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Everything posted by r4z0r49
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FPS boost when opening inventory/hitting ESC
r4z0r49 replied to WilliamCZ (DayZ)'s topic in DayZ Mod Troubleshooting
I'm not quite sure what your asking . The game is heavily scripted the reason you get move fps when your load the gear menu is due to alot of the backgrounds task get paused while we wait for the gear menu to close again. As facoptere said i would say your CPU isn't upto the task but without knowing what your CPU is we cant really help You really haven't told us much at all. All we have seen is a few photos of the debug monitor we stupid viewdistance. If you would like to give more info about your pc like specs maybe someone can put a little light on whats going on. CPU - Speed Ram Speed (not the amount as it means nothing) HDD speed GCARD - info Also what exact versions have your tried saying 1.62 or 1.63 really does not help. -
Quick switch of melee to main weapons. (ATM)
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Both issues should be resolved in the next patch. http://forums.dayzgame.com/index.php?/topic/198074-rolling-changelog-182/ Thanks for the feedback guys.
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What we know the current none steam beta is broke to a degree that is causing fps to drop massive this will cause issues. Id recommend updating to the newest beta only found on steam. PVS systems rely on the server working but if the server is losing a ton of fps due to issues it isn't going to help. There is no reason clients cant install the old beta and new beta together as the exe files are located in different places. DayzMod on steam can use both options without any issue. Outside of steam its out of our control Steam is the preferred platform to be used for dayzmod. Playwithsix is updated to be used with the new beta and old betas. DayzCommander hasn't replied to any messages so not sure whats going on with the new beta. The info about gamespy isn't clear we know its been extended for EA but its not clear if its all games using Gamespy or if its just EA games that have been extended and the rest will be blocked as the month goes on. As normal the info i'm getting back is all different. As for bloodbags we are getting different reports as always the only consistent data is the action menu stops showing until players relog this is being looked at as i've stated already in a previous post.
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[Fixed] - Crossbow Kit model loading an incorrect texture file. Looks like we had the model pointing to an incorrect texture file. [New] - 1L Water bottle to replace the old military canteen. Time to replace some of the old models.
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- Nutrition: Just need to get it all working then start doing the tweaks. - Exhaustion: No this wasnt an intentional change. This is controlled by the engine last i looked but ill need to do some more checking. - Humanity: this system is so old now i think its time to swap it all together. Thanks for the feedback.
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Its 15 Zeds per player, max within an area 30 Zeds in 1.8.2. The missing system here is the spawn radius is reduced from 1.8
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[Fixed] - Issue with dayz_ForcefullmoonNights & dayz_spawnselection not showing correct in the journal. dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limits dayz_ForcefullmoonNights = false; // Forces night time to be full moon. Will both now report correct in the players journal. [updated] - Zed attack range to 3.2 from 3.6. Now you might be saying 3.2 meters is too high we agree but one of the limits of the engine wont allow the zeds to move closer then 3 metes to another entity without the zed being in an animation. So the magic number we have is 3.2 meters this will allow the zeds to get to the 3 meter hit radius stop and and run the attack animation the .2 difference is the time between the zed stopping and running the attack.. So here's the breakdown. Zed goes into attack mode at 3 meters of the player. As the animation runs its takes a small amount of time allowing the player to move as the zed has to stop to attack. The system will then allow a .2 difference in distance between the time the zombie went into attack mode and the player being damaged. We are going to test this out but the difference from the version you have now in 1.8.1 to 1.8.2 is a hole .4 (3.6). Should make the zed feel a little closer on attacks.
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Be looking forward to seeing what some of them are then :-)
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DZC atm does not support the newest beta's they are downloaded only from Steam. 1.63.112555 is the last supported non steam update but its has a good amount of issues that effect DayZ. If your looking to play DayZ then i recommend you follow this http://forums.dayzgame.com/index.php?/topic/198513-arma2-oa-beta-patch-system-update-admins-clients-please-read If your running a different mod (epoch,overpoch,zero,orgins,MANY OTHERS) you will have to contact them and find out what they are running.
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My DayZ isn't working [CONNECTING FAILED]
r4z0r49 replied to Smartiess's topic in DayZ Mod Troubleshooting
http://gyazo.com/70388c50ff01a0b861e292d5cab78ee9 See in the bottom right of that pic the 1.62 << does not line up with the server your trying to join. You need to install/update the beta. -
You saying there's loads wrong :-(
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Can't Download Previous Patch in DayZ Commander (103718)
r4z0r49 replied to TheCuddlyKoala's topic in DayZ Mod Troubleshooting
Im not sure whats going on with DZC atm but old patch's can be downloaded from http://www.arma2.com/beta-patch.php All new patches BIS release will be steam only. -
Yes and no needs work for sure. But then again i dont know many ppl with can run 125km in less then 30/40mins do you
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Hum possible, its been over 6 months since that system was even looked at. If i get some time ill try to see if anything jumps out.
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[New] - Wooden splint can now be used to fix broken legs. This item was craftable but never got added into the medical this is now fixed and can be used to fix broken legs. [New] - Dodge/Block mode to block 1 in 5 frontal attacks. During a short time before the zed attacks you have the ability to go into a defense stance to try and block/dodge the first attack incoming from a forward direction of the player. [New] - Blood regeneration changed updated to provide more blood if the player is stood idle. While standing idle and below 4000 blood you have a chance to regenerate a little faster if overall condition is still high above 50% [New] - Chance function to return a true/false variable based on the percentage needed. New function to work out percentages chances.
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They haven't been added to the medical system just yet on a public released version. That is why you cant use them.
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Cheers seaweed. So just a little update. We are in the middle of testing a new dodge/block mode the player can now set to block frontal attacks. The system can only be used to block 1 in 5 frontal attacks in a 160 degree angle around the player. Pretty easy system crouch down + press&release lean key. If the player is quick you can block the first frontal attack.
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[updated] - Rest system updated, Every 16 secs of resting gives blood regen, every 60 gives a chance to cure infection. [updated] - Rest Animation system is smooth into the animation and can be interrupted to bring players back out in a smooth movement. Animation going into the rest takes time and the animation coming out leaves the player exposed this is to stop players trying to blood regen during gun fights. Infected, Sepsis and injured are limits of the regeneration system anyone will disallow the generation of blood.
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hummmmm lol read above your post :-)
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Just been informed from kju pws is already able to support the beta. i haven't been able to get hold of Josh yet.
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We know but again nothing we control.
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Ok so i think zeds are pretty good atm with the changes for 1.8.2. I am starting to like how they react in the failing light. There sight pretty much becomes 0 and they use just sound. However still a question on the hit range but im not sure we can do anything about that. I still have a few items i need to resolve in the recover areas. If your player is a new spawn and your unlucky that your hit and took below 4 k blood it is very difficult to recover. Getting in and out of towns becomes very hard with passing out and the blued vision. Now as a longer surviving player this become's pretty easy as i have the tools to gut/cook and create self blood bags. I need to find a better balance on the recover states. If you have any thoughts on this please shout. Also someone asked about the fullmoon night switch you need to add this into your mission init.sqf dayz_ForcefullmoonNights = true; //true = full moonnight, false = full night tme
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We know but sooner or later you wont have much choice but get it over with. Clients should be able to still run both versions but servers do not look they are backwords compatible. http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy The end of Gamespy effective May 31, 2014, I know gamespy have extended servers to EA for another month. But all other games should be getting cleared up anytime now.
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"arma2oaserver.exe" -port=%port% "-config=%config%\config.cfg" "-cfg=%config%\basic.cfg" "-profiles=%config%" -name=%config% "-mod=CA;@DayZ;@Hive" -cpuCount=4 -maxMem=2047 -exThreads=1this help replace all the sections in %%