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Everything posted by -Gews-
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[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
Heh. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
It is a zoom technically, but not in practice, since compared to DayZ's scopes/binoculars, we are only 'zooming' in with our eyes to the scope/binocular's 1x power. We, the players, use the feature when we want to focus on an area, but the word 'focus' seems confusing to many people (eg, if it is 'focus' then there are questions on why things are not blurred when out of focus and how focus != zoom) and the zoom behaviour doesn't mimic the mechanics of focusing in optics, so I'm not a fan of the word 'focus'. Zoomed-in view gives our regular eyesight size+detail, but we can't play like that, so we also have zoomed-out to get a decent field of view. And of course in real life we get these two things simultaneously. So some suggestions, for example, "no zoom when moving" or "make it take longer to zoom in" don't make sense to me. In the end it's a variable FOV range, so I guess we could call it 'eyesight range' or something. But then most won't know what we're talking about. Hence 'eye zoom'. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
Here's a comparison via ARMA 2. From left to right, the zoom we had in DayZ mod, our zoom right now in DayZ 0.62, and finally, the zoom in Gamescom 0.63. Like I said before, if you don't know exactly what 100 or 300 metres looks like IRL, one can easily measure distances near you via Google Maps and make his own impressions on which of these images fits closest with his observations. First, at 100 metres: And now at 300 metres: This. -
In any case, don't try and modify game files or attempt to bypass the anti-cheat software to get such things to work.
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Additional feedback regarding zoom feature
-Gews- replied to czarnyborsuk's topic in General Discussion
RMB 'zoom-in'. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
So this is interesting. Here's the reddit post made 4 days ago by u/RogerBadger3344 which is where I first heard this. Mr. RogerBadger is very much in favour of keeping the zoom. https://www.reddit.com/r/dayz/comments/6w7z48/my_thoughts_about_the_removal_of_zoom_feature/ Anyways: 112 upvotes, 92% of voters upvoted. And almost every commenter (44 total comments) says they support keeping the 'eye zoom' function. Those figures would be bigger but like this forum, r/dayz is pretty slow these days. Anyways: for who are they making this change? I'm sure the average gamer more interested in Overwatch or whatever doesn't care, but removal of 'eye zoom' doesn't seem to be something the core DayZ community supports, at all. And ARMA 3 manages to get along fine, even though it has a substantially greater zoom than we have in DayZ 0.62. I don't buy the idea that simple zooming in and out makes such a giant performance hit that it needs to go, despite being a fundamental feature for many years. -
Additional feedback regarding zoom feature
-Gews- replied to czarnyborsuk's topic in General Discussion
I can see it now, a new item for 0.63! class BiopticBase; // external class reference class BiopticGlasses : BiopticBase { scope = public; model = "\DZ\characters\glasses\bioptic_vision_aid.p3d"; displayName = "Bioptic vision aid"; lootTag[] = {"Civilian"}; descriptionShort = "Made of plastic with a fashionable horn rim design and tortoiseshell frame, this bioptic will allow your vision-impaired character to see properly."; handAnim[] = {"OFP2_ManSkeleton", "\DZ\anims\data\anim\sdr\ik\clothing\glases\bioptic_vision_aid.rtm"}; armAction = "OneHanded"; minFov = 0.4143; -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
We can calculate the appropriate size of a given object on the screen. For example, a 1.8 m tall figure at a distance of 100 m makes an angle of 0.018 radians. If my distance from the screen is 30 inches I can just go 0.018*30" = 0.54" as the size on the screen. If my screen is 11.25 inches high, and has a resolution of 1920x1080, that means 96 pixels per linear inch, so the 1.8 m tall figure at 100 m should be 0.54* 96 = 52 pixels high. That's the appropriate size to match the real-life apparent size. And that would demand a character minFOV very close to 0.25 (same as ARMA 2, 3). Appropriate value for configuration changes on distance and screen size. If I increased to a 27" monitor at the same distance that minFOV would need to be increased to about 0.30. A 15.6" laptop at only 24", lowered to about 0.21. (For reference it's currently at 0.4143 in DayZ standalone, and 0.25 in ARMA 2 and IIRC ARMA 3). Anyways, using the default settings, a man that appeared to be just 300 m away in the DayZ mod will appear to be 850 m away in DayZ 0.63. If you're like me and play on max FOV, he'll appear 1 kilometre off. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
Not true. That is a video. Displayed on a monitor. Without digital zoom. So exactly like the camera in DayZ it's going to appear smaller than you see in real life. Go get a camera, take a 16:9 photo without any zoom, size that photo to your 16:9 screen and note how objects in the distance are smaller than they actually appeared. People at 100 m, or 200 m, or further, do not appear like 'dark spikes'. At 1 kilometre, sure, then they look real small. If you don't have a previously known distance or a laser rangefinder, you can use Google Maps measuring tool to find distances. Right click on a spot and choose 'Measure distance'. -
Additional feedback regarding zoom feature
-Gews- replied to czarnyborsuk's topic in General Discussion
I thought of the console thing as well. There's no evidence that is the actual reason behind it, but yeah, the thought did pop into my head. I don't completely get the binoculars thing. It was mentioned in the video, but: -They're already a very useful tool, why must they be even more useful? -No eye zoom also means correspondingly less binocular zoom at the same power magnification -Should we really need binoculars to see people instead of dots at 300, 400 yards? -Wouldn't this exacerbate disparity between scoped/unscoped weapons? I don't think that's important myself, but now various scopes could still see to edge of network bubble while eyes are handicapped, which seems contrary to the wishes of some. I think the binoculars thing is not that well thought-out. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
Not a great solution. You can mod anything you like, but you need someone to play it. Only the large mods survive, the rest die very quickly. Besides being a huge amount of work, 'historically' those successful mods have all been quite different from vanilla DayZ experience. Better idea: give feedback (ie, complain loudly) and see if devs will change their minds. Has happened before. Your DayZ character doesn't have eyes, he has a virtual camera in his head and you are watching that on your monitor. No zoom, objects in the distance are too small. You can't see certain things you should be able to. So what can allow your character to see things clearly at a reasonable distance and also have as wide as possible a FOV? You've got to have a variable FOV, eg, zoom. Doesn't matter eyes don't zoom—it's not eyes. It's trying to represent the field of view and the visual acuity you get with eyes. We don't have a HUD elements or floating text either in real life, those are there to represent missing capabilities also. The zoomed-in view is your proper basic FOV, the zoomed-out view is just there so you can see around you. So you can think of it as being 'zoomed-out' by default. And the binoculars and scopes multiply based on your zoomed-in FOV, not the zoomed-out FOV. Nope—if it ends up being that annoying, why play? Already went through it in 0.57. If this terrible change stays, maybe I will mellow out and still get some enjoyment, and maybe not. By the way, for reference: looking at an old comment of mine and found this. Here's someone viewed at just 100 metres in ARMA 2, without any zoom (Initfov=0.7, IIRC). Would look similar in current 0.63 DayZ. -
[Dev] Eye zoom 'probably' being removed entirely
-Gews- replied to -Gews-'s topic in General Discussion
I've only played Squad, but I know Squad, RO2, PUBG and H1Z1 all have some form of zoom. Squad has a modest zoom on rifles and a much greater zoom on heavy machine guns (huh?). PUBG has zoom while aiming down sights. H1Z1 also zooms in while aiming in 3rd person. RO2 has zoom. All of the above zooms are while aiming, whereas DayZ has zoom during any activity. I don't think it matters if other games 'get along' without 'eye zoom', because if someone isn't interested in the realistic/simulation aspect, then it comes down to personal preference of gameplay. DayZ can get along fine without zoom, and it could also get along fine with hitmarkers, kill feeds, or bunnyhopping, etc. I am interested in the realism/simulation aspect and this is a core foundation. I always nitpick weapons and their statistics, etc, but all that is small potatoes compared to the basic way in which my character perceives the world. Yes, that's a more accurate summary. -
Heh. A lot of rebinding there!
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I think that would be pretty dumb. I've always been against the idea of a specific 'bow slot'. Illogical. Esp. running around with bow, axe and rifle all three. The item-locked ranged/melee slots are bad enough already. Even worse: crossbow slot. Eurgh.
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This was posted to r/dayz by u/haaany and proved controversial: 50% upvotes, 231 comments. LIRIK and Shortyyguy are streamers who broadcast gameplay on twitch.tv. I had to check specifics for #7; they are referring to the game PlayerUnknown's Battlegrounds (PUBG), which does not handle magazines as a separate item. Guns in PUBG act as if they have internal magazines. You can find upgrades for your gun (eg: 'Extended Mag', 'Quickdraw Mag', "Extended QuickDraw Mag") which increase the gun's ammunition capacity, the speed of reloads, or both. In addition, appropriate ammunition spawns next to firearms. Thoughts?
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For me the best single location for .308 has been the long line of abandoned cars at the 'evacuation camp' west of Lopatino. Maybe looted more often now, however. Otherwise you'll eventually find it in some random house.
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This was a 6-pack. I was wearing Gorka uniform and UK assault vest. They might have bit me once, not sure. They're just a bit too slow when the server's got a high or full population, and from fighting the previous pack I felt alright charging them.
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The =UN= wolves are piece of cake at peak times, but they make me dizzy. Five minutes of spinning... this just a few minutes after the last pack...
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Strange delay:
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Because... you're supposed to be unconscious?
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Only one model in DayZ: AK74M. You can inspect the 'AK101' magazines and see the distinctive 5.45 cartridges within. Admittedly the visual difference is not great, the magazine on the 5.56 AK101 should have less curvature. But apart from incorrect models I don't think it makes any sense for these weapons to be spawning in Chernarus, either. I said this on Reddit:
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I would say you should be able to find or assemble AKs with mounts for Western optics, but that the average AK should not be capable of accepting them without modification. And the average AK, as spawned, or in player hands, should be pretty much 'as-issued', meaning no optics at all. Side note: we already have in DayZ a Midwest Industries railed handguard, which in real life, is available in a version compatible with an optic that is also in the game ('FNX45 MRDS', top right in image below).
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Well, 'AK101' should be deleted. The artist made a great AK74M model, but the devs gave it the wrong name because at the time, they didn't want to add the correct 5.45 mm cartridge. No reason for this incorrectly-labelled item to exist now.
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Maybe @BCBasher will be interested in this part: "A new sandbox inspired by Vancouver Island and the original Dead Matter mod's map. Smaller and denser, Vancouver Island is home to new weapons, new enemies, new vehicles, new clothes, and new places to explore, all on a coastal landscape that will change the terms of survival. You'll also be able to travel between Alberta and Vancouver Island at your leisure, assuming you've got the supplies for it." But they didn't show anything which particularly interests me and I'm not jumping into yet more early access survival games (lmao). This thread belongs in Off-Topic General Discussion.
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"Leave the launcher, take the rocket" - several possible uses for the RPG-7 rocket that don't require the launcher
-Gews- replied to chambersenator's topic in Suggestions
Don't think this will work as you envision, the rounds are armed by 'setback' upon firing.