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Sid Debian

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Everything posted by Sid Debian

  1. Sid Debian

    init.c Problem

    Here for you your code PasteBin
  2. Sid Debian

    init.c Problem

    Sorry the forum blocked my code so i'll upload to pastebin. PasteBin I didn't check the result of that code but in your example there's a tons of bad behaviors: 1. Too many unnecessary code like "itemBs = ItemBase.Cast(itemEnt);" - if you don't use the item don't recast it. just leave it alone. 2. Using ItemBase when Unit.GetInventory().CreateInInventory returns the EntityAI, and it's child from ItemBase (the parent class). Aware of those mistakes it's slowdown your server and eating much memory for nothing! Also I'd leaved the commented strings uner M4 & AKM - comment them and get already attached mag with ammo in chamber @ the spawn! I hope that will help you to understand how it all working.
  3. Sid Debian

    init.c Problem

    I'm sorry not really interested to use pastebin so here the code: I didn't check the result of that code but in your example there's a tons of bad behaviors: 1. Too many unnecessary code like "itemBs = ItemBase.Cast(itemEnt);" - if you don't use the item don't recast it. just leave it alone. 2. Using ItemBase when Unit.GetInventory().CreateInInventory returns the EntityAI, and it's child from ItemBase (the parent class). Aware of those mistakes it's slowdown your server and eating much memory for nothing! Also I'd leaved the commented strings uner M4 & AKM - comment them and get already attached mag with ammo in chamber @ the spawn! I hope that will help you to understand how it all working.
  4. Sid Debian

    PC requirements

    For current DZ I'm using an old weak PC: OS: Win 10; RAM;: DDR3 16Gb; CPU: Intel Core I7-3770 3.40 GHz; GPU: nVidia GTX 960 2Gb; HDD Seagate 2Tb (std HDD non SSD; 9700 Rpm), I just hate the SSDs. But if you wish to play current games use SSD! On mid settings: 60 - 65 FPS (At Cherno (large but no-player city): 53 - 60 FPS); Electro: 56 - 60FPS. I'm playing on my modded server so I can't say that it's easy for client but it works.
  5. Sid Debian

    Sk magazine

    For the alcoholics with Chinese mags yeah, that true. Std soviet 7.62x39 mags working pretty well on SKS with mags adapter (kit that allow mounting of AKM mags of any kind). But ot might work badly if you're using the yugo SKS (aka Zastava M59/66), which in the game. Same as we are still has no options for adapters (like optics mounts, from Kotchetov's optics (Mosin 91/30) to Viver/Pica, same for AKs, different rings for example you could swap with the rings optics from Blazer to M14 (aka DMR), coz hunter optics using different rail mount system then Viver/Pica same as LongRange Optics (should accept 2 types of rings).
  6. Sid Debian

    Exit screen.

    It's actually depends on Be preferences, but after logout from the server you can use Alt+F4 (yeah an oldest trick from Windows 3.1*) to exit back to desktop. Also you may setup your launcher prefs to stand still while the game os launched, and then with the page called "Modifications" or "Mods" (idk 'coz I'm not using English version of the game), you can fastly turn off the game. You even can try to use task manager to "kill off" the DayZ instance, but we are all know how the Windows processes works and how awesome can suck the ball the same windows task manager (when windows TM asking the process to exit so pleasing, the Linux said: heck you off hacking bastard die now and get a hell out from existing processes, damn ya!), so the best and fastest option on my opinion is only kill the process with the "Mods" tab of launcher. Wish you luck with such madness, coz BE is blocking the scripts on system with the any usage of any hot key until that app will ve added in the BE whitelist...
  7. Sid Debian

    Issue with Model

    I guess you have an issue with model itself. Most possible is mismatch of coordinates, mostly often happens when you're debinarize model from game files. And as results the coordination vectors are wrong and instead of head your helmet appears on the different head... It's a common issue with such stuff but don't ask me how to fix that coz I'm not familiar with 3D-modeling.
  8. Sid Debian

    Stable Update 1.23

    Same here
  9. Sid Debian

    Change modded descriptions

    Now as I promised. I not really know what's addon's names you're using so I'll use the same designations like I had used before. But I shall warn you, if your source mod is binarized you can't override such references because you could not find necessary info from .cpp file!!!! config.cpp: I hope that will helps you a bit.
  10. Sid Debian

    Change modded descriptions

    No way. You may try to override the definition in your mod. Like for example: You have mod: Awesome_M200.pbo (CfgPatches: "Awesome_M200"; class Awesome_M200 : Weapon_Base) And you has your own mod: ModdedM200.pbo (CfgPatches: "MyModdedM200"; class MyModdedM200 : Awesome_M200). What's the point: by that declaration you define that your MyModdedM200 has the same info, model and textures like original Awesome_M200. But you can change the Description & Name as you wish. Bit later I'll post the config example here to show how you can do that with comments what's where and how to apply all that stuff.
  11. Sid Debian

    Ingame web radio streams

    It was worked dozens releases ago but it's gone perhaps on forever. Why? It was several issues with it: 1. Huge desynchronization for players and server, because it works quite odd way instead of sending of RPC (called simply send information to clients about radio station that's active, the gameclient was sent the data to server (audio data), and then it was sent back to each player that's in range. When actually sent only station ID was enough to make it work better and with less desync (but if you're from Japan and you mate from states there's an awesome trouble that you might listen 2 different songs (kidding) 2 different part of translation, like synchronization between countries and etc. 2. Is radio stations it self. In those old times was several stations like Absolute Radio 60th, 70th, 80 and 90th, and as standlone '00. But Absolute Radio (UK radio station) was moved own steams that's why players can't no more use that feature and now with current politics situation around the world i guess no way to implement such feature so simple or allow servers admins to implement own radio lists (like sent the list though RPC and with that way allow users select the station that they want to listen). So if BI had forgotten about that feature, perhaps I'll suggest you to start the support ticket on Bug Tracke and shared it with forum. Perhaps players could support that idea, same as add that implementation into the cars. But BI not cares about it. So it's only in your own hands to start the redemption (by the ticket to the devs) of Ingame Radio or forget about it at all.
  12. Sid Debian

    Chambered Weapons on Custom Loadout

    It's not a problem when you're using the scripted loadout. Just create the weapon and from dta.pbo find class Weapon (Weapon.c) there you may find the script fncs that allow you chamber / attach magazine or even chamber weapon with already attached magazine. About new Json loadout - idk. Not willing to try them out.
  13. Sid Debian

    Spawn Ai and zombies on a base built in water...

    The problem us system of spawn of AI unit in your preferred addon. I'm not sure maybe it's a kind of trouble around DZ itself. My point is that game system of spawning could be different, for objects/buildings used the placing the object right on position, but player unit (same as AI) is moved to prefered position. That means that unit is creating by finding the Z-level (what's fine for the on-ground and up-ground spawn) and pretty worse for underground spawn. I guess you shall submit such info for addon builder for searching the solution of the problem. There's 2 possible solutions: A: the dev will rewrite unit creation without the searching Z-level from the ground (Game has a function that with X Y points can get Z-level, I'm using that trick in mine admin tools to tp on XZY coords for example: 123 0 321 - and game will find that Z = 5.356426 and move my to correct Z-position.), so it will requred static coords. B: dev should spawn on some point (idk where to be honest to) the unit, and only then move to specific location. But in that case you can nothing to do with that. The mod dev shall solve that problem. Maybe you can override the unit spawn function to spawn on correct position but that's bit tricky and might give some problems with Steam Workshop (you know permissions and etc).
  14. Sid Debian

    Spawn Ai and zombies on a base built in water...

    Your problem is yours coordinates and misunderstanding the coordinate system of the game. Let me explain why you've been hecked up with that. The coordinates "vector" ingame has 3 items: X - X-coordinate. Z - Height above the sea level Y - Y-coordinate. Let's get for example your coordinates: "8922.502930, -37.906296, 1614.902710" X = 8922.502930 (from Left to Right of the map) Z = -37.906296 Y = 1614.902710 (from down to up of the map) Now the question why unit spawn under the water??? Hm, really? How you missed that you have the "-" in your Z coordinate!? Try to spawn the unit of eAI and get points by 5 meters one-by-one, because the bottom of the sea can go deeper & deeper, same as your Z coordinates. I hope that understanding of coordinates may help you to solve your problem, coz I guess you'll met another awesome problem but it would be already next question, i guess. 😄
  15. Sid Debian

    What do you want to see in DayZ 2024?

    I don't know but, when I read the question, I'd remembered the old TV show called Fringe. And there were an interesting position of Massive Dynamics (the company): "What we do, what we didn't do?". And it's about the same. Not really cares what do anyone wishes to see, high expectations are always exploded to nothing except the small pieces of glass that left on the floor and used to be called as your expectations. And as usual there's the small chance that yours expectation will appears in the game.
  16. Sid Debian

    error when starting the game (sorry if wrong topic)

    You shall validate files through the steam. I guess you had an issue with file patching. Perform it twice to be sure that your game files is not malformed and has no any patch issues (it's hard to accept but even The Steam may get problems with patching system, so also perform the Steam platform update). Also check your GPU drivers for updates and it's own temperature coz overheating may thrown any bad results.
  17. Sid Debian

    gift refound

    Actually no matter who had bought that game. Only matters who owned that game. So uf he didn't like the game from his account should be requested the refounding. And as result the money could be returned to yours steam account or card. Never ever had such tricky refounds anyway wish you luck with with that.
  18. Sid Debian

    ​Is It At All Possible To Stop Pop-in Loading?

    Well it's a kinda odd stuff. From the start, I suggest you to validate over the steam your installation and clean logs. Perform the check disk because if everything works fine you'll not get such stuff, and validate all mods that you are using, Same as tryout any different server if you'll had no such stuff on different servers then congrats the server admin been hecked up with something on his own server. If you'll had the dame issues of anyonther/official server - recotd the video how do you start the game, then joining the server amd how's everything flying around and uploda to YouTube. After you'll done with that -create the ticket on Bug-Tracker coz it's quite wired. With my regards.
  19. Sid Debian

    Gunshot and stab wounds as new features

    What a heck? Shoot your leg with .22 and place only the bandage. I promise if bullet not out from your lag you will have the good lead poisoning the wound begins to fester that will cause the gangrene and then the amputation of your leg and it requires only 1 maximum 2 months. So also need implement the antibiotics (that will slower the pus) realize the ability to clean and disinfect the wound (less chance that you got a trouble with wound infection, bust still save the shock state, morphine will remove the pain temporary but after end of the morphine the shock shall get bit lowly, but shouldn't be vanished to nowhere... It shall reminds you for the some time that you got hitted before. It's the same like you got recovering after the bone brake - painful and slow, in real live it requires about 2 months to get recovered after not huge bone braking. And not a 20 minutes, the 40 days. If you we're so dumb to get shooted down or brake the leg be ready to get the full love of reality. The reality - that's the main part that this game needs so badly. That idiotic approximately to really "like can be" not working, the surviving is not a idiotic running for loot without the damages, broke leg - get your stess, got the bullet in you warm place - get ready for the huge problems and depending on ammo quality would changed the damage for the body and state of the damage dirty bullet should create the amazing troubles when new "fresh" should give it less same as prestine barrel shall add less damage for the projectile when the dirty daged barrel shall brings troubles for the firearm and for the target (except the zmbs, it's already dead so not really matters). For that information you need tofind the real military medics , who knows where the FMG wound and where the traser's wound why it's damn bad and why the tracers rounds are permitted only for marketing the targets and informating that ammo is almost ended (for example it's normal in combat situations left 3 last live ammo as teasers, for MGs that got 200 rnd mags 3 trasers on each 100 ammo, for 100 rnd box - the 50th - tracer, and 3 last tho).
  20. Sid Debian

    Update 1.23 general discussion

    Lol we needs 1 or 2 .338 Lapua Magnum sniper rifles, as addition to under rated 7.62x54R - we needs SVT-40 (semi-automatic rifle from WWII), it may carry the bayonet (like FAL, M14 and SVD (can carry AKM (6H3)/AK-74(6H4) and laters bayonets even 6H8 (for AK-12 of 2022 year of modification), AUG (short version) bayonets, but dev team can't search for youtube to get videos, how to attach bayonets to those rifles so we will never get attachable bayonets to the rifles), SVT also can carry the Optics PU, but it used different scopes then Mosin Sniper Rifle (SVM) versions, so basically dev could reimplement the mounting system for optics and allow modding the scopes like HuntingOptics, Long-range Optics and PU Scope Optics to be mounted on different Rings and Adapters (yeah for Kochetov's mount system there's adapters for Viver/Pica rails that allows user mount new optics on the old soviet mount systems, same stuff there's for AK-based platforms (any AK/SVD-based rail mount point), those adapters existing in US since 90th, maybe even earlier) but we will not see such awesome way for upgrading the weapon system. Idk all scopes in the game has mounted rings on it, damn what da fk? You can remove the one rings place another one and use it for example I have powerful air gun, it has dovetail mounting rail, awesome I'd bought another rings for viver/pica rail system and now can use the scope on any rifle i want even on mine Mosin rifle... But will we find this in-game - never, will it be helpful and a huge game experience expansion - oh yeah, will we found it - perhaps never, why - it will broke all the balance but would be quite close to the reality (yeah you could able to give the SVD chance with better optics then PSO-1, same for other types because there's many different solutions for different mounts systems but everything been messed and simplified to loose the taste of reality and possible conditions, only cheap bullsh*tty solutions.
  21. Sid Debian

    Suggestions for combat grenades

    Igniters / Initiators of Soviets URGZM same as RGZM (RGD5, F1) is not poping from fuse. It's poping when you release the safety clip from your hand while throwing, that means that knocker had been released and had been initiated (5 secs countdown began), while flame retardant isn't burned out it blocks knocker from hitting detamation part of base fuse that will ignite main explosive charge inside body of grenade. But you will not see how it burns without the thermal scope it even has no huge amount of smoke. Sad that the game has no difference in attack and defence grenades where F1 is attack one (more shards to kill more peoples and cover more range) when RGD5 is Defending Grenade - it's creating more shards but they are smaller and shard range is more lower you may throw away the RGD5 granade out of your trench on the 2 meters/feets away and it has 80% that you won't be damaged by shard and shell-shocked by near grenade explosion, but never try such idea with soviet F1 coz you'll be shell-shocked and in 90% dead. And yeah RGZM was used since 1938 year in soviet army and with little modification is still in use in Russian army same as in post Soviet armies... That would be quite awesome to see in the game.
  22. Sid Debian

    Temporary Servers

    Well perhaps it's a kinda rule of life: there's nothing more constant then something temporary 😄 How long would they exist unknown till they're gone.
  23. Sid Debian

    Text size for server messages

    Congrats then 😄
  24. Sid Debian

    Cigarettes

    In some cases faster death is the benefit. So depends on only on angel of view.
  25. Sid Debian

    Stable Update 1.23

    Switch to GNU Linux xD P.S. Sorry I'm kidding a bit.
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