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Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

-=seany=-

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Everything posted by -=seany=-

  1. damn this forum moves fast *bump*
  2. -=seany=-

    Can't change view

    Keep in mind that some servers have 3rd person disabled. This might not be your problem, but no harm in mentioning it if your new. PS welcome to Arma/DayZ and have fun!
  3. Agreed with Op. Unfortunately the price of popularity. I have to laugh when I see threads about snipers camping stating points and calling every one they kill an idiot. :) If your going to start a controversial thread to blow your digital trumpet, at least make sure what your doing requires skill! :D
  4. Not really' date=' it will use less RAM though, so that would help if you get "stuttering" while it is streaming/loading textures. That's not really increasing FPS though. Best way to gain FPS in Arma is turn down [b']Object Detail and Terrain Detail and Post Process effects, Also don't have a higher Render Resolution than display resolution. Another one to turn off is in game AntiAliasing setting. Use the Post effect AA (PPAA or FXAA) that can be set in the Arma2oa.cfg Also' date=' turning down settings does not always mean better FPS. It can actually give you worse performance some times. For example; if you switch shadows from [b']High to Normal they are no longer rendered on the GPU, they are rendered by the CPU, which could potentially cause you to loose FPS.
  5. -=seany=-

    Error after installing PMC and BAF

    You need to apply patches to BAF an PMC
  6. Anyone read my post? I have been playing Arma for years...believe me it is a problem with arma and happens in every mission.
  7. All I know is I have had this bug for ages with Arma, long before DayZ. I play on LAN with my mate ( domination, evolution missions etc) and the chat is bugged in the same way here too. I see things on his screen that people have written in chat, but not on my screen. Some times the Global channel will work and not the side channel some times it will be another problem. I saw so few people report it that I felt it was perhaps caused by the fact the two of us where playing on the same server, behind one external IP address. I don't believe this is the case though, I think it happens all the time. Have any of you that have had this bug been been in a separate real world location/Ip address to the person who confirmed that you where missing chat messages? Needless to say that this bug must cause a lot of confusion, annoyance, bad feeling between players and major misunderstandings. Eg some one tks you, they apologise, but you can't see it. Now you think that person is an asshole, that is just one example. In DayZ it is an actual game breaker. In fairness to BIS, it is very hard to trouble shoot. I wanted to report the bug ages ago, but I could never reproduce it accurately..so there was nothing for them to test. I am glad that so many DayZ players are having it though, because hopefully it will finally be fixed and not follow us into Arma3. So in summery: It's a long time bug, maybe even since Arma1. It affects every channel and mission, not just Direct Chat or DayZ
  8. -=seany=-

    Zombie respawn time too fast

    I agree zombies respawn too quickly. Obvious repspawning enemies in any game really spoils the immersion for me. It's worse since there are no zombies anywhere else other than around buildings, so you clear a small village with 5 buildings in the middle of no where, killing 20 zombies and suddenly more appear. There is a nice satisfying feeling to clearing an area and being able to freely walk around it. With the bigger towns and the city's, respawning is ok as you would not know how many Zeds there really are around. I would also like to see the odd Zed roaming through the forests, these areas are way too safe. You can pretty much just blindly sprint through them. I would like the added tension/ surprise.. It would take you a moment to figure out if it was a human or and animal or a zed.
  9. -=seany=-

    Pending Update: Build 1.7.2

    Your better off not trying to climb anything (other than fences) in the Arma engine ( well DayZ anyway), if your player model clips it or glitches you will die instantly. Same for rocks or boulders, never try to walk up or over them, it works 80% of the time, but occasionally you will just die. Another one is opening and closing doors. Be very careful when doing this as you can get crushed and instant death. Try to not let the door touch you while its moving. The last danger I can think of is trying to squeeze between to objects, like a wall and a DayZ added trash pile or rubble etc. If you can't get by very easily, just ignore it. trying to squeeze through will probably kill you. Oh! one last one, damaged buildings, these are death traps. You can survive...but is it really worth the risk? :) Anyway looking forward to the update! No rush, get it right!
  10. There are so many threads and even this is so long, forgive me if this has been mentioned. But...how about instead of being able to identify a bandit, you could identify a trust worthy Survivor? Like, the longer you have been playing and not killed a human you are more identifiable as a trust worthy person some how. This bit I haven't really thought of, perhaps it could be skin related, or audio related, like the previous bandit identifiers. Or some thing else. Preferably with incremental levels Bandits don't want to be instantly recognisable. But I think trust worthy survivors would not mind if they became recognisable over time as trust-able.
  11. -=seany=-

    Non-enterable Houses

    I think it would be a good idea to have loot spawn around non enter-able buildings
  12. -=seany=-

    Heartbeating is almost like wallhack

    Maybe being able to scan through walls is a bit much, but I like the heart beat idea for now. There needs to be a negative to becoming a bandit. Some cost for being a murderer. If there is not, no one will give a second thought as to who they shoot. Using real life examples of not knowing who a "dick" is, or who is a "murderer in an interview" is silly. It's a game. In real life people have morals and remorse and empathy and fear of being put in prison, so there are more nice people than good people. In a game you have none of these things, and therefore no care of who you murder as it has no consequence. Having a negative to becoming a bandit is needed.
  13. First of all thanks for a great mod and I wish you continued success with it. I like all the changes that have be added/experimented with and so far nothing has been changed that has made me annoyed :) . You seem to be doing a great job in this area Rocket, keep it up! I hope you continue to never let moaners sway your direction! I do have a couple of suggestions I would like to make: It would be nice if we could have the odd Zombie roaming through the forests. At the moment I run through forests with abandon as I know there will be no Zs. A couple of stray wanderers could make for a "nice" surprise! What are the chances of this happening? One other thing; I don't really like the way zombies respawn quite soon after an area is cleared. To me this spoils a bit of the immersion and atmosphere. I know I just killed a heap of Zombies and there are none roaming around the landscape, so where did they come from? My first thought when meeting respawners is "sigh, look at these zombies that have respawned, now I have to waste more ammo". You immediately think game mechanic and not "oh look, a surprise zombie attack!". I think an area should stay clear unless you travel 500m away from the towns /buildings perimeter, maybe even further. Perhaps this isn't a big issue for large towns like Chernogorsk(sp?) and Elecktro, as who knows if you really killed all the zombies around? But, for the many small villages and hamlets around the map, respawning Zombies are occurring too soon and too close. Any way, thanks again for a great mod and keep up the good work. :)
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