Jump to content

janus0104

Members
  • Content Count

    335
  • Joined

  • Last visited

Everything posted by janus0104

  1. Yea, but can't blame that on vanilla DayZ code or it's devs.
  2. They do spawn. We found one during the hotfix test, the test server wasnt even up for an hour yet, and we were all told to come there so we can tell the forums it does indeed work. Thus, you now know. Bliss/Private server versions may have some issues there, on that I cannot testify.
  3. You do realize I was talking about http://dayzmod.com/f...ng-for-testers/ right? What I find funny about zeds communicating to each other is this quote from the intro strings: "Some survive with the disease in a chronic state. Lacking regular brain function, they are scarely human. They are unable to communicate, driven by insatiable desire for violence, and attracted to the scent of those uninfected."
  4. Or perhaps they made a hotfix for it, invited the community to test it and are now polishing it up for the next release.
  5. janus0104

    Devblog Friday anyone?

    Of course devs lie. They're average people *rolls eyes* Unless you're making a YAUEFPS* or YAEASGC**, i.e. an original game, it's almost impossible to estimate a release date until your feature list is set in stone. * Yet Another Unreal Engine First Person Shooter ** Yet Another Electronic Arts Sports Game Clone Game will be done when it's done, devblog will be done when it's done.
  6. janus0104

    How dangerous are the zombies REALLY

    The zombies in DayZ are similar to zombie movies - except for the outdoor running - after the characters in the movie have overcome the shock of seeing zombies and have each grabbed a weapon of their choice/availability: A single zombie means the camera will zoom in for a gore-kill now. A horde of zombies means the director is either making a change of scenery by forcing an escape scene or he's killing off a character - in this case you. A character going crazy, e.g. walking down the middle of a street taking out zombies with his (in movies infinite ammo until his death scene comes) shotgun, is getting a heroic but inevitable death scene.
  7. Well, they're weaponless, infected alive people in DayZ, not mindless corpses. And the communication is being improved for the next version, bear with it :D
  8. janus0104

    New animation? Jump animation?

    You need a primary weapon in your hand.
  9. Haha, did you know at some point chicken could witness crimes in Skyrim? Talk about clever chicken, no wonder they're so valuable.
  10. janus0104

    Does the combat-timer work [1.7.5.1] ?

    I'm not a dev, I can't add anything to the list of things to fix ;) Zeds can (random chance) spawn at a building's exit (or the next best guess if an exit can't be found), and can (again, random chance) spawn at any loot positions in the house. There's apparently some glitch in spawning them exactly where the loot is placed. Maybe the system has to be improved by making a copy of the configured loot positions and fix the ones that don't quite work *shrug* The game just checks (once in a while? dunno, havent figured out yet where/when player_animalCheck is called) whether there's max 5 animals within 800m of you, if there's less than that it grabs a random animal from the list (hens are in the list 3 times, wild boars are in the list 3 times, rabbits are in it twice), grabs a good place within 800m of you of a ground type the animal likes. If the resulting position isn't in water, you're still within 800m and noone's within 50 m of that position, it spawns the animal. Feel free to suggest how to improve on it, just quoting there ;) Yeah, quite frankly, the wiki is outdated horribly and I'm pretty sure backpacks behave like this: Weapons take up X item slots. Pertaining to size, some backpacks simply cannot hold any weapons, whether the item count can support it or not, others can hold only 1 weapon even if the item count would support 2. This would mean if either of the limits is hit, you cant put the weapon into it. Meaning, the max weapon count is NOT a seperate cargo, it just limits weapon carrying. Coyote Assault Pack: max 1 weapon, max 8 items. Again, it does NOT mean 1 weapon + 8 items, it means 8 items and if you have a weapon that takes up 8 or less slots, it can fit into those. ACU Assault Pack: max 1 Weapon, max 12 items Czech Vest Pouch: 0 weapons, max 12 items (see the difference to the ACU?) Alice Pack: 2 weapons, max 16 items Survival ACU: 2 weapons, 16 items British Assault Pack: 3 weapons, 18 items Czech Backpack: 4 weapons, 24 slots Coyote Backpack: 6 weapons, 24 slots. This means, if you have a weapon that takes 4 slots (maybe a sidearm? I dont remember how much size those take up), you could fit 6 of them into the coyote backpack (but then it's full to the rim) However, that's just from the config file, whether it actually uses the transportMaxWeapons field I couldn't tell you. Tbh, I have a lot more questions myself, but I don't think the devs have the time to listen to them :D E.g. why are zombies BRTM but dogs use the RTM_0101 format? I'd love to try and add deer to the game, but that one has me confused. Why does placing a backpack on the ground execute createVehicle with empty contents parameter and there seems to be no function call to move the old contents over. Why not move the contents over so players dont lose all their backpack contents when placing it on the ground?
  11. janus0104

    Theory on wep. slots on B.packs

    If I'm reading it correctly, it's more like this: Weapons take up X item slots. Pertaining to size, some backpacks simply cannot hold any weapons, whether the item count can support it or not, others can hold only 1 weapon even if the item count would support 2. This would mean if either of the limits is hit, you cant put the weapon into it. Coyote Assault Pack: max 1 weapon, max 8 items. Again, it does NOT mean 1 weapon + 8 items, it means 8 items and if you have a weapon that takes up 8 or less slots, it can fit into those. ACU Assault Pack: max 1 Weapon, max 12 items Czech Vest Pouch: 0 weapons, max 12 items (see the difference to the ACU?) Alice Pack: 2 weapons, max 16 items Survival ACU: 2 weapons, 16 items British Assault Pack: 3 weapons, 18 items Czech Backpack: 4 weapons, 24 slots Coyote Backpack: 6 weapons, 24 slots. This means, if you have a weapon that takes 4 slots (maybe a sidearm? I dont remember how much size those take up), you could fit 6 of them into the coyote backpack (but then it's full to the rim) However, that's just from the config file, whether it actually uses the transportMaxWeapons field I couldn't tell you.
  12. If I read the code correctly, gutting an animal alerts zombies within 50m. Maybe this should just be lowered to 25m.
  13. janus0104

    New 80M aggro radius.

    http://dayzmod.com/forum/index.php?/topic/122239-hotfix-looking-for-testers/page__st__20#entry1169677
  14. janus0104

    New 80M aggro radius.

    I wished, can't stand 1.7.5.1
  15. janus0104

    Hotfix Looking for Testers

    Doubt it, was <10 ppl. Patience, my dear Watson. :) Also, just so I don't fuck over the comm.devs with my statements, no guarantee the 1.7.5.2 we tested will be the one released, so... take it at face value :)
  16. Lol, 2 more months... Since we haven't been shown a "this is what's already done" video or s.th. like that, we don't have any clue how far they really are. But I wouldn't expect a release anytime before mid-summer.
  17. janus0104

    Hotfix Looking for Testers

    All the changes from 1.7.5.1 to 1.7.5.2, i.e.: - New sound file for gathering & splitting wood - Zeds now walk around most fences (found one they still go through) instead of straight through them - Their chase pathing was improved to zig-zag no more (they still sway, but no ridiculous zig-zagging) - Aggro/communication ranges (using a debug map that draws circles for those distances and shows zed movement live, so you see whether all within the aggro range aggro'd etc) - Zed vs vehicle combat (attack range is slightly off, and bicycles didn't allow getting pulled from) - Slight loot changes - They don't walk through some objects anymore (still others) - Found a nasty bug from arma2 beta patch that killed semi-fire, fixed right away - Testing new respawn delay when a certain threshold is hit (it's not as straight-forward as one might think, if you're just sitting in electro church with an LMG they still keep coming, but the result is that once you kill the initial swarm they keep coming as waves of single zeds, not waves of hordes, outnumbering you in the blink of an eye) - We tested basically everything else aswell just to check for any new bugs and to see for some bugs whether they're mostly lag/Bliss-based or actual DayZ bugs May have forgotten something.
  18. janus0104

    Hackers advertising in game?

    DDoS a private machine? ... and what ports do you think a normal user has constantly open for incoming traffic?
  19. janus0104

    Hotfix Looking for Testers

    Havent seen any disappearing tents and unfixable cars. Are you sure it's not your server (or all private servers... that Bliss thing introduces more bugs than you'd guess)?
  20. *copy-pastes in* Improved in 1.7.5.2, bear with the odd numbers on radiuses for now ;)
  21. janus0104

    New 80M aggro radius.

    1.) Namalsk hasn't even updated yet to 1.7.5.1's version of the game. 2.) Aggro ranges and zed-to-zed communication ranges have been improved in 1.7.5.2.
  22. Interesting enough, that looks almost exactly like the swamps we saw in the video. Plus some make-shift bridges and small trees.
  23. Nor does having to drink and eat that much. I am at this point convinced our characters aren't humans after all, we're playing aliens fighting a different race of aliens. No human being could have a metabolism that high-functioning you have to drink 10L a day and have to eat 5kg of food a day, even when running around constantly. The rule of threes is a good rule of thumb for human beings: - 3 minutes without air - 3 days without water - 3 weeks without food If it's meant to be in real-time, you should have symptoms of malnourishment, but not just die from not eating anytime before surviving 2 weeks (admittedly, you run around a lot). In fact, eating more than 10 times a day you should be laying on the ground, puking your guts out.
  24. Yes, it does. It's more like 2 minutes than 5 minutes, but with the latest changes, standing on a roof they cant get to and throwing grenades/firing the loudest weapon(s) available, you only get a mild horde of ~20. Also tested proning into electro, I almost made it the entire way (was unlucky, crawled too close to one, as in less than ~5m).
  25. janus0104

    Does the combat-timer work [1.7.5.1] ?

    I had quite different an experience, but if so, good. You haven't gotten the reason for dead zombies around barns and other places quite right, but doesnt matter either way. Dead zombies laying around is a good thing, you won't know whether someone killed that zombie or it spawned that way. Much of the spawning has been made and is being made more dynamic, so you don't walk up to a deer stand with your buddy and go "okay, there's going to be exactly 3 zombies spawning here, watch out". Improved in .2, always been erratic, only so much you can do with ArmA2. Some object traversing has been fixed in .2, but it's hit and miss with ArmA2. I found enough game for 30 steaks within an hour. You do understand the concept of randomness? Improved in.2. There's a weapon slot in backpacks? Your backpack has X item slots, weapons take up Y item slots. If Y > X the item doesn't fit. I agree that "doesn't fit" should equal either "can't move it" or "drops to the floor". It is fixed. Has .2 come out yet? Nope.
×