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-Gews-

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Everything posted by -Gews-

  1. It's a bird... it's a plane... it's a tree! Chernarus' best-known flying tree has been the subject of many screenshots this patch. But the burning question remains... how high does it fly? Some people have made guesses: "So, I was wandering up North above Tisy ... then came across a strange sight in the sky. ... It was what looked like a tree, floating what seemed like 500+ meters up in the sky..." "... here's a shot of a tree hovering above the NW portion of the map not far from Tisy Base. Looks to be about 700-1000 feet AGL. Airborne!" "- in the north you see an occasionally floating tree (solo pine ~ 200 m above ground)" The Tisy tree is on the fix list and it was imperative a proper survey was made before the tree comes down to earth or disappears. We can't look up and walk directly under the tree, but the tree's latitude is not hard to place as the tree is only a few metres from the map border. Looking down the northern border of the map, I estimated the tree was 7 metres from the edge. It is then easy to line up with the tree from another direction and find the point of intersection. I'll call this the Root Position (haha). The Root Position As just mentioned, our vertical vision is limited. Currently, our character's heads can swivel up only 32 degrees. When finding the height of flying trees, this is a good thing. Maxing our view on the vertical axis and moving our character until the tree is positioned in the centre of our screen gives us a starting position. In this case, the starting point was several hundred metres into debug. We can confirm the tree is properly centred using a hunting scope placed in our hands. The debug zone is not flat in this location. We are downhill from the Root Position. We need to find out the difference in elevation. Toggling in and out of freelook centres the view in both axes. Then it's a simple matter to estimate the angle between the centred view and the Root Position. Just under 2% of the character's vertical FOV. Rangefinders don't work this patch, but this is only a minor problem since distances can be approximated by timed runs. Thanks to the undulations in the terrain and other factors the distance won't be exact, but it is the best option available in the debug zone. The distance was estimated at 617.28 meters (no correction for ground contours or feet vs eye position was made). We can now construct a right-angled triangle and estimate the height of the famous tree. Estimated... 1. Eye distance under Root Position: 12.56 m 2. Run distance: 617.28 m 3. X-axis distance: 617.15 m 4. Angle from eye to tree: 32 degrees 5. Tree height above eye: 385.64 m Therefore, the tree flies an estimated 373.08 metres above the ground (1224 feet). (this post brought to you by I Have Too Much Time On My Hands)
  2. -Gews-

    So whats the deal with the Zombies?

    Quite possibly.
  3. -Gews-

    Remove fog from the coast on sunny days

    Agreed. They didn't add the volumetric fog to the entire coastline to prevent a few people from sniping freshies. The fog. It's okay now and again, looks sinister. But dense fog permanently enveloping the coastline? No thanks! Ruins the view.
  4. -Gews-

    VSS vs M4 supressed with acog

    It's simply wrong. Hitting limbs and items, probably. Maybe some are expecting too much as well, and don't realize it's a 600-700 J cartridge. Yes, it's about 1 second, not the most versatile weapon.
  5. -Gews-

    VSS vs M4 supressed with acog

    Ah, "blood damage", haven't seen that term for a while. You're correct. Same as Lee-Enfield at 6722. The damage drop-off is real low on the VSS FYI (and should be even lower in future).
  6. -Gews-

    How do you reload the bow?

    Take the arrows and place them on your hotbar, use number keys to reload.
  7. -Gews-

    Music in DayZ - Short tracks

    Personally: I never cared for the mod's cheesy music/sound effects and turned it off immediately. If I want music I listen to stuff I like. Plus, it certainly is a disadvantage. Sometimes I've been saved by soft footsteps I can't even hear in the recording. I don't really care because I'll just mute it, but the devs have said they're not interested.
  8. -Gews-

    Music in DayZ - Short tracks

    Brian Hicks: "DayZ Mod's music was and is not the property of BI, and wasn't put together by the mod team - aside from the fact that I still don't see ingame music as something we should dabble in." From status report Q&A 26 Nov 2015: Q: Could you imagine to add some suitable music/sounds to special situation as fog or something like that? A: We're not really interested in a title enforced music selection. I've talked extensively about this one, but in short - we don't feel the narrative drive to guide the players emotions via music.
  9. -Gews-

    Shotgun changes.

    With 11 pellets each doing more damage than a .380 they are already strong enough, the problem was that they left out some values resulting in no damage to arms and legs, only broken bones. Also the spread is quite exaggerated within its effective range. That Remington 870 is very close to the MP133 which is apparently used by Chernarussian police, and for the high-tier loot at crash sites pump-action is outdated, an M1014 perhaps.
  10. In the Steam Store it did once say that both the minimum and recommended system requirements for DirectX was Version 9.0c. So yeah, for you guys with older cards, it is some bullshit. But you can't do much about it, because Steam covered themselves with a standard limitation of liability in the Steam Subscriber Agreement. So did Bohemia:
  11. This is true, axes are the gold standard of standalone melee. That said, some other weapons have their uses. Fists, of course, are pretty great. In a one-on-one, you can cut a guy with a knife and just run around him until he bleeds out or commits suicide. Careful headshots with a sharpened stick is pretty effective as well (the other day killed two in Polana with this technique). Bow is neither melee nor firearm but is worth mentioning, as it is easily crafted and betters any hand-to-hand weapon as long as you don't get stuck. It also breaks down to a sharpened stick when you run out of arrows. Etc.
  12. Um... the mod? Melee? Better? Really? Anyways, the standalone melee is currently pretty bad... but as you guessed, you are doing it wrong. Some people can be a real terror with the melee weapons.
  13. -Gews-

    New Renderer

    The mid and long range textures look worse and there's a lot of flickering and pop-in. In "known issues" is listed: New Renderer: Visual bugs - shadows, textures (flickering, missing for example), light.
  14. -Gews-

    how long is the improvised suppressor ?

    The improvised suppressor has a length of approximately 25 cm. Before being ruined, a pristine improvised suppressor can withstand: 0-1 rounds of 7.62x54mmR or .308 Winchester 1-2 rounds of 7.62x39mm or 5.56x45mm 4-6 rounds of 5.45x39mm, .357 Magnum, 9x19mm, .380 ACP or .22 LR
  15. -Gews-

    Map editor

    I should clear those. The latest terrain editor is "Terrain Builder". https://community.bistudio.com/wiki/Terrain_Builder I don't have much info on the EnScript. There's some shown here:
  16. -Gews-

    Very tall mountain

    The Skyrim mountain = Pik Kozlova? I suspect it would look weird and/or out of place compared to the rest of the terrain. It would also take up a very large amount of space. A mountain with a local relief three times that of Pik Kozlova and with a fairly steep 50% gradient would have a base taking up 5.8 square kilometers.
  17. -Gews-

    Map editor

    I don't see why you couldn't start on a island now. There's this. Also be aware they're moving to "EnScript" language and ARMA uses "SQF", but don't think that will affect your terrain too much.
  18. -Gews-

    m16a4/a3 and rpk/rpk 74 should be added

    Excluding guns that are similar to one another would not make for a very "authentic" or immersive weapon list. It's not an arcade shooter, not every weapon needs to have completely new and unique features. That would mean only one bolt-action, full power hunting rifle, only one modern 9mm pistol (yep, people complained about the Glock 19, saying it was too similar to the CR75), et cetera. Given this game's milsim(ish) heritage, if they include a specific faction they should include the basic weapons commonly used or issued by that faction. For the CDF this is mostly complete: AKS, AK74, AKS74, AKS74U, RPK74, PKM, Makarov PM, SVD, RPG-7.
  19. -Gews-

    Franky1080ponpc's suggestions

    Frankie... must... resist... Anyways: posting someone else's 45-minute video of modded ARMA 3 gameplay is not much of a suggestion. It's not even a suggestion video. "Zombies everywhere but sometimes you find yourself a minigun with explosive rounds" No thanks...
  20. -Gews-

    CZ 550 scope

    "Posted 30 April" Wait a minute... Well, I guess the DayZ forum is the place for zombie threads.
  21. -Gews-

    CZ 550 scope

    Reticle looks very similar to this PO 4x24P, minus stadiametric rangefinders. Yellow is supposed to be illumination. Too simple? It's a hunting rifle, and in the game it serves the purpose of lower tier sniper. No reason to be more complex or capable.
  22. -Gews-

    What's the point of small cases?

    The small protector case? It used to provide 6 slots and only take up 4, so people kept stuffing them inside each other like matryoshka dolls. Caused lag issues.
  23. -Gews-

    Mp5 Iron sights

    The weapon model was bugged since 0.59 experimental. It's now fixed. (Screenshot: Ham_Sandwich77) MP5K doesn't have the standard MP5 sight, just an open notch version (they should have made MP5K-PDW instead, but it looks like they want us to find all the parts for that, blah). Also, that sight picture shown is not correct for a standard MP5 or K.
  24. Gee, thanks. I have my sprint and walk same as ARMA 2, mostly since I was used to it. Easier long-distance running and I like the temporary shift-walk and it also happened to avoid the issue with inventory and Steam overlay. It does make it slightly harder to do the quick sprint-jog-axe combo.
  25. I think our games are pretty similar. Anyways, I like a little argument every now and again. Do you have a non-default bind for sprinting? ( I use the old 2xW)
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