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damagefilter
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34 GoodAbout damagefilter
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Helicopter Hunter
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Master of Fail Implementations, Lord of Bugs and Issues
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Not the whole engine, I wasn't talking about that :) The network code was done from scratch. They scrapped the old logic and implemented a new one. And possibly a whole lot of other things were made from scratch. And now they are refucktoring the renderer which will take its sweet time again I'm sure. In C++ one doesn't simply refactor legacy code ...
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That is true. We used Unity as engine of choice. That didn't change anything though. In the case of DayZ, the implemented a new server architecture called authoritative server-client networking (as far as I can tell anyway). Previously the RV engine used peer-to-peer (I think) to get networking done. Rewriting this is a huuuuuge amount of efford. Still is as it would seem as they only partially got it done so far.
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See, there's that misconception. The game is really allowed to be broken. No one (apart from those that gonna hate ofc) said those things will stay broken. This is, as many disclaimers and texts stated, an unfinished product. Do you have any idea how long it takes to develop a game? At work, we're working on a multiplayer racing game (It's a trivial game concept compared to DayZ). Writing the network code alone and getting it straight took us about 4 to 5 months. And that's only a small portion of things that need coding. There's more like track logic, GUI logic, racer customisations, data backends, deployment pipelines that need maintaining ... and all that fancy crap. It's not just flipping a few switches you know. 2 years is really not that much when you're developing things from scratch.
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I can vaguely remember @ctorchia talking about it not fitting to the player model and so they removed it. Would sorta make sense looking at the screenshots in the OP, the top ends are above the characters shoulders and the vest body clips through the jacket really bad.
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Ah, one can never please all the people. It's a rule of nature it would seem. But the good thing is, you can just not play the game for a little while, right?So when all the things that make your personal gaming experience hell will be fixed or at least mitigated, you can come back in and have some good times.It has been said more than 10 times (far more that 10 times) that those issues will get fixed. Making it happen just takes some time and in the meantime,we can enjoy the first drafts of the hunting system and stuff. I find that to be very fair.
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Can you access other people's backpacks?
damagefilter replied to Nickisis's topic in New Player Discussion
Ohrly. See, didn't know that one. I only went to save a friends stash every now and then when he got shot at the airfield again. So I was doing that on a dead character all the time. -
Can you access other people's backpacks?
damagefilter replied to Nickisis's topic in New Player Discussion
Yes you can do that. But why didn't you just try it out? ^^ It's just like standing there and the backpack contents are shown in your vincinity view -
There is no mouse acceleration anymore. It's all raw input and that's obvious. It's extremely sensitive now. Try updating your game, that might fix it ^^ Also, that's not a suggestion, now is it?
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Hetstaines really dodgy screenshot tutorial for noobs
damagefilter replied to Hetstaine's topic in Gallery
A fun read. Really nice and suits its purpose like a glove. A good fitting glove, mind. Not those flimsy ones without fingers. -
Is character movement too responsive ?
damagefilter replied to gibonez's topic in General Discussion
But then, it's really a game and if the "movement input-> response" rate was any worse than it already is or if the character moves any more clumsy than he/she already does, I think that'll be a much much bigger problem. It's already feeling like steering a bus at times although the raw mouse input did a good job to reduce that by a significant margin. -
Older screenshot ... not sure where that was - only that sunset looked fantastic.
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Are zombies really the hardest part of the game?
damagefilter replied to Schuey's topic in New Player Discussion
Spawning mechanics are getting worked on. They are currently some kind of POC. (Causing Zeds to randomly appear behind you) Zombie AI is having some treatment too. (Causing Zeds to ignore collisions and whatnot) Hit a Zombie with a firefighter axe 2-3 times and it'll drop dead. Other than that, it's more of a difficulty to get people to not shoot you the moment you come out of your cover. So that would be the harder part of the game. -
Actually that would work if one was to draw the backfaces of building polies. Only that would probably end up in catastrophic performance drops ^^ They are not drawn for a reason, after all. At the end of the day, it's probably a nicer idea just get collision detection straight and have that broadcasted to clients properly. (Which is not a trivial thing to do, I would guess)
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Good morning, Svetlojarsk.
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A few questions from a new DayZ player
damagefilter replied to CaptainCandy's topic in New Player Discussion
NWAF indeed stands for North-West Air Field. That's where loads of military loot is supposed to be, given it's not looted dry. Playing at night... well you can actually go and use the flashlight. It's really not that easy to spot the person who holds the thing. A possible killer would see the light cone but not the guy who's holding it. Alternatively, you can drop the turned-on flashlight to light up an area and cycle around it. It would appear though, that many people on night servers (or at night time) would just turn up the gamma and brightness settings in the graphics settings menu. Depending on moonlight conditions it may or may not help a lot.