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Everybody knows that the DayZ Team is working in the seasons. (And it will be amazing) But, here's my suggestion: Instead of only the enviroment changes (Snow, rain, temp, etc), the textures could change too. So, when was fall, grass textures could be red, and trees could be without leave... In spring, the grass could be VERY green, and trees could be with fruit and berrys. And so on... Povrly (Elektro in real life) in fall:
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Pls, add -enableHT startup parameter.
danielstuart14 replied to danielstuart14's topic in Suggestions
Yeah, you can add it in a shortcut or in steam (initialization parameters). And, it seems to be good in AMD with 8 cores too. (See the link in main post) Would be amazing if the devs implement it on DayZ. -
Hey, would be amazing if you guys, add the -enableHT startup parameter, like in ArmA 3. In arma 3, it makes the engine recognize and activate the hyper-threading in Intel Cpus. And, it gives more fps than cpuCount= (Obviously, only in cpus with HT) (Here's more details about it: http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2693893&viewfull=1#post2693893 ) :D
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Probably because, first you create the object using all the polygons that you need. After this, you would need optimize it, using some tweaks and / or deleting useless polygons in object. And they aren't doing it. Engine don't need new technologies for it, you can optimize objects for GTA SA, por exemple. I really don't know why they aren't optimizing. Maybe, they are waiting for all the objects be on the game, and after this, they'll start to optimize. OBS: There is too, a tweak called LOD, that downsample the polygons with the distance. This is really cool, and IDK too why this isn't in-game yet. Only mipmapping is in the game for now. This is a old way to do LOD that downsample only the textures.
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Yes, another problem in DayZ is that polygons are the same if the object is at 1000m or 10m of you. Only texture is downsample. Ohh, I didn't know about that. Sorry (Matt tea seems to be good xD ) Yep, Firestation, Market, and Police Station are optimized. (some other constructions, too). But, a lot aren't. Like the Cherno's buildings (next to hospital) / Chapaevsk's buildings (on the side of balota). (These buildings have many polygons, more than anything that I have ever seen. rly)
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I sent this email to Matt Lightfoot, and here's the email: (English isn't my main language) Hi! We're from DayZ Standalone Brasil, and we think that we figure out how make dayz be more optimizated! DayZ have a lot of polygons useless, so one of our members have extracted all the ArmA 2 textures (we used arma 2 because we don't want to be banned testing in DayZ SA) and he have edited it making more simple. For exemple the Pine tree, DayZ: http://prntscr.com/4sjyxv ArmA II: http://prntscr.com/4sjz0n Only optimizing this tree we got 5/10 fps more. DayZ Pine have 7988 polygons and the arma II pine have 2364. There is a lot of polygons that you can exclude. It's VERY useless. This member, make a tree with only 350 polygons (optimizing the stock pine) and it still have the same quality. Autodesk http://prntscr.com/4sjrnz BF4 have 60% less polygons than dayz, and it can make the diference. DirectX won't help you, it only will help you after the optimization of all the objects. here's the email of member: regularplays@gmail.com (he don't speak english, so, you can make all your questions to me, if you want.) Like our page: https://www.facebook.com/dayzstandalonebrasil (We got 16k likes) THX
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No, you don't need a i7 to play dayz. I think that the best it's 4770k.
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Servers with connection issues to central hive
danielstuart14 replied to rocket's topic in News & Announcements
Rocket, all the servers in GameServers Brazil host (são paulo) have connection issue. I'm not the only one that are experimenting laggin in these servers. And i have ping about 30~50 there. thx -
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Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
hmm, yeh, but the game still don't working with the edited archives... We need support from devs. É noix! HUEBR -
Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
LOL, you really made me laugh -
Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
Yep, portuguese. Where's the problem? -
Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
A poor translation it's easy, a good translation it's very hard, bro. That seems like a xenophobia... -
Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
Yep, i know.Therefore, should start it now, and the devs release the translations in beta stage of the game, after several revisions. -
Translate Dayz SA to portuguese
danielstuart14 replied to danielstuart14's topic in General Discussion
hmm, maybe, if the devs accept, we could only take the .csv, add our language and send to they. So, they only would need add a bikey. -
Hi, my name is Daniel Stuart. I belong to Brazilian Dayz Community, We're trying to translate Dayz SA to portuguese (Our main language), but we are having many problems. We can edit the stringtable.csv in the language.pbo and languagecore.pbo archives, but, when we start the game, we receive a error. The game alert that is corrupted. I guess that the problem is the keys. When we edit the pbo, it lost the signature. I and my team are having a hard work, to solve this and bring a portuguese game to our community. Please, help us.