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Everything posted by -Gews-
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It doesn't rely on those physics. Separate system from physics items. I agree. Who is this OP to complain about stuff or give constructive criticism? If he doesn't like their numbers he should not say anything and make a mod for it, or alternatively, acquire funds and attempt to set up his own game studio.
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So, the ballistics are now closer than before, a couple are good to go, but many are still worse than they were in 0.62. A couple of the values are a little odd, as well. For example, the 7.62x54R is now set to 790 m/s. Why this odd 790 m/s, when Wikipedia (not always accurate but most people's first go-to) clearly says the PKM is "officially" 825 m/s, SVD is 830, and Mosin is 865? Acting on a hunch, today I checked the website of Czech ammunition manufacturer Sellier & Bellot; I believe they have based their new ballistics on the figures given on S&B's website. Two problems with this: Problem 1: low-quality data Unfortunately (like many manufacturers) S&B figures are not particularly accurate themselves. You can tell by comparing to other reliable sources and finding large discrepancies for the same type of bullet. For example, they claim their .45 ACP has a ballistic coefficient of 0.093. Way too low. Every other manufacturer gives significantly higher. Nothing special about S&B bullets, simply a bad number. It's going to be more like 0.19. Another example of bad data: they claim their .223 55 grain FMJ has a ballistic coefficient of 0.300. Too high! Should be more like 0.24 (and their tables give an even higher result than 0.300! The ballistic coefficient figures S&B give sometimes do not match to the velocities given in their tables, either). This bad data is partly a result of insufficient testing at short range. Can't make truly accurate ballistics off it. Problem 2: inappropriate loadings It's weird for military SVDs and PKMs to be using 174 grain Sellier & Bellot civilian ammo. The largest source for 7.62x54R ammo is military, and military surplus. It just makes way more sense to model the properties of the standard military/surplus rounds than that of a certain S&B target ammo which uses a much heavier lead-core bullet. Coincidentally (don't place much importance on eye candy) this is what is shown on the 7.62x54R box—military steel core light ball—and not coincidentally, this is how it used to be—ballistics from 0.34 to 0.62 were accurate for standard steel core light ball. Another example would be the 5.56 ballistics set (or intended to be set—it's not correct) for 55-grain ammo. As mentioned above most all nations use 62-grain ammo since the 1980s as this is the NATO standard.
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New experimental update, new ballistics tweaks. Review! Won't bother typing it all again so:
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This is just a text file, you're looking at a binarised version. Can't apply motorcycle helmet's maps to great helm. There's a examples of ARMA super shader rvmat and how to use on this page as well as previous link: https://community.bistudio.com/wiki/Super_shader You want to point to great helm's _nohq, _smdi, _as maps in the appropriate stages, change specular, specularPower and in Stage6 the fresnel values, and for a world map you want to replace ARMA 3 environment map with "dz\data\data\env_land_co.paa" in Stage7.
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Have to use your own object to preview rvmat look that way. Or look at the values from another one which has material similar to what you want.
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Text editor, but easiest way is in Object Builder, in Resources Library window, you can see "Current LOD", "Current Model", etc, within those is "material" folder and if you have rvmat in there, you can double-click and edit within that, and use Buldozer to see your changes. https://community.bistudio.com/wiki/RVMAT_basics
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You can use hiddenSelectionsMaterials to replace the original rvmat with your own.
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In your new class put hiddenSelections[] = {"zbytek"}; and then change that with hiddenSelectionsTextures and hiddenSelectionsMaterials for the rvmat. The base class has "camo" for the hiddenSelections, and "camo" excludes the reinforcing bands.
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Just started playing. Some small quirks.
-Gews- replied to Sam Shindig's topic in New Player Discussion
On PC at least, that was the original plan. ...however, it's no longer the plan. So though I could be wrong, I doubt for Xbox either. -
Content is #1 Priority, Not Persistence.
-Gews- replied to Survivor1431's topic in General Discussion
Five years of public alpha, one month of beta, and a 1.0 release with many of the bugs from the beta and a few new ones, too. -
Only thing that was "fixed" is buckshot, but just reverted to previous values, which weren't perfect (8 pellets vs standard 9, lower than standard speed, too low airFriction), I guess because buckshot was actually useless, whereas all the others still kill people fine. I don't trust the impact effects timing on a server, eg: leading a target, although it seems to work offline.
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Anyone knows if it´s possible to add headbob and motion blur to the game?
-Gews- replied to exwoll's topic in General Discussion
Look in username_settings.DayZProfile for head bob. Didn't check if changing it does anything. I am not a fan of this apparent new mindset where they take options away from player. No longer can I choose my own menu settings for head bob (NOT a fan), post-processing, toggle vs hold, brightness and gamma, resolution, etc. Instead it's all forced to be a certain way, to make sure you get the "intended experience". Don't like it. -
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Content is #1 Priority, Not Persistence.
-Gews- replied to Survivor1431's topic in General Discussion
At this time persistence isn't a big deal. Content seems popular, though. I haven't played regular servers since trying those running Weapon Redux, as devs thought sniper rifles weren't important for "1.0"... The reason it's not a big deal at this specific time is because cars are ass, and fresh spawns can tear down the useless bases in minutes. There's no point in having persistence without objects, but there's no point in having those objects without persistence, either, so I think that means there's no point to this thread. -
No way I can tell, it still makes me suspicious though. Today I was running west along the train tracks from Novaya Petrovka. Had a big stutter. Immediately spun my head around in all directions. Didn't see anyone—but maybe 3-4 minutes later, as I was running though the forest from the tracks up to Devil's Castle, there through the trees appeared two players not 100 m in front of me. So, like I said, it still makes me suspicious.
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Bwahaha, PBR. Nope! This isn't The Jetsons. Not too knowledgeable on this but you can look up on BIS Wiki and read descriptions of maps for ARMA as it's basically the same. For simple items just needs diffuse, normal, and the smdi map which is their form of specular, there are some others but those three you want. I used PBR metal/rough and converted it because DayZ can't tell me what to do and stuff looked... not great? But alright by these standards. .rvmat. That's your material file. Called "Buldozer", you can use A2, A3 or DayZ with buldozer parameters also. They might look great but they'll look like they're in DayZ, in the end. Seen the AK-74 in-game? Too bad it can't look like this...
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It's unfortunate that there's no sandbox editor to easily test things or just mess around. People are having to use the community offline mode as there is no official one, either that, or make their own. Not user-friendly. Most unsatisfactory. "... we're going to introduce a single-player DayZ option. So if you know, your internet fails, you can still play the game ... so, you know, you'll have that option if you just can't stand people, you can play by yourself ... but, past that, the single-player DayZ will also allow modders, which is a big thing obviously for PC gaming, to test their content locally before they start to push it to the Steam workshop." —Brian Hicks, former DayZ Lead Producer, PC Gaming Show, E3, June 16, 2015 (emphasis mine) .22 Long will do the trick, though.
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Seems to me his posts are obviously meant to be humorous, not to piss people off, and thankfully, this forum never had the strict moderation policies of some others, so I wouldn't like to see people start being banned for "not taking DayZ seriously enough" or "attempting to be funny". If it actually became a problem there are already rules which deal with that.
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Can't ban the best player in DayZ. Reminds me a little of the user KoS. It's a little on the spammy side, but remember, his posts are simply another appearance in consciousness.
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no matter the weather
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How To Escape Psychological Suffering While Playing DayZ
-Gews- replied to Survivor1431's topic in New Player Discussion
Thanks for advice. My method is to chant 108 times "Om Namah Shivaya". It definitely passes on a strong positive vibration to the environment and removes negative energies! -
They are live humans with some kind of infection. It doesn't matter what you call them because it's a sandbox game that has no backstory to speak of, and they behave the same either way. Rocket invented this whole thing and he called them "zombies" AND "infected".
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Something which doesn't affect me, since I can't even remember the last time I played on an official server, but will never fail to greatly annoy me, is people defending or promoting the real-time 24-hour day/night cycles. It's more rare these days but I've seen it many a time. "I like the realistic days and nights, DayZ should be realistic" "It's kind of annoying but it forces people to experience night, so it's worth it" "Without 24 hour cycle it's not proper DayZ!" "It would suck if they dropped the real-time day/night cycle" "Time true to real world is an amazing feature" I'm just making this shit up but if I wanted to I could pull up way too many comments along those lines. Some people suggested setting 8 hour cycles, or 19.5 hour cycles, or something a bit less than 24 hours, and even that was shot down by a few die-hard time fans. First off, if you're a normal adult, for 5 days of the week, if you want to play DayZ you're going to have to play DayZ at night. 24 hour cycle ensures you'll be stuck in darkness. Real-world time might be cool if you could hop on at any time of the day or night, but most people can't do that, because they have this thing called a life. And finally, people don't play for 12 hours and certainly not for 24. The real-time cycles are completely and utterly pointless in a 3 hour session. It's not any more "authentic" or any more "realistic" to synchronize in-game time with real-world time. If I set up a mission in ARMA my mission is not any less realistic due to it taking place at night when it's day in real life. DayZ servers are not persistent ecosystems. People drop in and out non-stop. And players who don't want night just hop on a server in a different time zone anyways, or the 24/7 day private servers. Grrrr.