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Posts posted by Deranged Pineapple
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Could you repro that CTRL+Mousewheel Up keybind so it actually won't trigger Mousewheel Up and/or CTRL binds also ie. if you bind some action to CTRL and some action to Mousewheel Up and then separately bind CTRL+Mousewheel Up to Zero Up can you then only access Zero Up action with said two-key combination or does separate CTRL and Mousewheel Up actions trigger too?
I can set those keybinds but they do revert back to comma separated binds after I apply the changes.
Sorry for bad wording, kinda hard to explain this in not native language 🙂
These two-key keybinds haven't worked for me since beta launched and BI changed the way controls are handled. Might be doing something stupid on my end so not ruling that out yet 😛
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I'm quite certain they are not gonna fix any of those two-key controls etc. I've created multiple issues (might be worded badly though) regarding key bindings and controls in general and have got close to zero responses.
I think for now you cannot do any two-key keybindings. It would be swell if we could bind lets say CTRL+Mousewheel Up to Zero up etc. which would help left handed players a lot in my opinion as we lack bindable keys in arrow key vicinity.
God I wish Arma 3 controls were possible in DayZ but unfortunately they are not.
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6 minutes ago, McWendy said:I did mean those. 🙂
Well maybe it was too difficult for me at the time perhaps?
I could not get a mile inland at first. Didnt understand the mechanics, lost feeling. It was great!
But the infected hit like a truck then.
Fair enough, when I didn't know the mechanics well enough I use to crawl around just to be sure not to draw agro and then I saw some hero skinned dude just run past me while I was crawling on the side of the road and he pulled every infected into a grocery store and just continued to move on as infected started slow-ass walking inside:)
After that encounter which happened fairly earlier stage of my DayZ Mod experience I never died to a infected again :) ...and you could say they were rendered stupidly easy to handle after that.
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18 hours ago, McWendy said:You should have been here when the mod was a thing. Infected were no joke and out running wasnt an option.
Easy mode these days. 😎
Do you mean infected from the original vanilla dayz mod? They were in my opinion the biggest joke and offered no challenge what so ever. When I played the mod infected could not even run indoors 😄
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Unbelievable that these keybind problems are still an issue (and there are plethora of them if you need to use custom binds because you might be left handed etc.). I have created few tickets concerning keybinds and haven't got a single answer. Funny thing is everything works just fine in Arma3 which makes me wonder why there was need to reinvent the wheel again regarding controls.
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15 hours ago, IMT said:Here is the thing. There won't be hunderds of FAL, M249, MP5, etc. laying around because the majority of NATO guns will be the M4, since that is the standard issue. If one joins the army, they're not going to ask you "which weapon do you want?". Most of the army consists of people having the M4A1 and some specialists would have guns like the M249, FAL, etc. So there might be a M110 left behind in Cherarnus but not 100 of them. That's what I'm getting at. The majority of the NATO guns will be the standard issues like the M4A1, the NATO standard pistol, etc.
It really depends which countries were part of said NATO operation. If you assume the forces were primarily U.S forces then we can assume that M4 and M16? variants were used mostly. If turkish or germany forces were there then small arms would be from different selection. NATO does have standard round though but if I understand correctly they doesn't have standard weapons for the countries that are part of NATO.
So therefore it really depends which countries were part of this conflict etc. but of course we can safely assume main forces were U.S forces.
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Feedback tracker has a ticket regarding this issue: https://feedback.bistudio.com/T139480
I left a comment there what I have done to try to fix the issue but nothing helped so far. Maybe add some comments to the conversation in feedback tracker so they see this issue affects more people.
I think only thing left to do for me is do a platform wide re-install which I rather not do for just one game.
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Just a quick question, how do you suggest players to drag and drop items from upper body to lower body with mouse only ie. no use of keyboard. I could see that using 1-4 keys would select desired tab to access that inventory space but you need to be able to do it with mouse only as well. Of course you could set tabs in a way that when you keep mouse hovering the tab it would get activated and then player could drop the dragged item there but that would be abysmally slow tbh.
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Health and blood regeneration surely should to be slowed down as currently there's no need to think before hand what you are going to do or could you even survive the situation you are heading in to if you get wounded (tip: you will survive wounds every time without any preparation at all). Current situation reminds me of those crappy fps shooters where you have auto regen for health happening all the time.
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2 hours ago, pilgrim* said:- if you are outdoors at night with zero artificial light, overcast, no stars, even in woodland, and you can't see your Hands in front of your Face
wow ... you are in a STRANGE place
IMO - that's probably not EarthNope, that's just Finland in the forest when there was no snow.
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9 hours ago, THYERS said:For reference purposes.
If you don't mind me asking what is the light glow in the horizon in that picture? If you imagine a world without literally zero light pollution as if electric grid has gone dark completely I would think that without cloudless sky you could not really see anything in november. Obviously with clear sky starlight would help a lot.
I was in belgium few year ago in summer time and night was terribly dark (not pitch black though) without light sources there too. Of course I could not witness how it could be without light haze coming from cities.
Question usually is that does the darkness we have now serve a purpose in gameplay wise if and when they aim for authenticity. I think yes but that's only my opinion :)
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On 11/14/2018 at 3:15 PM, Parazight said:We don't all play Tarkov. This feature isn't necessary.
How could you possibly know that it's been asked before? You joined 12 hours ago and you tagged this post as 'don't tell me to use search engine'.
Try using the search engine if you want to find the reasoning behind this design implementation.
While it may not be necessary it would be more than well come addition. If you try to put weapon in your backpack it might not be able to fit when oriented horizontally but it could fit vertically. And I can't recall my self placing something with same shape as DayZ weapons in my own backpack horizontally? And yes, it has been suggested before to allow rotate items to play inventory Tetris more effectively.
Btw, joining date does not really say anything about not knowing if anything has been asked before. I've been here way before SA was announced but my joined date says otherwise. You can use this website without logging in you know that right?
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59 minutes ago, Llane Beshere said:I noticed that guns changed their names.
And also on reddit i've read, that in .63 the weapon list is much shorter then in .62. Is that true?
Where can i find a full list of weapons in so called BETA?
You can find that information in this website in status reports.
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On 11/8/2018 at 10:52 AM, THYERS said:I see what you are saying about its dark and it is working as intented, if the intention is to make the game unplayable then yes it is working. But I have been in numerous situations of no street lighting and in the middle of nowhere, this is not true of being in the dark. I'm all for immersion in games and I think this is a bit over the top. I mean you can't see the back of the players head!
I think all this will achieve is to push the players away from the game. What was wrong with the version before the update? They could have toned the darkness up a bit and still made it immersive and I don't think changing servers or playing servers without darkness is a viable solution to this issue.
If I'm not too intrusive could you share the location where you could see somewhat properly (if I understood that correctly) without no additional light sources when sky is covers with clouds.
I live in Finland and this time of year when its not yet snowy and sky is clouded without additional light sources I could not see even my hand raised in front of me and that was couple of weeks ago when I was walking our dogs in the nearby forest. Without light source I would have been walking there all night as I lost my bearings very fast.
Of course Finland is somewhat more to the north comparing imaginary Chernarus but the actual location of what it is depicted from is not that far away and that's why I used my location as a comparison.
When moon is visible and there are no cloud coverage then I agree that Total F*cking Darkness (ahoi Filthies!) is a bit too much.
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I have to agree too that click-again-to-cancel as proposed would be nice addition. Players then could decide themselves whether they like to hold button down or click to activate and click to deactivate.
It would be annoying to have to create autohotkey scripts again for this game too just to make controls better and more easier to our wrists tbh.
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On 2/28/2018 at 11:12 PM, Sumrak said:No they are not. It never really made any sense to have the world such poorly lit under clear sky while having sun high enough. We've had some problems with getting this change ready for 62, otherwise you would see it in 62 already.
I have been reading several comments about the fact this change removes the atmosphere, looks less post-apo etc., but frankly, civilisation may fell apart, but the nature and the laws of physics stay the same, why shouldn't clear sky full noon look like its supposed to? I like the diversity our game world offers - lighting config is tied to the overcast value of weather system and trust me, it can get really bleak when its supposed to. It did not really made any sense to show this brightness change on such weather as there have been little to no changes there (so all pics are basically clear sky - I should prob note that in SR).
As mentioned in SR, this is still pretty much work-in-progress and we will continue tweaking it until we find the best values. It may be a bit darker than what you see on the pictures, but overall, we definitely do not plan to return to the 62 state of lighting.
It is perhaps a bit hard to see in the small before-after window, full res pics here and here. The goal is to make the night sky easier to read and use to navigation - as you can see in the "after" image, major stars are easier to see (ultimately, its best to see it in the game).
For me in after image it's really hard to see major stars at all compared to before image. Can't really say if it's because I'm looking the images from Dell laptop with 4k ips screen (not calibrated) but in the before image it's very easy to spot major stars.
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I too hear random toned down footsteps occasionally when running in a field and can see that theres no one around and it made me feel like i'm going insane :)
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11 hours ago, emuthreat said:Yeah, the two key sprinting definitely causes fatigue. Perhaps you can find a mechanical solution to ease the strain; I use a pair of nail clippers and a nickle to jam my W and shift keys when desired.
About quitting DayZ because of the separation of public rented and official servers: How could this possibly make the game less fun for you? If it is because you enjoyed looting up safely on a rented server, only to go steamroll the official servers, then good riddance. That is a pay-to-win strategy that spoils the game for others.
No offense, I just really can't see how having separate hives for official and rented public servers makes anyone's life harder, unless they are cheesing it to begin with.Could he mean that all rented servers acts as private hive at the moment when rented servers won't connect every time to the same hive? Any ways that's a bug and BI has acknowledged it.
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10 hours ago, DannyDog said:Didn't Arma 3 alpha have a fix to this problem?
I can't seem to find any threads relating to it but this picture was posted ages ago when it was introduced.I read that this was from a thread by SmashT on this forum ages ago.
I'm sure the devs have something planned for this issue and it would be one of the things they will want to fix.
For some reason Arma 3 doesn't work like that to me at least on KotH servers (yes I play on servers where night happens and is very dark). Don't really know why. Dark areas appear quite clear when increasing brightness and contrast to the limit where game still seems visually decent.
I truly hope they manage to find a way to prevent to complete negate night effects in DayZ.
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19 hours ago, Kirov (DayZ) said:We need a winter mod now. Chernarus must be so beautiful under the blanket of snow. Also, long nights, wind howling, this kind of stuff. Also, the weather could be even more severe than it is right now, IMHO.
Yes the weather even when it's raining is quite easy at the moment and could be drastically more harsh and unforgivable. Indeed snowy landscapes would be nice with every other winter properties you mentioned.
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12 hours ago, quantumfish said:...on what seems like an ordinary autumn/spring day or whatever the season its meant to be....
Server season follows time of year (when it's set to real time and not specifically set to something else). That's the latest information I gathered about it so if it is indeed so then it's january in chernarus currently. It might be close to 0 celsius occasionally and getting drenched in that kind of temperature and weather would be uncomfortable to say at least.
EDIT: typos
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2 hours ago, LackLustreSurvivor said:What do you mean sticks are OP?
Maybe he got killed by a player using a stick ;)
On a serious note pointy sticks are quite good killing infected as its one hand weapon, rather fast attack with nice damage even when hitting body only. Might be good against players too I think.
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I got an email from BE yesterday that a problem with BE blocking file aticfx32.dll has been fixed. It happened when using 16.7.2 driver package. I just installed the newest AMD Radeon Software package (website indicates its 16.7.2 still but after installation radeon dashboard says it's actually 16.7.3) and Dayz starts up normally.
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13 hours ago, atomquark said:Has anyone tried rolling back their drivers to the previous version until its fixed?
I have not tried rolling back, just playing arma3 while I wait for any answer from battleye. Did check files for corruption and for malware in my system though and everything seems to be ok.
Oh and btw, file in question is not missing, it's getting blocked by battleye.
EDIT:
Just noticed that the file that's getting blocked in my case is actually different than OP but still part of radeon drivers.
[INFO] Blocked loading of file: "C:\Windows\SysWOW64\aticfx32.dll"EDIT2:
Just rolled back drivers to 16.3.2 and Dayz loads up fine.
Two-key controls
in General Discussion
Posted · Edited by Deranged Pineapple
Typos
I made issues about controls last year but got no response yet. Might be because of my wording also but I'm afraid that we are too far gone with this development cycle that anything will ever be done of it.
What concerns me most regarding these controls is BI might be using it as baseline for Arma 4 and just modify it a bit and not completely overhaul it to support milsim better, I really hope I'm concerned for no reason. Current weapon handling compared to Arma 3 is a joke in DayZ (my opinion only of course) and lacks deeper freedom of double bindings, two-key binding etc.