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Everything posted by duggedank
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Lets hope we can keep the flow of people coming in on both the Chern and Lingor servers. Wouldn't want to see an overall decrease just because the same people are alternating between servers. Or well, I guess it doesn't really have to be that bad, the community is growing :) -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Sure, go for a separate website if you have the time to maintain it :) I've been away for two days and reading the thread now it feels like I missed a whole month of stuff. Nice to see the server growing :) I am however getting worried about my tent that I left before I got killed, with so many people it's bound to get discovered... Oh well, what's DayZ without some tension? As for Falconbergers worries - stay with it man, there are definately friendlies around. While I got KoS once I've also met some nice people. I even got saved by a chopper once when I had wandered off into the mountains and got lost. Would have died if they hadn't come rescued me! I just sent an emergency message on side chat and suddenly I hear the chopper closing in :) -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I'm not going online for a couple of days so I can't help figuring out what timezone might be best for the server, but I do want nighttime to come sometime on my evening (21 - 23), not my night (24 ->). I'm in GMT+1 by the way. Pretty sure it will be impossible to cater for everyone with this though... By the way, ArmA has an "overcast" slider in the editor, that should be in the mission file somewhere so you could edit it by hand Byrg. Less overcast = less storms. I still think DayZ is running it's own weather scripts though, in order to mix the weather up a little. Byrg you can remove the sandbags and wires around the Refuge camp can't you? From the database I mean. BTW, can you have more than one poll running at the same time? I would love to see what people think about removing NVGs, I could easily make it so that if you pick up NVGs they are switched for a rangefinder instead. The rangefinder should actually have nightvision as well, it's just more "cumbersome" to use. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Hmm, you must have been unlucky then? Not that I have met too many players, but I get the feeling most of them are pretty friendly. Of course, they may be avoiding people. I've definately avoided more players than I actually met. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Lol, I was totally expecting that to read "Well... at least you have a girlfriend" :P Hey Byrg, want to remove the NVGs from the server? It is possible you know... ;) Would start a pretty serious flame-fest though :P -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
That's no good! Could still be bad luck but it's a bit too much for a coincidence. I would recommend everyone else running with vehicles to please report on the thread if you have lost them "unusually" much when hidden. That way we (Byrg) can figure out if something is wrong. I guess I should confess that I did once steal a sedan that I found hidden. Not gonna say where I found it though ;) And for whoever might be angry at me, I did get murdered shortly afterwards so karma got me quite quick that time... :P -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
It even ruins the need for flashlights... So in general I would say it's a negative. But I do understand that some people just can't play during the day, it is difficult to find the best solution. What about switching the timezone around a little? I'm pretty sure morning has the least amount of players - Pushing the night slightly forward would allow for more sunshine for most players. Of course, if there's more people like me who actually like when the darkness comes in and you don't have NVGs, have to get that flashlight out and make your way through the blackness of the forest, then these people would miss some of that feeling. But I guess we could just stay up longer at night now and then. By the way, the game "follows" the moon cycles, but only to the point that you can choose on which date you want the mission to be and the moon will be whatever it would have been at that date. I'm pretty sure time does not move forward with the game, it resets at every restart. Someone correct me if I'm wrong... -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Ghillie or No ghillie? Hey guys, I just stumbled over a ghillie suit tonight and as happy as I got it suddenly hit me that wearing a ghillie suit may actually make you a bigger target than not wearing any. People have a higher tendency to treat someone who looks like a fresh spawn with less hostility, if not just for being friendly then simply because they don't have anything worthwhile stealing. Also, someone in a ghillie looks more "dangerous" so might get shot simply because of that. What are your thoughts? Does a ghillie change the way you react to players that you spot in game? Personally I would act a bit more cautious towards a ghillied player, but the weapons he's carrying are probably more important in judging "expected hostility". Carebear like I am I wouldn't open fire on him unless he's obviously gunning for me or I'm backed into a corner. EDIT: OMG! Byrg is selling us out to hired hitmen! http://dayzmod.com/forum/index.php?/topic/93062-hitman-for-hire/#entry874969 ;) -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Haha, the poll was actually like Aisling suggested from the start. It was me who first got Byrg to change the poll, but now I agree with Aisling that it's better to just ask everyone in the thread :P Just let it sit for at least a week before making a decision. And I guess I agree that mods that doesn't affect gameplay (unless they fix bugs) are better than gamechanging ones, of course, adding more variation in vehicles is also really just cosmetic. Additional faces would be awesome, I would also love seeing more clothes, even having the option to choose clothes by spawning them somewhere for people to pick up. Want to be a medic? Then choose the doctor skin! Want to be a mechanic? Then choose the mechanic skin! Want to be an old woman who walks with a crooked back and can't use any weapons? Then... well, old hag might not be that fun to play ;) How about summer vegetation? That would definately make the server stand out from everyone else as it's no longer autumn! Although I do believe the autumny feel of the map fits rather well with zombies. A decaying world for a decaying people. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I did not think about this. It is unlikely that any skiddies have enough patience to download and install more mods just to mess around on a server when they can pick an choose from whatever servers they like without the additional download. With the password we are already limiting the amount of "random players" so maybe additional mods won't do any more than the password already does? -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I'm not sure this poll will reflect the complete consequences of adding mods. Even if everyone in this thread could agree on downloading something extra, we would get no random players joining because they will just see that some addons is required and ignore the server. So I haven't voted yet, but I myself wouldn't mind downloading additional stuff. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
- Heh, well I still think BE does something good. So if we can keep it but at the same time run scripts I would be happy. My thought is that any scripts that we put into the mission file should be allowed since they originate from the server. BE can't kick the server can it ... ? :) 1. Teleport Hacks - It is possible to regularly track position and revert to last one if changed "too quickly". But depends on how the vehicles are added in the mission (placed in editor or spawned), I havent seen the Chernarus mission file but I have a feeling everything is spawned rather than placed... Which makes it much more difficult or maybe impossible. 2. Summon Hacks - Unfortunately I do not believe it is possible to track and react to players getting loot quickly. - Could be possible to cover the map with a search grid actively looking for vehicles not among the original ones. But again it depends on how vehicles are placed. 3. Invulnerability Hacks - Need to access player blood levels from DayZ, not sure how but it should be possible. Difficult to catch insta-healing though. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
So what kind of scripts do we want in order to keep the skiddies out? Post your suggestions and I'll see what we can do. There are a few things I need to mention first: I do not know anything about BattleEyes script detection system so I don't know if running these scripts may get everyone kicked because BattleEye thinks we are cheating... I do not know how to use server side commands in scripts (kick, ban etc). They appear to be part of a separate script system somehow, and of course, they need to be run from the sever, not the client. I'm not sure if its possible to create "reset scripts" that returns players/vehicles to original positions when teleported, could be possible to extract the info from the database?. It is possible to teleport them to new positions on the map though. But in any case these scripts would have to be run by an admin/player on the server, effectively making the admin a script cheater and possibly drawing battleeyes attention. And to be honest I don't know how the cheaters execute their scripts so I can't write such a script right now :) What I have done already is write a simple serverside script that regularly checks what weapon every player has. If they have a weapon that's not in DayZ the weapon is removed and a quite obvious message is put out, informing everyone on the server what they are doing. This should at least stop scripters from conjuring up new weapons and allow an admin to ban them. It can't stop them from cheating in DayZ allowed weapons though... This is also highly dependant on being updated to actually cover all allowed weapons in DayZ, in case of updates and stuff. I am not even entirely sure it covers all weapons in DayZ right now, it's kind of difficult to check. I can of course do more than just remove their weapon, but in case someone spawns an ammo box and someone else unknowingly picks up a banned weapon I dont want them to be punished too hard. Also, this script is not MP or DayZ tested yet, I just know that it works in SP and _should_ work in MP as well, but with join in progress and ArmAIIs general unfriendliness towards MP testing is required. There was also talk of kicking people who have a sniper rifle but no zombie kills. While it is generally true that getting an AS50 is hard without killing zombies first, it is still possible, so I don't recommend stuff like that. But we can discuss it. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I just had a look at the ACE feature list to update myself. And there actually aren't much in there that applies completely on DayZ, 90% of ACE is connected to weapons, vehicles, explosions and "military realism". The only things I can think of that actually would have a good effect on DayZ is the stamina/encumbrance system and the blood trail when wounded thing. And as you said yourself, there are DayZ servers out there running ACE already, so it appears to be working. Not sure if they've done something to adjust things. Getting the stamina working would be great fun, but I believe that you have to add "weight" parameters to items for them to affect stamina, and since DayZ adds stuff on it's own, these items will not be included and can't be edited without editing DayZ. If we do want to add ACE, or at least the tastier features of ACE, we need to do some research first. Try and figure out what the ACE servers have done and how well it is working. Adding ACE may actually decrease the interest in the server because of the additional download requirement. Sad but true :( -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
While I understand and agree with the point you are making - it is very boring running all over the map - I want to stress that doing those across-the-map sprints are not actually "playing-as-intended". The idea is to begin from scratch on every spawn. Looting, gearing up, surviving. When all the intended features are added it will actually be completely impossible to do those runs. Stamina - Your character will get tired, slow down and maybe even trip or pass out if pushed to hard. Animals - Wolves, bears, boars etc. Running straight into a boar or a pack of wolves is not recommended. And so on, so if you have issues with these things, I'm afraid you will not like the finished product. Unless of course they change the direction of the game to make it more accessible and less "bordering on insanity" :P Personally I love the idea of this. The zombies are a threat in villages and cities, animals are a threat in the forests. And of course, it would be even better if the zombies and animals didn't like each other. Leading to a three sided confilct with you smack in the middle. But of course, I understand that lots of people want to play these type of games in a more straight forward way, it might however be better to go for a different game in that case. About ACRE, that's right, I forgot about the TS/vent connection. I still think some of the functions in there would make a difference, and since the server is more open now it would also allow other ACRE players to hop in, not sure how you would handle the connection to TS/Vent though? ... starting to sound overly complicated... Positive thing about ACE is that it's readily available and very finetuned, so if you get it running somehow it's not very difficult for players to download, install and load up. It might still limit the connection of new players though. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I've never tried ACRE so I don't know how that works, but I know it's a pretty detailed radio system with proper voice communication, issues such as reception, range, static and different channels is included as far as I know. And it's a system applied on top of ArmA, so it's probably really easy to get into DayZ. As for ACE, that's a whole other thing, ACE modifies so much of the original game that I'm not sure it would work with DayZ, it does add lots of nice things though, like encumberance, movement speed effects to heavy loads and stuff like that. If anything I wish that much of that stuff gets included in DayZ someday. But with standalone coming along it's pretty certain that many additional features won't be added to the mod - Why work your ass off going aorund the lmitations of ArmA when you can easily add them from scratch in DayZ standalone? As it stands right now though, I'm pretty sure I will be buying standalone so it doesn't matter to me :) -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
So my first Chernarus experience was way more harrowing than my first Lingor experience! Just because of that, I have to say Chernarus has a big advantage over Lingor - It's actually difficult finding all the stuff you need! However, the lack of enterable buildings does not have much at all to do with loot spawn to me, it's the fact that you can't use the buildings, they're just big blocky obstacles. Sneaking into a town, cutting through buildings, using windows and doors to take cover, hiding from Zs and players alike. That's what it's all about. I would gladly accept every single building enterable but with a severly reduced loot spawn probability, that way you would have to actually go through all the buildings in a town, instead of creeping about outside them looking for friggin toilets! ;) Of course, I would also like to see that much of the loot can spawn anywhere (at very low probability), instead of knowing exactly what I may and may not find in every single building because I've "learned" what spawns in there. It's like "oh I need food, well I'll go search for that blue house with white details because I know that's a bean spawner..." If someone feels like pointing out that weapons wouldnt be lying around in the hospital at the breakout, it's easy to explain that by saygin that some survivors out them there after the breakout! We run around dropping stuff all over the place anyway... Hmm, this got a bit ranty maybe, but whatever :) And regarding that disadvantage for Lingor. The high loot availability comes from intentional settings in the Lingor files. In other words it's the creators of the Lingor map that chose it. I don't even know who made the map, but it shouldn't be difficult for them to create a "hardcore" version with a lot less loot and generally less forgiving atmosphere. Anyone know how to contact them and make a suggestion/wish? I don't know what's required to set up loot spawn points and all that, but I actually don't think it's very difficult. Just very repetitive and time consuming, and difficult to find the right balance. It's actually kind of funny how there's not a million different versions of DayZ Lingor map out there already, that it's just one group who decided to port the map. I guess it's a big job, expecially considering the fact that DayZ Lingor is actually a separate mod, it uses it's own versions of the DayZ files. It's not just a map added in there. -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
No problem, I hadn't put too much effort into it yet so nothing lost there. If anything I learned that it is pretty easy to create special scenarios for DayZ - Could be useful to know :) So the server is up already? I assume the database is wiped as well? -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
I actually went ahead and voted Lingor even though I have never tried DayZ on Cherno. Playing so many ArmA missions on Cherno and constantly being annoyed at the fact that not a single frickin building is enterable has put it's mark on me... And that's where Lingor excels - Enterable buildings. Aaww, that's a shame. But I'm looking forward to trying Chernarus! You do realise that the animal thing won't happen on Cherno right? ;) -
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Change that to "nothing but crossbows" and I'm in :P An exact hunger games copy can be created pretty easy. Set up death zones around a city, teleport all players to a central square filled with weapons and equipment. Let them fight each other with whatever equipment they might find, either in the deathtrap on the square or in surrounding buildings. The zombies would of course be there as well. That would disallow players to just run off and hide and win through cowardice. "Escape" Teleport all players to a city somewhere. Place "an escape" - an airplane or a boat - on the opposite side of town and a shitload of zombies between them. Killzones around the city to avoid sneakers running around. The goal is to get as many survivor players as possible to safety. I did something similar to this with my friend once, but we put in a bunch of enemy soldiers and a few predators instead of zombies... Holy crap that was intense. I remember one time when we had just reached the airplane in the hangar and was about to board it when a cloaked predator appears in front of me and friggin roars! I pissed myself, jumped into the plane and promptly drove it straight into a lamppost... And the sound of the AI soldiers as they were gutted by the predators... Heck, if we're talking about single events or scenarios why not add some crazed AI soldiers in the mix, forcing the players to fight both zombies and gun-toting madmen :) The zombies would of course eat the AI soldiers as well, creating that nice and cosy atmosphere :) And make it take place at night with flashlights and flares as the only illumination! Uhm... I should probably start working again now... -
The amount of players in the last 24 hours seem to be decreasing every day now. At the same time I'm seeing more an more private servers popping up. Could it be the rampant scripting and cheating that's driving players towards private servers? Instead of just people quitting completely. How does this actually affect the development of the mod? If it is true then the only ones left on the official hive in the end will be hackers... I get the feeling that the official hive is slowly growing extinct, the mod might still be updated and maintained but the playing will be done on private servers? When standalone is released I expect that to take over as the "official open" game while the mod will continue as private servers only, maybe... I haven't even created a character on the official hive yet, I just jumped in on a Lingor server from the start.
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It shouldnt be. Takistan is an official map and includes buildings with full AI pathways. Fallujah removed all the building pathways in order to reduce the load on the server (so many buildings that the AI routines were overpowering as soon as you added a good amount of AI groups)
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duggedank replied to byrgesen's topic in Mod Servers & Private Hives
Had a few fun hours today :) I think I actually bumped into someone just as night was falling... I had slipped into a container and closed the doors to sort out some equipment when suddenly the Zs outside started to stir and growl. By now the darkness was really coming in and it was getting difficult even seeing the container walls. Then I heard running steps, gunshots and a hurting voice. I called out (well wrote out, mic still not working) and I believe the running man said his name was Lee. He cried something about loosing blood and I replied that I didn't have any bloodbags on me. But by then the Zs had sniffed me out and were breaking through the container doors! With no NVGs and no time to mount my flashlight I had to get the fuck out of there fast! I kicked the door open, opened up with my Cobra and mowed down some Zs outside and then ran like hell. I had to stop firing as I realised I couldn't make out the difference between Zs and the running man. Got out of the place with a small tail that I managed to loose in the darkness. I kept running blindly into the forest, making sure they weren't following me, but suddenly I reached the shoreline. Realised I needed a rest so sat down between a couple of rocks to get my heart rate back to normal. Then my eyes just closed on me and I fell asleep... ...I hope I didn't leave him in there to die... maybe I pulled some Zs away when I ran... damnit, shouldn't have panicked like that... Fun times :) Even funnier: Just ten minutes earlier I had decided to drop all my road flares because "I see them everywhere and won't need them now anyway..." -
I'm still waiting for someone to make a DayZ map out of Fallujah... :D Nothing but a big city, buildings everywhere. Zombie urban combat? Yes please. Unfortunately AI can't enter buildings on Fallujah so it would be a pretty boring game... Or a huge job converting the map... Nice to hear map porting is expected to be simple, although if there's time for the development team to design some new maps, with DayZ as the primary focus. I believe we would get some really nice maps. Too bad maps take years to create...
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It just hit me: It's pretty certain (confirmed?) that DayZ standalone will be based on the same engine as ArmA II. I wonder if it will be compatible with maps created for ArmAII? The map variation would be pretty much unlimited from start if this was the case. I understand limiting moddability in order to stop scripters, but it should be possible to allow custom maps without allowing god mode and teleports... I agree that some maps aren't suited for DayZ, but having options is nice.