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mariush

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Everything posted by mariush

  1. mariush

    Build 1.7.3 Rolling Update

    Very refreshing to see the character I was playing a month or so ago was still loaded today with everything it had when I tried 1.7.3 now. With the mountain dew can :D And i finally tried dayzcommander ... very nice compared to six updater as it was months ago when i tried it, nice and fast. It failed to update arma with an exception, but it did update dayz nice and fast. I updated arma manually from the beta patch ftp server. Good job, that's all i can say. Only loaded game fast and moved around a bit around berezino, didn't get a chance to test it thoroughly. Though since I carry mountain dew and have a good gun, i'm kind of reluctant to engage enemies.
  2. If you're too lazy to search the first few pages for a direct download link you deserve to be ignored and made fun of. You will get the files in the most convenient and cheapest way for the developers, which is a torrent. If you want them in some other way, how about donating 50-100$ a month for a server with enough bandwidth for those regular downloads? The bandwidth is not free, you know. With torrents, people around the world can hop in and help out offering parts of the files from their computers. Here's a direct download link: http://savedonthe.ne...ayZ-1.7.2.6.zip my torrent stats: Over 3000 people are actively offering Dayz to people that want it ... you can't beat that with regular direct downloads.
  3. Well, I tried it out and I couldn't spot any visual artifacts at the Berezino hospital. It was dark and it was rainy (~ 6 am in game) and my texture quality and all that is set to normal-lowish but with these settings I used to get artifacts at Stary Sobor and Berezino. So it seems ok so far but I played very little. One thing I noticed, at a deer stand, as i approached there were 3 soldiers and 2 cops. I took down one after another with m4a1 and none of them chased me even though they were about 20-50 meters from me - it was dark, one line at visibility and audio. From the moment I took the last one, it was probably 5-10 seconds and a soldier spawned about 10 meters in front of me moving sideways. If it were to be light, it would have probably attacked me. It just breaks down the realism seeing them pop in front of you. Good job!.
  4. I apologize, it was an incomplete upload from my home computer to the server that hosts that site. It's now complete. It should be 107.977.154 bytes. Just re-download the zip. Thank you for saying it.
  5. What video card are you testers using? Artifacts may not pop on 1-2 GB higher end cards... Also, are you testing with default settings or did you try some of those "fixes" like disabling multithreaded rendering or stuff like that? I'll test it later today with my Radeon 4850 that has only 512 megs of ram. My character should still be near stary night...
  6. Direct link for those who can't use torrents : http://savedonthe.net/a/DayZ-1.7.2.6.zip Real direct link, no file sharing host, popups, ads, all that crap.
  7. My 2 cents. The game is an alpha at this stage, so this allows for experimentation. Yes, remove it for now if the testing still shows it causes visual bugs. On later versions after adding other features which will revive the mod and bring back players, they can be gradually added back with serious testing. Features were removed from the mod in the past and brought back (bandit skins and whatever)
  8. mariush

    Why the radio silence?!?

    Except he said the same thing about 1.7.2.5 ... it was delayed so he could properly test it and then it was released before the weekend because he had to go to Gamescon or some other meetup. Turned out with all the testing the mod was still full of bugs. There's absolutely no guarantee 1.7.3 will have less bugs than the current version. As far as I can remember the last version that was somewhat bug free was 1.7.1.5, but I think in that version the zombies were kind of deaf or otherwise very easy to work around. But tents and vehicles worked and there were no artifacts and all that... Judging from the interview Rocket gave at IGN ( here in case you don't know about it : http://www.ign.com/v...next-big-update ) there's gonna be a whole set of new bugs related to the dog ... like for example forget once to tell the dog to sit or you stay more than 30 seconds in a house (dog ignores command and moves to you after 30ish seconds) he'll get inside and get stuck in the floor. Not to mention how fun it's going to be when server is 1st person only and you can't judge how fast you bleed out because the debug panel is gone and you can't see your own blood flow. (later edit:) and if you watch the video you can still see how you run crouched on grass and random zombies still decide to attack and run to you from 50-100 meters away from you, while others just look at you from a 10-20 meters. Same old bugs... and I loved how the whole video was made far from any buildings that could cause artifacts. But anyway, back to the real topic of this thread... yeah, thank you for at least posting some info, some status update about this project.
  9. This is NOT a good fix and people shouldn't advertise it. It just replaces the file with the bad textures with an older version of the file, which didn't corrupt those textures or whatever. Yes, the bad textures are going away, but at the same time new textures and stuff that was added in 1.7.2.4 and 1.7.2.5 will be missing. So you can have problems like not seeing the bandit clothing or other crap Rocket added but didn't tell anyone. There ARE differences between the anim file from 1.7.2.3 and the newer files that are not limited to just those bad textures. You could even have issues with Battleye if it detects scripts or objects are missing due to them not being there. As an analogy, it's like editing the game files so you won't see any grass or leaves on the trees.
  10. He's at Gamescon 2012 until Sunday... so that means * he's going to sleep throughout Monday, * going to check the forums on Tuesday * do some interviews or live game sessions on Wednesday * do some coding on Thursday, * post a Dayz 1.7.3 Rolling Update post on Friday with the scheduled release date for 1st of November * do "testing" for a week * go to another conference for a week * post the 1.7.3 update on the 7th of November * wait for people to report that 1 out 10 "fixes" actually partially fixes something
  11. Rocket is at Gamescon 2012 until the end of the week so you won't hear from him. Here's a link for the dayz files, should work fine: http://savedonthe.ne...ayZ-1.7.2.5.zip
  12. It doesn't. I have one of those DLCs installed and configured and I still get glitches. From what I understand (but I may be wrong) the problem is that the textures have several degrees of quality, basically the texture is like 5-6 jpg pictures saved at different quality settings. One or two of these saved presets are corrupted, and these corrupted presets are somewhere in between the worst quality and the best. The game will automatically load only one or a couple of those presets for the texture drawn on the object, when player meets the object for the first time in the game. Also, it chooses one of those presets depending on the object detail and terrain detail setting in the video options, coupled with how far away the player is from that object - after all it doesn't make sense to load the highest quality texture if you're 400 meters away and the object takes 5-6 pixels on screen. For example, if you go around a corner and 10 meters away from you is a dead soldier and the code drawing stuff on screen determines it has to draw the soldier for the first time since game started, the the game code will choose to load best quality preset for that texture... if it's 200 meters away from you in a field it will choose to load one of the less quality presets and queue a higher quality texture for later when your player may get closer. If you happen to use binoculars or be close yet far enough to an object that the game determines it should load the exact quality preset that's corrupted for that texture, the game will have from now on in memory the corrupted texture. Players with video cards with lots of memory (1 GB or more) will most often load the highest quality preset straight away, so they don't get to load those corrupted textures often. Players with cards that have less memory, will more often load those lower quality textures which are corrupted. The corrupted textures sometimes makes the game think that one corner of the texture goes all the way in the sky or somewhere far to the sides of the object. So even if there's a building between you and the object in some cases the game will have to draw the object all the way to the sky and you see the glitches when you look in the direction of the object. The only solution so far is changing the video card memory from Default to another preset, or from another preset to Default... or simpler shift + [num] - , then type "flush" without the " signs I believe this makes the game empty the textures it loaded from memory so now when it has to redraw the screen, it correctly determines the object is behind a building or otherwise not really visible to the player, and either doesn't load the texture at all, or loads the lowest quality one which just happens to not corrupted. So glitches are gone. When player actually gets close enough to see the object that was corrupted before, the game may simply load the higher quality texture so it will skip the one that's corrupted. So again, no glitches. Again, players with video cards that have lots of memory are probably not seeing the glitches because the game loads the highest quality preset more often, and that one isn't corrupted. (this may very well be bullshit, but it sounds reasonable to me the way I explained it and it's what I believe it happens, put in a very simplified way .. I am just a modest programmer in real life)
  13. Rocket promised 1.7.2.5 on the 1st of August. It was delayed and was later decided to move straight to 1.7.3 Then he simply decided to release the patch on Friday afternoon because today and the whole week he's at Gamescon 2012 so the patch (in whatever state it was) would have been delayed for *at least* another week. He most likely had absolutely no intention on fixing any issue this week, no matter how serious they were. rocket = publicity > keeping promises
  14. Sigh.... the thread might as well be locked... I kept reading the last 30-40 pages since I posted my own feedback and it seems nothing new in terms of bugs or issues is reported. It's unlikely anything new will happen until Gamescon 2012 is finished, which is between 13-17 of August... meaning right now. Rocket is there, he's obviously interested in having a relatively functional game there to show off, so I doubt there's going to be a quick fix or an update from him in the following days. It's kind of unfair to keep so many people and hoping but then again (like I said several times before) this is Rocket's understanding of PR and keeping the community (the ones that care about this most) informed about these issues.
  15. i'm seeding it... 3800+ seeders, 1500+ leechers on it... upload is 50 KB/s from me. So it looks healthy. But if you want alternative download, here you go : http://savedonthe.net/a/DayZ-1.7.2.5.zip
  16. SceneComplexity simply reduces Object Detail or Terrain Detail (forget which one now) .... the Very Low setting is 10.000 - by setting it to 1.000 you just set Terrain detail or Object detail to Ultra Low. Now go on a hill about 300 meters away from a town and look towards the town and you'll see some buildings (like malls) start to disappear because they're too complex to render and still be within that small value of 1000. It's not a fix, it makes the game very unplayable .. for example you can't sit on a hill near town and use binoculars to see what's spawn on the floor of a mall because the mall isn't drawn anymore.
  17. I have it installed but only used it once a few weeks ago when I installed it. It froze up after making about 5-10 rsync connections to a server in order to update dayz. Never used it since then, simply copying Dayz into @DayZ\addons and running using a .cmd script that's available here in a zip file: ARMA II Beta Client Install | DayZ @ Sykotix.com off topic: What a stupid way to update a software package when you know thousands of people are gonna assault the update servers, open multiple connections...I'm sure the servers are so going to like that. Apparently making binary diffs of each file using something like xdelta (xdelta.org), then packing all diffs in a zip file is too hard.
  18. People, you need to understand it's not just soldiers and the wires.... in some places it's the wire, in some places the soldiers, in some places might be the debris on the ground, the sand packs etc.. From what I read in the thread, it seems some textures have different degrees of quality, which load depending on how far away you are from the objects when you look towards them. With my radeon 4850 with 512 MB of memory, the glitches go away when flushing the card (changing from Very High to Default or back) but after a while they appear again. People with better cards (more memory) may just delay the glitches for a longer time. If some of you have these glitches often, you might wanna experiment with setting object detail or terrain detail set to low or very low. It makes the game ugly but it may also delay those corrupt objects from showing up on your screen until you're literally meters away from them. So at least you could make your way through those places with glitches. ps... and for fucks sakes... !!! SIX UPDATER DOESN'T UPDATE TO 1.7.2.5 !!! It says so in the first post. You have to install this version manually... SixUpdater will reset it to 1.7.2.4 if you run the app.
  19. SixLauncher afaik doesn't upgrade to 1.7.2.5 yet, what it did was downloading and applying the beta patch to your game. As the first post says, you have to download and put dayz manually in the proper folder.
  20. It doesn't work for me. Glitches do disappear after changing the memory size but they show up a few minutes later, depending on how much I move around. I suspect it's just a question of filling up the video card's memory with data, as my card is just a Radeon 4850 with 512 MB of RAM and I use two monitors, so some memory is already in use. Some people may not experience it so often as they probably have 1-2 GB of video memory. As far as I know (but I may be wrong) the "Very high" setting in the video options restricts the video memory to 512 MB (it's a preset size) while the "Default" makes the game detect as much memory as the video card has. As my card has only 512 MB, by changing between memory sizes Very High and Default, I just purge the video card memory making the glitches disappear (probably because the textures are removed and not loaded right away after video is reset) and I can play until the textures are loaded back in card's memory.
  21. Additional testing on same server : * As I re-joined the servers the glitches popped up all of the sudden when exiting the mall in stary sobor. It was fine for about 5 minutes while i got off the hill and into the mall to grab stuff. Changed memory size from default to very high, glitches went away * The glitches popped up again simply by walking through buildings and looking through windows towards the tents after a few minutes of walking around - solved again by basically flushing the renderer by changing the memory size * converting m1911 to revolver ammo and back gives you full ammo - so this is not fixed. other duping strategies probably still work, i didn't care to check. * not 100% sure but I think the infected are basically deaf now when it comes to shots. Before you were guaranteed to get zombies on you when shooting primary weapons , now I shot with MP4A1 with stanag SD ammo (which is noisy to me and aggroed zeds before) but got no zombies chasing me. * zombies still (but it seems like it's less often) aggro from 200-400 meters away simply when i'm going from crouched still to crouched running. Did too little walking around to see if they aggro properly due to being in line of sight or from walking across roads. all settings on high or very high, 1920x1200 - usually got around 11-15 fps in the game in stary sobor (server had about 10 players on it) . Changed video settings to grass/land : low or very low from very high, hdr : normal from high, shadows : low or normal from very high - got steady 30-35 fps through the tents and after leaving the tents area. * was able to check all the tents in stary sobor. Very strange behavior with the tents - only 1 or 2 soldiers were spawned initially in the area there and could see no bodies, only their shadows on ground. As I got very close to the shadows (2-5 meters) soldiers would appear over the shadows. Ran into a tent and was over the three soldier shadows pressing Gear and then the soldiers spawned dead over the shadows. * threw a smoke grenade green while i got out of the tents area - this is probably due to my video settings but VERY little smoke actually produced (just a few meters around the grenade). it attracted two soldiers I could easily shoot, the other didn't aggro when I shot the first a meter or so from him. Video shows all the above ( tents at 0:50) : http://youtu.be/i6Aa2YACFRM PS : people asking above how to run the game I don't use SixLauncher or DayzCommander.. I downloaded the script from : http://dayz.sykotix....client-install/ Extracted DayzBeta.cmd in the Steam\steamapps\common\arma 2 operation arrowhead\ and made a shortcut to it on the desktop... Dayz goes in @DayZ\addons When executed, the script automatically adds the parameters to the command line and starts the game. When a new version is released, i just rename addons to addons_1.7.2.x or whatever the version was and create a new addons folder in which I copy the files from the torrent. This way I can go back to previous versions if need be simply by renaming the "addons" folder.
  22. Confirming the artifacts/glitches are still there. On a hill above Novy Sobor, looked with regular zoom (right click) in 3rd person mode towards the warehouse and military tents and artifacts were there. Went to video options and changed memory size from Very High to Default and no more glitches. Moved a few steps to the right and used binoculars about 3-5 times inspecting the city (mall, houses etc) then moved back to use binoculars on the military tents and artifacts were back. Changed video memory from Default back to Very High and artifacts were gone. Now I can't be sure if I go all the way down to the tents I will see anything - all I could check so far is artifacts can be made to go away when they pop at a reasonable distance. Video shows what I mean (once it's uploaded and processed, currently processing) ... http://youtu.be/ctcm8Wv5A0M radeon 4850 with 512 mb memory, q6600 4gb ddr2 , dayz 1.7.2.5 from torrent, game on beta 95417 , server on beta 95819 rocket: seriously, isn't it about time to use some sort of SVN or GIT to record your changes to the code and revert back some features if they cause such problems? And what's you testing process, running on the beach shore? I find it hard to belive you wouldn't notice these just by going through Balota or Novy Sobor... not to mention you can't just read that soldiers and wire are causing glitches and NOT test if other objects or weapons cause those glitches as well...
  23. Steam\steamapps\common\arma 2 operation arrowhead\@Dayz\addons
  24. mariush

    DayZ Development Blog #1: The end of the beginning

    Because if you check the twitter, he doesn't announce there when a new alpha/patch/version is released, or it's announced very, very late. As far as I know, there was no announcement for 1.7.2.4, he just edited his first post and put links to the torrent file after there were already 50+ pages of discussion about the 1.7.2.4 future release... the twitter post was hours later. There's also nothing about 1.7.2.5 on Twitter yet he posted on forum stuff about what's fixed or improved. And why should I check Twitter? Isn't this a community forum? Why is there a Dayz Announcements in the forum? To hear about this on Twitter or Reddit? Just kill the forum then and force all players to use Twitter. Players and fans shouldn't chase news on Twitter, Facebook (don't even have account there), Tumblr (what the f**k is wrong with this domain or "dayzgame.com" or whatever, what's the point of dayzdev.tumblr.com, how do I know it's even official and not a fake rumor spreading website by the way?) That's what the forum and the website is for.
  25. mariush

    DayZ Development Blog #1: The end of the beginning

    Yeah... not surprised. I'm sorry to say it but it just shows how much of a disaster Rocket is at PR and at keeping the community informed about everything. Sorry, but a message on twitter is not enough. Seriously, it takes 10-20 minutes to write a post on this forum letting people know what happened and what are the current plans. I know probably Rocket didn't go into a really fine details with Bohemia about how the development of this game should continue but the very least, he should clarify if players should wait for 1.7.2.5 or we might as well forget about it because 1.7.2.4 is going to be the last release until a new alpha version (if any) will be made available with the new game engine/standalone game. Locking a thread dedicated to 1.7.2.5 and 1.7.2.4 feedback for "one hour" and then forgetting about it for days is NOT NICE. Delaying the release of an alpha just because there's a game convention or an occasion for you to show off the game and not letting the actual people that root for you and support you know about it is NOT NICE. You have people checking every hour or so this forum, hoping to get some kind of fix or news about the 1.7.2.5 patch to get the artifacts fix and there's no news about that for days now. NOT NICE.
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