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SpottedBill
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Everything posted by SpottedBill
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ArmA beta patch and/or OA problem after changing install location
SpottedBill posted a topic in DayZ Mod Troubleshooting
Hey guys, I had to send my second hard drive to be replaced and therefore had to move my Steam library to my system hard drive. I'm having a problem with Operation Arrowhead and more specifically applying the beta patch. My system seems to be telling the beta patcher that OA is installed at the old location on the D: drive (which is no longer there), and tells me that I either don't have the game installed or that it's corrupted. I uninstalled Steam and reloaded all the ArmA titles I have in hopes that it would reset the settings, but that didn't help. ArmA 2 starts up fine through Steam after the reinstall, but OA is giving me these error messages: No entry 'bin\config.bin/CfgInGameUi/MPTable.shadow' Error compiling pixel shader PSSpecularAlpha:0 And this is what the beta patcher says: ArmA2 OA is not installed on your computer or installation is corrupted. I'm running Windows 7. Does anyone have any ideas how I can reset the install location for the beta patcher or fix the OA install? -
ArmA beta patch and/or OA problem after changing install location
SpottedBill replied to SpottedBill's topic in DayZ Mod Troubleshooting
Figured it out, so if you have similar problems: Delete ArmA 2 registry entries (relevant info here) and then verify game cache integrity through Steam. The installation should then correct itself. Hope this helps if someone is in a similar situation. -
Official code of conduct with hacked items?
SpottedBill posted a topic in DayZ Mod General Discussion
Two friends and I had our inventories wiped and switched on the "BE 3" server last night by hackers. I'd assume the hackers changed everyone's inventory on the server. All three of us suddenly had AS50 TWS (not even in the game?) and full gear with NV goggles and range finders and so on. Our current characters have survived hacker stuff before as well, and we're at 30+ days right now. Last hacker incident before this was a mass teleport to Skalisty Island that caused us to lose our equipment in the end. It's a shame that the influx of players has brought so much of this abuse, but we soldier on from death to death. Is there an official code of conduct with these items? Clearly the illegal AS50 TWS rifles have to be duped somewhere, but can we keep legal items as replacements to the things we lost? Of course, if no official word is available, advice is always welcome. -
Official code of conduct with hacked items?
SpottedBill replied to SpottedBill's topic in DayZ Mod General Discussion
Thanks for all the responses and advice, guys. We'll be ditching the rifles that aren't in the mod and everything else that feels like cheating to us and go on our way. Also good to hear we're not in danger of being banned because of being victims of a cheater. -
It looks like SixUpdater released the update too early. Personally, I'll be waiting for official word.
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Got to play some last night with a couple friends. The biggest issue was the desync between us. It was pretty bad and happened on all servers we joined (1.7.2/94700).
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Agreed. Always nice when civility is met with civility. I guess the main irritant in the video for me was that they weren't actually playing Day Z. Oh the little things that get to us sometimes.
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I found the apparent cheating in the video distasteful. I know they're supposed to be goofballs, but cheating just grinds my gears. Posted a comment on their forums. https://yogscast.com/showthread.php?71495-Yogscast-s-poor-portrayal-of-Day-Z-in-their-latest-video Don't know what I was thinking.
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Help The Yogscast Noobs Thread! - Post Your Tips!
SpottedBill replied to MissBehave's topic in DayZ Mod General Discussion
The reason they're getting dislikes is fact that they're cheating. -
Debug plains spawn, any way to get my eqip back ?
SpottedBill replied to antimab's topic in DayZ Mod Troubleshooting
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Debug plains: Wait for update or just respawn?
SpottedBill posted a topic in DayZ Mod Troubleshooting
I ended up on the debug plains after the server I was playing on crashed. When I joined another server, I was standing there on the plains. I tried to run east a good 30 minutes without luck. Unfortunately I don't have a compass and am on my last canteen. Is there any chance of the 1.7.2 update to return me to the map or should I just say goodbye to my gear and respawn? -
Debug plains: Wait for update or just respawn?
SpottedBill replied to SpottedBill's topic in DayZ Mod Troubleshooting
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Debug plains spawn, any way to get my eqip back ?
SpottedBill replied to antimab's topic in DayZ Mod Troubleshooting
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Debug plains spawn, any way to get my eqip back ?
SpottedBill replied to antimab's topic in DayZ Mod Troubleshooting
I still have my equipment, otherwise the same problem. Would be great to get some info on this. Is there any point in waiting for an update of fix or should I just say good bye to my gear? -
FOR THOSE STUCK IN DEBUG WILDERNESS...FIXED
SpottedBill replied to [email protected]'s topic in DayZ Mod Troubleshooting
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Debug plains: Wait for update or just respawn?
SpottedBill replied to SpottedBill's topic in DayZ Mod Troubleshooting
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Is it possible to fix the corrupted location information for the players in the debug plains and move them back to the map with the new update?
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Debug plains: Wait for update or just respawn?
SpottedBill replied to SpottedBill's topic in DayZ Mod Troubleshooting
Sorry to hear that. Would be great to hear from someone that has a solution to this, or at least confirm that the update won't give us a chance to continue. -
FOR THOSE STUCK IN DEBUG WILDERNESS...FIXED
SpottedBill replied to [email protected]'s topic in DayZ Mod Troubleshooting
Has this worked for anyone besides OP? No luck here either. Still stuck there. Damn. -
This is a thought I've been playing with, not really a serious suggestion as such, I'm sure the dev team has plenty of ideas as is. This is more just me wanting to share my thoughts on a possible gameplay aspect that could be interesting in the end-game gameplay of DayZ. So keep that in mind. Perhaps after scavenging and surviving Chernarus, you might eventually be able to piece together a way to escape beyond the area of infected rule? After all, escape or safety is often the motivating factor in these survival stories. It would clearly have to be something that would take a lot of effort bringing together the necessities for the task: 1. Finding out in-game that there actually is a way to get out. Perhaps finding a very rare document loot from a crashed helicopter with radio transmission details. 2. Scavenging military intel to find possible exit points for current time period. Exit points should be practically random and limited by time, exact details perhaps only available through the radio transmission. 3. Establishing radio contact with the outside world on a specific radio frequency, place and time, and receiving a transmission back with more information. A certain frequency would only be usable for a limited amount of time. 4. Using the information given by the return radio transmission. A specific time and location on the map borders for an exit, perhaps generated for each transmission individually. It most definitely shouldn't be something players could determine and chart out easily. 5. Assembling a vehicle with enough fuel to reach the exit point and get past the quarantine zone around Chernarus in time. 6. Aquiring proof that you are not infected with the disease, if player sickness is implemented. You might get a led welcome from the authorities if you have no proof of health. 7. Arriving to the exit point on the border of the map on time could prompt a ”You have survived” screen and details on what happened if your character actually got out. This way there would be no need for elements beyond the map, it could be handled similarly as a trigger or waypoint in the engine. The authority (perhaps best left undetermined) holding the exit point of the quarantine would have strict requirements for escapees. Your escape wouldn't be a guaranteed thing even if you get there. They might toss characters with low humanity back into the pit that is Chernarus. Alternatively you could realize that there is no authority left and you've been listening to recorded transmissions. A ”You almost survived" ending, if you will. If your character actually did espace, it wouldn't have to stop there. You could return as an official of the authority, sent back to find survivors or investigate the events. You could be a resource to those still roaming Chernarus, perhaps performing tests on them to see if they are infected and give them the required documents of health to escape themselves (they'd still have to go through the other parts of the escape process). You would also be a prime target for bandit posses who want the easy way out or just want your pretty outfit. I'm beginning to ramble, so I'll stop. That's about it in a nutshell. I suppose it would, essentially, create a way to "win" the game, which I'm not sure is a good thing. Atleast there shouldn't be only one way to "win". Then again, there will be leaderboards and such in the game, so maybe it isn't a completely alien idea. I do think the focus should still be players creating the stories in a sandbox world, but I believe Rocket himself has stated that more complex gameplay elements will be added in later. Maybe something like this would work as one such element. What do you guys think?
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Hotfix Build 1.7.1.5 Rolling Update
SpottedBill replied to rocket's topic in Mod Announcements & Info
This seems to have come up on the thread again: With morphine very rare and broken bones happening a lot from various sources, could there be an alternate method to deal with them that would keep it rough, but make for interesting gameplay? 1. Applying or having a friend apply a bandage/painkillers/plaster (any common medical supply that'd fit the role) on you could let you walk after X amount of time and heal slowly. 2. Making a difference between "strains" and "fractures". Strains would cripple you, but heal naturally over time (maybe faster next to heat sources). Fractures would happen less commonly, but would require the most rarest of treatments (the equivalent of morphine now). Great update! -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
SpottedBill replied to rocket's topic in Mod Announcements & Info
Whoa, take it easy. The guy asked a polite question, no need to be rude. We need to be civil here and let people share their experiences with the build whether or not we agree with what they're saying. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
SpottedBill replied to rocket's topic in Mod Announcements & Info
Seems like the update removed the variety from stealthy movement, making crawling the only way to approach anything. I think crouch-walking should be a viable stealth option as well. Perhaps making crouching and crawling good for stealth in two different ways would work? Crouch-walking could be near silent, but somewhat visible, while crawling could be near invisible, but somewhat noisy. Also, since we do not start with a water bottle now, could we atleast drink straight from the ponds and water pumps? -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
SpottedBill replied to rocket's topic in Mod Announcements & Info
One more thing of note about the hatchet: it seems to attract zombies when you use it, as if it made a shooting sound. Hopefully this isn't intentional? As for the other observations made in this thread, I definitely agree with the most common ones. No weapons and this level of zombie awareness is too much. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
SpottedBill replied to rocket's topic in Mod Announcements & Info
I'd like to throw my two cents in and say that the amount of broken bones occurring (in comparison to the amount of available morphine) feels really brutal right now. Less causes and/or a reduced chance of broken legs, or more commonly available morphine injectors would be good.