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Everything posted by St. Jimmy
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Pinky pain while running is affecting my playing time
St. Jimmy replied to hemmo's topic in General Discussion
Yes it "wins" time but there's not much reason to get anywhere quickly. Testing wise it's nice to get quickly somewhere but when I'm playing, I've nothing to win getting quickly anywhere. Getting shot doesn't really change if you sprint or run. You'll be shot anyway if the other player wants to do it. The first shot usually misses or you don't die to it so of course it's good to start sprint and zig-zag when there's a real threat. Constant sprinting through the woods still doesn't win you anything other than time. That can (should) change in the future. Food and drink isn't hard to come by currently but when it again happens, people who don't like to pick berries and they constatly sprint everywhere, they're the first ones to start the moaning in the forums and feedback tracker, how they die in 10mins. I understand your view but I just tried to help and courage to actually not use constant sprinting because you really don't need it in this game. It's just a habit to "win" the game quickly. Kind of an achievement hunter style so you hoard achievements as quickly as many as possible but in the end it it didn't win anything. It just makes hungry for more but more doesn't come unless you start to play a completely different game. -
Pinky pain while running is affecting my playing time
St. Jimmy replied to hemmo's topic in General Discussion
99% of the time I don't use sprint. It consumes more energy and liquid than just normal run with W only. I know the pain you're talking but I suggest you tu change the playstyle because constant sprint doesn't actually win you anything. -
That's called hardcore ;) You can still play the game because there are so many servers, so the punishment is pretty minimal. Of course that shouldn't be applied in experimental and shouldn't be enabled too early in the development because of bugs and vulnerability.
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Yeah. Quick solution would be a ban from the server you die for the amount of time it takes gear from the body to get cleaned. It helps so you could maybe even see your body later but naturally stuff is wiped out. So no need to wait for a complete body wipe.
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It's more likely your 660Ti that has the problem with AA, ATOC and PP stuff. They can be pretty hard even for GTX970. Those settings load the GPU mostly. Also many towns are OK now. For example Svetlo dropped my fps down to 18 at worst. Now the lowest was 55fps.
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- Is there some cross designing going on with DayZ and Arma? - How are in charge: Programmers or Designers? ;) - Can you mention some design that was just too much for the programmers? - Have the working tools improved a lot over the couple of years you've been working on DayZ?
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Hmm interesting. They changed something in the recent patch then? Flares only showed around 150m away on Monday.
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Penalize Players That Run With Their Guns Out
St. Jimmy replied to Weyland Yutani (DayZ)'s topic in Suggestions
When the stamina system comes, hopefully running with weapon up will eat more stamina.- 1 reply
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Does that mod work in dev branch? You know they added brightness, contrast and saturation sliders. Yes there are now 2 brightness sliders. I could imagine messing around with the contrast slider could make it more exploitable again.
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Older than my granny. Make a new one.
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This kind of performance (and beyond) should be expected when things get more ready. Chernaplus performs very well in Arma 3 even that's just a .pbo port that naturaly causes all kinds of errors.
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This program goes somewhere between placebo and bullshit that you shouldn't throw money at. No 1:1 comparison in your video. You watched in different directions and that can make a freaking huge difference.
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Would be nice to see GPU usage with the fps in the next video ;)
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Didn't saw this until now. Hopefully the new forums can somewhat make these kind of topics more visible from the front page of the forums. Also posts in this area don't show in the recent posts tab on the right of the front page? There's just some delay. Too bad that the spam happened so the recent topics got buried.
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Nvm. it was there.
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A Few Thoughts On.. (Communication, Deadlines, etc)
St. Jimmy replied to Hicks_206 (DayZ)'s topic in News & Announcements
I believe this is a good move. -
Is it Possible for 3PP to NOT be Overpowered?
St. Jimmy replied to Kohlbar's topic in General Discussion
This is the only way it couldn't be exploited as much. But still if there's a small flaw somewhere in it maybe it could be: Then there would be complains about things popping in and out and how stupid it looks. Also it needs to be applied on a lot of things like vehicles, campfire etc. Not an easy task and could cost performance. Project Zomboid is a survival game where the view is done right. You can't exploit it like in DayZ/Arma. But it's not 3rd person game but it's top view and your line of sight is limited. 3rd person view fits only for action packed games that are made around it like Gears Of War. Otherwise it's just an easy mode or the developers are just lazy to do a proper 1st person view. 3rd person in Warthunder exists likely because the actual 1st person view at least with tanks isn't really the best one and they likely want it to be action based game. In many games the 1st person view doesn't feel good because you can't freelook around like in Bohemia games. Only reason I can forgive that DayZ still has 3rd person view is bug tracking. There's no other reason to have it in a hardcore survival game. At least they've said that official servers will be 1st person only which is good. -
Nice report and info as always. I really like those animations. Bit out of the status report but I believe this is a good place to plant this info. From Arma 3 SITREP #00151 DX12 is still under the radar though only time will show us if it can bring anything for Enfusion.
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Feedback Tracker - Potential security breach
St. Jimmy replied to SMoss's topic in News & Announcements
Yes and the problem is Bohemia wide because also Arma 3 and Take On Mars used the same system. It has the same effect on all of those three games. -
REMOVE ''Player Kill Count'' from newui
St. Jimmy replied to thefriendlydutchman's topic in Suggestions
Only stat what is needed is the hours/days of survived, nothing else. Everything else is irrelevant for the vanilla gameplay. -
This solution combined that it's checked from the map mask image what clutter the player is on would be a very good solution and likely without much of a performance cost: Elcoo made a very good post about this in BIS forums www.forums.bistudio.com/topic/140105-rendering-grass-at-long-distances-my-thoughts-about-it/ This is what mask image is: It defines what material and clutter there is in each color. Make it so for example that all the light green areas would camouflage like in the topic I linked. Invisible grass could be rendered 5m radius around a player that is further away than 50m. That shouldn't cost too much performance especially if it's made on players only. In the end this is how it would look like: The sinking in the ground actually already works this way I believe. So in the green (grassy area) you're inside a ground and in blue (rocky or something like that) you're not sinking in the ground. That ground sinking could be replaced with this. Then combine this with a much better resolution satellite image so everything blends even more because everything stands out very well from lower resolution image. It's a lot of effort but they're improving and old map so making something like this would really bring v2.0 feeling for Chernarus and the engine. The biggest problem is really the texture vs object quality. High quality object is easily seen from low quality (plain) texture. When the texture has variation the object can't be seen as easily. These kind of grass rendering solutions come as second best option in my opinion but if it can be made without real performance cost, it would be very good.
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There's a reason why grass don't render hundreds of meters. No one can handle that and it isn't the best way to camouflage players in the distance. It's the worst way to do it performance wise. Also you can't reduce the grass render distance in DayZ. Everyone has the same forced grass distance setting. You can disable it with Terrain Detail or terrainGrid=x.xxx; in the menu and likely in the singleplayer when it comes but it is forced from the server or something. Terrain detail setting doesn't actually do anything when you're playing because it's forced.
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If they could make new ground textures at high resolution this is the difference there would be: The video can still process the higher resolution if you're already watching, so wait minute or two. Notice how the ground texture change makes it harder to spot. Credits for the textures goes to NordKindchen http://forums.bistudio.com/topic/141095-terrain-improvement-dev-branch/ It's made for Stratis which is 20km2 only but it can be applied to bigger terrains. That's only with the ground texture change. Other thing that can be applied is the mid-texture and better mid-texture is very easy to apply.
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0.60 is the start of the DayZ. Everything before has been mostly just prototyping. Many would say that we're playing pre-alpha and the alpha phase just starts. We get to taste first time what the Enfusion engine really is for the players.
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It ain't roleplay unless you use walk only. Of course you can jog or run when it's actually your last choice like in real life. Nobody runs if you don't need to. Anyone know streamer that plays DayZ that way? I once found a streamer that did this with her friend but forgot to follow :( It was the only DayZ stream where I've spent more than 10mins.
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