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urvile

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Everything posted by urvile

  1. urvile

    Exp Update: 0.55.127129

    Back to stable. This has become a berry picking simulator, lol.
  2. urvile

    Exp Update: 0.55.127059

    LANDMINES. take up 4 slots, but actually quite small and unobtrusive when placed. must be place, then activated, and you get a countdown timer to activation. They do not respond to being shot, or to objects being thrown at them. However, the explosion when your buddy yolo's over them is quite impressive.
  3. urvile

    Exp Update: 0.55.126981

    Ah, okay, i think it was a syncing error. I went to shut down steam, and apparently the dayz process was still running, even though the program was closed. FC'd the process and all is normal now. Thanks!
  4. urvile

    Exp Update: 0.55.126981

    no clue either, but it's stuck now for around 2 hours.
  5. urvile

    Exp Update: 0.55.126981

    Well, I've got an update cued for exp, it's halfway downloaded, but can't seem to dl the other half.
  6. At least in the mod, server restarts were required because the db would get clogged up and slow the longer the server ran
  7. urvile

    Stable - 0.46 Discussion

    Zeds vs. Clothing is fucking ridiculous again. Two hits from zeds, 5 minutes apart, have ruined a pristine pair of ttsko pants, a pristine ttsko shirt, and a worn pair of cargo pants, along with two ammo canisters and various other bits of equipment damaged along with the ammo in the canisters. Seriously? This again? Hanging up the game again until the exp update comes, then I'll give that a shot, but if my clothing is made of tissue paper again, I'll hang that up too until the next update. I appreciate challenges, but this is not my idea of fun.
  8. Not a fan of being unable to patch them with sewing kits anymore. Also not a fan of the ease with which zombies tear clothing to shreds.
  9. They have the ability to do this already. I've even seen it already. But it appears to be haphazardly implemented as it is very inconsistent, and we've needed it and complained about it for 7 months. It just doesn't seem to be a priority for the devs. Which is sad because it would probably take all of an afternoon to code.
  10. urvile

    Stable Branch: 0.45 Discussion

    There are three known character reset issues, AFAIK. One is where the server cannot connect to the hive to retrieve you character. One is where you disconnect after death, your next character cannot be saved. And the third is where the server is connected to the hive, but cannot pull your character data for some reason. here is a link to the third one: http://feedback.dayzgame.com/view.php?id=78 +1 it and add any comments you have. Then there is the private/public server thing which I'm not sure why that started popping up, but you apparently have one char for each.
  11. known issue http://feedback.dayzgame.com/view.php?id=78
  12. So I logged into the exp servers, and it seems that both my HC and regular toons have been reset. Anyone else getting this? tried multiple servers in different continents, same result. Maybe they just aren't connecting to the hive? Just wondering if anyone else in the same boat. Meantime, friggen' relax people. They are making with the patches. You're on experimental - expect it to be a little bit less than consistent or stable. Be happy we are starting to see progress again after a bit of a dead patch, they are working on it.
  13. You're kidding, right? Their raw twitter feed?
  14. Right now? It's not. Tried it again with the new patches. Putting it back on the shelf and hoping that someday they will get some core gameplay mechanics going that make this game fun. But I'm not holding my breath. I'm growing more and more convinced that the game I want to play and the game Rocket wants to make are not the same thing. But that was true of the Mod too - Epoch was great, so were other mods, while vanilla DayZ got boring fast. So right now, I am basically just hoping that eventually, SA will get modded, and I'll have some entertainment.
  15. Yeah, most were not smart enough, but we'd ban ranges too. Screw'em. Had one from kazakhstan though that was really slick, kept coming back with all kinds of crazy IP's. It was a fun meta-game, actually, lol. I mean, how many players from Kazakhstan can one really expect in a single evening, one after the other.
  16. Can't say I've ever worked with that system, but I looked into it a bit when you mentioned it. Looks interesting, but I think either way, it's supposed to result in organizational structure that allows you to set, keep track of, and implement the targeted goals for testing and production. Which if you have in place, generating a changelog for the current highlights of your working build would be easy and not very timeconsuming. I mean....don't you NEED an internal changelog of some kind, just to keep track of where you are, what you're doing, what you're working on, and what's already happened for your development team?
  17. There are third party anti-hack add-ons for the mod that work very well. I've used them before, but can't say I am very well versed in exactly how they work, but as an admin/mod they were great. I'd get a ping that something fishy happened, go spectate, and very often, 90% of the time at least it seems like, someone was hacking. Then i'd ban their IP. Like I said, I'm pretty vague on how they worked, but they could detect just about everything from moving to fast, ammo hacks, repair hacks, health hacks. I think the only thing it couldn't detect was ESP. Perhaps a page can be taken from that book? I do think we have come to the point where admins need more tools to manage their servers, because the hacking is getting ridiculous.
  18. Agreed. I'm sorry, but producing a changelog only requires a "quite time consuming" effort if you don't have good internal organization and structure for reviewing and managing your implementation policy. I get that the devs are busy, but the things that seem to take them effort shouldn't be an effort. If they took the time to save themselves time, if you get what I'm saying, their processes would be more streamlined across the board. Sounds to me like they could use a project manager.
  19. Whats with the zeds having an "area of effect" attack now? I keep getting hit by zeds who have their back to me. I also get hit by zeds after they are dead. And by zeds who are WAY too far away to be able to hit me. Through walls too, but that's part of the clipping problem.
  20. In and of themselves, the zeds are fine. The problem is the rest of the game mechanics. The zombie super senses have them aggroing on you from incredible distances. The lag in and around cities (rubber banding and freezing) means getting hit multiple times with nothing you can do about it. The still wonky melee system (not hitting where you aim, difficulty swinging in close quarters due to ceilings, etc.). The phasing through walls. add it all up and it's not really fun anymore. I think I'll be waiting for the next patch to play anymore.
  21. urvile

    SKS : can't hit over 200m

    So yeah, all stripper clips are "clips." Not all "clips" are strippers though. The M1 clip, for instance, is not a stripper. it goes whole and complete with its rounds into the magazine.
  22. urvile

    SKS : can't hit over 200m

    This is reflected in the game somewhat with the SKS, although the game shows the clip inside the weapon, which is incorrect. You can load the sks without a clip, pushing individual rounds down into the magazine, or you can use a clip to load the magazine. The game reflects this additional speed by allowing you to reload without opening the inventory UI, and by making the reload animation shorter.
  23. urvile

    SKS : can't hit over 200m

    A stripper clip is used to load a magazine by "stripping" the rounds off the clip into the magazine. You open the bolt, put the stripper clip on top of the magazine, push down and voila, your magazine is loaded. This is what the SKS uses in the video (and in the game). The stripper clip does not actually go into the weapon, and is not necessary for the weapon to function (it is not part of the weapon when in use). Instead of loading each round into the magazine with your thumb (which is slow, and exceedingly wearing when you are doing it a lot) you use a handy clip.
  24. urvile

    SKS : can't hit over 200m

    A clip is pretty much just a cheap simple bit of metal that holds cartridges together. The sks, for example typically has an integral, non-removable magazine. You use the clip to push a bunch of cartridges down into the magazine. The magazine then holds the cartridges, and pushes each successive cartridge up into the receiver. The bolt then closes, chambering the round, yadda yadda. this guy is a little condescending about it, but he makes the point ;) http://www.theblaze.com/stories/2013/01/24/dont-call-a-magazine-a-clip-we-spoke-with-an-ex-seal-about-the-difference-and-why-its-important/
  25. urvile

    SKS : can't hit over 200m

    A stripper clip is a type of clip. I.E., all stripper clips are clips, but not all clips are strippers. Although the terms magazine and clip are frequently used interchangeably, they are technically not the same thing, and it is incorrect to do so. IMHO, it's nitpicking and douchey to rag on people for it, but I still think it's good to know the difference. The main functional difference is that magazines have some type of ammunition feed mechanism located within the magazine, like the spring loaded mechanism you would find in a typical m4/m16 mag that pushed up the next bullet into the chamber.
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