deady 0 Posted August 3, 2007 Still looking forward to trying out a 100 player+ Berzerk map Share this post Link to post Share on other sites
zaphod 0 Posted August 4, 2007 working on new dialogs, and a online squad creation (don't know how yet)... rest is done. Share this post Link to post Share on other sites
zaphod 0 Posted October 27, 2007 countdown for release status ... coming in a few days. betatest Screenshot Regards, Zap Share this post Link to post Share on other sites
Greenfist 1863 Posted October 27, 2007 How about releasing right NOW?! I've put my arma on hold for a while now because of the lack of good Berzerk servers. So this is exactly what I and the world needs - something fresh on the berzerk front. Can you give us some more teasers on the new look and features...? Share this post Link to post Share on other sites
.kju 3244 Posted October 27, 2007 Lovely UI. Good to see you back in action Zaphod. PS: I prefer non transparent dialogs though. Maybe just personal taste or it makes dialogs even better visible. Share this post Link to post Share on other sites
mant3z 1 Posted October 27, 2007 countdown for release status ... coming in a few days.betatest Screenshot Regards, Zap OMG you're so good :] Can't wait man! I'm big fan of your maps :P When you finish your job maybe you can help those guys Klick! it's starting to be very good kind of game but still needs a lot of improvments Best Regards Share this post Link to post Share on other sites
zaphod 0 Posted October 27, 2007 @ Q: as long as text has shadows, transparency isn't that bad Release in a few days ... just a few things to check on dedicated servers and maybe creating some sort of anti TK punishment and not allow firing in bases 'n stuff ... the team status/recruitment dialog is very basic, too, but will improve in upcoming versions, as the new interface will. new features: - 64 vs. 64 players (yes ... don't forget LAN-party gaming ...) - Mobile Headquarter like respawn (BMP2/M113 Ambulance) - completely rewritten engine (100% precompiled SQF) - publicvariables packed to string - server/client synchronized main loops - receive points for capturing a target ... and many many more ... Share this post Link to post Share on other sites
Guest Posted October 27, 2007 Looking good Zaphod, I am looking forward to the new release. Share this post Link to post Share on other sites
Hyrax0740 0 Posted October 28, 2007 me too will throw it on the server as soon as it is released Share this post Link to post Share on other sites
zaphod 0 Posted October 28, 2007 i will do my best to finnish it during this week to start open testphase on next weekend ... Share this post Link to post Share on other sites
zaphod 0 Posted November 2, 2007 hi all, as i saw at online server tables, there are many different arma language releases out there? i don't really know which arma releases are really shipped with own language files, but i want to support briefing and dialog/ingame language support to as many as possible ... anyone who wants to help with translation of the ( new! ) briefing texts and language file is invited! (greek, italian, guess czech still not done ... whatever you know yourself what you can do ...) you'll get the briefing(html) and a language table in (my bad =) english by email, and you just replace the text, and send it back, that's all. Send me a PM, if interested! these files aren't finnished yet, but will go out this weekend to all helpers. all members in credit list will be contacted too, for existing languages, but don't know who has time of em ... All helpful things will be credited! Regards, Zap Share this post Link to post Share on other sites
Auss 208 Posted November 3, 2007 Really like the new GUI Zay, very impressive Share this post Link to post Share on other sites
zaphod 0 Posted November 3, 2007 Ber[z]erk v2.0 (inhouse betatests running) FEATURES update: - Mobile Headquarter respawn (BMP2/M113 Ambulance) - selectable respawn possibilities (not finnished, selectable ground,para,halo, (inside at mobileHQ)) - receive points for capturing a target depending on target score (planned is 5xtarget score - can be 1,2 or 3) - not only the inner capturers score, all players inside OUTER coloured circle will score, too! - invulnerable AmmoCrates and MedicTents (finally ...) - Heavy Limitations on weapons now, as snipers were: 1/8 - Sniper ratio 1/4 - AA Launcher ratio 1/2 - AT Launcher ratio (use more mines/satchels) that means: in 8 player teams are 1 sniper, 2 AAs and 4 ATs allowed in 12 player teams are 2 sniper, 3 AAs and 6 ATs allowed ....... - Amount of heavy armoured vehicles decreased, there were tooo many tanks in further versions (now tanks and AT balance). - improved limitations of vehicle weapon gear, depending on type - improved GPS, all team blue/ your group green,yellow or red depending on dammage - movable static weapons (rotate MGs, Cannons, Mortars in players direction and give em a push to move 2-3m in front of you) - create Camel right after destruction of old one (You can push and rotate camels, too! - ranking depending on score from Private (0) up to General (1000) - recruiting members (count depends on your rank) not fully tested! - for sure, join/leave group not fully tested, too! - Vehicle transport of jeeps/cars/crates with big choppers (still deactivated, as not really useful) - current score/ rank/ membermaximum table <-10/ Public Enemy/ 0 -10/ Noob/ 0 -5/ Private/ 0 25/ Corporal/ 0 50/ Sergeant/ 2 100/ Lieutenant/ 4 250/ Captain/ 6 500/ Major/ 8 750/ Colonel/ 10 1000/ General/ 12 TECH update: - 64 vs. 64 players (yes ... don't forget LAN-party gaming ...) - completely rewritten engine (100% precompiled SQF) - publicvariables packed to string (reduced amount to minimum) - server/client synchronized main loops - redesigned dialog usable for all needs (fully animated) - GUI Screenshot - bigger map - exact vehicle respawn time monitor - team-monitor - message-log - dynamic weather parameter setting/synced to clients (still problems with fog...) - reworked deletion of unused, orphaned wrecks - basic antiTK and no-shoot-in-base implementation THIS IS JUST A SUGGESTION FOR REALLY FULL SERVERS: better don't use AntiCheat Script suites with berzerk, they are very well, but as i try to reach servers limits with players these suites aren't really a improvement, as massive script activity for checking nuts behaviours is a waste of usable power for the game. My meaning is based on the amount of work, and routines these AntiCheat scripters uses on getting a handful of monkeys. I optimized the game code to a minimum now to get more and more possible power from the net and client machine, and it looks for me that a useful worked out AntiCheat suite is a bigger package than my whole game suite ... you see the relation ... My intention about this is to implement some of useful checks into the game routines itself as the basic implementation does... this section will develop with next versions to an antiTK and ok .. basic ... anti cheat part. but i will spend time on detecting things like unnormal weapons/mag amounts,publishing possible cheating players to network with message to others, unnormal fire-rates per second (e.g. auto-RPG), playerpos beaming, unwanted vehicles and so on and on ... whatever, these cheaters are wasting our time. MAP updates: - new planned maps: Corazol, Pita, Eponia, 2 Tiny Islands (Victoria & Compadres) - update old maps with some changes (yes, yeahfield sucks...) - jeep/car only maps planned for more infantery action (maybe a single tank respawn in target, we'll see) - mission based maps planned (low west/heavy east invasions, truck convoys, serial killer styled, we'll see too...) This list isn't complete, i will update it right here in this message. I also plan to implement some little FX scripts as soon as i can get em (wingtip trails by lethal for example) This is the right place and time for wishes post your ideas to make it better. Regards, Zap Share this post Link to post Share on other sites
.kju 3244 Posted November 3, 2007 Many great goodies in there! Ber[z]erk all the way. Share this post Link to post Share on other sites
Dwarden 1125 Posted November 5, 2007 Zaphod i like that spawn and equip UI design ... keep up great work Share this post Link to post Share on other sites
daikan 1 Posted November 5, 2007 hey zap i've been wondering for a while if the excellent berzerk maps would ever get an upgrade... and now that is a more than impressive list my only suggestion for now: include a revive script (with instant base-respawn option). keep it up! Share this post Link to post Share on other sites
The_Captain 0 Posted November 5, 2007 I second the request for a revive respawn option. It would really help members of a squad stay together... Share this post Link to post Share on other sites
Dwarden 1125 Posted November 5, 2007 q: hows with supprot of weapon packs (addons) ? are they possible to choose from menu ? Share this post Link to post Share on other sites
zaphod 0 Posted November 5, 2007 Theoretically any kind of addon could be implemented easily ... but which one tho choose .. that's it ... maybe we can do some kind of special version that could be funny. what do you mean with a "revive script" exactly? Share this post Link to post Share on other sites
.kju 3244 Posted November 5, 2007 SQF revive script by norrin The best way to play vs AI on non public server. Could be offered in public play as well, if there are alternatives to revive respawn (like you can instant respawn or wait for someone to revive you). Share this post Link to post Share on other sites
The_Captain 0 Posted November 6, 2007 A revive script wounds players in place when killed and allows other players to "Revive" (bandage, perform first aid, etc) them with an action to let them respawn in place instead of at base. Usually players die/bleed out after a short delay, and they can choose to wait for another player to revive them or choose to respawn at base. This makes it easier for squads to work together, because they can revive their teammates who are dead instead of waiting for them to drive all the way back... Share this post Link to post Share on other sites
zaphod 0 Posted November 6, 2007 a function like this is not planned. killed units will be deleted. problems with team status dialog causes delay in release anyway. rest is working good... i will think of an option to respawn near your commander infield, as long as he is alive. as your commander died, this option can be removed until your squad moved out of base again... this could be added as map parameter for respawn since "standard/parachute" respawn option setting is deprecated ... what about changing this parameter to "standard/squadleader" instead? this would make this "revive" style respawn optional. Regards, zap Share this post Link to post Share on other sites
The_Captain 0 Posted November 6, 2007 Zaphod, That is a simple solution which has much the same effect (keep squads together in combat). I say try it... Also will give a good reason for people to join squads. I had a quick question about your publicvariables. You said you packed them all in a string... does having one large publicvariable string take less bandwidth than lots of variables? Do you send it every second (for reliability) or only when one variable changes? Thanks. Share this post Link to post Share on other sites
zaphod 0 Posted November 6, 2007 its just an array with subarrays containing some numbers ... not really much ... i send it every second. what this means for bandwidth i dont really know ... but i think sending a not too long simple string containing numbers that saves 50 publicvariables is doing a good job, as i find it really practical to work with, i like it ... Share this post Link to post Share on other sites
Przemek_kondor 13 Posted November 6, 2007 will be there (i.g. in param) disabling grass option? I know You say: "ArmA-grass=ofp", but in my opinion it will be good if players have a choice Share this post Link to post Share on other sites