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seaweeduk

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About seaweeduk

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  1. Your thread is literally a copy and paste of this http://forums.dayzgame.com/index.php?/topic/147011-zerosurvivalnet-no-starting-loadouts-or-donor-crap-basebuilding-vanilla-dayzmod-chernarus-rare-vehicles-rare-loot-free-hat/ Very lazy, I highly recommend avoiding this server.
  2. seaweeduk

    DayZ Mod 1.8.1

    Yup I'm getting reports of this from multiple people tonight, which just makes the whole situation worse and fragments everyone even more. DO NOT update to the steam betas yet unless the servers you play on are on a patch > 112555!!
  3. seaweeduk

    DayZ Mod 1.8.1

    It's as I suspected then, regardless of requiredBuild: Server running 103718: Only 103718 or lower can join Server running 124802: Only 124802 or later can join Server running 112555: 112555 + earlier & later patches can still join So 112555 really is the only option atm if you want people in the server, now that the player base seem to have all upgraded to it (judging by gametracker numbers). Which is a total pain because of the 112555 bugs :( :( DotJosh from dayzcommander needs to pull his finger out his ass basically and gamespy needs to hurry up and die!
  4. seaweeduk

    DayZ Mod 1.8.1

    Maybe someone else can confirm this, but I tried swapping back out to 103718 last night, immediately everyone running 112555 or greater was unable to connect. Even though I had requiredBuild at 103718 in my config. So unless I messed something up, we're basically stuck on 11255 unless you don't mind having an empty server.
  5. seaweeduk

    DayZ Mod 1.8.1

    Call pMain(YOURINSTANCENUMBERGOESHERE);
  6. seaweeduk

    DayZ Mod 1.8.1

    Ty for the extra info regarding the BB issues, server FPS could be the reason we saw the issues in 1.8 too I guess. Relogging or getting the recipient to eat some food always solved the problems on 1.8. So I will add a BEC message advising people to do the same if they aren't working currently. Our server FPS is still higher on 112555 than it ever was on 1.8 and 103718, though not having thousands of basebuilding objects spawned in is probably helping that too.
  7. seaweeduk

    DayZ Mod 1.8.1

    I'm considering downgrading to 103718 today to be honest. R4z0r updated a bug report saying all the blood bag issues people are having are caused by PVS in the 112555 beta patch, and downgrading the beta may solve it? I can't see any issues on the beta bug tracker relating to public variables though? Certainly blood bags were also not working 100% for us on 1.8 and that was on 103718. 124802 is simply not a viable option until gamespy dies and people are forced to find out how to install it, or dayzcommander update their software and provide an option to upgrade to it.
  8. seaweeduk

    DayZ Mod 1.8.1

    MaxNearby was much higher in 1.8 though I believe it was 60? Now its 20 in 1.8.1 (increased to 30 in 1.8.2?). If my understanding is correct, maxlocal is max per player and max nearby is max per all players. I tried the settings you guys posted for 1.8.2, and ended up lowering the damage a little more. It does feel like theres less zeds than 1.8 though especially with maxlocal at 15. I compared with my 1.8 settings and we had maxlocal 20 maxnearby 60, but we were using much lower damage values than the defaults. Personally I prefer reducing zombie damage to reducing their numbers, I think I may increase maxlocal from 15 as it feels a bit too low but we're still testing, also we still have wildzeds off. I currently have damage scale values at Regular Zeds 350 (was 600) Viral Zeds 500 (was 900)
  9. seaweeduk

    DayZ Mod 1.8.1

    Hi Arfour, You will never see this fixed in dayzmod, as the devs have stated before its basically impossible I'm afraid, even DayZ SA haven't managed to solve that one yet. Bug tracker is here: https://github.com/DayZMod/DayZ/issues The weapons missing from corpses has been reported before, don't think its been confirmed the weapons definitely aren't there somewhere yet though. In theory they should be on the ground next to the body. I'm definitely seeing people complain about it a lot in sidechat though. The phantom loot piles are caused by the 112555 arma beta patch, you should update your client to 124802 (http://forums.dayzgame.com/index.php?/topic/198513-arma2-oa-beta-patch-system-update-admins-clients-please-read/). Although I think the problem could still hang around until we can upgrade our servers too.
  10. seaweeduk

    DayZ Mod 1.8.1

    Dayzcommander will die along with gamespy unless the dev has plans to update it.
  11. seaweeduk

    DayZ Mod 1.8.1

    I hadn't realised, real pain they couldn't just keep backward compatibility. I'll continue recommending clients update ASAP anyway. Hopefully gamespy gets turned off very soon.
  12. seaweeduk

    DayZ Mod 1.8.1

    I just tried updating my main server to 124802, however as soon as I did most of the clients I saw couldn't login (guessing they had 112555) I had requiredBuild as 112555 in server.cfg but guess this patch isn't backwards compatible anyway and kicks people? I doubt many server hosts will take the huge playercount hit that comes with 124802 if that's the case currently. I hadn't realized this and was looking forward to seeing the end of the 112555 bugs, but not at the cost of an empty server :(
  13. seaweeduk

    DayZ Mod 1.8.1

    Yeah seems very shortsighted on bohemias side tbh, this is going to turn out to be a big headache later on, if I was to make requiredBuild 124802 I bet most people wouldn't even be able to figure out how to get in. Copy the server exe and client exe to your expansions\beta directory and the dll folder and I think it should be ok. But if razor says he can't get a server running on 124802 I hope I'm not in for a dead server when mine gets swapped out next restart.
  14. seaweeduk

    DayZ Mod 1.8.1

    Not played with steamcmd yet, I used the gui to update to latest files and copied them manually to my server directory which was separate from my steam directory. Just realised my server was launching from the expansions folder too however, so its still on 11255 till next restart :(
  15. seaweeduk

    DayZ Mod 1.8.1

    So it looks like the steam installer replaces the Arma executable in the root oa directory, whereas when many people launch the game using dayzcommander I think by default it uses the executable in the expansions\beta directory (which isn't updated by steam by the looks of mine). I can see this being a big headache for admins in future with people who launch from dayzcommander because I suspect it will still launch the game on their old beta. Unless you have ticked these options before installing the patch from steam http://puu.sh/9c2AJ/2cbec5d2d6.png Plus if you are selecting beta patches in steam steam is always going to update whenever there's a new one, and historically they are often far from stable :( I guess people reporting any bugs here should make sure they check the patch version reported in the corner at the main menu in game.
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