as long as it needs to, we want to release our initial alpha under the architecture it needs to avoid hacking and security issues - this is the only remaining task stopping us from releasing the alpha. But while this task is being completed, we can continue with other activities.

    The next devblog will feature some screenshots to demonstrate the progress, captured by Matt, but my satellite connection and tiny laptop cant cope with downloading the current build.

    So, this is the devblog I write from Everest Base Camp, at 5400 meters! Tomorrow I am off to the Khumbu Icefall for training in fixed lines and ladders, big thanks to the community for their continued patience, and everyone at Bohemia who is pushing hard towards our DayZ standalone initial release!

  16. #736
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    Shiva

    Does anyone still play? Been playing alone lately, just isn't as fun.

  17. #737
    Chram
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    I deofinitely want to but im without internet here for at least 2 weeks, maybe a month.

  18. #738
    BG Medical's Student of Medicine
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    I would play more if I could find a regular server. I had a silenced m4 last time I played and logged on recently with an m240 and a silenced m9.

  19. #739
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    Kujata

    Up until about a month ago I played a lot on the bmrf.me servers. Lately I've been playing a lot of wasteland again, though if I had people to play dayz with I probably would play that instead.

  20. #740
    Chram
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    new devblog up today

    http://dayzdev.tumblr.com/

    devteam took a trip to chernarus with the new map designer so he can get a feel for it.

    large gallery of pics from their trip and some from the standalone, and some comparison shots as well:
    http://goo.gl/Rgi3X

    http://www.youtube.com/watch?feature...&v=2QzQE6DDynw

    youtube link for the devblog video since the one on their tumblr seems to be broken.

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