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Everything posted by namco-4
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Does the Mosin have any kind of penetration when it comes to doors?
namco-4 replied to [email protected]'s topic in General Discussion
The balistics should support the same level of bullet penetration that Arma3 has. Though the buildings need to be configured properly. From what i've seen, you can shoot through things like metal-fences without problems. -
It happens. Just delete the "MPMissionsCache" folder and validate files on steam. That should do the trick.
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It removed a lot of the bottlenecking happening to both low- and high-end machines. Dean stated on reddit that people using weak or integrated graphic-chips will benefit the most from these changes. I play on an i7 2600k and a 3GB GTX580 and get a 10-30 fps boost in the experimental.
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Dude, just wedge a penny between 'w' and the numbers 2 and 3. The dev-team has mentioned several times that they won't add an auto-run key, as they don't want to provide this option for the ultra-lazy.
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It's not gonna happen. Rocket has had an extensive conversation on reddit about this and the implications of the animation part of it. Sorry
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Was the server you joined to gear up on Hardcore? Hardcore servers use a different hive and therefore have different characters. Could it be that you had an unconcious character on Hardcore server that you didn't know about?
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You have 1 post logged on your account here and you filled it with a raging rant written in flying colors without actually giving any usable feedback. So if you could at least give us something to recreate this "bug" it would be greatly appreciated.
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I know about the Namalsk bunker, yes. Problem is, this is not engine-based. If you look underneath it, you can see a HUGE crater in the terrain which required a big 3d model of the AII military base to be put above it. This causes a lot of trouble with colision and vehicles driving, aswell as zombie-pathing. Now imagine having to put a crater under each of the houses with that bottom hatch and having to model-out part of the terrain and road seperatly. So we would be better off waiting for them to have it supported directly by the engine.
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I have a Gainward GTX 580 Phantom. It's a bit overclocked but not by that much. As a general rule of thumb i play with: Textures and Shadows on HighAO and Rotation-Blur DisabledPP on Very Loweverything else on NormalThese are not the absolute best settings for fps, but i find they have to best balance between looks and performance. If you want i can post some screenshots of my settings and a pastebin of my config.
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It's a GPU/Memory leak issue caused by faulty texture buffering. It is already fixed and live in the experimental branch and will be coming to stable on wednesday. You can check Rocket's Twitter for more info: https://twitter.com/rocket2guns
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While i do agree with both of theese, i'm pretty sure we won't see something like this in quite some time due to some restrictions of the engine and how it handles terrain clipping. However, it is not impossible whatsoever seeing as Bohemia-Simulations has managed to realize this in the upcomming Virtual Battlespace 3 engine. Link:http://www.youtube.com/watch?v=UoAw9W9iz7g
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There is already a system in place that makes your character stay in-game for 30 seconds after logging out, thus forcing you to find a safe place to log out. As for logging in again and server-hopping: If you log out of a session that has lastet less than 30 minutes, you have to wait up to 5 minutes before you can log back in. It may need a bit of tweaking as the game moves on, but for now it is pretty solid.
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It seems that only servers that are not restarted/configured properly have this issue. Try sticking to low-ping servers that are hosted directly by the provider and not a single person. This has worked for me since launch.
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Could you post some screenshots to demonstrate it to us?
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The geometry actually blocks the rain. Check your shadow settings and make sure they are at least on normal or higher.
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I agree that the system is a bit overdone at the moment and deserves some changing over time, however, it does give an incentive to hold someone up or at least aim for the head.
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I chose the 47, mainly because both the ammo and a model exist at this point, but it is only a matter of time before we see the 74 aswell.
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As mentioned above, defibs should never be able to revive someone from the dead. They currently wake up unconcious players once applied. As of now it might only ever be on a rare occasion that you need to wake someone up, but i can see them becoming more usefull in the future. When firearms are a rarity and pristine loot is worth pursiuing, people will have to resort to knocking people out with more improvised weaponry. Defibs will be a nice advantage then, seeing how they are reusable.
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Sort of a mix of both. You spawned in Novy Sobor this is a bug back from the mod, for veteran players this is normal to happen from time to time, but generally it's a bug.
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The RV engine is the worst engine ever made.
namco-4 replied to EchelonEffect's topic in General Discussion
So you are giving us a rendering issue as an example why this is the "worst engine ever made" and say it could never be fixed? Do you have any other, maybe better suited, arguments? Also, do you have any idea how long it takes to code a game engine with this many features from the ground up? I personally havn't come accross any gamebreaking issues with ambient-occlusion and occlusion-culling. (not sure which specific one you mean) Edit: This seems very much like a troll-topic.- 132 replies
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What exactly do ballistic helmets stop
namco-4 replied to chasieboy317's topic in General Discussion
They stop both 5.56 and 7.52. it depends on the status of the helmet and the angle of impact, but it doesnt protect you from a shot to the face. The shot has to actually hit the helmet. -
Public hive are no longer always vanilla. i've seen at least two servers that were just packed with custom buildings and cars and stayed on the public hive. I don't know how they did it, but I'm sure this is getting abused by a lot of players.
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It a good overall experience, you see a lot of squads and the weapons are balanced. Though they sacrifice a lot for the framerate. i get constant 50 frames (which is amazing for DayZ), but the netcode and the zombies are quite glitchy at times and can drive you mad.
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New Server bringing back the oldschool DayZ feel
namco-4 replied to namco-4's topic in Mod Servers & Private Hives
Since this server is still in its test-phase, Side Chat is enabled to allow player the give feedback have their questions answered. Later on this might either get removed or depending on the servers community might stay. -
New Server bringing back the oldschool DayZ feel
namco-4 replied to namco-4's topic in Mod Servers & Private Hives
Thanks man, i'm glad you appreciate it. I might sit down and change some stuff about the refuel script (maybe slower refueling or make it only possible from the outside). As for the map, it's still being worked on by me and i update and add things almost every day. I will most certainly take a look at the things you reported. Thank you for playing on the server and have some beans! :beans: