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bogroll (DayZ)

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Everything posted by bogroll (DayZ)

  1. bogroll (DayZ)

    How do you recompile ammo between magazines?

    I wouldn't have called the previous ability to do that a glitch or a bug. I don't think all my mags went to full after putting them on the ground before this new patch?
  2. am watching this - hilarious. update!! tears in eyes .. get to the chopper
  3. Downloading from the SE site at uber low speeds, roughly the size of your average script kiddies cock( in kbs). 6 Updater does not recognise DayZ 1.7.2.5, only DayZ 1.7.2.4. Any mirrors on the loose?
  4. bogroll (DayZ)

    DayZ 1.7.2.5 - Any mirrors out there????

    Eat my cheesie Y-Frontz
  5. bogroll (DayZ)

    DayZ 1.7.2.5 - Any mirrors out there????

    yeah you're an idiot because you don't know what you're talking about... Which one of us is going to grow up first? Not me no way.............! wheeeee
  6. bogroll (DayZ)

    DayZ 1.7.2.5 - Any mirrors out there????

    yay!!! Idiot!!
  7. bogroll (DayZ)

    DayZ 1.7.2.5 - Any mirrors out there????

    Torrent is for warez only. Xam's link was 1.6mb/s for me.
  8. bogroll (DayZ)

    DayZ 1.7.2.5 - Any mirrors out there????

    XAM - you sir can have my beans. Thank you kindly :)
  9. bogroll (DayZ)

    Why are dogs going to be in DayZ?

    They'll just give away our positions.
  10. Just got a nice headset. The environmental sounds and gunfire are great. However the improved quality means the footsteps when moving/running are truly irritating. I'd like to lower the sound (that I hear) a bit. I could tweak the EQ but of course that messes with the overall sound, however I read on the BI forums that indeed it is possible: If you want to modify how loud they sound like in game, as in how far they can be heard, you don't edit the sound files themselves but the config definitions. If you open the main config and go to class Man under CfgVehicles, you should find the section for sound definitions: class SoundEnvironExt. In there you should see a list of different sounds for different surfaces. Here's an example: {"People\dirt_L",0.0000032,1} The bolded part defines how loud the sounds are. Try playing around with it to get the results you want. Where is the main config? I tried looking for it to find these values however there's a lot of files for Arma. Many thanks for any replies.
  11. bogroll (DayZ)

    Reducing sound of footsteps with Arma engine.

    friendly bump
  12. Yeah - you could easily take a dump on one of these guys wearing a ghillie suit and you'd not notice him. He would know though.
  13. Dolby Headphone?? Difficult to find out what the game supports. Basically does this game support full surround sound natively in 5.1 or 7.1? Any info would be greatly appreciated.
  14. bogroll (DayZ)

    [TRB] Clan Alt+F4 losers

    Ghillie suites? Was that 2 or 3 seaters?
  15. Would stop Alt-F4 and the slightly slower Esc>Abort. If you have to log-off then it's off to the countryside for you. Could this work in the Arma engine?
  16. bogroll (DayZ)

    Alt-F4: Cannot log off unless 200m from another player?

    If you approach a village and see Zombies in the distance there's a cue. Dead zombies also another. If you're in Cherno or Elektro you'd be foolish to assume nobody is around. I dunno. it was a thought anyway. As far as the timer thing goes Rocket has mentioned some ridiculously low time (in seconds) whereby a character is frozen in place before logoff. I would support the 2 minute time. You've got to be pretty sure your safe; therefore you're not in combat.
  17. bogroll (DayZ)

    Alt-F4: Cannot log off unless 200m from another player?

    Like that idea of proximity shooting concepts. Perhaps a combination of methods. Nothing will be perfect. BrettHarrenton - You're a charmer. Getting 200m away from someone even on a 100 player server is pretty easy don't you think. tonybravo - i don't think players will go through the hassle of logging relogging to do this. Maybe wrong.
  18. bogroll (DayZ)

    Alt-F4: Cannot log off unless 200m from another player?

    You run 200m away from them into the woods. It's not perfect but getting sniped by a good marksman ought to mean you are toast anyway. As far as the posts below are saying re having to log off cos of RL - well that's the price perhaps. Cmon it's not that difficult to find countryside in Cherno. Suspenselol - 2000m is 2km btw.
  19. bogroll (DayZ)

    Looking for UK survivors.

    Have recently moved to UK 26 as my server of choice. Principally because it's a nice gmt-5 for playing in UK and the OP's shout out for new members caught my eye. Another plus is iOGC is into Arma too - Loved playing OFP (seems like ages ago). Broadsword - If your clan is up for someone who can work sensibly with the team, enjoys a good laugh and knows his way round DayZ (2 months on and off now!) then give me a shout. Mature, on TS and from UK (Scotland). My ingame name is SaL
  20. http://www.reddit.co...details/c5k7u2f Arma 2 players not too happy either http://forums.bistudio.com/showthread.php?137694-ARMA-2-Operation-Arrowhead-Combined-Operations-Reinforcements-update-1-62/page22
  21. bogroll (DayZ)

    Weapons Nerf - Rocket responds

    It's an alpha yeah. It's BiS's patch yeah. Gawd. repeat to fade..... I couldn't give a rats arse cheeks about how much it takes to kill a zombie. They are meant to be scary thus best avoided. However 9 .45's to kill a survivor is just plain wrong. Especially as you've got to re-load to finish the job. We ought to be more concerned about how BiS is shitting over Rockets endeavours with this. That is the important point: He wasn't aware of the new changes, even though he is directly employed by them. He's making them big wonga right now. BiS surely must have known what the changes were and how they would affect DayZ. Example: The Lee Enfield, a gun which is practically never used in a MilSim like Arma2 required drastic nerfage? Really? Rocket stated that weapon balancing was way down the list of things to do. Then BiS went ahead and did it for him.
  22. bogroll (DayZ)

    Weapons Nerf - Rocket responds

    So why not tell Rocket about this??
  23. bogroll (DayZ)

    Weapons Nerf - Rocket responds

    MAx R: You are right, he is employed by BiS directly; however he has been relocated to a substudio which develops DayZ. I am frankly dismayed that he wasn't told about this modifation to the beta file. He works for them but was kept in the dark. Rocket is getting lots of offers from other developers by his own admission. He'd be wise to stick to the Arma engine for the obvious reasons .But then Thai hookers, a crate of beer and beach can sway any man. We will never know what is going on behind the scenes at this moment but I suspect there exists a lot of toing and froing with regards the direction of the game. Far far more work was done on Arma 2 than in the mod (again obvious). Max - you don't tell a hugely successful author of a mod that you employ; who has brought huge profits, that you're going to bork his mod (let alone the original game) because of some of some miscommunication?? Shurely shome mistake mush munnypenny
  24. bogroll (DayZ)

    Weapons Nerf - Rocket responds

    This appears to be the CEO of Bohemia doing his own thing to revise DayZ according to how he sees the game developing. He must have known that he would be muscling in on Rocket (who didn't know jack about this). Seems like there is some behind the scenes politics going on. Follow the money. This new shit is detrimental to the original concept of the mod.
  25. bogroll (DayZ)

    Weapons Nerf - Rocket responds

    Looks like Rocket was not aware of the change. Seems like Bohemia is doing their own tinkering with DayZ. Not good.
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