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Everything posted by drgullen
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You quote Bohemia as to why it's not going to happen and then whine about it not happening. The internet...you gotta love it.
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It's not a glitch, it's a tradition. Bugged guns have always been and will always be a part of the game.
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Why not use an affinity mask instead? Wouldn't that be better?
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These are interesting ideas, but a bit overkill as a fix for the problem and let's face it, Bohemia will never implement any of them. I would say a simpler solution is to convert the gasoline pump into a receptacle similar to the water bottle. Server owners can adjust how much water will be inside of a lootable water bottle -- just do the same for fuel pumps and add some randomness to it, even 0% to 100% if you want, so that each gas station would have a different amount of fuel at each pump and some may even be completely empty, which would be much more realistic. I do agree about the bone dry cars though -- the same thing should be applied there -- each spawned car should contain anywhere from 0 to 100% fuel.
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Posting this here is pointless...as you can see, the only solution you'll get is from a forum freshie with instructions on how to fix it if you're on Seti Alpha V. Put in a bug tracker for it and include your logs.
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So you're the guy crashing all the servers, eh? I was wondering who was doing that! 😋
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Sounds like a bug -- put in a tracker ticket about it if you haven't already.
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Trouble inserting a new mag into SMG.
drgullen replied to CottonHill2's topic in New Player Discussion
The client and the server get out of sync sometimes and these types of problems show up. On your screen, it shows the mag out of the gun, but the server still thinks there's a mag in the gun, so it's not going to let you put a second mag into it, even though from your perspective, the gun is mag-free at the moment. The normal fix is to find a safe place to relog. Once you log back in, I'd say about 8 times out of 10, the issue is gone because the client has to read everything from the server again, so client and server are in sync again. In those 2 out of 10 times though, for whatever reason, the gun is permanently bugged. -
ADA right side doors went missing from the game
drgullen replied to Kent Gissing's topic in Troubleshooting
Make sure the server is down, then (assuming you don't also want to save a copy of this new persistence) delete the folder before replacing the original. -
Seek out a medical building and loot some tetracycline and consume that. You'll see a white pill indicator get added to your health icons. You may have to take a couple of them, but it should eventually cure your sickness. If you're lost, I would suggest referencing iZurvive as your map guide. Find a road, find a city sign on that road and then find that name on the map. You can turn on various labels on the iZurvive map to help you find the nearest medical facility. Or, just let one of the infected thwack you to death -- instant sickness cure! 😋
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ADA right side doors went missing from the game
drgullen replied to Kent Gissing's topic in Troubleshooting
Exactly. What you'll end up with is two distinctly different sets of persistence files. The set you copied somewhere else containing your original persistence and then the new set of files that will get written as soon as you start up the server. -
ADA right side doors went missing from the game
drgullen replied to Kent Gissing's topic in Troubleshooting
Yeah, if you copy the storage_1 folder back into place, then whatever is in that folder will once again become your persistence the next time the server is restarted. Be warned though that if you try this after upgrading to a newer version of the client/server, you could get some weirdness depending on what was changed in the upgrade. For example, if the name of a specific item was changed, in your storage_1 folder, you'll have references to the old name, so that could cause the server to crash if you were to interact with that item in your inventory as an example. If you're still on the same version though, it should work fine. I looked at the image and what that tells me is that your client is still looking for the mod. Do you have a list of mods in your start parameters maybe? In any case, that's what that means to me anyway -- the client still thinks the server is modded and is expecting to find that PBO. -
In the PS4 section!!!!
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So that's the beauty of modded servers then. If you don't want any of this mission business, you play on a Vanilla server. if you do, play on a modded server. Missions don't belong in the base game -- that's not what DayZ is about.
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Edward Scissorhands over here! 😋
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The chance of me clicking on that link is about 0.0000000000000000000001%. If you have a legitimate issue (and I might add, a legitimate copy of the game), make your post in English (use Google translator or the like) and use the "Insert other media" button in the bottom right corner of the editor and then use the "Insert image from URL" option. Doing it that way, your image will show up without anyone having to click what could be a link that installs several dozen viruses on my computer. You'll end up with a pretty picture embedded in the post, like this:
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Fair enough. To my understanding, stuff that is stashed is not supposed to be part of what is accounted for by the CLE (Central Loot Economy). The CLE is supposed to keep track of items available to be looted, as in items that have been placed somewhere in the world that can be picked up by a player, so the amount of buried items should not factor in, at least that's my understanding of how it's supposed to work. A buried item was previously an item placed somewhere by the CLE, so the fact that it's buried should make no difference when the CLE adds up what items it intends to place in the world, since said buried item is not lootable. Duping is another matter, though. I think that does affect it and I think the devs are aware of and working on fixes for duping on the console versions.
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Unable to place objects (garden plot, fireplace)
drgullen replied to beta_grumm's topic in New Player Discussion
You have to click and hold to place it, I believe. You'll get a little progress circle and you need to hold down the mouse button until the circle completes. -
Welcome to the forum. Please post in the proper section. This is the PC section.
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I agree 100%. Haxordie says he wishes Chernarus was bigger. To me, that is a complete head-scratcher saying that -- if anything, Chernarus should be half the size for the reasons you've stated here -- if the server could handle 100+ players with loads of infected, Chernarus would be a perfect size, but as it is, it's way too big. I'm also looking forward to Namalsk, moreso than Livonia if I'm honest. A smaller map means more interactions, so that'll be interesting.
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It depends on the server -- the one you were on, the admins might have dialed down the value for how fast dead players vanish.
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Yeah, it's possible and you already answered it IMT. If you lower the lifetime value in the types.xml file for a particular item, it will be eligible to be despawned by the CLE once that time value in seconds has passed and assuming no player has touched said item again since it was dropped in the first place. So, if you're restarting every 4 hours let's say, which equals 14400 seconds, every lifetime value less than 14400 should be cleaned up by the CLE prior to the restart, depending on when it was dropped, of course. If a particular item's value is 7200 for example and that item is dropped with less than an hour (3600 seconds) before restart, then it'll be there until the restart. Of course, this is assuming the item in question isn't ruined. I believe all ruined items despawn at the same time depending on the Cleanup Ruined value in the globals.xml file, so if you have a lot of ruined shit on the ground, you should lower that value. At least, that's my understanding of how it works -- somebody please correct me if I'm wrong here.
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Put it in as a bug report here: https://forums.dayz.com/forum/83-bug-reports/
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I've said this in another post and I'll say it again here -- I wish Bohemia would get away from this "let's leave them guessing" mentality when they announce things. Why can't you just tell us when you plan to release the DLC and how much you plan to charge for it? Why leave us to speculate like we all are doing here. In regards to what others have said here, I have no issue with them asking for money for a new map, so long as it is a reasonable amount. There are different groups of people working on different parts of the game, so the Map Developers aren't going to be the Bug Fixers or vice versa, for example. I get why some of you are annoyed at them, but as others have pointed out, if this influx of additional revenue is put towards continued development and bug fixing for that much longer, then I think you have to look at this as a positive thing and not a "cash grab" or the like. If they had said, development is now over, no more bug fixes, no more attempts at further .62 parity, but oh, here's a new map you can pay for, then yes, I'd be chirping negatively at them as well. So, I see it as a good thing. The game has been out for almost 6 years on PC as either an Alpha, Beta or Released game and this is the first time they will be asking for money for an add-on. I'm fine with that as long as the efforts in regards to balancing, performance, bug fixing and some enhancements continues for the rest of this year and into 2020 and hopefully beyond. If this becomes the norm however and next, we get Broken Bones DLC or similar, then yeah, they can shove that where the sun don't shine in that case.
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You'll have to just play around with it, because I think multiple values come into play depending on the situation. For example, if the player drops a worn backpack vs. a ruined backpack -- that involves two distinctly different variables, I believe. I would try raising the value of CleanupLifetimeLimit and lowering all the other "CleanupLifetime" values and see what that does for you. Also, at the moment, you have CleanupLifetimeDeadPlayer set to 3600, which is an hour. Personally, I think that's too long -- I think it should be 900 which would be 15 minutes, which should be enough time to loot a player you've killed, but not enough time for that player to spawn in and travel back to his dead body.