Sammi79
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Woodland Warrior
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Because the engine contains quite a complex and realistic seasonal simulation regarding weather and temperatures as well as star maps, daylight proportion etc. so to keep servers consistent in the demands put on the player to keep warm and so on. In the past different patches have played with this setting while testing the temperature mechanics, for a while we were all freezing to death in minutes, then a subsequent patch we were all endlessly overheating. Obviously individual server owners can change this to whatever they want, right now the default as you can see is Autumn which is probably quite an easy middlish time for the temperature mechanics. This seasonal simulation has been in BI's engines since the very first ArmA (which was call Operation Flashpoint at the time) and iirc there was a mission that required you to use the stars to navigate. I remember being hugely impressed when I first noticed Ursa Major and subsequently found Polaris.
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I thought of a solution to the grass draw distance problem (in all open world FPS) but I'm not sure how feasible it would be on contemporary systems, and I am sure it would require significant extra resources - but still significantly less than drawing grass at all distances. Basically when rendering a character at distance, the engine should take into account the depth and density of the grass/foliage where the character is located, then render the lower part of the character with transparency proportional too the density, to the height from the ground proportional to the depth. If a character is proned in long grass the transparency would cover the entire rendered character, if the density of the grass is maximum, then the transparency would likewise be maximum rendering the character invisible. If they were standing then the legs and perhaps lower torso would be invisible depending on the height of the grass. Also, in order to blend with the closer range drawn grass the effect would have to be tapered off to zero somewhere around half the maximum grass draw distance. It would involve significant extra computation and memory for the foliage density/height map, but much less rendering than increasing the grass draw distance. Have not seen an effect like this in an FPS game, but I don't think for a minute that my idea is original, In Ubisofts Silent Hunter 4, in order to simulate the curve of the earth (without having the exponentially increased complexity of a 3D engine actually dealing with non-Euclidian geometry) when looking at ships 15-20k distance, the lower part of the ship is not rendered giving it the 'rising from behind the horizon' effect as it approaches.
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Sticking with DayZ? Or jumping ship when something better comes out?
Sammi79 replied to Aussie Connor's topic in General Discussion
Oh for beans sake this is just completely disingenuous, rather than change the misleading thread title you change the poll question after several people have voted. What are you trying to achieve? The question is loaded 'when something better comes out' so H1Z1 is automatically better even though you haven't played it yet. [edited for profanity] -
You're doing something wrong. Go on a server with persistence disabled, then search every room on every floor + balconies in the tall apartment buildings. On average you will have to search 5-6 to have a very high chance of finding a tent.
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There is a workaround, I have explained it twice in different threads now.
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I've never had the tent move for logging inside it, I have noticed you will spawn outside it though. The position change is not permanent, you can do the same thing again and it will jump positions again, or you can empty the tent, pack it down and reposition it. For reference the tent will jump roughly a couple meters to the left when you do as I have explained above.
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Sticking with DayZ? Or jumping ship when something better comes out?
Sammi79 replied to Aussie Connor's topic in General Discussion
Suggest changing the thread title to mirror the poll question rather than the opposite. -
Yes, there is. To work around the item visibility bug with absolutely full tents, first look at the apparently empty tent inventory. Above the inventory spaces is the icon of the tent (which you can hover over to see its 'pristine' condition). Left click and hold this icon then drag it to the left outside the overall inventory box and let go. The tent will jump positions but everything inside will now be visible.
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On non persistent yeah far too easy. On persistent a little harder, sometimes impossible.
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Why are there still awkward animations that cannot be canceled?
Sammi79 replied to Surefire187's topic in General Discussion
What the OP means is: When drawing or putting away a weapon, or transitioning between crouch and standing - if you are holding the forward key (w) then you will keep moving forward while you do the animation even if you let go of the key. Likewise, if you are not pushing the key, you will remain stationary while performing said animation even if you decide to move by pushing the key. Also if you are strafing, this counts as not moving and you will stop to perform the animation. This results in, appearing to stop and be stuck until the animation has finished (often the way I get hit zombies), or even worse not being able to stop and running off a ledge etc. The point is once the animation has started you essentially lose control over your character for the period of the animation. That said, I'm sure it will be addressed at some point in the future. -
Increase Chernarus size with the new engine.
Sammi79 replied to TiredMiner's topic in General Discussion
The actual ground topography map extends far out west, roughly double the size you can see on the DayZDb map, It also extends north at least a few km past the edge of the textured/environment model populated part. I think it may well be possible to develop this empty area but would be a huge amount of work and will likely get left to mods if they feel like taking on such a gargantuan task. -
For melee, currently you need to learn to avoid aiming with the dot on the target, instead aim it roughly 1cm to the left of your intended target, aim low and above all get close like bumping into them close. You can avoid being hit by zeds by simply circle strafing in one direction, which also prevents them from swinging. when they stop for a second to adjust to your orbit, simply change direction and swing.
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Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
Sammi79 replied to Hetstaine's topic in General Discussion
First I can't help but love that forum name, Jamdave. Second I sort of half agree, especially after electrical grid failure all sorts of factories and nuclear power stations would start losing control over the large quantities of volatile chemicals they contain. Poison/radioactive/explosive gases would sweep over huge areas killing plants, trees and wildlife, starting fires all within a couple of weeks. The environment would recover quite quickly of course, and various surviving animals would adapt and fill the hole left in the ecosystem. I watched 'The Road' again last night and was pleased to see so much of DayZ in there. I saw, a down jacket, a sporter rifle, a long range scope, cans of peaches etc. etc. and it would be nice to have the unrelentingly bleak feel that the movies environment portrays in DayZ. There would in urban areas be a large amount of loose rubbish from the inevitable violence, scavenging and looting in the times leading up to Day Zero. Which leads me up to my third point. Day Zero is not meant to be long after the apocalyptic event whereas 'The Road' is set some years later. Yes nature takes over quite quickly, but it would still take at least a year or more likely 2-3 to get to the level of overgrowth shown in the picture above by Cpanther. I would prefer the environment to be largely poisoned as it is in 'The Road' as that would be the real result of human civilisation simply stopping for the reasons I gave in my first point. I think it comes down to the contemporary level of technology available - I'm sure the developers would like to have several million dynamic rubbish items, bits of paper, empty cans, destroyed objects all over the urban areas, as wells as wrecked cars practically filling the roads etc, but unfortunately just rendering the complexity already in there with a static baked map is at the upper limit of home computing. -
What Is Your Favorite Current Food In Game?
Sammi79 replied to Deathlove's topic in General Discussion
'Have it your way dude.' On topic, sardines. Because sardines. The opened can icon looks so-o-o tasty. They're damn good in real life too. -
Is This A Mechanic Or A Bug? Bone Condition Death...
Sammi79 replied to jacobahalls's topic in General Discussion
I think its an unbalanced bare bones mechanic.