-
Content Count
263 -
Joined
-
Last visited
Everything posted by helpthedeadwalk
-
Experimental Update 1.10 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
I've got to say a lot of these features will fit into the harsh terrain of Namalsk.... -
[SA][PC]The Dead Return|Airdrop+ToxicZone+Groups+More! discord.me/tdr
helpthedeadwalk posted a topic in Server Advertisement
The Dead Return SA (TDRSA) is the spiritual successor of The Dead Return for Arma2:DayZMod which has been around since March, 2016. The TDRSA modlist has been refreshed! TDRSA is lightly modded for variety and enhanced gameplay. TDRSA has a bit of that A2:dayzmod feeling with spawn selection, A2 weapons, groups, global chat and airdrop. TDRSA also has enhanced base building, toxic zones, extra gear, guns and vehicles. The new items have been added carefully and some will be rare. You won't find an AR in every house and you'll still have to work to get over that initial food + water hump. The amount of heli crashes is doubled to 6, the gunter and sarka have been removed (plenty of new vehs), KrasAF/NEAF has been enhanced and there are lots more infected! I’m always open to adding mods, so get on the discord at https://discord.me/tdr and let me know! **Steam Collection of Current Mods:** * https://steamcommunity.com/sharedfiles/filedetails/?id=1791421204 **The big list of mods:** * [CrSk] GAZ-3309 https://steamcommunity.com/sharedfiles/filedetails/?id=1756237462 * [CrSk] BMW 525i E34 https://steamcommunity.com/sharedfiles/filedetails/?id=1869021368 * [Remastered] Arma Weapon Pack https://steamcommunity.com/sharedfiles/filedetails/?id=1793351435 * Airdrop-Upgraded https://steamcommunity.com/sharedfiles/filedetails/?id=1870524790 * Base Furniture Mods 3.0 https://steamcommunity.com/sharedfiles/filedetails/?id=2152314320 * BetterSuppressors https://steamcommunity.com/sharedfiles/filedetails/?id=1748044748 * BuilderItems https://steamcommunity.com/sharedfiles/filedetails/?id=1565871491 * CF https://steamcommunity.com/sharedfiles/filedetails/?id=1559212036 * Code Lock https://steamcommunity.com/sharedfiles/filedetails/?id=1646187754 * FlipTransport https://steamcommunity.com/sharedfiles/filedetails/?id=1832448183 * IRP-Land-Rover-Defender-110 https://steamcommunity.com/sharedfiles/filedetails/?id=1912237302 * Mass'sManyItemOverhaul https://steamcommunity.com/sharedfiles/filedetails/?id=1566911166 * NoVehicleDamage https://steamcommunity.com/sharedfiles/filedetails/?id=1735947752 * PSR2_NewZombie_Pack https://steamcommunity.com/sharedfiles/filedetails/?id=1838477746 * RaG_Hummer_Refresh_600 https://steamcommunity.com/sharedfiles/filedetails/?id=1880272307 * SchanaModGlobalChat https://steamcommunity.com/sharedfiles/filedetails/?id=2115602332 * SchanaModParty https://steamcommunity.com/sharedfiles/filedetails/?id=2075831381 * Server_Information_Panel https://steamcommunity.com/sharedfiles/filedetails/?id=1680019590 * Simple Base https://steamcommunity.com/sharedfiles/filedetails/?id=1814422822 * ToxicZone https://steamcommunity.com/sharedfiles/filedetails/?id=1752669393 * UAZ469 byKIRM4N https://steamcommunity.com/sharedfiles/filedetails/?id=2180545071 * VeeDub Lt https://steamcommunity.com/sharedfiles/filedetails/?id=2207995187 * ZomBerry Admin Tools https://steamcommunity.com/sharedfiles/filedetails/?id=1582756848 * zSpawnSelection https://steamcommunity.com/sharedfiles/filedetails/?id=2017605880 **Visit the website for server and game info** Website at http://helpthedeadreturn.wordpress.com **Join the discord server to be part of the community and give feedback!** Discord at https://discord.me/tdr **Use the PAUSE|BREAK key while in-game for servers rules and mod usage.** **Server Info:** * Active owner/admin * Max Players: 60 * Physical Server Location: NY * Restarts: Every 6 hours (3am/9am/3pm/9pm ET) * IP Address: 74.91.116.240:2302 **Use the new and improved in-game launcher OR get dayzsalauncher (https://dayzsalauncher.com) and play The Dead Return now!** **Any questions?** -
yes, yes. IMO, BuildAnywhere is one of the worst mods you can add to your server. Right up there with NoStamina+Trader, but I digress. As a server owner+player I'm torn on the idea of boarding up houses. It fits the meta-game perfectly since you'd be more inclined to board up a house than chop trees and make a fort, but the last thing new players want to see is every house on the coast boarded up. OK, Not a popular opinion, but I think it would be better to not allow building inside structures at all. The closest I could see is being able to stick a gate/tower right in front of a building, as long as it doesn't clip into an overhang or such. The discussions of balancing base-building have been going on side a2:dayzmod and there are people there that still think it should never have been added.
-
These were written a while ago, so the exact numbering might have changed but the concepts are still there: Infection and You: Diseases in DayZ - Hit Zones: A Guide to Damage in DayZ (Pt.1) https://www.reddit.com/r/dayz/comments/dwun80/hit_zones_a_guide_to_damage_in_dayz_pt1/
-
@ImpulZ Can you make sure the github is updated to 1.09. https://github.com/BohemiaInteractive/DayZ-Central-Economy
-
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
@Derleth / @ZingZootZephyr I get it, but I'm hearing complaints, especially from the new players. Sure, you have to keep moving but It's really slowed down the turnover in loot. I could see doubling some of the lifetimes, but who wants to play one day, then come back the next day IRL and the next day IRL and see the same loot sitting on the ground. It's a loot economy and visual thing. The coast will stay bare for even longer. A side effect is that you can use backpacks for a couple of days of temp storage now too. I think the max lifetime should be a function of what you might think a player session lasts. If I think that's 2-4 hours, then maybe loot can cycle in 4-8 hours to make it harder (or 1-2 if easier). IDK, this is really far down the lifetime(!) of DayZ to make such a drastic change, IMO. -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
@ImpulZ happy for the hotfix, but you need to revert the lifetime changes. Nothing but complaints from players that the loot economy has become stale. On my community server I can just revert to the 1.08 lifetimes, but its killing the official loot economy. [edit - I just downloaded the new exp and the ONE change is to increase the nominal/min of cans of tuna to 28/22 from 20/15] :shrug: :sigh: -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
I still this this has todo with increasing the lifetimes from hours to days on many items. Items just aren't cycling through the CLE like they used to. For knives, you've got SteakKnife town,village - tier 1,2 (100 max) and KitchenKnife Town,Village - anywhere (90 max). They both last 48 hours, so what could the distribution be along the coast? Used to be they were 2 hours, so there would be de/respawning. AND don't forget the idle timer on the CLE when there are no players. -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
I agree to a point, but the changes are pretty drastic and there is also the recent idle setting which pauses the CEL when there are no players. The more I think about it, I'd want to pause/slow down the CEL when there are more players (assuming its a pure performance change). Anyway: Item - 1.08, 1.09 ACOGOptic 7200 (2 hours), 86400 (24 hours) AK101 , 10800 (3 hours), 172800 (48 hours) AmmoBox_762x39_20Rnd, 10800 (3 hours), 172800 (48 hours) MountainBag_Blue 21600, 172800 (48 hours) TacticalBaconCan 3600 86400 (24 hours) BDUJacket 7200 (2 hours), 172800 (48 hours) WoodAxe - 7200 (2 hours), 172800 (48 hours) -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
This is exactly what i was afraid of - serious loot stagnation. I'd really like to know wy the dev team did this? is it just performance or do they have some gameplay meta in mind? -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
Every single release no matter the content, we ask for vehicle fixes. I can't even remember the last time we got a reply. I feel like rewriting the vehicle code is just out of scope at this late stage and I can only guess that if modders could have done it, they would have. So where does that leave us? - how about just some band-aids to reduce car damage? or NOT allow the altitude of a car be greater than 5m? over the terrain or NOT allow the x,y to change more than a certain amount from one cycle to the next or NOT allow the wheel altitudes to be more than 1m? greater than each other. All band-aid type things, but there has to be something that can be improved. Max players aren't going to be reduced, GSPs aren't magically going to upgrade all the servers and I doubt we'll get any kind of multi-core... @ImpulZ what do you think? A little something? -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
@ImpulZ thanks for the fixes to types.xml I see that there are 15 flag varieties in the Livonia types.xml still not in Chernarus. Also, I would expect some entries in cfgspawnabletypes.xml for the Deagle, Deagle_Gold and Magnum. I would also like to hear some comments from the dev team in regard to the huge changes to lifetime. These changes will certainly make the CEL work less, but some items lifetimes are going from hours to days, so I feel like we'll be left with a lot of stale loot around the map. -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
oh damn, I'm going to diff them right now. edit - 109 EXP types.xml for Chernarus & Livonia differ by one line.... You are correct and I should have investigated a bit deeper. So, different problem @ImpulZ -
Experimental Update 1.09 (Changelog)
helpthedeadwalk replied to ImpulZ's topic in PC Experimental Updates
@ImpulZ Going through types.xml I see many, many interesting reductions in food and civilian clothing. I also see that there is no longer anything marked as Tier4. I'm assuming this in an error? -
@jakub_bohemia appreciate the hotfix. This is one of the best new features in 1.08 for servers owners but its missing cfgeventspawns.xml. If you can add that, most owners will not have to edit core XML files anymore (except cfgeconomycore.xml). DayZ:Central Economy mission files modding https://community.bistudio.com/wiki/DayZ:Central_Economy_mission_files_modding Also, please update The Central Economy files. I've had to help a number of console owners since they don't have an easy way to get the original files. https://github.com/BohemiaInteractive/DayZ-Central-Economy
-
Maybe this: FIXED Fixed: Performance issues around bigger bases, which could also lead to client crashes
-
Those are the respawn points used when you change servers. They are packed into another PBO file and are usually left out of this file (They weren't in the original EXP release), so its just a build error.
-
@jakub_bohemia this hasn't been updated yet https://github.com/BohemiaInteractive/DayZ-Central-Economy
-
Well, 1.07 released on Feb11, but patches went out until Mar11. Jun30 is ~3.5 months by my count w/a pandemic in the middle. This time XBOX also went out as an EXP release AND all platforms went out on the same day. If you're looking for a bunch of new content, then you didn't read the 2020 plan https://dayz.com/article/general/DayZ-in-2020 . Even the mod developers will say that they aren't required to write code the same standards, don't have to test as much and aren't building the core cross-platform engine.
-
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
Be nice if Nitrado published the specs of those VMs. You need a non-oversubscribed/dedicated box for 100 slots. -
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
I've never had a server with that much pop! I would think something like these : https://www.ovh.com/world/dedicated-servers/rise/prices/ (3.5ghz+, 16gb, SSD) -
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
Are you asking in comparison to console servers? Historically, GSPs always hand out oversubscribed VMs to run any servers. This is apart from any code issues. I think the better question is whether BI can get Nitrado to offer dedicated servers or other vendors. -
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
This question has been answered in this thread - NO. IT has also been answered multiple times on twitter - NO. Since 1.0 there has been 1 single wipe, on console, due to excessive duping. That's over 18 months. -
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
The files say no spawn and I asked a week ago. -
Experimental Update 1.08
helpthedeadwalk replied to jakub_bohemia's topic in PC Experimental Updates
While still in the game files, they don't spawn anymore. @jakub_bohemia confirmed in an earlier post that was intentional.