semlerpdx
Members-
Content Count
12 -
Joined
-
Last visited
Community Reputation
0 NeutralAbout semlerpdx
-
Rank
Scavenger
-
IMPORTANT: Central Server was Dropped
semlerpdx replied to rocket's topic in Mod Announcements & Info
A mission or mod based system that tracks your weapons and/or detects a weapon not obtained from the legit loot the mission is also tracking. That will give you a macarov. It is not connected to BattleEye. That is a mission based anti-cheat system. A good one, probably was not too hard to design as DayZ already has database oriented functions. Another anti-cheat system all together is BattleEye - this nabs the code monkeys who actually bring in the weapons and crap with their various means. BattleEye doesn't communicate with any in-game mission based anti-cheat function that distributes macarovs to those holding items/weapons born from a hack. These are two completely different, completely separate systems. Know your anti-cheat systems before you call others the fool. If BE nabbed you, it's because it detected you doing shit, and if I were right next to you at the time, I could pick up the gun you hacked in, and go play with it and BattleEye would care less. Right up until DayZ mission replaces it with a macarov cuz it was not official loot. But I imagine we won't be able to confuse you with the facts if you've already made up your mine to defend your own side of the problem without reading these details. Good luck. -
Patch 1.5.7 and this being an Alpha and fucking zombie spawns
semlerpdx replied to rocket's topic in Mod Announcements & Info
-
Patch 1.5.7 and this being an Alpha and fucking zombie spawns
semlerpdx replied to rocket's topic in Mod Announcements & Info
end quote----------------------------------------------------------------------------- You are a weak player and are missing the point of the game and this thread. Read the first post. Zombie numbers increase is accidental bi-product of most recent patch. "just adding tenfold the amount of zombies that existed before....breaks the game" READ THE FIRST POST! All you new players want to do is complain about the number of Zombies in relation to the number that was present pre-patch. FYI, pre-pre-pre-patch, these numbers were rather standard; but dry your eyes, princess - it will most likely be fixed in the next patch to be the way he designed it. And watch your mouth, son! No one wants to read your rage post about how you have no patience and think you need to be able to kill a town full of Zombies by yourself with limited ammo in a survival game. If this is too cruel and boring for you, then don't play it. None of us want to listen to your non-productive slamming and bitching of this free mod (still in ALPHA stage) just because you want it to be a First Person Shooter. Not a single thing to add except crying about the Zombie numbers? Do us all a favor, and don't post up here. This is our forum for discussing the patch and its MANY changes, and how THEY affect the game - not for rage-quitters to post up their venom about how much they hate the ONE unintentional change arising from this recent patch. "then about 3/4 of the playerbase enjoying this mod /is/ going to quit." - 'SneakStrafeShoot' -- LET THEM QUIT THEN! WE DON'T NEED THEM OR YOU! --SemlerPDX "Anyone who says "well it's a survival based game, if you want to shoot everything that moves go play call of duty" with all due respect go take a flying leap off a fucking cliff." - 'SneakStrafeShoot' After you, pal. With all due respect -
Patch 1.5.7 and this being an Alpha and fucking zombie spawns
semlerpdx replied to rocket's topic in Mod Announcements & Info
Great update! Keep up the good work! Happy Birthday! Accidental extra Zombie numbers? Too bad, so sad players. Rocket, you work so hard, for free, and no one has the right to berate you on bugs arising from each patch. Constructive criticism is the only criticism that should be welcome, all others can go screw. Zombies climb ladders for a reason, either shoot the zed off the ladder, or quit yer `bichin. Too many complaints about "patches" when the heart of the complaint is based out of lousy gameplay skills. Like someone said, this isn't Left4Dead. I quite possibly have the lowest Zombie Kill Count for any survivor who's still alive longer than 23 hours, and I've been playing since the beginning. Each of the encouters I've had were tense as hell, much like Resident Evil games, I don't spend my rounds unless I absolutely have to. If you run around this game, a survival game, full of expectations that you're gonna become some badass Zombie killer, you're not surviving - you are "playing". If you are not afraid to die, than you are missing the whole point of this game. Players will die because of impatience, rash action, and poor choices. Survivors will survive because they plan, they have patience, and they value their "life". 1. I am more concerned by the issue of being present in an area, having situational awareness of the area, and then a player spawns inside the area - one you've already checked. This is the key factor that detracts from any level of realism, and even as a modder myself, I cannot see any way around it, even once servers are running private databases after the Beta/release hits. 2. Also, I am not a fan of "partially spent magazines now have a chance of disappearing from gear upon logging out". I immediately understand this - a man could otherwise roam with 2 mags, simply logging out before either was spent, and upon return, it's back to 30 rounds, or full capacity. Because a system is not in place to combine, say, a 10 round magazine with a 20 round magazine to become one full 30 round mag, I feel this is a serious detriment to the survival nature of this game. I cannot imagine coding such a system as easily as I could imagine coding a counting system that would use an event handler to monitor every round fired, and save it to the database for recall on player login. 3. Again, not one to suggest others to work - I'd love to assist in a few additions, this being one, and some version or similar system to ACRE (advance combat radio environment). Mumble is another decent idea, but ACRE of course brings actual radios in to cover long ranges. Many vehicles have CB radios, and "hunter's radios" (like small "walkie talkies") would make for some excellent depth in communication, while addressing all other coms problems. With ACRE required, players would be less likely to use TS3 to talk to eachother behind the backs of other players who, in all "virtual reality" are standing right next to the players while they discuss perhaps killing him. He should be able to hear them deliberating, and ACRE brings that, and to a lesser extent, so does Mumble. I've stopped sending emails to the dev email, because they go unnoticed as a result of all the tards using email to complain about this free game mod. Feel free to email me, but it would seem PM here at your forums would be more appropriate. As I said in last email, I can be found at ts3.veterans-gaming.com:9176 and patiently await a chance to work with Matt, or anyone, to knock out this issue of our DayZ server's HIVE exe not connecting to the database server. And let me know if/how I may be able to help with a script/fsm or two. I've been the "lone modder" everyone expects results from - that sux! Hit me up! -
Would be nice?! It is already past 16 thousand - up to 17+ now! pop out of the forums, and check this: http://dayzmod.com/index.php MOST POPULAR ARMA MOD EVER! (and ~30 days young?! WOO HOO!) (btw, Email Re-Sent, I know you get so damn many Rocket - You should have all you need to set up the VETERANS-GAMING DayZ Server now - 8) )
-
A desert world with so few trees as Takistan would be pretty lame, even if water were abundant. I play like a sole survivor, and ration my supplies so well, I rarely choose to get into a firefight with either human or Zombie. Without the forests to retreat to, I'd find surviving nearly impossible. If server numbers reflected the size of the map, it would be fun to play on Lingor or Duala with smaller groups, and maybe CLAfghan with 70-80 player cap. I have scripted one mission heavily to make it work on the very large CLAfghan map by Minimalaco and Robster, but they aren't in any way finished with it. Many map errors yet, and though it has water, and trees over 450 square km, not all water features work so well, and there just aren't enough towns for it's size. And good luck with getFlatEmpty in such a hilly map - it's a trigonometric nightmare of epic proportions. EDIT NOTE: Patiently awaiting a reply to email - =VG= would like to dedicate one of our Arma Servers to DayZ ASAP! We love this game mod/mode!!!
-
You may not have been playing Arma very long, so this map, Chernarus, may seem like the largest video game map in an FPS/3rd Person Shooter ever ever. Really, it's not that big. It has many areas that are focal points, or hot spots in any game mode, and they have already "resurfaced" in this new game mode, DayZ. As always, Chernogorsk and Elektro, Stary Sobor are barely ever barren in a 50/50 server. The NW Airfield is where players "usually" start on this map, or where OPFOR start, with players spawning from a small aircraft carrier out to sea South of Chernogorsk. With 50 players, and the ability for players to save, say, in the hangar, and load into another server, makes for a never-ending kill box at the NW Airfield. Well, yea, it's big - but this is a relative term. The DayZ world already seems alive with people, nearly every large town on the coast never sleeps, same with many inland hotspots. If the in-game population soared to 6 times that many, no one would be able to travel 1km without bumping elbows with other survivors. That would make for a lousy survival game, and turn it back into domination, or Attack and Secure.
-
You make some good points. Truly, when a full-time direct chat voice communication becomes a constant reality, interaction will evolve. This game has the potential to negotiate "hostile trades" or even armed robbery that doesn't involve murder. Imagine having two very well armed groups sending one unarmed player each to a middle ground to exchange, say, a helicopter rotar for an engine block. Or even arms deals! We always have one or two snipers in overwatch when sending 2 down to search an area. With good, solid voice comms, such power can be communicated and demonstrated to a point where one can vocally persuade others to leave, and come back later, or more. Not sure if it's on the list, but I'd love to help incorporate some form of ACRE radios and coms as they use TS3 for VOIP better than Arma/BI, and coms rarely fail - beit over a radio, or direct voice chat.
-
I am =VG= SemlerPDX, a Site and Server Admin from the clan VETERANS-GAMING. I am friendly. I am also deadly. I did not buy Arma 2 yesterday, as my sig shows. I roam with an iron sight AKM, and I don't miss. To the guy who shot my good friend =VG= Poffadder dead today, while he had you dead to rights telling you we are friendly and numerous, just know - that single round I sent downrange to your skull traveled over 378 meters while you hid in the grass like a yellow dog. Again, iron sights. If you see a =VG=, know that we have snipers in the trees, and we protect our own. This is not our first tour; the wise will make friends and pass by, or they will be sent back to the coast in a pine box. We will no longer be so hesitant. To all the friendly survivors out there, we will always offer food and medical aid, and Arma 2 gameplay training. VETERANS-GAMING stands for cooperation and teamwork, populated only by mature, friendly players. See you around!
-
You and I have worked magic before, Cuel. What say you and I, and perhaps SavageCDN team up again and see how cool we can help these guys make this mod! Like he said, they have got their hands full, and could probably use some help on peripheral features or function refinements. Toss me an email sometime or hop on TS3 - you know where to find me. :)
-
Backpack disappeared after entering a lake
semlerpdx replied to Aquiller's topic in DayZ Mod Troubleshooting
I script for my clans servers, and my admiration runs deep for you devs. Kudos. If I may be so bold, in this scenario, I would simply note the few water sources that players can fill from, and just make it a distance variable check rather than a check that forces the player to tred water. I can't imagine that would be such a difficult task, as stated this is an Arma issue - and as gathering gear and items is so very time consuming, and a core part of the game, I think this should be taken into consideration. I'm not one to cry "fix it!" and sit on my duff while others work; I'd be happy to work this out myself and contribute so long as I wasn't pissing in your guys' pond, so to speak. ;)