Jump to content

Andrakann

Members
  • Content Count

    60
  • Joined

  • Last visited

Community Reputation

52 Good

3 Followers

About Andrakann

  • Rank
    Helicopter Hunter

Contact Methods

  • Skype
    Andrakann

Profile Information

  • Gender
    Male
  • Location
    Russia
  1. And why they can't go anywhere? They just can't spawn from nowhere inside secured perimeter. But there's no limitations to make holes in perimeter, wired fences can be cutted, wooden burnt or broken with hatchet, etc... Extra buildings can be naturally limited by availability of resources, also i hope client get some optimizations in future. Which type of?..
  2. Initial idea (from mod section): Some summarize and adaptation for SA: Every map must be splitted to parts: - main map, with terrain, environment and non-fully-removable objects - like buildings, roads, big rocks, maybe trees; - objects database with all objects models; - reference cache with initial object positions. Clients can have only first two parts, because cache is individual per server and streamed to local server cache after connection to server and spawn (within Network Bubble™ radius). Something like 1000m radius for urgent priority cache (must be cached at loading screen, before player character actually spawns), 1000-1500m radius for high priority cache (bigger objects first), etc... Server makes a clone from reference cache into personal server cache at first start, and works only with this personal cache or session cache (i think it's good to have session cache in case of crashes and merge it with main cache at restart time). So, there is some benefits, as far i can see: + ability to move objects or destroy them forever (burn fences, salvage objects to resources, etc...) + good base for building, gardening, growing food. + ability to make player- and admin-made structures deep integrated into map, not like buggy Arma2 "mission" additions. + ability to make closed perimeters, safe from zombies* + ability to make clan bases, safe from server-hopping** + every dropped object can be cached and stays forever or within decay time (only server-side to prevent local cache exploring) Also there some disadvantages: - some people with poor connection (3G-modems) can have network lags and longer loading times. - game usually caches into C:\Users\User\AppData\Local\DayZ\ - it's not very good for big amount of data (i have only 4-5GB free on system partition), so cache path needs to be configurable. - cached data must have a good structure - to be easy maintaining by game, something like predefined empty (but structurized) files with quadrants of map around player position, so initial HDD space for cached data will greatly exceed received data with positions/conditions of objects. - predefined backgrounds in main menu will not have dynamic objects in place if you didn't cached them (can be easily fixed by replacing predefined position by actual logout position). * I don't think this is very hard to implement after i saw this picture from Rocket: So, routine for checking obstacles exist, only needs to be extended with additional check for closed perimeters, then save this information. Re-checking is only need to be done if door is opened or wall destroyed. Closed perimeter territory disables spawn of zombies and loot inside. ** My vision is something like submenu "Clan Management" in escape-menu, where you can register new clan, add clan logo and get clan leader status. Then you can activate "recruit mode" which adds invitation options to mouse rollout menu on other players. Clan members mark structures they build with clan tag (virtual or visual), and closed perimeter(*) gets clan tag too (virtual), if contain tagged structures. Non-clan players cannot login inside clan perimeter, they shifted to closest point outside for prevent server hopping into base territory.
  3. I just leave here a link to my old solution and this "funny" video:
  4. It's just the same as my var2. But personally i prefer my var1.
  5. Andrakann

    Dynamic map objects (a question to dev team)

    If map-hackers play on server - any hideout can be found, but i plays on whitelisted server with good anticheat (self-made), and my tents in Balota, Cherno and Electro has never be found. Of course most of them hidden inside small buildings, and for now it's becomes impossible.
  6. Of course it's looks strange, but not strangest than out of body viewing. And you can be surprised by zombie from your back, just like in first person :) Btw, you always can switch to first person if you bored of flashing players and zombies...
  7. Bots wont shoot at you if you behind wall or tree, so calculations for visibility already in arma engine, only need to be adopted for player character. Btw, i have another solution, very simple to implement! ;) Just add indicators to players in 3-rd person mode, like this: And advantages of third person becomes well balanced with disadvantage :)
  8. Andrakann

    Dynamic map objects (a question to dev team)

    Personally i prefer a small hideouts close to respawn points, so i can quickly get some stuff if getting killed, instead of huge bases deep in nowhere :) Lags in DayZ Mod is very dependent from arma client-to-client architecture and lots of scripts involved. With new client-server + network bubble architecture in SA i expect very smooth gameplay.
  9. Andrakann

    Dynamic map objects (a question to dev team)

    1) Full cache can be only server-side, and local player cache is only portions of changed data around them, so no huge download here. 2) Maybe, but servers has admins for that.
  10. Sorry, i didn't read whole topic, just first 3 pages and last one, maybe my solution is outdated. But it's very simple - just not render characters and loot if they not in field of view of player character as in first person. So we have this scene: This is first person view: This is how it looks from third person for now: And this is how it must be: How it works: Green is visible from first person, red is not.
  11. Andrakann

    Dynamic map objects (a question to dev team)

    If no zombie spawn inside perimeter then no new loot too. It is fair, i think. We didn't create new objects, just moving already existing. And most of them it's low poly fences or wall blocks.
  12. Andrakann

    Dynamic map objects (a question to dev team)

    They must run away from map area, it's about 5-15 minutes of running, maybe get some loot by that way ;) There's a LOT of trees, but cutting them all down would be fun, isn't? :) Unique baldy server ;)
  13. Andrakann

    Dynamic map objects (a question to dev team)

    I think you can create wooden fence from a tree, tree is destroyed, replaced by fence object, so quantity of objects is same (but tree has 30-100 polys and fence has about 20-30, so here must be a bonus to perfomance). For server hopping i have another suggestion - server browser is available only if you logout outside of map area, if not - you just leave game, and automatically logins to same server on next launch. And securing area with fences it's mostly counter-zombie feature, i think in future releases of mod especially in SA, players will be able to climbing over those fences :)
  14. Andrakann

    Dynamic map objects (a question to dev team)

    Yeah, reddit is better, i know. But i didn't find option for attach pictures like in forum, so i created a topic here :)
  15. Andrakann

    Dynamic map objects (a question to dev team)

    Thanks for support, beans for all (i just secure a shop and have a lot of them ;)).
×