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georgli

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About georgli

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    On the Coast

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    Germany
  1. georgli

    Very simple fix for Ghosting and Hopping

    How about this: Changing server will be logged and if you switch you won't be able to loot stuff found on spots you visited up to sixty minutes before the switch. Or: You can't switch server before two hours have passed. The ghosting may be reduced this way: Your log out spots are saved on a per server basis (on the server in an ecrypted file that doesn't work on another server and if missing or having been manipulated will result in anybody logging in being spawne randomly on the map way out of any city or airfield. Badmins will think twice. ) and if you log in, you will spawn exactly at the same spot you logged out.
  2. Yes, the switches are connected to the "Arcaze" (http://wiki.simple-solutions.de/en/products/Arcaze/Arcaze-USB) a device similar to the "Mini-Pac" that is connected via USB. It works very good and never encountered a game that doesn't work with it. Actually I'm quite confident that the foot switches you mentioned will work with Dayz. Since the turbo-key isn't a qualifier it is not very useful for me. I solved the problem by a fifth switch that I'm pushing with my chin. It works perfectly. I'm not sure if there has been an update over the last few days but the zombles are a real pain now. I'm all for extremely flerce zombles but it should not be ridiculously. It is really annoying that the spawn five steps beside the player at a spot that has been passed quarter a second before without a zomble being there. I'm talking about open land. My goodness at least put something there the zombles can spawn behind, such as a tractor, an abandoned farming machine, a tent, or whatever but please don't make them appearout of thin air. When they are chasing you you have to run on and on and on and even if you are in deep and thick woods they will find you in spite of you lying under a bush. Even if you moved sideways and outside the LOS of the zomble. It doesn't seem to matter if you duck or crawl. It's just stupid, I know it's an alphaa and I can even think of the laughable LOS having been implemented in order to make it harder to always shoot on sight. I'm sure it won't stay that mess. forever. I have not had any bad experiences with ladders, though. Moving sideways while fighting zombies is good advice but at the moment I'm running out of limbs with which I can push the corresponding buttons. Perhaps I can use some touch sensors that I activate with my tounge. I already found the needed parts, so it will only be a matter of time.
  3. Well, today I tried the Turbo key and it doesn't function as another qualifier to make my figure run faster. As I was writing this I had an Idea that I have to give a try, tomorrow. I will report back.
  4. georgli

    It has happened...

    I'm all for more Zombies but not out of thin air. Them spawning two meters of the players direct surroundings is a no go. I think that the approach in the rather casual Dead Rising 3 is quite interesting. Zobie crawling out a cellar window, jumping out a window, etc. Of course they can simply stand around somewhere but in that case they should wander there from a spawning point that makes sense. Doors players can't open for example. There need to be lots of different spawning points and they should be switched by chance so there is no use in spawn camping.
  5. Yes, that's possible but there are some issues with running. At the moment I have one of my foot switches as the walking forward. Now if I want to run, I give the voice command and the speech recognition tool holds down the 3-key which I set up as run qualifier. If I want to switch back from running to walking I repeat my command and the tool releases the run-key. Now, if I want to switch from running to sprinting and I use the double tapping w or the key for faster running forward. the run key remains active. In the next situation that would requireme to run , my run-command is still active bacause the toggle is somehow overwritten by the other key so I would have to give the run forward command twice in order to make it work. One time to stop the previously toggled key and a second time to toggle it again. Does this explanation even make sense? Therefore it would be easies to have a simple run faster qualifier that I can toggle. But as far as I understand some of the comments in this thread, the Turbo-function does work as a qualifier, right? ' Edit: @Entspeak: Yes, the speech recognition is able to send a double tap but it has some drawbacks.
  6. Thank you for the answers! I'll take a closer Look at the Turbo-key, later today. Maybe I did something wrong. I'll keep you posted.
  7. georgli

    What do a mute person do?

    I think that Text2Speech could be the way to go, There are free methods that allow to enter some text and then let the tool send spoken Text to Dayz.One free solution might be "Balabolka". The op could make the game windowed and put Balabolka below the game screen. If there is need for spoken Text it's no problem to alt-tab over. Even premade phrases would be possible. "Autohotkey" is capable to create hotkeys with premade phrases, too.
  8. I bought this incredible game a few days ago and I like it a lot. But as soon as I have an encounter of the third kind with a zomble I'm finished. There is no qualifier key to switch to running faster. In order to run faster you need to double tap w (or whatever key you set up for running faster. There is a qualifier for running normally, though. You press w to move forward. You hold down an additional key and now you run. You'll wonder why I don't just double tap the w key. The answer is that I can't do it because of a severe physical disability. I could manage if the pause inbetween of a double tap of a key were adjustable because then I could make it a lot longer but in the momentary state it is impossible for me to switch to a faster running. The solution I'm hoping for is an additional key that I can press to make the walking become a running fast. For example, simultaneously holding down w and 1 in order to run faster. I'm controlling all my games with one mouse button, four self-made foot switches and any other key I need is pushed through a speech recognition software. If I want to make my Dayz figure run, I make the software hold down the run-qualifier. As soon as I use the double-tap method with my speech recognition, it gets messy because the keys disturb each other, specially if I want to go back to normal running. It's a bit difficult to explain and I hope you understand what the problem is. Btw. does anybody know what the key called "Turbo" is supposed to do? I was thinking that this one would do what I'm asking for but uniess I didn't do it wrong, it doesn't serve that purpose.
  9. georgli

    What do a mute person do?

    There would be simple ways to keep ingame chat from being ignored. Either the font size needs to be increased or there is a faint signal to be heard whenever a player sends a chat message. The sound needs to be clearly identifyable and not too loud. A tiny ticking sound would be enough. not optional but mandatory. therefore there needs to be one or more alternatives. One might be a colored dot that would flash shortly at each chat message, it would have to be positioned where it doesn't disturb but at a spot where it wouldn't be missed. Another one could be a 2 pixel wide vertical line at the very left or right of the screen, flashing for just a few milliseconds. I think that there are many possibilities to increase accessibility. None of them would automatically disturb the gaming experience of any gamer. It is a shame that people with disabilities more or less are constantly ignored, looked down at or pitied. We are part of society and we have money, money is what makes developers sell games. We love gaming the same as anybody else. Don't leave us outside. We don't deserve it and all the ablebodies out there, you'd miss out without us.
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