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SmashT

DayZ Forum Team
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Everything posted by SmashT

  1. SmashT

    Paper.

    You've been reading the Steam forums too much. They are just broken.
  2. I prefer public, although the sub-private hives that are planned sound like a good middle-ground, offering the best of both.
  3. SmashT

    Blood Bag IV vs Saline Bag IV

    It does seems kind of backwards at the moment, I assume some balancing will be done later on and they just used arbitrary numbers.
  4. SmashT

    Is there a way to clear server history

    I believe so, only tested it with a couple of servers though.
  5. SmashT

    Is there a way to clear server history

    Can you try deleting the following file and reporting back? C:\Program Files (x86)\Steam\userdata\<Steam User ID >\7\remote\serverbrowser_hist.vdf Note: This appears to also clear your favorites You can also open this file in Notepad+ if you ever lose a server as the servers are sorted in order where as the in-game history sorts by ping.
  6. SmashT

    Rolling Update Rev. 0.30.114008

    http://www.reddit.com/r/dayz/comments/1v5plj/has_bohemia_announced_plans_to_expand_their_dev/cep6hii http://www.reddit.com/r/dayz/comments/1v5plj/has_bohemia_announced_plans_to_expand_their_dev/cep7x4j
  7. Make sure it's set as the default recording device in Windows too.
  8. SmashT

    Battle eye

    It will ask you the first time you connect to a BE enabled server (almost all of them)
  9. SmashT

    Rolling Update Rev. 0.30.114008

    A 'WIP of the week' pic. You've seen it teased but soon you'll be able to find it. #dayzdaily
  10. SmashT

    Carrying Two Rifles

    Merged. Please don't cross-post.
  11. Players aren't banned based on reports (for good reason). If you want to report a suspected cheater, you can report their profile on Steam. While these reports don't directly result in bans. VAC can decide to investigate their machine a little differently, more aggressively, more frequently, or sooner based on those reports. Reporting them here on the forums won't actually result in anything happening to them. Thanks.
  12. SmashT

    Carrying Two Rifles

    Pretty sure you can use two guns without a backpack too (if you want to avoid the constant dropping of your gun)
  13. SmashT

    To the Dayz staff

    Start >Run > DxDiag Save all information Copy paste the text here (use spoiler tags)
  14. You have to kill your current character before you will spawn as the new one you selected.
  15. SmashT

    FPS Boost....Error?

    Support for Windows XP is not planned. Please try to run the game only on Windows Vista SP2 or higher and ensure you are not using the -winxp launch paramater.
  16. SmashT

    Rolling Update Rev. 0.30.114008

    It was initially fixed in 113953. 113953 however introduced a separate larger rubberbanding/lag issue which then was hotfixed in 114008, with the initial fix being reverted until they can implement a more advanced solution.
  17. SmashT

    set variable value restriction #2

    Probably the "call" in your username if you use the same one. SetVariable Value Restriction's are often caused by players using names with restricted words/letter combinations in them, "call", "code", "set", "trigger" etc as filtering those strings aids in security against cheaters.
  18. Rocket has commented quite a bit on it.... ------------------------------------------------- The key thing to remember here, is that this is sounds placed over top of recorded video. It is very, very, VERY difficult to generate effective sounds real-time under complex conditions. It is the same as taking a screenshot and adjusting it with photoshop and saying "look how awesome this is!". It's entirely and completely different to generate it real-time. I'm not saying it's not possible to get something similar, and producing this kind of video reference can be useful for giving a benchmark for prototypes - but really it doesn't serve any practical purpose in actually developing. The video demonstrates the person can overlay sounds onto recorded video, but that's of little practical use in actually generating in-game audio. This is why it is quite hard to find good video game sound people - skills producing sounds for movie/tv are not entirely transferable to video games.It still shows that with good sound atmosphere/ambiance can be taken to an entirely new level Q: it still shows that with good sound atmosphere/ambiance can be taken to an entirely new level Honestly that's strikes me as a bit naive. Replace the backdrop video of the gameplay footage with real-world video footage - and you have exactly what they do in movies. Much of the sound is created and dubbed over afterwards, even the speech itself. So in terms of prototype/demonstration there isn't really anything practical that can be taken away. Someone described in a comment above the various issues that stand in the way of such implementation, they all related to the demarkation. When and where does such a thing occur, when does a certain sound happen, what happens before or after that point, how do transitional situations work, how do sounds get mixed, how do unexpected event sounds get handled (can push volume very high resulting in clipping etc...). Like I said, it's a little bizzare to me to see such reaction simply because the background of the video is from a videogame, when the process is exactly what is done for movies, tv shows, trailers, etc... The hard part is doing this real-time by having the computer figure it all out without a human making the decisions. Q: Either Rocket see's it as something not worth investing time in at the moment or it is completely impossible to implement into the "arma 2.5" engine and wants to quell any hopes of it ever getting there. It's neither. I could simply have said nothing, or I could have said it's not going to happen. What I'm trying to do is to explain the difference between movies and video games, in this case in sound development. This is area that is very poorly understood, even within the video games industry itself, which is why sound often sucks so bad in games. It is because people assume that making sounds for a game is the same/similar to the process for this video... thus... if someone can do it relatively easy then it should be reasonably straightforward for a video game. Hence studio's hire the same kind of people, and things don't work out. The process is entirely different and, generally, I've found movie sound people almost entirely unsuitable for video game sound work. The process is very different and generating the sounds themselves is often the easiest part of the whole process. You require a very skilled team with cross discipline skills in programming, design, and audio creation. I don't know what the result will be because we don't have a high-level functioning team capable of what I expect in that regard yet. It is something that takes time, learning, and a careful selection of people. In the video, a human uses subjective interpretation to decide at what time to mix in specific samples, at a particular volume mix, with particular filters. Computers cannot do this, they require very precise objective instructions that specify exactly what to do. They also need to be told of all and every side cases. The computer cannot "see" the scene, it must be told everything. Q: This video illustrates the quality of sound we would like to see. Sure, but from my perspective it's the same any movie ever made or any tv show. I am trying to point out that a little knowledge can be very dangerous, and what happens here is the same as someone posting a video scene from Avatar and saying "how awesome does that sound!. You don't have to look far at all to see good benchmarks. Look at any movie. There is no difference between any movie any made and the process of painting audio over a video - it is the same process. Q: What is that other games in this genre do that make sound a success that DayZ doesn't do? There are many reasons, I will pick a couple of the most straightforward: RV engine was a niche product, which sound was not as important a focus as other areas - the engine developed in other waysThe environment is huge. This creates issues of floating point precision which impacts many areas of the game, including sound.Sound relies heavily on all other areas of the game, art and design in particular. Small changes in these areas can invalidate massive areas of sound and require extensive rework. Therefore, it makes sense to do these changes once design and art are locked down.Q: So what's the fallout from this then? We just lower our expectations and move on? What is the bar you've set for yourselves? I think the "fallout" should be that sound is generally done last in video game development (and in movies and tv), and that there is good reason for that which I have outlined before. There is no "bar" set for sound because we don't have a fully functioning sound team yet, as this is incredibly specialized and takes a great deal of time, effort, and a lot of learning (note: not money). Do we want to revmap the sound? yes! But so much else is being revamped that we would then be so focused on continually updating the sounds forever and a day and never actually do anything new (just ask the ArmA3 or ArmA2 dev teams how frustrating this can be and how difficult it becomes to do new things in that environment). We have a new audio designer, who is the process of learning how the engine works. We will hire additional programmers, and one of our programming team will eventually be chosen to work as part of the audio team. THEY will set the parameters of their work, based on their collective skill of the team and priorities defined by the project itself (with user feedback taken into account).It's a great video, and it's a good demonstration of foley work. But it's of no practical use in developing game audio itself - and it's a commonly made mistake even within people inside the video game industry. Q: Many of the improvements in the video are as simple as replacing the sound file, or reducing it's volume. For starters, nobody has been devoted to audio. We just hired a sound designer and he is currently learning. You don't give people learning access to the source and then say "away you go!", and you certainly don't go off half cocked and just pump out a shitload of new sound files. I've said it many times before; we don't want to be redoing sounds all the time. Sounds are one of the last things that should be done, because we are constantly changing the code, design, art, and animations that they are based on. You can see this with the new sounds we DID make being completely out of sync with the new animations. Many of the "simple" sound triggers you speak of, are not simple and the method that the engine plays ambient sounds is something we are actively changing because the way the engine does it does not support what we need to do to achieve a leap in ambient sounds. So we don't want to focus the new guy on generating a bunch of sounds, when the very way of using those sounds is changing. I'm really going round in circles on the sound issue all the time, and it can be summed up as follows: you do sound last Q: Could you at the very least REMOVE some sounds that are currently there that really detract from the game experience? The estimated time is quite significant to fix these. Currently, the only person who can do that is probably me. I am instead using that time preparing the entire project for the upcoming year(s). Removing sounds is not as trivial as you might think. some of them are engine dependent, therefore they require something or you can get very odd results, crashes and such. In game development, you don't fuck around with stuff, remove things, or really do anything with a stable (I use that term loosely) build. The actions must be deliberate, considered, planned, tested. Otherwise at best you can create instability and big problems, at worst you can cause an issue that isn't picked up immediately and causes massive downstream problems that can take vast amounts of resources to identify and fix. Sound is one of those things that 9/10 times might be easy and straightforward, that that 1/10 can bring everything to a screeching halt. Anyone really concerned about the sounds, is going to be vastly disappointed with the rest of the product anyway. The purpose is not to please those people (yet), our purpose here is to make a good game - that requires deliberate steps not just removing bits and pieces. http://www.reddit.com/r/dayz/comments/1uz8e4/this_is_what_we_should_expect_from_sounds_in_the/
  19. SmashT

    Why it isn't in the game?

    Probably hasn't been finished yet. The AK pictured was a placeholder ported over from ArmA.
  20. SmashT

    Beards confirmed in Dayz SA

    The title is misleading. It's a poll one of the Reddit mods has created containing every suggestion he has come across. In fact anything that is confirmed/loosely confirmed has been removed from the poll so it should only include unconfirmed ideas/suggestions. http://www.reddit.com/r/dayz/comments/1uynbo/what_do_you_want_to_see_most_in_sa/
  21. Please add -port=25007 into your DayZ launch options on one of the PC's. Right click on DayZ > General > Set launch options. The number doesn't really matter as long as it's different from the other computers which will use 2302, 2304, 2305 by default (assuming DayZ uses the same as ArmA 2/ArmA 3) Basically, it's an issue with NAT translation. You've got two DayZ clients on the same network routing through the same public IP address. Even though they have 2 separate private IP's, they're both using the same standard ports... Most programs will generate a dynamic source port, DayZ and ArmA don't do that so when NAT tries to translate your outgoing connections, you're NAT firewall (192.168.0.1 and some public IP) can only support one or the other.
  22. SmashT

    Racist Running! 30% Faster

    You run faster with your fists raised. Nevermind, didn't watch the whole thing originally, looks like you worked that out.
  23. SmashT

    What Happened to Utes?

    It's actually in the game, it's just under the sea, (under the sea)... It's not set in stone what they are going to do with it or whether they will keep it at all. Rocket has talked about the possibility of a new island instead.
  24. This isn't really news is it, the following has been on the Steam store since the game launched.
  25. SmashT

    Just got hacked [solved]

    It's a bug, was initially fixed in 113953 113953 however introduced a separate larger rubberbanding/lag issue which then was hotifxed in 114008, it's possible they reverted the initial fix to stop this bigger issue and the bug is back again until they can fix it properly.
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