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Read-Only Mode for Announcements & Changelogs
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Stay safe out there,
Your DayZ Team
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Everything posted by Fraggle (DayZ)
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Being asked for CD-key from [email protected]!!??!!
Fraggle (DayZ) replied to KoKi?S's topic in DayZ Mod Troubleshooting
Hi. I think you're safe. In future I'd recommend asking on the official BIS forums here: http://www.bistudio.com/ There's lot's of customer support info on there and some useful contact information. We can't really help you regarding your key ect as technically this forum is really just for the free mod DayZ. Good luck. -
Please Make Zeds WD style Lurchers in DayZ SA
Fraggle (DayZ) replied to johnm81's topic in DayZ Mod General Discussion
And here's the quote AGAIN... Rocket: "Basically, we made a new system for the zombie animation attacks, but there is no event handler for that yet because it just went in this week. We need the event handler to synchronize the animation with its attack effects. Currently, as a placeholder, it simply plays the effect half a second after the animation is started. The event handler is scheduled to be finished any day now, which will allow us to sequence the attack. It's a very trivial change but will obviously instantly improve the output. It has nothing to do with hit detection, animations, or anything. It's how it is designed a placeholder. Because we are rewriting many parts of the engine, problems like this (i.e. known bugs waiting for replacement of placeholder elements) are very common through the development as we wait for the sequence of development to occur. tl;dr The zombie attacks aren't sequenced for the animations because its a new system thats 50% coded and waiting for event handlers to allow synchronization, which is trivial to implement once made." I'm just posting that quote again because people seem to be jumping to a LOT of conclusions based on footage af a development build that improves daily and sometimes hourly. -
Computer shuts off randomly?
Fraggle (DayZ) replied to lesliehapablap's topic in DayZ Mod Troubleshooting
Cleaning it out with compressed air worked wonders for me, sorted loads of issues out. -
Computer shuts off randomly?
Fraggle (DayZ) replied to lesliehapablap's topic in DayZ Mod Troubleshooting
Sounds like over-heating to me (I may be wrong though). Have you checked the temps while you're playing? -
No DevBlog this week but here is some screens
Fraggle (DayZ) replied to rocket's topic in Mod Announcements & Info
Yeh, that'd be nice. They did mention at E3 that the next devblog will have some juicy info! Anyhoo, I'm locking this now as it's old and we have more recent threads (E3 etc) to discuss the SA on. -
Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
No. The whole point of the new architecture is to stop scripting, everything (mostly) is now handled by the server meaning that if the server you're playing on doesn't recognise a certain script it simply won't allow it. One of the biggest issues DayZ has currently (and always has) is that is that it's a mod of Arma 2. All of that "hacking" you see isn't hacking at all, it's people injecting scripts because Arma 2 was designed to allow that for custom missions etc. The method you use for adding AI patrols and so on is the same method the so called "hackers" are using to make cows parachute from the sky and mass-kill all of your players. This will quite literally no longer be possible. One of the main things I'm looking forward to is that the SA will provide a more uniform experience whatever server you play on. I'm sure there will be some limited options (1st person view only etc) but apart from that it will just be DayZ as intended, like it or lump it. I honestly can't wait for that. For a more customised experience featuring starting loadouts, 3000 cars, AI patrols and so on you will still have the mod. Sure, for some people all of that is fun but it's not the DayZ Rocket intended, the SA will be. -
Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
Yeh. The most recent and potentially exciting thing I saw Dean discuss was that they might give some of the well known map-makers from the modding community the resources and training they need to make professional quality maps for the SA in the future. For me that would be a great way of adding extra content in the future and involving the modders. BIS has always supported the modding community and DayZ is a result of that so locking down the initial release for security must have been a hard choice for them to make. By giving modders the resources they need in the future (training/payment etc.) it seems like a really nice way of getting them involved and recognising their work without having to sacrifice the security of the game by opening it up completely to modding. Also, it means we get sexy new maps to look forward to in the future. -
Script restrictions generally mean the admin needs to update their filters, it's not actually an issue with the mod.
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Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
And that's why it's highly likely we'll see new maps in the future. -
Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
You're talking about the mod though :/. The SA is using a different engine. Also - OP: Here's some examples of the way they're adding to the map: That ship is massive and fully enterable with large hangar areas, many corridors and a bridge. Here's a new area near Cherno, that is just one example of many: And here's an example of a new interior. 95% of all the buildings on the map are now enterable, that in itself will make a massive change to the way we play: They are developing other structures too, currently I think a prison is in the works. They are using new higher quality sattelite imagry for the whole map too allowing the whole area to be rendered in higher fidelity. The above pics are just a taste of the MANY changes being made. As Dean said, there is currently a mapmaker working full-time on it. -
Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
That's exactly what they're doing. -
Why not a new map for the SA instead of Arma Map....
Fraggle (DayZ) replied to supermarco's topic in DayZ Mod General Discussion
They're not obliged to use any map. They've chosen to use Chernarus because good maps take a long time to make. Chernarus took 2 years for example. Rocket has said he'd like other maps in the future but for now using an improved Chernarus suits their needs. There has been some substantial changes to the map though and many improvements. -
Global Ban after playing DayZ 1 Week? wthat the...
Fraggle (DayZ) replied to incrum's topic in Mod Servers & Private Hives
Contact Battleye. Locked. -
HELP changing character name
Fraggle (DayZ) replied to Anghellicanomaly's topic in DayZ Mod General Discussion
You so silly. I've only ever used one profile in DayZ - Fraggle! Actually I did change my name to BaseHunter briefly to go and hunt down a clan that pissed me off but that's a different story. -
That's a really good tip actually. In other games like BF, COD etc you get really used to twitch shooting where the fastest finger wins. That can really help you in DayZ too especially in close-quarter-combat but I've lost count of the amount of kills I've got by spending an extra second or so making sure my shot's going to hit. Quite often you'll find that you come under fire by a trigger happy bandit spraying bullets all over the place on full-auto. It can be really intimidating if you're not used to it but once you learn to chill a bit, take a second to either change your position/take cover or just take a nice slow breath and return fire you'll be surprised how many people you start killing when the odds seem stacked against you. Sometimes you may even get hit by the spray of bullets but if you make your 2 or 3 shots count it's game over for them and you can patch yourself up. Also, don't forget to put one in their head for luck just to make sure once they're down. There's nothing more frustrating than being shot by someone you thought you'd killed but he was just knocked out. I've been knocked out so many times in a hectic battle but lived to tell the tale and occasionally got my revenge because they didn't finish me off.
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HELP changing character name
Fraggle (DayZ) replied to Anghellicanomaly's topic in DayZ Mod General Discussion
You just create a new profile via the main menu and use that, easy-peasy. -
Things About The Mod That Suck Thread
Fraggle (DayZ) replied to Ghoul_Life's topic in DayZ Mod General Discussion
Dem pumpkin patches. When I was a noob I spent about 2 hours trying to harvest a pumpkin. WTF IS UP WITH THAT. I still try to pick them up just in case I missed a note in the changelogs and it's been fixed. This mod will never be taken seriously until they fix the pumpkins. RAZOR, DEAN: Sort ur priorities out. So unrealistic... -
Please help, im new.
Fraggle (DayZ) replied to ghillieSniper1993's topic in DayZ Mod Troubleshooting
Off topic - Amber, why aren't you red yet with the official title? On topic - I thought I recognised that name! ReklSnipeez! You did get a shit-ton of help. -
Please help, im new.
Fraggle (DayZ) replied to ghillieSniper1993's topic in DayZ Mod Troubleshooting
It's luck of the draw dude. We try to help as many as we can, sometimes the timings all wrong, we're in bed and you slip through the net. -
You have to account for bullet-drop over certain distances, that basically means that gravity affects your bullets so they "drop" over distance. Also, if your target is moving you have to "lead" the target. That's because bullets take time to reach the target, it's a tiny amount of time but it's the difference between hitting and missing. Both of these effects are more noticable as the distance increases. Some guns allow you to "zero" the sights to help you account for bullet drop. If you zero the sights to 400 for example, you can aim directly at the target at 400ft and score a direct hit, usually.. Edit - also, I'll explain the link above because he couldn't be arsed. That's a separate mission for Arma 2 you can load up. It basically gives you a shooting range and access to tons of guns so you can practice.
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Please help, im new.
Fraggle (DayZ) replied to ghillieSniper1993's topic in DayZ Mod Troubleshooting
Yes, it can be extremely frustrating at times, that's a result of it being a mod and not an actual fully released game. You should take Sula's kind offer or failing that ask Amberhelios to help, he always manages to get peoples issues fixed eventually. -
So zombies are just a nuisance again in 1.7.7.1
Fraggle (DayZ) replied to kumando's topic in DayZ Mod General Discussion
Not really. Admins can confirm it's a bug easily by looking at their logs, it's plain as day to see and Razor has explained what's causing it (to a degree). -
E3 Expo - June 2013 - Interviews and Gameplay
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Yeh, I think that's one of the reasons it'd be nice to have it in the SA. It could be a good powerful gun to use but the trade-of would be that it's harder to maintain than the more modern weapons and heavier to carry/handle. -
So zombies are just a nuisance again in 1.7.7.1
Fraggle (DayZ) replied to kumando's topic in DayZ Mod General Discussion
QQ it's too easy now. -
E3 Expo - June 2013 - Interviews and Gameplay
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Agreed, I'd love to see the FN FAL in the game, it's always been one of my favs.