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Your DayZ Team
SFRGaming
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Everything posted by SFRGaming
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Experimental Branch saw many changes in 0.44
SFRGaming replied to SmashT's topic in News & Announcements
It happens. Do they magically grow tusks? No, but apparently through research, they seem to grow pretty fast when the pig has to scavenge for his own food, rather than given slop. -
Experimental Branch saw many changes in 0.44
SFRGaming replied to SmashT's topic in News & Announcements
I meant adapting. Would be better if you'd have asked which I meant before trying to explain how evolution works. -
DayZ developers are mostly Euro XD
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Thank you. If the kiddies are so worried about their mommy's $30.00, why don't they just get off their ass and go cut someone's grass. They will be doing something productive and they could have their money back.
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People like you should not talk, rather than act like you know how game development works.
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It's also about Dark Souls not having to render 250 km2 at once. People need to stop comparing the Take on Helicopters engine to one that does nothing similar. There's not many engines out there that can do what DayZ's engine does. Let me sum this up for ALL of you. The Take on Helicopters engine is a highly modified Arma 2 engine, essentially dubbing it the Arma 2.5 engine. The engine has no support for modern technology as it is a rather dated engine and the modern technology we have now was not available when the engine was coded. Dean plans to add support for Muli-Core (client and server), hyperthreading (most likely server), DX11 (or if a newer version is released), 64-bit, Multi-GPU, etc... Just give the game some time.
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I do know what alpha means. There is no special meaning to it. Alpha is the time to fix core game problems. I'd rather see new buildings added during beta. You, on the other hand, should research "Alpha" as majority of your topics consist of you complaining about several parts of the game, along with 9,999 other topics made by other people. And there ARE priorities. What in the world made you think Dean doesn't have priority bugs that he wants to ultimately fix before anything else? Example: I'm pretty sure Dean would rather fix low client fps issues (in which he has been doing) before he fixes the god-awful dispersion ratings the weapons have.
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Yesterday I played the Mod after 200 hours of Standalone.
SFRGaming replied to Bambi Population Control's topic in DayZ Mod General Discussion
Headed in the wrong direction? Mod: Little animations, jerry-rigged ways of executing actions (the hatchet being a re-skinned shotgun with a short range), terrible graphic capability, few enter-able buildings, low detail weapons (graphically and functionally), etc SA: MANY animations, reworked non-rigged melee, increased graphics, 90-95% of buildings enter-able, HIGH detail weapons, Bullet Physics SDK, bigger map, etc I think not. -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
SFRGaming replied to SmashT's topic in General Discussion
Server crashes: Objects stay due to persistence. Shut down: This is a subject many people don't understand as how user made objects are saved onto the server. From an Arma 2 standpoint, the server uses a file from the hosting PC that basically depicts what is in the actual map. It contains buildings, loot, vehicles...basically everything that makes a map. That file is constantly changing. Whenever someone builds, say, a cinderblock wall in DayZ Epoch, it gets saved into that file. So, back to the main point, if the server shuts down, the host will still have that file and everything that was placed or built onto the map will still technically be there. -
Calamity
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So you guys who say no to helis, are basically saying let us not add helis, even though their controls and functions are already built into the game?
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The gas masks we have now are old models that, IRL, were never designed for use with helmets. There are, however, masks that are compatible with helmets and it's something Dean is going to add.
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Posts like this piss me off. You'd rather the art devs stop all their current work on fixing graphic problems that greatly reduced your frames per second to make new buildings for the sake of variety? Variety will come when the major problems are fixed since building variety does nothing to help fix the game.
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IDEAS: 08 - add some higher mountains at the end of map; snow on top, maybe new clothes (winterjackets, winterboots, etc... to hold the blood heat); basecamps on the mountains; maybe a ski area with ski lifts (add skis and snowboards so you can ski)- >you can collect jerrycans to fill the engine form the lift NOPE 13 - add NPC-Soldiers; some groups of (~5) soldiers walk over the map; the government wants that the NPCs kill all players, because they could be infected; you have to be more attentive in the world of Chernarus NOPE (Especially do not add this...) 14 - add a bunker at the end of the map; there are many zombies (~50 or more) and two super mutant zombies inside(super zombies are very strong and tall); this is not a normal dugout, its an experimantel dugout (because of the super muntant zombies), with very nice loot inside; you cant win alone you have to be a big group to clear the area NOPE (Especially do not add this as well...Mutant Zombies? This is DayZ, not Dead Island) 23 - add a comrose like in BF with commands like: hello, bye, friendly, need help, ...; playermodel speaks in "direct communication" -> add more then 5 voices per sex No since we already have direct chat. Direct chat is obviously more modular since you aren't restricted by preset phrases and words. ... please wait ... EDIT: 32 - I went to the end of the map months ago and the abrupt cut, from a living area to a "nothing" area is...ugly. The last ~1000m of the map should be a fallout area - dead trees, bones, fog, crashed/destroyed cars, maybe some houses far away and everything is burned down. But it should only be a visible thing. So there is not protection agains the radioactivity - no clothes or later vehicles. If you enter this part of the map you should die in seconds. Before you can get to the wasteland everywhere is barbwire (with broken parts) or walls and signs which caution you against entering this area. when we have more, we edit it. I am iffy about this since there was no fallout that created the Zombies. It was a virus that takes over the "control system" of the human's brain. The debug plains is what you reached and that can be used to later expand the map, so I wouldn't want to see this. The points I didn't include, I'm somewhat okay with.
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The game's realism doesn't reach out to things that will make the game extremely boring (Hyper-realism). But, small things that increase immersion are highly realistic, or at least will be at full release. You having to swab your skin with disinfectant material and physically insert an IV and then wait for the fluid to drain by gravity is a lot different than what we have now. Why? Would you honestly play the game if everything was hyper-realistic? Obviously not. You're suggestion is offering us to attach binoculars (which actually don't have a cross hair) to a rifle so you can have something to aim with. This is one of those things where the game can be realistic to the tee and not lose a large amount of their playerbase. Overall this is a stupid suggestion and is a bit arcadey, as I would expect to see this in a game like Dead Rising or Tomb Raider.
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Chernogorsk & Apartments Max Graphics Settings in 1080p
SFRGaming replied to Hoff Suppressant's topic in Gallery
He wasn't talking about your monitor. there's a setting in DayZ called Resolution Scale (basically 3D resolution). Setting it to 200% means the game is rendering 2x as much and can diminish the need for AA. -
Set your window resolution really small and set your 3D resolution to 4K? Doesn't count bud.
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From what you've posted, it's as if you main GPU is set to on-board :| set your x264 to normal or maybe lower.
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Low FPS, Computer Crashes. Need Help!
SFRGaming replied to energeticsheep's topic in Troubleshooting
Pictures please? -
Low FPS, Computer Crashes. Need Help!
SFRGaming replied to energeticsheep's topic in Troubleshooting
Oh my.....who on earth convinced you to go with a top-of-the-line 1920x1080p gaming GPU and pair it with a REALLY bad Dual-Core? That's your problem right there. Run a GPU diagnostic and show us the load % during gameplay. Test it in a different vareity of games such as BF4, DayZ, Skyrim, etc.. -
I know there are several threads with characters not saving but my problem is slightly different. I have been playing on a single server for the past day and a half. I have logged in and out several times no problem. My character was geared to the teeth. I log out by the ship north of Berezino to go get a drink and when I come back on, my character is on the coast with nothing but newb clothes and a flashlight. I get it's still alpha but Dean said this problem was supposed to be fixed.
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Took a couple of screens to show off the beauty of the RV engine. Feel free to use these as backgrounds!
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Svet is a whole different story. It seems to me all of the new towns need LOTS of optimizing as the vanilla towns that we had in the mod are fine but the new ones are dreadful, as far as performance goes. I can try because I'm on a crappy $1,000 build right now, not the one in my sig (the one that took these screens). The PC in my sig had a waterpump go bad and I have to order a new one to replace it. I'm also going to be doing upgrades so it might be out for a few weeks.
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What's the current hacking status like in DayZ:SA?
SFRGaming replied to RadikulRAM's topic in General Discussion
Server hopping, and Gamma + Brightness abuse -
Shouldn't I be getting MUCH higher FPS?
SFRGaming replied to KinetiC.iB's topic in DayZ Mod Troubleshooting
GPU is really bad and that AMD processor wouldn't be a good choice either.