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Everything posted by DannyDog
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@Lexman61 Don't see how you can make that conclusion when there's obviously nothing that's going to bring players back to .62 when all the devs are working towards .63. It would make sense that the player count would continue to drop before .63 because they'll inevitably get burnt out on .62... ???
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I think this will actually be more of a rendering engine solution. As it seems that it doesn't know how dark certain areas covered in shadows should be as i've noticed every single world shadow has the same light value regardless of how much "light" it is actually exposed to. I mean you would expect interiors or underground areas to be quite dark now wouldn't you? At the moment it's all sorta the same brightness.
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Ah hes entirely right. Just thought that because we got the recent color changes to the world that it got reverted. Im all for a brighter and more live environment. In fact I was one of the advocates for it instead of trying to make it feel more post apoc. I think the only thing bothering me is the lack of dark contrasting shadows to the bright environment. Hopefully its something they can do in the near future?
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Having no visible cloud cover with rain as heavy as the video is either impossible or highly unlikely. Seeing how there's barely any information on this "phenomenon" I would assume it's just people mistaking it for rain from distant clouds. Unless you meant that you made it seem like rain falling from a completely clear sky is normal with no clouds is normal. Sun showers however, are completely normal and are probably what you're talking about.
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Wait a sec, it's raining on a clear day?! What is this black magic? Heh besides that, i noticed some of the equalization of rain is not so great. In the part where the character walks under the big metal cover you should hear the rain on the roof more predominantly correct? Cause I can't hear it very well. Shameful self plug:
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Huh, I dunno then. I'm just not overly fond of the brightness of the shadows in the daytime images. The game has lacked some serious shadows in dark areas and GI and it would probably amp up the game's visual quality if they were added.
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I think this is the case. The before image of night has a much clearer night sky which was what they were aiming for.
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It's not very beginner friendly. It details a lot of functions and systems used in the api but in no way does it tell you how things "work". I found getting to know the system better by looking at how it is actually used which is probably the best way to learn it.
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Even makes you more hyped with the apparent modding capabilities the devs have stated. L4DZ anyone?
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Let’s talk about the night-time, shall we?
DannyDog replied to Kirov (DayZ)'s topic in General Discussion
Well for one the horror aspect of the game has completely vanished for me. I use to actually avoid night servers because I was absolutely afraid of playing in them in the mod and early SA, unless I was playing with friends. Now with the brightened up night time (full moon) and the knowledge of almost everything that can happen in the game it's a cake walk. Night time is usually associated with danger in a lot of survival games as well as irl and dayz doesn't bring any gameplay factors in that to make it so. In actuality you're SAFER at night as players will be harder to spot you and gamma abuse. Games like Don't Starve bring in their own mechanics to make night time terrifying. Pitch blackness, sanity drain, loud paranormal sounds and eventual death by Charlie. That example is exaggerated for DayZ, but something similar can still fit in the game. Even if it's just temperature drops at night, low visibility, aggro zombies, predators out hunting or a simple sanity meter. I don't know, I've just not had much reassurance of the direction of the game and the plans by devs on how these things will be done. -
Let’s talk about the night-time, shall we?
DannyDog replied to Kirov (DayZ)'s topic in General Discussion
Would you like to go into further detail as to why? I'm genuinely curious and want some good discussion about it. -
[deleted]
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I really think this is up to the game and not the engine. Sure there are a lot of examples you can use that don't actually show a full representation of player models and animations in first, third person and other player perspective. But I believe it is 100% achievable in Unreal and other engines alike. In terms of RV/Enfusion, it's of course going to be completely different to how it will work compared to the example video. Purely depends on how it will be implemented. Right now close quarters combat in dayz is very bad (or at least it looks really bad) and adding on this system to it right now will make it worse as it's currently a run and shoot mentality praying your shots hit and not miss (in close quarters).
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I know. I was merely presenting an example of the actual mechanic, not how it is implemented.
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Yea, i think the glitch is people can stick their weapon model through geometry and shoot since the "bullet" spawns out of the location of the muzzle ignoring geometry. So a good fix would be to add weapon collision like this:
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Let’s talk about the night-time, shall we?
DannyDog replied to Kirov (DayZ)'s topic in General Discussion
That's true, but if its a private hive then they cant. But yea... This is a missed opportunity xD -
Let’s talk about the night-time, shall we?
DannyDog replied to Kirov (DayZ)'s topic in General Discussion
Yea that's true especially if people will just gamma abuse to avoid using light sources at night. This is why i'm leaning so much on a simple sanity meter that would require players to stay in the light during night time to avoid going insane. -
@Troll_Hunter I quite agree with this. Though instead of degrees youll just have a simple float var which represents door state. 0 = closed -> 0.5 half open -> 1.0 full open. With the number increasing by velocity factor of door so you can have fast opening or slow opening etc. edit wtf my english cbf fixing
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Thoughs on Open World and the SR Report
DannyDog replied to sneakydude's topic in General Discussion
You got that right. Its also a matter of priority. Why spend so much time implementing it when itll have so little effect on the game other than visuals. -
Wow what a great milestone to have river support. Very well done and a great report to start off the year!
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That would be very inefficient and not scalable for future maps :/
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I really wish environmental assets like furniture were individual objects in-game because it'll be super awesome to be able to take furniture out from houses and place them in your base. AFAIK they aren't objects that can individually be spawned in and are part of the structures they belong to which is why they cannot do randomizing building interiors. q_q
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Anti Cheat Idear to fix this bug or minimize this
DannyDog replied to jESUSfISTUS's topic in Suggestions
Battle Eye does not check for actual game exploits and cheats like speed hacks, bullet hacks, godmode, damage hacks etc. All it does is prevent hackers from injecting into the game which results in the manipulation of it allowing for ^. The reason its undetected is because the game itself does not have any safe guards to prevent abnormal player behavior. Examples would be server checking player position every x to determine if they aren't traversing faster than normal or if their aim is abnormally high based on amount of shots fired in a duration and accuracy (head shots).