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Everything posted by Derleth
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I saw the livestream and freaked out more than a little when @ImpulZ squirmed uncomfortably in the chair saying "we want it but we cannot promise it will be back". I assume the difficulty lies in the ever present ambition to simulate everything in DayZ in the pursuit of gritty authenticity. So the broken bones will require some nifty simulation of the skeleton, working ragdoll physics and animations to suit it all. I understand perfectly these things will take A LOT of time, especially if - and it seems so by the way you talk about it - you guys haven't even started on it yet. So, here's my suggestion: FAKE IT! Basically you could fake it to a certain extent using existing systems in the live game: X amount of damage (in a single hit) to an arm - 50% increased time to do 2-handed actions and increased weapon sway. Effect can be cancelled temporarily with painkiller pills and heals with splint, morphine or over time, e.g. 10-15 minutes. Y amount of damage (in a single hit) to an arm - 100% increased time to do 2-handed actions and heavily increased weapon sway. Effect can be reduced temporarily (to the above effects) with painkiller pills, and only heals with splint or morphine. X amount of damage (in a single hit) to a leg - induces yellow health limping effect. Effect can be cancelled temporarily with painkiller pills and heals with splint, morphine or over time, e.g. 10-15 minutes. Y amount of damage (in a single hit) to a leg - induces red health limping effect. Effect can be reduced temporarily to (the above effects) with painkiller pills, and only heals with splint or morphine. Both arms broken - unable to raise hands/weapon until at least one arm is splinted or healed. Both legs broken - pass out and thereafter cannot leave prone position until at least one leg is splinted/healed. Hopefully a system such as this should not be overly complicated to make (possibly it could be done as a mod even?) - and could probably be expanded upon - and would be a good placeholder until a more sophisticated system is developed.
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If it was a "pure" server crash it should stand in the position where it was when the server crashed or slightly earlier. If there was some network desync leading up to the crash it might have crashed and burned (without you seeing it happen) before the server process actually died, and then been cleaned at the restart - so lost forever.
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I'm trying to tweak my little server into a challenging PvE and survival experience, but without mods. So far it is crammed full of infected and food drops from them reduced. I have tried to reduce fruit without removing it outright - I'm not too impressed by the complete removal of fruit/mushrooms on DUG, it doesn't feel right. I might need to reduce food spawns in the world, but when zeds don't carry food it seems the amount of canned food is fairly balanced. I've heavily reduced ammo drops from zeds - since you tend to kill them by the dozens they became the primary source of ammo. Guns need not really be touched, by limiting ammo and with scores of infected roaming military sites, getting guns and ammunition is not a walk in the park by any means. Nor is scavenging larger towns for food, tools and car parts. I'm pretty pleased with the results so far, I am now hoping that the balancing the devs are talking about will take care of the medical and survival aspects that I can't alter without using mods. And broken bones/bows of course. Once the bow is in ammo can be reduced even more...
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If it was a modded server it was also a community server, which means no shared hive. So when you logged in on another server you started a fresh character. Nothing weird or bugged about that. The teleporting happens when changing servers on the public hive. It is a means to stop duping, ghosting and loot hopping.
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Hahaha gods below I never saw that. You are quite nuts you know? I like it! As for Twitter vs forum: There is no logic to it, so looking for logic will only drive you crazy. If I remember correctly it was kinda slow to take off the first years of its existence - because what is the bloody point of a blog where you can only write 140 characters, right? Totally reasonable hesitation on the part of its (non)users to be fair. Anyway, I enjoy mouthing off with other DayZ players on it, and once in a while you get sucked into a discussion about some totally unrelated (yet interesting) subject. And if it was shut down and deleted today I wouldn't really miss it...
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Yes, in the "globals.xml" you can change the "CleanupLifetimeDeadInfected" variable to whatever value you wish. Values are in seconds. Remember that every object lying around has to be managed by the server, so increasing this too much will affect performance, especially if you also have more infected than usual.
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It's quick, and it is straight from the horse's mouth so to say, and when - for example - the DayZ devs post something they usually include a link to this very forum, where the main post with patch notes etc is located. It is true that twitter, like all social media (I won't mention any), is full of utter umptards, raving lunatics, orange presidents and their cultists and other hostile internet trolls, but the key here is that it is very easy to ignore all that and only follow those people and/or companies that you want to see and nothing else. Plus, it is really not necessary - so if you get bored with it you just don't use it. I keep it mainly because, for whatever reason, the DayZ devs have decided to use it as their main news outlet and I've encountered a number of other DayZ players who are NOT utter umptards, so it is possible to have actual conversations (if you run out of those 280 characters you write another tweet...), ask questions and get answers and find links to sites that do NOT have that 280 character limitation. All in all it is pretty harmless unless you actively seek out the trolls.
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Yes. 10:00 - 12:00 (CET).
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Yeah. There's a nice community of DayZ players I'm interacting with a lot on twitter, so it is not entirely without virtue. There is room for goofing around and fun. Ranting idiots, orange presidents and other unwanted elements are easy enough to banish from your timeline. I've set it up so the only account that triggers notifications for me on that platform is @DayZ. You can make an egg account, follow DayZ and nobody else, activate notifications and you'll know when they tweet shit without ever being bothered by the rest of twitter. Including the orange guy.
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In a thread a month back or so I remember @ImpulZ said the stabbing and several other missing animations are coming back eventually. There's a number of melee weapons from 0.62 still missing, likely because of that. I have wondered why they did add the spear back with the wrong animation - the swingy swingy really looks wonky as fudge, it is just NOT the way you use a spear - but I assume it is because it is simple to craft so it is useful for newspawns. Unless I get lucky and find a hatchet right away I always make one, they drop zeds faster than a can of peaches will. The range the stabbing gave you is sorely missed though, especially since infected became more of a threat up close.
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Just as I thought, too bad.
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Yeah, it all depends on the mindset of the folks having the server. And to be fair, if they act childish there are other servers to play on, so if they want people to shoot at on their servers they can't go all out asshat badmins or they'll just end up walking around alone with all their fancy gear. The biggest selling point of private servers is to get a lasting community built, where people get to know each other, factions settle in and build bases somewhere, and work hard to keep their territory safe from others. Faction wars, trading, raiding, partying. All those things that sadly happen very rarely on official servers because folks server hop when the sun goes down or it starts raining.
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In general, I think the game needs at least twice as many character models to choose from, plus character customisation to some extent. Not overly advanced, but at least the option to choose haircut and hair/eye colour. It is also a bit annoying that there are no characters with longer hair. I realise it is to avoid needing to work around even more clipping issues with the hair, and it's a minor thing that we can live without. And yes, most people surviving an apocalypse would likely get rid of long hair anyway for a variety of sensible reasons. But still... vanity you know!
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Okay, thanks for replying. To get actually wandering zombies that can end up just about anywhere, I had the idea that it might work to define a custom infected event for the purpose, say I call it "InfectedRoaming", use a random selection from the entire list of zombie types for children, and make the lifetime of the event a week or so, while cleanupradius radius should basically encompass the whole map. There would only need to be a handful of spawn points for these events placed on the map, with fairly modest nominal/min/max values to save the server from meltdown. Unless someone knows for sure this won't work I think I'll give it a try...
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Okay, so something like the below would not work then? Plenty of items in the types.xml have more than one usage category, but the usage categories always come before the tiers, so it would make sense that the tiers listed would apply to all the usage areas listed. I want the thing to turn up in military locations in tier 1 and 2 areas, and Police stations/cars in tier 3 and 4 areas. Not a biggie if it doesn't work, but it would have been nice in a few cases.
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I'm also wondering this, and if it is the latter case: Is it possible to have the item spawn in different tiers in different usage categories? For example a certain smg in 1-2 tier Military and 3-4 tier Police? Or does the <value name="TierX"/> parameter refer to all usage categories defined for the weapon regardless?
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I mostly travel through the woods and fields, I avoid running on roads if at all possible...
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Nah, something seems to be off. Shoes did wear that quickly for a few days before the wear rate was hotfixed, but after the fix my assault boots last hours before I need to patch them. If your shoes genuinely wear down to badly damaged so quickly, I'd try verifying steam files and see if that helps. I haven't tested enough yet to be 100% sure, but I assume some shoes are more resilient than others. For example the hiking boots I wore on one character never even went town to worn before I found a pair of military boots, and I crossed more or less the entire map with those.
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Thanks, I'll dive into it and see if I can work it out!
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I've been looking through this subforum for posts on this subject and was unable to find any recent posts concerning a few questions I have: About the Loot tiers, I'm wondering two things: Is there any accurate map of these tiers as of version 1.04? I've found a few tagged 0.61 so I don't know how accurate they are. Can a server owner manipulate the tiers in any way, to make a specific area higher (or lower) tier than default? On my server I specifically want Chernogorsk to be completely swarmed with infected but also contain more loot than less infested towns, so players have an incentive to brave the hordes in the city. However, so far I haven't been able to find any info on how to locally increase the amount and value of loot. Basically, what I'd like to do is either add new loot spawn points in Cherno, with higher tier than default there, or edit the existing loot spawns to allow higher tier loot to spawn. It is important that this does not make more loot appear in other towns, so I don't want to mess with types.xml. Is this at all possible? If so, how do I do it?
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Gah, nothing. Is there really nobody here who knows?
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I do use twitter, but I still expect the Official forum to be the main and default channel where devs announce things about the game. By all means use twitter too - and link here as you sometimes do - but only posting a few syllables on twitter is not enough, ESPECIALLY when it is an important announcement that needs to reach as many players as possible. Such as news about a delayed update... Because, as you see, not everyone uses or wants to use twitter.
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In the server files it is possible to increase the "safe zone" so a town will effectively remain cleared until the player leaves the area. This will allow players to clear and search an area without being bothered by respawns, but once they move on the zeds will move back into town, so the next player that approaches will be down on his luck. I'm not sure if you can instead adjust the time it takes before respawns, which I would personally prefer since increasing the safe zone has the unwanted side effect of leaving a town devoid of zombies when a player logs in.
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When you say you crash out of the game with memory error, do you mean your game client or your server? It might be problematic if you are running a server on the same PC as you are playing since 8gb is a tad low for that, but you should still not be crashing with memory error. I suspect that is another problem, try making sure all your drivers are up to date. The file zombieterritories.xml controls how many zombies spawn and in what location, it does not affect proximity to the player. The default "safe zone" for infected spawn is no less than 100 meters from the player, that can be configured in another file - events.xml. Unless you reduce the safe zone value you should never have zombies spawning very close to players. Edit: Is that note about editing "distanceradius" still relevant?