Jump to content

seaweeduk

Members
  • Content Count

    375
  • Joined

  • Last visited

Everything posted by seaweeduk

  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. 144.76.72.235:2314www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net DayZ Chernarus 1.8.0.3 Hey all thought it was about time for a post about my server. We are a European Chernarus 1.8.0.3 private hive with an established community and have been going since November 2012. We are NOT one of those 9000 vehicles spawn with an AS50, barracks covering the coast types of hives. There are no "donor loadouts" or perks on this server. Vehicles are rare, loot is rare and the zombies will fuck you up! Our server runs on high end dedicated hardware and all resources are dedicated purely to the DayZ server ensuring great performance, this is not just some underpowered dayz.st server. Here's some of our featuresGreat community of players, including many of the most helpful heroes I have ever met in game, and of course some of the most deadly bandits. Many squads inhabit their server and there is plenty of squad pvp up North. No "donor loadouts", default number of vehicles (85) and a minimal number of custom buildings added purely to make places like the NEAF worth the trip New loot tables, when most hives say "custom loot" they mean awesome guns everywhere, this is not the case with ZS. Many items such as the DMR are much rarer on our server than in the standard loot tables. The higher tier items will only spawn up North, this discourages coast camping. Loot is hard to come by but rewarding when you find some! You will not find any OP weapons like sniper rifles on the coast in firestations etc, instead loot has been balanced to be up north and harder to find in new locations. A few new weapons have also been added to the loot table, including M4SPR, SVD, SVD_NSPU, AK107 variants, L85 variants and the bizon. Basebuilding, we run the excellent dayz basebuilding plugin. I have run this plugin for over a year now and it is very mature on our server. A large number of clans and solo players have their own bases established with some great gameplay resulting from it. Myself and rosska85 from opendayz recently modified Daimyo (the script authors) original version 1.3 code to expand it and make it compatible with Chernarus 1.8.0.3. Our server and rosskas server (holo federation) are currently the only two servers which are running the code. This is not epoch style basebuilding where you can just hoard things away and others can't ever get them. Base break ins are possible through collecting large numbers of toolboxes and your base is only as secure as you design it to be. This requires time, collaboration and teamwork and leads to some awesome gameplay between rival clans. You can build a basic base in a couple of days and expand from there for security. Among other things you can build garages for your cars, working lighting systems, fireplaces, or water pumps. You secure an area for your base by constructing a flagpole, this stakes the area as yours. You can add your clanmates to the flagpole so they can all build and remove items. You can build keypanels that allow you to enter a code to lower access doors. You can also build booby traps which can be placed at enemy bases! Day Night Cycle with full moons and street lights Vanilla 1.8 zombies. The default zombies in dayz 1.8 are not easy! There are a lot of them and they will hit you very hard. The viral zombies can do a significant amount of damage to you. Most popular dayzmod servers completely gimp the zombies back to pre 1.8 levels. They turn the maximum number way down, and let them do so little damage you can pretty much ignore them. Unlike those servers we have left zeds completely untouched from any changes, they take some getting used to if you've come from another mod/server with noob zombies (like epoch) but our community much prefers them. Detailed server statistics available live to all of our players at http://www.zerosurvival.net/stats/ Custom Version of Chernarus, our custom map is exclusive to our server. It has been developed over many months with the aim of balancing the level. We have not simply slung a firestation and military loot in every coastal town like some mods and servers. Instead we have added new resources where they are needed and don't look out of place (NEAF, Berizino, Zelenogorsk and Kamenka). Server events, we run regular server events such as survivor games style competitions. we even have a dedicated sub forum for them. These have proved very popular and turnouts regularly reach 50 players. I code special things specially for these events to keep them as dynamic and exciting as possible. Default number of vehicles (85), we spawn new vehicles not found in vanilla dayz. However we do not spawn so many vehicles so as to devalue them. There are 2 helicopters total on our whole server. This leads to great clan fights over resources. Automated whitelisting, whitelisting for the server is as simple as registering a forum account on our website. You are instantly able to play after doing so (note: whitelisting is currently deactivated and anyone can join) Small server mods to enhance gameplay, you may have seen these on other servers: dynamic crash sites, strip clothes. Besides mods like this I add small tweaks and fixes to the server regularly, you can view the changelog here. Other custom code developed by me specifically for our server, loot one of our new player skin parcels, gut humans and eat them, or if you are a hero give players a proper burial. Self Bloodbagging works, but only if the player is inside a hospital. Teamspeak server with private rooms available to all clans who use the server. We have detailed server statistics, both in your forum profile and on our website. We have a squad file generator so your squad can easily get their logo on the side of their vehicles http://www.zerosurvival.net/squads/ We have a number of different layers of anti hack protection for our server, including custom coded detection tools. We have just 1 extremely active and dedicated admin to avoid incidents of abuse. We have a great community of players, many clans have formed as a result of the community and there's some great familiar faces to be met in game. From helpful Heroes to skilled squads of Bandits. If you have any questions about the server don't hesitate to let me know I look forward to meeting some of you in game soon. 144.76.72.235:2314www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net
  3. 144.76.72.235:3374www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net DayZ Chernarus 1.8.0.3 More info on our community and our main server can be found in its own thread here We have recently added a hardcore server, featuring the same changes as our main server. The hardcore server however features no 3rd person and no death messages etc. We are looking to grow this server with fellow hardcore fans who believe the mod is best enjoyed in first person. We are a European Chernarus 1.8.0.3 private hive with an established community and have been going since November 2012. We are NOT one of those 9000 vehicles spawn with an AS50, barracks covering the coast types of hives. There are no "donor loadouts" or perks on this server. Vehicles are rare, loot is rare and the zombies will fuck you up! Our server runs on high end dedicated hardware and all resources are dedicated purely to the DayZ server ensuring great performance, this is not just some underpowered dayz.st server. Here's some of our featuresGreat community of players, including many of the most helpful heroes I have ever met in game, and of course some of the most deadly bandits. Many squads inhabit their server and there is plenty of squad pvp up North. No "donor loadouts", default number of vehicles (85) and a minimal number of custom buildings added purely to make places like the NEAF worth the trip New loot tables, when most hives say "custom loot" they mean awesome guns everywhere, this is not the case with ZS. Many items such as the DMR are much rarer on our server than in the standard loot tables. The higher tier items will only spawn up North, this discourages coast camping. Loot is hard to come by but rewarding when you find some! You will not find any OP weapons like sniper rifles on the coast in firestations etc, instead loot has been balanced to be up north and harder to find in new locations. A few new weapons have also been added to the loot table, including M4SPR, SVD, SVD_NSPU, AK107 variants, L85 variants and the bizon. Basebuilding, we run the excellent dayz basebuilding plugin. I have run this plugin for over a year now and it is very mature on our server. A large number of clans and solo players have their own bases established with some great gameplay resulting from it. Myself and rosska85 from opendayz recently modified Daimyo (the script authors) original version 1.3 code to expand it and make it compatible with Chernarus 1.8.0.3. Our server and rosskas server (holo federation) are currently the only two servers which are running the code. This is not epoch style basebuilding where you can just hoard things away and others can't ever get them. Base break ins are possible through collecting large numbers of toolboxes and your base is only as secure as you design it to be. This requires time, collaboration and teamwork and leads to some awesome gameplay between rival clans. You can build a basic base in a couple of days and expand from there for security. Among other things you can build garages for your cars, working lighting systems, fireplaces, or water pumps. You secure an area for your base by constructing a flagpole, this stakes the area as yours. You can add your clanmates to the flagpole so they can all build and remove items. You can build keypanels that allow you to enter a code to lower access doors. You can also build booby traps which can be placed at enemy bases! Day Night Cycle with full moons and street lights Vanilla 1.8 zombies. The default zombies in dayz 1.8 are not easy! There are a lot of them and they will hit you very hard. The viral zombies can do a significant amount of damage to you. Most popular dayzmod servers completely gimp the zombies back to pre 1.8 levels. They turn the maximum number way down, and let them do so little damage you can pretty much ignore them. Unlike those servers we have left zeds completely untouched from any changes, they take some getting used to if you've come from another mod/server with noob zombies (like epoch) but our community much prefers them. Detailed server statistics available live to all of our players at http://www.zerosurvival.net/stats/ Custom Version of Chernarus, our custom map is exclusive to our server. It has been developed over many months with the aim of balancing the level. We have not simply slung a firestation and military loot in every coastal town like some mods and servers. Instead we have added new resources where they are needed and don't look out of place (NEAF, Berizino, Zelenogorsk and Kamenka). Server events, we run regular server events such as survivor games style competitions. we even have a dedicated sub forum for them. These have proved very popular and turnouts regularly reach 50 players. I code special things specially for these events to keep them as dynamic and exciting as possible. Default number of vehicles (85), we spawn new vehicles not found in vanilla dayz. However we do not spawn so many vehicles so as to devalue them. There are 2 helicopters total on our whole server. This leads to great clan fights over resources. Automated whitelisting, whitelisting for the server is as simple as registering a forum account on our website. You are instantly able to play after doing so (note: whitelisting is currently deactivated and anyone can join) Crash sites have a 30% chance to broadcast the position they have crashed to all players who have looted a radio. Only the nearest town to the crash site is given, no coordinates. This leads to great fights between different players rushing to each crash site. Small server mods to enhance gameplay, you may have seen these on other servers: dynamic crash sites, strip clothes. Besides mods like this I add small tweaks and fixes to the server regularly, you can view the changelog here. Other custom code developed by me specifically for our server, loot one of our new player skin parcels, gut humans and eat them, or if you are a hero give players a proper burial. Self Bloodbagging works, but only if the player is inside a hospital. Teamspeak server with private rooms available to all clans who use the server. We have detailed server statistics, both in your forum profile and on our website. We have a squad file generator so your squad can easily get their logo on the side of their vehicles http://www.zerosurvival.net/squads/ We have a number of different layers of anti hack protection for our server, including custom coded detection tools. We have just 1 extremely active and dedicated admin to avoid incidents of abuse. We have a great community of players, many clans have formed as a result of the community and there's some great familiar faces to be met in game. From helpful Heroes to skilled squads of Bandits. If you have any questions about the server don't hesitate to let me know I look forward to meeting some of you in game soon. 144.76.72.235:3374www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net
  4. 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!!
  5. 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!
  6. 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.
  7. seaweeduk

    DayZ Mod 1.8.1

    Call pMain(YOURINSTANCENUMBERGOESHERE);
  8. 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.
  9. 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.
  10. 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)
  11. 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.
  12. seaweeduk

    DayZ Mod 1.8.1

    Dayzcommander will die along with gamespy unless the dev has plans to update it.
  13. 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.
  14. 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 :(
  15. 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.
  16. 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 :(
  17. 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.
  18. seaweeduk

    DayZ Mod 1.8.1

    All should be sorted now, we'll be on 124802 from our next restart (in 45 mins time) as long as there's no issues on startup. I'm not going to set requiredBuild to 124802 just yet though, but I will ask beta patch versions from people reporting bugs and advise everyone to update. Hopefully the blood issues were related to the beta patch, I'll try enabling the blood trails again later if all goes well tonight. Flies weren't a massive issue compared to blood but it was noticeable once disabled.
  19. seaweeduk

    DayZ Mod 1.8.1

    Yeah makes sense, I'm just stuck in my old ways :P
  20. seaweeduk

    DayZ Mod 1.8.1

    bleh, will try and get ZS updated tonight regardless, our server name will state current beta patch as usual. Performance serverside for me has been pretty comparable with 1.8.0.3 now we have both blood and flies disabled.
  21. seaweeduk

    DayZ Mod 1.8.1

    I can't see this patch on the usual website are you saying the only way to get it is steam? That's a bit of a pain in the ass for me
  22. seaweeduk

    DayZ Mod 1.8.1

    Couple of people reported birds flying static in the same spot, I also observed this. Guessing it could just be a beta patch issue though?
  23. seaweeduk

    DayZ Mod 1.8.1

    Np, I'll be changing my weather variables anyway once we stop running on the vanilla code just trying to make things easier for other server owners who might want to do the same. If it brings too much complication to public hive don't worry about it, there's already tutorials around for people who want to edit the weather.
  24. seaweeduk

    DayZ Mod 1.8.1

    Thanks, there's been some issues reported with drag body breaking the self actions too at the moment. I think those ones would cover most things people change, but really only the first 2 are needed for me. Alternately you could include all the dynamicweather variables in a separate file so the init.sqf doesn't get too messy.
  25. seaweeduk

    DayZ Mod 1.8.1

    One other thing being complained about a lot is the amount of fog. I doubt we'll ever all agree on it so can we just get some of the weather variables made global and add them to init.sqf?
×