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Everything posted by HaseDesTodes
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i use it with an core i5 4670k and it runs fine (not with everything on ultra though, i don't remember my exact settings)
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build 135869 was from yesterday already, so nothing new
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Enfusion engine Q&A and Cherno sneak peak
HaseDesTodes replied to odin_lowe's topic in General Discussion
you obviously missed this: -
Dear BIS - upload MAP image for print please.
HaseDesTodes replied to niki72rus's topic in General Discussion
i'm sure they will do that for v1.0 when the time comes. and if not, the community should be able to do it as well. i found an old reddit topic where someone did it: https://www.reddit.com/r/dayz/comments/1tl6zk/i_created_an_extra_high_resolution_map_of/?sort=new unfortunately the download is not working anymore, so it's hard to judge the quality of it. the one map i have found for old chernarus was good quality with 17454x14626px. -
maybe tick full servers, idk, if they don't show when full, but maybe it's that simple edit again: to slow i see you have full checked
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my opinion about doors is that they should act like they do irl (in an ideal version of DayZ): open only in one direction, door snaps when it gets fully closed, door can be opend more than 90°, doors stop at an obstacle. i have two interesting references for this which both are not ideal, but could give some ideas of how it could work. 1: Americas Army 3: Doors open in both directions, doors are operated by pressing use key -> door will open until it 90° or stopped; doors can be stopped by presing use key on them, so using it twice will open the door a bit making it possible to either look through or throw grenades inside without exposing oneself to fire 2: Arma3 ACE: by pressing space and using the mousewheel you can slowly open the door, just to peek, or throw stuff inside. now lets take this as a basic: i suppose your plan is to either make doors just like those western movie saloon doors, where you can simply walk through without using the handle(, and which will close again after you), or simply doors thet can be opened both ways (always away from you) by interaction. second solution would have the same problems with pushing, like the current version, unless some stopping mechanics would be used. while the first solution would propably have syncing issues. so both would't be unproblematic and require some more work, for a non-ideal solution. if we now mixed it with the AA3 and ACE³ variants i would come up with this: You interact with a short click on a closed door: it opens until it collides with something (most times a wall). You interact with a partially opend door, it will close, unless you interact again, in which case it will open again. You walk against an partially opend door: it will move away from you, so either will open or close, depending on the direction it opens to. You interact with the door by holding interact and using you mousewheel: the door will slowly open close, depending on the direction you spin the mousewheel. Pros: Maximum controll over doors Doors will act realistically extendable for breaching and barricading can work with minimal player animations Cons: requires some work needs proper syncing collision detection might slow down servers might be possible to lock someone inside by blocking the outside of a door (would require some way to break a door, or at use force to open, maybe with pushing) so this is how doors should imho be ideally in DayZ (propably even for Arma as a tech transfer). I can't realy tell how hard it would be to implement it, but it would be great it it came this way.
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Original Chernarus with all buildings enterable
HaseDesTodes replied to Henk Grunn's topic in Suggestions
or maybe more forrests in central chernarus. i just made a shitty image of how it could look like on the map; -
Original Chernarus with all buildings enterable
HaseDesTodes replied to Henk Grunn's topic in Suggestions
all your wishes may become true, because modding will be a thing. I guess normal chernarus with enterable buildings should be one of the more simple mods. but even then, the map will be way to large for 50 players. remember how many buildings were entrerable in the mod, and most of them didn't have more than two rooms. so with SA buildings you will have like +200% enterable space in the cities. i guess the point about the decrease of wilderness in the north is a valid one, but you could also add some more wilderness to chernarus+ by modding. -
also official, 1st person perspective servers and 3rd person perspective servers have differnt hives, means if you swich from an officiall 1pp only server to a official 3pp server you wont have the same gear
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i still have some of my favourites, others seem to be offline so they don't show up. maybe you are just extremly unlucky and all your faves and visited servers went offline
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yeah, when you follow the link and see who posts stuff. those Brian Hicks, Peter Nespesny and Chris Torchia guys are hardcore dataminers for sure.... seriously, before writing do some work yourself. this is no news site that has to explain every little chunk of information. people here should have a minimum of education about official DayZ communication channels. hope we can get some more head movement in cars, vision is so limited atm. i want at least to be able to see if someone behind me is holding a gun or a banana^^
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as he wrote: "more trello treasure" if you don't know trello: look here: https://trello.com/b/5yzeFpo2/dayz
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if they had been dry before i guess this is not intended i can't realy tell if it works or not, since i havn't simply tested, but in case it does actually works you might have picked the bucks up into wet pants/jacket and moved them to the pack where you noticed them to be wet.. since you have a pristine bag, why don't you test and report back to us? :)
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i think i am speaking for all experienced players saying: "get your ass away from the coast" low rate of loot at the coastal/starting regions is totally intended, just move 1km aways from the coast, and you shouöd have little to no problems in case you have problems finding food, go search apple trees btw: instead of creating a forum account and writing the text you could have simply searched around a bit and you would ahve found the other 100 topics, where people complain about not finding stuff
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From the last Status Report:
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Enfusion Q&A with Lead Engine Programmer Filip Doksanský
HaseDesTodes replied to SMoss's topic in News & Announcements
What are the most common myths/misunderstandings/misapprehensions people have about enfusion? (things many people claim but that are actually wrong) -
How to report an exploit privately? (it's just too OP)
HaseDesTodes replied to exwoll's topic in General Discussion
could you please, give a screenshot or something like that where to select private, or how to submit a "private report"? i was just looking for it, and can't find anything like that (exept for the security report (which seems to be someting different, according to SMoss'es gudie on the feedback tracker)) -
How to report an exploit privately? (it's just too OP)
HaseDesTodes replied to exwoll's topic in General Discussion
i think submiting a "DayZ Security Bug Report" is private as well. https://feedback.bistudio.com/maniphest/task/edit/form/6/ -
i guess something simmilar is already working for tracers (or maybe even IR strobes and Laser Targets) in arma 3, not sure about the distances though. if its only working for 500m it wouldnt help much. i can imagine so many nice things to build on this. we realy need to be able to attach lights to our backpacks (likein the mod). or arrows with a chemlight attached shot into some players butt, in order to track him down
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which version of windows do you use?
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did you attach dxdiag and crashdumps (in case they got created, if not write it there)? the less info the have to ask for in the first place, the faster they can help.
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no they got removed so they dont have to fix: https://feedback.bistudio.com/T93400
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if you have any startup parameters set for dayz, remove them all. Library->DayZ-> rightclick->Properties->general->Set Launch Options-> remove everything in there if you didn't have any: try to get help here: feedback.bistudios.com see here how to report a ticket: here you should also include dxdiag and crashdumps: Getting your DxDiag file: Open the Start menu Write "dxdiag" Press enter A window will open Click "Save all information" You will get a text file - that's what we need Getting your crash dumps: Go to this file location: "C:\Users<Name>\AppData\Local" There you should see a DayZ folder. Create a .zip or .rar file of that folder. Then take the .zip/.rar and the DxDiag file and upload them to the Feedback Tracker issue. You can do so by dragging/dropping your files into the Description text field for example.
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are high resulution textures planned from your side for some time in the future? most (or all?) ground textures are from arma2 or were already recycled back then, and that was relaesed 2009 already. for normal 1080p players (like me) this should be no real problem, but i guess you would agree, that new textures would be cool.
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try staring steam as administrator and revalidate game files then start DayZ as administrator other than that, no idea what else could help