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04-13-2014, 05:34 PM
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TOPEC
Trollollolloing RS sine 2005
Join Date: Feb 2005
Location: Richmond
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DayZ roadmap, list of future updates/fixes
Spoiler!
This is from a presentation on March 28th, 2014.
Highlights for next update
•More robust process for testing / delivery
•Bow and arrow / crossbow
•Fireplaces
•Network optimizations
•No spawn penalties for joining same server
•When? Best case: two weeks Worst case: end of April
Fireplaces
•Can cook things!
•Crafting fireplaces
•Upgrading them to ovens
Respawning Loot Prototype
•World divided into quadrants
•Quad resets when empty X time
•Includes resetting doors
•Door state randomly set on world start
Accelerated Time
•Removed as part of lag / desync fix
•Comfigurable by servers admins
•Up to 64x faster day / night cycle
•Rules for Hardcore t.b.d.
Throwable Items
•Everything that can be held in hand
•Different materials react differently
•Uses "Bullet" physics SDk
•Calculated on server
Player Controls
•Mouse Acceleration issues
•Dexterity
•Freelook
•Physics based movement
•Jumping considered
Short-term (Q2)
Ragdoll
•Nearly functionally complete
•Based on "Bullet" physics lib
•Includes falling characters
•The future?
•Dragging unconscious / bodies
•Blended body injuries
New AI pathfinding
•Animals and Zombies
•Techniques
•Voxelization
•Walkable polygons
•Navmesh optimization
•Object Avoidance
•First iteration nearly complete
•handles interiors, small objects
64-bit
•Compiling!
•Server can use more memory
•Helps with
•Physics integration
•Vehicle physics
•New zombie AI
•Possibly much more
Prototype Animals
•Prototype implementation
•Allow player "hunting"
•6 new animal types
•Starting from scratch
•Wandering
Persistent Objects
•All objects or just some?
•Save state of everything
•Decide which to permanently use
Advanced Weather Effects
•Snow and fog
•Weather will affect player
•Ballistics affected by weather
World Containers
•Refrigerator
•Oven
•Cupboards
Medium-term (Q3)
Multi-thread / Multi-core
•Multiple threads on Multiple cores
•More zombies...
•More players...
•More animals...
•Probably more server focused
Advanced Animals
•Hostile animals
•Neutral animals
•Companion animals
New Zombie Behaviour
•More responsive
•Redeveloped "agro" system
•More benefits to stealth
Central Loot Economy
•Control loot numbers centrally
•Set for all servers per hive
Barricading
•Physics based construction
•Mainly focused on existing buildings.
Basic Vehicles
•Small Vehicles
•Bicycle / Motorcycles / ATV
•Possibly includes small car
•Customizable / Configurable-like weapons
•Physics based ("bullet" Physics SDK )
Modding Support
•Probably tied with private hives
•Full support for mods
•Steam Workshop integration
Player Statistics
•Steam Achievements
•Database interaction API for developers
Horticulture
•Growing plants
•Persistent to server
•Prototype to come earlier
Long-term (Q4/Qx)
Advanced Vehicles
•Cars / Trucks / Planes / Helicopters / Boats
•Upgradable components
•Similar approach as weapon attachments
Extended barricading
•Existing barricading to full construction
•Allows players to create new structures
•Persistent to that server
Advanced Social Mechanics
•Faction identification methods
•Spawn systems tied to controlled locations
•Better UI support for trading.
Question, do u guy log off carrying 2 primary weapons? like a mosin in backpack and m4 in hand? i thought u r able to do this but i keep on dropping my m4
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its like.. oh yeah oh yeah.. ohhhh yeah... OOoooOohh... why's it suddenly feel a bit better... ohhhh yeahh... ohhh...oh..fuck... it probably ripped.
Last edited by TOPEC; 04-14-2014 at
02:47 AM
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