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damagefilter
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Everything posted by damagefilter
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Oh man that's cruel! But a good one.
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I was once cought in a school building (I think it's a school building ...) piece of wall. I sprinted, went prone (while sprinting), got up again, "fencejumped" like mad and eventually I glitched back out of that piece of geometry. Perhaps that will work on a rock too.
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Ah 37 hours ... just have not enough time on my hands and I have it since release :( I'm like Greaves though. I roam the forums while at work :D
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Things you think will never make it into Dazy
damagefilter replied to Sooden's topic in General Discussion
Some more Zombie goodness. * Crawling Zombie torsos trying to knock you off your feet (I mean to say, they are dead anyway, so they can do that) * Impale Zombie corpses on fences, poles or self-made things to impale them on (nasty, isn't it?) * Rare Zombie flash mobs :o //Edit: Oh yeah and fireworks! I want to throw some things that just go bang for the fun of it (and maybe tactically confuse opponents, haha) On that thought: a flaregun. -
Polana
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Haha. Had that moment too yesterday. Only that was a guy who I randomly met with, we ran to one of those factories. Suddenly he stops speaking. 5 minutes later I find his dead body on the ground. That kind of building must be some hotspot for free-fall-suiciders...
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The day in the life of an utter expert
damagefilter replied to mooky32's topic in General Discussion
I doubt it, Master Itchy. I haven't visited the land of Elektro in the SA yet :) Incredible but true. -
The day in the life of an utter expert
damagefilter replied to mooky32's topic in General Discussion
This is truly a masterpiece of skillful depiction of badassery as the great masters teached once upon a time. However, if I do take a hit from one of you two, forgive me if I still issue curses that will make the said old masters do barrel rolls in their graves. -
Rolling Update Rev. 0.30.113953
damagefilter replied to Hicks_206 (DayZ)'s topic in News & Announcements
That would be because the patch isn't deployed yet. That means, you don't have it yet. The word "pending" indicates that fact. -
Rolling Update Rev. 0.30.113953
damagefilter replied to Hicks_206 (DayZ)'s topic in News & Announcements
The skeleton is what makes your player animate. That's moving, jumping, shooting etc. It sort of acts like your RL skeleton does. It moves and the rest of your body moves along. And apparently something about the skeleton (perhaps its bones) made the server go all nuts and crash. Although I haven't noticed that yet - but then I'm not owning a server either ^^ -
How do I create my own server?
damagefilter replied to red.jacob.bryan's topic in Server Advertisement
No it's not a fake, that's for the Mod :) -
Rolling Update Rev. 0.30.113925
damagefilter replied to Hicks_206 (DayZ)'s topic in News & Announcements
It's an argument but don't worry we do not intend to pull it off in here ;) -
Rolling Update Rev. 0.30.113925
damagefilter replied to Hicks_206 (DayZ)'s topic in News & Announcements
I get your point there. But, as you said you're not a programmer. Would you know about the architecture of the engine? Would you know about what depends on other things? For instance, in order to combat/stop/mitigate server hopping - do you know what needs to be changed in order to make it possible? Do your PHD friends know? Well, don't get me wrong. I certainly don't. But from my own experience with projects I have to work on, that seemingly simple change doesn't only involve flipping a few switches and have it fixed. To get things done, there are likely about 100 other things (wild, possibly exaggerated guess) that need to be worked on first in order to properly fix the real thing. It's a problem every programmer has crossed at some point. Of course you can always do it the dirty way but that should never be the solution. What I wanted to say is, it would appear that the game is in a state, where things started to be complex and stuff. It takes time to identify a bug, reproduce it (some are not always reproducable), debug that piece of code and then write a fix. A lot of time. One might sit over a bug for days. It just happens like that. I think it's not so much Rockets attitude of not rushing it. It's more like - it can't go much faster. Manpower doesn't always mean faster development. From those presumably 30 people, maybe 10 would be programmers (guesswork here). Not all of them will be working on fixing bugs. Maybe 5. The other 5 working on implementing features. (even more guessing lol) But of course, a nice and long "fixed" list is always a good thing to look at. For the devs aswell as the users ^^ As side note, robotics is a very complex subject (and very interesting!). But not comparable to games programming in general. The problems that need to be solved with either subject of programming are vastly different. -
Rolling Update Rev. 0.30.113925
damagefilter replied to Hicks_206 (DayZ)'s topic in News & Announcements
Ah, perhaps those people should have saved up their money for later then. A shame some can't wait for nothing. Never be happy with anything. That alpha is out for only a few weeks with about 4 (was it 4?) patches out already and people complain about things going slow. I wanna see you (or your PHD friends for that matter) work any faster on a smilar sized project. If you can, alright, have my beans, all of them. If you can't - sit back and while you do that, you can go and report bugs. That should help speeding up that development process a bit ;) And btw. Happy new year (to you too!). It'll be a good one I'm sure. -
Safest Hospital and Military camp?
damagefilter replied to Plasma49's topic in New Player Discussion
They are all equally dangerous. However, if you want to differentiate, those further up north are marginally safer, according to following theory: Those that KoS will go there for the loot almost directly after spawning, then return to the southern regions to hunt some humans. When needing to stock up, to avoid long trips they'll raid Balota and other closer military stations, then resume hunting humans. But that's no guarantee for not getting shot. -
I think that's the best you'll get at the moment, indeed.
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I adjusted the cpu and thread count and fiddled a bit with the values in the cfg files. Most significant changes in performance come from (surprise surprise) shadowZDistance and viewDistance. With a lower viewDistance you can also try upping the sceneComplexity value for nicer looks to find a good middle way. Tested it in Stary - went from 18-25 fps to a solid 30-40 fps (I'm not even kidding, it's probably because my gfx card has trouble processing large amounts of drawcalls properly...). Additionally I turned off ambient occlusion. That usually yields a couple of bonus fps too and the visual effect is so subtle, it makes almost no difference most of the time.