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Everything posted by HaseDesTodes
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you can send the program files to battleye (best only those that are blocked), and when they say it's harmless they can whiltelist it and you can have both. seriously, it's no good idea to disable battleye for such a reason, if at all.
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this answered the question :) constant drag. but even if i didn't need the explanations (had courses in fluid mechanics) others might enjoy some more insight. if you ask me it wouldn't hurt the performance, if the more realistic method was modeled. we already have a nice damage model, so maybe this just a matter of some extra coefficients. i would have actually expected the 5.56mm to cut through the gelatin like a hot knife trough butter. like this, i guess it might be safer standing behind someone that gets shot with a 5.56mm rifle, than someone that gets shot my a .45ACP pistol. interesting. from what i have heard .45ACP has a high "stopping power". is it just a legend, or is the comparison with an assault rifle just unfair, and the .45ACP is actually good for where it's used?
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to make one thing clear (if it wasn't) i agree, that the game ballistics should orient on real ballistics. but when it comes to the technical aspects of the game, i don't really have an idea how damage is calculated in DayZ (not even sure about Arma), so forgive me, if i write nonsense. i'm still wondering why you would need to use average values for the ammunition. is it because those weapons don't exactly use the same ammo irl? since they do ingame, you could just use the values of the real ammo, set the projectile weight and the strength and the propellant charge some values for the projectile shape (for penetration and air friction), and have the muzzle velocity then calculated for each weapon. even if the real life counterparts would have different energies at the same speed (different masses), i doubt it would really make a different in the gameplay. oh, and why would things like air friction vary by weapon? does the spin of a projectile make a real difference when it comes to the loss of speed? i thought it was mostly stabilizing the flight path. do you have an idea how armor comes into play with the ballistics/damage? i would hope for a system similar to Arma3's tank armor system. afaik, damage per hitpoint there is calculated per speed/energy lost inside the hitpoint. for DayZ this would mean, that a slow moving, but heavy projectile (looking at you .45ACP) could do the same or maybe more damage, than an assault rifle projectile, because the rifle bullet doesn't loose much (relatively) speed/energy, while the slower projectile almost stops inside the body. so weapons like UMP would be really strong against unarmoured targets, but struggle against body armor, while an M4 might deal slightly less damage, but has less trouble penetrating body armor, and hopefully walls. ok, that was slightly off-topic, sorry for that.
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I think (not even sure this hasn't only happend in my head) they once (long time ago) mentioned in a status report, that they wanted to have the barrel length of weapons to influence the ballistics. if this was true, they wouldn't have to use average values (of different guns) for the ammo itself, but could just use multipliers for the muzzle velocity for each weapon. this wouldn't explain the bad friction values though. i was wondering how you got to your data, did you do some testing, or have you been looking in some config data? either way, as long as it's messed up, it's right to point it out. maybe someone messed up some numbers or packed some placeholder config files into the update, or they used some script to transfer the data, and that messed it up. but i can not imagine, that highly unrealistic values can be intended in any way. so i guess we shouldn't get to angry about incorrect values. as long as they don't make it to 1.0.
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My thoughts on how the path to beta and stable probably will be: 1. Stress tests get stuffed with all the missing 1.0 content, some bugs will get fixed there 2. When everything is in and the game is not unplayable, stress test build will be released on experimental 3. Some more bugfixing on experimental 4. When the game is pretty much ok, experimental build will be declared as ready for stable and bet begins 5. Bugfixing 6. Bugfixing 7. Game runs fine now. Time to call it 1.0. It's still 1 month and 3 weeks until christmas, that doesn't sound like much time left, but devs have been throwing out loads of content in the last few stress test builds. So i guess they could get the feature "complete" version to the experimental branch by the end of the next week. When no one has to work on finishing features, they can all go to for bugfixing and the Beta begins like half a week later. That would still be more than a month time for the "final" bugfixing. I guess BIS staff will have to go for massive overhours to get the game ready for 1.0 before christmas, but i'm sure they can. I trust in you guys, don't get discouraged by all the negativity here.
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Status Report - 23 October 2018
HaseDesTodes replied to Baty Alquawen's topic in News & Announcements
would be nice if we could also draw on the maps, a bit like in Arma3, but also make straight lines with a tool oh and a map stand for bases, where you can have a public map. but one thing made me wonder... why does the Church symbol (see Zelenogorsk picture) look like a german military symbol? https://de.wikipedia.org/wiki/Schwarzes_Kreuz_(Symbol) -
some estimated guesses: quantmin/quantmax: for stackable items. min/max ammount that can spawn flags: count in (if (and maybe as how many) this item is counted for the min/max value for the servers loot economy): cargo: vehicle cargo hoarder: tents barrels, etc. map: normal spawns player: player inventory
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have you tried pressing "r" after a shot?
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@Bombarding i think he also means items on the ground (be it dropped ones or loot) i can'T answer this for Xbox, but on PC items stay after a server restart (you will have to connect to the exact same server though)
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DayZ has no magical zombies (destroying the brain is the only way to kill them) as you know them from places like The Walking Dead and such. The "Zombies" are usually called "Infected" and take damage as you would expect an human being would (at least similar to it) . if you shoot their head, they instantly die. if you shoot their body, they might take a few shots, depending on the caliber and the place you hit. I'm not sure if they got the same hitzones (eg. heart) as players do, but i think they might have. but i think you are right, the die to easily. they don't even bleed or go unconscious like players do. i can simply punch them to death with a few hits to the head.
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there haven't been any kind of NVG or NV scopes in the SA since it was released. PC (and Xbox short after) should get improved "nightvision" soon, as animations for the flashlight will receive a nice update.
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i'm a PC guy, so i don't exactly know how it should work on the Xbox. what i see happening is, that the crosshairs in the 3pp are aiming at the point on the ground behind the tree, not the tree itself. so when you look through the scope you look at that spot on the ground. the question is, should the character aim at the point that intersects the line draw from the center of the camera to the crosshairs (so the character movement follows the aim) or should the crosshairs be at the point the character aims at.
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you can't find what's not in the game.
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Server reset - Locked in room (unable to open with lockpik)
HaseDesTodes replied to Jeb33's topic in Xbox
in the pc version (at least v0.62 and earlier) you could unlock locked doors with brute force (hitting it with an axe or so). not sure if this is in the current version, or if it would be working in your situation, but i guess its worth a try. otherwise, for stuck character support you might want to contact @Baty Alquawen. she should be able to move your character. -
it was probably between the branches where you were standing. so should still be accessible, if you find it
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you are (probably) there: http://www.dayztv.com/map/#6.081.043
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When people talk their voices are coming from the TV. ?
HaseDesTodes replied to MarczXD320's topic in Xbox
ok, that probably shouldn't be like this, if i understood your problem correctly. now the question is, is your wiring correct? how are your Xbox, your surround system and your TV connected with each other? and what surround system do you use? -
When people talk their voices are coming from the TV. ?
HaseDesTodes replied to MarczXD320's topic in Xbox
what "phone"? do you mean your speakers? what setup (do you use an AV receiver? how's the wiring?) do you have (i simply assume you got a 7.1 surround setup)? and how do you talk to them? on the radio, or directly (you wrote proximity chat, but i just want to make sure you are experiencing non-intentional behavior)? if it's on the radio, check if it's really your TV speakers, or maybe your center speaker. voices from nearby players should come from the directions they're at, so they definitely should not come from your TV speakers or the center channel. -
hmm, i have ZERO headbob in 3pp (don't like 3pp, but tested it on the stresstest branch). the character moves up and down while running, but the camera floats smoothly and is not shaking. idk, if those people know headbob would mean, of if they have actually camera shaking, but i don't believe them until i see some video footage of actual 3pp headbob. for me, the character bouncing up and down in the center of the screen is no headbob, even though it looks a bit strange. i guess saying, that the bit 1pp headbob it totally fine for me, doesn't help anybody, that is getting motion sick.
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volumetric clouds for everyone. does that mean we could get low clouds (aka fog). i imagine some valleys at the coast filled with dense clouds, while uphills it's clear sunshine. or some hilltops engulfed in clouds/fog while the areas below have relatively clear view. i know we can't, but can we get non-global weather? like: thunderstorm in vybor while it's sunny in berezino (but you can see the storm clouds in the distance). and while you're already fulfilling unrealistic wishes, give us flash floods. would be funny to see camps in a valley flushed away. didn't check ingame, but could it be like 1km NNE of tulga?
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3. SVD should also be in the game, at least it was in some stress test version(s). but as all weapons, it comes without scope. 5. depends... i think, some vests have their weight set up correctly... i think it was like 15kg for the plate carrier vest, which sounds plausible to me. press vest was the same, which i found a bit to much.
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if you can, get a bigger ssd.. i have a 240gb ssd, and i'm suffering from low space quite often.
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right now, you can't. wait until server files are released.
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There might be some stamina suggestion topics here already, but i thought i should share my ideas here. I have read, that people wanted some kind of "adrenaline mode", where they could keep sprinting, even if their stamina was consumed. But as others already have pointed out, having a reliable trigger for this mode can be hard to archieve. My stamina idea, tries to cover this behaviour, and expand on the impact of rest, nutrition, load and terrain. Maximum stamina: This the the maximum you stamina value can regenerate up to. It can be any number from 0 to 1000. You spawn at the coast with 500 max stamina, so a freshly spawned player, will have to live a while in order to get the maximum fitness. When your health or blood take significant damgage, you should get a limit (like 300 for yellow damge) on the maximum stamina. It should work best at the same values, your character starts limping. If you take serious damage to your legs, your max stamina should receive a serious penalty. When you start getting hungry it should reduce your max stamina by a value from 0-25% depending on how hungry you are. Same method with thrirst, but higher values (0-30%). Some diseases should have a small impact on you max stamina as well, but not to much, because you already will get have impacts from other soures (health/blood), when you get really ill. On the other hand you should be able to push your character, above the usual boundrys when you take painkillers or stronger narcotics. This should require some sort of long trem effects, when you take them to often. I don't know yet, how in detail this should look like. Last, but the most important, point is stamina damage, or exhaustion. When you run and loose all of you stamina, you should be able to keep running. But pushing you boundarys a bit should come at a price. When you keep using your stamina, while you have none left, you will start using up you maximum stamina instead. This should happen at a reduced rate (eg. 50%), as regaining max stamina should take a while. Example: A fresh spawn has 500/500 stamina and starts sprinting. Sprinting consumes 25 stamina per second (in this situation), so they will be able to sprint 20 seconds until their stamina reaches 0. If they then continue to sprint, they will consume their maximum stamina at a rate of 12.5 per second. So it will take 40 more seconds until his maximum stamina reaches 0. But even with 0/0 stamina you should be able to sprint, because you can always push your limits more. But this kind of exhaustion comes at a high price. From this point on you will start loosing your health and build up shock damage. So depending on your other situation you can keep going until you pass out or die. So actually you can not always push your limits more. At some point, reality will catch up and hit you with force. What i haven't written about yet, is stamina consumption and regeneration. Let's go with consumption first. There are a couple of factors that influence how much stamina you will use up while moving The most important ones are load, movement speed, stance, and the terrain steepness. I guess it's logical, that carrying much weight or moving at a faster speed have a significant impact on your stamina. But this should even go as far, as that you will use up your stamina while walking, when you carry to much. But unlike in the current system, you can still jog and sprint with much load, but you will get exhausted so fast you will damage you max stamina quickly. Secondary factors for stamina consumption should be the ground, the air and/or body temperature. Let me elaborate what i mean by "ground". In the game, you can curently run over all kinds of matertials, and it doesn't really matter. But whoever has run over gravel, sand or even in the forrest should have noticed, that it's more exhausting, than running on the road. This is, because softer ground absorbs more of you energy. With simple multipliers for all materials, it should be possible to emulate this effect in the game. And it would bring more meaning to the path you choose. Running offroad might offer more cover, but you should get exhaused even quicker. Last points (finally): Stamina regeneration and max stamina regeneration. Congratulations to everyone who read everything up to this point. It should be affected not only by your nutrition values, but also by your maximum stamina. This should ensure, that a totally exhaused player (50 max stamina) can't move like a absolutely fit player. And this should encourage players to watch out for avoidable stamina damage. A player that took the slower, less exhausting way, could this way gain an advantage over players who recklessly ran all the time. Values could be somthing like: 20 base regeneration. Max hydration/energy boost. 20% each max stamina influence: (Max stamina+100)*0.001 So with 500 max stamina and full boost you would regain: 20*1.2*1.2*0.6=17.28 stamina/sec (examplary values). I guess it would be better to use more complex function. Something like sqrt, e^x, log(x) or a combination. I don't really want to provide a perfectly balanced solution at this point. Your maximum stamina should regenerate very slowly the whole time, but have a significantly increased rate under the same circumstances when healing (hp and blood). It could even be boosted more when you are at good health. Like this you can regenerate your max stamina as long as you make sure you aren't damaging it, even when you are hungry and thirsty. quick summarization: Base values: Stamina 100% Max Stamina: 500 (the value you start with) max stamina limits: min: 0; max 1000 max stamina affected by: health/blood; energy; water; stamina damage; narcotics; diseases; injuries stamina loss affected by: load; speed; stance; ground; terrain steepness; temperatures stamina gain affected by: energy; water; max stamina
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maybe you were to close... in 0.62 i have noticed, that if you are to close to/on top of the fireplace, you won't be able to ignite it.