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seaweeduk

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Everything posted by seaweeduk

  1. seaweeduk

    US 3480 - Banned Players

    Thanks, and cheers again to all the 3480 admins for continually updating this list the log excerpts are really useful
  2. seaweeduk

    US 3480 - Banned Players

    ^ The two are just another couple of clients trying to login whilst running @CBA afaik?
  3. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    That's great, seems like we're on a similar page anyway. I like aspects of both but certainly I think freedom in how people construct structures is important to basebuilding. Predefined models have their draw as origins proved but I think its important to give building blocks rather than whole buildings, which is what I liked in the 2nd concept... I'm not a fan of artificial limits like having to have x number of players though, when these things can be enforced purely through the rarity of the items required to build them. Certainly as far as basebuilding is concerned some limits are of course necessary in our case they were mostly to prevent glitches and exploits. Another really big benefit we saw from basebuilding was a currency naturally evolving, if you don't believe me loot a tank trap kit and ask sidechat if anyone wants to trade in our server. I'm excited for the future having seen the above, having been very pessimistic recently with regards to the future of the mod, and would love to help make it a reality any way I can. Here's hoping the red tape can be done away with soon.
  4. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Isn't the public hive all but dead now anyway? There's a handful of servers and I heard you can't even get one from most gsps now? Why hold the mod back further for a concept that is all but abandoned now anyway. The public hive just introduces more problems than it solves to the game. I would define basebuilding as the ability to construct something over time which requires the collection of items, maybe owning that base allows you to do things you couldn't otherwise like growing food etc. I don't believe in safes or a way of totally securing items, but I don't have a problem with being able to make a tent or stash more secure than it would be before. Bases should never be invulnerable fortresses but breaking into one should require a proportional amount of time to building it. I would suggest in the case of dayzmod this is through collection of rare items again, maybe in this case the materials required to build some kind of explosive devices. I've not played enough epoch to comment on how they handle it but I their system for wooden items taking damage which works reasonably well. However they also have safes and metal doors etc which I don't agree with necessarily. In the case of my server we had to use the basebuilding toolbox mechanic (more info here http://zerosurvival.net/forum/viewtopic.php?f=2&t=746), regardless the gameplay proved to be very balanced up until a certain point. That's not a problem that can't be solved through mechanics like item maintenance though which is something I'm working on currently. The main problem we have on my server is that some groups have been playing upwards of a year. Their bases have now gotten so massive they are almost impenetrable without at least a hundred toolboxes and hours of repetitive animations, that's not intended but it's not unsolvable either from a gameplay standpoint. At the very least dayzmod should provide a way for people to build a structure of their own which is useful to them day to day, and continues to get more useful the more they add to it (to a certain point of course which is where maintenance and decay come in). To do that they have to be able to use it to store things really but I definitely don't think basebuilding should be for "locked" access. But it should require a lot of work to get into a base, for us the simple collection of toolboxes provided that, at least until the bases reach a size of 50+ items, which takes literally hundreds of hours of gameplay. Basebuilding itself provides a long term goal to players, and so should breaking into a base is basically what I'm trying to say. If you don't make at least part of its purpose for item and vehicle storage though I don't think anyone will care about using it.
  5. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Well hopefully the discussion in this thread helps makes it clear to the people who are in control of things (BIS I presume) that the red tape is doing the mod no good in the slightest. Its my opinion that this red tape has done nothing to help it and only hurt it, to the point that the majority of players no longer even chose to play it any more. On a bit of a tangent, it is my opinion all you guys really have to do is release one major patch featuring some form of basebuilding (which I guess involves getting around annoying hive restrictions) and people will return to dayzmod in swarms. Now I'm probably biased since I've run a hacked together basebuilding dayzmod server for 18 months, but I see how much people love it even before epoch came out. It's mostly because epoch offers a long term goal past 5-10 hours play that people switched to it. I don't want to play with AI, currency's and traders, common loot, the crappy old inventory with no 1,2,3 weapon switch hotkeys, plus easy zombies that are no threat, thats not dayz to me. However building a base is something that keeps people playing the dayz way past the 10 hour mark and is the main reason people play epoch.
  6. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    I only jumped in BMRF's test server once but when I did there were 20+ people online. When you restrict things to one smaller community like MustyGaming or TrustedMedics you also don't really get a view on what the whole community at large feels about changes. There's lots of different types of players who play this game. The more casual ones aren't going to see that there is a test coming up, hell I didn't even know there were test servers and that I could help out for a long time. I always thought there should be an official test server that's linked on these forums and always up running the latest code possible. Link the latest patch whenever you add things to the changelog, bump the thread and post to places like reddit when really big major changes are made to it. When you only have one small community test a patch you restrict the types of players you expose it to. Then when the unwashed masses who haven't heard of musty or even these forums get their hands on it they complain that the zeds are way too hard etc etc .
  7. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Yup I understand completely, and I can only offer to help out however I can. Though as you say, and as we saw with the last one closed testing doesn't expose the smaller gameplay related problems. The issue isn't just that we see those bugs, it's the time it takes sometimes to get them patched, because of the hoops you have to jump through just to put a patch out. Which is why its even more important to get as much right first time as possible. I hope that if there are small issues which require a hotfix the new release rules will mean you are able to get that out faster. Every major patch will always require a fix or two afterwards but I hope we can minimize how many things there are in this one that need those fixes. The zeds and infection issues etc remained a long time between 1.7.7.1 (jun 2013) and 1.8 (september 2013). If you need test servers let me know, wide scale public testing before a release is definitely the right way to go, annoying restrictions permitting. I have no idea what happened to the testers chat on skype but I'm sure you know I'm happy to help out however I can. I'm not criticizing the team or any of the work you do I just want to help get as polished as release as possible for 1.8.1, or 1.9 as I guess it should be known.
  8. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Thanks thats more good news. I really think you need to test the patch thoroughly before this release and get some feedback first. The zeds in 1.7.7 and the infection chances didn't seem very well tested at all to me. They were pretty universally hated among all players on their default settings. In 1.8 we had the issue with diag_ticktime and loot spawning which again was avoidable (I reported it to you within an hour of running 1.8 with a populated server) and took time to get fixed. The loot tables in 1.8.0.3 still leave a lot to be desired, it didn't take too much playtime to see there's waaaaaay too much food and drink (I know this is fixed next patch). I really liked that you tested 1.8 on the BMRF servers, but then the loot spawn system was changed presumably after that testing, so you never discovered the diag_ticktime bug until after the patches release. This was a bug that was very easy to spot on a server full of players. I also think its important to test with high player counts to see any performance issues that could arise. When releasing a patch you need to make sure basic issues regarding balance are already addressed. Especially if it takes so long between updates. Many people see there is a new dayz patch and try it once, if they don't like it they don't necessarily return a few weeks/months later when its hotfixed. If you are going to make large changes to things like loot, or zeds they will never be perfect first time and require play testing from as large an audience as you can get before you know what to tweak. If these new patch release rules are going to help speed to process of hotfixing issues up somewhat then its not such a concern but more open testing will always help with finding the issues that the regular testers will miss. I hope I don't seem too negative, every patch has improved the mod and brought some great features to the table, I just want this next patch release to go as smoothly as it can with as few new annoying little bugs or balance issues as possible so we can all enjoy it without server owners feeling like they are forced to change things.
  9. seaweeduk

    EPM Rcon Tool 0.9.9.9 Changelog and Information

    Thanks that's a simpler work around and its working great. One thing I have been struggling to do is add multiple teamspeak admins, when I add just one UID it works, however multiple teamspeak users always seems to result in all but the first one being removed when I close the options. I've tried all these formats so far: <teamspeakID>:<username>:<teamspeakID2>:<username2>:<teamspeakID3>:<username3>: <teamspeakID>:<teamspeakid2>:<teamspeakid3>: <teamspeakID>:<username>:<teamspeakID2>:<username2>:<teamspeakID3>:<username3> <teamspeakID>:<teamspeakid2>:<teamspeakID3> Wasn't sure if it was one of the characters in the teamspeak ids themselves causing the issue. I can give you a copy of the id's if it helps. I was also hoping to use a private database on my sql server rather than the applications own one as the information is very useful for me to have for some other stuff. However enabling the "send to private option" after entering SQL connection details, doesn't seem to result in anything being added to the SQL server. I was just running it on a blank database, is there a table I need to import first before I can use the private option?
  10. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    This is great news!
  11. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Dayz has been far bigger than just rocket for a long time even before it was the standalone, I doubt he has anything to do with the mod approval process and indeed many of the things he is blamed for by people these days.
  12. seaweeduk

    US 3480 - Banned Players

    Isn't this just a client logging in who is running with CBA? See comments here: https://code.google.com/p/dayz-community-banlist/issues/detail?id=2 Or http://pastebin.com/NXYzYzsM
  13. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Agree completely, I think the whole "patch approval" process is really what killed the vanilla mod, certainly not gimmicks like epoch. There have been times where an update was released which in the eyes of most players was severely broken (see 1.7.7 and the total lack of antibiotics, ridiculous zeds and infections). The time it took to see an update which resolved these issues (1.8 was absolutely awesome in most regards) seemed to be severely hampered by the forced release process . Because patches were not released more often it did a large amount of damage to the mod in the eyes of the players which it has never recovered from fully.
  14. seaweeduk

    EPM Rcon Tool 0.9.9.9 Changelog and Information

    It is indeed 2012 R2, the strange thing with this problem is that when I originally set my dedicated server up, on the same OS I didn't ever see the issue. It was only after a format and reinstallation of things that it seemed to happen. I only see it when connecting from the same host, via either 127.0.0.1 or the external ip. Thanks for the helpful responses, if there's anything I can do to help test this problem just let me know. For now i'll try and stick a lazy workaround in place to hit the F9 key followed by enter after each restart ;)
  15. 28/04/2014 Bury Body Changed - You can't bury bandit bodies any more, only survivors heroes or ghillies/camo. I've seen a lot of hero KoS, even had some accidental bandits complain to me about it saying the heroes always shoot just first and never talk. I thought it was a bit unfair a hero can just shoot a bandit and see a gain in humanity as a result of the murder so have removed the possibility to bury bandits. Strip Clothes Changed - Strip clothes won't physically change the skin of the body being stripped any more. Too many duping issues when the server is under load. Everything else about the script remains the same, the animation is longer now however.
  16. seaweeduk

    EPM Rcon Tool 0.9.9.9 Changelog and Information

    It's been great to use much more stable and superior to DaRT. I do have one question. I had this problem in DaRT too after a server format, so I'm sure its not a problem with EPM. However I can't figure it out and its a little annoying. When my server restarts my rcon client never reconnects when running locally from the server, DART did the same thing even with the auto reconnect option ticked. EPM just thinks the server is still down until I manually hit f9 and reconnect after a restart. Can you think of anything which might cause this? I only started seeing the issue after a server format but can't for the life of me figure out what could possibly cause it.
  17. 27/04/2014 Anti Vehicle Hoarding Script - The client side portion of this script is added now full details here and contact an admin to move your flag http://zerosurvival.net/forum/viewtopic.php?f=2&t=833 Summer weather - First version, not fully tested. There will be no snow, less rain and less fog (max 0.3 rather than max 0.5). Temperature loss under certain conditions has been reduced. New default flag image - I added a new default flag image for the non donor flags. M240 on Biplane - The biplane guns make a return, one M240 with 3 100 round mags is the current setup. Zombies at Graves removed - Heroes farming dead players for humanity caused way too many leftover zombies resulting in lots of FPS lag for some players.
  18. seaweeduk

    EPM Rcon Tool 0.9.9.9 Changelog and Information

    Derp looks like it was just because I was using the domain name instead of the IP, it tested successfully but never saved with the domain, now I'm using the IP it looks to be working as intended. My banlist doesnt seem to want to load but it never did properly in dart either (10k+ bans). Thanks for a great tool DaRT has been driving me crazy recently this seems much better.
  19. seaweeduk

    EPM Rcon Tool 0.9.9.9 Changelog and Information

    I'm really enjoying this tool as a long time user (sufferer) of DART. However I cannot ever seem to save my teamspeak server details, the connection tests fine but the server ip is defaulting back to 127.0.0.1 any time the settings dialog box is closed, regardless of if I click apply ok etc. The only other feature I was missing from DART is the flags per IP address.
  20. 23/04/2014 - 2nd Bugfix for Disappearing Vehicles - 2nd attempt at fixing this disappearing vehicle bug. There is 2 scripts that run with regards to debris. The first adds the items and the second deletes them when a player is far enough away. I think it could somehow have been possible the deletion one was deleting peoples cars when they were in the position of the old road debris. I've changed the deletion script now so that it never deletes anything on a road (there shouldn't be anything on them anyway). Fingers crossed we don't see this bug again, let me know if you do.
  21. 22/04/2014 (from next restart) New Air Vehicle Spawns - All the old plane spawns have been removed and Eby has made 30 new ones. He has tested all spawn points and its possible to take off from all of them without moving the plane. You might find some quite tricky however, because we are trolls and like to spectate people crashing planes.
  22. 21/04/2014 (from next restart) Disappearing Vehicle Bug Fixed - Some shoddy code from opendayz was responsible for this one, but it took some time to track down the cause. The mod we added to clear all the wrecked vehicles from the road was only running client side. So the server still thought there were objects on the roads. At certain times the server would see your car inside a wreck which wasn't there for your client and decide to remove it from the game.
  23. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Very sad to see the official mod getting abandoned, epoch is way too far from the original experience to be enjoyable for me. There's still a large number of players who prefer the original mod style of gameplay. It's just a shame that the way the patches had to be released has effectively killed it. We have loads of players who love vanilla style gameplay, they have been crying out for 1.8.1 for months and it's a great shame that Bohemia deprive them of this.
  24. 15/04/2014 One more BEC Command - !time will announce globally the timezone of the server, and if there's day/night. Useful for people who login and ask "does this server have night" "what time is it on this server" etc.
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