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Everything posted by drgullen
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If you get the red error message "No message received..." on your screen during game play, that's a crash. If you get booted back to the menu screen with the message "You were kicked from the game", that's either a scheduled restart or perhaps a server admin shutting down the server at an unscheduled time for some reason. The first being an ungraceful termination of the server exe which could potentially (not always) cause persistence issues. The second being a graceful termination of the exe which (in theory, at least) should never cause persistence issues, since the exe writes any unwritten persistence updates to the files in the storage_1 folder before terminating itself.
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...that you know of. Your character remains on the server for a short time after you log off. If someone was nearby and watching you, he may have followed you into the shed and killed you before your character had vanished. On your client, it was a log off. On the server, it was a death. I'm not saying for certain this is what happened to you, but from watching several streamers on Twitch play DayZ, I've seen times in the past where one streamer kills another in this way, so one had video showing him logging out and the other video of killing the character standing there idle.
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ADA right side doors went missing from the game
drgullen replied to Kent Gissing's topic in Troubleshooting
I would check in your server types.xml file to see if (a) this door is defined there and (b) if it is, what its values are for nominal and min. If it isn't defined or those values are 0, that would explain it. A car that you have moved becomes part of the persistence files, so if it had doors on it before, it still should. The fact that it doesn't makes me think the mod has altered the configuration and omitted the door somewhere. I would report this to the mod creator as well if you haven't already. Also, if you uninstall the mod, do the doors reappear in the world? -
You might be better off burying a sea chest. I had a server going earlier this year and I can confirm that persistence was working for that -- a chest that I buried was still there almost a month later. I had a backup system in place though that was restoring persistence files in the event of a server crash. Many community servers do this (backup, that is), but I don't believe any of the official servers do, meaning that a server crash could be wiping parts of the persistence files, including your barrel. Cars can sometimes despawn if the radiator is in place, but ruined -- could it be that something you placed in the barrel was ruined? Perhaps the same thing is happening with barrels as it does with cars?
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You are missing the .exe after \DayZServer_x64
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I like it -- it's an interesting idea and could perhaps be tied to stamina. It could be that with a full or near-full stamina bar, this would never occur, but if it's on the low end, maybe have a 5% chance that you have some kind of fall when trying to jump. Also, maybe half the time when it does occur, it also results in some type of health damage.
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That's an interesting system you've come up with, but I think splints being craft-able again and hit registration on arms and legs would suffice. If you're shot in the arm, some health indicator appears showing a fractured arm, meaning you must now craft and apply a splint before being able to raise your hands again (i.e. can't shoot a gun with a broken arm, can't do any of the gestures, etc). If you're shot in the leg, some health indicator appears showing a fractured leg and you immediately go prone and remain that way until applying a splint. There could perhaps be a Monty Python "it's just a flesh wound" chance added as well, such that maybe 33% of the time, a shot to the arm or leg does NOT break the bone and only causes blood loss. So, if it's your lucky day, you wouldn't need splints, but two good shots from your opponent and you're in serious trouble.
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I answered you already. You define the initial loadout of your character, including which clothes he/she is wearing, in the init.c file, which is one init.c per server and not one per character. You could code in a randomness factor to achieve what you want here -- so, have the init.c pick a random number between 1 and 100 say and if the number is 1 to 10, you spawn as a civilian, 11 to 20, you spawn as a fireman, 21 to 30, you spawn as a policeman, etc. Bohemia doesn't bother doing anything like this though, which is why you always spawn in civilian clothes. On some community servers, they have code like this in place and on some, you can choose exactly what you spawn with.
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Read here:
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You can. You can program the initial loadout in the server's init.c file to be whatever you want it to be. They just don't bother doing this on official servers and I don't think you'll be able to do this on private console servers either. I had a server going for a bit where I made every Saturday PvP day. The regular character you had on Friday was preserved and then restored on Sunday, I then wiped persistence and recreated the loadout such that every player spawned in with a shit ton of military gear as well as a complete TTSKO outfit. You have to be able to access and edit that init.c file to do this though, which a lot of game server companies don't allow you to do.
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Delete your /My Documents/DayZ folder which will wipe away everything from a few months ago. You'll have to setup your keybinds and graphics again, but it should fix your character issue.
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I think you are misinterpreting what they mean by parity -- they are not talking about parity with the console -- this has nothing to do with console -- they are talking about parity with the features that were in the old engine. If you look back at the July Status Report, Impulz said: "Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game." The next day, Tom_48_97 elaborated with this: "Q: What are the gains and consequences of the new engine? A: The two core issues we faced at the start of development were security and performance – highlighted by both us and the community as the focus of our efforts moving forward. Those issues were never going to be fixed using the previous technology (RV). The decision to move to a new engine was mainly based on these two limitations, and this effort led to the creation of Enfusion (and its future iterations). It's very easy to forget just how broken the game really was back then, with this being a major factor behind delays. To break free from the chains of these technological limitations, we had to replace the script language and its engine to massively improve the performance and security of the game, as well as the renderer, which was a large contributor to the poor performance. However, we underestimated the amount of effort needed and thus dug a hole too deep to get out of. This meant we had to rewrite almost all of the gameplay elements from scratch, losing features and variation along the way. It's important to remember that there was no real way to iterate and improve in these areas on the old technology. Therefore, we were left with basically two choices: live with performance/security issues, and slightly improve them while expanding the gameplay, or go back to the drawing board and figure out the new baseline, but lose stuff in the process. We chose the latter... Was this the right choice? The new engine has dramatically improved the game (performance, authoritative server, persistence, etc.) and paved the way for our future developments. Q: Feature parity with pre- and post-beta? A: While we all wanted to get there, it is clear that it isn't possible due to the above changes. The pre-beta was an elaborate and extended alpha of the game, but we had to cut it down to a manageable piece for its release, ergo many features have been relayed to the post-release backlog." There's no mention of console anywhere in these statements, so I'm not sure what you are talking about, pilgrim. Whatever ends up on console is simply a port from the PC builds, which is why the version numbers are the same. Sure, some things will be different (like button-pushing and how the inventory works), but the content will be the same, so throwing items for example is in PC version 1.04 as it will be in Console version 1.04 once the console players can finally download it. Clearly, they would never go back to a .62 version for the reasons stated here, plus the fact the game is already released! The horse has escaped the barn and is galloping through the fields -- it's a bit late to try and change its saddle now. The "solution" here would be to simply continue developing the game on the new engine, as in continue working on the "post-release backlog" as Tom_48_97 calls it. They have been doing that since the beginning of 2019, but it seems apparent when you read that Status Report that Bohemia says restoring everything in the backlog back into the game is no longer achievable. My interpretation of the whole thing is simply that the suits have decided that they are done with DayZ and it's time to wind it down and as Tom_48_97 said, use the new engine to "pave the way for future developments" (i.e. Arma IV).
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Climbing/jumping is currently not on PC either. Broken bones are currently not on PC either. Throwing items is on version 1.04 which consoles will be getting shortly. Once you get 1.04, console and PC will essentially be the same, but since they port the console versions over from PC builds, PC will always get the latest hotfix/patch before consoles do. The devs have said they are going to make an effort to coordinate releases better so that the time difference between the PC and the consoles getting updates are minimal, but I'll believe that when I see it.
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Not entirely sure, but I think it's related to the tripod itself. If you use a fireplace in a house for example to "bake" your venison, interacting with the cooking pot should be fine -- it has been for me at least.
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According to the November 2018 Status Report, Eugen said the number of people working on DayZ at that time was 86 and that the team was going to remain intact for 2019. Obviously, that hasn't been the case, since the main faces we were seeing then (Eugen, Peter, Baty, etc.) have all departed, but you're telling us the team has actually reduced by more than 60 people since then? I'd be interested to know your source on that. It's not so much hate as it's disappointment. The "dream game" would have essentially been all features and content of .62 recreated on the current engine, performing better than ever, with perhaps a few new features that were originally intended for the game but never made it into any previous version. They've told us feature parity is no longer possible though, so, there goes the dream game as far as I'm concerned. I don't hate them for it, though. It's just a shame that the result is a watered-down version of what DayZ used to be. They did their best I guess and now we hope for some cool mods still to come.
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The effect of intoxication for fun gameplay
drgullen replied to maxon-69's topic in General Discussion
...you'll hit on female players 60% more often than you would otherwise. 😎 -
I'm with you pilgrim, but the July Status Report says otherwise -- feature parity is no longer possible it says -- so the only way to regain 0.62 would be to reinstall 0.62 which ain't happening either.
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I haven't played on console myself, so hopefully someone that has played on PS4 can respond here as well. Here's some general thoughts though: We also currently cannot climb or vault on PC, although the latest Status Report showed a picture of a character doing just that, so we're hopeful of that being added sometime soon, maybe even before the end of the year If you haven't already, try killing some of the infected -- not sure what their loot is like on console, but on PC, you'll often find food and drink on them, depending on server configuration, of course Until you're more comfortable with the map, use a guide like iZurvive perhaps to help you find where the wells are -- also, many trees will drop fruit beneath them which will increase both your food and hydration levels The latest patch (1.04) should be dropping in the near future on console -- it contains many fixes, including some related to the inventory issues I believe You need to head inland to where military loot spawns to find better weapons -- houses and such will only spawn things like shotguns, Mosin and some pistols -- bases will get you grenades, assault rifles, etc. Also, keep in mind that due to the duping issues, persistence is going to get wiped when 1.04 comes out, so if you assemble a car or build or base or the like, it's going to vanish after the update is applied, so be aware of that.
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Get used to it -- we've been dealing with it on PC for 5+ years -- they weren't all bad, but some of the patches over the years have just been awful.
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Blood and health should be somewhat connected to each other
drgullen replied to Brother Hao's topic in Suggestions
I've always thought that the health and blood indicators should be a bit more tied to each other. For example, I recently got a non-fatal shot that started me bleeding and put my health from white to yellow. I was scrambling for cover still bleeding so that I could bandage and during that scrambling, the arrow on the health went back to the up position and shortly thereafter, again with me still running and bleeding, my health turned white again. That has always seemed broken to me. I get that they are two different systems as you've described here, but your overall health should not be improving anytime you're bleeding. I think it should be tied at least somewhat to how many bleeds you have going on at the moment. So, with one bleed for example, your health stays where it is (neither improving nor worsening, unless, as you've said here @Brother Hao, the low blood level causes the health to begin depleting). With two bleeds, you're health is immediately depleting by one down arrow, regardless of current blood level. With three or more bleeds, you're health is immediately depleting by two down arrows, regardless of current blood level. I also think bleeds shouldn't self-heal. I've seen TheRunningManZ for example not even bother to bandage because he knows in a few minutes, his one bleed will repair itself. I think you should always have to bandage if bleeding. -
Help with configuring the server version.
drgullen replied to DarkKnight-995302f2f7907fa5's topic in Servers
With that last error (invalid ticket), try joining some other server and then come back and try joining yours again. If that doesn't work, delete your /My Documents/DayZ folder and then try again. -
The effect of intoxication for fun gameplay
drgullen replied to maxon-69's topic in General Discussion
The Apocalypse Burning Man, maybe? 😉 -
The effect of intoxication for fun gameplay
drgullen replied to maxon-69's topic in General Discussion
Yeah and while we're at it, let's put a strip club in Elektro where the female infected can "work the poles" -- oooh, careful there love, mind those teeth! Oh and let's add motorhomes filled with chemicals so that people can start making meth if they want. It's a survival game dude, it's not Grand Theft Auto. -
Right, which is the point of the thread -- he is asking when will the first iteration of 1.05 show up in Experimental.
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I believe there's a ticket in for this already -- that bug has been around for a few patches now. Roasting and cooking venison at the same time, eh? Emeril Lagasse over here! 😋