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Everything posted by ZomboWTF
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would love a thrusting animation for long weapons, spear, pitchfork, crotch and Santier's Spear etc.
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Found this article-on collision preventing
ZomboWTF replied to sneakydudes's topic in General Discussion
NO, sorry, but you are talking BS here the stuff shown in the video is everything but easy i asked the people of the above video how many people they managed to get their server running with using this technology and they said 2000!!! that is seriously insane! either they are the gods of netcode performance programming or they have servers from another planet, or they overstated the amount of people they actually got this running with (don't see the reason they should though) the servers DayZ usually runs on are servers that are in the price range of 50€ a monthif you want a decent one, since people want to be able to host their own DayZ servers if you would make Dayz player physics and collision simulated real-time on the server for every player, servers that can run DayZ would become WAY to expensive for a normal person, plus they would have to rewrite most of the DayZ net code and probably even alter the arma engine behind it even further than they allready did don't expect this to ever come to DayZ, it's overkill just to get rid of movement cheats, it's WAY to hard to program at this point -
actually shotguns are depicted extremly false in most games, as if they spread out so that using them beyond 15 meters is useless... the only game i've every played where shotguns were actually close to real-life was Survarium, which don't mind trying to play, because it's mutated into a bad cash-grabbing CoD clone reskin the shotguns however were able to kill people quite easily at 50 meters, with pretty tigh groupings at that range (you could still hit 3-4 pellets of your 12gauge) , which i simply loved the shotguns in DayZ spread way to far, and should ALWAYS knock people out when getting a good meatshot at closer than 30 meters thats the strongest point of a shotgun: the stopping power yet in dayz sadly this is shown in no way whatsoever, shotguns even tend to do no damage at all, as if clothing could stop a 12-gauge from 30 meters completely... total rubbish, these really need a rebalance later, or sooner, rather sooner, because i love using pump-action shotguns but of course there are things that need to be looked at first, like zombie AI, netcode, the current implementation of the new renderer etc, good gunplay wont help much if the game is still a pain to play because of lag/desync/no zombies/bad hit detection or bugs ;)
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Found this article-on collision preventing
ZomboWTF replied to sneakydudes's topic in General Discussion
well, for the few players in DayZ i think this allready applies to some scale, for example you can only vault when you have server connection however, i highly doubt the guys on the video can make this possible at MMO-sized scale, i'd have to see it to believe that the biggest problem i see is calculating the collisions of physical object with one another, and the correction if people try to do that, if your server for example sees that two players run at each other and (without collision) would be inside of each other in the next server tick (giggety), the server would have to correct their positions, if the server tick however is apart 100 ms, it can very well be that fast enough movement will break that servers simulation and let you pass through stuff in eve online the tick is every two seconds, and there is almost no physics calculation being done besides velocity and a rough collision bubble around a ship, and even they struggle (with a normal server) with 200 people being on the same server, if anything bigger occurs, the server gets exchanged with a cluster of servers and time dilation kicks in, making the calculations easier DayZ servers have to calculate Zombie AI, spawning of items, player stats, player visibility bubbles, eat/drink/all sorts of scripts, bullet penetration and bullets physically simulated tl:dr no, i don't think this will be possible for DayZ also it would be quite overkill, you could do all this jazz with a few sanity checks on player velocity calculated every 10 seconds by the server, and coordination sanity checks (is the player ten thousand feet above ground and not in a helicopter? yes? kick him) -
yes, sniper in a group is very usefull if you are watching over a town where your buddies run around, but field medic? having the guy sitting the furthest away have the medical equipment? bad idea imo many people think being a "lonewofl sniper" is the ultimate pinnacle of coolness, however they don't realize that without people pinning down your targets (like for example a buddy holding someone down in cover while you try to get LOS on him) sniping in dayz is nearly impossible and impractical, from 0-200 meters almost every weapon is going to give you better survivability than a mosin or winchester or blaze, the exception maybe being the blaze the ultimate weapon for me is any AK variant with a pso scope, and i killed a lot of mosin and winchester guys with it at medium and even long range, just let them solo snipers be solo snipers most of the suck at it big time anyway ;)
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no you can't completely turn it off, you are still shaking left and right even when headbob is off
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Even though i am certain that 1pp adds to the realism and atmosphere of being alone in a dangerous, big world where everyone wants to get the jump on you to kill or rob or torture you, 1pp makes me get headaches and sick after a while, and my eyes start to hurt because of the headbob you can't turn off and the laggy movement when starting/stopping to move if 1pp would be forced on official servers, which are the best imo, i wouldn't be able to play on them anymore if they'd fix the first person camera to not be directly attached to the head, so that there is no intense shaking from left to right while running, i'd be happy with it, but not the way the camera is right now
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i can confirm that, as well as with the double-barrel shotgun, the higher the fps, the more accurate the two shots will be together from a logical view i think the bullets should hit just a few centimeters apart afaik though the blaze right now is an incorrectly depicted weapon though, the real-life counterpart is loaded with a rifle round and a shotgun buckshot round
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The protection value of clothes can actually get less if you put stuff into them, WOBO made extensive tests regarding that a while ago AFAIK, a chest holster has the same protection value as the anti-stab vest or plate carrier when pristine
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What I think needs to be said about the new renderer.
ZomboWTF replied to WilliamTheConqueror's topic in General Discussion
erm, when programming, you don't exactly switch out "file for file" when refactoring a projects code, thats not how it works of course they could post something like "CheckVisibleHandler.c/.java" has been redone and implemented wtith the functions/methods of the new renderer Class, but that wouldn't tell you anything, take time away from people actually working on important things, and just rub the communities impatient belly... which has no value whatsoever -
So is there any workaround for the client performance nowdays?
ZomboWTF replied to haxborn's topic in General Discussion
sadly there is no secret, unoptimized rendering of houses and entities eat up performance like hell, and there can be little done about it for a simple player i love DayZ, but the bad performance pretty much keeps me away from playing it, when i look at MGS5 which has the open world thing going, plus awesome graphics AND tons of fun, while having an awesome FPS on maximum settings on my pc, i just can't see me switching to DayZ in it's current state for having a fun time, sadly can't wait for beta/release and the game in it's optimized form afaik, there is at least SOME culling done when you are inside of a house, since you sometimes have objects rendering different when looking through a window vs standing outside in front of the window the fps seem to go up when you are in a closed spce as well, just when not inside a closed space in a city, there seems to be zero culling -
Changelog Stable - 0.58129488 - 4.2MB Patch Notes
ZomboWTF replied to yimmasabi's topic in General Discussion
right, like buying violent games before the age of 18 should be forbidden... if people want to be dumb , they will find a way, no matter how or if you make it illegal -
this normally happens when the game decides to either clear your RAM from some textures or it somehow filled up your RAM, or rather the amount the game thinks you have i had this problem when i was still playing with steam startup parameters, but it was gone when i removed them, maybe try that
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Changelog Stable - 0.58129488 - 4.2MB Patch Notes
ZomboWTF replied to yimmasabi's topic in General Discussion
just pretend someone found your camp and raided it, and keep playing jeez... if anything this makes me happy, i actually like collecting gear more than having a shitton of it at my stash -
maybe try the reddit rescue force next time
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i have heard reports of stored items in camps resulting in massive desync, did you guys run around spots where there might have been camps when making a fireplace?
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for long range combat obviously not, but if you are a good shot at closer ranges, up to 50 meters it's decently accurate and you can one shot people in the chest with two layers of chest protection afaik
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If you start running around between Vybor/Veresnik/NWAF/Zelenogorsk you normally find a bunch of people
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The Psychology of Understanding Alpha
ZomboWTF replied to Weyland Yutani (DayZ)'s topic in General Discussion
Modding, my friend, modding will be the new "new content" everyone will wait for just like there were a bazillion mods for source engine games, DayZ will have dozens of maps, with different mods and weapons, everything easily downloadable because of the Steam Players Workshop Can't wait for modding, Namalsk will be awesome for 20-30 players -
what? a can in the hand does more damage? wow... need to try this... "here, have some food" *smack* "oh, oops, wrong button, let me try again" *smack* classic danielfromsl style
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looking for something different to do? help combat server hoppers
ZomboWTF replied to billyangstadt's topic in General Discussion
actually, after some time, CLE will make server hopping rather ineffective let's say there were 100 server hoppers on server X, there are now very few lootspawns at the typical places (military bases) left to hop, most military stuff will probably be in towns or unpopular hopping places (places with a single green prison and nothing else) on the other hand, if someone would happen to run through the towns on these low-pop "server hopper heaven" servers, he would find enough stuff for days of playtime, turning every lowpop server into a potential goldmine since i love the AK-74 and happen to loot up on empty servers when i want to relax a bit, and by actually looting and not hopping, this makes me a very happy camper, since AK-74s are residential spawns and spawn very often at Police stations which very few people tend to serverhop -
I would love a feature to disable the fadeout on the hotbar i know you guys are going for a "minimalistic hud", but i keep forgetting what items are on what number and a number showing above the items picture would be nice as well, so i don't have to count (its hard, you know?) 1)Hotbar settings: - Show/Hide numbers of hotbar slots - Fadeout Hotbar on/off - Slider for minimum/maximum hotbar opacity 2)Message settings: - Enable/Disable Status messages - Enable/Disable BattlEye Messages - Enable/Disable Server Messages 3)General UI Settings - Enable/Disable Hotbar completely - Enable/Disable Crosshair
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interesting approach, but that would result in erratic sudden camera movement when running through a city i guess, or even a forrest (every tree can be considered two corners) you'd have to make the system rcognize when you are peeking a corner regardless of range from the corner, since you can 3rd person peek a corner to the side even when standing 20 meters behind it running through a forrest, looking left and right would then result in the camera preventing you from looking around every tree you move past, which would make the camera going closer and further away from your char in unpredictable fashion
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well, peeking over the top is pretty easy to fix, just like the devs did with the new 3rd person camera, they would only have to adjust the max camera height values for crouching and prone freelook, or even force first person for prone stance the real problem that is basically unfixable (without checking constantly if a player has direct LoS to another player) is peeking sideways around corners, since you never know if a player is just looking around in the open or near a tree or corner to peek around the only solution to side-peeking while keeping 3rd person would be to only render players that have a direct line of sight to your characters head, however this would put some strain on the PC or server, depending on where it is calculated, and would be very vulnerable for bugs and people starting to complain getting killed by invisible people, plus people picking the game up and peeking would be seriously confused as to "how that guy just rounded the corner i peeked just popped out of thin air and shot me"
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version numbers dont work like regular numbers, there is no reason for 0.59 to follow with 0.60, it could also be 1.01, depending on the stage of development just as well there doesn't need to be a version 1.00 after version 0.99, it may as well just be version 0.100.xxxx etc.