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Bugzor

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About Bugzor

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  1. Honestly, only #2 #3 #5 and#10 would be amazing. It would add more depth to gameplay and I've always thought that Chernarus is way to "clean" for what we are supposed to live in. Barely any corpses around. skeletons, or indeed people that hung themselves or were hung. The mass graves are saddening and I'd expect to find mangled bodies in a few houses from people that just didn't make it. Or just got killed by other survivors.
  2. Bugzor

    Change game requirements?

    How do you even run windows and Dayz with 4 GB of ram and an internal card? thats suicide for your notebook.. I have always ran Dayz with 25ish FPS. Untill now, now I hit 40 easily in cities. So its only been a HUGE improvement for me. I play on a laptop even. 2.8 GHz I7 770GTM 3 gigs 12GB ram And MOST settings on med/high
  3. Bugzor

    Paintball guns/magazines

    TBH.. it'd be a fun idea to have a tubegun be craftable some way and you use marbles as bullets.. o.0 We used to make these when we were younger. houehold items witha few industrial tiny parts can make it happen.
  4. Hey, normally a lurker on this forums for years already. But this made me remember that a few years ago while I was in service and was working a year together with Bohemia mainly with Arma 2 for out simulation center. If I understand correctly you now have "bubbles" around each and every player, yes? And the issue is that when you try to delete an item around a certain player, the server can't find it. Resulting in an infinute loop of the delete function called from scripts which will go over every single coordinate on the map? I had a small similar issue, which we cleared with a threshold to delete items around a player. Much like the bubble you are using to spawn items right now. It would search for the item in the last location and if for some weird issue it can't find this said item, it will expand its search function by a certain amount (always in a circle around the player) each time. if the item is still not found, and the script has reached its said limit to search for the item. regard it as destroyed and/or missing. If necessary put the item in a new list or a vector where the last known location is stored of the item. where the server will check for the item each X amount of time for X amount of times. This way you get the loads off of the player based locations and can quickly notice if the issue is with a few items alone or that it can happen with anything. Our issue was tiny server lags resulting in the server looking for the item at its last known location at a certain time, if the server would have a tiny lag incident it could result in the server not finding the item. Thus the server thinking that the item must have been moved. Which makes it search all around the world to finally delete it. I know, this is easier to write down than to make,and the way I wrote it down is not completely the way it would work while coding this. But this is how i worked for a whole year fixing our arma 2 bugs and I was really good at it. PS: I used to work on vehicles as well. I remade almost all of our military vehicles and recoded the whole codes to make them as realistic as possible. I was wondering if you guys were still making them the same way as in Arma2 because I was popping out new vehicles each week sometimes 2 weeks. All working well with gear shifting and aiming, different gum mechanisms and handling etc. If it is still (or almost) the same. feel free to hit me up. I'd be glad to help if nessecary.
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