jtime
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Everything posted by jtime
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Introducing some team members - Matt Lightfoot
jtime replied to rocket's topic in Mod Announcements & Info
People will cling to their digital lives now :D -
Date/Time: Since 1.5.7, unsolved in 1.5.8.4 What happened: After having found a tent and placing it, i had an inventory wipe despite force saving (see below) and decided to reposition that tent several times before the *next* restart. The end result is i have 7 placed tents on ANZ2 - none of which are saveable OR removable. (persistent since 1.5.7 when i placed them) (and another unmovable, unsaveable one on US4). I have called it "Tentception" and despite my best efforts it cannot be destroyed. I have tried the following 1) packing them all down 2) running them all over in a car 3) packing them all down and shooting them till the packed tent catches on fire (packing down a tent and not moving it = shoot (~30-40 rounds) to produce car type fireball) They are all still standing. in summary: can't be destroyed EVEN WITH FIRE 1) found tent 2) placed said tent 3) tent inventory wiped despite being force saved (control: a friend had a tent directly next to mine he'd force saved at approximately the same time, it remained persistent?) 4) decided to reposition tent and try again, packed and repacked the same tent 6 times until i was happy 5) Server was restarted sometime in my sleep, my friends tent remained in its pristine tents while i had 7 2 of the 7 tents have small amounts of recurring loot stuck in them. 6) I have since tried the aforementioned methods of destroying tentception after finding it resurrected after a restart. I have decided it is unkillable. Although i haven't died since 1.5.7. Possible cause of the initial problems: i had several people interacting with the very first tent (before they learned how to breed) and was force saving it like mad because we were putting high value items in it. its possible i really corrupted the information there because there was too many inputs at one time. Where you were: inside the map boundary What you were doing: Placing and replacing a tent (single item being re-used) *Current installed version: 1.5.8.4 (relevant since 1.5.7 *Server(s) you were on: ANZ2 (1 invincible tent migrated to US4 to assert its dominance) *Your system specs: Irrelevant. *Timeline of events before/after error: Irrelevant.
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bumping
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[Disregard thread] Location of ponds/water pumps/wells
jtime replied to Sheldon (DayZ)'s topic in New Player Discussion
3 grids to the NW of your southern hospital, the long rectangular building to the SE of the factory (smokestack) -
[Disregard thread] Location of ponds/water pumps/wells
jtime replied to Sheldon (DayZ)'s topic in New Player Discussion
Some of those placemarkers are way out. I noticed that one of the Chern hospitals is wrong by about 3 blocks. -
Nope. Those are empty park water fountains. Water fountains are actually small dark grey squares on your map. (they are only *slightly* darker than houses) and some of them can be very hard to see on your map even at full zoom) i have a 100% hit rate with this. Example: at gorka near the church walls in close vicinity to the fountain icon jord mention there is a little grey square. that infact is the water fountain. Example 2: there are 2 pumps in stary sobor, see if you can find them.
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Tried repairing a huey last night, repaired everything even if it was green, including hit missle 4 times. The hull was yellow when we found it and 10+ scrap (on the hull alone gathered 20+) didn't get it to budge. Our huey just kept eating scrap :(
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[v1.5.4] Stuff not spawning/slow logins/Data Saturation
jtime posted a topic in DayZ Mod Troubleshooting
Date/Time: Quite a few hours into a servers runtime after a restart What happened: At some point Zeds and items appear to stop spawning or spawn extremely slowly (this also appears to tie in with players having much more protracted login times). You can approach towns and nil zeds will spawn or maybe 1-2 if its a major town and your lucky, lootable areas will have basically empty nodes. It appears the game is saturated with data and the server is bottlenecking to keep up with all the "persistent" data existing in the server (this is my guess as resets normally immediately alleviate the issue). I've also noticed during this time huge chunks of zeds can be removed from the server by players logging in out in vicinity to them. edit: re zeds: 45 player server with players in several towns zed count hovering between 80-110 dropping up to 40 at a time as players appeared to disconnect in areas populated by zeds Where you were: North towns from NE airfield to NW airfield (player reports in the south reflected what i was encountering) What you were doing: Exploring lootable areas/towns where zombies should spawn on approach *Current installed version: 1.5.4 *Server(s) you were on: Dallas 1 *Your system specs: Irrelevant. *Timeline of events before/after error: Server had been up for 6-7 hours zed count was steadily declining -
Not my fault, it was a terrible plan to try to stop humanity getting to 2k and losing backpack, little did i know...the bean wars had escalated. :P
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[v1.5.4] Stuff not spawning/slow logins/Data Saturation
jtime replied to jtime's topic in DayZ Mod Troubleshooting
According to the posts i'm reading in the 1.5.5 thread this issue(s) still exists. Deviant: good stuff, worth a new thread. I'll observe when i get some more game-time if i notice the same things. -
[v1.5.4] Stuff not spawning/slow logins/Data Saturation
jtime replied to jtime's topic in DayZ Mod Troubleshooting
Thanks for the bumps but i think i may have slightly mis-identified a couple of things and rolled them into one bug. 1) i still think the servers bottle neck over time as more persistent data exists in the game they do slow down over time. 2) I'm now not so sure about how it affects zed spawn rates and think it could be a product of the evolving player group (people aren't in towns as much anymore where zeds spawn) (i.e. in Dallas one after almost a full day of uptime we drove a car through major towns and got out around each one and took the zed count from 100 to nearly 1000.) 3) extention to above the biggest issue with zeds is players logging out and taking proximal zeds with them. I've seen up to ~100 zeds go off the counter instantly. 4) re: items spawning it may be working *generally* as intended however i've encountered scenarios where a spawn will be empty but if you run out of the area and come back it will spawn the 2nd time. Let me know your thoughts guys from what you've seen. -
Freeborne/CM. Is the donation link still accurate? and what other information can you provide/link re: the ausarma server: i.e. can it sustain more than one running instance of Arma servers, how much bandwidth does it have (or can it handle), how many slots etc. Either way i'm donating just curious as to what it'll be packin' :D
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There's something seriously funky going on with your client then, its beyond my rather shallow knowledge - hopefully someone else knows. Bad luck dude :(
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It would be a good idea since most of the day chasers don't understand that almost every Australian server provider has finite data plans and its not reasonable to have the server running under full player load 24/7
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You should have @dayz and arma 2 in the top right corner if your running it off arrowhead or the launcher. If not, you're not running combined ops. If you do have that, maybe you're router/firewall is blocking it? Anyway i'm more or less out of guesses now :S
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It should look like the image i've attached. And it needs to be the current version (this mod is updated nearly daily at present, sometimes faster)
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so you browsed in the launch options and set Arma II and Arma II:OA's exe's, then refreshed the launcher, and selected arma II: OA then clicked start game? And you're on 1.5.4 and the files in your addons folder are the PBO's only, not the folders which the PBO's are in? probably going to take some troubleshooting now i had my fair share of problems too, but that launcher sorted it quickly enough.
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then having dayz in the directory is no problem. However you need to play arma 2 combined ops as i stated, so you need to have both of them running in unison (its not as simple as just opening OA and expecting arma II to simply load also) follow my system above and define both the exes in the launcher, it *should* work.
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Now you've stopped your caps attack i'll try to help out. :D First of all even if you download from steam you can launch the game out of steam from the exe files in your steamapps/common folder I would suggest you use a launcher if your not code savvy. http://www.armaholic.com/page.php?id=8241 This one here works a charm, BUT you will need to define the exe file locations before you start it up. (go to the launch options tab and make sure the locations of the Arma 2 and Arma 2 oa exe files are correct to your PC and then refresh the uploader and start it as Arma2:CO (arma 2 and arma 2:oa running in unison). edit: you'll know if its working because you'll have the icon for both Arma 2 and Arma 2 operation arrow head in your bottom corner and @dayz in the top tight. If you do not see this, you are not running arma 2:CO. edit 2: i noticed the paypal thing, i don't want your money the launcher should fix your problems.
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Read over the table found it quite interesting. NVG/M107/m24 (and probably other items: illustrative) used to be on the military level spawn list (from my experience) and they've now been pushed into barracks only (2 of those buildings i know of in the game both at NW airfield) and are on a 0.11% spawn chance (1/1000). I understand some items need to be rare but even across 12 nodes per barracks (which only spawn items 40% of the time) you're odds are still extremely terrible! even bumping it to 0.2 or 0.3 will still make the items extremely rare 1/500, 1/333 while making them not borderline impossible. (i realise more nodes improve your odds but across 24 nodes [all in NW airfield Afaik] spawning only 40% of the time they're still quite, quite low.). As it stands the spawning system seems a little funky in its present state (it goes for zeds also spawning in a area closely packed around you) and loot rarely seems to respawn or recycle (more pressing issue than the above but neither are critical)(i have no idea if there's a timer on it if someone knows lmk!) edit: grammar.
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I don't know if this was accounted for in 1.5 (or if it is possible) but i've noticed that the moon cycle is different for different players often depending on when they logged in from what i've seen. It hampers your judgement if you think you're safe to move in a busy town such as Cherno because on your screen you are in total darkness, but the sniper up in the factory has a fully moonlit cherno and you are standing out like dogs balls. The above can be applied to many different scenarios involving detection in apparent safety (barring NVG...)
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I've noticed this is still occurring somewhat in 1.5.4 where the moon state can be completely desynced between players, i was driving a boat up the coast in total moonlight with 2 other players in the back and they were pitch black the whole way from cherno to berezino. My guess it syncs on server join so people can be in different states based on how long they've been in the server?
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EDIT: (1.54) Still losing gear when switching to bandit or from bandit
jtime replied to phisher34's topic in DayZ Mod General Discussion
Back on topic i have a 100% hit rate with this bug. I now drop bags when possible switch, then pick back up. However if you bug on the reload (character data received from server appears despite your toon being in server) then the pack is not visible for that player