Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

h3l1x

Members
  • Content Count

    401
  • Joined

  • Last visited

Everything posted by h3l1x

  1. This is an idea based on IT07's Optional anti-theft system thread. I did post it on said thread, but my guess is it got so much flak that nobody bothered to read past first page in order to see my post. So I'm deleting it, and making a dedicated thread for it. In a few words IT07 proposed a vehicle ownership system (vehicle gets tied to the player's guid and nobody else can use it) made specifically for "no stealing allowed" servers. Personally I can't even understand why a server would have such a rule, but I think if this idea gets altered/tweaked and combined with a couple of other things could work pretty nicely in the mod (or the SA in the future). So here we go. - There have been threads about vehicle keys. But this would need new objects/models/textures, new actions, some system linking specific keys with specific cars, etc. So too much hassle for the devs, when there are more important things they need to work on. But this idea could replace said key system. So let's say every vehicle on the server spawns with an "invisible" set of keys on it. Not very realistic I know, but let's say it's just cars abandoned in the middle of the road, got attacked and drivers fled or died, so any keys got left inside. You spawn on the coast, and find a fresh spawned vehicle. There are no actual keys, but in right click menu let's say there's a "claim/lock vehicle" action. As soon as you select that option, the system proposed in IT07's thread gets utilized and it works as if you have the keys to that car. Now if another player gets to the car and tries to get in, he gets in his right click menu "vehicle locked". He can't get in, he can't access the boot (steal/store gear) but he can still repair or remove parts (if removing parts ever gets added in vanilla). In order to steal said vehicle, he'd have to break (hatchet, gun, crowbar, doesn't matter how) one window, and jumpstart it. To jumpstart it, he would need to have in his inventory a toolbox (and/or a crowbar), and also it would take let's say 15-30 secs (timer). As soon as he does that, then the vehicle owning system deletes the entry for said vehicle, and it becomes an ownerless vehicle (eg jumpstarted, no keys needed), and can be used by anyone till it gets destroyed and respawns again with "invisible" keys inside. Also if someone "owns" a vehicle and he dies, I'd think the vehicle should stay in the locked state (system should delete the tied guid, but keep the vehicle locked). This way, we have ingame the normal locked cars that one would find in such a scenario, balancing the "all vehicles spawn with a sets of keys inside" part mentioned in the third paragraph. Only problem with this approach I can think of are claimed shared cars. For example exchanging seats with someone when you are bored of driving. To overcome this, there could be a right click option "abandon/unlock vehicle". This way you are dettaching your guid from said car, and anyone can use it (or claim it) without having to jumpstart it. Or one could not claim it in the first place afterall, choices are nice. - To recap, each vehicle is going to have 3 possible states. Unclaimed/abandoned/unlocked (either fresh spawned, driver didn't want to claim it or driver abandoned it after claiming it), Claimed/locked (locked to anyone besides driver, needs to get jumpstarted), Jumpstarted/unlocked (can't claim/lock it, it stays like that till it gets destroyed and respawns, everyone can use it). Same goes for every other vehicle besides cars, you'd just not have to break a window in order to gain access to the interior so you could jumpstart it. Now how would this help and why should it be implemented? First it will make hijacks more difficult. Secondly it will make getting away from zeds by hoping in a nearby car and driving away much more difficult (have to break a glass, have to have appropriate tools in inventory, have to wait in driver's seat for 15-30 secs while zeds/players are attacking you). It will give a more realistic sense of vehicle ownership and vehicle stealing. Also it will offer different states of vehicles (unlocked, locked, jumpstarted) one could find, like irl. IMO all these things are good for vanilla mod. It's just a matter of how difficult it is to get implemented (it appears complicated, but it really isn't methinks, needs a database, some right click menu editing/blocking, a timer and a couple of other things). TLDR 1) Vehicle gets tied to the guid of the first player to use "claim/lock vehicle" right menu option. It operates normally for him, appears locked for anyone else (can't enter, can't open/use boot-gear). 2) To steal it, you need to break one window (doesn't matter which), have a toolbox (and/or crowbar), and spend 15-30 secs jumpstarting it while sitting still in driver's seat. As soon as you accomplish that, you can drive around, you can use the boot, but you don't own it, can't lock it (simply put, it works like all vehicles work right now). 3) If owner dies, car stays locked (ownerless though), and only way to operate it is to jumpstart it. 4) There is a right click option to abandon/unlock the car (with invisible set of keys inside, as if it just spawned) after claiming it , so you can share it with friends of yours, of just leave it on the coast for a bambi if you feel like it. 5) There's also the option to not use the "claim/lock vehicle" action at all, making the vehicle to behave like they do right now (no locking of any sort, just as if you always left the keys inside irl). Share thoughts, ideas, questions (after reading whole post). Also try to keep it clean please.
  2. h3l1x

    The worst ideas for Dayz

    payday masks.
  3. h3l1x

    DayZ Mod 1.8.1

    So, in order to provide some users the option to roll back (personally I don't consider that a feature, users should always play the current patch in order to debug and help the development go forward, not backwards, especially after all this time dayz was in the freezer. Also this way the community becomes more fragmented than it already is) we screw the retail owners over by what is essentially the end/deprecation of retail support. You know I appreciate the work and the level of commitment you guys have put in the project, but that's just wrong. I always remote connect since the built-in server filtering isn't that good.
  4. h3l1x

    DayZ Mod 1.8.1

    Not trying to start an argument, but out of curiosity why is that? I mean why is steam the "best way" and not a zip file on this page like all other previous updates?
  5. h3l1x

    DayZ Mod 1.8.1

    Hold on a sec. Let me get this straight. So all us users playing on a non-steam retail version have to completely uninstall everything, install steam, reinstall Arma 2:CO, reinstall dayz and reconfig everything in order to obtain the latest patch? Seriously BIS? Seriously? Meh. I'll stick to the older patch as long servers support it.
  6. h3l1x

    DayZ Mod 1.8.1

    I think they already do that. But I could be wrong.
  7. h3l1x

    DayZ Mod 1.8.1

    More stuff I noticed while playing 1.8.1 (same private hive server as yesterday, "ZeroSurvival.net 1.8.1 [No Loadouts or Donor Crap][Rare Vehicles]blahblah" and IP/port 144.76.72.235:2314). 1) The machete shoots blanks. It's like it doesn't work at all. I had the zed right in front of me hitting me, and I couldn't do any damage to it. I remember it used to has less range than the hatchet but now it just won't do anything, well except the woosh woosh sound. 2) Zeds still glitching under barn floors. Got infected by a crouched viral one (at least on standing ones you can see their heads prodruding through the floor), who decided to jump and hit me while I was having a snack. 3) Empty gear indicators in buildings (especially in barns). There is a gear icon popup yet there is no gear at all. 4) I read on sidechat that people couldn't take gear from their corpses. And as I was down to 1000 blood, infected, coughing etc I thought I'd drop everything on the ground so I can come back and pick it up, not having to deal with any corpse bugs. So I die (proned, hidden in the woods), respawn 500 meters down the road, run back to the place I died. My corpse wasn't there. Flies were there, and multiple green gear indicators. But as I opened each one of them there was no gear at all. I must have dropped a full inventory worth of gear, a full backpack and 4-5 tools. And yet there was nothing there, although there were many gear popup indicators suggesting the gear was there, yet invisible. 5) Glitched doors at farm warehouses (the rusty metal huge ones). One set of doors wouldn't close or open. The other one worked fine. 6) The add to back option seems to be removed from the popup menu when you find a weapon. The switching system also seems kinda broken, there aren't any arrows in the inventory screen until you equip a second item. But what if you don't have a secondary weapon/tool? I think the arrows should be there at all times, maybe I don't want to walk through a town wiedling a rifle thus posing a threat to everyone whom I meet. Also, the switching is instant. I thought there was supposed to be some kind of artificial delay system between switching hand/back weapons. 7) Not really a bug, but each time I enter the multiplayer section of arma II in order to connect to a DayZ server I get a popup window informing me that patch 1.62 is available for download. Any way to kill that permanently? That's all for now, can't comment on fps cause I play on a crappy pc on a full server. Yes, please do that. PS One last thing I noticed. Arma2oa.exe runs a process in Local Settings/temp/ named tmp0 approximately 3-5 minutes after you join a server. I can't recall it being there prior to this patch. Any info about what it does and why it takes so long to start? If you don't allow it through your firewall you get "connection lost" msgs and finally a disconnect.
  8. h3l1x

    DayZ Mod 1.8.1

    I have a bug to report, or so I think. I finally managed to install 1.8.1 and find a server with 3p=on and ch=off. Anyhow, I got lost in the woods (haven't played for ages) and started losing blood due to dehydration. Thing is, while I had full HP (12k) and no zed ever touched me, when I started -slowly yet steadily- losing blood-points cause of thirst, the blood arrow indicator pointed upwards and not downwards. It didn't change for a sec, always pointing up while I've lost over 1.5k of blood. I also didn't drink, eat or done anything to justify such a behavior. I thought while you're losing blood it's supposed to point down and when you're gaining it points up. It wasn't a public hive server but a private one, so it might be a unique problem on that particular server, but I thought I'd post it here anyways. The server's name was "ZeroSurvival.net 1.8.1 [No Loadouts or Donor Crap][Rare Vehicles]blahblah" and IP/port 144.76.72.235:2314.
  9. h3l1x

    DayZ Mod 1.8.0.3 Hotfix.

    Finally some -good- news! Keep it up r4z0r.
  10. h3l1x

    Dayz mod 1.8.1 status

    No release date. Start reading from here and follow that thread.
  11. h3l1x

    Help

    @ Elle Obviously he's playing the DayZ mod since he is posting on the DayZ mod section and mentions 1.62 Arma II version. @ sachaXD3 Starting gear depends on the server you join. Most are modded. Try to join only official servers, you can use the filtering system in DayZ Commander. You can also use said program to update your arma versions. If you want more help you'll have to provide more info. Which bundle did you buy, steam or no-steam, current versions, etc.
  12. h3l1x

    blur when breathing heavy

    Another SA related post in the mod section. Four users and one mod replied, nobody bothered to correct the OP or move the thread. On the contrary, he even gets beans. Meh.
  13. I could be playing Super Mario 1 every day on an emulator. That doesn't mean it's not a dead game. Obviously there is a playerbase. But it is a dead game since it is adandoned by Dean Hall. The present bugs will always be there, no more patches/fixes, no additions, nada. It is a dead project. And I said "almost dead" and not dead exactly because there are still people playing it. But without updates/patches and with SA getting patched on a daily basis, how long do you think it will take for all those people to get bored of it and move on to other games?
  14. DayZ Commander. Also lets you download other mods of DayZ mod, also lets you update Arma, also has nice server filters. Easiest way to install and keep everything updated. Bah, got ninja'd.
  15. Welcome. Some things to take into consideration before purchasing anything: 1) DayZ mod is almost dead. There is one patch on hold since December, and even if this gets released sometime it will be the last patch ever as r4z0r (dayz mod dev) stated. There are however some community mods of DayZ mod like Epoch, Origins which may have a longer lifespan. Note, some of these mods also have additions like buldings, base crafting, more weapons, more vehicles, different zombies. In a few words, more stuff than SA, some persistent bugs, not much of a future. 2) DayZ Standalone is in alpha stage, gets patched all the time, characters get wiped sometimes, doesn't have vehicles, it has a few weapons, very few zombies (if any, don't know the current status, look it up yourself) and lots of bugs. In a few words, less stuff than the mod for the time, more details (much more enterable buildings, character customization, clothes, crafting, etc), new stuff get added/fixed all the time, but it's still far from being a game, it's more of a testing ground. So, if you want to play right now a game with zombies and some bugs that will never get fixed, and will never get new stuff added (except for the 1.8.1 patch), go for the mod. Meaning you'll have to buy Arma 2 + Operation Arrowhead. Or you can buy them in a bundle as Arma: Combined Operations. If you want to experience bleeding edge stuff, help with testing, don't mind character wipes, and have patience to go through alpha > beta > stable (in a period of years) go for the SA. Just my 2c.
  16. This is the DayZ mod section of the forums. You are talking about DayZ Standalone. You are doing it wrong.
  17. h3l1x

    DayZ Mod 1.8.0.3 Hotfix.

    Well that's the problem with the mod. That nobody cares about it (except for the players and the mod devs -aka r4z0r and a few others-). What's even worse is the bunch of promises and statements by Dean Hall that the mod is not going to be affected by the SA release, and that it will keep progressing by itself ''being community driven''. Alas, the mod has been completely shut off by the same guy for the last four months (last patch came out in October), this is prior to SA release.They milked it as much as they could (arma sales boost etc), and now they're killing it, since it doesn't bring in any cash anymore with SA out. Also, even if 1.8.1 gets released, keep in mind that as r4z0r has already stated in another thread it will be the last patch ever. In a few words, there's a patch ready from December and they don't release it, something that drives all devs away from the mod. No point in working -in your free time- on something someone doesn't let you publish, does it? Clever move there. So, no patches for almost half a year => no devs => no progression => no players => no servers => dead mod. Choo Choo, all aboard the SA train now guys, this is marketing for you. Until they kill it too, and you have to move on to the next best thing, aka DayZ-2, etc. Rant over, on my way to play some warband, a brilliant game from an indie Turkish company, released back in 2010, which is still being patched and supported, has quite a few official mods and hundreds of community mods (they don't have to get approval to publish them), and a healthy community consisted of people who actually love that game and don't try to make cash out of mods/servers. PS. Food for thought. The vanilla mod is still in Alpha stage, yet it's already abandoned. Those who get it, get it.
  18. h3l1x

    change the crosshair

    +1 on complete crosshair removal.
  19. h3l1x

    Boats

    AFAIK this is an engine limitation. In a few words you can't walk or move at all on moving surfaces. After some googling, there seems to be someone trying to achieve something like that on ARMA 3 here. Offical thread here. But I'm not sure about the TOH engine. Personally I think this is a big issue with the engine and needs to be fixed/patched asap.
  20. h3l1x

    System Specs

    Hey and welcome :) Well, I don't want to discourage you, but I don't think what you are trying to achieve is going to happen. You have a very low clocked cpu (1.5 GHz), a very basic embedded gpu, ram is fine. If you look at the system requirements over at steamstore, it states under minimum (which means its barely playable with all eye candy off) 2.5 GHz for the cpu. All the other games you mentioned are new games, and more importantly they are optimized. DayZ is not, neither the SA nor the mod. Also they run on old heavy engines which take a lot of cpu power. To be honest I'm surprised to hear you can actually run it (even with low fps) when at the same time people with 3 and 4 GHz cpus have a shitload of FPS and general stability issues. As to the forum sections: Off Topic > Hobbies > Technology/Programming
  21. h3l1x

    [SA] Tea bags and kettles

    Tea without shortbreads? Blasphemy.
  22. Andrew Lloyd Webber approves.
  23. Hey r4z0r, glad to see you're still around. If I may, I want to ask you a couple of questions. You say there was a "no" from Dean Hall in December, apparently because there were some licence issues with 1.8.1. Then you proceed to say that everyone from the dev team has moved on to other projects. You also say that when this "no" turns into a "yes" then 1.8.1 will be released. Lastly you say that 1.81 will be the last version. So my questions are the following: 1) Are we expecting Dean Hall (or someone else in the hierachy chain) to just change his mind about those licence issues, or are there people actively working on fixing those issues? 2) If eveyone left the mod dev team, then it's just you left behind to carry the burden of the mod development (and the communication issues with the SA team) all by yourself? 3) Isn't the timing a bit suspicious? I mean, the mod has been sitting still (as far as we know) since October, and now four and a half months later it's still sitting still. In those months SA got released and is being almost daily updated. I can't help to think that someone just wanted to "hold back" the mod so more people would jump on the SA train. I'm just asking for your personal opinion on this. 4) When you say last version you really mean that after that the mod dies? If I recall correctly, Dean Hall used to say that SA won't affect the mod progression, and it will still continue to progress on it's own, being "community driven". And now a couple of months after SA release we are being told that after 1.8.1 (which is ready since December, prior to SA release that is) it dies? Also expecting a personal opinion on this. Don't have any intention to sound grumpy or something, I know you guys are working on your spare time and really appreciate this, I just want to clear some things so we know where the mod stands and what it's future -if there is one- may be. Thanks in advance.
  24. h3l1x

    Lightning

    Nice one. All that is left now is to implement some kind of physics (for example, lightning hits the closest tree/metal object), lightning conductor rods (on mountains, hills, tall buildings, etc) and to give players the ability to handcuff someone on such a rod. Then just sit back and watch the fireworks.
  25. h3l1x

    Killed By An Invisible Player, AGAIN

    I must admit I haven't purchased SA yet since I'm still using winxp and can't be bothered to format my pc, but if axes/hatchets in SA are capable to snipe people across buildings then something is really wrong.
×