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ZombieTechnix

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About ZombieTechnix

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    Scavenger

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    Male
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    Outer San Francisco, California
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    31 year (going on 32 soon) gaming-veteran! ^_^

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    Way too much to confine inside a tiny form-box. :P~

    However: "a few short details about yourself, your life story etc." (heh)
  1. ZombieTechnix

    Shitty way to die (moving through objects)

    Wow, found this by Google searching as the same exact thing just happened to me, and omg am I furious. I mean, a good two and a half years after this thread was even made, and the problem STILL exists!? I'm new to Day Z, this is my fifth or so day... and until things are ironed out, I think I may just shelf this game. Was playing on WalkingDead server... had a large gunbag with tons of space, had an m290 with 200 rounds of ammunition for it, had a shotgun with several rounds, a .45 revolver with tons of ammo, plenty of food, soda, and water, 15-20 bandages, 5-10 painkillers, several morphine, etc. Even found a cool rebel uniform skin I was using... managed to heal myself from 6000-ish blood back up to 12000 (max) from proper eating and bandaging when needed... my kill-counter on zombies was at least 50, maybe closer to 100... was finally figuring the game out; I was ready to hang it up a couple days ago, because the game didn't feel deep enough or didn't feel like it have enough point to playing it... but was finally figuring it out, exploring around, having a blast, finally getting into the groove... exploring, having a blast, surviving longer than I ever have before -- seeing more than I ever have, learning the lay of the land and the landmarks... come up to a city/town with a train-station, see an opening in the wall on the far platform, decide to vault the platforms to go straigh there... and what does me, a !@#!ing train platform! WTF! Vault up, clip through the surface, both legs break, and get something like -60,000 blood!@#! Ironically enough, had read all the horror stories about KoS'ing and such, which is what initially kept me away from the game... but finally broke down and got the Arma 2 complete-collection on a killer sale... over 100gb of space for all the mods to day z, along with arma2/expansions/dayzmod... ironically, playing as equally on PvE servers as PvP... never been killed by another player, and never killed another player... but to have all that lost and forced to start over, because of a glitch on a !@#! train-platform. That's some serious !@#! for a mod/game that's been out as long as it has. Too broken to even bother recommending this to anybody I know. <_< PS - It's kind of mind-numbing that zombies can clip through walls/doors/etc to get at you, and take absolutely no damage as far as I can tell while doing so... but Lord forbid we clip through a surface, it's not just instant death, it's enough damage to kill us several times over. *facepalm* >:(
  2. Howdy all. I've been wondering about this for awhile -- I've been trying to scour the interwebs and coming up blank. Would anybody know if it's possible to change/move where chat (sidechat and such) display on screen? I ask because the lower-left corner where it displays is hard to view when I'm leaning/lounging back in my office-chair... I have a clock on the front left corner of my desk, which for all intensive purposes can't really be place anywhere else -- when I'm sitting up, can view the chat just fine, but like to lean back with my game-controller and lounge while playing Day Z. Everytime chat happens, I have to keep sitting back up to see it, or just ignore it completely. Would be great if there were a way to move it from the lower left to the upper left. Is that possible? Thanks in advance for any assistance. - ZombieTech :thumbsup: B) :beans:
  3. Fairly new to Day Z (4-5 days), and been doing the server-hop routine... found a couple decent servers (sadly server-hunting is about as wandering-wasteland as the survival in the game itself, lol), but still felt like there was a few things missing... the detailsere's list of this server sounds pretty much exactly what I'm looking for... can't wait to check it out. Currently at work, so won't be until later today. :P One thing that might be neat, unless I missed it in the list, or perhaps maybe you already have it... is player-gained experience and levels. On another server I play on from time to time, DayZ Echo, there's minor experience per zombie kill (like 8xp) and a bit more for killing AI bandits (45xp I think it is) [might even help incentivize players to shoot the AI more-so than each other, even though there is the friendly-fire script in place]... and each level adds more to stats like damage-reduction, survivability, tiny added amount of health, how long food/drink last before you're hungry/thirsty again bumped by a teeny bit, etc. Sadly, their level-limit is level 5 so far (still in Alpha I believe)... would be cool to see some sort of scripted equation in place to have unlimited level-progression -- be cool on your server to be a long-time player and being able to boast you're level 100, or 500, or 1,000 or whatever... since after all, would think every bit of survival would come with its experiences. B)
  4. ZombieTechnix

    Dayz and servers in complete mess

    Apologies ahead of time for bumping an old threat, but this is exactly the topic I was looking for -- and upon checking the rules, it's a "search first" message-board, and not a "don't necro" message-board, which is a good. I also apologize for probably length this may be by the time I finish typing it... xD I've been playing Day Z now for going on five days now I think... and I'm the type of person that when I invest in a game, I tend to dive in head-first... which also means covering all bases (getting all mods and mods files in place -- which has been proving quite maddening!), researching galore, etc. What I've been finding has to be one of the largest filing-cabinent's of a game with hardly any real file-folders... let me explain... At the top of the list, which even though I understand the reasoning, might not exactly be helping matters... Dean Hall, aka: "Rocket". Day Z is a cool mod, and a good amount of the bigger glitches and such from what I've read about and what I'm seeing seem to have been worked out... but the "mod" still feels rather "alpha", as there's tons more room for depth and ideas to be ironed out... such as some form of melee-fighting with hands or kicks... the fact that a person runs out of ammo and doesn't have a hatchet and can only run in circles is very immersion-breaking for a zombie-apocalypse -- or a fix to the backpacks eating items if there's not enough room and you try to send something there (just had it happen earlier today an a WalkingDead server with a revolver I tried putting in the backpack... mags went in, Revolver just deleted because there wasn't enough space... from now on will make sure to not open bag unless at a loot pile). Or even making more maps/areas based on real-world locales... San Francisco, New York, London, Berlin, Paris, etc... instead 90% seems to be in farm-country (which I don't mind for a bit, as it reminds me of growing up in Maine), but still... to be able to roam in more big cities would be nice... enter the mod-community, where basically for large cities there's Sauerland and a couple others, but still not a whole plethora. Sure, I can respect Rocket's want to do a standalone due to engine-restrictions, and clunkiness, or whatever other reason... but at the very least, have a secondary team still working on the mod to iron it out, get it "deeper" and "more immersive", and then be able to borrow some of the ideas and code to shove into the Standalone... as it stands, even with some of the biggest most intricate Day Z mods out there, it still feels like it boils down to gigantic deathmatches in some of the most gigantic deathmatch-maps ever. (Which pains me to say, I love the concept and potential of Day Z... just feels like it's going more quantity than quality... I'd love a Day Z experience that felt a bit more like State of Decay... obviously not with hot-swapping characters... but with multiple live players, being able to fortify whole towns/cities/bases and defending against zombie hordes, while ducking and running for make-or-break survival, etc -- as it stands, minus perhaps the difficulty, bit of a learning-curve, and survival-needs, Day Z is coming in as an over-graphic'ed game that's a few notches above Second Life with zombies.) Secondly, the launchers. Wow, not even sure where to begin here. As far as I know, I've installed and tackled all the major launchers so far. Day Z Commander, CCG, withSIX, and "DayZ Launcher" (actual name). Even though typically the idea is, "each have their pros and cons", never has that been more true than now. * DayZ Commander is great at downloading mods at higher speeds, search-filtering, making it easier for setting launch attribs. (Yes, at one point it functioned off of GameSpy, which is no longer around, but it's been reworked and works rather well today...) * withSIX is great at keeping everything organized for giant standalone mods with several resources since even attempting manual launches tend to error, although its interface is a bit puzzling and hard to navigate. * CCG is decent for preaching the high-quality and tending to stick to it to an extent, even though Arma2-wise, they tend to only list about 50 servers. * and then DayZ Launcher, has it's merit, lists a bit more servers than Commander, but its mod download-speeds leave much to be desired, not to mention its major need for mod-verification -- a mod download hiccups and checks it off as "ready to play" when it's only downloaded a bit over 50mb, and the mod is supposed to be 1.5gb (even Day Z Commander will have a giant !-error up until the entire mod has completely downloaded). *facepalm* For such a massive community, there's so much micro-grouping, it feels like there's just as much exploring a torn wasteland outside the mod as there is in. So now we have a division of standalone-game vs Arma2-mod, adding to that a division in launchers... since, ironically, there are some servers that just won't show, or be found, or launch from each launcher -- and that goes for all launchers, as I have to use each launcher just to access certain gametypes, modtypes, or servers. (Would be nice to see one "awesome-sauce" all-around launcher that does everything well... as it stands, no one launcher is really "great", each does a couple small things well, but each has decent/significant issues.) The the mod-community, which, this one might roll back onto the launchers as well. Perhaps I've gotten to used to having the "just one version", where a version updates, and overwrites the old version, and that's the version of the file/mod/system you use from then on out. It's bad enough that launchers like CCG need to duplicate the mods in a secure location in documents folder, with a blank file-header... but then on top of that, all the other launchers need to support each of the different versions uniquely of each other to the point where even in the Operation Arrowhead directory, I now have 4 different Epoch folders... and that's just Epoch, other mods are doing the same thing. I understand technology is becoming throw-away, as is HDD disk-space somewhat more than it used to be... but I'm pretty certain now that just under (maybe over, lost count) 100gb of my 1TB HDD is now being dedicated to Day Z... holy poop... 1/10th!? *facepalm* How about at least "latest version" and maybe "previous version" supported... it's not like the changes from version to version are that uber-revolutionary... the fact I now have four different @DayZ_Epoch folders is nuts (@DayZ_Epoch, @Dayz_Epoch105, @DayZ_Epoch1042, @DayZ_Epoch1051)... and no, that's not for EpochPanthera as I have 3 folders just for EpochPanthera (@DayZEpochPanthera, @DayZEpochPanthera_Epoch, @DayZEpochPanthera_Panthera)... while two folders for the standard Panthera (@DayZ_Panthera, @DayZ_Panthera181)... etc. At the very least, perhaps when a mod-developer has a new version, rather than reinventing the wheel, set it up like a hot-fix, where there's new content in the newer-version folder, that calls for data they didn't need to change from the previous-version folder? (And to think, if I wanted to have CCG all setup with every mod it supports, I'd have to possibly double the excessive file-folders/directories of above, to possibly have up to eight existing Epoch directories!? Thankfully, I pretty much just use CCG for Sauerland... which ironically, if I recall, also had to redownload another Epoch. *facepalm*) I mean, sadly, I started in WarZ (Infestation: Survivor Stories -- hey, it was marked down to $5) and Seven Days to Die before coming to Day Z... and thought, "woah, I'm finally in Day Z" when I came to Day Z... (and no, I didn't just learn about zombie games last week... been following them for awhile, holding my breath and hoping for a more traditional MMORPG or action-MMO based around zombies... after not really much of anything, figured I'd settle). Anywho, when I first started dabbling around in Day Z, I kept wondering, "with larger maps, better graphics, more functionality, how do games like WarZ even manage to keep surviving!?"... but the deeper I dig within Cluster!@#! Mountain, the more I can see where some would feel overwhelmed after a bit and run away screaming. -_- Another case-in-point is the DayZ mods for the "purist" or the "retro" that want to game more like the traditional/original Day Z... why not just play the Day Z mod on its own without the other mods... instead there are mods out there like "Day Z Redux" or "Day Z Retro" and others that are meant to be just like the standard/original Day Z mod..... *facedesk* (I mean, sometimes it feels about as crazy as, "Oooh, we've made our mod different because we've made the trees purple. QUICK, make a whole total-conversion mod out of that with all the resource/reference files so that it's another 1.5gb-2.5gb... so this mod looks as massive and beefy as the others.") (Also doesn't help with the confusion when there's dozens upon dozens of Day Z related websites/forums throughout the web, all trying to do the same thing as the one before it... along with the need of having to jump through hoops and getting authorization to join specific Day Z servers... like seriously, out of the 5,000+ Day Z servers, should a person really have to mess with three+ stage verification just to get on a single one!?) PS - The micro-divisioning is a tad bit more obvious as well, when I talk on various message-boards about Day Z, and there's several veteran players that have never heard of a particular launcher, or certain type of general mods, or were even aware of other Day Z functions/features that should seem fairly standard. :| EDIT: Here's a look at the size of just my Operation Arrowhead directory... added to the Arma 2 directory which appears to be just under 10gb, and then whatever has been downloaded for CCG (checked and that's 5.3gb)... yup, over 100gb now!!! :( (Which is even more sad, considering I tend to be a bit of a creature of habit, and typically play on one of 3-5 favorite servers... each with different/unique mods/maps, but still... over 100gb to settle into a handful of favorites!?) EDIT2: I mean... I'd heard/read a bunch of the horror stories when Day Z mod was first a thing, and then when Day Z Standalone started development and Alpha... but had figured this far along, so far after the "newness" things would be a bit more organized, sorted, ironed-out... what gives -- as far as a game concept/franchise goes, it's pretty much a "broken home" of sorts.
  5. ZombieTechnix

    Arma 2 dayZ mod on steam or DayZ Commander?

    Just installed DayZ Launcher... seems straight-forward enough; be nice if they recognized your mods though... 1/2-2/3 of the mods I know I have installed it wants me to download again. Would also be nice if these launchers would stop trying to reinvent the wheel by needing special names on each directory... like how one needs "@DayZ_Epoch" while another requires "@DayZ_Epoch1051"... not exactly efficient considering not everybody has multi-terabytes available to just throw away. EDIT: LOL, for anybody else in the same boat, found an interesting fix... click download on the mod that you already have... click stop a few seconds or a couple minutes or whatever after it stops... it'll light up as "ready to play". xD (The devs might want to take a look at that... could see some serious room for exploitation there perhaps...) EDIT2: Erm, wow... on the one mod and one map I didn't have tested the "stop" routine from above, and it also lights up "ready to play", listing 3.5mb and such for sizes... o_O ^ When it starts downloading it says it's supposed to be 1.5gb..... -_- PS - Also don't see why so many keep claiming DayZ Commander doesn't work; works just fine for me -- even though I keep seeing various posts around the web that claim it no longer finds servers (of course they were dated back in July). I understand it used to work off of the Gamespy network, and Gamespy got shut down... but guessing they must have fixed the way it works at some point, as I manage to pull up 3,214 (with plenty enough mod-variation) servers with it... that's more servers than I'll ever need, and more than I seem to bring up in any of the other launchers so far.
  6. ZombieTechnix

    Arma 2 dayZ mod on steam or DayZ Commander?

    For what it's worth... I've been tinkering with the mod, and each launcher I've come across. My go-to is DayZ Commander for the "basic" Dayz variation-mods. I use withSIX for more standalone mods that aren't supported in DayZ Commander, such as "DayZ Echo" and the like. I use CCG Launcher (when I don't feel like manual-launching with command-line attribs) for when I want to access Sauerland CCG and the like. I've tinkered with using launch-line attribs via Steam, and they don't always load right. For example, for whatever reason, I use withSIX to launch DayZ Echo... I take the same attribs, settings, etc... set them up in Steam, and things don't load right... the menu comes up missing the background image, there's odd missing file errors, etc. It never hurts to have each and utilize them as tools... - DayZ Commander is sort of the base-level catch-all for the standard/typical variation-mods. - Then withSIX is good for launching packages that are touchy and really specific on mod load-orders, file references, etc. - CCG can be decent if you want to access CCG-specific servers/resources... should be noted there's two routes: their launcher where you have to redownload and reinstall mods (having them exist in two different locations on the HDD at times by different names, such as "@DayZ_Epoch vs @DayZ_Epoch1051", etc)... the second option is a work-around, but it's rather complex, requires making blank dummy-files, and can be a real pain in the butt as I'm pretty certain you still have to have the same mod in two locations on the HDD. - Steam I typically save as the "testing platform"... when any of the above three aren't working right... I go to the steam app directly, to see if whatever I'm trying to load will at least launch or show some sign that assets are at least firing up... even if many aren't or there are errors, it helps to know I'm on the right track. (There's also a "DayZ Launcher" proggy, actually by that name... that I've downloaded, but haven't had any need to install... so far everything I've come across is easily handled between the four above: DayZ Commander, withSIX, CCG, and Steam.) Hope it helps... :thumbsup: B) :beans: PS - For the reports that DayZ Commander doesn't work well, or has all sorts of problems... this is my third day playing DayZ, and I haven't had any issues with it yet (only issues I've had now and again are the error messages about spefic files, keys, etc... which is typically a needed mod-resource pack, key files such as .bisign, map .pbo resources, or other random required files)... have every single mod variation it offers downloaded, installed, and at the most recent versions. ;) (As for Steam compatibility... I purchased Arma 2 Complete Collection on Friday through Steam, and originally downloaded the base DayZ mod via Steam on the same day -- no problems with DayZ Commander working alonside Steam.)
  7. ZombieTechnix

    Installing DayZ without Steam

    If it helps, I've been messing with most the DayZ launchers (this is my 3rd day playing DayZ... yeah, when I get into a game, I research it thoroughly)... anywho -- from what I can tell, the launchers such as DayZ Commander have the ability to download mods (even the core/vanilla DayZ) through the launcher from the servers they're hosted on, as well as launch the game directly from the launcher-client... there's even options in launchers like withSIX (options / game settings) such as: "Launch with Steam launcher" and "Use Steam In-game" which can be turned off and on. So in theory, I'd think you might be able to use DayZ Commander to download the core DayZ mod and other DayZ variation mods, then use withSIX to launch without the use of Steam. Of course, I'm currently using Steam, so all my game files are stores in the Steam directly... however, since you have a non-Steam game, I'd imagine the mods would be stored wherever they're installed, as they tend to save in the Operation Arrowhead directory. Hope it helps... :thumbsup: B) :beans:
  8. ZombieTechnix

    What is CCG? And how is it different? o_O

    I was legitimately asking for help while at the same time doing my own web-searching to research and find more. The web is pretty large FYI... so people who already know the answers can come in handy, or others that might be willing to tap a Google search help as well. I'm not the kind to ask for help and expect it handed to me, I'll look just as hard as somebody else, or even times find the answers before others provide them. *shrugs* PS - If you read my last post, I actually pointed out many CONS as to going the route of CCG... so if I'm advertising, I must sure suck at it, ROFL! *facepalm* ;) (Not to mention I pointed out how to access CCG resources without the need of CCG-proprietary launcher, etc -- not that the admins on their forums don't tend to point out the same, but still... I at least shared my findings.)
  9. ZombieTechnix

    What is CCG? And how is it different? o_O

    Yeah big community, hence the reason I'm wondering if it's worth the jump and what pros/cons might be involved on the CCG-side of things... as it seems even on the forums it sounds like you can't even access a CCG-server without the CCG-launcher (I think?). As I stated above, even FrankieIn1080p (YouTube) seems to recommend CCG... so trying to figure out what the big deal about CCG is. EDIT: Well, I did manage to find this: http://dayzintel.com/dayz-clans-and-communities/custom-combat-gaming-ccg It lists CCG benefits about half way down the page, below all the images/listings that don't seem to work anymore, heh. Sounds kind of promising I suppose... now curious that if I did the CCG jump and did the blank-file modifications in each mod, if I'd still be able to play on non-CCG servers without having to modify things back. EDIT2: Well, I might tinker with it, BUT (yup, a REALLY big but!!!) so far... I've signed up for an account on their site, I downloaded the launcher, and honestly, seems when you select just DayZ servers there's only about 50 total -- doesn't help there doesn't seem to be any way to specify search-parameters (like to look for "PvE" servers!?), and the interface seems very, hrm, minimalistic and limited? Also doesn't help that it needs to redownload each mod (yay, because we all have HDD space we're willing to burn up just like money!) into a CCG specific folder in your documents... and from what I read on their forums, copying the original mod directory to documents and making the blank header/checksum file MIGHT work, but MIGHT not and still takes up twice as much hard-drive space. The perks in that link above sound promising... but not sure the investment is worth it sadly. :( I mean, not trying to fanboy in saying this, but with DayZ Commander I tend to have access to something in the neighborhood it says, "3,218 total" servers... ditch that for 50-ish!? (Granted, technically I'd still have both, but would have to keep hopping back and forth from one launcher to the other, all for an extra 50 "special" servers...) I'm all for quality over quantity... but without search-parameters and narrowing down that much variety, with excessive HDD usage!? (Already down to about 350gb out of 1TB [1.5TB if counting my old secondary-drive which was mostly full already], not like I want to go wastefully tossing away excess storage if I don't have to... be nice if someone who uses CCG could point out if there's really that noticeable a difference between CCG and non-CCG.) EDIT3: With a bit more digging, seems one of their "crown jewels" is a map called "CCG Epoch Sauerland"? It says you can download the files manually and use DayZ Commander to launch it with proper parameters... problem is, the .zip they link to seems to be 404 now. >_< Here's a video of it, which looks sweet as hell: UPDATE: w00t! Finally found where to access it: http://www.s6computer.de/Downloads.html (These attribs will probably help: -mod=@DayZ_Epoch;@Sauerland;)
  10. ZombieTechnix

    Standalone to mod? Sell it to me.

    @KOOLLAYD - After reading your post, if you haven't already looked into it, I'd suggest checking out "DayZ Commander". I've only been playing the mod for a couple days now (although I do a ton of research on most games I play), but DayZ Commander has the ability to not only get the latest up-to-date DayZ Mod version, but also the version of somewhere in the ballpark of 15-20 other variation mods of DayZ as well. From there can use it to browse servers, provide search-criteria, indicate what options you'd like the server to have, and then when you find the server you want, it does all the game launching and attributes for you... so once in you mostly just have to click "okay" a lot. Also by default, it sorts servers based on ping/latency to make sure the ones that you'll work quickest/smoothest on are right at the top of the list. ^_^ PS - I've been finding that when you try to get onto a server and get dropped off of it with the message that says certain files were deleted... it's actually because it's trying to utilize resources from other mods. Like for instance, if you're looking to play "Epoch", and go on an "OverPoch" server, it tends to boot you because "OverPoch" is actually a combo of "Overwatch+Epoch", etc. It takes awhile, but once I had DayZ Commander, I went ahead and just downloaded every mod it had listed, so I had all bases covered.
  11. ZombieTechnix

    Standalone to mod? Sell it to me.

    Can mod the mod, can't mod the Standalone.... meaning (with the mod) more customization, more options, more or less hardcore/PvP/PvE/etc depending on what you're looking for... can match up with a mod-server that fits your playstyle. :thumbsup: B) :beans: (There are mods to DayZ that have player-earned experience, skills, base-building, more crafting, unique player skins, and other helpful game-mechanics such as humanity-system, etc.) Mod has more content and more stability... since (as I added below) the beta-phase won't be happening for another year, who knows how long it'll even be before there's decent content and/or stability in the Standalone. PS - Also helped that until either the end of today or tomorrow, Arma 2 Complete Collection on Steam is on sale for $19.99, while even Combined Operations (Arma 2 and Op Arrowhead, base reqs for DayZ) is on sale for $12.49 -- decent savings compared to DayZ Standalone that actually went up in price at the start of the sale, to only end up saving consumers a quarter ($0.25) by being marked down to $29.74. PPS - From what I've been reading/seeing the Standalone won't even go into beta-phase until very late (November/December maybe?) of 2015... with the final release not slated until "sometime" in 2016... which could be December of 2016 for all anybody knows, with still the launch bugs/glitches probably carrying in to 2017 (by then there'll probably be so many other zombie games like H1Z1, Survive the Nights, Miscreated, and whatever else comes along that it'll be more like, "Standalone? What's that!?")... and along the way the Standalone is supposed to go up to $44 (or more) come beta-phase... the fact the entirety of Arma 2 is cheaper already than the Standalone kind of defeats the pros of cost ironically. (For the record, not trying to sell the military side... granted there's whatever other Arma2-based mods that might be available or come along to consider... but being former military, don't exactly need military-games to relive the experience...)
  12. This here is pretty much the rig I have, except my vid-card has 1gb vram, where this has 2gb, and I run it on pretty high settings to where it looks damn near real: http://www.bestbuy.com/site/cyberpowerpc-gamer-ultra-desktop-amd-fx-series-8gb-memory-1tb-hard-drive/9177174.p?id=1218994550644&skuId=9177174 Pretty decent buy, listed at $529 (if you browse around online may be able to get it for less... think I got it for about $300-$400 if I recall) -- might be good as a base with the option to upgrade small bits later if you choose to. (I haven't had to upgrade or replace anything hardware-wise... only real change I've made, is I had a couple spare blue-light LED case-fans that I squeezed in with the one red-light LED fan that came with it... looks kind of neat.) PS - I used to build custom-rigs all the time back in the day... and as fun as it is... technology is moving so fast and becoming so throw away that it's hard to keep up with it constantly... not to mention the older I get the less time I have to build custom rigs... so if you wanted a decent route to bypass building, the rig above is pretty solid... I've had it almost a year now with zero issues and game like a beast in 1080p on a big-screen Samsung 3D 46" HDTV. EDIT: Since your budget looks to be $650-$750, it'd even save you $120-$220 for other peripherals like headsets, gamepads, gaming mouse/keyboard, etc if you wanted -- or even enough to upgrade the power-supply (it's one of those low-wattage eco-friendly power-supplies) and vid-card if you're really hellbent to go full-max graphics... but even with the base-setup it has, I run pretty much around "high" and "very high" settings on most everything and still tend to get 20-30fps on average, sometimes a bit more typically. EDIT2: Was re-reading thread and hadn't even noticed you'd linked the other Best Buy CyberPowerPC system... GMTA (Great Minds Think Alike)... obviously the one you linked is better and would probably really pump the game out well... depends on what your budget and financial-situation are... if you could stand to save some money to use elsewhere, the one I linked that I have runs the game like a champ at a bit more than half the price.
  13. I apologize if this question has been asked before, but did a search on "CCG" and nothing was found. As I said in the "introduce yourself" thread, I'm a rookie at this... just got the complete Arma 2 collection, got DayZ, and am slowly tinkering away at getting all mods available through DayZ Commander... even scouring the interwebs for mods that aren't listed, like "DayZ Echo" (which sounds and looks really good) for example. Like a boy scout, always prepared, and wanted to cover all bases so as to be able to play on any server in any situation. (Been playing for 2 days... spent the first day server hopping to get an idea of what servers start you with what items... along with getting Xpadder-controller-profile configured to work well with certain/specific non-controller-binded keyboard keys... along with configurations and figuring out what works and doesn't work with the zombies... getting pretty good at hatcheting down zombies... just wish I didn't end up bleeding and needing to bandage every fight or every other fight... it's like we're made of glass, sheesh!) The one thing I keep coming back to though, and seeing... is "CCG"; FrankieIn1080p seems to play on CCG servers... and I looked over their website, you supposedly need to manually make blank files for each mod to verify to the launcher that they're up to date, etc -- even see people refer to servers as CCG servers. What I don't understand is, what exactly is the difference? I mean, it's confusing enough to start with Arma 2, then to DayZ, then to each of the extra mods to DayZ... but then to have another sub-bracket of CCG? I mean, I get that at the base-level CCG is a launcher that can find servers... so can DayZ Commander... but why the need for a seperate launcher with newer/seperate files? I guess I'll try and break it into more easily answers specific questions. 1. Can CCG launcher access the same servers as DayZ Commander? 2. If a person makes the blank files in their mod folders to support CCG, could they still be able to launch DayZ Commander without issues, or would they need to delete the blank files that are necessary? 3. Can CCG servers be accessed/used from DayZ Commander? 4. Are there major perks and benefits of going CCG as opposed to being "Vanilla" or at least non-CCG? 5. Anything else pertinent or need-to-know before making the hop to CCG? Any help in figuring this out is greatly appreciated. I tend to enjoy playing on PvE-ish servers... occassionally PvP, but hard enough losing focus with the atmosphere and zombie-motif when getting swarmed by zombies every which way, even more so when dodging bullets from the KoS-Bandits, lol. Would hate to take the plunge, set everything up for CCG, to find out they can't access PvE servers, or only have one or two (since I seem to be able to find a bunch through DayZ Commander) -- I did a quick Google search and did manage to at least see one PvE CCG server. Or to find out that there's no going back, that CCG wasn't everything it was cracked up to be, and in order to downgrade back to DayZ Commander I'd have to do some major configuration gutting. - ZombieTech
  14. ZombieTechnix

    Introduce yourselves

    Howdy y'all; in case it wasn't obvious, I'm new to the DayZ mod. Been on the fence for awhile between it and Standalone -- between the lack of content and stability-issues in Standalone, leaned a bit towards mod, but the idea of needing all the many Arma packages to support it (even if it's just the 2), was kind of "eh"... anywho, the recent price-increase of Standalone, while the Arma 2 collections went on proper sales helped to make the final decision for me. :D So, I finally have Arma 2 Complete Collection and DayZ mod installed (haven't been able to play yet -- had to wait on a Steam refund, since Combined Operations is more than easy to find, but Complete Collection is buried inside of their site and not listed well whatsoever, so did a package swap as I originally wanted Complete Collection anyways -- $19.99 for everything Arma 2 or $29.74 for just DayZ Standalone which can't be modded!? [sale prices] Duh!). Since I haven't been able to play yet, not sure what my in-game name will be... have one in mind, hoping it's not taken, if so, will try to update this accordingly once I have a name procured -- which should be "ZombieTech" if I did it right... took me a bit to figure out I had to make a new profile, also got an Xpadder config so can use controller, w00t (customized so many games, didn't feel like doing it again, LOL!). :thumbsup: ^_^ Currently at work, but have the next 3 days off... really looking to dive head-first into DayZ. I've been following it and watching vids on it for quite some time now... already have DayZ Commander installed as well as most the different mod-versions of DayZ such as Epoch, Epidemic, Escape (and no, I don't have a strange, twisted fetish for just E-words... just for some stupid reason those were the only 3 to come to mind, LOL!). :beans: So hopefully see y'all in there... excited now that I know there's a humanity-system in the game... what kept me away mostly was the fabled "KoS-mentality"... I like to play somewhat casual and make friends, not shoot everything that moves -- at least not unless it needs to be done without any other alternative. :emptycan: Here's to hopefully being able to play with a bunch of you... while also really hoping at some point I might run into “FrankieIn1080pHD”. :P~ (Yep Frankie, you know yer' loyal followers got yer' back mate!) B) PS: For the record, I'm a 31 year (going on 32 soon) gaming-veteran... though, haven't really played much in the way of multiplayer shooter games [except maybe GTA Online, Team Fortress 2, and the like here and there now and again] since the days of Quake 2... was a real sucker for the railgun, and one of the best at it, typically in top 3 on the overall Q2 ladder... hoping to be able to dust off the old skills and bring 'em to service in DayZ! (Oh, also, I'm currently in between headsets -- hoping to recitfy that soon... so if you run into me, and I'm typing at you, I apologize, but at least at 90+ wpm, I can keep up with voice-chat pretty decently.) :blush: *nom* ☻ *nom* B-R-A-I-N-Z!!
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