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Everything posted by Tomo2000uk
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A customisable mousewheel option menu on an arma game you must be joking. We still have a seagull in the fecking key binds lol
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Its gone weird cos of you 2
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I have the dogs back . I will destroy you
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This is how dumb punching is in this game.
Tomo2000uk replied to shaeg's topic in General Discussion
Needs a stealth maneuver break neck from behind. Punches should make you drop main weapon and disorientate not kill -
I'm currently dying outside a supermarket in the new town , fell down a 6 inch step broke both legs dangerous times we live in. When I get my shit together you've had it flower.
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Im going to find you and destroy you
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Open invitation: Beers & Books - Club, sunday 20/04 18:30GMT in Berezino
Tomo2000uk replied to ph4713w7's topic in General Discussion
Yeah might have a go at this. Oh wait im getting laid that night. -
Post #4010421 about Hacking, And fists need nerfed.
Tomo2000uk replied to shaeg's topic in General Discussion
This is a 18 month alpha sir how dare you expect anything like hacking , loot , zombies to be resolved. Go and read the latest dev blog please. We've added a whole cucumber to the food items. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Tomo2000uk replied to SmashT's topic in General Discussion
Much better than the mod. In the mod they used to spawn when you were approaching a town etc so it looked like they were always there. Now they appear out of thin air this is much more realistic. Things are going well. -
Why is pvp and gunfights so bad in stand alone?
Tomo2000uk replied to gibonez's topic in General Discussion
never played a worse set of games for the gun ergonomics , Again the majority of people on here will swear blind there is nothing wrong with it but Arma games always feel god awful in relation to weapons. The weapon feels like its at the end of a 16 meter stick attached to your mouse. I prefer to press space to lift the weapon then aim with the white dot. TBH though its one of the things that i like about dayz , makes everyone equally as shit at aiming , makes for a better gunfight. -
should have had blind faith as the music. nice video.
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How to: Display FPS, cpu/gpu/mem usage or temperatures in-game.
Tomo2000uk replied to bastardo's topic in General Discussion
What an arse hole you are. Very good informative post much appreciated. -
What gpu do you have ?
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How would the old world tent work on this setup . Would it be on every server or just the one you placed it on ?
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NOPE NOPE NOPE , old fashioned tents etc from the mod please , you die and you can go back to your tent. Its Evolution , Tents can be found , used to have loads of fun looking for a suitable place for a tent stash with my clan Maybe we should just call it Dayz Darwin. and players strive to leave the cave. Bonus gear a nob cloth. If your listening Devs dont listen to these neanderthals.
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yup whilst you wait another year for loot and 2 years for a tent to put it in. nothing wrong with a richer gaming experience. go rub your twigs together in the woods.
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You dont get into this game , it gets into you.
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fucking anti game , who wants an anti game. it needs more content and crafting and weapons vehicles etc. if you want anti game go jerk off with sand paper. Christ you would all be happy with 60 players and one tin of beans between you.
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What's the current hacking status like in DayZ:SA?
Tomo2000uk replied to RadikulRAM's topic in General Discussion
Battle eye might as well be named <snip>. its a chronic anti hack system always has been. i thought one of the main advantages of the standalone was to have abetter anti hack system ? -
how good would it be to have a "dark forest" type area. This place could have a constant fog and a hive of zombie activity but also increased loot spawns. It could be a safe haven for someone being tracked, but the chances of death by falling into hole / traps would be high
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lol i bashed a hackers head in tonight and stole all his stuff. it was in the experimental 100 server.
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love the idea, it wouldn't require a massive amount of work to apply a back story with notes and diaries tapes etc. kind of like bio shock.
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No (first-party) way to show my frames per second?
Tomo2000uk replied to Ugly (DayZ)'s topic in General Discussion
what do you have against fraps ? don't think there is a command to see FPS yet but i have been wrong in the past and i will be wrong again. -
Posted 20 December 2013 - 10:37 AM POPULAR There is a great deal of topics dealing with this, so I thought I would confirm what we will definately be doing, and give some background why they are not in yet. List not exhaustive and will be added too as time allows. More Zombies Target delivery: Ongoing NOPE We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months. Multithreaded Server Target delivery: Early 2014 & Ongoing NOPE To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers. Respawning Zombies & Loot Target Delivery: Early 2014 NOPE Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented. Server Management Options Target Delivery: Ongoing NOPE Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs. Animals & Hunting Target Delivery: Early 2014 NOPE The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization). Additional Anti-hack and Security Target Delivery: Late 2013 NOPE We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing. Cooking & Gathering Resources Target Delivery: Early 2014 NOPE This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system. This is Deans own update from December 2013. This is not a rant / direct dig at Dean or the studio. i would like a serious discussion as to why 99% of the above has not been realized and its past early 2014. My question is what changed ??? can anyone shine any light on the complexities they have faced when trying to implement the above. I would like quality answers to the questions i post. As a lover of the Mod and a contributor to the Standalone if there are any answers i would like to hear them Again MODS this isn't a rant etc.
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The only thing that really worries me about the video presentation and i had seen it before is Dean mentions the Loot as a sort of passing comment doesn't really get to grips with it. " we've decided to look at dividing the world into quadrants and then when a quadrant is empty for a set amount of time resetting it " 2 things worry me 1) (We've decided to look at) - implies this is in very early (if at all) development at the time of this presentation. 2) Quadrants that are empty ? what if you have campers in a particular area etc and there are so many other what ifs to mention that could break that system / render it useless. Why not something similar to the mod, albeit minus loot farming. I wine allot on this site mainly because i don't think in the 2 years the game was in closed development much time was spent re-imagining the basic core features which hold this title together like loot. i questions deans priorities and im not alone on this. Why at this stage Q2 , do we not have any solid plan / foundation for the spawning of loot. Having opted into an open Alpha i feel we should get regular updates on the state of the core features, and fixing the loot takes priority over the zombie animation. I know player numbers are a factor but come on he knew how many Arma 2 sales the mod generated. Their worrying about building sky lights on a house with no foundations Again , no rant , but im interested in talking about these things and i don't think the change logs etc answer all the questions.