Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

g4borg

Members
  • Content Count

    116
  • Joined

  • Last visited

Community Reputation

74 Good

About g4borg

  • Rank
    Survivor

Contact Methods

  • Website URL
    http://www.g4b.org

Profile Information

  • Gender
    Male
  • Location
    Vienna
  • Interests
    Development, Computer Science, Games

Recent Profile Visitors

4114 profile views
  1. g4borg

    DayZ cross platform

    is this some xbox specific bug? never had issues with that. anyway, my point is not that dayz is specifically a bug free experience, far from it. but the opposite of it, being bug free, is basicly no game ever. the time you keep ranting here is the time you should have invested looking at one or two youtube videos of the game you are going to buy. i am far from someone who does not criticize this project, but your buyers remorse feels like you spent your inheritance on this game or sth. now, i could ask you, if you are f*ed? GTA V held it's price of 50 bucks almost 5 years after it's release and only recently has started to go down in price. It was for years the most expensive game ever made, so it is the creme de la creme of the AAA business. It had extreme starting problems, with lots of bugs the first years after release, with multiplayer not working properly a long time. It is still one of the most cheater overrun games, in multiplayer, which at the same time has a grind based model, that costs extra money through microtransactions. quite a strange comparison.
  2. g4borg

    DayZ cross platform

    you should always research what you buy. it is your duty as a consumer, to tell the market your demands. how can the market know, you want 1.0 games to be totally bug free, if you just buy buggy games? also, i love your expectations of a totally bug-free game with 1.0. I think that is a world we all would love to live in, where such things exist.
  3. g4borg

    Searching Items in the map

    I guess to search we have to sweep the map X by y in intervals and execute the position search .
  4. g4borg

    Status Report - July 2019

    sad for eugen leaving, but projects go on. most of what has been said sounds plausible. happy that the dlc is not items. sounds good, go for it! although, if i had been asked back in the days to do a standalone dayz, i would not even have started on the arma2/helicopters engine in the first place. enfusion is nice, but working with it is really hardcore, i whish there was a compiler / syntax checker you could just plug into existing IDEs instead of your broken windows toolset with that qt ide. that on the other hand seems like wasted time for me. bring the bows back.
  5. g4borg

    Player Locked to servers

    ah on console you might not have that option, i dunno, do you have private servers? in that case might be an interesting test for console to have some single-server-character servers from official.
  6. g4borg

    Player Locked to servers

    this would not be very much different from what private servers are doing, where you have server based characters. so just play on privates.
  7. g4borg

    Server Side Mod? How?

    i find this interesting, as indeed the main usecase would be to have mods that are optional, like administration can you report your achievements?
  8. g4borg

    Searching Items in the map

    Any ideas how to sweep the server for items? Especially if I want to check each item of a specific type... (Will answer myself if I find it out...)
  9. g4borg

    Quick test on 1.02

    I tend to agree, that server hopping is a subpar solution. initially i thought they wanted to make a server-independent system, where you switch server instances with your network bubble. kinda like “Star Citizen” or “Dual Universe” aim to implement it (which however is questionable if they even succeed at this, as this has never been done yet successfully - but it kinda begs the question, if it is not the age of cloud computing, where such a solution would begin a new era of online gaming, but i digress) however, I do find, the server hopping could be solved really better by “extracting” and “landing” on the island in some way. If you really want to go from one server to another, this being possible is not bad, but it does not need to be as it is now. Since as it is now, you can simply walk into other players' bases, and other ghosting tactics. To be honest, this was a personal project of mine, by looking at what I saw from Escape from Tarkov, or remembering the good old Ultima Online times where you had a magic bank account, you could access in each town: simply have a player storage, you can return to, equip items, and start into the game, and have a specific extraction goal (reaching a bunker, flaring for a chopper, driving out with a boat, etc.) to return to that magic place. From there you could either be smuggled back to one of the insertion points, or jump in via plane, or come by boat. This is what I would have modded my server to play like to. Atm. this is on hold, as without mod-loading, proper DB access, or interprocess communication, I struggle to do it. I am pretty sure, DayZ needs such a spin, to evolve (not just watering it down with trader cities or ten thousand different items) To the technical solution of Duping, I got also my two cents given the current solution, and it's downsides, which IMHO is mainly a problem of communication between the central player database and the instanced server (less an issue of the actual economy system), I find it a bit of overkill, to mark every item generated on the server with a serial number. However, items which players do bring into the game, and items which they take out of the game, could be added with a serial number. However the main issue seems to be communication with the player database and servers. I had this happening already by accident, as I died to a Zombie, logged off, relogged, and spawned just where I was before I died, and ran from a player shooting at me. In this case I was happy about Groundhog day, as I could escape my death the second time, even if the stakes were higher. I understand that fixing this issue, of proper communication between servers and player db, has it's caveats. Locking the player character from relogging, until the old server reports what happened to it in the instance, would be the best solution. However of course, what if the server goes down - crash or restart? The solution seems actually to tackle it at its source, with some proper protocol of how server instances get player characters, like in some financial transmission or object database: A server can lease a player. A leased player is completely managed by the server database. The Server can update the lease, by sending a current status of the player occasionally. Each time a player logs in the server asks if his lease is valid, and proceeds to load the local cache copy of the player if yes, or retrieve the current player from the central database, if not. If the player wants to play on another server, the leased server has to have transmitted its current data, and returned the lease. This is the tricky part. Now there are two ways to accomplish this server2server: one is to have the servers listen to active push notifications from the player db, which asks them to submit the latest version of their leased player. This might be extra work, but it might be worth it. The other is to rely on periodic lease updates, and give a grace timer until the next update window. This of course increases the server traffic needlessly, better is the server polls the central db for current tasks, and in such gets informed to inform about the current player state of one if its leases. If the server fails to respond, and only then, in the grace time period, the player gets reset to the last centrally saved state / character. This might still allow duping by abusing server restarts, but only between two servers, and only once in a while. It certainly does not allow to dupe on the same server. Together with the solution, to tag serial numbers to items players have brought into the world, and maybe even revamping the whole system you travel between servers, this could make duping really hard. Of course this assumes, duping is mainly done with the central player database being abused. But everything else is a major flaw in your object instancing and server authority model.
  10. I just whish they would improve the core. Better modability, mod loading on server join, database bindings or at least socket communication so we can do it on our own, some documentation... Why build a new scripting engine and have very limited exposure of tunable functionality like weather or item scripts. Why not focus on this engine with arma 4 in mind and use the opportunity. Dayz itself was a result of modability. That value should be core.
  11. g4borg

    Some great reading to pass the time.

    Sorry to say but no. The correct critique would be that they should have used a new engine from the start. And they should have developed it to be used for a future engine used in more titles. The engine they used, arma2 / choppers, is very amateur compared to even a five minute unity project, or modding unreal a bit. Which got proven by pubg using standard assets and minimal coding in unreal. So that choice was just late. Also it is not a few hackers. It is a lot of them. Even more than you assume, as many only use hacks moderately. Not everyone staples all cars on the server. FPS. Something that clearly improved. Physics. Network code. Fluidity of animation. No clipping through walls. Not saying I am happy about the current state especially about how overengineered cr4p the scripts are, I am absolutely not happy at all. But the old engine was a wrong choice from the start.
  12. g4borg

    Unpopular Opinion

    sorry, but making money should be the companies priority, not the consumers. this defensive attitude is by no means "unpopular", and many shady game developers actually profit highly from the advocates, even pushing their own "victim" standpoint, while most of the money is disappearing in completely unrelated "sinks". I know you mean it well, but unfortunately, money isn't everything. Game development is one of the hardest jobs in programming, it is taxing intellectually, operationally, emotionally. Sometimes money cannot solve these issues.
  13. I know this is sort of a rant, but I have to kind of document it somewhere, because atm. DayZ Scripting made me encounter a really frustrating situation. How it started: It seems that files have maximum sizes, that means, simply serializing e.g. player based data into a json file is impossible. I have to start using multiple files. Weird, but fine. I implemented my systems with steam ID as filename in a custom directory in $profiles. It also seems, maximum amount of files in a directory, for whatever reason, is set to 500 in scripts. Saving a file will raise an exception. Nice to realize this by accident. Now since there is a MakeDirectory function in System, one would think: okay, let's use sub-directories with hashed directory names. At this point I just whish, the dumb 500 would be at least 1000, so I can properly hash a SteamID. But no. And MakeDirectory does not work, it simply returns 0, and does not create a directory in $profile. I have no idea how to use $saves on a server, but it does not matter, as it also returns 0 there. I cannot of course read inside a script, how many files there are in a directory, but maybe I have overlooked a function in EnSystem.c I could also of course pre-create a trillion directories so i do not need to create them. naaah... c mon. I have no idea how to create exception handling in this script language, as the documentation is non-existant. But of course if I had that, I could at least try to catch the maximum files error and simply hardcore some directory rotation and predefine maybe 100 directories i jump through until i can save; Of course I would feel dirty at that point, having to fall back to programming techniques like this. (If anyone has an idea how to do that, pls tell me; I mean exception catching, not feeling dirty) There is no socket support whatsoever. By now, But Clipboard copy / paste. Maybe I should implement communication with the outside world over that? Holy crap, do I just really thought about using the clipboard for application communication? No DB Support exposed. I mean, after the problems Arma2-DayZ Servers had, because you could not use .so files like .dll files to write a db plugin, while most servers ran actually on linux, you would expect them to at least have that on windows. But no DayZ Standalone is even worse in this regard. I know there is database stuff used internally, as the player database is a sqlite db file. So maybe it is still under development. Please tell me it is under development. Because SQLite is not really something you would use in production. It is usually used as placeholder for a more dedicated db system, because it is really not performant, like at all; which probably also lead you to use file dumps for the saves. I am deeply disappointed at this point, how the technical stuff is handled. No mod loading on join, no linux servers, no database or at least socket communication, no documentation, and then silly restrictions on stuff like files in directory. Who decides to set a 500 file restriction in a game scripting api? What is that even for? Why? The Operation System itself will handle that! Or wait, was it just because you did not implement exception handling from the operation system side?
  14. g4borg

    Just another weather question

    I usually try to avoid 0.0 tbh with the weather script. but yes, in theory that would mean it, albeit, Set actually is supposed to set the current rain, and it very much depends whether the weather system itself reacts or not. maybe better to ask in that reddit post however.
  15. i don't follow your argument. you complain about it making lights obsolete, about super brightness, and so on, and think toning it down would not help make it better. okay... i understand, you want to know if you are visible or not, but truth be told, you would not be able to tell, because it depends on the others monitor, resolution, gamma, and how your movement affects you due to the background. so if i read you right, you actually bring up the argument, it could not be toned down, because you lose a personal advantage of telling how well you hide.which is fine, it's a valid argument. but i understand, why you therefore do not feel it can be toned. it's almost if you have two separate issues with the feature. on the flipside, dark vision is a real ability of humans. if you turn lights off, your eyes will slowly turn off the color vision, and ramp up your black-and-white vision, which is highly movement sensitive, and very sensitive to light, so you will start to see even in star-light. you probably know, if you ever spent time outside of the light smog of modern civilization. which is how i built my argument. it should be greyscale, mainly outside, need time for adjustment, etc. light sources will be rendered obsolete anyway as soon as there are NVGs, except the NVGs also shimmer green; with the current gameplay, nights are usually ignored, servers empty, and a light source is such a high risk, it is obsolete in any way. Let me expand my initial proposal then: The feature should be toned down, greyscale, adapt slowly, and be more prominent outside than in a building, also for reasons of balance. You should be able to disable the feature personally in the options if you so whish. Might even be a server side flag option for the hardcore. It might be even fair to only have this feature from first-person perspective. I also like the proposals about real moonlight, and maybe the ability to restore streetlights, albeit i would love that feature to be configurable. The original plan was to allow players to hook up a generator to restore lights in a particular town, I whish that back on the roadmap.
×