mariush
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Everything posted by mariush
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That's not true. 20-23 fps or so is the minimum frame rate where humans perceive a sequence of pictures as fluid motion, from that point they have hard time telling the frames apart. One of the first experiments regarding this was Eadweard Myubridge horse pictures, where he put several cameras in a row to snap pictures of a galloping horse and prove that the horse's legs are all four in the air at some point. See http://en.wikipedia.org/wiki/Sallie_Gardner_at_a_Gallop 60 fps has nothing to do with the human eyes but rather with the electrical system in US... in US the power in your house is 110v 60 Hz - meaning you have AC current that alternates 60 times a second. In Europe we have 220-240v 60 Hz. When television was introduced the standards in US like NTSC set the maximum fields to 60 (30 frames per second, 2 fields interleaved per frame) so that television sets could be made easier, as this way the TV could sync its internal signals to the 60 Hz AC frequency from mains and at the same time, be less affected by the interference coming from the mains. Similarly, SECAM and PAL in Europe are working at 50 fields (25 frames per second, 2 fields interleaved), because we have 50 Hz AC at the wall socket Later on, where CRT monitors were designed, it was determined that most people still perceive some flickering at the sides of their view when the frame rate was lower then 60 Hz or so - some of the first CRT monitors (CGA, EGA) were running at 48 Hz or even lower. If you were looking to the right or to the left of a monitor running at such refresh rate, you would see the monitor flickering a bit in the background. So it was in a way standardized that in order for you to not get tired or bothered by that flicker, CRT monitors should run at 60 Hz or more. Actually, majority of humans still see that flickering up to 85 Hz, so most ergonomy manuals recommend using 85 Hz on CRT monitors. Higher than that, it usually makes no difference in health, you don't notice flicker anymore, but your eyes will determine (recognize) more information from such framerate up to about 300 Hz (300 frames per second) With LCD monitors, you no longer have that flicker, because they don't work like CRT monitors. CRT monitors have a ray of electrons that goes from top to bottom "shooting" electrons on the glass to the point where phosphorus on the glass heats up and generates light - that's a pixel on the CRT monitor. By the time that ray of electrons goes from top to bottom, the top pixels that were heated up start to cool down so the electron gun has to move up again and re-do the whole thing even if no pixels were actually changed. On CRT monitors, if that ray of electrons doesn't "refresh" each line of the screen about 40-50 times a second, you would notice parts of the screen going darker and brighter several times a second. That's the flicker, the variations in heat of the phosphorus on the glass. In Contrast, LCD monitors work by changing the density of liquid crystals between two layers of glass. Once current is sent through a cell containing liquid, that liquid becomes opaque/ semi-transparent and remains that way until you send electricity to it again. Depending on how opaque that cell is, you get a different level of light from the light behind the cells. So when the LCD monitor receives a frame from the video card, it simply changes the pixels and then unless the pixel changes color, it can leave it like that indefinitely, it doesn't "cool" down, it doesn't degrade like on CRT. LCD monitors don't have 60 Hz, because they don't HAVE to refresh the screen 60 times, if the video card sends a white screen for a second, the LCD monitor will only set all pixels to white once and then do nothing. The 60 Hz you see in Windows is just how many times the video card sends picture to the LCD monitor, the LCD monitor analyzes and compares the frame with the previous frame and only changes the pixels it has to. So with LCD monitors you don't have flicker, therefore you don't have to push up to 85Hz or 100 Hz as you had to push with CRT monitors to get smooth image, so they settled on 60 Hz as "more than enough" for LCD monitors. Another factor for choosing it was because it was the same "refresh rate" as the new HD broadcast standards and bluray and dvd and so on. tldr: Technically, it shouldn't matter that you play at higher fps, because the LCD screen will only update 60 times a second, but a lot of calculations in the game and network code are done in relation to how many fps you video card produces. Often you get more updates from the server if you have higher fps, so the game "feels" better because your player's position in the world and all the zombies and enemy in the world can be positioned more accurately in the world due to more updates from the server.
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I can confim that copying dayz_anim.pbo and dayz_anim.pbo.dayz.bisign from 1.7.2.3 over the ones from 1.7.2.4 fixes the issue. Went to Berezino, zoomed view to hospital, got the visual artifacts again. Used Shift + [num] - , typed flush, after it did its job i could move around Berezino with no problems whatsoever. Regarding too much ammo ... it really depends on luck and server. On some servers, I went half the map from south to north and couldn't find an axe or secondary weapon (had to use a winchester with a single ammo pack) Now, in Berezino I couldn't find an Alice pack or a hunting knive in both malls and the bar and the apartment buildings. Found three matchboxes and a Sprite can though...
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Totally forgot about this ! Yes, I once logged out with a Winchester and a single ammo with around 6 "bullets" and when I reconnected I had no bullets at all. So that's still an issue in 1.7.2.4.
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I played a couple of days ago and happened to land on a server that was at sunset (or before morning, i don't know), close to getting completely dark but still visible and playable just fine with brightness maxed out. Unless i was running crouched on the street, the visibility bar was stuck to nothing - on streets i had 1 bar. So the infected were basically blind while I could still play just fine. I also found a somewhat interesting exploit when I was desperate for some food. I just ran inside a barn and climbed up on that manure pile in the barn corner. the zombies can't hit there and the ones chasing from outside aren't coming inside when I'm on the pile of crap, but rather go around to the back trying to hit me through the open spaces behind the pile of manure. So I could just go in 1st person, use makarov to heatshot the two zombies that were already in barn before i entered and hope they have a can of beans, go back on the manure pile. Climb down from manure pile and stay in the middle of the barn long enough for the zombies that were trying to attack me from the other side to come to the door, when they're in the door climb on manure and headshot them. PS. In case you people haven't figured it out yet, the mod update was delayed for the same reason it was delayed last time : there was an expo / game show / some kind of presentation somewhere and Rocket didn't want the update to screw up the marketing occasion. PS2. Not really concerned about bullets being counted in 1.7.2.5 as long as the hatchet still has 99999 bullets I'll be fine. By the way Rocket, the crowbar for me doesn't work AT ALL . It shows no bullets, can't swing it, can't reload it, it's like having it stuck in my hands, can't do anything with it. It also goes over the equipped weapon if I use "Take crowbar" and when i do drop in the inventory, the shotgun or whatever I had comes back.
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Stop shooting people who are Unarmed
mariush replied to mordrag's topic in DayZ Mod General Discussion
I have mic but lately i found the whole system is very buggy... i was using the voice and they couldn't hear me... typing works always but it's slow. Yeah i got shot at both without any weapons or with only axe in hands while running away from the other player. -
Me and my buddy shooting up elektro in a 60 man server hoping for some bandits.
mariush replied to brentp (DayZ)'s topic in DayZ Mod Gallery
I smell hacking... or you're really lucky and just happen to have antibiotics in your pack like it's makarov bullets. -
Someone said choppers are leaking fuel if even one of the windows on it is broken. That guy needed around 10 glass shields to fix his chopper.
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Tried it today. Spawned in Kamenka, no axe or guns just pepsi and makarov ammo. Went up to to the three deer stands and one was empty the other two only had crap like flares and one akm magazine. Had to run in the woods through trees to get rid of soldiers two times as they basically run to me over the hill before I could even see them. Had to reach Zelenogorsk to enter the mall and find a makarov pm gun which is basically USELESS because they run so fast and move sideways and the game in towns goes to 9-12 fps in towns and it takes 4-5 bullets to get them.. Absolutely NO chance you can headshot them when they run towards you changing direction very often. I was lucky that I was close to the town margins getting close to a barn hoping to find an axe inside because i only randomly aggroed 1 zombie that was 30-50 meters from me while another zombie was 2 meters away behind a fence just moving slowly. As I shot him, the zombie in front of me suddenly aggroed but normally it started running away from me then come back and a second zombie spawned a few meters behind me and naturally at the first step i made crouched it aggro also.. Basically almost every time when the first zombie or first 2 zombies from a pack I spawn gets killed, the game spawns 1-2 zombies instantly and often behind me. Sound doesn't work right, said it in probably 4 posts already, they aggro randomly and not in the nice random way (i mean it would be nice that zombies in the player's proximity to aggro randomly to simulate one being more sensitive than others)
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It's possible to get meat, just hard, hard to walk around it, move back a bit, go back to it until you see the icon for gear. Wild boars and sometimes sheep disapear way too fast. Anyway... tried the trick to get rid of artifacts by setting sceneComplexity to 100000 - that is 100k , it was 1 million before... but it didn't do anything. Just for kicks, I spent 20 minutes trying to reach the hospital by looking at the sky or at the sides, reached the road the hospital is on and some jerk shot me with ak from inside the tent by the hospital or from the roof. Completely pointless as I was prone and obviously looking all over the place... well, i guess that's dayz. In regard to tracking spawned stuff, it really shouldn't be that hard or heavy on the database.... all items on floor get a null or zero ID, when picked up the first time the hive assigns them a unique ID, when transferred, they get transferred to new user so next time a player loads the game and his player gets created, he no longer receives the old item. It's a 64 bit unsigned value, 8 bytes... even with 2 million players times 20 items average in inventory we're still looking at 40 million items, about 8% of 32bit unsigned max if my math is right... maybe even an unsigned 32 bit value (2 billion ids) would work.. could even be an auto increment value.. As items are used, you just delete the record from DB... In the worst case, once a week do a 5-10 minute maintenance pause where you reindex the IDs so that the ids of dropped rows are assigned to existing items and the top value gets decreased to keep it below 32bits or 64 bits maximum. Or it could even be done in the background while certain players are offline - check who's offline and edit the unique ids of the items in inventory to take values closer to zero, which are not used (consumed/dropped items).
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It's not just barbed wire that causes those artifacts, i've experienced it at Balota (and I was looking right at the medical tents and the barbed wire...) , in Cherno near the church, Berezino by the hospital (probably soldiers dead by the hospital) Please try to decrease the zombie life a bit or make them more sensitive to bullets, at least to be able to get them with 2 shots in the body with a revolver or a m1911 - 3-4 shots is a bit much especially if you claim you have fixed the ammo counter. Yeah, flip vehicle option would be great, i got one atv by its side when i went over some railroad tracks.
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Got killed in elektro in the mall by a lame camper on the hill behind the fire station/power station - spotted him from 800 meters because names were activated on the server but had to lose some zombies so ran inside mall and he shot me through the mall windows. Oh well, respawned in Solnichy and couldn't find a gun or a shotgun or anything and barely found an axe ... and basically played for 3-4 hours with my only concern being that I don't have morphine in case zombies break my legs. Axe is better than guns currently, it doesn't aggro other zombies around me so my only worry is zombies aggroing 100-300 meters away from me simply because i'm starting to run while crouched. Anyway, tried to reach Berezino from south.... about 400 meters or so below it started to show artifacts when zooming with right click... as i got closer i couldn't reach the hospital cause i couldn't see anything. I could barely reach the road south of berezino. Tried absolutely every option in the video options besides restarting... lowering object detail solved it partially, i could get closer, as far as the road... but still it was impossible to reach hospital. hdr did nothing. Frame rate seemed capped to 27-29 fps on my computer even with everything on very low and vsync disabled. killing cows for meat worked , found a wild board in a field near a forest, killed it with axe and gutted it right then and when the message said there are raw meat steaks on him he went under the grass and couldn't get them. With axe, getting the meat off corpses is hard - my method is to stay crouched and go around the body and hit it with the axe until the gear icon shows. Usually i got the icon at the neck or at the ass of the animal. It seems the animal vanishes at a set timer - a couple of days ago I shot a cow with winchester from about 100 meters, went to it, gutted and a minute or so went by when i finally could hit gear to move meat over and cow went under.
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The weapons' strength was decreased by the arma2 patch - they consider the weapons were too powerful because they killed people in one shot, and they shouldn't, since most enemies in the military simulations you assume they wear armor. Now dayz is just a mod and the zombies don't wear armor, so they should die with less shots (or not, there's various kinds of zombies and they may not feel pain or be bothered by a broken leg or arm, depending on how the story of the game will be in the end) ... but that's up to the fine tuning and how rocket designs it - right now it sucks due to problems with their hearing and visual, and aggroing from far away. Either way, rocket is aware of this and some changes may be coming in the next version. As for survivors and their life, I actually like to not die from one shot. Makes you think twice about attacking someone in a city, as zombies around you would aggro and you can't be sure you're gonna get that guy before zombies hit you. Could be nice to have less life and find boosters somewhere... example to find armor in some military places (or maybe build it yourself using toolbox from scrap metal or something like that), or inject adrenaline for a boost of life before you engage in a fight ... I'm sure rocket will add content and items to the game after the network code and performance issues are ironed out. Maybe the disease could be more often - i know i was pissed when I got "sick" and couldn't heal over 6k life and the antibiotics spawn so rarely it was easier for me to respawn. Just chill for now, it's known, it was reported, your job as tester is done. feel free to report other things.
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It's not realistic man. Have you ever been into a field or outside a city? There's stuff like echo and background noise that makes it hard to pick the source of a noise. Especially when it's ONE shot and you don't expect it, trust me, you'll have a hard time pinpointing where precisely the shot or any noise was made from. At around 3 minutes, when I'm crouched behind a tree and I'm shooting a zombie near the barn, it's totally unrealistic that a zombie comes from behind the barn on the left running towards the tree. The noise would have been obstructed partially by the barn, he would hear the echo from the forest near the barn, he wouldn't SEE me as i'm crouched behind the tree and there's bushes near me. Two other zombies I think popped from behind the sand hill that was near the barn. To aggreviate the issue, there's also the soldier that's running down to the barn from about 2-300 meters above where there's a deer stand. There was a bush on my right where I was standing in the video, I don't think he had line of sight. I mean really, you can run crouched 10-20 meters around their back with one bar of sound, but the shotgun shows NO bars of sound when it's shot yet zombies 100 m away are aggroed.
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IMHO no, it's more like "zombies hear the bullets landing near them then magically find out where they were shot from" I had zombies 30 meters away from me on one side and used winchester shotgun to shoot one of the zombies that were moving in pair about 150-200 meters away from me. The one near the zombie shot started running instantly to me while the others closer to me had no problem. Also, the shot aggroed zombies that were behind walls or behind buildings .... already posted here with video : see first and last three minutes or so : http://www.youtube.com/watch?v=G5DKeIj0CSw
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For everyone complaining about Respawn being disabled : it was disabled because a lot of people were clicking on it accidentally when going to Game options. When and if the arma2 developers will patch it so that the game will ask you to confirm you want to respawn, just like it asks before aborting, maybe the button will remain active. Or maybe rocket will revert it, it's his game/mod. For now, learn to use other parts of the map and if your problem is having a hard time meeting up with your friends, maybe your friends should fix a car or a bike and use it to get yourselves grouped up. now for the feeback, i can confirm lots of glitches and artifacts in chernarus, balota, nw airport as can be seen below: http://youtu.be/EVniAkJ90D0 I'll test it with hdr disabled some time later today, i heard it fixes the issue.
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Pay attention WHERE they aggro from. They aggro from behind barns, from behind walls, when I'm crouched near trees and one infected from the deer stand attacks me even though there was a bush between me and him And the direction they're going towards doesn't matter. If infected dies hit by bullet near another infected, that infected hears the sound, others don't. It's not right. more additions: seems like m1911 was downgraded or maybe it's because i'm on a veteran server but regular zeds needed 3 bullets to die. same old problem you can run crouched in front of some zombies that are 50-100 meters away, but if you get out of a barn walking crouched and the zombies are 50-100 meters away the moment you step the threshold there's a high chance they see you (as if you're running out) later edit: seems like a coincidence but with this latest beta patch, i got twice in a row the monitor losing signal when alt tabbing (game perhaps switching to some invalid resolution). Windows 7/ radeon 4850 - happened before but rarely, maybe once a few hours of gameplay and alt tabbing. Solving it by going to second screen, open screen resolution, change to a lower one and then back up.
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I could get into a server just fine with 1.7.2.4 and the beta patch listed in the first post. Loading went fine as well, actually faster than 1.7.2.3 The issue i have is with the zombies and the sound.... it doesn't feel right. Going to post a youtube link to show what I mean but basically, when I shoot with the shotgun from 100-150 meters away crouched in a zombie, it's not natural for a zombie that's on the other side of the barn to start running around and towards me. It also doesn't seem right for a zombie 200 meters away to start running to me... it shouldn't work like a zombie magnet, the sound. Some zombies should be startled and start moving towards the sound if they were pointing their heads in some random direction, the ones that were already looking in the general direction of the sound should aggro with a high probability (if I'm crouched they may hear but if they can't see should't be 1 or 0, in real world there's also echo and they're zombies/infected... won't have perfect hearing...) . Also, there's another issue: two zombies spawned by a building, shotgun them both, 5 seconds later 2-3 other spawn about 10-20 meters away from me. Video is uploading/processing now : http://youtu.be/G5DKeIj0CSw
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1.7.2.3 : http://savedonthe.net/a/DayZ-1.7.2.3.zip 1.7.2.4 : http://savedonthe.net/a/DayZ-1.7.2.4.zip I'm going to try it in a few moments ... tried playing 1.7.2.3 and couldn't because Battleye couldn't update itself and the servers kicked me out.
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I'm all for gathering stats about login / logout and whatever, but you shouldn't take action on these until things stabilize. I'm experiencing lots of servers that remain stuck at "loading" screen or during "creating character..." so I do have to hop. I'm also lucky enough to have relatively stable power grid where I live but still, as I usually play between 23:00 and ~ 4:00, it's not uncommon to have a short power outage every couple of weeks or so. Same with the Internet connection, my ISP has 10-30 minute windows of maintenance once in a while which are performed at the least busy hours... after midnight, when i play. In my opinion, each server (and the main server) should log when player is getting shot, or starts bleeding, or even if there's other players in the close proximity of this player (50-100m circumference) and if there's a disconnect within 30 seconds or so it's kind of a high chance that person aborted on purpose...
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some more feedback... zombies seem to be deaf ... but there's a quirk... went crouched and running, stopped in a place and shot with winchester an infected going in a random direction. the infected around him and meters away from me don't reach. The moment I start moving again in crouched position, some zombie 50-100 meters up on a hill looking to my direction aggroes. It's like between standing still and moving again, for a split second i'm registered as running and standing up or the visibility is the maximum... Already reported something similar in which when a walking zombie decides to turn around the moment it's supposed to turn it's like it can see anyone that was behind him no matter if player is prone or not. one saw me as I was on the street behind him prone, not moving, about 20 meters away. The moment it decided to turn and go back it aggroed. also... was almost night, went into a large barn near Dolina (the one near the lake/pond), was inside... heard the infected scream and was in the center looking at the doors to see when it comes in and half a minute later he hits me from behind, with half his body in the ground
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The first post clearly says the patch version for Arma2 that should be used is 94876. Newer patches usually don't cause problems, but in this case they do. Revert to 94876 - read a few pages in this thread and you'll find out how to do it if you don't know how...
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... Hey, you're taking it out of context. Did it strictly to see the chances of finding an antidote spawn in the hospital. Probably my first time I ever server hopped intentionally. You think I needed to server hop inside the hospital when I had 5-6 boxes full of stuff at the player's feet? Fact is, at 0.22% chance of spawning, it's an incredibly rare item to fix something that's relatively a problem for players (reduce max life to half for ever). I just don't know what are the chances that the player gets diseased
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Started fresh on a server with 45/50 players and about 500 infected... initially it was fine, infected aggroed only at much closer distances so it's somewhat easier to play now. Got hit, bled, bandaged.. worked fine. Looking outside from the shop, there were some visual artifacts... i doubt it was my video card As I went deeper into Electro, to the hospital, from a certain point all infected got stuck in their places and wouldn't move even when standing in front of them 2-3 meters away or on the road. I even went up to a walker and shot him with shotgun from 1 meter away with another infected looking at me. Encountered survivors so I know the server was working, I even heard shots. Framerate was a bit on the low side, but it was after all electro and I guess it varies from graphic settings to graphic settings... Got A LOT of 15 round for Winchester everywhere. Here's video showing all the above: http://youtu.be/okJ7....../okJ7W3c4nRM (still processing as i write this) A bit unrelated... was still playing with 1.7.2 /94444 last night. Not sure it still applies to 1.7.2.3 but saying it anyway as feedback... noticed the infected aggro instantly if you're behind them even in prone position 10-20 meters away at the moment they decide to stop and turn around. When they're about to turn it's as if the player is standing up looking at him. Also, I got "sick" with a fresh character just running from the sea shore to Berezino after taking a few hits from infected as I was searching for an axe. Arrived to Berezino and... a bit ashamed to admit it but hopped servers inside the hospital building to search for antitode. I probably hopped through about 15 servers and couldn't get an antidote spawn... and these were all servers with max 3-5 players on them (1.7.2 AND 94444 combo is not played so much) so all med boxes were otherwise FULL... 10 bandages, 5 painkillers, morphine, epi, all that. It's so painfully rare this antidode it's basically not worth having the character if it's a relatively new one. I just respawned. IMHO it should be often spawned, especially as it's supposed to be some common penicillin or something like that in the description. ALSO... while server hopping with axe in hands I noticed I couldn't access the med boxes right after I spawned in the world (probably any item on the ground though, the med boxes were near my position in this case). Wouldn't work with G and couldn't see the green pointer when looking at boxes. Found that hitting with the axe, then RELOAD the axe, then hit again made me able to open the boxes or other things.
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https://twitter.com/dayzdevteam For those who "lost" their character, we just transferred 41177 characters over to the new ID system. Will load when current character dies
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Patch 94876 is in the first post. It's also available here: http://savedonthe.net/a/ARMA2_OA_Build_94876.zip Patch 94945 is mirrored here (not recommended to install it with 1.7.2.3 at least for now) : http://savedonthe.net/a/ARMA2_OA_Build_94945.zip