moleculor
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Everything posted by moleculor
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I really hate falling off buildings
moleculor replied to TheWhiteRose's topic in DayZ Mod General Discussion
This is why third-person view is necessary. In the real world, you're aware of where your body is. In Arma 2, if you're in first person, it's very hard to tell where your feet and the rest of your body is. -
Then something went wrong and you're running the wrong version. Restore the backup you made. Make sure you've read guides on how to install the beta patch, running the installation file is not enough.
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Are you running it through Steam? If so, make a backup of your normal arma2oa.exe file, and then copy the beta one from the beta folder into the arma 2 operation arrowhead folder. Then make sure you're running OA from Steam, and selecting "Combined Operations" from the dialog box.
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Make sure you're running the dayz mod, and that you didn't delete that command line option when including the beta one.
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Open the command line options and just slip a / in front of the mod part. Mine looks like this: "-beta=Expansion\beta;Expansion\beta\Expansion -nosplash /-mod=@dayz"
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Day Z all but frozen, unplayable
moleculor replied to blueparrot1966's topic in DayZ Mod Troubleshooting
It sounds like your graphics card isn't turning itself on. Does it work in standard Arma 2? -
I really don't think they'll need to reinstall. Maybe they will, but first... Run Arma 2 (not Arrowhead). Run Arrowhead. Launch Combined Operations. (Yes, it launches through Steam like this just fine.)
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No, it's not correct. Current beta is 93616, I believe. (And before you ask "How do I get the beta?" I'd recommend looking up the information using search, either on the forum, or Google.)
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A CRC check error (if you had Google'd) usually means a file is corrupt. Double check your installation files (by either reinstalling or using Steam's file checker if you're using Steam), double check your mod files (by redownloading them and reinstalling them). If the problem persists, the issue might actually be with your network card failing and corrupting packets, or some other similar issue.
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When are Huey's gonna be fixable again?
moleculor replied to CrossShade's topic in DayZ Mod General Discussion
Please stop trying to waste the time of the devs asking for information about when something is going to be fixed, rather than letting them work on the mod. You are not more important than the 200k people playing, the devs know things are broken, the devs are trying to get the game feature-complete before fixing bugs, and answering your question is just going to slow them down. Which would you rather have, the problem fixed, or the problem fixed a day later because they took the time to play 20 Questions? -
Humanity and message to dev team.
moleculor replied to squeek's topic in DayZ Mod General Discussion
Currently, the "kill everyone you don't know" system is immersion breaking. I don't feel like I'm in a zombie apocalypse. I feel like I'm in a 225km squared deathmatch map with a few hostile NPCs. No, bandit skin changing wasn't realistic, but neither is being able to respawn, or not being able to fire back in your dying moments. -
When are Huey's gonna be fixable again?
moleculor replied to CrossShade's topic in DayZ Mod General Discussion
Sometime after now. It's alpha. If you want something that works perfectly, come back when it's been officially moved out of beta. -
Bring back the old bandit skin (You ever watched a post-apoc movie?)
moleculor replied to CrimsonBlade's topic in DayZ Mod Suggestions
Whoa. Stop. Your entire lengthy objection is based off this faulty mis-read of what I wrote. Go back and reread what I wrote. I said PULLING THE TRIGGER, not KILLING SOMEONE. Pulling a trigger does not guarantee you hit them. It does not guarantee you kill them. It does not guarantee you actually survive. In a zombie apocalypse, where everyone is running around armed, if you pull your gun on someone and point it at them, chances are they're going to try to shoot you. In this game, we have no way of indicating friendly/hostile intent. Our guns are drawn, and our guns are drawn all the time. Body language, and the ability to read subtle and overt signals of hostility, the first "realistic" aspect of a "zombie apocalypse", is already gone. Secondly, in the "real world", people don't just lose all control over their body the moment they get shot once. Some people can still fire back, even if they're pretty much guaranteed to be dead. Take a shot to the gut, get your intestines torn up, you're still going to be alive long enough to shoot any person nearby. So the second "realistic" aspect to the zombie apocalypse (that of inherent risk in attempting to take a life) is gone as well. So things are already weighted heavily in the favor of the sociopathic bandit who wants to murder everyone. He has less risk than he would in the "real zombie apocalypse". One shot immediately disables your opponent, if your opponent fires back and actually kills you, you can just hit "respawn" (no risk of never playing again), and there's no way for friendly people to reassure others they aren't going to kill them by actually making it more difficult for themselves to kill (by putting their weapon away). There needs to be something to balance out that significant advantage the bandit has. And guess what? If you disagree, you disagree with Rocket, the dev. He put humanity in for a reason. It's just an unfinished feature. -
Bring back the old bandit skin (You ever watched a post-apoc movie?)
moleculor replied to CrimsonBlade's topic in DayZ Mod Suggestions
This game in its current state does not resemble anything at all like a zombie apocalypse would. In the real world, you risk dying (permanently) if you pull the trigger on someone. In this game, you risk *maybe* some equipment if you pull the trigger on someone. In its current state, due to the lack of a reaction to your player being a bandit, the game will always lean more towards cawadooty-style deathmatch, because life is cheap and easily replaced. The common refrain regarding banditry is that "in the real apocalypse" people would be willing to murder, and wouldn't magically change their skins when doing so. So I say lets push that comparison a bit further, and make the game much more like the "real" apocalypse. If you die, you're banned from the game. What's that? "That's a terrible idea," you say? Well duh. It just shows that the people who keep "claiming" that the whole bandit skin removal thing is good "because realism" don't actually want realism when it might ruin their day. Because there's no real way to simulate permanent death that won't absolutely kill the game entirely, then we need to acknowledge that this is a game, and that some non-realistic things are going to have to be in the game to force it to simulate how a zombie apocalypse would actually be. -
Preventing "ghost" tactics (switching servers exploit)
moleculor replied to gmx21's topic in DayZ Mod Suggestions
Terrible idea. Just because someone spawns in a random location doesn't mean they can't still flank their opponent, and it doesn't solve the problem of magically disappearing from a room with only one exit. -
You sometimes spawn on the east coast, I believe, but mostly south. And yes, basically, remember the name of the town, and then use an online map to figure out where you are. Eventually you'll know the area as well as any native (vaguely) and won't need to look at the map until you find one.
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All servers seem to be desynced at the moment
moleculor replied to Omnishift's topic in DayZ Mod General Discussion
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How can I get the Steam Overlay on the retail versions of Arma2:OA Beta
moleculor replied to stinkyghost's topic in DayZ Mod General Discussion
Mine works fine, unless I have the Teamspeak overlay running. I had to add a 30 second delay to that starting up to fix the issue. -
I can't find the links now - since the hackers destroyed a couple weeks worth of the forum history (fuckers) - but I could swear it had gone as high as 80m. (Although, yours could be radius whereas mine could be circumference.) Considering mine is from the patch notes from two days ago, I'm guessing it's a radius/diameter issue. As in, chat only goes 40m. Period.
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I thought it was only 40m? They doubled it from 20m to 40m, or so I read.