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Mojo (DayZ)

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Everything posted by Mojo (DayZ)

  1. Mojo (DayZ)

    Darwin List: Banned Users

    If I tell you an item is forbidden, it's forbidden. It doesn't matter if you know what a SMAW or GAU8 is. If you're told it doesn't belong, as in my example, you know it. Like I said, I'm lenient where pure ignorance is, or might reasonably be, an excuse. When it's no longer an excuse, I refuse to tolerate it.
  2. Mojo (DayZ)

    Darwin List: Banned Users

    I have already banned for this. A player (not your friend) found a SMAW. He killed a few people with it, and stated he got it "from a hacker he killed". This was already pushing his luck, as that seems to me to indicate he knew it was hacked in and took it anyway, all without informing anybody (including the admin) that a cheater was on the server. And proceeded to use the gun that he knew (or reasonably ought to have known) was a cheat. I told him so, and that he was on thin ice. A moment later, another user reported being killed by a SMAW. He confessed to being the one who did it. I immediately permanently banned him, and ignored his PM appeals (where he accused me of "flipping my shit", hilariously enough, which I guess is a term for where you're told not to do something you ought to know is wrong by an admin, persist in doing it anyway, and then whine like a bitch at the inevitable consequences). I'm lenient where I think players might be ignorant. When I've removed all doubt and educated a player on their detrimental behaviour, there is zero second chances, zero warning, and zero possibility of appeal.
  3. Mojo (DayZ)

    Hacker on Chicago 1

    It does and it doesn't. Getting kicked for it doesn't mean you're using it. It's erring on the side of generating a false positive.
  4. Mojo (DayZ)

    Hacker on Chicago 1

    Yep, confirmed. Although this is the wrong forum (unless you read it as an appeal to ban a particular person), this is a thing that actually happened. BlackJack and LightCell were fairly diligent in recording the action. LightCell even promises us a flickershow! I have the scripts and log file, of course, and I'm reviewing them now. 14 hour admin duties to get the server off its feet aren't fun, especially when people are trying to pull this shit, I'm already dead tired, and I have at least one idiot who decided to pick up an illegal weapon he claimed he knew to be hacked in and then proceeded to continue killing people with it. Without reporting it.
  5. Hi guys, due to the weekend influx of new players, we had to ban several players for repeated connects and disconnects. We know you're new and trying to figure everything out, so these aren't permanent. It's just that spamming the server with connects is pretty unhealthy for the server, and we have 49 other players to consider. During the weekend, we also had to institute population control measures in the form of ping restrictions. These will be opened up for the week. Neither of these are things I particularly enjoyed doing, but pragmatism takes priority over idealism, and again, where its 49 people vs 1, the 49 will win. If you had any trouble connecting over the weekend, please feel free to try again.
  6. Mojo (DayZ)

    US3/US4/US5 - Server Donations

    Lamer, the difficulty is custom configured in .cfg files. Things like "Regular" and "Recruit" are just quick shorthand for giving people an idea. Impulse 9 comes to us from the United Operations gaming group. They're a realism group, and what a lot of realism groups do is turn off crosshairs/3rd person/nametags across all difficulty settings so that regardless of if you're playing regular or veteran, or somebody forgets to set the difficulty on a server restart, you're still getting the same 'UO' play experience every time. Don't be alarmed if you look at a United Operations server and see it on Regular when you're looking for vet. Join up, and you'll see it's still the setup you like.
  7. Oh hi guys, it's me again! We've now traced a secondary problem to the RCon GUI program. Naughty RCon. So, we're using our downtime to install some service managers as well as automating the auth system, after testing that it could restart and recover in real time. What this means is that players experiencing frequent "Waiting" responses well, won't. Be warned: It doesn't seem to actually stop this problem if you've already gotten yourself stuck in a dead queue. I'm speaking only from observation here, but how Arma2 works is like this: Player connects -> Player commits connection And the authentication works like this: Player connects -> Auth process hooks the connection and passes the player to the commit stage -> Player commits connection -> Data is received from the DB, and the server assigns the player his status. By restarting the support processes from time to time, bogging down will reduce. Be warned, however, that if you get into the auth process before it restarts but after the queue dies, you might still be stuck in a dead queue, as the game sees you as already connected and the auth process does not then detect the connection. If this happens, be aware that the auth processes are restarting on what we consider to be a healthy interval. Simply try to reconnect to the server. If the auth process goes awry while an admin is on (if you don't recognize any admins or see the admin tag, ask, or hop on our teamspeak and look for us there) and inform us. We will manually restart the support processes for you.
  8. We have subgroups in the TeamSpeak (we may be moving to Mumble since it is, after all, better), so if you connect to TS, know that you can always move to a separate channel if a couple of users are being disruptive. The in-game groups are also set up to allow players who wish to group with each other in the server to do so easily, without having to worry about revealing their positions to others, or competing for voice time over other people talking. On the plus side, Owl and myself are both online, and we'll be rolling in other trusted admins as time goes on. If you're on TeamSpeak, and you see somebody with the Wu-Tang W icon (because we ain't nuttin' to fuck wit') next to their name, then you have an admin on. Disruptive players will be removed.
  9. Oh hey guys, it's your good pal Mojo with another quick update. The server was down for a while today as we rolled out TeamSpeak, DNS changes, etc. on our end. I suppose it would have been polite to warn you. Hindsight and all. On the plus side, you can now find us on TeamSpeak 3 / My Mother the Urdu-Speaking Robot at MatureGutte.com Just point your TS3 client at MatureGutte.com and join us! MatureGutte.com --for all your Steve Guttenberg as an old man making horrible movies fanclub needs!
  10. Welp, it appears to have been magic. Replacing the exe has moved us to 6 hours fifteen minutes consecutive uptime. So hooray.
  11. Well thanks for bearing with us through the kinks. I've been babysitting this server all night, as some of you who (admittedly much-deservedly) killed my -40k humanity ass as I was RDP'd and as helpless as a baby bird found out. It seems that for some reason, our lovely server executable keeps trying to access memory its not supposed to. Like, repeatedly. It has eight spacious gigs of address space to choose from, and keeps choosing somewhere in memory nowhereland. It's like that socially awkward friend who, instead of thanking your mother for having him over for dinner, tries to grab her breasts. Socially awkward Arma2OAServer.exe, always doing the wrong thing, always inviting himself to places he doesn't belong. Of course, I can't blame this entirely on arma2oaserver.exe. Well, I can, and I am, but in reality it could be several things, so just to stave off my feelings of impotence, I reinstalled the executable. If that automagically fixes it, and results in hours long uptime stability, I'm a happy camper (and so, hopefully, will you be). If, on the other hand, the problem is one that actually makes sense, that will do jack. Absolute worst case scenario is me telling the provider "Hey, the OS install may have something whack with it. Please fix." Only, if I know me -- and I do -- it will involve much passive-aggressive swearing and miming of strangulation that they can't see. Thankfully these guys are fast, so even the take-off-and-nuke-it-from-orbit scenario should be as painless as nuking something from orbit can be. This coming weekend, I invite you to try to beat the hell out of the server so me and Owl can fumble through pointlessly obtuse log files and configs, trying to find the best setup for us so that you can go as long as possible between bouts of bitching at us that we made you lose your bus full of remaindered Kalashnikovs and beans.
  12. Right now we're operating on regular while we get everything ironed out. If we feel that certain options unbalance play to much or are too prone to being exploited by more experienced players used to Arma2's quirks to gain an advantage over the newer players DayZ is bringing in, we might change to a more custom setting. Of course, feedback from the player base is always welcome in this regard. Just remember that we can't please everybody, so we're going to try to work on pleasing as many people as we can.
  13. Mojo (DayZ)

    Combine clips

    +100000000 Seriously, there is no saying this enough. I may do the code myself, if I can find my old Arma1 scripts that did this an adapt them, and just give it to rocket.
  14. Mojo (DayZ)

    Tazer + Handcuffs

    Dear God please no.
  15. Mojo (DayZ)

    Made a new bandit skin for you guys

    Let's not be dramatic now. "Consequence" is synonym for neither reward nor punishment. It's simply a consequence. I'm not going to volunteer my time to unbalance the game, even if that imbalance would serve me.
  16. Mojo (DayZ)

    Made a new bandit skin for you guys

    It's worth keeping in mind that I play bandit pretty much exclusively. I know exactly what I'm doing (and what I'm putting on my own head), and it's for the reasons Kage noted: I didn't want to give one set of players a stacked advantage at "blending in" over any other. You want to know what the most effective method of stealth is? Concealment. Use concealment. Position your body behind trees. Place yourself behind walls. Sacrifice some vision to look through that bush instead of around it. Good field craft could have you wearing Day-Glo orange and covered in LEDs and nobody would be able to spot you.
  17. Mojo (DayZ)

    ACRE Support

  18. Mojo (DayZ)

    Made a new bandit skin for you guys

    You didn't comment on hue and saturation. You commented on brightness. But that's the thing. I don't want. You want' date=' but I don't. Regardless, don't sweat it. From what I've seen, hidden selections don't even use the second texture (as explained in my original post), so you're likely [i']not going to see the red bandana, but rather the dusty shemagh. Here's an explanation on hidden selections http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma2:texturing:hiddenselectionstextures if you're curious Alien. How it works is when you create the unit, you can tell it to use an alternate texture to the default one. Certain parts work with this (and have to be defined in the P3D model), others don't. For the parent class BIS_GER, of which the KSK Rifleman is a child, the hidden selection is simply "Camo". Others, such as civilians, may have different parts that you can swap (hat, pants, sweater for example). As far as I could tell with my limited experimenting (I haven't scripted in the RV engine in years) this only seems to change the body texture (or maybe I didn't select it properly, I don't know). In other words, unless the P3D model itself is altered (ie: through hex editing or binarizing from a reconfigured MLOD) to use the shemagh/bandana texture, you won't see a difference on the headscarf in game, at all. It will just alter the camouflage on the torso & legs from desert flecktarn to what you see in the first screenshot in the thread.
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