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Everything posted by GeordieMarv
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Nice work dude! Don't mess with The Zohan.
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Wear a motorbike helmet, problem solved!
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Question about Experimental Build
GeordieMarv replied to Baby Jesus (DayZ)'s topic in General Discussion
In short, no. It just updates the appropriate files. Normally a few hundred mb tops. -
Pending Changelog: Experimental Branch: 0.33.114782
GeordieMarv replied to rocket's topic in News & Announcements
Awesome news Rocket and team. Keep up the good work, can't wait to play stable version when it's done. -
Whilst I appreciate the OP's enthusiasm, it's not like this hasn't been suggested a million times. @ OP - The search button is your friend. Please learn to use it.
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You're welcome matey, good luck!
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phoboss, yes it is frustrating man. But this is a community, and people are meant to help each other out. I totally agree with where your coming from, but the reality is...if people stopped helping and ignore them completely...we would probably just get 20 threads from the same guy getting more irate as no one had helped him or answered. LOL.
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DesmonHume - I have been told off a clan mate that if you get a red cross through it...this is what you do. Goto your c:\users\username and then my documents, then dayz, in there is a file called dayz. Open this with notepad and in there is an option at the bottom that says windowed=0. Change this to say windowed=1 and save it. Run DayZ, This will make DayZ run in windowed mode, and then just press alt + enter to make DayZ fullscreen again. This apparently makes shadowplay work. If you quit DayZ when you are running it in fullscreen, it will change the setting in the above mentioned file back to windowed=0 making Shadowplay not work again. I would suggest making a shortcut on your desktop the file you edit. then you can quickly change it to windowed=1 whenever you want to use shadowplay. I don't use it myself, but I remembered a clan member mentioning something about it. So I have just asked him to get a temp solution for you. There may well be another solution out there, but this is the only one he knows of. Hope this is of some use to you man.
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I'm surprised the mods have not put a sticky up in a HUGE FONT that says there has been no update. There seems to be a million of these threads :) I guess people still just wouldn't read it, or comprehend that there is NO UPDATE YET!
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I've eaten lots of stuff from damaged and ruined cans. I've not noticed any side effects yet. So I would say no you wont get sick...yet. This may change in later versions/builds though.
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No problem man, just trying to help. I can appreciate it must be frustrating for you...when all you want to do is play with your mates.
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Very strange, I hope you get it sorted. Sorry my suggestion didn't fix it for you. Is the VON slider up full to in your DayZ audio options? VON is voice over network by the way, incase you didn't know. This is all I can suggest. I am not sure if this affects the volume levels of direct though, I think it just affects other peoples volume not your own...but I could be wrong.
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You can also turn on the mic boost option to make your mic more sensitive. Maybe this is what WindowLicker meant by preamp. Basically goto control panel via your start bar, then hardware and sound. Once this windows opens up, you will see the sound tab with 3 options under it. Click manage audio devices, once this window opens up click the recording tab. Highlight/select your microphone then click properties. Once this final window opens up click the levels tab. In there your microphone level or sensitivity can be adjusted. This is for windows 7, but will probably be pretty similar in older/newer OS. You should also be able to get to the same menu in control panel by right mouse clicking on your little speaker icon next to the clock on the task bar and selecting "recording devices" I would also say check your input volume is set to full, in the audio menu inside DayZ, but you have done that already. Hope this helps.
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Not hours, you are in debug...the edges of the map and beyond. If you run straight south or south west as mentioned...you SHOULD be back in the map within about 20 mins tops! This is all dependant on how far off the map (into debug) you have ran though...obviously!
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M4A1 accuracy setup, help me please.
GeordieMarv replied to karting29's topic in New Player Discussion
Having badly damaged parts can "allegedly" decrease accuracy in the guns. At the moment the tooltip for the actual gun itself doesn't work in standalone. So it may be that the gun itself (not your attachments) is damaged, but you can't see it because there is no tooltip. I tend to just use the RDS or Holo scopes, but this is only because I've heard the ACOG scopes don't work properly. Whether this is true or not I am unsure...it's just what I've heard. -
Great patch all round. Better UI / Inventory system by far. Better frame rates. Liking the new quick weapon/melee switches. Infection seems more logical now. Liking the new items and crafting options. And also...thank god the spinning/warping zombies seem to be no more. Good work all round. Defo the best patch to date. Edit. Razor was the punji sticks trap not implemented then? I see grenade trip wires etc (which are awesome) Was looking forward to some Vietnam style Punji. Maybe it's in and I haven't noticed it. If it's not in...hopefully next patch eh! Great update though.
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Is this still happening today?
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How about making matches have a limited amount of uses, as well as painkillers and antibiotics having more than one use? Just a thought! Would really like to see this in the mod. Maybe it isn't possible though.
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Excuse my ignorance, but do we need to copy the dayz.bikey into our keys directory? It's just that there is no mention of this in the install info. And both the client patch and client full .rar files both contain this dayz.bikey in a keys directory as well as the @DayZ folder. Thanks.
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Yeah I know. I guess the pathing/collision detection issues etc just can't be fixed in the MOD. I will still play on 1.7.7. As I say, the majority of the new patch is great. I guess i'm just a bit disappointed that the zombies are still a bit of a mess. To be fair though, i'm sure there is only so much they can do with the MOD. Let's hope SA BETA/ALPHA will eventually sort these issues out. Generally speaking, good work on the patch though.
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I'm liking the new patch. I like the new difficulty of the zombies. They are now much more of a threat (as they should be). Liking how rare loot is, items you find now feel like they are worth something, and not everyone is running around with military grade loot. I also like that infection will now kill you. Generally a good patch... but :- The knockdown rate off a zombie is a tad too high in my opinion. AB need to be slightly more common than they are, but not so common as getting infected is sorted out within 5 minutes. I appreciate that finding the balance is not easy. But most people seem to agree that although the increased infection rate is good...spending your entire game time looking for AB is a bit much. To be honest, we have all waited a very long time for this patch. So I am very disappointed to see that Zombies hitting you from 10ft away is still present. Zombies walking through walls is still present. And Zombies hitting you through walls is still very much an issue. Myself and I imagine most of the community would like to see this fixed properly, as opposed to time being spent adding new items like "a wet pack of playing cards". Really? If your changelog says these things are fixed, how come the majority of people are discovering that they are not...within 15 minutes of play? I'm not having a go, but from what I have read on these forums, this patch was finished and awaiting Rockets approval for a very long time. So it kind of begs the question as to who was testing these things? And why weren't they discovered and fixed before release? As I say, I generally like the patch, but it is very disappointing to see the zombies still effectively broken a year later in regards to pathing and glitching through walls. This above everything else needs to be fixed. But this is just my own opinion.
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Awesome, can't wait to play it. Well done for all the hard work Dev. Team!
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DayZ Developer Blog 8th March
GeordieMarv replied to mattlightfoot's topic in Mod Announcements & Info
LOL, i'm more of a "sharks with frikkin laser beams attached to their heads" sort of guy. Just like the SA, i'm prepared to also wait for the next dev blog. I'm sure it'll all be good. -
DayZ Developer Blog 8th March
GeordieMarv replied to mattlightfoot's topic in Mod Announcements & Info
Says the guy with a massively over inflated opinion of himself. Your just a guy that makes videos on youtube, seriously...who gives a shit. And as already mentioned by someone else...you criticise WarZ for being full of bugs because it's rushed out. And now you criticise DayZ because they are taking their time? Laughable. And do us all a favour, get rid of your attention seeking purple font. It just makes you look like a tool. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
GeordieMarv replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Panda posting on behalf of a clan member. I'm already on the whitelist. :) name - methodman guid - f6f971bfdb37658b6772ad6956803b5f location - England reason - few clan members play on here and enjoy no hackers. Would like to be added too please.