DayZ: An open-world, perma-death zombie survival game
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deadly_habit
- Posts: 22980
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Re: DayZ: An open-world, perma-death zombie survival game
shooting the zombies is easy enough
it's the players you need to worry about
it's the players you need to worry about
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idontreallygiveashit
- Posts: 3860
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Re: DayZ: An open-world, perma-death zombie survival game
Yeah so i got pretty much all the tools but the rangefinder, map and hunting knife, then got murked by about eight zombies that spawned at the worlds smallest shack in the forest (completely unexpected). Today i tried to find a hunting knife because i only had 1200 blood after getting knocked out, couldn't find one. So i decided to run south and die near the coast so i can collect my things. I was north of the big airstrip so basically the most northernly point of the game. It was pretty hard to get my bearings with just the compass and the blurred vision thing but eventually found my way to the most eastern wilderness. Ran for about 30 minutes south (i had my left on w but i was holding a book in my other because it was boring as fuck lol) and realised i had barely made any progress. Killed myself.
Re: DayZ: An open-world, perma-death zombie survival game
I killed a guy who saluted at me
Got a knife
Compass
Map
Mp5sd
Alice pack
Watch
Revolver
Lol
Got a knife
Compass
Map
Mp5sd
Alice pack
Watch
Revolver
Lol
- handbanana
- Posts: 42
- Joined: Wed Apr 29, 2009 2:36 am
- Location: Sydney, Australia
Re: DayZ: An open-world, perma-death zombie survival game
You're killing this game/everything thats wrong with it, etc etc.wobbles wrote:I killed a guy who saluted at me
Lol
But seriously, thats a worthy haul of such treachery.
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deadly_habit
- Posts: 22980
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Re: DayZ: An open-world, perma-death zombie survival game
heh i'm to the point if i don't have active voice chat with you i shoot you
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idontreallygiveashit
- Posts: 3860
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- Location: Birmingham
Re: DayZ: An open-world, perma-death zombie survival game
I've never actually encountered another player who didn't shoot at me (bar dsf players). That's the way it is.
- the wiggle baron
- Posts: 5420
- Joined: Tue Jun 20, 2006 6:30 pm
- Location: Oxford
Re: DayZ: An open-world, perma-death zombie survival game
ok, quick tech question (got work in a min)
Ive been stress testing my graphics card trying to get a nice amount of overclocking out of it. Have got it running a bit lower than what other people were using on forums etc. But yea, when i run the stress test in MSI kombustor, my card tops out after about 10 mins at about 91c. However, when I run the game, the card never gets hotter than 70c. However, I get some fps lag generally when im near a town, taking it down to somewhere around 25-30 instead of 40 in open areas. Does this mean something thats not my graphics card is now the bottle neck? Figured the cpu might be (2.7ghz dual core E7300). Tempted to try and overclock that too. I also only have 2gb of ram...could be that?
What you reckon? Im running it at 1280x1024 at medium settings.
Ive been stress testing my graphics card trying to get a nice amount of overclocking out of it. Have got it running a bit lower than what other people were using on forums etc. But yea, when i run the stress test in MSI kombustor, my card tops out after about 10 mins at about 91c. However, when I run the game, the card never gets hotter than 70c. However, I get some fps lag generally when im near a town, taking it down to somewhere around 25-30 instead of 40 in open areas. Does this mean something thats not my graphics card is now the bottle neck? Figured the cpu might be (2.7ghz dual core E7300). Tempted to try and overclock that too. I also only have 2gb of ram...could be that?
What you reckon? Im running it at 1280x1024 at medium settings.
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Re: DayZ: An open-world, perma-death zombie survival game
Nothing wrong with fps drop in towns. I thought it was because of the bodies not despawning bug, but even after the fix it still drops, just not as extreme as it did.
I get 50-60fps in fields, drops to about 40 in cities.
I get 50-60fps in fields, drops to about 40 in cities.
Re: DayZ: An open-world, perma-death zombie survival game
Logged back in at the supermarket where i was last, guy crouching right in front of me, kill him and take his binocs. Heuehehehehhe
- Turnipish_Thoughts
- Posts: 684
- Joined: Wed Apr 20, 2011 12:34 pm
Re: DayZ: An open-world, perma-death zombie survival game
The game's pretty laggy as is man. The code written for a lot of the purely mod centric server talk is pretty shit apparently, they guy is working on it, but things like item spawns becoming player inventory that's then added to new servers on player load and subsequently dropped becoming part of the new server load e.t.c. is inherently nightmare material for server traffic. Adding to that any servers above half / two thirds capacity makes everything pretty laggy. Body/item spawn/despawn checks. More AI than the game was originally intended to handle... e.t.c. e.t.c.the wiggle baron wrote:ok, quick tech question (got work in a min)
Ive been stress testing my graphics card trying to get a nice amount of overclocking out of it. Have got it running a bit lower than what other people were using on forums etc. But yea, when i run the stress test in MSI kombustor, my card tops out after about 10 mins at about 91c. However, when I run the game, the card never gets hotter than 70c. However, I get some fps lag generally when im near a town, taking it down to somewhere around 25-30 instead of 40 in open areas. Does this mean something thats not my graphics card is now the bottle neck? Figured the cpu might be (2.7ghz dual core E7300). Tempted to try and overclock that too. I also only have 2gb of ram...could be that?
What you reckon? Im running it at 1280x1024 at medium settings.
I'd bet you a kebab it's not your computer most of the time. Towns will be more laggy because of the exponential amount of scripts running each clock frame (depending on player count, which involves unique player spawns (zeds/items) client side which update server side so other people can see them, triggering buffered cleanup scripts which eat headroom.... yada yada, you get the idea.
The dudes that make Arma on about making an actual stand alone game of DayZ pretty soon, their sales increase for Arma 2 has increased >500% since DayZ's become popular lol! They've asked Rocket (DayZ dev) to work on the mod full time, and their's speculation he might start getting paid for it too.
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- the wiggle baron
- Posts: 5420
- Joined: Tue Jun 20, 2006 6:30 pm
- Location: Oxford
Re: DayZ: An open-world, perma-death zombie survival game
Yeah man, think its gone further than that now! Rocket posted on the forum a while ago saying it had passed 1000% sales increase...which is mental. Isnt arma3 being designed with dayz in mind to some degree? Would probably make for an awesome engine for it. Still, over the moon with how it is already. But yeah, I know the servers are responsible for the fps lag, but I think if your computer is totally buff it can handle the extra workload and still put out a pretty well running game. Mines only borderline handling it well, so as soon as I head into a big city things start to get a bit too fucky. Like, my fps stay around 35-40 (with fps max of 40 on) in fields and open areas on 1280x1024 on medium, but in cities ive had it drop down to a fairly steady 15-25 (which isnt really playable, well, you can play, but you cant keep anywhere near as careful an eye out around you)
But yeah, in arma single player my computer eats it for breakfast, it just cant quite handle dayz properly! By the sounds of it though (from what you were saying) it sounds like alot of the client side workload is probably more processor related than graphical? Im guessing its the actual computing of the items etc. generation that is causing the problem, as you wont be rendering them with the graphics card, just your computer having to become aware of things. Makes me think I might get an extra few fps out of this thing if I overclocked the CPU? Quick question abotu that in fact, appears thats harder to do than GPU overclocking? That was easy as pie with an external program...
Ive got a stock cooler etc. dell bought E7300 2.7ghz dual core thing. Its aight, but im thinking its struggling under the weight of dayz...
But yeah, in arma single player my computer eats it for breakfast, it just cant quite handle dayz properly! By the sounds of it though (from what you were saying) it sounds like alot of the client side workload is probably more processor related than graphical? Im guessing its the actual computing of the items etc. generation that is causing the problem, as you wont be rendering them with the graphics card, just your computer having to become aware of things. Makes me think I might get an extra few fps out of this thing if I overclocked the CPU? Quick question abotu that in fact, appears thats harder to do than GPU overclocking? That was easy as pie with an external program...
Ive got a stock cooler etc. dell bought E7300 2.7ghz dual core thing. Its aight, but im thinking its struggling under the weight of dayz...
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- Electric_Head
- Posts: 16958
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Re: DayZ: An open-world, perma-death zombie survival game
if its a dell, good luck overclocking. my old dimension had a processor that was a really good overclocker, i got proper stoked on that fact but then i found out the dell bios has absolutely NO overclocking options.
a VERY small amount of dell motherboards support overclocking, you might get lucky though
a VERY small amount of dell motherboards support overclocking, you might get lucky though
- Sexual_Chocolate
- Posts: 17019
- Joined: Mon Sep 20, 2010 8:57 pm
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Re: DayZ: An open-world, perma-death zombie survival game
wobbles wrote:Logged back in at the supermarket where i was last, guy crouching right in front of me, kill him and take his binocs. Heuehehehehhe
SoundcloudLaszlo wrote:and yay, upon imparting his knowledge to his fellow Ninjas, Nevalo spoke wisely that when aggrieved by a woman thou shalt put it in her bum.
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Re: DayZ: An open-world, perma-death zombie survival game
1.7.1 is fucking brilliant.
Changelog:
* [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED] Bodies still being deleted too quickly sometimes
* [FIXED] No backpacks or medical boxes spawning
* [FIXED] "No Speaker..." debug report spam
* [FIXED] Infected spawning too close to players (minimum 30m now)
* [FIXED] Infected not spawning inside buildings any more
* [FIXED] General Server Script Errors (big thanks to Dwarden for fixing these!)
* [FIXED] Loot/Infected spawning time delay desync'ing with server
* [NEW] Infected can't attack through walls
* [NEW] Infected can't see through objects any more
* [NEW] Infected visibility increased (but limited by LOS)
* [NEW] Infected attack range increased (but limited by LOS)
* [NEW] Infected can cause greater damage when they hit you
* [NEW] You can hide from an infected chasing you
* [NEW] Optimized server cleanup routine
* [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
* [NEW] Infected see based on eye direction, not on body direction as before
* [NEW] 30Rnd_545x39_AK added to loot table
* [NEW] More infected attack animations
* [NEW] More infected feeding animations
* [NEW] Replaced monkey infected crawing run animation
* [NEW] Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
* [NEW] Humanity GUI indicator removed
* [NEW] New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
* [NEW] Initial version of double-barreled shotgun added (by Artyom)
* [FIXED] CZ550 spawning far too often in farms
* [FIXED] Winchester decreased spawnrate (% given to double barrel shotty)
* [NEW] Recombine shotgun rounds between 2 and 8 rounds
* [NEW] Recombine 45ACP rounds between M1911 and Revolver rounds
* [FIXED] Tent placement is completely screwed (now can place anywhere except in building)
* [FIXED] Items for Eating and Drinking not removed instantly (allowed some duping)
* [NEW] DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.
Changelog:
* [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED] Bodies still being deleted too quickly sometimes
* [FIXED] No backpacks or medical boxes spawning
* [FIXED] "No Speaker..." debug report spam
* [FIXED] Infected spawning too close to players (minimum 30m now)
* [FIXED] Infected not spawning inside buildings any more
* [FIXED] General Server Script Errors (big thanks to Dwarden for fixing these!)
* [FIXED] Loot/Infected spawning time delay desync'ing with server
* [NEW] Infected can't attack through walls
* [NEW] Infected can't see through objects any more
* [NEW] Infected visibility increased (but limited by LOS)
* [NEW] Infected attack range increased (but limited by LOS)
* [NEW] Infected can cause greater damage when they hit you
* [NEW] You can hide from an infected chasing you
* [NEW] Optimized server cleanup routine
* [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
* [NEW] Infected see based on eye direction, not on body direction as before
* [NEW] 30Rnd_545x39_AK added to loot table
* [NEW] More infected attack animations
* [NEW] More infected feeding animations
* [NEW] Replaced monkey infected crawing run animation
* [NEW] Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
* [NEW] Humanity GUI indicator removed
* [NEW] New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
* [NEW] Initial version of double-barreled shotgun added (by Artyom)
* [FIXED] CZ550 spawning far too often in farms
* [FIXED] Winchester decreased spawnrate (% given to double barrel shotty)
* [NEW] Recombine shotgun rounds between 2 and 8 rounds
* [NEW] Recombine 45ACP rounds between M1911 and Revolver rounds
* [FIXED] Tent placement is completely screwed (now can place anywhere except in building)
* [FIXED] Items for Eating and Drinking not removed instantly (allowed some duping)
* [NEW] DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.
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idontreallygiveashit
- Posts: 3860
- Joined: Thu Aug 04, 2011 10:45 pm
- Location: Birmingham
Re: DayZ: An open-world, perma-death zombie survival game
Sounds sick, but i can't update using the updater... how do i do it manually?
Re: DayZ: An open-world, perma-death zombie survival game
just copped this today, installing right now omgomgomg
edit: got it running yusssssss //// nevermind fuck its not working
edit: got it running yusssssss //// nevermind fuck its not working
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