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Mark Darkers

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Everything posted by Mark Darkers

  1. Mark Darkers

    WHY IS PEOPLE SO MEAN?

    forcing people to communicate haha.
  2. Mark Darkers

    Has the Mosin 9130 been nerfed?

    If you hit them in the back on their backpack and it is full of items, more likely they take allot less damage than without the backpack. Also the high capacity vest seems to absorb allot of the impact damage. Put a military jacked under it and you will need about 2-3 chest shots for a kill. Always seek out the weekspot, if you doubt, shoot their knees or legs to break them, then you have time enough for the final blow.
  3. Mark Darkers

    how to find m4 ?

    M4 is still heli drop only.
  4. Mark Darkers

    Dead Bodies Should Not Disappear

    Yes, yes and yes. -The reason why the body's disappear now is because in the mod each body only contained 1 drawcall, so it was not heavy at all to leave them by, but in the SA the body's have more drawcalls (remember each port of clothing and gear carries its own drawcall) and the load would at the moment be to big to leave them all to restart. -Then the reason for more zombies in the mod then SA. In the SA the zombies had a new AI made from scratch (wich did not work at all and is now reworked with NavMesh) and was to demanding on the server's performance. Keep in mind allot of new systems have been included in the standalone and thus the server has not as much free performance space as it did in the mod for the AI, so limiting the zombies is the best for now to keep the frame rate stable. Once the new AI comes in with the NavMesh we will see the numbers go up, as pathfinding will take little to no resources in contrast to now. -The load of the mod was only more because it depended on extra scripts that arma had to read and configure itself to, the reason it ran a little bit better is because: A) Arma 2 only featured low to medium res textures if you did not have the expansion packs and B) zombies and items only spawned if a player was within 100 - 200 meters close to a town, in the standalone everything is always in the world, but only rendered within 3 km. That is why they are putting so much time in server optimization, new and better netcode and new systems that do the same for less performance. I hope this answers your questions.
  5. Mark Darkers

    Feedback shooting injury

    Haha priceless! I popped my left testicle!
  6. Mark Darkers

    Death and Grave signs

    Tossing the WarZ in the ditch it belongs, I do like the idea of a grave, only completely crafted in game by a player and of-course you can't place it when you are dead, so your friends must place it in loving memory of Bambi McBambibats.
  7. Mark Darkers

    How To MAXIMIZE Your Frames In DayZ

    An fps is boost mostly refers to keeping the quality as good as possible, you basically turned everything in low and off. Also good luck spotting players with object detail on very low, your drawdistance will be only half a click, they will spot you before you can even see them.
  8. Mark Darkers

    clean the screen

    It's an old feature still stuck between the dust from the Arma2(ToH) engine. Also there is most of the time an error code and reason after the disconnection, this can help developers understanding what went wrong, since the person who got disconnected can not see that message.
  9. Mark Darkers

    Grenade mechanics

    Place it in your hand, scroll and activate (aka pull the pin) and then instantly throw that thing away before it blows up in your hand. The detonation is quite instable atm, sometimes it explodes at 5 sec sometimes at 10. Just make sure you leg it like Forrest Gump after you throw it!
  10. Mark Darkers

    What Do You Want to See When you die?

    I think that if you got shot from a long distance, you should die of artery bleeding, unbandagable because it is a main artery that got hit, and slowly helplessly bleed out. Then you get the death screen with how many hours (or minutes for some) you survived and with how many murderds and zeds you killed.
  11. Ah yea meant for the NavMesh calculation? I thought you where talking about the zeds AI. Yes for the calculation it probably used raycasting to some extend, sorry for the mismatch.
  12. Mark Darkers

    Is the AKM or M4A1 Better?

    I wish they did not nerf any of the weapons, it is normal in this kind of situation that some weapons are better than others, I don't mind however making the better weapons more rare. The mod had tons of strong rifles, but they where rare and the ammo was sparse.
  13. No man it is not at all a raycasting technique. As the name implies it uses a mesh, hence the name NavMesh (Navigation Mesh). The software they use, scans in the whole map and all the static objectsin it and generates a very simplified mesh in the form of a plane for it. The zombies will only see this mesh (instead of the high details meshes we do). None of the static models will be rendered for the the zombie, but simple holes are cut in the NavMesh, so the zombie litteraly has no walking area there. So for the zombies it will look like this: And for us it will look like this: Of course in this example the NavMesh does not correspond to the render, I just took these examples from Google.
  14. Mark Darkers

    Your FPS and Optimization

    Once that new renderer in it will be boosted allot, although a laptop is not optimal for playing games with a scale such as DayZ. Even if you have a good graphics card, it is and stays a mobile build graphics card for laptops and the same desktop version will have better performance.
  15. Mark Darkers

    New sun lighting suggestion

    Hi, I have had my decent amount of hours on dayz and what amazes me is that the suns color basically never changes, I mean ofcourse the lighting of sun (the light source used by the engine to lit the scene). What I found was that even in a sunset, the sun stays bright blue, now from a designer point of view, this is impossible (also because of how light works), the sun has only more blue tints in the morning and goes more to the red spectrum in the evening (light scattering). So I quickly made a concept suggestion of how the sun should look in the evening. This is the current un-edited sunset color palette (very cold, allot of blues are used). This is the same scene but how I imagen it. More reds and a warmer palette are used: What do you guys think? Should the lighting be more dynamic in color for an increased mood and experience?
  16. Mark Darkers

    New sun lighting suggestion

    Thanks it's just a quick whip though, not to much time pend on it.
  17. Mark Darkers

    New sun lighting suggestion

    The thing is that dx 10 neither 11 control lighting color, light is something that has to be written inside a renderer. The current light system already has light of which its color can be set, for instance a flare and a fire place use the same type of light, a point light. Their color is set static, so it will always be just one color. The light from the sun is a directional light with just the color white for now (I asume). But the beauty is that the R,G,B color values can be linked to the time of day pretty easy, so this kind of lighting would already be possible in the current state (as far as I am aware of, ofcourse I could be completely wrong). Hopefully the new renderer is powerful enough to support this kind of dynamic color adjustments without any impact on the frame rate. DX 10 or 11 is more for drawing the 3D objects itself, for instance having features such as dynamic in-game subdividing for higher detail trough the gpu. It will of course boost draw and frame rate allot.
  18. Mark Darkers

    Chernarus++: No area left behind!

    Keep in mind that a huge jail is coming up and if the new renderer works out, probably also a sewer system under a city, secret underground base and caves in rocks.
  19. Mark Darkers

    Realism Vs. Balance

    Man you got my beans, I totally agree, the devs won't put in a saw, mk48 or other advanced military weapons, because they are to strong, but in the mod they where super super rare. Indeed they where incredibly strong, but you deserve that after finally finding one. I mean why look for a weapon that has little to none benefits? Also the wider the variety of weapons the more intense the game is, you have a broad selection of weaker weapons and then you have the higher tier of more rare weapons, they are stronger, allot stronger, but the ammo is scarce. I think it is good that they deflect the development away from the mod, but on the weapon and damage system, they should take a look back how it in the mod was. Also each part of the body should take a different amount of damage, chest area= dead. They can already spawn blood on the point of impact, so it would be a small thing to add damage detection of multipliers to the correct areas.
  20. Mark Darkers

    Realism Vs. Balance

    It is both. Don't forget first person mode and hardcore
  21. Mark Darkers

    Possible reward for early access testers?

    314 hours played, so that would be nice, but I gues the reward will be that you did not have to pay the full price for the game.
  22. Mark Darkers

    dayz standalone server

    What he said, you have a bigger chance of getting players if they knew what their ping will be.
  23. Mark Darkers

    Dead Bodies Should Not Disappear

    Why do you quote without typing anything?
  24. Mark Darkers

    Sprained Ankle (instead of instant broken leg)

    you could actually craft this in the mod :p Also doesn't the ankle thing already exist but just in the form of a fracture? Because I have had fractures in my leg before without breaking them, my player would just moan until I took some morphine. Its more like a crack in your leg. but if you leave the crack unattended the next time you trip will break them (happened to me).
  25. Well, yea you got me there. That is completely true, but you have to admit that for pve, it was very well needed sometimes. Well you know, as with everything it is just something to get used to, something new is always a bit odd in the beginning :)
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