Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Mark Darkers

Members
  • Content Count

    373
  • Joined

  • Last visited

Everything posted by Mark Darkers

  1. Well most of your post would break the gameplay, but this point you have right here, makes sence, I actualy think they should bring up an action with eject mag, before you can reload a new one. On the game mechanic side: The reason the mags can be reloaded with R is to give them a proper functionality ingame, a reason people would use them.
  2. Mark Darkers

    Green Mountain (and other) Ambient

    The echo would need a more modern sound engine. The current engine still uses the sound engine of ToH. But it could be possible, most modern engines use modify sones, these are collisions (triggers, so you go trough them) and as long as you are inside them (sphere like) the sound is modified realtime. This could be a technique used for dayz, and it is not that performance intensive.
  3. Mark Darkers

    What do you think the new zombie AI will be like?

    Did you not read his post? That is the whole point of a navigation mesh, its a mesh with gaps on all obstacles, the AI will only see the closed mesh parts as walkable area. this behavior the OP suggested would go amazingly well with a navmesh system. In fact the way some group technologies work have even barely an impact on the performance, since it all is based of the position of one. Also (sorry if this is bitching), the zeds are not dead, they where living people infected with a virus, shooting vital organs will kill them, if a person died before the infection of during the infection, they would still be dead.
  4. This is not a good idea, if the spawn will reset, you will lose your group, the coast will be loaded with high geared players hunting bambi's and it takes away all the effort of traveling a far distance on the map. The majority does not server hop and should not be punished by a few lazy players.
  5. Mark Darkers

    Dead Bodies Should Not Disappear

    I'm with you on carrying a body and then dig a hole with as hovel. Edit: There is a reason the body's dissapear at the moment. The way a 3D model works is by having a mesh (the model itself) a shader (video card code) and a material (material reads the uv and links the code tot he model). All the zombies use one material and thus all the skins exist on one single UV map (texture), this means that the video card only gets one request for every single zombie and thus can draw all the zombies at one time. The players however are different, they are not vast, they are dynamic, every single object on the player has a different material, maybe the items are on one texture, but the players body, clothing, other items, all have different materials. This means to draw a player, the video card will get around 5 to 12 drawcalls depending on the equipment you have got. Now imagine the performance hit if not a single body of a dead player de-spawned, but stayed on the map, after 2 to 3 hours this would already mean hundreds of dead body's, lets say 200 dead body's on the map, multiply that by the average drawcall of 8, that is 1600 drawcalls (objects the video card has to draw) every single frame. Now keep in mind this is only the dead body's! then there is all the other stuff that needs to be drawn, trees, alive players (40*8 drawcalls) + the cpu has to place all the objects, calculate all kinds of other things. At this moment the impact is just to big. The only way they should be able to manage this is to let the current player despawn and replace it with a generic model (a rotten body maybe?) this way if all dead players end up looking the same, everything can be put in one drawcall again and it would be possible to keep the dead players around.
  6. Mark Darkers

    hunger,thirsty,healty and a new for PSYCHE = moral

    Don't just say no, explain why. Be civil.
  7. Mark Darkers

    A nice hike and thoughts about map design

    Hi, I would like to share a nice moment I had in DayZ with the rest of you. This is why I like DayZ so much, you can experience so many different things, it does not always have to be about shooting people or running from zombies. If you look for it, you will also find the beauty of the apocalypse. I also made this video to show you the importance of large forest areas (which are disappearing unfortunately). For this reason I think it would be smart to expand the debug to large forest areas. It even can be from the same type of tree (to save draw-calls on the entire map), but just so you have a different way of surviving. I guess i'm just saying creating cool towns is not the only thing that was attractive about DayZ, it is the scale and the beauty that can be created on the whole map itself. A next thing I want to point out is the importance of good map design and environmental exploration, in this part of the map the devs have done a wonderful job in my opinion, it would be nice to see this on more parts of the map. It would be a great addition to the map if there would be large caves, in this video I just walked trough a very small one, few meters, but having larger parts of the mountain explore-able would be amazing, it would feel adventurous. Edit: I forgot to mention, the importance of ambient music, it can really influence the mood of an area and also influence to behavior of players. Maybe we don't have music out of no where in real life, but for immersion it can be a big deal. The video is pretty long so here are some highlights. The video can be found at the bottom.
  8. I hope this will be a deer-stand spawn, it would finaly be more interesting searching inland trough woods for a good rifle, or even just stumble upon it on luck, until you find something better.
  9. Mark Darkers

    New one handed melee weapon animation

    Those animations look actually rather cheap and jagged... Also the under arm moves trough the upper arm, could be fix with a soft blend, which most programs have build in.
  10. Mark Darkers

    New one handed melee weapon animation

    I do... And if you want any decent animation with a good loop + taken into account that it has to fit the animation system and link up with other animations + do proper blending wich goes per vertex and has to be painted (that is how vertexes are assigned to bones) and has to be weighted (part of the vertex painting) it does take a considerable amount of time actually, no one wants a rough and dirty animation, that is only for prototyping. It is not really that easy.
  11. Mark Darkers

    Why no suicide button when broken legs?

    They are going to add suicide, but you will need a gun and at least one bullet, i guess more if you suck at suicide:p. But it is a game focused on survival after all, so it would make no sense at all to promote suicide as soon as the game gets a little bit tough on you (broken legs).
  12. Mark Darkers

    We NEED some way to identify heros and bandits.

    I must disagree with that, the fun thing about the standalone in my opinion, is the fact that you can't tell if some one is good or bad, correct it is a game, but bringing this human element of not knowing who is who adds to the experience, even if it is based of something in real life. I have met nice players, but only because of talking, or they surrendered after a gun fight, you get to know people. My heart is always pumping when talking to players, it would be less fun if you could tell from miles if it was a bandit. But I do get your standpoint to.
  13. Mark Darkers

    Deer Stands - What Do You Want To Spawn There?

    I always found that the mod had a very balanced loot spawn. The devs of the standalone don't want as much weapons in the stanalone as there was in the mod, but having such a big variety of weapons made the game so much more interesting, especialy that each gun had specific ammo, it sometimes forced you to drop you good weapon for a lesser weapon wich had plenty of ammo. The standalone is good, but the should merge it with the items and loot system of the mod.
  14. Mark Darkers

    New one handed melee weapon animation

    It probably will do in time, animation is a very time consuming thing, at some point it all will be ready :)
  15. Mark Darkers

    I Think I Found A Easter Egg

    It's real, but nothing new, every large factory pipe has santa in it, it's been there since arma 2 :)
  16. Mark Darkers

    Perks/skills/professions/stats

    Well I think the stat system should be invisible, for instance, if one would search allot of kindling on the ground, he would get slowly better at it, more successful each time, I think this could be the same for everything the player does, this way we can avoid having "skill points" like most fantasy mmo's have and a player actually wants to stay alive, because now the longer he is alive, the more a character is worth, and suicide will be reduced to.
  17. Mark Darkers

    Clothing Pockets (Separate the inventory slots!)

    I always love a well documented idea, you have my beans!
  18. Mark Darkers

    Do you think Zombies should be headshots only?

    Dean has stated before that the zeds in DayZ are infected similar to 28 days later :), they are not undead zombies.
  19. Mark Darkers

    Navigation

    Set the dayz db map as start page in the steam browser, when you go in-game pres shift tab, open the browser (map will open), from that point whenever you need the map to find figure out where you are just press shift tab, kind of a replacement for the map on the m button. That is how I mostly do it, although I don't need the map, I have been playing on chernarus for so long, I mostly know all the important routes out of my head.
  20. Hi, I had an idea for the firewood racks found at houses. What if we could search for firewood there? This could be handy for survivors without an axe to chop it themselves. For the people wondering about it being to easy or overpowered, please bear with me. It won't be to easy or overpowered because one would have to : A: either make a campfire close to a civilian area (higher risk) or B: Walk a very long distance to collect the wood and walk the same distance back to camp. So this could be a solution for survivors without an axe or other tools, you can basically search for kindling on the ground, find racks, search a wood rack and voila, you can make your own campfire without tools. And whomever wants to survive a longer time and decides to head deep into the woods, they would still need an axe, because this way you can manage your own wood safely away from civilian areas. When eventually persistent tents and stuff are in the game, one could keep his tools in camp. What do you guys think? (Please explain your opinion). Edit: Good suggestions: Draco122 suggested: Like Berry bushes, it's a percentage chance to find a single block of "usable" firewoodOr log piles such as this are limited on each server start, each holding X number of firewood logs
  21. Mark Darkers

    Collect firewood from "firewood racks"

    Yea, I had your first suggestion in mind, like most of the logs are rotten and you have to search for a good one, with a percentage change of getting a good one. But maybe the second one is better, having a prefixed number of logs, this way multiple models could be created of the racket, with 3 stages representing different amounts of logs left. I'l add them to the original post.
  22. Mark Darkers

    Gender Discrimination and Prejudice

    Well if they say they are gonna shoot you regardless of gender, that would be actually the most honest and equal thing to do. But if they use slang or other uneducated shit, that is just low. Also keep in mind that most of those people are not even on a legal age to play the game. So if steam could go and start banning those, the atmosphere would change drastically. Less annoying kids in the game, let them play on cod or something.
  23. Mark Darkers

    With NEAF being changed why not consider some ideas for Balota?

    That harbor is actually a good idea. it would make an interesting turn on the coast, maybe add a few boats, one could setup a camp on skalisky island that way and in the future on utes.
  24. Mark Darkers

    "Safe" zones

    If this would ever happen, it would have come from the community itself, people who clear out areas, keep them save themselves. Also predefined areas with no spawning and killing locked, etc... will never happen as it goes against what Dayz stands for, a do whatever you want and how you want environment. So as mentioned above, if you want a safe area, you have to make a safe area. And I can guarantee you, if such an area would exists (a predefined safe spot), murderers (not bandits, bandits steal and don't kill) will be camping about 150 to 200 meters away with a scoped mosen ready to kill. What do you say then make that area inaccessible for shooting to? Well then the problem just moves 200m further and there will be campers there. In the end you end up with the whole map locked down. If you understand my point here.
  25. Mark Darkers

    Sun poisoning

    Only mmo in the part of 'allot of players', its a post apocalypse survivor sim, it has been from the start of the mod.
×