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Everything posted by Derleth
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This is very true, and as far as I understand a limitation that comes with DayZ's hybrid RV/Enfusion engine. To be fair, outdoor lighting is mostly great, except for the infuriating issue that buildings and objects that are hidden from rendering because of LOS will also allow light from indoor fireplaces to become visible. This causes some gameplay issues where you think you've hidden your camp but people can see it from miles away because the structure that should hide the fire is not rendering... As for the indoor lighting, DayZ's engine does not support any form of global illumination. Indoor environments have the same ambient light as outside, that's why enclosed spaces are bright although there shouldn't be any light sources. My greatest hope for future Enfusion developments is that this can be fixed to allow proper indoor lighting, where shutting a door to a windowless room will actually leave it in darkness - so situations like the one in a certain infamous cinematic trailer can actually happen in-game... For those who haven't seen it:
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Great year overall guys, and I am eager to see what you have planned for 2021. Thanks for not giving up and pushing on! "With support from new additions to our team, we hope to resolve our ongoing weaknesses regarding some of the synchronization issues and and physics-related problems with vehicles." No need to be a party pooper today - it's on the agenta, not swept under the carpet. Good enough for me, all things considered. That line I quoted is actually very reassuring, it's the first clear statement I've seen in a long long time (ever?) about the issue.
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There are several sites around the map where there are piles of bodies that look hastily piled up and left to rot - which they haven't done yet. Looks like they were made no more than a few days ago.
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Considering that the bodies lying around in open mass graves aren't the least bit decomposed, I'd say Day Zero when you wake up on the beach is no more than a few weeks after the event. The way most roads are free of clutter, town houses in good conditions, military tents not in tatters and haybales from the latest harvests are left around fields and so on also speak for this. On the other hand most car wrecks look like they've been rusting for years, so the world is a bit inconsistent. I like some of the mods adding more clutter and overgrowth to make the world seem more post-apocalyptic. Chernarus is generally too clean to have gone through an apocalypse...
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Any chance of a 2020 summary roundup and a few words about the goals for 2021? As a player and server owner I must say I am mostly happy with how 2020 has turned out, especially considering how the year has been for the world in general. The server performance problems at 1.10 launch were scary, and I personally had hoped the bow would be back at this point. If I am to wish for a few things for the coming year it would be this, in order of priority: 1. Stabilised server performance, netcode and physics. Meaning that you once and for all do away with hand state desync, reloading glitches, jumpy vehicles at low server fps or desync. 2. Improvised bows 3. The last few legacy features still missing from vanilla - remaining leather crafting recipes, dyeing, spray painting, notes and books, fish and trip wire traps, weapon bipods. 4. Base building improvements: Please add ways to fortify existing bulidings into bases without needing to clip fences into structures in hackish ways. Bolting/barring doors to put locks on them, doorway sized free standing doors, window barricades. Also walls with doors and/or windows and a simple roof matching them, or a separate log cabin building. All of these things exist as mods already but should really be part of the basic base building package. 5. Polish. Various clothing and gear clipping issues (ski masks and basically any hat, guns sticking out of vehicle roofs etc), sound effects cutting out when there are lots of infected, bodies getting stuck in mid-air, zombies and other AI clipping half way through doors and walls (especially bears are horrible, you literally think they are on their way to walk straight through the wall). That kinda thing. 6. Other stuff. Remaining legacy guns, more ambient life (birds and small animals) and maybe - just maybe - bikes and motor bikes..
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Rabbits are not in yet. Their territory (=where they would spawn if they were in) file is in the files however. The Expansion mod adds them in and uses said territory file, which is probably why iZurvive shows them on the map. The expansion rabbits are a wee bit buggy and cluck like chickens...
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I agree with most of the above - a focused effort to really fix server performance and desync (and vehicles) once and for all would be the best Christmas present they could ever give us. To hell with "content" until those things are in a good place. That said, as different team members have different expertise, it would make no sense to expect those who can't work on bugfixing said issues to sit on their hands in the meantime. Judging by what little information the devs have shared with us over the last year, many of DayZ's problems stem from the base physics of Enfusion, hopefully those problems are cracked at core level sooner rather than later.
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wizard is in dayz/noobs perspective
Derleth replied to James Adam Rimmer's topic in General Discussion
Vehicles misbehaving has more than one cause really. Anything that can cause desync between server and client can trigger a "Harry Potter" event, be that low server fps due to bad hardware or too many players/mods, or one or more players near you with really shitty internet. There's something about the vehicle simulation that simply goes haywire when the server tick rate gets too low and/or it gets desynced. How it behaves depends a bit on what causes the issue. If it is desync it is generally only the driver who is "seeing things" - on the server and to other players the car is driving normally, but since the driver thinks he's 50 meters below or above ground he can't control the car so bad things happen. If server fps is low cars tend to get jumpy and dance on their wheels, and if you still drive then you'll eventually lose control and bad things happen... To be fair I haven't seen a single case of cars really being sent flying in a very long time. Desync-related Harry Potter episodes I get now and then, but those can be snapped out of most times (I brake the car and shut off the engine, snaps sync back). About survival, as you may have figured out by now the large apartment buildings around the major towns have no loot whatsoever - ever - so when you're low on energy don't waste time going into them. I still search them occasionally (later on when well fed..) since players sometimes stash loot there - because the houses are void of loot they are actually a good hiding place, very few players bother going there. In the current 1.10 experimental devs have increased the chance that zombies in coastal areas will drop food or useful tools. Presumably this is to make it possible to survive even if you're unlucky and spawn in an area that has just been scavenged by one or more other players. Just be careful when punching them, you'll be busting your knuckles from now on.. -
I have an experimental version of my Den online, there are no mods but it has the same general config changes that I run on my ordinary server. Five times as many infected, less military weapons and lots of other config changes, lowish player cap. Server name: Derleth's Experimental Den.
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Hello, I decided to investigate why there is absolutely no loot spawning in the big tenement buildings. Those who played before 0.63 will remember tents could spawn on the balconies, making these giant buildings potentially worth searching. Ever since 0.63 and thereafter nothing spawns in those buildings, nothing at all, and when I went through the mapgroupproto.xml it was obvious why - those buildings have had all loot points removed. So it would seem to be an intentional change, for whatever reason. Anyway, loot points for all buildings are coordinates referring to a zero point in the building model, so if I want to populate these particular buildings with some loot points I need to be able to get those coordinates. Does anybody know how to do that? In the COT and other editors you get the map coordinate and this doesn't help much..
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You're probably playing on a server running the Expansion mod, that ammo is for the MP7 submachine gun. High rate of fire makes up for the relatively light round - and it bites hard on platecarriers.. I think there are a few other mods adding variants of that weapon, but Expansion is by far the most common.
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In my experience one particular action that can trigger this kind of desync is using "R" to swap magazines on weapons. It doesn't happen often, but sometimes the server will think the empty mag is still in the weapon and other weirdness will be triggered from that. The only way to snap out of that desync is to relog. Until this bug is fixed once and for all I try to avoid using R, unless I know I will have time to check my inventory and relog if need be. Instead, if I have space on my hotbar I will bind my spare mags there and if not I will open inventory, drag the empty mag to a pocket and then drag a full mag to the weapon. This, of course, is not something you have time to do in a combat situation...
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It seems you have some action in another program bound to right mouse click, and this takes priority so DayZ is minimised whenever you hit rmb. Either that or your game is simply crashing due to corrupted configs, I would try to validate game files on steam and see if that helps.
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Oh I agree. The volumetric clouds in TruSky (or whatever the previous sky/weather mode was called) were undeniably superior to the current clouds in every way, shape and form. Current clouds can look alright in daylight but the "flat" textures become evident at dawn/dusk while at night and in moonlight they are downright ugly. The colours are low quality and all wrong, the clouds look more like a pixelish oil slick in the sky than actual clouds and it annoys me to no end. TruSky was removed with 1.02 or 1.03 (don't remember the exact version number, it was in early 2019 anyway sometime after 1.0) due to an increasing amount of problems with the system. In short, it was very demanding on performance leading to desync between server and clients. So for example in a group of three players one could see clear skies, the second overcast, while the third would see the full server side rainstorm - while all three would become wet. And whenever the client tried to catch up with sync there would be nasty client freezes. The freezes and getting wet during a clear sunny day was causing lots of complaints. Since they had many other issues and features with higher priority devs chose to get rid of the cloud model, they simply did not have the time needed to fix it properly. As much as I loved the old clouds I understand the decision. I just hope there is some chance they will look at putting these clouds back in the future, when the more gameplay related stuff in the backlog has been dealt with.
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Okay, good to know, thanks! However I don't seem to be able to get any tweaks (in the file you pointed me to in your first response) to work. The mod will load but doesn't seem to affect the weather at all. I have tested some stupidly extreme variants just to see what happens and...nothing happened. 😞
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Is there any comprehensive guide or explanation of how to adjust the weather settings? The below parameters I found online after googling a bit, the aim was to have a chance for really dense fog but what has happened is that the server simply drifts towards 100% overcast, rain and fog and then it stays there and will not change again. This is a tad harsh, even for me... So, what could be causing this? Maybe something is missing that makes the weather change the other direction? //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(true); // false = use weather controller from Weather.c weather.GetOvercast().SetLimits(0.0, 1.0); weather.GetRain().SetLimits(0.0, 1.0); weather.GetFog().SetLimits(0.0, 0.85); weather.GetOvercast().SetForecastChangeLimits(0.0, 0.4); weather.GetRain().SetForecastChangeLimits(0.0, 0.3); weather.GetFog().SetForecastChangeLimits(0.15, 0.40); weather.GetOvercast().SetForecastTimeLimits(900, 1800); weather.GetRain().SetForecastTimeLimits(300, 900); weather.GetFog().SetForecastTimeLimits(900, 1800); weather.GetOvercast().Set(Math.RandomFloatInclusive(0.0, 0.5), 0, 0); weather.GetRain().Set(Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetFog().Set(Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.SetWindMaximumSpeed(20); weather.SetWindFunctionParams(0.1, 0.4, 50);
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@ImpulZ Are there any additional steps I need to do in order for edits in the file ChernarusPlus.c (or its Livonia counterpart) to apply? Simply adjusting numbers and packing the "mod" and loading it on the server does not seem to be working. Is there some bool that needs to be changed somewhere or the settings will just be ignored?
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Ok, thanks for the information! Will look into doing it that way instead.
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It's just that the forum regulars have seen this suggestion before many times over the years, and the outcome is always the same - very few players want it. There is however, as Parazight said, mods with this functionality, so if you really cannot handle the permadeath of DayZ - which is one of the vanilla game's core features that will never change - then find a community server with that mod on it. Example mod: https://steamcommunity.com/workshop/filedetails/?id=1930201075
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The kind of base building you are asking about is not part of vanilla DayZ, which means you are playing on a modded server. You will need to check the mod list of the server to see which mod(s) you're dealing with and/or ask the owners of the server if there are any special settings on it. Without knowing what server you are on, nobody here can help you.
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He was having problems with the Namalsk website, something with the hoster. It was down for weeks and he was unable to do anything about it. If it has been solved I don't know.
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I did a quick calculation of how much money I've given to Blizzard since I started playing WoW and it is something around 1800€ which is an absurd amount of money for a game. But do I regret this? No way. I've had thousands of hours of fun, good value for my money. Now since I picked up DayZ I've already managed to plow over 3,000 hours into the game, I host two servers and have started meddling with basic modding. And for that I originally paid 25€ and then another 15€ for Livonia. Even at full price DayZ is cheap for what it offers. I'd play with subscription.
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Nope. I run a modded server with Expansion on it - but no helicopters 😛 no way I'm ever having them on it. Imo the map is just too small for heliicopters to be possible to balance. I'm sure it can be fun to play on servers that have them if you like the milsimmy side of things - but then you might as well play Arma. It just shrinks the world too much for me. Now if the map was ten times larger or thereabouts that would be another thing.
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The thing is, those weapons are anything but useless.Once they are back the more potent weapons can be reduced and moved further away from fresh spawn areas. Yeah if you can pick up an SKS or baby AK from the tents in Elektro or Berezino they are not worth picking up, but when you simply can’t find anything better for a long time they have their place. My first firearm in DayZ was a derringer and I even killed someone with it, I remember that vividly. To me the game is more fun when not everyone and his mother are packing major firepower. And besides, the guns are a very minor part of the stuff still missing from legacy.
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While I do agree that the game is in a really good state, the above statement is a bit false. Stuff still missing that was in legacy builds: Guns: Crossbow, crafted bow and Steyr as you say Longhorn Deringer Trumpet RAK MP133 Pistol Grip Red 9 Atlas bipod Melee: Spear Pitchfork Farming hoe Chainsaw Cattle prod Stun baton Police baton Telescopic baton Pipe wrench Hockey stick Paddle Cleaver Sickle Fire extinguisher Meat tenderizer Ice axe Hay Hook Sword Mace Broom Field shovel Crafting: Tripwire trap Fish trap Rabbit snare Leather crafting Dyeing Spray paint (weapons and helmets) Mechanics: Broken limbs Wound infection Cardiac arrest Heated food losing heat Fresh food going rotten Damaged canned food causing food poisoning Poisonous mushrooms and berries Vehicles: V3S Truck Transit bus I've probably forgotten something, I listed the above from memory, but it is more than a handful of guns that is still in the backlog... While the game does play well without these things and nearly all of them can be had already thanks to mods, they are sorely needed back because without them the vanilla game is simply too shallow. Only time I ever play vanilla these days is when there's an experimental build to be tested. Other than that I stick to survival servers modded to stay closer to legacy balance and features.