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Everything posted by Mark Darkers
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Dark nights? Where'd they go? Also: Thunder?
Mark Darkers replied to VVarhead's topic in General Discussion
As a matter of fact I have been to the country side, I live in a fielded and forested area. And yes pitch black happens when you have just turned of your light source. After a while your eyes adjust and it gets lighter. Fields are very managable, however you are right about the forest part, if it is dense, not much light gets through. -
Dark nights? Where'd they go? Also: Thunder?
Mark Darkers replied to VVarhead's topic in General Discussion
Yes, but as the nights with a clear sky can indeed be brighter, they do not lose color. The gray nights are very ugly and take me (personally) right out of the immersion. Arma 3 did a good job on this, The sun and the moon use the same directional (as far as I know off, correct me if I'm wrong), light it just changes intensity and color. Which in turn create a very accurate color schema throughout the day evening and night sky. -
TwitchCon - DayZ (Tisy Mil Base, Little Bird, Beards)
Mark Darkers replied to Yuval's topic in General Discussion
Instead of wining about everything, adjust to it. The mod had choppers, no one complained then, you just ran like hell when you saw one. -
As the brightness of the nights are how they are now + the gamma option's ridiculous values, NVG will not be needed if previous problems are not dealt with.
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You do realize that you can not reduce polygons on the fly... So a slider would be out of the question, however you could have LOD's (level of detail), wich basically mean every model has 3 or more preset meshes it can load (low, mid and high poly). And guess what, the engine does this by default based on distance. What you are referring to, seems to me, is tessellation. Which add's more poly's to low poly's, however, this would be a huge performance hit. It simply would otherwise be impossible to increase the polygon count without simply breaking the animation rig's blending/blend shapes.
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The DayZ lore that existed since the mod (as confirmed by de devs), states that the survivors are for unknown reasons imune to the infection virus that infected the local civilians. They are never dead (so not really a zombie), but rather comparable to a dog infected with rabies. They are alive, just badshit crazy. So technically eating the meat would have no side effects (tied to the infection itself) that differs from eating human meat.
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Then that will get you killed.
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I don't get why everybody is always complaining about meeting up with friends and that it takes to "long" or is to "diffucult". I do this daily, simply figure out where each of you are and meetup half way, this will mostly cost you 5-10 min of travel time, it is not that hard... Plus you have the benefit of picking up loot along the way, food and other stuff.
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you already get tired more faster when you are stuffed, so you will have an unsteady aim allot faster.... It was introduced with the fatigue system for aiming a while back.
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No one considers it cheating... it is just a reference. Also you don't have to alt tab, you can set it as your steam default browser page, then you pres shift tab, bam ingame map.
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Also don't forget that, to save UV space of the texture, most of the times arms and legs are mirrored geometry and both of all 4 the UV layout will be the same, to save texture space, modelers place both arms over each other in the UV space and legs, thus only need to create one texture to texture them both.. ignorend kid
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Well, you could also do what every one else does (including me and my friends) and that is find your bearings on the map and meet halfway, it is never longer than a ten min walk that way.
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Any video with the silencer in 'action'....
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The game seems too survivor/bandit heavy, I have afew suggestions
Mark Darkers replied to LLY's topic in Suggestions
Well the zombies weren't (aren't) a treat since the beginning of the alpha, it all has to do with their AI and some other optimisations. It will come eventually :) and then player's can't afford to shoot in a town without getting a horden on them. It would finally require some thinking before taking a drastic action. -
Nope, actually you are using the terms as they should be, how you use them is the way they originated from the mod. It is the new wave of players that came in with the hype that started over using the word bandit for everything that was done to them (mostly because the lack of skill or knowledge they have to stay alive in the first place). I use the terms in the same way as you do.
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Walk out backwards, if that does not work, crouch and walk forward, when hitting the wall stand up (still running). That is how I do it everytime.
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I agree with Chakijz, couldn't make any sense of that text.
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Can you show any prove of those 'silencers', because it sounds pretty unlikely to me. The .22 is already very silent and any high caliber would simply blow the bottle/can up with the pressure output.
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The game seems too survivor/bandit heavy, I have afew suggestions
Mark Darkers replied to LLY's topic in Suggestions
So let me get this straight, you complain about a survival game to be to survivor heavy? -
You people don't seem to realize that taking away people who kill (aka punishing them for doing something that should be allowed), would make dayz boring as hell, it is thanks to those people, that meeting other people is so full of tension. Most people complaining about kos (this term only became a thing since the standalone... Nobody until the player wave came nagged about this on the mod), just don't know how to move correctly, plan ahead, stay hidden. And yes that is what gets you killed. Are they fun? Ofcourse not, they kill you for no reason... Are they necessary for the game play? Absolutely. It also teaches you that life is a bitch and that in an apocalipse survival of the fittest is in the work. This does not mean the stronger or better geared people will rule, this means he who adapts themselves the best to their environment will stay alive, in this case hiding for people who kill you. If you get shot allot, maybe you should stop doing that what is getting you shot in the first place.
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I think you mean physics base jumping. Right now the model just does a jump animation, the character controller (move collision) stays on the ground but gets dissabled and placed towards landing spot. With physics a force is used to make the player go up (or a position) and the physix gravity will make the player go down = modern realtime jumping. Is that what you meant?
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well the shotgun can use many types of ammo, in this case in dayz it used buck shot, wich has a very tight grouping compared to bird shit and thus as a further lethality range. The sporter is a light caliber hunting rifle normally used for small game (I suppose?). The weapon is probably not designed to zero in at that distance because you won't be able to hit small game with iron sights from such a distance.
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Looks like somebody doesn't know how to hunt.
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Try to prevent such situations by having more situal awareness and planning your movement before you go into city's ore other risk areas. Think about it, not being seen even if they are friendly makes you in the advantage of knowledge, being seen or moving without any thought (thus being easily spotted) will increase the chance of meeting players with less good intentions :).
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The rarity of the encounters is what's get your adrenaline pumping when you do have one. If you get things to frequently, humans will eventually get used to a certain feeling and get numb to it. And as stated before by the devs, the plans are to support 100 pop servers.