-
Content Count
10247 -
Joined
-
Last visited
Everything posted by boneboys
-
Randomly Broke Legs, cant go through doors
boneboys replied to pinkieseb's topic in New Player Discussion
You may be able to go to crouch position (do not advance) and then open the door, you may also be able to go from crouch/up and then use the vault/step over action. Pro tip, always carry a splint/morphine but I bet you now know that already :D Good luck... -
Randomly Broke Legs, cant go through doors
boneboys replied to pinkieseb's topic in New Player Discussion
Call 911... http://forums.dayzgame.com/index.php?/topic/160262-need-medical-assistance-in-dayz-sa-find-your-medic-here/ -
failed to initialize BattlEye Service : Windows Test-Signing Mode not suported
boneboys replied to qwerty28rus's topic in Troubleshooting
Problems related to BattlEye should be addressed here... http://www.battleye.com/support.html Problems related to Windows Test Mode should be viewed here... http://support.microsoft.com/kb/2509241 *********************************** Please use the Search Function, this question has been addressed on several occasions. -
Over here people. http://forums.dayzgame.com/index.php?/topic/222948-exp-update-055127059/
-
Timestamp is a thing...
-
Character reset after visiting dubious server.
boneboys replied to Jonah_Hobbes's topic in General Discussion
Do you learn nothing ? ************************************** @ OP send me the server details please. -
http://www.issteamdown.com/
-
go here please... http://forums.dayzgame.com/index.php?/topic/222733-3pp-camera-position-fine-tuning/#entry2237245
-
Have you done some ping tests ? Make sure both DayZ & DayZ_BE exe. are not being blocked by your AV or FW (Steam/steamaaps/common/DayZ). Run as Administrator.
-
Greetings Survivors! Work is chugging along on 0.55 update for stable branch, and the department leads have been sharing information and images over on the Dev Hub. If you haven't had a look - head over and you'll see some awesome work in progress stuff - like the SVD Sniper Rifle, V3S Animations, and new zombie models. Peter, our Lead Designer will be discussing below in more detail zombies and diseases. This week I'd like to talk about a few in progress updates that I'm looking forward to. First off, we have the mentioned full randomization of weapon spawn configurations. This ranges from attachment configuration, quantity, type, and condition. When functional, each weapon you find should be as unique as possible per that item type. Be it the chance to spawn with a magazine, potential attachment, overall weapon condition, and so on. This expands upon the uniqueness of each persons kit in-game, and ensures that very few two firearms are exactly the same. Who knows, you might get lucky and find that M1911 Engraved you always wanted, -with- a clip! Moving on to more advanced weapon customization, we've done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we're looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus. Heading into April, we'll be discussing the tasks and accomplishments of Q1 2015, what the road ahead looks like and the status of long term engine tasks. From the new renderer, to the new player controller, server side performance, and so much more. Keep an eye on the Dev Hub, and the official DayZ forums for the latest news and information on DayZ Early Access. - Brian Hicks / Lead Producer "It is clear that former, by purpose simplified infected AI wasn't a hit by any means and it was frustrating to play and look at. When I was talking about the new infected in the Status Report two weeks ago I had a feeling that it would stir things up a bit. A few days after that I made short video with a horde running after a player and recently we released experimental update with the first implementation of infected AI. There were so many positive reactions on the direction that the new infected are heading, that the entire team was pleased. However there were also some which were calling for changing the DayZ lore and turning the infected into slowly moving beings. I appreciate different opinions but I can't see any reason why we should make infected as stationary as possible, it will just simplify the game too much in such case. It is important to understand that the infected in DayZ are not the undead, and to be honest I don't want to see DayZ to become a frenzied 'run and grab all you can' simulator. I would like to remind you that DayZ isn't supposed to be easy and straightforward, it's meant to be hard and unforgiving. While they are pretty fast right now it is just the perception in comparison with current character movement speed, which is planned to be lowered in general as it was increased intentionally when we had decided to do a complete overhaul on how the engine handles vehicles, and thus they would be absent for some time. As well I'm looking forward to the implementation of a proper stamina system for characters which alone will cut off the constant sprinting across the map and thorough the structures which is just ridiculous. With the agile infected that are able to catch up with you while you are escaping the scene you will think twice about your approach and also the load you are carry as it especially determines how far you will be able to sprint to loose them. To balance things out, the infected have their own stamina and are slowing down during the chase and with the combination of the possibility that they can stumble upon it gives you a some chance to flee if you run into such situations. The infected AI will be continuously worked on, in terms of expanding it further and also balancing it close to the perfection. I would like to mention that we are bringing to life the long awaited disease system which in fact was hibernating under the hood for some time, but was never finished due the other needs. Diseases are described by their virulence parameters like transferability, invasivity and toxicity and to determine the potential influence on character, which can vary from carrier to heavy impact, they are compared against his or her current state counting in the levels of health, blood, diet and exposure. Diseases can be transferred in both directions, which means it's not wise to eat from the same meal after your companion, if you suspect that he may be ill. Physical and chemical resistance parameters of disease determines how it can be treated or their effects eased by medicinal drugs and after the disease passed you are resistant to catch it again for some time. System also have the possibility to be expanded with the use of gloves, niosh masks or other wearables which can obstruct transferring of the diseases by specific actions, like crafting. Stay healthy... see you in Chernarus folks!" - Peter / Lead Designer Standup Notes for the week of 17 Mar 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation: Support for new player character systemHand poses Zombie animation bugfixingSVD Reloading AnimationsV3S AnimationsDesign: Central EconomyBarrel CraftingInfectedDiseasesTriggersPlant PestsFireplacesCookingVehicle TransmissionProgramming: Inventory refactorizationDynamic EventsVehicle Transmission bugfixingInfected/Animal AINew Player Character controllerCrash to Desktop BugfixingNetwork and Memory Optimizationshttp://dayz.com/blog/status-report-19-mar-15
- 31 replies
-
- 12
-
-
This has frustrated me since the first time I played....
boneboys replied to sea's topic in Suggestions
No, not going through that again. -
This Topic is not about Private Hives.
-
Do you have both DayZ.exe & DayZ_BE.exe in your DayZ program folder ?
-
Windows test mode, you can find a few Topics here. Try switching to Exp build, if it doesn't help please make a Bug Report.
-
It seems that the idea is to reduce the peeking over and around walls advantage that 3rd pp gives over those that play in 1st pp only (me). I believe it may solve some gameplay issues that some have. I'll give it a :thumbsup: Me, I'll just stick to 1st pp servers.
-
What OS do you use, if XP then game is not supported, if running Windows test mode game will not run. Try up dating to the Exp build and see if that resolves the problem... http://forums.dayzgame.com/index.php?/topic/177199-experimental-branch-testing-how-to/#entry1813698 I assume these are your specs... You should make an account and submit a Report to the Bug Tracker giving as many details as possible. http://feedback.dayzgame.com/my_view_page.php
-
Excited for the Upcoming Disease & Cold System
boneboys replied to Deathlove's topic in General Discussion
@ SpoonsandForks Don't bother, he's banned until the next time. -
Was not playing for 6 months... what's the Top 10 things I should be doing?
boneboys replied to cuddly_rabbit's topic in New Player Discussion
#1 Play. -
Ah, you still trolling... ok.
-
I would appreciate that you followed the Rules and Guidelines, spreading the same Topic all over the Forum will serve no purpose and not give you an answer the problem. Asking if it will be fixed in 0.55 is not going to help either. As stated above, make an account and submit a Bug Report if you wish this problem to be investigated. http://feedback.dayzgame.com/my_view_page.php You may also contact BE... http://www.battleye.com/support.html
-
Sorry Wolf Mask AKM Ghillie Guy With Red Arm Band
boneboys replied to cash81's topic in General Discussion
@ Rogue (& others)... Don't let it bother you, the chances are that the person with the wolf mask & red armband will never read this but the message in a bottle has been set to float, maybe one day the right person will pick it up somewhere on the Chernarussian coastline. There is nothing to understand ! -
I've been persuaded by logic (again)... Not locked :wacko:
-
Acknowledged good chip ! Study overclocking limits and compare, MB is also an important factor to keep in mind. I have an old i5 2500k (3.1) running at 4.2 (very stable) can do 4.6 (tested) more recent CPU's do not offer the same % possibilities but overall performance is better nevertheless. There are many guides out there for oc'ing.
-
Don't feed it,,,Report.