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Everything posted by SmashT
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This website isn't for anything DayZ specific, it monitors cyber attacks in general.
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I'd assume if the game servers are up, they won't be connected to the central server (since it's down), so you will start fresh and your character won't save and if you are playing when the central server comes back online any previous character may be overwritten.
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Rocket actually showed of a prototype in a devblog all the way back in Feb. Dunno if there were issues or they were waiting on the new renderer or just a low priority but it should give you a good idea. Here's a link to the part where it was talked about.
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Second Quarter http://forums.dayzgame.com/index.php?/topic/217120-one-year-of-dayz/
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They are down every Wednesday for a few hours for weekly maintenance.
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The action menu is planned to be removed entirely or at least only left for special cases so I expect that will be the case once new controls come in.
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How to set 21:9 Aspect Ratio for ultra-wide monitor ?
SmashT replied to gorynych's topic in Troubleshooting
I think this is the aspect ratio: Open your config file, located here : C:\Users\SmashT\Documents\DayZ\Your name.Profile Open with a text editor and edit these lines for 21:9 : fovTop=0.75; fovLeft=1.7777778; Or: fovTop=0.80000001; fovLeft=1.87; Or: fovTop=0.94; fovLeft=2.1900001; -
http://forums.dayzgame.com/index.php?/topic/186540-my-dayz-crashed-what-do-i-do/
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It's just a bug related to animation state changes afaik, to the player all will appear normal, to others he will be sliding/changing weapons etc. You can fix it by pulling out a melee weapon and putting it back away or anything else that would force an animation state change I believe .
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You should be able to manually set the resolution in the config file located at C:\Users\SmashT\Documents\DayZ\DayZ.cfg You will need to change the values of Resolution_W, Resolution_H, Render_W and Render_H: Resolution_W=2560; Resolution_H=1080; Render_W=2560; Render_H=1080; To set the correct field of view (FOV) is a little bit tricky, but possible. Your config file is located here : C:\Users\SmashT\Documents\DayZ\Your name.Profile Open with a text editor and edit these lines for 21:9 : fovTop=0.75; fovLeft=1.7777778; Or: fovTop=0.80000001; fovLeft=1.87; Or: fovTop=0.94; fovLeft=2.1900001;
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Check DayZ is allowed through your firewall and there aren't any other programs that could be causing the issue, antivirus for example.
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I assumed this was implemented many months ago. I know it was rolled out to experimental servers back in July or so (0.47) is there any reason why you think that's not the case for stable servers?
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http://forums.dayzgame.com/index.php?/topic/215707-dayz-vehicles-first-implementation/
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Peter and Chris commented on it quite recently, essentially yes it's possible but there will be a performance impact, they will test it after the new renderer is in and see how big of a performance impact it has. http://forums.dayzgame.com/index.php?/topic/215837-reddit-scubaman3d-on-pip-picture-in-picture-scopes/
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Drive! A DayZ short story! Not just another V3S vid....
SmashT replied to therunningmanz's topic in Gallery
Same. Huge fan of Electric Youth too and that newretro/80's synth style of music in general :) -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
SmashT replied to SmashT's topic in General Discussion
Merged -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
SmashT replied to SmashT's topic in General Discussion
Zombies have many issues and each and one of them is or will be worked on. This is no easy task. The problem is that people don't really understand what it means to have zombies functioning. So lets split it into parts: Movement / Pathfinding/ Navigation / Geometry: The Navmesh is working just fine, and is done really well. You can read in detail about that here. The problem that we now face, even though zombies know where they are and what is around them is geometry and full-body animation system. There are still cases where zombies do get through doors/walls because of those two things as well as server performance and desync. Although it does not happen nowhere near as often as it did before. The navmesh also comes at a memory cost so needed optimization of x64 server to provide more memory space. Animation: The clipping and zombies going through doors after navmesh has been implemented is geometry and animation related. We however have only full-body animation available (thus limiting the amount of animations, and their blending). So the animation system is going away from full body animation and adding synchronized animations, blending etc to be available down the road. That will take a long time, but we will get there at some point. AI: This is the behavioral mechanics (how, when and why the object reacts to sounds, items, buildings, blocks, people, other zombies, animals, and how this changes based on all the interactions). To have a working AI you need sensors for reasonable input. Zombie not only needs to know his environment. But status of players, noises etc. This again needs to go into hard code and evolve from there. Sensors: This is the data structure that enables objects to understand the state of world around them (sound,items,players etc.) Every dynamic object in game has to understand its surroundings. To understand what is between him and his target. How to use those objects. If they somehow change his behaviour etc. Currently the sensors are an old module from ARMA where network code was p2p based (as in client to client mostly) and there was no pathfinding to speak of. New Sensors / AI are under development and can be found in the roadmap/devblogs. Damage / hit detection and hitting long distances: Damage system needs to be changed, but again this needs to go from script to hardcoded and evolve from there. This is no small task. Hitting from long distances is caused by desynchronization. This is part of object interaction and rendering. Which is undergoing huge optimizations. Hit detection works okay, but is plagued by desync and server performance. Melee issues are hitbox related. This again is something that has to be changed a lot more engine side. The melee itself is already rewritten, which is why you are seeing so many issues. But as with everything, bugs will get hunted down. Feature will get to represent what we intended when it was designed. Performance/Desync/Network code: Most of the issues with performance, amount of players, amount of zombies etc. Have underlying problems with synchronization and scaling (mostly item synchronization). The code has already started to improve. We have amazing people here taking care of exactly that. That directly ties into AI,sensors (core of the AI), interaction etc. Try to imagine that server is playing that zombie character.. So he is affected by server performance, network code etc. We need to change a lot of server performance and merge the sensors in to start raising zombie numbers and make stealth a viable option. Everything will take time. Server performance is mostly affected by inventory performance (item management) and sensors. They scale really horribly and were not prepared for this amount of interactions. This is however being worked on for better part of the year. Its a BIG change and needs time. You have to understand that this huge block of work and has a timeframe of months. All of the changes have a convergence point down the road. There is a snowball effects to some of it. Zombies aren't broken, they are in development.The issues you`re seeing now all have underlying problems that will be fixed in the future. There is just no ETA on most of the stuff, since it has to go from script to hardcoded events in engine. That goes for AI and all things people keep complaining about. Most of these things are talked about or at least mentioned in the weekly status reports. Many of these modules are outlines on the roadmap -
It spawns around wooden boats (all over the coast)
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They were down about 8-12 hours ago afaik. Persistence isn't necessarily always wiped, it depends on how bad the loot concentration gets (distribution system for loot economy). And on performance. It will get better as they tweak it and implement more tech for control (so hopefully less wipes over time)
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You might be right, I've asked on Skype but no response. I'd assume it's legit but always better to have a first-hand source.
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