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Star Citizen Patch 3.3.0 Alpha Patch 3.3.0 has been released and is now available! Patch should now show: LIVE-986748 It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizenPTU\LIVE. Known Issues Players will have to enable VOIP manually in the mobiGlas comms when joining a server, but doing so may introduce some instability. Mission markers no longer appear after using crash recovery. Turrets without gyrostabilization enabled may not move as intended. Contents New Features General Integrated voice over IP (VOIP) and face over IP (FOIP). Settings can be accessed via the “comm setting” options menu including basic options and webcam facial calibration along with options to enable head-look tracking. To check if VOIP is active, open the comms section of the mobiGlas and be sure the microphone icon is enabled. VOIP requires the “NUMPAD +” to activate and broadcast to party members, proximity (if in global chat), or via direct calls. A “selfie” camera can be activated to check on FOIP behavior using the “numpad -” key and recalibrated using the “numpad *” key. Numerous updates to grouping and chat services including a new visor chat interface. Players can create their own chat on the comms mobiGlas and “tab” between different chats (ie global, party)” on the visor. Added sliders for general mouse and mouse ADS sensitivity. Universe Added: Rest stop location – CRU L2 Added the repair/refuel/rearm functionality previously associated with CryAstro to all station landing pads (Port Olisar, Levski, Grimhex) and at Rest Stops. Note: Repair mG function no longer automatically pops up and will need to be manually selected via the service app. Added: Quantum route planning. The Starmap now has route planning functionality. To use, plot a final destination via the Starmap (can be any destination, including outposts). Routing will automatically display a series of quantum jumps along with the fuel required. Players will still have to calibrate and spool, but after each jump they will automatically be presented with the next destination in the route without needing to open their Starmap. Added Teach’s Ship Shop to Levski. Reached through an elevator in the customs area. You can purchase a ship via interacting with ships on the shop floor (similar to store displays). Ships on the shop floor can be opened and explored, but not flown. All purchased ships come with insurance. Added: Mission giver Recco Battaglia. A former miner, Recco can be found in a side-hall on the lower floor at Levski and organizes resource needs for the base. Added: Asteroid mining. Mineable resources can now be found in the asteroid belt around Yela and Delamar. Missions Added “Scramble Race” style missions. Scramble races are death races using ships in space and using vehicles (Ursa/Cyclone) or Gravlev bikes (Nox/Dragonfly) on moons. Races use a checkpoint system with each player who shoots (ships) or moves over/near (vehicles) a checkpoint accruing a point toward victory. Additionally, players can destroy race leaders to gain their points. Races have a registration period after accepting the mission, giving some time for others to register, and a travel period for players to make their way to the start line. Planetary surface races are located reasonably close to outposts for ease of travel and spawning vehicles. Ships and Vehicles Added: Cyclone TR, AA, and RC. The Cyclone TR includes a rear gunner position, meant for combating infantry and ground vehicles. The AA has missiles and an EMP for dealing with threats from above. The RC is a racing variant with boost functionality. Added: RSI Constellation Phoenix. Added: Aegis Hammerhead. Added: Anvil Valkyrie Coolers now use power, perform according to power, and can be overclocked. The Quantum Drive now performs according to its power state including faster spooling/calibration based on power and the ability to be overclocked. Turret gyrostabilization can now be toggled via an interaction node as well as a hotkey “G”. Power target level can now be set independently for each item on the ship MFDs, allowing them to be manually over or under-powered. Added Hurston Dynamics Dominance and Attrition series ship weapons. Available in sizes 1 – 3, the Dominance series are high quality scatterguns that fire more pellets as they build up heat. The Attrition series, available in sizes 1 – 6, are laser repeaters that deal higher damage, via increased fire rate, the hotter the weapon gets. Both weapons can be purchased at GrimHex Dumper’s Depot. Quantum drives now have a maximum range per jump that varies depending on the size of the drive FPS Added FPS combat AI. Available as a mission to Security Post Kareah. Added motion warping to allow sliding during vaulting depending on the object/destination. Added: Kastak Arms Karna assault rifle (available at Live Fire and Skutters). UI Kiosks, the PMA, and the VMA all now have functioning item previews. Arena Commander Added Arena Commander in-game rental system Available within the Arena Commander menu, players can now rent available ships direct from the client. Feature Updates General Polished and smoothed one handed and two handed place/pickup animations. Universe Updated: RSI Odyssey Flight suit base design. Changed mining power graph to reflect power transfer per time. Added a visual shaking effect to mining to help indicate the optimal range. The mining overcharge/danger bar now fills faster the greater danger you are in. Extraction throughput while mining is now based on how long the beam hits the same location. Instability while mining can now be lowered by holding the laser steady on the same point. Reworked the way instability and resistance is calculated for mineable rocks. When mineable rocks fracture their constitute ore will be unevenly divided. The broken up chunks of mineable rocks should now have a radar icon when outside of the range of outlining. Updated the mining resource quantities to create a thinner spread of higher yields. Faded central elements of the mining UI slightly to allow for better visibility. Slowed down and polished AI stair locomotion. When starting a linked quantum jump the party list will now only show who started the jump with you. Replaced Levski elevators with a revamped system. Update and polish to pickup and dropoff deliveries at outposts. Updated Security Post Kareah with new props, new geometry, and updated lighting. CryAstro station has been removed as all services can now take place at rest stops and stations Added new minable materials to refinery kiosks and rebalanced commodity trade routes. Reduced the rate of interdiction to add more of a “rare” feel. Missions Updated delivery missions to include a new delivery locker system to expand their locations and functionality. FPS Updated pistol, stock, and shouldered inspect poses for more movement and control. Added a blue light to spin animations for the F55. Players can now enter interaction mode while inspecting a weapon. Refinements and improvements to FPS weapon recoil. Sped up the animation speeds of the lean mechanic. Tweaks to the level of protection provided by personal armor. Recoil and sway pass on the Gallant energy rifle. Updated numerous basic locomotion animations. Smoothed FPS movement and sway in and out of ADS. UI Updated notification system with a new overall icon and new event specific icons, including the ability to dismiss the alert. Removed F11 and RALT menus/function. Expanded item previews for shopping kiosks and the mobiGlas. Removed ship selection and updated 3D preview to be selected item on kiosks. Ships and Vehicles Complete rework of the Mustang series. Changed and reallocated support screen distribution on the Constellation series. Suppressed collision warnings for vehicles in hover mode to avoid excessive audio spam. Removed aim assist from turrets. Default loadouts have been redone on the following ships: Gladius, Gladius Valiant, Retaliator, Sabre, Sabre Comet, Hornet F7C, Hornet F7C Wildfire, Hornet F7CS, Hurricane, Terrapin, Mustang Alpha, Buccaneer, Cutlass, Dragonfly, * Herald, Merlin, Prospector, Reliant, Starfarer, Starfarer Gemini, 300i, 315p, 325a, 350r, 600i, 85x, Aurora CL, Aurora LN, Aurora LX, Aurora MR, Constellation Andromeda, Constellation Aquila, Nox, and Khartu-Al. Increased the damage of all ship cannons, lowered their fire rate, increased their heat generation, and swapped many to “autocannons” that fire automatically. Mass drivers and scatterguns have remained semi-automatic. Updated heat and power MFDs. Removed some of the scratches on the cockpit canopy interior of the Terrapin. Refactored item overheat behavior and overheat warning system. Added landing gear compression to the 85x. Added a scroll bar to MFDs. Increased the afterburner velocity of the Hurricane. Added landing gear compression to the Freelancer. Improved the headlights for most ships. Balanced the power draw of the mining laser to require some degree of power management. Significantly increased the health and regen of size 3 shields. Fuel Updates to quantum travel: Ships can now initiate a QT to a destination they do not have enough fuel to reach, which is communicated on the HUD. You can still initiate the travel, but will run out of fuel on the way there. Arena Commander Rebalanced REC rewards and rental costs Temporarily removed the ability to customize and/or remove items from rented ships. Changed the rental timer to a static timer that starts at the time of rental and lasts 3 days. Bug Fixes Exiting a ship while scanning should no longer cause the effects to remain until the player returns to the ship. Fixed missing interaction highlights for the side airlocks of the Reclaimer. Player footprints should no longer appear facing the wrong direction near the poles of planetary bodies. NPCs should no longer get stuck trying to use an object. Players landing on occupied pads should now properly be cited for obstructing. Getting into the Prospector should no longer cause the player’s head to jerk violently. The Vanguard series should now have a usable gun racks. The Reclaimer’s bed exit prompts should now function properly. Fixed an issue where the Gemini F55 would play a change fire mode animation even though it doesn’t have separate fire modes. The player’s camera should no longer move faster than the players weapon in ADS while in zero-g.. Players should now be able to go to the escape menu while in the starmap. Players should now be able to hear the quantum travel arrival “boom” of other players. Mineable rock deposits should no longer remain highlighted after entering 3rd person camera. Fixed missing icons for self and target status on the MFDs. The Hurricane turret seat animations should now have audio. FPS weapons should no longer be missing their visor UI icons. The headlights on the 600i should now work properly. Fixed collision issue on the Starfarer’s catwalk. The player should no longer leap into the air when running down stairs. Fix for desync between client and server when respawning after suicide. Exiting the bed of the 600i should no longer occasionally leave the player stuck in the ship’s interior. Watermelons have returned to Echo 11, minus their crash causing behavior. Players should now be able to sit at the desk in the Captain’s quarters of the 600i. The 600i should no longer struggle to lift back off after landing. Zooming in and out on the Starmap should now be centered on the cursor rather than the center of the view. Ammo pickups in Arena Commander should now function properly. Added g-force reactions to the pilot of the Terrapin. The Khartu-Al’s cockpit control animations should now work for left/right strafe. The 85x should no longer have a wobbly take off. Engineering station MFDs should now be able to adjust the power triangle. Child rocks should no longer spawn at different locations than their parents while fracturing. Players should no longer be able to be bumped off of terminal hacks in Star Marine. Outpost terminals should now display the correct message when spawning a second vehicle. ECN missions should no longer instantly fail upon arrival out of quantum travel. The interior cargo space of the Avenger Titan should no appear properly when looking into an open cargo hatch. Mineable rocks should no longer appear at much shorter distances than non-mineable rocks. Removed icons and added a faint silhouette highlighting for nearby rocks within 150m. There should no longer be two purchasable “Midnight” Arclight pistols at the Live Fire Weapons kiosk. The bottom shelf shield components at Dumper’s Depot should no longer be floating. The wing ends of the Eclipse should now properly have collision. The 600i should no longer appear to be floating when spawned into the hangar. Opening the mobiGlas when placing cargo should no longer cause the cargo to become unusable. AI spawning into swarm modes should no longer occasionally be motionless. The turret view should no longer snap jarringly. The ejection interaction node on the Sabre should now be reachable. When holstering the pistol the players off-hand should no longer bend at an unnatural angle. The enter ship from EVA animation for the Blade should no longer be misaligned. The decal texture on the Star Kitten Dragonfly and Pirate Edition Caterpillar skins should no longer appear blurry. Players should no longer fall through the floor at the Ursa’s side door. Ship debris should now inherent the parent ship’s velocity. Fix for player spinning in the seat when using the mobiGlas from the Freelancer’s turret seat. Animations for entering the Blade should now be aligned correctly. The Blade should now have internal atmosphere. The pilot’s hands should now animate with flight in the 600i. Fix for missing whizby and ricochet audio related to ship weaponry. Players should now start with their weapon unholstered on respawn in Star Marine. Lowered the drone platform inside the Reclaimer so players won’t get stuck as easily. Corrected some issues with the LODs on the landing gear feet of the Reclaimer. Couches in the upper lobby of GrimHex should now have available interaction points. The Pyroburst ship weapon should now animate properly when fired. Pressing the back button on the XBOX 360 gamepad should now properly open the mobiGlas. The Vanguard bed bunks should now have proper interaction points. Support screens should now work and stay properly on the Caterpillar. The gun racks inside the Retaliator should now be usable. Opening the mobiGlas in the Freelancer’s co-pilot seat should no longer cause the player to T-pose. Player FPS weapons should no longer remain firing if they are being fired at time of death. Player should no longer be able to trick AI to flying out of their defensive area. AI no longer goes unresponsive if a player moves outside of their defensive zone. AI pilots should no longer go inactive if there are already 3 other AI ships attacking an intended target. Grenade explosion VFX should no longer occasionally be out of sync with the actual grenade location. Players should no longer occasionally shoot off into the distance when using vault or mantle near a corner. Players should no longer be able to stand close to the glass at Kareah and fire through it. Missiles should no longer be able to be locked onto a target inside an armistice zone. EMP charging should now be interrupted by entering an armistice zone. Pistols can now be fired faster to coincide with trigger pulls. Added a number of missing interaction highlights on various 600i components. All Arena Commander modes should now reward team revenge kill points. Ship weapon fire should no longer be arrested if the trigger is pulled before the next cycle. Comm array turrets should now fire at players with higher wanted levels. The Ursa Rover and Cyclone can now be powered off properly on the MFD. The player ship target should now clear after it has been removed. The pitch ladder should no longer remain on the HUD after leaving atmosphere. Technical Fixed 4 client crashes. Various performance tweaks. Added asynchronous background spawning. Implemented object container streaming (OCS).
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Gran Turismo Sport Time trial
phil bottle replied to Greboth's topic in Sports / Racing / Beat Em Ups
It's just getting the timing right. I'm used to (IRL) changing gears before braking and while this is natural to me on a bicycle, I'm having trouble in a car Bu thanks -
Gran Turismo Sport Time trial
phil bottle replied to Greboth's topic in Sports / Racing / Beat Em Ups
I'm not going to get any faster times I think, it's going to take a while to master manual. I also keep trying different cars but I seem to be getting slower... Sent from my SM-G955F using Tapatalk -
That's the problem with assuming a subsection of the population is identical. Generalisations eh. As a rule of thumb I tend to stay clear of punching anyone unless it's in self defence, but I hope I'm classy enough to know that advocating the punching of women is not a good look, for myself, or this forum.
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It's true, white hart lane is a side road that enters the high street on the opposite side of the road to the ground[emoji16] Sent from my SM-G955F using Tapatalk
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I'm more annoyed with James Madison's ideas on federalism. Regarding guns, I'm glad we don't have them in this country but if we did, I'd probably get one. Sent from my SM-G955F using Tapatalk
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I would have thought the younger generation would have a better take on these issues. You're getting old man [emoji1787] Sent from my SM-G955F using Tapatalk
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Don't worry on that count, women get punched all the time, and worse, if that makes you feel better. Sent from my SM-G955F using Tapatalk
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Such hypocrisy is endemic in a society that brushes inconvenient facts under the carpet. YouTube is a piss in the ocean in comparison. Sent from my SM-G955F using Tapatalk
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The game that made me a gamer again finally enters beta. I got access to the original DayZ mod via Arma 2 in July/August 2012 after watching a video, and I remember being totally blown away. I'd never seen anything like it. My first game was a spawn on the beach at twilight, shitting my pants when I heard the first zed...and my first death was due to falling off a ladder. My laptop would overheat after a couple of hours play, so I bought a PC, just to play this mod. The community clamoured for a standalone version with all the bugs fixed but Dean Hall, the mod's creator, decided to build a whole new game. He didn't last long himself but a couple of discarded engines and nearly 5 years later, it has finally arrived. Dear Survivors! Today is a very exciting day for all of us here at the DayZ team. Coming closer to five years of Early Access Alpha development, we are now moving the PC version of DayZ into BETA. What does that mean for the future of DayZ and how long do we intend to run the BETA? Watch our new Dev Log video to find out more. https://dayz.com/blog/dayz-is-entering-beta-on-pc
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Gran Turismo Game Update 1.29
phil bottle replied to GazzaGarratt's topic in Sports / Racing / Beat Em Ups
They add new maps and cars from time to time, no DLC fee required. I'm looking forward to the new Vietnamese Hanoi track now it's been given the go ahead by FIA. And currently on sale for £17 @tronic44@crispymorgan- 5 replies
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I have three free PC Beta codes if anyone wants a try of it. The beta opens again this evening and tomorrow. Sent from my SM-G955F using Tapatalk
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Mario is on his way to the U-bend in the sky. My condolences. https://www.bbc.co.uk/news/technology-46072339
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If you like to gamble, I tell you I'm your man You win some, lose some, all the same to me You know I'm born to lose, and gambling's for fools But that's the way I like it baby I don't wanna live for ever Said Lemmy. Looks fun, I'll jump in
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It runs well for me, smooth as diddums' arse .....and on Ultra settings. Given that the engine wasn't designed for multiplayer I've not had any issues at all. Looks nice, nicer than Fallout 4, though i think I need to turn off motion blur. There were a lot of other players on and no griefing so far. I was wary of one large group of guys, we were suspiciously pointing our weapons at each other but it didn't kick off. No-one else seemed to have their chat on so I get to didn't speak to anyone. Shooting mechanics (not bothering with VATS) are the best of any of the modern Fallout games. Smooth and accurate. Melee too. I already have half a dozen different weapons and plenty of ammo. I've been looting like a bastard, I love looting, I look everywhere for crap. Crafting was easy, first thing I did? I serrated the blade of my machete to inflict more bleeding damage. I'm stopping myself from playing too much of the Beta as I want to enjoy the game as intended. It might not be everyone's cup of tea, but it's Fallout, I like Fallout, I like the universe and the character of the games. I knew I'd like this Fallout. It's why I booked a week off work for when it goes full release
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A few minutes watching that guy was all I could take, an unhelpful rant at best. There's a lot hate for this it, long before the beta, a lot of it of 4chan origin for some reason. I've not looked into it much. Though yes - surprise surprise - a Fallout game in beta has performance issues Fallout 3, Fallout New Vegas (the most buggy game at launch I have ever experienced) and Fallout 4 all were buggy pieces of shit at launch, never mind beta. And his issues with frames only needed him to log out and back in again, there's plenty of people getting 100+ frames. I think the game will last a long time and will be a modders paradise. I like the Fallout universe and I like these types of games. But I suppose I'll have a proper opinion myself once I'v had a go, which is just about to happen now For a more rounded impression, try this one:
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Welcome, tell us a bit more about yourself
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Gran Turismo Sport Time trial
phil bottle replied to Greboth's topic in Sports / Racing / Beat Em Ups
I can get into the 2:16 bracket just about but I'll only be able to do better is learn manual. Hopefully I can dedicate some time to that Saturday morning...any tips @Greboth? -
I ended up watching a stream. One thing that was bothering me was the graphics,. Now I know that's just the Xbox version that looks cack
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I'll always recommend playing a musical instrument as a good way of relaxing and relieving stress. Music in general makes life much easier to face. Sent from my SM-G955F using Tapatalk
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The beta turned into a bit of drama last night, as many, and include myself here, started up at the allotted time only to find the launcher deciding it needs to redownload the entire game. At a ridiculously slow speed. GG Bethesda, best troll yet (and I played New Vegas at launch lol). Sent from my SM-G955F using Tapatalk
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I've had a few goes on PS4 VR around a mate's place. It was actually pretty decent. How are you finding it regards motion sickness?
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I wasn't aware before I bought it, but there's a nice gift for those that have it on PC. "As a special offer to those who pre-order Fallout 76 for PC, we are offering the Fallout Classic Collection – which includes the original Fallout, Fallout 2 and Fallout Tactics – for free! This offer is available exclusively to those who pre-order the game for PC digitally via Bethesda.net. You must have a full Bethesda.net account to be eligible. Already pre-ordered through Bethesda.net? We’ve got you covered: you will also receive the Fallout Classic Collection for free! Players can expect their copy of the Fallout Classic Collection to be added to their Bethesda.net account on or by November 14."
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What are you listening to right now?
phil bottle replied to BO7H B4RRELS's topic in Movies, TV & Music
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Dev Update/Martin Dear Survivors. As promised, it's time to address the upcoming BETA update. This will be a longer text, so take a deep breath, we're going to get back all the way to the last year. In the 2017 - Year In Review video published last December, we shared our goals to deliver the BETA and 1.0 updates of DayZ in 2018. Over the course of this year, we've made significant progress towards completing those goals (2 major experimental releases, and 50+ Stress Tests), and while there's less time left in 2018 than we'd all like to have (some 60 days left before the holiday season starts), we're still well on our way to releasing these important updates. In this blog post, we'd like to better define the PC BETA update - what our goals with it are and what your expectations towards it should be. What does reaching BETA mean for DayZ? Before we dive into the specifics of the DayZ BETA update, let's set the terms straight first. In software or game development, BETA is widely regarded as a product that's feature complete. For the DayZ PC BETA, this is true in a sense that the BETA will have all the features required for its core gameplay loop to work, but within the overall scope of the DayZ project, it's certainly not what we would consider a totally feature complete game. Then, the BETA stage of development is a point from which the focus of development shifts to bugfixing and polishing, instead of implementing new features and technology. This will be especially important for DayZ, as one of the the main goals of the BETA update is to start making the game into a stable platform that's ready for further development. The other main goal of the update is to make the vanilla game an enjoyable experience - after years spent on core technology development, we finally have a game in our hands - not a game concept. The game has a given set of features and content, and that will allow us to make the necessary balancing and polishing together with our community. Most of this will be happening throughout the rest of 2018, culminating in a 1.0 release where we leave Early Access - but even after this milestone is achieved (meaning we finally close the core development of the game), we're going to keep improving the platform before new things start making their way into the game again. So to summarize, the PC BETA update is going to be a version of the game that has all the basic fun elements of DayZ available, and it's also the start of the journey towards a balanced, stable platform that's ready to support further development and modding. With that out of the way, let's take a look at the particular features and content that will be available in the BETA update. BETA Features and Content In August, we've gone through a feature freeze - an important internal milestone where we've evaluated the overall state of the game and marked any item from our Feature & Content Goals that did not reach a certain level of implementation as post 1.0 development. While we are ultimately the masters of our own development time, there is one universal truth in game development: you can always try to squeeze more stuff into a release, so eventually, a line needs to be drawn and goals need to be established in order to achieve results. The goal we've set was clear: making sure that we proceed towards stabilizing the DayZ gameplay and platform in 2018, as this stabilization will be necessary for further development of the game, and will benefit DayZ in the long run. Additionally, after working on a project for 5 years, it also became apparent that the team needs to have a sense of an end goal in mind. Making decisions like this is painful for every developer - nobody likes to see "their" feature being cut, or postponed to some future update - but having a balanced and polished core of basic gameplay is more important than having dozens of flavor, supporting and exotic features. Everyone who was ever involved in the full development cycle of any game knows that at the finish line, there's always less stuff than was originally planned. Since DayZ's development has been very open from day one, you get to experience this side of game development with us, first hand. So, at the end, this is where we've arrived at for the DayZ BETA features and content - ultimately meaning that this will also be our 1.0 release after the polishing phase: Please note: the overview is not extensive and does not cover every single small feature or item in the game - DayZ is a pretty complex game after all. This mostly describes things that the BETA has in addition to the 0.63 Experimental release. If you have a question about a specific feature, feel free to ask us about it in this forums thread! Critical new BETA features (not available in legacy versions of DayZ) Base building related crafting, items, and their economy setup precise placement of objects electricity system locking other players from accessing your base New implementation of vehicles improved controls, physics, and network synchronization improved damage system improvements in vehicle interactions, management, and maintenance Modding support implementation of the Steam Workshop game launcher specific modding tools server files for hosting community servers New player character features visualization of bleeding source character lifespan (growing beards, learning soft skills) character restrain hit reactions Smaller new BETA features and improvements (not available in 0.62) major improvements of the sound design hidden loot stashes not losing your weapon double carry (when switching from hand slot to shoulders) improved in-game map implementation dynamic spawning of loot (fruits, stones, mushrooms and other items) specific animations for carrying/using most items melee attacks with guns server browser improvements central Economy improvements and more Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. these are considered flavor features and for now, work on core gameplay features was prioritized instead In recap, there are no major feature cuts or postponements - anything that makes DayZ the game unique and original among the other survival games is still there. Some of the biggest trade-offs are probably bows, throwing, ragdolls, and some of the flavor features that you were already used to seeing in legacy versions of DayZ. These trade-offs are usually allowing us to spend more time on the core features, and that, again, is certainly more beneficial for the future of DayZ. In addition to those features, we've had to done some trimmings to the content. Specifically, we're only going to have two types of vehicles available in BETA - the V3S truck and the Lada 4x4. As for weapons, compared to our original goals for BETA, we're not going to be able to implement the following content in time: Magnum Red 9 IZH 43 shotgun SKS CR 527 Winchester 70 Any other firearm currently available in 0.62, but not on the 0.63 Stress Test branch In general, we've done our best to have each firearm type from 0.62 represented in the game, and additional variety in firearms will be provided with content updates after 1.0, where we should have more animation resources available at hand. Road to the 1.0 release In general, polishing the package of content and features as described above will be our goal for 1.0, and for the weeks immediately after 1.0. This will include: general balancing of every part of the game (central economy, weapon damage...) a massive amount of bug fixing polishing and improving the general feeling you as players have when playing DayZ Just to assure everyone again, both the BETA and 1.0 releases will happen this year. All of that will be done together with our community, and we will be expecting to hear a lot of feedback on various things. When the BETA update gets released, we'll be providing more details on how we will be collecting and evaluating feedback. As the cherry on top, there's of course the planned modding toolset release - and we'll also get back to that later on, when the BETA update is in your hands. It deserves its own blog post, and after all, this has already been a very long wall of text anyway! - Martin Čulák / Brand Manager Dev Update/Peter Even after some of you had the chance to try out the construction feature to some degree with the recent release of the Stress Test, base building is still considered to be a kind of a mysterious part of DayZ. To recap, the construction feature allows you to build two main elements (portable mesh barriers aside): fence and a watchtower. The process of building these objects is identical and starts with a construction kit, which is placed to outline the position and layout of objects. From there, you are able to add building materials such as logs, planks, nails or metal sheets, and by using the proper tool and a user action, you turn them into actual parts of the fences or watchtowers. Similarly to the watchtower with its multiple floors, the fence includes an optional platform. Upgrades for both are available in terms of camouflage and passive defense. Moreover, a fence can be turned into a gate as there has to be some way how to get in or out, The opening is wide enough for a truck as well. The gate can be kept closed from unwanted visitors by utilizing a multi-dial combination lock with easily shareable custom codes. Of course the code can be cracked by brute force and -as everything in DayZ- it can be broken with a proper tool, although you should consider the time needed for such actions. That goes for dismantling actions as well. Currently we are in the process of solving unpleasant issues with the lifetime of constructed objects and intentional server hopping into the base. Especially the second one is tricky as I don’t want to introduce some unnecessary artificial counter measures or out of place actions which could potentially harm the unique DayZ experience. Base building as a whole is a broad set of activities. Throw horticulture, food preparation, obtaining water, stationary crafting, storage, building a shelter, engineering an electricity grid and others into a mix and you get your very own base. All of that was designed to blend in well with the environment, and I have to say that I’m excited to see the wide variations of bases you will come up with, and how they will add to the persistent world of DayZ. It’s hammer time... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam If you have played DayZ since the version 0.60, it is certainly possible that you never had an opportunity to see how the in-game item of Chernarus' map looks and works. The revival of this feature was definitely one of the more important points for the upcoming BETA release and I am glad to announce that this was a success, and in addition to its re-introduction, we have been able to bring a number of improvements to it. So, how does it work? You find the Chernarus map and take it into your hands. After that, you can open it with a user action. Your character will unpack the map and you will have an access to the map interface, where you can use pan and zoom in or out. A nice extra about this is, that anyone else in the world will actually see you having the map open too. So what you can find on the map of Chernarus? While we would like to bring a number of different types of maps, we have decided that it would be best to start with a tourist map. This map features the whole in-game world in great detail (excluding the military areas of course). It shows all the pubs, stores, local offices (PAS panel), medical centres, police and fire departments. I should also not forget about the newly added tourist trails - you can see all the color tracks on the map too. Adding features like the trails is one of the improvements compared to the previous version of the map (versions 0.59 and older). It also allowed us to add all important lakes, streams, rivers and swamps. The location names on the map also received a necessary pass and we have got more types of them now. All the names are up-to-date with the map changes that happened for the past few years, and their names are in Cyrillic, so you can easily connect them with the names you see on tourist trails, settlement or traffic signs. The engine team has also looked at the performance of the map and has brought a number of improvements to it. The map feature, at its core, works the same way as it did in Arma, which means any community map (that is packed using the upcoming DayZ tools) is also supported and only minor additions in the config and script have to be done. And to those wondering - yes, you will be able to add notes (markers) to individual map items. Peter will explain this in more detail in a future Status Report. - Adam Franců / Map Designer Dev Update/Filip If you have played on the Stress Test branch over the last weekend, you might have heard a number of new and updated sounds. Our work in this area continues with: sounds for evade prone animations updated animals footsteps sound dynamic attenuation of ambient and engine sounds, when character is inside vehicle. The sound changes according how many doors are open. sounds for rifle swap animation - Filip Čenžák / Sound Designer
