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Everything posted by janus0104
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New animation? Jump animation?
janus0104 replied to Nicolaitic's topic in DayZ Mod General Discussion
You need a primary weapon in your hand. -
Gutting animal, agro everything, trough walls, aka everything inside 200m+ radius
janus0104 replied to gernia's topic in DayZ Mod General Discussion
Haha, did you know at some point chicken could witness crimes in Skyrim? Talk about clever chicken, no wonder they're so valuable. -
Does the combat-timer work [1.7.5.1] ?
janus0104 replied to _Anubis_ (DayZ)'s topic in DayZ Mod General Discussion
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 Feel free to suggest how to improve on it, just quoting there ;) Yeah, quite frankly, the wiki is outdated horribly and I'm pretty sure backpacks behave like this: Weapons take up X item slots.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? -
Theory on wep. slots on B.packs
janus0104 replied to Thorsblood's topic in DayZ Mod General Discussion
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. -
Gutting animal, agro everything, trough walls, aka everything inside 200m+ radius
janus0104 replied to gernia's topic in DayZ Mod General Discussion
If I read the code correctly, gutting an animal alerts zombies within 50m. Maybe this should just be lowered to 25m. -
http://dayzmod.com/forum/index.php?/topic/122239-hotfix-looking-for-testers/page__st__20#entry1169677
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I wished, can't stand 1.7.5.1
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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 :)
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Top 5 things the latest devblog told us.
janus0104 replied to Rage VG's topic in DayZ Mod General Discussion
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. -
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.
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DDoS a private machine? ... and what ports do you think a normal user has constantly open for incoming traffic?
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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)?
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Gutting animal, agro everything, trough walls, aka everything inside 200m+ radius
janus0104 replied to gernia's topic in DayZ Mod General Discussion
*copy-pastes in* Improved in 1.7.5.2, bear with the odd numbers on radiuses for now ;) -
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.
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Top 5 things the latest devblog told us.
janus0104 replied to Rage VG's topic in DayZ Mod General Discussion
Interesting enough, that looks almost exactly like the swamps we saw in the video. Plus some make-shift bridges and small trees. -
Simple reason as to why bloogbags have a chance to give an infection..
janus0104 replied to [email protected]'s topic in DayZ Mod General Discussion
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. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
janus0104 replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
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). -
Does the combat-timer work [1.7.5.1] ?
janus0104 replied to _Anubis_ (DayZ)'s topic in DayZ Mod General Discussion
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. -
Question About The New Patch And Other DayZ Maps
janus0104 replied to Masterfocker's topic in DayZ Mod General Discussion
I can only guess here since I haven't made a custom map, but it's an educated guess: Other maps have to update before any changes from 1.7.5.1 carry over. The reason for this is that they provide their own copies of the files DayZ updates with every version, even modifies them to achieve the changes between the different maps (e.g. the way refueling works in Lingor). So the process for them would be to grab the new versions of the files, if they have made modifications to a file in the past they have to redo the changes (though not all of it by manual labpr) to that file again. Make sure their other modifications dont create any conflicts, then package the result as the new version of the map. If I'm wrong, someone else feel free to correct me. -
It works much better in the next version. Patience ;)
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Base Building. Barracading windows/doors
janus0104 replied to obi_james_kinobi's topic in DayZ Mod General Discussion
*cough* *points at avatar* There were many problems with the way structures are implemented in Star Wars Galaxies. There was indeed cluttering, an elaborate system that decides where a player can build structures and where he can't, abandoned houses remaining for years until SOE added the pack-up-all-your-shit feature in vanilla, I could go on. Character limits to restrict how many houses players can have, and a lot of abuse of that restriction. Not to even begin with all the technical things they did wrong *shakes head in misery* -
New Update Makes DayZ Extremely Difficult
janus0104 replied to GrassyKnoll's topic in DayZ Mod General Discussion
No, that one is part of a bigger problem. The entire vehicle system needs a little bit of clean-up and the leaking helis will be fixed along with that. I was told it's next on the agenda, though. But since I'm not involved anymore than a few minutes of helping test a hotfix, I wouldn't be able to tell you whether they plan to release .2 right away or wait until other things are fixed, too. All I can say is it played a lot better than .1, while still being difficult - we died numerous times :D -
I always felt a few spawn points should be in little towns next to abandoned houses. Like your character had barricaded themselves in the basement of a house, but now that supplies have run out they have to get out. But, we'll see.
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Does the combat-timer work [1.7.5.1] ?
janus0104 replied to _Anubis_ (DayZ)'s topic in DayZ Mod General Discussion
Fixed properly in the new hotfix. -
New Update Makes DayZ Extremely Difficult
janus0104 replied to GrassyKnoll's topic in DayZ Mod General Discussion
It's fixed in the new version, coming hopefully soon ;)