Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
[email protected]
Members-
Content Count
303 -
Joined
-
Last visited
Everything posted by [email protected]
-
20 words or less: Spawning without a weapon
[email protected] replied to rocket's topic in DayZ Mod General Discussion
YES I think a new element like this might be fun to try out, that's what alpha is for right? To argue one point though -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
You are correct. I was reading the instructions posted by Rocket in his first post. (http://forums.bistudio.com/showthread.php?90317-!Beta-Troubleshooting-Tips-FAQs) This caused me to rage a bit before installing, because I know two of my friends would be rather useless in updating things themselves and figured I'd just forgo until the beta patch was released. I still have concerns with testing an alpha build of a game on beta build of a patch. If professional testers have a hard time figuring out which is causing issues, it's going to cause bug triage hell when it's coming from the general public. The beta builds that come from BIS are largely without issue, and if there is an issue, a fix has been rolled out within hours in my experience. The reason they are 'beta' is because they are still working on what they want to finish for a full patch release, not because it's unstable. The benefits of the beta patch, which include ridiculously better server performance, tons of new features that BIS has been working on for DayZ specifically (the LOS changes in this patch are able to happen directly because BIS is working on content in the beta patches for DayZ), and other cool stuff that adds to the game (global chat disabling). FAR outweigh the cost of using it, which includes maybe 10 minutes of setup. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
-
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
I'm gonna take a guess and say it's something we will have to figure out on our own. It will probably run after you until it loses LOS, and then to the last known location, and then look for you again. But, until the update is released, I doubt we will, and don't think we should, know. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
No, because it's a security risk. Even DayZ fell victim to such a security risk just this last week. Running a 3rd party EXE (unless developed by myself), which can be compromised, is not something I've ever done, or ever will do. I have no clue who has access to the upload server, whether or not they can be compromised, etc etc. Computer security, it's important. I'm gonna go ahead and say that you are grossly exagerrating to make the argument go your way, but, disregarding that. You first posted that you work in development, I also, actually work in development. You need to realize that this mod is still in development, very active development at that. You knew that when you got into this too. I will reiterate that this is a mod in alpha, you have to want to play this game, the fact that there is even the amount of support and resources on these forums is something you usually won't find with an alpha mod. I know that for my development groups 'alpha's, which are internal testing: installation and running the application can sometimes be a total bitch. Having to update build scripts on everyones computers, make sure dependencies all match up correctly, troubleshooting issues that didn't arise in your own environment, these all happen during early testing of a build. That is effectively what we, the players, are, early testers of a future release. Get over your entitled self, and embrace the game for what it is. Or, get out. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
-
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
Yes, because I also have to: Open RegEdit.exe, navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA 2, create a string value, download and install a BETA TEST PATCH BUILD of ArmA 2 and install it. But, lets not forget what it took for me to originally get the game running: Install ArmA II: OA, Install ArmA II Demo/Free, Copy ArmA II Free's Addons folder over to OA's folder, launch the game, set the mod, restart the game, test if worked. Are you going to tell me that this is acceptable in PC gaming in 2012? I understand hiccups due to all the various PC builds out there, but base setup and updating should not be a challenge. I think that you are doing it wrong with steam... I didn't have to touch my steam install, just used http://www.armaholic.com/page.php?id=8241 to get the game to launch the beta version CO, add the dayz mod to the mod group, and set any cool settings you want (no splash, no pause). Hit the create shortcut button, and then copy the target and working directory into a third party game in Steam. You also realize that: 1. This is a MOD, not a standalone game, MOD's generally require a bit of effort to install (Just had to rename a file and shit to install Third Age: Total War, not difficult, but more tedious that click button, install game). 2. This MOD is in ALPHA. Installation ease is not a priority, I doubt it's even top 10 on the devs todo list. ALPHA is for creating, implementing, and early testing of new GAMEPLAY FEATURES, not EASE OF USE, that comes later. The combination of these two obviously results in a sometimes troublesome installation, but, it's easily resolved by simply taking your time, and going about installation correctly, the first time. I've set DayZ up several times on multiple computers, and servers, and the installation has been nothing but straightforward each time. This is because I researched a bit, and made sure I knew exactly what I was going to do. -
You need the map file stored locally... Changing the map will never change this.
-
Any 9x19mm variant, so the following pdw g17 mp5(sd) m9(sd)
-
To support your point, that's 35 zombie kills vs 60 zombie kills (if you do it right), and Z kills are basically all I, personally, ever use my sidearm for.
-
Six laucher... Useless
[email protected] replied to Genki Dama's topic in DayZ Mod General Discussion
I'm guessing you selected the wrong directory for the install. User error... You also don't need it to install or update the mod, just download the files and extract, boom, done. -
In response to 1.7.1 and Zed Buffs..
[email protected] replied to sheepdawg's topic in DayZ Mod Suggestions
They also won't aggro on you unless they physically see you (as in, their eyes intersect your model), no more circle of aggro, if you are quiet enough you will be able to walk right behind one as long as he doesn't turn. You can also hide from them after you aggro them, these changes mean that they need something to compensate, therefore increased line of sight (repeat: No circle, instead, cone in front) and damage (You can get away from them now). -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
In the hospitals, cardboard boxes will spawn with like 10 blood packs, 10 killers, 10 morphine, 5 epi, etc. They were where the bulk of bloodbags were found in hospitals, but they stopped spawning for some reason. -
All the different server options/settings?
[email protected] replied to .:14A41:.Pvt.p4lztZ's topic in Mod Servers & Private Hives
When I said that they can edit the mission file I meant it purely as a validation of actually being able to and did not mean that it is allowed, in fact, I highly discourage anyone editing their mission file, as, odds are, you could get blacklisted if caught. -
All the different server options/settings?
[email protected] replied to .:14A41:.Pvt.p4lztZ's topic in Mod Servers & Private Hives
The mission file is very easy to edit as a server owner, it's just a text file with a different extension. That is probably how any server running 1.7/beta is still using side chat, because it's simply deleting a line. I'm assuming this is against the rules though, and do not advocate editing the mission file in any way. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
Works fully for me... What doesn't work fully for you? The fact that you have to put a bit of effort in to install it isn't a problem with the build. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
Why not? If you look around at everyone who uses it correctly' date=' it works fine. You are playing an [b']alpha mod, and you're worried about a "beta" patch? Is it the small amount of effort required to use it? -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
There is no way to launch it as a steam game directly, it can be added as an external game though, so you still get the overlay. I used the arma 2 launcher from spirited machine to set it up, generated a shortcut, and copied that to my target and working directory lines. -
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
Server log file spam An example (5 seconds of logging on my server) 7:05:47 No speaker given for Taras Kravchuk 7:05:48 No speaker given for Taras Brodsky 7:05:48 No speaker given for Miro Prutko 7:05:48 No speaker given for Ctirad Moravec 7:05:48 No speaker given for Lukas Mucha 7:05:49 No speaker given for Nikola Vanek 7:05:49 No speaker given for Vadim Trachnikov 7:05:49 No speaker given for Petr Fojt 7:05:53 No speaker given for Ruslan Antonov 7:05:53 No speaker given for Ctirad Bobek Line of sight -
Server Hosting quick FAQ
[email protected] replied to Pallidum's topic in Mod Servers & Private Hives
-
Pending Update 1.7.1 Details
[email protected] replied to rocket's topic in Mod Announcements & Info
-
I will personally trust defined distance values over an arbitrary "Did they alert?" test.
-
Server lists and settings.
[email protected] replied to hedich's topic in Mod Servers & Private Hives
FYI, the "official" naming convention, which has been posted to the server admin google group, by the dev team is: DayZ - Location ID (version/beta buildnr) [difficulty][timezone] dayzmod.com - hosted by Customtext DayZ - Location ID OptionalCity (version/beta buildnr) [difficulty][timezone] dayzmod.com - hosted by Customtext Location = Country code (US,UK,RU,etc) As for difficulty, you should enter REGULAR, VETERAN, EXPERT or similar. If you got a custom setting you want to mention that differs from standard ,then use the following: 3DP:ON <-- thirdperson on 3DP:OFF <-- thirdperson off CH:ON <-- crosshair on CH:OFF <-- crosshair off RP <-- roleplay server Currently, many haven't switched over, but a few devs have expressed that they will probably just blacklist all of the servers that don't switch over within a timely period (I've heard 2 weeks suggested). -
Server lists and settings.
[email protected] replied to hedich's topic in Mod Servers & Private Hives
There is an official server naming policy, many haven't switched over though. -
Someone did digging within the game files, and the zombie aggro sound is defined per gun.