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gekker

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About gekker

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  1. gekker

    Addressing the most pressing issues

    You can already edit the file to change keybindings. The file(s) in question is User.dayz_preset_User.xml which you can find in ../User/Documents/Dayz. In case you don't know. An xml file organizes variables within tags (tags are surrounded by "<" and ">" and closed by "</" or "/>") You just have to change or add a new <btn name="keyName" /> tag inside of the <input name="userAction">. tag you want to change. You have to fill in "keyName" with the key ID you want to have. You can find all available key Names within the User.core.xml For example: if you want to add Mouse Button 5 to zoom in you want to add <btn name="mb5" /> within the <input name="UAZoomIn"> tag. Like this: <input name="UAZoomIn"> <btn name="mBMiddle" /> <btn name="mb5" /> <btn name="x1ShoulderRight" /> </input>
  2. gekker

    Q&A with Map Designer Adam Franců

    Im glad I have the chance to ask some questions :) - How did the new Renderer affect your work if at all? Do you have new technical options available now that you didn't have before like creating flowing rivers and new complex shaders? - How open are you in regards of modifying the terrain beyond what the real Chernarus looks like? Would you add rivers or mountains in order to create an more interesting look? - What would you like to create most in Chernarus if you had no artistic or technical limitations at all? - Do you rather focus on creating locations that look beautiful or those that allow for a great combat experience? - Do you think Chernarus still has too much empty space that you would like to fill with more interesting terrain, towns or wildlife? I feel like the mid eastern region west of Dubrovka seems more empty than other regions. - How much can we expect Chernarus to improve beyond beta? And finally: - How did you and the others end up at Bohemia Interactive as level designers? I find creating and improving Chernarus is the most exiting project I had the pleasure to watch.
  3. gekker

    Exp Update 0.61.136770

    I opened a post on the feedback tracker about the strange shading: https://feedback.bistudio.com/T122218
  4. gekker

    Exp Update 0.61.136770

    Server performance is not client side performance and has nothing to do with your fps. EDIT: I will make clear which kind of performance I am talking about :) Oh, and fixing performance drop off does not equal performance increase. It only ensures that performance stays on a level over time. Just want to clear things up.
  5. gekker

    Exp Update 0.61.136770

    This one is really important to me. Can't wait until it works again :) Also, can we expect some client side performance tweaks in 0.61 or 0.62? I get huge perf drops near trees and with the upcomming forest overhaul of 0.62 I fear its only going to get worse for my poor machiene.
  6. gekker

    Exp Update 0.61.136670

    Haha, no it was an personal impression. I will try to avoid comming to silly conclusions in the future :) Love the work of you guys btw!
  7. gekker

    Exp Update 0.61.136670

    Does that include apples/stones? I had the impression the cause for those were the same.
  8. gekker

    Exp Update 0.61.136642

    Is it important to detail the server you played on when giving feedback? I had the impression most server have different configurations than others so that could help identifying issues we experienced. Additionally I wanted to point out that it would be nice if we could have an option to filter the server browser for persistence on/off as this is a really important feature.
  9. gekker

    Exp Update 0.61.136593

    I am aware of that. I thought this is the kind of feedback BI wanted from us. Our experience with the new network implementations. I may have sounded a bit salty in my post though :)
  10. gekker

    Exp Update 0.61.136593

    Experience some frustrating desync on US Southcentral 0-1 with a 150-200 ping. Shooting a guy I caught completely off guard because he ran into my bunker point blank range twice in the chest with a FAL. I was in complete cover. He never raised his gun nor did I hear a shot but I immediately went unconscious. He seemed to have survived my shots and finished me off 20 seconds after. That is the exact kind of szenario I expected to be a thing of the past with the new player sync improvements.
  11. gekker

    Exp Update 0.61.136562

    Does lowering the volumne in your settings help?
  12. gekker

    Exp Update 0.61.136541

    Any news on supersonic bullet crack sounds? I really hope they are comming back before 0.61 hits stable.
  13. gekker

    CR 550: Discussion

    I really hoped there is gonna be more that would make it truly unique. For example I like the difference between the B95 and the Winchester a lot more. Each of those guns appeal to a different playstyle. Players can decide what their personal preference is when deciding which gun to pick up. Do they want a bigger capacity or do they want to have the option to deal a quick follow up shot? Sometimes I decide differently each time I get to choose. But maybe I have a wrong impression. Im sure when all the new chambering an reload animation come out. Guns with magazines will feel differently as they do now. The magazine for the CR527 for example feels like a huge limitation to me. Its rare, and refilling the magazine is a bigger hassle than chambering a gun by putting an ammo stack on your hotbar. If you don't happen to have multiple magazines that kinda clog your inventory that is.
  14. gekker

    Exp Update 0.61.136541

    Oh, Im sure it is. I just wanted to write about my high ping session experience. I don't have those issues on servers under 100 ping. The thing that is striking is that gunfights are surprisingly smooth in comparison to normal interactions with doors and items.
  15. gekker

    Exp Update 0.61.136541

    I played a while on an US CentralEast server with a ping of 150-200. Gameplay was mostly responsive. Got into a firefight once which went smooth. But the "Receiving..." message takes a while when I rightclick items. Especially because of magazines I will try to avoid playing on high ping servers. Initally doors take a while to open/close as well. First it takes a while for the door state symbol to show up on my crosshair. But what is odd is: it takes so long for the door to start opening graphically, the server allowes me to run through them while they are still closed! Once I interacted with a door, interacting with the same door again is much more responsive. The crash I reported from the previous interation still seems to be there. Fingers crossed this gets fixed soon.
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