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Everything posted by djporternz
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This is a known issue. No fix is available ATM.
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Direction of development: rocket & co. please read!
djporternz replied to pantsd0wn's topic in Suggestions
I'm... not... going... to... say... it... Watch this: TBH, your concerns about the direction of development are unfounded. What you are writing about as trivial and little things are some of the bigger problems for modders of the RV engine contend with. As someone who has tried with limited success to create a MP-capable weather sync system for ArmA3, I can tell you the engine actively fights you on this. If Dean and team have found a fix for this, brilliant! But it still needs testing, which is our main purpose here. As to some of the issues with the Zs, this is an ongoing problem. It hasn't seen significant changes in the public builds as it is only a placeholder system ATM. It is intended to be completely rewritten at some point, and fixing the existing system would just be so much wasted development time. We've got a long way to go. Wee've got at least 6 months before they are looking to include vehicles. That's a lot of time to fix bugs and reinforce the basic framework they'll be hanging everything else off of. A lot of the small things they are adding is simply because the framework already supports them. These are the main talking points from the most recent Q&A streams by the Devs: http://forums.dayzgame.com/index.php?/topic/175596-summary-of-dev-qas-from-streams/. A lot of things in that list. It explains a lot about what is intended and what isn't. -
Hard to help without more info. What headset are you using? Wired/wireless? What's the MB audio chipset?
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Easiest way to fix video issues with DayZ that I've found is to delete the DayZ.cfg file in you Documents\DayZ folder. This will remove any settings in error and be reconstructed when you re-run the game. You will have to reapply any non-default adjustments you made again, of course.
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You don't say whether you're playing on Stable or Experimental servers, so can't really be too specific. Stable fall damage seems to be an all or nothing affair ATM. On Experimental fall damage has been changed to be dynamic based on distance fallen. Still seems to be a little overdone IMO, but I'm sure it will be tweaked more than once in the future.
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When binoculars are implemented, will the zoom feature be disabled?
djporternz replied to Johnny Depth's topic in General Discussion
Have had the opportunity to play DayZ and ArmA3 on a large screen triple-head display. Very impressive set up. Well out of my current financial abilities, but would be my dream set up. Probably not going to get 7x. Probably more likely 4x~6x. But would be nice to get a decent rangefinder for spotter for sure. -
We noticed. But you've got to get your priorities right. :thumbsup: Anyway, most days 4~8 hours. Depends what I'm testing and whether there has been anything happen in the ArmA3 patch that day I need to check out. All I'm saying is Zeus! Best DLC ever!
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Private hive Experimental server Whitelist
djporternz replied to valdark's topic in General Discussion
You mean the SE 0-0 server or similar? Yes saw that one but connecting gives a 'You are not whitelisted' message and BE kicks you. Yes, has me thinking things like privat hive/db may be getting some working over. There hasn't been anything official about any of this. EDITED: Added images. -
Do you often not hear aggroed Zeds like me?
djporternz replied to Irish.'s topic in General Discussion
Had this problem with my 7.1 headset. Had to go in and tune it as some of the sounds were being incorrectly sent to the sub only. Might want to check that this isn't happening in your case. -
Spent a period of time in the early Alpha collecting up small backpacks and loading them with clothes and food and leaving them scattered around known spawn points. Don't know how well it worked as I didn't wait around to see if they were picked up and used or not. Don't think it's practical now with the spawn rates nerfed so much since then.
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Just because he is your friend doesn't mean that a friendly head shot can't be administered for his own good. And if at first they don't get the message, simply repeat as many times as necessary. I'd do this for my friends and have more than one friend that has already shown a keen willingness to do this for me. YMMV.
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Windowed Borderless isn't implemented. You can do it with an external app (I'm using AHK: http://www.autohotkey.com/. Can post the script if needed.). But even then it is finicky to use. You can't, fro instance, Alt+Tab out to another app without DayZ screwing up the video settings, and even just going into the video settings screws up your resolution most times. TBH, it's more problems than it's worth. Best solution is if they could allow the Windowed Borderless option similar to ArmA 3 has. ArmA 2 doesn't however, and not sure about ToH. Might be too much work with the hybrid engine they are using.
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Yeah... It's getting to the point where if you find some you can't NOT take them. It takes way too long to crawl/roll back to get them later, especially if they are no longer even there!!
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I'm assuming that they are solar powered lighting solutions put in place by the forward thinking post-soviet governing bodies for just such an eventuality of a catastrophic breakdown of essential social infrastructure. An ironic salute to the previous failed central planning systems endorsed by their long replaced communist overlords.
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I fail to see how a skill advancement system is a solution here. How would it have changed your friends decision? Are you honestly saying that because of a grindable skill system, your friend would rather just stay inside and wait for the other guy to cut him down rather than risk it's loss. I don't believe it for a minute, sorry. He'd still be heading out there, skills be damned, and just come back for his gear as he did without them. All he has to do is spend a bit of time regrinding to get back to where he was. But he's still got his gear, right? So still no. It is not necessary or required. But, it looks like we both sort-of lose: (from Live stream with Rocket (20.02.2014) - from reddit, thanks to rudette) Full list of items mentioned here: http://forums.dayzgame.com/index.php?/topic/175596-summary-of-dev-qas-from-streams/
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Summary of dev Q&As from streams
djporternz replied to LaughingJack (DayZ)'s topic in General Discussion
Bump because I linked this post to the changelog thread. Too many questions already answered here, so not everyone is seeing it, I guess. -
Update Rev. 0.36.115535 (Experimental branch)
djporternz replied to Hicks_206 (DayZ)'s topic in News & Announcements
Posting a link to this article, as looking through the repeated questions and suggestions here, some of you may not have seen it already: http://forums.dayzgame.com/index.php?/topic/175596-summary-of-dev-qas-from-streams/. It contains a lot of the points from the streams made by Dean and the other Devs. There is a lot of interesting info collated there. And what good would having the gun be if it wasn't animated? Without the animations the gun would be unuseable. By the time the patch goes live, the gun may indeed be ready, but you have to have all the boxes ticked in the correct order for it to be of any value. They are at least getting to it. -
Whenever I'm helping a new spawn gear up, it is only to the point before they get a weapon. Food, water, meds and backpacks. Once they have a melee weapon I'll increase the distance (discreetly) between us. If they want to pick up a gun, then they are signalling that they are ready to strike out on their own. Time to fade off into the distance and leave them to it. It's just safer that way.
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I think it is just a consequence of the way readding player inventory has to work. I'm assuming it is the same as in the ArmA games, here, but in those you have to add the weapon to the character first and then add magazines or ammo to the weapon. This then triggers the reload audio clip to play. I've tested this by removing mags and ammo from weapons before logging out and on relogging no audio of reload plays. YMMV. NOTE: If you try to do this as a tactic on relogging, be aware that your gun WILL be unloaded (Duh!) and that hitting the reload button will still trigger the audio. May still be worth it for that stealth relog, though. But not being able to fire if the shit does hit the fan...
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Concretely: what differs the pro from the noob?
djporternz replied to MarchmelloMan's topic in New Player Discussion
Everyone of the more helpfull posts here are pretty much on the money. Go to: http://dayzdb.com/map. While I don't advocate using it while playing, use it to get the general layout of the map. Especially note the tap icons. These are the life saving clean water sources. As a first priority, start remembering where these are. Can't stress this enough, thirst will kill you first! Note the cities Cherno, Elektro and Berezino as well as the airfields in the SW, NW and NE. These are the major points of interest, but they are also where everyone will usually be. Cherno and Elektro are meat grinders for new players. High quality loot but camped by low-lives and kill-count PvPers ;) Avoid them until you are confident you can handle that level of interaction. Berezino up north, is slightly less dangerous, and if you get a good spawn close by, can be a good spot to get the basics you need. Good industrial sites, a hospital, and two supermarkets. It's a lot more open than Cherno or Elektro, but still don't take it too casually. Use the openess as a means to scout out the areas before committing to getting too close. Get in, get what you need, and don't hang around, get back out to a safer locale ASAP. To start off try to find lower pop servers. They ARE less deadly than fuller ones. If you can, get on a night server. Crank up your gamma and brightness and play there. It is harder to play on, for sure, but 99% of the KoS/banditry crowd are afraid of the dark and you'll have a lot better introduction to the game. Concentrate on food and water and a decent melee weapon at first. You'll probably stumble across a gun sooner than later but expect an SKS or shotty rather than an M4 to begin with. Unless you want to run straight to an airfield or mil base, in which case your life expectancy is dramatically shorter. But it can be done if you're that way inclined. You can out sprint Zs, so don't spend too much time trying to go toe-to-toe with them unless your sure you can best them. -
Update Rev. 0.36.115535 (Experimental branch)
djporternz replied to Hicks_206 (DayZ)'s topic in News & Announcements
Simple! Players require far fewer server-side resources to process than do the fully computed Zs. Just think about it for a minute. Players do all the processing on their available actions between their ears and all the server has to do is update their positions and manage any changes in state or inventory, both of which only require memory space and a minimum of CPU computation. Zs on the other hand, don't have inventory, so a big chunk of memory isn't required. But in the per-frame processing time on the server, Zs have to be checked to see if they hear anything they need to react to, see anything they have to react to, decide if they are moving and in what direction to do so. This is a very simplistic generallisation of what is happening in the engine, but what you should hopefully see is that Z are an order of magnitude more CPU resource hungry on the server than a player ever will be. That being said, they have increased the Z numbers in recent patches along with the few higher player count servers. But as stated, increasing numbers is only part of the plan for Zs overall. Programming is non-trivial at the best of times and halfway decent AI programming even more so. I'd rather wait for them to get it right rather than rush out some quick and dirty substandard BS version. In the pre-Alpha videos there were no instances of Zs in great numbers. I'm thinking that AI that worked for a few instantiations and was excellent wouldn't neccessarily scale up to the 10s of thousands they eventually want to have scattered across the map. -
Update Rev. 0.36.115535 (Experimental branch)
djporternz replied to Hicks_206 (DayZ)'s topic in News & Announcements
You've all seen this already, I know, but still: http://forums.dayzgame.com/index.php?/topic/176118-reddit-rocket2guns-on-we-need-tents-bad/#entry1802827. NEXT WEEK, BABY!! -
Want to know a secret to finding low pop daytime servers?
djporternz replied to thequantum's topic in New Player Discussion
Unless they are actively kicking players for joining, I don't think the ToS is being violated. Yes they are abusing the regular naming conventions for servers but that isn't actually mandated by the ToS. The only naming convention you must comply with is: Your server must contain the version number and whether it is Regular or Hardcore. ie. (Regular|Hardcore) VERSIONTherefore, reporting them would be counter productive as there is nothing to enforce. As to too regular restarts: Server operators MAY frequently restart their rented instances in order to keep the time at a certain point.Unfortunately that is expressly allowed. -
LOL... Sorry, but the tone of righteous indignation in the OP is just funny! What you have got to remember is that most gear is not 'Pristine' to begin with. You shoot through a backpack full of worn or worse gear and even in you miss a goodly percentage of it, just the jostling and bashing together as you crumple into a bag of blood and bone some of it is going to decide to die along with you. You can't expect a 'Badly Damaged' can o' beans to react kindly to being shot at and unceremoniously thrown to the ground very roughly! I know I wouldn't.
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Skills = grind. While you could argue for them from the basis of 'authenticity' and/or 'realism', I'm not generally in favour of any system that leads to a grindable advantage of one player over another.