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pilgrim*

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Everything posted by pilgrim*

  1. pilgrim*

    DAYZ 1.02 | BIG BASE BUIDILNG

    anyone want a concrete mixer ? xxP
  2. pilgrim*

    Bait stands

    calling game with boar/hog sounds also attracts KOSers
  3. pilgrim*

    Xbox Update 1.02

    - log in without a character and find out who you really are ?
  4. pilgrim*

    Quick test on 1.02

    Yes - thanks for that @ImpulZ My idea was to AVOID having to "explicitly" cross reference between servers at any time - because in duping ( as I understand it ) you only have to worry when the SAME instance turns up TWICE on the SAME server at the SAME time .. so my idea was to catch that as it happens .. But point taken & thanx & thanx programmer also. xxP
  5. pilgrim*

    Tips and stuff I've learned.

    aye! - that's us mate - the inland is full of us backward low-tech highlanders & woodsmen .. always beware of solitary folk with their hats hand-crafted out of squirrel skin or hedgehogs
  6. pilgrim*

    Quick test on 1.02

    DUPING solution MINIMALIST OK Nayte - roughly this is it.. I suggest transportable containers instead of weapons, to cut down the lists overhead - but this system seems to me to work and requires the manipulation of ONE extra byte only for the object instances concerned. This will not burn out the server IMO or slow down the software or the game = In My View. Difficulty of programming.. ?? Maybe I can leave that open ? There may be something I have NOT noticed that would make this difficult or impossible to implement ? it goes like this: * * * each object-X instance that spawns on the map has a definition. This is already the case - Central Loot Economy definition = {object} {condition} {coordinates}{..etc} that is : each instance of an object had "qualities" attached to it.. = "where it is "- is it "pristine/damaged, etc"' - "how many bullets in the mag" - other "qualities" depending on the object that is instanced. ALL DayZ object instances that a player can interact with have a series of such qualities attached to them. This system of "qualities" is pretty robust.. maybe your .45 has vanished when you log in or your whole pack has disappeared (that's a different problem) , but you never find that your "worn" kitchen knife is suddenly "pristine", & etc.. "qualities" stick pretty well with the instance they define, they don't get lost. If the instance is there, the "qualities" are there. Now suppose we want to stop Duping. Leave aside the CLE and public/private hives (we don't need to worry about those) We can assign serial numbers to all transportable containers - backpacks, sea-chests, barrels - that can be carried by players between servers. How to do it simply is explained below. Add another term to the definition when the object-X instance spawns = {code} So that object-X instance definition becomes = {object} {code} {condition} {coordiates} {..etc} the "code" is made up from one word (64 bits should do it). Easy to parse. It contains : =time (spawn-date/hour/second)= =server number (or server IP)= =serial number= generating the time stamp and server number is trivial (right?) the "serial number" is generated sequentially for each object that spawn on a single server, by the server. There is NO requirement for cross-referencing of any element withing the {code} integer, with other servers or with a central registry, The "serial" can be assigned as many digits as convenient. When the server reaches the max serial number it begins again with zero. The time stamp and server number guarantee the string is unique and can never be confused with any other string generated on that server or any other server - even if one single object-X instance stays "live" in play and moves between servers for years. There is no need to cross check with other servers as you have already included the server number and the time stamp with the serial number {code}. So each {code} is KNOWN to be unique without verification, and cannot be duplicated On a single server, two object-X instances cannot be generated with the same serial number at the same moment. Whenever an object-X spawns it receives instance definition = {object} {condition} {coordiates} {code} This {code} is only needed for transportable containers -IMO- as containers are used in Duping. It could be extended if necessary, from this simplest structure. But I do not see that this is required. * A player carrying object-x instance logs in to a server : Say, he carries an instance of "backpack A" (plus maybe an oil-drum - or more than one container) We already have the list of object-x instances on the server. (we know the CLE already handles the math of instance in play & spawn, this information is locally available) Each instance on the server is listed at present as < object-X instance plus {coordinates} .. etc > - this is true at present. However, at instance spawn we have extended this list to < object-X instance plus {coordinates} plus {code} .. etc> The player logs in to a server with object-x instance (backpack A) + (Sea-chest) .. We KNOW what the player carries. We KNOW what object-x instance (backpack A) are already on this server Compare serial numbers If two serial numbers match for object-x instances (backpack A) - the instance held by the player is removed from the game. If two serial numbers match for object-x instances (oil-drum) - the instance held by the player is removed from the game. Even suppose player Alpha logs out with his backpack AND leaves his backpack on the server (dupes it) so that a friend can pick it up for him and move it off that server .. thise two backpacks can never meet on any given server ever .. And who's to say that BI use this system on backpacks.. maybe they could use it on automatic weapons instead.. So that would seriously mess woth duping as it exists - 100% - and would grtavemy HINDER and discourage more complex duping maneuvers. I expect ti would end them. The simplicity of the system is that two servers never have to communicate with each other to check serial numbers. They only ever have to check the serials (case suggested) on containers carried by a player as he logs in to one server, against containers already on that server. One Question : From player login to completing a true/false numerical comparison of {code}s in the server's object-x instance list {codes} - only concerning containers carried by the player - how many clicks are required ? xxp @ImpulZ ?
  7. pilgrim*

    Quick test on 1.02

    This is not the case. There are other technical solutions that can be implemented completely inside the DayZ server software. A 100% in-game solution negates any problem caused by the XBL service, and any difficulties that BI & DayZ could have related to that. I have proposed one that I believe is effective - I suggest the outline a couple of times in fact - but had no feedback on it. Can't say if it has been noticed, or if it was considered impracticable or simply flawed, or if other directions are already being intensely pursued & so it wasn't considered useful. I'm certain the Devs have a priority team on the duping problem. My understanding is that character locked servers are NOT on the BI Xbox agenda as a solution to Duping. You can put the question directly by using a Staff link in your comment.
  8. pilgrim*

    Okay guys...WTF?!?!?!

    well _ I've been playing DayZ since the Mod .. < ..how many years is that? .. > has something changed about KOS ? I still think you are really complaining about Duping .. and I think Duping is a bad problem that has to be addressed .. scuse me if I'm wrong, but that seems to be your main beef with Xbox DayZ ?
  9. how about boiling water in an empty can ? [sigh]
  10. pilgrim*

    Okay guys...WTF?!?!?!

    Yes - over time this has radically changed the game - not for the better IMO .. It gives the STRONG impression that the aim of the game is NOT to Survive, it is just to Build Up A Big Stash It makes no difference how many times you are killed - you are still the same player (not a fresh spawn) with the same stashes on the same server. No loss. As a result players enter the game with a completely different attitude. Don't get me wrong - I was happy to have a small tent hidden somewhere in a forest with a compass, a box of matches, and a knife & a can of food in it.. (if I could reach it!) - to me that corresponded with the survival side of DayZ. Folk had short lifespans in those days. But I lived without that and I CAN live without that. Dead = freshspawn = In fact in the mountains around where I live IRL - I have one or two stashes of that same kind wrapped up under rocks I know, at places it difficult to get back from .. it is just a survival thing to do. But I guess IRL if I die, no one will EVER find them - & definitely not me in my next spawn. But now DayZ stashes are just huge and commonplace.. and it seems like folk think they are TOTALLY NECESSARY to play DayZ. As if STASH is the game. An earth covered stash from the earlier DayZ, big enough to hold max one weapon and a couple of small objects would already be enough. But you are right - and this is problematic. Starting off from the beach has always been the most exciting and challenging part of the game.. by the time you have a decent backpack you are past the classic and already into the pubg-like "endgame" that so many folk seem to want, and play only for that.
  11. pilgrim*

    server crashing on restart

    close the ModServer.exe before you close the server
  12. pilgrim*

    Okay guys...WTF?!?!?!

    Dude : There are no players "like" @pilgrim* I get it at last - you want a game nothing like the PC DayZ game that started with/from the mod and went on from there PLEASE read what I said earlier. I really do "understand".. & I strongly disagree that closed servers on Xbox will stop KOSing. I have 1 Xbox & quite a few PCs, heh, (so which part of the Blog should I stay out of?. .. say again .. you're breaking up .. ) * You want an Xbox << DayZ - My Second Life >> I understand - I got ya dude, .. thanx
  13. pilgrim*

    Okay guys...WTF?!?!?!

    So lock servers to stop DUPING on Xbox.. because that would stop KOS <duh?> but that's two different subjects like.. take projectile weapons away from all Xbox servers.. because that would stop kOS <that's true.. aint it?> well IN FACT = IMO = Neither of those things would stop KOS but it might slow it down a bit if you and your mates had to beat the next player to death with your fists before you could eat them. On DayZ PC (for instance) .. right from the very start you could turn up anywhere and find five players with axes and fists ready to surround you break your legs & dis you and and kill you for LOLs So if you lock all the Xbox servers: Whoever turns up FIRST on a locked server .. one player or three mates, or 7 friends or a clan .. as soon as they tool up they are going to KOS to keep that server to themselves.. why not ? It's the logical & safest survival thing to do. They know they have the weapons advantage and anyone they kill they get extra loot and extra advantage.. so for KOS, IMO locked servers makes no difference, or make it worse.. unless they are servers with admins and special rules (you find some of those servers on PC). In fact the "server gang" who now OWN this locked server, really NEED to make SURE they KOS, because on a locked server they cant respawn to some other server where they stash their loot.. so they want newcomers definitely DEAD.. Newcomers are a MORE serious threat (AND imore fun to kill them, to stop them coming back?). So newcomers are a bigger threat to YOUR game on a locked server.. There's no way you can escape when you discover you're marooned on an island with a population of 1 tribe of cannibals with steak knives. So - locked servers and KOS have no relation If you don't like DUPING then say so (it has nothing to do with KOS, it's a different subject) .. maybe there's a way to fix DUPING on Xbox? .. let's hope so. On PC - the folk with their big stashes on a different server all spend Saturday night doing PvP on a high pop server (it's party time) and they get killed five or six times, and just go back to their stash server to gear up again in five minutes.. They are PvP freaks, not KOSers. but that's PvP - on PC.. some folk play that way (plenty in fact) some PC folk also KOS too (plenty of them) or maybe they just KOS instead and don't like PvP .. takes all kinds, right? on locked servers on PC folk KOS OFTEN, unless there's are active admins and a SERVER RULE against it.. those PC DayZ servers also exist as well as the specialist PvP servers * and <just mentioning> what about SNIPERS. ??. We have had some famous snipers on DayZ who played the game just for that, no other reason. It's a kind of vocation. And snipers overwatch a mil location or a city and they KOS, that's what snipers DO - It's all in a days work for them.. It's a SKILL. not "evil"..
  14. pilgrim*

    Wiping all current vehicles.

    yes that <active>0</active> is pointed out in the second link I gave above. ( [steamcommunity] where the server owner couldn't spawn cars because he'd set their spawn to zero ) But @tandwan was happy with the @Sy8282 solution, so I left it there. xml are generally easier/safer to mess with Myself, (just out of my own interest) I was thinking along lines to to make vehicles go away without restarting the server at all ?
  15. pilgrim*

    Thoughts on QnA Dev. Stream yesterday

    ^ ALL that and THROWING too =BEANZ= p.s. - when the bow comes back it could maybe do with a LITTLE power up.. I remember @-Gews- pointing out how underpowered it was, way back (well, hell, I kind of think I remember.. have to check my DNA backup)
  16. pilgrim*

    Where is Eugen?

    He was here @eugenharton on March 28 [last visited] - drop him a line, say hello ?
  17. pilgrim*

    Wiping all current vehicles.

    sorry @tandwan I don't have an answer to that, I don't have files with me and I have also never looked at vehicles. (I'm not a fan of vehicles.. ) However, another suggestion, that might be easier - if you give each vehicle a location on the debug plain - meaning change it's current location coordinates to some place you choose outside the play map (what the hell, put them all in the same place) - then any vehicles located there will despawn quickly - like any object left on the debug plain - and then respawn in a random location inside the play map. So - can you locate your current in-game vehicle coordinates ? I will see if I can find where the vehicle coordinates are , or the vehicle state. Can't promise anything : all I'm doing now is asking around at places like github.com If @ImpulZ had the time I guess he could point you right to it. Or another Modder will pick up on this thread ??. Seems to me a useful thing to know. this might give you a lead: https://www.reddit.com/r/dayz/comments/9yujci/any_way_to_adjust_vehicle_spawn_rates_on_a/ & https://steamcommunity.com/app/221100/discussions/0/1752358461528882898/
  18. pilgrim*

    Why i would prefer bikes over cars

    as you know there is NOT a good working bike now in this Standalone .. that is what the thread is about .. er .. right ? where are they now ?? anyone want to see the bicycle , look at : https://dayz.gamepedia.com/Bicycle xpx
  19. pilgrim*

    Why i would prefer bikes over cars

    Bikes used to work GOOD - they were my fave method of transport, go anywhere, and easy to hide. They worked in the vanilla game. Why do you say bikes will never work in the vanilla game?
  20. pilgrim*

    Wiping all current vehicles.

    I think if you set the status of the vehicles to wrecked they will despawn as soon as no one is around them [ /disabled/ruined/ = ?? = sorry I don't know the script term for a destroyed car ]
  21. pilgrim*

    Okay guys...WTF?!?!?!

    Yes that's true - always has been. You're talking about DayZ from Day 1 search ' KOSers ' this argument has been going on since ... <duh> ... 2012 e.g. : I don't KOS (rarely) I have plenty of other stuff to do when I play (dayz has a mot more to offer ) .. but that's not to say I "wont" KOS or that KOSers are evil. The game would be boring if you only had AIs to fight - that's why you're playing DayZ, right ? .. AI NPCs are far too predictable. Outwitting a good player killer is a worthwhile game I enjoy it sorry if this point of view offends anyone, - it's just one of the points of view that has been argued over for 6 years by nearly everyone on this blog, including the Devs I'm glad to see that it is still a subject of STRONG current interest. Where would DayZ be without it ?
  22. pilgrim*

    anyone think we will see dayz solo on xbox

    you mean a local single player version for Xbox ?
  23. pilgrim*

    Okay guys...WTF?!?!?!

    There are about 1million websites and Youtube videos on the net where ALL the Preppies agree that THE ONE DEADLY DANGER in a social breakdown is OTHER PEOPLE Now (not a Preppie myself) but THEY are talking about the real world. There are literally hundreds of experts online to explain why you need military weapons..when the S hits the F You Need them for killing other people - is the short answer.. People who are not nice because they want to take your stuff. - Kill them if you are nice (because they are bad). So there must be a whole bunch of Stealth Preppies who think the best idea is to kill the OTHERS first and take THEIR stuff ?? They just can't say so online. (LOL) Seem to be a lot of military weapons in DayZ and many players want to own them.. so WHY do they WANT THEM... ? I guess the answer is obvious? - to use them ? DayZ is social breakdown into chaos.. it is survival against anything out there. If you think TRUST is the way to go, then do it.. if you think ROBBERY and KOS is the way to go, then do it. You will learn what works. DayZ is a kind of experiment on how people REALLY act when social rules are GONE. That's how it's always been.. that is what it is FOR. Maybe (I dont know but just "maybe") a new generation of kids are MORE into FPS where pulling the trigger is more important than talking (because there AINT any talking, the AIM of those games is to KILL).. But since the start DayZ has always been full of killers and it wouldn't be half so interesting if that wasn't true. Without having to keep out of the way of KOS, and playing at being smarter than KOSers - I'd personally find this game boring. xxp
  24. pilgrim*

    Vehicle lag and rubber banding

    which SP are you hiring your vpn from ? or .. (dumb question? ) .. are you running it from home ?
  25. pilgrim*

    Vehicle lag and rubber banding

    yo @Dillwhop what OS ? what are you using to check your ram and CPU usage ? IMO paging bottleneck check out : (wikipedia) - "paging" - "thrashing" - "swap death" then search the web " vps 8gb ram problem " xxp
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