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Everything posted by ChainReactor
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If it's only for DayZ, an i5 will do the job just well. But keep in mind this game is in development and a new renderer is about to come, so don't build your rig with only the current DayZ in mind.
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Not by default, you need to blow them up :) Yes they do.
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Well, to be fair towards those fat people, DayZ is a bit tricky when it comes to this. It's not very common that you have to set your aspect ratio in the User Interface settings in order to load the correct ingame ( and seperate UI ) resolutions. Most players seem to be used to set one resolution that sets it's corresponding aspect ratio automatically.
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You're fat. Set your aspect ratio :P
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That's not a PC, that's a bed. Good bed though, looks comfy.
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They should share spawnpoints with 30 round AK mags, so Barracks should be the place to go.
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If you have crashing issues, look at the troubleshooting subforum. It's something to specific to do in a general discussion thread such as this. Yes, 0.51 is crashy for some people, but the reasons for it differ a lot.
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"Bump" isn't really helpful. What did you do to try to resolve your problem? When your PC shuts down for no reason, the first place you need to go is system control panel -> administrative tools -> event viewer. Report the respective shutdown event here.
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Any launch parameters set ?
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How to make a grass wrap for my mosin?
ChainReactor replied to Blazing87's topic in New Player Discussion
The Item no longer exists. The burlap wrap has been replaced by burlap strips to craft a ghillie. I think you need one burlap strip and one netting to craft a weapon ghillie. Don't quote me on the actual crafting reciepe, though, numbers may vary. -
Arma 2 works fine but DayZ SA lags like hell
ChainReactor replied to thechris80's topic in Troubleshooting
Hey TheChris, would love to help you here, but it's the game and the state of development it's in. First it's not optimized. That's actually the last big task during game development ( as you don't optimize what is not finished ) and will most likely happen in beta. Plus, the game is still running it's graphics on the old renderer, which doesn't get much love dev-side because they are about to replace it with a new renderer during Q1 2015 ( as you don't optimize what you will replace later anyway ). And no, ArmA2 and DayZ are not on the same engine. The entire point of the Standalone project was to get rid of the limitations by the ArmA2 engine. However, coding a new engine is not a question of weeks, it's still a work in progress and most modules are not ready for a release, so we play on old tech or placeholder systems. Patience is the key here. -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
I don't think he will understand that there is a tech side of it as he just judges by visible content so far. Just like his remark that SA's weather system is "the very same from the mod the weather hasn't changed BUT they have now made it impact on players". Yeah lol. "The weather is still the same but now it has a whole new functionality" -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
Yes indeed. As I said. So your comments on my list are rather pointless. My entire point was that you do not see much of the engine redevelopment yet because those systems take many months to be done and thus are not in the game yet. The list is a collection of the engine modules that currently are in the work, to prove your point wrong that they did not recode the engine. Well, they did not, they still do, and will do for some more months. By the way while you tried to dismiss my point you also made some mistakes. How does the way AI calculates behaviour benefit from the new renderer ? How is the new client/server architecture "actually the very same, just tweaked" when there was no client/server on the ArmA engine at all but rather a P2P system? The list goes on but i realize that its a waste of time to share knowledge with you. Think i should save my time for those who ask questions, instead of those that make assumptions... Hi Karmaterror btw. -
I think you should report that issue to the feedback tracker. But set the -dologs launch parameter first so you will get a crashlog to attatch to your ticket.
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Do you have a launch parameter like maxMem set?
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Preparing to launch problem - cannot play game.
ChainReactor replied to billymckendrick's topic in Troubleshooting
Np, glad i could help. -
Preparing to launch problem - cannot play game.
ChainReactor replied to billymckendrick's topic in Troubleshooting
Ok, then try to launch the game without steam. Go to your DayZ folder, right click DayZ_BE.exe and run it as administrator. -
Preparing to launch problem - cannot play game.
ChainReactor replied to billymckendrick's topic in Troubleshooting
Launch parameters? -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
I wrote a pretty big post on the top of this page that proves you wrong. Wow and I say follow the development. :) -
so..... how do i fend myself against zombies when im empty handed?
ChainReactor replied to bioned's topic in General Discussion
Outrunning them isn't too hard. You're not really faster then them, but you dont "outrun" zombies by running along the bambi highway in a straight line. Vault fences. They can't and need to go around them. Once you did that two or three times, break line of sight by going into the trees and keep on running. Hiding doesn't work yet so don't stop your escape to look if it was successful. Just keep on running until you can't hear the aggro anymore. Move to the next village and hope that you encounter zombies there one by one so you can box them down more easily. Boxing a pack of Z's indeed can be a pain. -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
I wasn't talking about what it was when it came out, i was talking about what was going on until today. It's a game in development, guys, follow the development! -
How to play on the DayZ experimental?
ChainReactor replied to extremenuggets's topic in General Discussion
0.52 Experimental will come next week, monday, wednesday, whenever they deem it ready for the push. Until then, both branches are on the same version and only stable servers are online. -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
Did you read any status report at all? Did you read any devposts on reddit at all? Do you have a basic understanding of what they are actually doing? Yes, they re-do the entire engine, yes they rather code a "new ArmA" instead of "a new mod". They actually started the Standalone project to get rid of the limitations of the old ArmA2 engine. You want me to list some things? Ok, here are some of the new engine modules that are in the work ( probably uncomplete because only from the top of my head ) - new renderer - new animations system - new player controller - new AI system including new sensors and navmesh - new netcode - new client/server connection and communication system - switching from content based on scripts to content using engine functions - new system for loot respawn and distribution - new physics system - vehicles coded from scratch using Bullet SDK - new User Interface - new player model + customization functionality - new weather and seasons system that impacts players and items - new sound engine So I hope you understand how creating a mod works. It already has all of the above mentioned functionality from an existing game and modders can focus on visible content. All of what i just mentioned are rather low-level but still huge programming tasks, taking months to years to be finished. And you will only see their impact on actual gameplay once they are finished and implemented. Thats why we have so many placeholders and so many prototype systems in the game. You don't code all this within 8 weeks. You much rather need 8 months to do so. For each. So don't try to tell me that the development has been slow and then tell me they've only added some items. The devs are really transparent about what they do every week. And i try to read and understand it all. But you will probably tell me the devs lied and took our money. EDIT: Also i've already planned a party with all my DayZ friends on Dec. 13th 2015, because that is the day when the old "TWO YEARS OF ALPHA" finally becomes a fact. -Brian Hicks, sometimes not a bandit. -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
So yeah, you listed the map and models. But a game consists of much more, and 75% is not visible ingame. Engine and so on. While you might be right that some buildings, the map or trees are the same than in the mod you seem to forget that they are changing one tiny little thing: The entire game called ArmA underneath it. -
Problem with this merge is that I don't think the game is shit and want my money back.
ChainReactor replied to Barbosa1955's topic in General Discussion
What makes you think that? The mod only delivered the basic idea. Almost nothing is or can be used due to different systems and concepts, you know, thats the point of a standalone game.