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Everything posted by Dancing.Russian.Man
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[Dev] Eye zoom 'probably' being removed entirely
Dancing.Russian.Man replied to -Gews-'s topic in General Discussion
While I'm not against the zoom, I'll play devil's advocate: I don't see it as a big issue, because most FPS games are doing just fine without the zoom. Now, some would say that (almost) no other game has as big of a map as DayZ, but that argument doesn't work for a few reasons. For one, you won't see across the map, for two, there are quite a few games where the engagement distance between players is about the same as it is in DayZ. (Squad, Planetside, Red Orchestra / Rising Storm, PUBG, H1Z1, etc.) Those concerned about draw distance have to keep in mind that there's only a certain range around the player where their client will receive data about other players/vehicles/storage, so even if you did see further than, say, 1000 meters, it wouldn't help you beyond plain scenery. The LOD issue can be fixed by just upping some graphics settings if your computer allows it. And, he says in the video that the zoom was causing technical problems because changing the FOV would cause the game to load higher detail models/textures while zooming in, which it would then have to discard as you zoom out. (Memory management and performance reasons, basically.) I didn't catch where the LOD transition was mentioned. -
Here's some more personal speculation/conjectures from me.. First off, I'm referring to this: https://www.twitch.tv/videos/169133158?t=08h15m50s (15 seconds) There are lots of scripts in the client files which are being used (some that aren't), so what Eugen says is demonstrably true. The scripts are identical to C++ (and use .c as an extension) with the exception of not having #includes (presumably because scripts are restricted to the interpreter). For further proof, it's been said that stones will spawn physically on the ground in 0.63 rather than only found in the "gravel textures," but the script for stone generation already exists, so this is a very recent addition. (Spoiler: 5 stones around each player, 60 meters in front of the player and with 15 meter radius) This would mean, we really will have access to the majority of the game, like in Take On Mars. Also, one educated guess I would make is that DayZ will use the Workbench editor from ToM. There are a couple references to it.
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To my understanding, there is no way to "aim" where you hit someone. You lock onto a target, and you hit that target, period. You don't hit them in the head, arms, legs, chest, etc. It's of course still possible to have body parts to hit at, but that's my current understanding from the few videos/gifs showing the targeting system under the hood. There is also some "forced" movement with animations, but I'm not sure how much of that you can counteract with your own movement. I also think it's fair that you're somewhat restricted while taking a swing, you can't really do a casual walk or a full sprint at the same time. It takes steady footing for a strong swing, otherwise you'll probably just gently pat your enemies or lose your balance. TLDR I think this is fine.
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When it was asked "how do I aim down sights?" (3:42) Someone said "middle mouse button." I don't think you need to hold it, just press it to swap the aiming "mode" until right-click is released. You can hold breath with CTRL, but what will you do if proper jumping gets implemented? (Not a thing yet, but it was proposed in the Aug 8th status report.)
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I suspect many people are going to have problems with the new system for readying/aiming a weapon. Middle-mouse to aim down sights seems kinda clunky, but hopefully there's an option to toggle the stance instead of holding a button constantly. (Reminds me of MGS5.) Also, nice beer bottle at 12:09 - 13:19!
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Whoops, my bad, I didn't actually read through the script again since I have many times before, just forgot it was C++ not C. Also, disabling CLE should be as easy as removing all loot regions. No regions, nowhere to spawn things in.. or just set everything to 0. Zombie spawning is also handled in regions now, so the tool shown in the video can in fact be used to define where zombies can spawn. (Don't quote me on that since I can't recall a source, but I am 98% confident.) Also, the vertex use for loot position is no longer a thing. See: https://www.dayz.com/blog/status-report-16-may-2017 Navmesh is also something that was implemented soon after the Early Access release. Before it was implemented, zombies literally ran through all objects, including the walls and floors of buildings. Nothing existed in their eyes, so they wouldn't even attempt to avoid things.
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There's a couple important things we already know about modding. (Off the top of my head.) https://dayz.com/blog/status-report-22-apr-15 - http://i.imgur.com/kZbq4oll.png The scripting language is called EnScript, and it looks a lot like C++. https://www.youtube.com/watch?v=RZm7YqryQZo 0:33 - 2:15 That video shows how the loot economy can be changed on a server.
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I really doubt that regulating mods would be feasible OR healthy for the game's community and longevity. Since we're going to get server hosting tools to use on our own hardware (not to mention offline mode), even if the devs were able to go through every mod and inspect them before becoming available on the Workshop (if that's even a supported feature by Valve), nothing would stop modders from releasing their mods off-site for others to download and manually install on their servers. I think what Hicks has said back in June is one of the best ways to handle the split between modding and the "pure" experience.
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Will the new Infected Spawn mechanic add more zombies?
Dancing.Russian.Man replied to kumando's topic in General Discussion
I'm not entirely sure what you mean, but it seems like you're misinformed. The server-client architecture and the 'network bubble' basically mean that nothing outside of the network bubble is considered by the client. If you are in Chernogorsk and there's a ton of zombies in NWAF, your performance is not affected in any way. Anything that is server-side doesn't affect you in the least, unless the server itself is having performance issues. (Which would be perceived as network lag, not increased CPU usage or FPS drops.) The ARMA games work in a very different way from DayZ. -
Will the new Infected Spawn mechanic add more zombies?
Dancing.Russian.Man replied to kumando's topic in General Discussion
I recall it being described as sort of a "hybrid" system, where zombies will still be spawned normally, but increased around players. That would keep you guessing whether or not the town ahead had a player in it. -
I had an i5-3570k and GTX 670 and was able to get well over 60 FPS on 0.60. Though now I've finally upgraded to a 1060.
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Excellent article by Eurogamer - Must read
Dancing.Russian.Man replied to QUAZIMOFO's topic in General Discussion
SteamCharts shows peak and average concurrents, that is the number of players in-game at the same time. However it's not the same people playing all the time, when one player leaves and another one joins, the concurrent doesn't change. The "unique IDs" or players Hicks is talking about are all of the different people who play the game at different times of day. SteamSpy for example, tracks this number somewhat closely: http://steamspy.com/app/221100 -
DayZ Xbox One Game Preview
Dancing.Russian.Man replied to Relentless1994's topic in General Discussion
DayZ is confirmed for PS4 (first confirmation) and Xbone (Game Preview). The E3 announcement is about all the info there is as far as I'm aware, so no release dates or estimates. (Which I am glad for. Too many people take estimates as promises) -
State of Development: A Timeline, Part 1
Dancing.Russian.Man replied to Tatanko's topic in General Discussion
Did the closed Alpha really start all the way back in March? I was part of it but even I can't remember. +1 for effort. -
Which GPU should I go with for DayZ?
Dancing.Russian.Man replied to HydroShad's topic in Troubleshooting
Upgrading your PC won't guarantee you better performance, it's not recommended in any way as the game is still unoptimized. With patience, you could save money and get better FPS later. -
Protip #1: Screenshots open in a pop-up. Protip #2: Look at the top-left corner of the pop-up. ( http://puu.sh/k4RUP/d4524ab502.png ) Protip #3: Look at the right side of the pop-up. ( http://puu.sh/k4RVK/f66fb9e8fa.png ) Good job with the truck, though.
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It doesn't change the fact that I miss them, and would be pleasantly surprised to see them in the future. It's not like I've ever demanded (or even directly suggested) them to be added.
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I miss the large pits of people that were present in the DayZ Mod.
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It's a correct translation. V y b o rВ ы б о р
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Difference between standalone and mod?
Dancing.Russian.Man replied to hansanitizer's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/221971-dayz-mod-dayz-standalone/#entry2229717 ^ My previous feature/gameplay comparison. -
I wonder how quickly salt would run out in an apocalypse, considering how useful it is. Also, moved.
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DayZ battleye blocking OBS plugin? Help me plz?
Dancing.Russian.Man replied to rebootdancer's topic in Troubleshooting
Have you tried enabling Anti-Cheat Compatibility mode? Which version of OBS are you using? -
Amusingly enough, the blood system for players could be almost copypasted for vehicles. Blood types, bleeding, etc. just slightly changed to fit the concept.
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Extremely unlikely. Bohemia hasn't developed any games for Mac besides Arma Tactics, and since DayZ will be using DirectX, they'd have to use a new renderer (along with porting everything else.)
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Save your money and simply tell us what error(s) you're getting.