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Everything posted by Wüstenfuchs (DayZ)
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I had a positive encounter with strangers today. I heard some gunfire nearby, so I went up on a hill to look down a factory where someone was shooting zombies. The factory entrances had been blocked by wire fence. Another person joined him and they were figuring out a way to get in (in chat). I was on a hill couple hundred meters away looking down through the scope of my CZ 550, and I noticed neither of them was using bandit skins, so I made them an offer: If one of them gives me their revolver, I'll go down to give him a makarov and use my toolbox to remove the wire fence so they can loot the factory. After a while one of them agreed. This is where trust comes in. I walked down to them with gun lowered. We all saluted each other as sign of friendliness, and he placed the revolver+ammo on ground. I picked it up, gave him makarov+ammo. The most nervous moment was when I had to turn my back on them while removing the two wire fences blocking the entrance. They could had shot me with easy 1 bullet in head and taken the revolver + other stuff that I had. They didn't. This time trusting the strangers payed off for everyone, as it turned out to be good deal for all of us. They found their own toolboxes and other good loot inside, and I got the revolver I had been looking for. One reason I could put my trust on them was the fact that they did not have bandit skins on. When dayZ version 1.5.8 comes out and bandit skins are removed, I'll have to treat everyone as potential bandit so this kind of scenario is very unlikely to happen anymore. :(
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Then don't come within 20 meters :cool:
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In ArmA 2 we have something like this in all of our missions, called Deadfast's Name Recognition. It's really handy, you see the player's name and it fades out over distance (the further you are away, the more transparent it is). I think max distance you can see someone's name at is about 15-20 meters. You can see it in action here: www.youtube.com/watch?v=IJ77B6aEJNY Would be nice if dayZ would use this too. It would be very easy to add in.
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Moving indoors in ArmA / dayZ is something you just have to learn. I don't have any problems moving in buildings. If you go from narrow doorway with a long weapon raised, don't go in fully sideways, or at least put your barrel through first.
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[1.5.7] Tent Duplication
Wüstenfuchs (DayZ) replied to adrianscholl's topic in DayZ Mod Troubleshooting
We've been doing the same. Leaving the packed tents to the ground makes them disappear. Unfortunately every time the server restarts, the 40+ tents spawn again and we've to pack them all again one by one. -
Food and water being used offline
Wüstenfuchs (DayZ) replied to Jeff (DayZ)'s topic in DayZ Mod General Discussion
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Beta Patch 92612 fix direct chat !!
Wüstenfuchs (DayZ) replied to sata3d's topic in DayZ Mod General Discussion
Beta Patch 92612 does not fix direct comms fully, so even if you use it you can't rely on thinking that strangers will hear you over direct channel. If you only use it with your friends, there is a method we found that works for about 90% of the time. When you are all close to each other, go to lobby and respawn. After spawning near each other, the direct comms should work. There are still some people who can't hear direct (or be heard over direct) at all no matter what you do. -
Yep I know, I have my space binded to "talk on direct communication", B binded to "talk on group channel" and V binded to "push to talk". That way I don't have to switch channels so often when playing ArmA 2. :) Push To Talk button will just broadcast to whatever channel you currently have selected. If rocket could set direct comm as default, then it'll be much easier to instruct new players on VON usage.
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I don't think you can repack your tent after you die. At least it doesn't work for us. Once I and my friends have died, the tents we have placed act as if they were placed by someone else. We can access them but no longer pack them.
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When using the "Push to talk" button, your voice will be sent to the channel you currently have selected. Same with text. E.g. if you have selected side channel, your text + voice will both be sent into that channel. If rocket is able to remove global and side channels, he might be able to also make direct communication as the default channel.
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I created a feature request about the direct chat text distance in dev-heaven. Since they are now working to fix the direct comms / VOIP, maybe we might get this improvement in as well. Those who have account there, please vote: https://dev-heaven.net/issues/31523
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[1.5.7] Tent Duplication
Wüstenfuchs (DayZ) replied to adrianscholl's topic in DayZ Mod Troubleshooting
It seems to now spawn tents to every location you've placed it in. We placed tents several times and packed them up again (to improve the position). After server restart there seemed to be a tent in every position we had placed tent during the testing (40+ tents). We did not even click "Save old camping tent" between these placement, only at the last location. -
Fireplace and tent placement
Wüstenfuchs (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
Ok I now fully agree that the tent placement is pretty horrible. I just spent about 2 hours trying to place tents today. Sometimes trying in open area, no trees within 10 meters in any direction and quite flat area. There's something seriously wrong with the isFlatEmpty command, or there are some invisible objects in Chernarus all over the place. -
Those looking for heavy immersion
Wüstenfuchs (DayZ) replied to dark_cloud's topic in DayZ Mod General Discussion
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Cellphones is not only a suggestion, I think it is a feature that they plan to put in. All the sound files for cell phone are already in there inside dayz_sfx.pbo. I also found geiger counter sounds. :)
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Bandit/Survivor Morphing to be removed
Wüstenfuchs (DayZ) replied to rocket's topic in Mod Announcements & Info
So much for survivor co-operation... Everyone will be considered bandits now.- 1251 replies
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I agree. I'd be happy to see the text visibility distance of the direct communication channel to be increased to at least 40 meters, or maybe even to the same as voice is, 80 meters. Best thing would be if text chat would also fade over distance like voice does. So the further you are from the one using text chat in direct communication channel, the more transparent the text becomes, finally fading out completely at 80 meters.
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ArmA 2 has several different channels, and who can hear your voice or read your text depends on which of the channels you are using. Global channel - Everyone on server will hear you Side channel - Everyone in your side will hear you (same as global for dayZ) Command channel - Only group commanders can hear you (same as global for dayZ since we are all in different groups) Vehicle channel - Only people who are in same vehicle with you will hear you Direct communication - People hear the voice coming from your character. Fades over distance. Text will be seen to those who are within 20 meters. Voice can be heard as far as 80 meters away. You can change channel by . key, or by opening the text chat and pressing up/down arrows. For some reason direct communication is a little bit broken at the moment in dayZ and it is not guaranteed that other person sees or hears you over that channel. For us it works most of the time if you spawn near each other.
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In ArmA 2, you have different sides BLUFOR, OPFOR, CIVILIAN, etc. Global channel broadcasts your text and voice to everyone on server. Side channel broadcasts your text and voice only to your side. In dayZ we are basically all on same side, so global and side channel have same effect (broadcasts to everyone). I believe rocket is planning to remove both of them, since removing only one of them wouldn't make much sense. In my opinion, removing them will be good for immersion. Some secondary options such as walkie talkies or cell phones could be introduced later, to allow long distance communication.
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I've been looking in the mod's SFX files and found someting interesting, such as cell phone ring tones (which sounded like text message received tone), and phone button dtmf tones. :) Might be that once the global chat is disabled, we'll have something like mobile phones available in-game.
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Food and water being used offline
Wüstenfuchs (DayZ) replied to Jeff (DayZ)'s topic in DayZ Mod General Discussion
None of the food or water is consumed when you are offline. You'll spawn with exactly same inventory as you had when you last disconnected. Only your hunger and thirst will increase while you are offline, and if you have been offline for a long time you'll be starving when you reconnect. Not a problem as long as you have some food and drink in your inventory when you log off, so you can eat and drink when you come back. Your character won't die while you are offline. -
Those looking for heavy immersion
Wüstenfuchs (DayZ) replied to dark_cloud's topic in DayZ Mod General Discussion
TrackIR 5 user here. Highly recommended. TrackIR / head tracking is one of those things that once you start using it, it's hard to play without it. :) By the way, TrackIR doesn't only allow you to look to the sides, but also you can look up and down, and lean left / right. This is an advantage because when you lean behind a corner with TrackIR, you can do it smoothly, only leaning as much as you need to. With button you lean immediately all the way. TrackIR also gives you better situational awareness, as you can quickly glance around you without having to change the direction you are moving or aiming. Check by Dslyecxi to see how it can change your gameplay experience. 6:12 forward is most relevant to dayZ. -
What do you want to see in 1.5.9 ?
Wüstenfuchs (DayZ) replied to Marcuss95's topic in DayZ Mod General Discussion
- Fix the bug which prevents server's time progressing and thus causes time not being synchronized between clients (joining client gets time from server) - Keep the current 1.5.7 zombie numbers - Double or triple the time it takes for zombies to respawn - Ensure that zombies do not respawn too close (within 50m) of alive players