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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

SmashT

DayZ Forum Team
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Everything posted by SmashT

  1. SmashT

    ADVICE AND GUIDANCE - POST TIPS HERE!

    DayZ API script reference - Here is a simple DayZ API script reference from /u/erikbc and /u/Doxygen, far from perfect, but it's a lot better than nothing. There are a few comments here and there from the sources. Online Version (no download required) Item List Categorized Sheet - Some people were asking for item lists to flesh out their custom server, /u/ThisAccountIs4Reddit created this spreadsheet and categorized the items to make things easier. Names are case-sensitive strings when using them in the .c scripts. ODZTools / Logger - Attempting to work with the current log system is very limited and makes it difficult to track errors and gather data. /u/Pwnzor made this tool that allows messages to be logged to separate file that is dated and stored within your server's profile. Released by Pwnzor on OpenDayZ
  2. SmashT

    Does not assign to parameters array!

    How did you solve it, in the case others run into a similar issue and find this thread?
  3. SmashT

    Modders

    Drive-by by /u/DannyDog_ on twitch https://clips.twitch.tv/SassySpunkyKalePogChamp
  4. SmashT

    ADVICE AND GUIDANCE - POST TIPS HERE!

    Players can connect to your server via direct IP but you can't see it in the community tab? Open port 27016 if you want it to show up on community server browser A few posts I've seen on Reddit today, you might find some of them useful. The DayZ Server Owner How-to and FAQ Credit: /u/TheKappatalist420 Answers a lot of commonly asked questions, example server launcher batch file, goes through all the basics, common errors and what all the files etc are, worth a read. BEC for DAYZ Installing and setting up a DayZ Standalone server on Windows server Credit: /u/corbpie DayZ API script reference / Unofficial API Documentation Credit: /u/erikbc and /u/Doxygen Here is a simple DayZ API script reference, far from perfect, but it's a lot better than nothing. There are a few comments here and there from the sources. Online Version (no download required) Credit: /u/mov3ax Item List Categorized Sheet Credit: /u/ThisAccountIs4Reddit Some people were asking for item lists to flesh out their custom server, ThisAccountIs4Reddit created this spreadsheet and categorized the items to make things easier. Names are case-sensitive strings when using them in the .c scripts. ODZTools / Logger Credit: /u/Pwnzor Attempting to work with the current log system is very limited and makes it difficult to track errors and gather data. /u/Pwnzor created this tool that allows messages to be logged to separate file that is dated and stored within your server's profile. 0.27 Spawn Points Custom Spawn Points Guide September 2014 Spawn Points Pro tip: If you start your server with enableDebugMonitor = 1; in the config then you will get a debug monitor up at the top right of your player screen when you log in, complete with your current map position. Then you can run around the map and write down coords for places you want there to be spawns and then add them to the spawns list. How to add barrels, nettings, and tents spawns to your server Credit: /u/mov3ax How to disable stamina Credit: /u/dayz_survivor3 init script that adds random PvP classes Credit: /u/teaearlgraycold The classes included here are: Assault: M4 with an ACOG, Sniper: SVD with PSO, SMG: UMP with suppressor. Each class gets TTSKO pants/jacket, improv backpack, boots, and an axe (along with a can of soda, spaghetti, and some rags). There's a 1/3 chance of spawning with any given class. This script would best be combined with custom spawns to keep everyone in the same town. How to disable thirst/hunger Credit: /u/GrosTon1
  5. SmashT

    DayZ Vortorsk - Dual Island Soviet State

    Looks great, can't wait to try it, how long have you been working on it?
  6. BarelyInfected also interviewed Peter and Eugen at Gamescom, I'll add them below.
  7. SmashT

    BUG REPORT!

    This is a known issue and it is scheduled for a fix. https://feedback.bistudio.com/T131545 In the future, please submit all bug reports through the feedback tracker so that your reports get to the right people. You may need to create an account. Once you have click the "Star" Icon and select "New Xbox Bug Report"
  8. SmashT

    Character locked in database

    Database locks should resolve itself within an hour max, if this does not happen, you can submit a ticket on the feedback tracker. You may need to create an account. Once you have click the "Star" Icon and select "New Xbox Bug Report"
  9. It's a known issue and is being worked on internally. https://feedback.bistudio.com/T131892
  10. SmashT

    Health won’t stop decreasing

    Disease isn't in yet either, if you drink dirty water the disease icon will get an up arrow but it currently has no effect and will dissapear again shortly after.
  11. SmashT

    Health won’t stop decreasing

    I believe in the current build you automatically stop bleeding after a few seconds and don't even need to bandage, so if your health is going down it's likely either due to lack of food/water, if both meters are white you should get an up arrow on your health icon and start healing back up. There is a known issue where the hydration meter is cut off the edge of the screen for some people so you could be dying of thirst but not realise it? Both thirst/hunger will go down fast especially if you are sprinting, so when you find a well/pond/river drink a lot, I usually drink until the stomach icon shows up to indicate I'm stuffed.
  12. SmashT

    Hunting - Can it happen?? [RESOLVED]

    They are there just got to find them.
  13. SmashT

    How do I adjust my screen size

    It is known bug, they are working on a fix. If your TV/monitor has a settings option, you can try turning "Overscan" off or adjusting the aspect ratio.
  14. SmashT

    No Vaulting ?

    We're getting the new climbing/vaulting systems in the future, for now you just have jumping though.
  15. SmashT

    Wolves are great.

    I witnessed a crazy battle between a pack of wolves and a town full of zombies the other day, zombies claimed the victory, was terrifying.
  16. SmashT

    S.T.A.L.K.E.R.: Live Zone

    Nice job, have you seen the stalker inspired map MeshCarver was working a few years ago for ArmA 3? https://forums.bohemia.net/forums/topic/134345-large-stalker-inspired-island-nova-zona/ I was always looking forward to that so its good to see more modders doing something in a similar vein.
  17. Zombies have many issues and each and one of them is or will be worked on. This is no easy task. The problem is that people don't really understand what it means to have zombies functioning. So lets split it into parts: Movement / Pathfinding/ Navigation / Geometry: The Navmesh is working just fine, and is done really well. You can read in detail about that here. The problem that we now face, even though zombies know where they are and what is around them is geometry and full-body animation system. There are still cases where zombies do get through doors/walls because of those two things as well as server performance and desync. Although it does not happen nowhere near as often as it did before. The navmesh also comes at a memory cost so needed optimization of x64 server to provide more memory space. Animation: The clipping and zombies going through doors after navmesh has been implemented is geometry and animation related. We however have only full-body animation available (thus limiting the amount of animations, and their blending). So the animation system is going away from full body animation and adding synchronized animations, blending etc to be available down the road. That will take a long time, but we will get there at some point. AI: This is the behavioral mechanics (how, when and why the object reacts to sounds, items, buildings, blocks, people, other zombies, animals, and how this changes based on all the interactions). To have a working AI you need sensors for reasonable input. Zombie not only needs to know his environment. But status of players, noises etc. This again needs to go into hard code and evolve from there. Sensors: This is the data structure that enables objects to understand the state of world around them (sound,items,players etc.) Every dynamic object in game has to understand its surroundings. To understand what is between him and his target. How to use those objects. If they somehow change his behaviour etc. Currently the sensors are an old module from ARMA where network code was p2p based (as in client to client mostly) and there was no pathfinding to speak of. New Sensors / AI are under development and can be found in the roadmap/devblogs. Damage / hit detection and hitting long distances: Damage system needs to be changed, but again this needs to go from script to hardcoded and evolve from there. This is no small task. Hitting from long distances is caused by desynchronization. This is part of object interaction and rendering. Which is undergoing huge optimizations. Hit detection works okay, but is plagued by desync and server performance. Melee issues are hitbox related. This again is something that has to be changed a lot more engine side. The melee itself is already rewritten, which is why you are seeing so many issues. But as with everything, bugs will get hunted down. Feature will get to represent what we intended when it was designed. Performance/Desync/Network code: Most of the issues with performance, amount of players, amount of zombies etc. Have underlying problems with synchronization and scaling (mostly item synchronization). The code has already started to improve. We have amazing people here taking care of exactly that. That directly ties into AI,sensors (core of the AI), interaction etc. Try to imagine that server is playing that zombie character.. So he is affected by server performance, network code etc. We need to change a lot of server performance and merge the sensors in to start raising zombie numbers and make stealth a viable option. Everything will take time. Server performance is mostly affected by inventory performance (item management) and sensors. They scale really horribly and were not prepared for this amount of interactions. This is however being worked on for better part of the year. Its a BIG change and needs time. You have to understand that this huge block of work and has a timeframe of months. All of the changes have a convergence point down the road. There is a snowball effects to some of it. Zombies aren't broken, they are in development.The issues you`re seeing now all have underlying problems that will be fixed in the future. There is just no ETA on most of the stuff, since it has to go from script to hardcoded events in engine. That goes for AI and all things people keep complaining about. Most of these things are talked about or at least mentioned in the weekly status reports. Many of these modules are outlines on the roadmap
  18. SmashT

    New forum format/style

    I'm back. I can finally login. So what did I miss over the last year? I see I'm still rockin' a santa hat.
  19. DayZ: Battle Royale Info/Discussion thread: Set on a new map Isola di Capricia, Battle Royale is a new mod based roughly on the Japanese book/movie of the same name and is essentially a Hunger Games gamemode for DayZ. Games last 60 minutes and players only get one life. If you are killed you will be removed from the server and cannot rejoin. Over time areas will be marked on your map for carpet bombings and eventually the playable zone will shrink until only a small area remains. Last man standing wins, if there is more than one player alive at the end of the game nobody wins and all the remaining survivors are killed. DayZ: Banjaxed Info/Discussion thread: DayZ: Caribou Info/Discussion thread: http://dayzforum.net/index.php?/topic/3122-release-dayz-caribou-01/ DayZ: Epidemic Info/Discussion thread: DayZ: Unleashed Info/Discussion thread: DayZ Unleashed brings another map to DayZ - Napf Island. A huge 22km x 22km map featuring two large cities (bigger than Chernogorsk), 40 villages and small towns, an airport and a military base. Unleashed also introduces a new zombie AI/movement system, selectable spawn zones, classes, enhanced fog system, AI players, drug effects, vehicle bombs, new sounds, weapons, vehicles and there are plans for base building and a hero/bandit levelling system. DayZ: Aftermath Info/Discussion thread: http://dayzmod.com/forum/index.php?/topic/142471-dayz-aftermath-mod/ DayZ Aftermath is a new mod for DayZ set on Chernarus. Over 800 man hours have been spent redeveloping the landscape - adding in new roads, towns, cities, unique buildings, even some caves as well as a host of new features never seen before in other DayZ mods. Boxes, wardrobes, desks and vending machines etc are now searchable for loot using a crowbar, you can harvest crops for food, craft items using a tool chest, treat infection at the cleansing center and search for military look in the new prison, read dead players diaries and burn their bodies. Hundreds of new weapons have also been added, new vehicles, dynamic helicopter crashes, new zombie and player skins and lighting and sound effects have been completely overhauled. DayZero: Podagorsk Info/Discussion thread: DayZ: Hunting Grounds Info/Discussion thread: DayZ Hunting Grounds is the latest version of IceBreakr's Lingor Island. This version was made to solve some annoying problems on the existing versions of DayZ Lingor and to add some new features in the future. You may ask now what the difference between this version and already existing versions for DayZ Lingor is. Well, the way it works is pretty much the same, it is still DayZ for Lingor Island. We just fixed some major bugs and problems so far and added some stuff. But we are just at the beginning and we are already working on new features like a improved humanity system. DayZ: Overwatch Info/Discussion thread: http://dayzoverwatch.com/ The plan for Dayz Overwatch is to stay true to the military theme. Chernarus has had substantial changes made to it expanding the map with military bases where suitable, adding new buildings as well as a bridge to Skalisky Island (pictured below) Many of the sounds have also been changed, new clothing items added, many new weapons, new vehicles and choppers, self bloodbagging, ability to take clothes from dead players, hit detection improvements, streamer friendly UI. We will also be adding cryptic clues to what happened and how the outbreak happened. Threes a lot of things I want to do with this mod, but very important to me is stability, I want players to have an enjoyable experience playing Dayz Overwatch. So bug fixing is going to be a big priority, so plan it’s to release new content in small chunks at the time so that we can test and fix things before we move on to add more content. We also have a focus on keeping the mod streamer friendly we have already made some tweaks to the UI. DayZ: Trinity Island Info/Discussion thread: Trinity Island is a 12x12km map ported from the original Operation Flashpoint with a Mediterranean/European feel. It features two airfields and a number of military bases around the island - the largest of which includes 9 barracks. The map also includes a number of custom weapons (Famas, P99, MP7) vehicles (Lancer Evo, Nissan Skyline) buildings and custom skins. DayZ: Civilian Info/Discussion thread: http://dayzmod.com/f...rk-in-progress/ DayZ Civilian is a mod focused on adding more weapons, buildings, vehicles, and revamp the whole friggin experience of DayZ! Chernarus is being redesigned to focus loot more torwads the middle of the map and give CQB a huge role in the gameplay. It also makes the big cities like Elektrovask, Chernogorsk, and Berenzino look like real cities. DayZ: Fusion Info/Discussion thread: DayZ Fusion takes place on a 20x20km map called Varkgard that consists of two main islands with a similar feel to both Chernarus and Taviana and as suggested by the name, the mod is a fusion of elements seen in other dayz mods. The mod includes overhauled loot tables, random skins on new character creation, a range of random vehicles/aircraft, tweaked zombies, tazers on starting loadout, a range of different weapons and skin parcels. Planned features range from AI patrolling / guarding high value areas (coming next patch), adjusted & custom sound effects, 2hour night/day cycle, fog & sound triggers at key points on the map, base building, weapon / melee attacks (hitting with butt of rifle for example), player emotes, lighting effects on some buildings at night, full moon nights, vehicle building, treasure finding and more. DayZ: 2017 Namalsk Info/Discussion thread: DayZ: Breaking Point Info/Discussion thread: Set on the Chernarus. Breaking Point builds on the existing DayZ mod and has added over 600 new weapons, 20 new player skins, 175 new vehicles, new zombie types and sounds, an electrical power grid that powers the cities houses and streets and can be turned on/off/repaired/destroyed, tasers, dogs, player animations including blind fire (SMK lite), vehicle towing, a number of changes to the map adding new towns and buildings as well as an iconic night time fog/mist giving BreakingPoint a unique eerie feeling. Note: Breaking Point requires a separate updater/launcher to play. DayZ: Mercenary Info/Discussion thread: http://dayzmod.com/f...-mercenary-map/ DayZ Mercenary builds on the existing DayZ mod and aims to add a greater focus on survival by bringing new challenges and realism. Quarantine NPC Squads roam the map and will kill any zombies or survivors they encounter, while they carry rare loot there is also a strong chance you won't survive. Military and custom loot spawns have been added to less frequented parts of the map, more zombies have been added and they now spawn throughout the entire map including forests. A weight and fatigue system has been implemented. Loot rates lowered along with new new skins, vehicles, weapons/items including radios. Mercenary is sure to keep you on your toes, one will have to be always aware of their surroundings, no more running away from zombie hordes, you will have to be smart, and play smarter than other players. DayZ: Epoch Info/Discussion thread: DayZ Epoch brings a greater roleplay element to DayZ. Set in a future time on Chernarus, humanity is slowly returning to the wasteland and industrious survivors have begun to join together in small groups to rebuild society. Small camps of merchants have started to pop up to do business with survivors who collect goods from the wasted remnants of civilization. Wholesalers have landed on the shores offering imported goods to aid the rebuilding effort. Survive, explore, build wealth, make your way through the harsh environment and assist in the effort to rebuild, or burn it all down its your choice, live in the Epoch. Some features include: playing as infected, NPC trading cities, additional clothing, crafting system, fuel siphoning, friends indicator, part salvaging, personal safes and vehicle ownership (tied to your account) and much more. DayZ Origins Info/Discussion thread: http://dayzmod.com/f...igins-released/ DayZ Origins is set on a modified Taviana island and offers a unique experience with the ability to create and customize your own vehicles along witha new system for salvaging parts. There is a story-driven factor involved too giving the world a new depth and conflicts to face - a closed city protected by high walls and NPC mercenary guards can actually be infiltrated given a talented enough player. Unique zombies (patient zero - a "super zombie" that you can hunt and kill and find a cure from), mine and collect resources to build and customize your home, upgrade it by finding blueprints, add security and link up with others to form a village and a persistent levelling system including 24 new skins makes the newest addition to DayZ one of the most worthwhile yet. DayZ: Invasion 1944 Info/Discussion thread: http://dayzmod.com/f...-invasion-1944/ ​ DayZ: Invasion 1944 is an intense World War II themed overhaul of the original DayZ. A collaborative effort sandwiching together two of the most innovative mods to grace ArmA. Can you survive the onslaught of the undead Third Reich? Over a 100 pieces of authentic WWII gear available in-game, including weapons, backpacks, tools, various skins and more! 23 classic WWII vehicles for you and your fellow survivors to command across the wastelands, including 2 different fighterplanes. DayZ Podagorsk Info/Discussion thread: http://dayzmod.com/f...rver-is-online/ A 10x16km map with a river running through it, featuring six cities/villages, a railway line running through a canyon, a number of small islands and lakes, new vehicles, two tiers of hero and bandit skins as well as a variety of new civilian skins. DayZ Oring Info/Discussion thread: http://dayzmod.com/f...w-map-released/ A beautiful tropical island with a WWII setting including forts, bunkers, ruined villages, four airfields and canyons. A large fortified island city in the middle of the map as well as a number of small neighbouring islands give the map a much greater emphasis on boats and helicopters. DayZ: Ovaron Info/Discussion thread: http://dayzmod.com/f...release-thread/ A 10x10km map with plenty of connected rivers throughout. DayZ Sahrini Info/Discussion thread: http://dayzmod.com/f...ort-version-01/ Sahrini is a 20.3x20.3km map (104km² mainland) originally from ArmA: Armed Assault. The map is divided into two countries and as such the landscape and terrain varies quite significantly. The focus so far has been on converting the original ArmA buildings into ArmA 2 buildings and adding ambience to the map, although there are a number of additional features planned. DayZ Isla Duala Info/Discussion thread: Isla Duala is a new 10x10km African-style DayZ map and offers a change of scenery from the usual maps. The map is divided in two by a river (Afrene in the South and Molatia in the North) African vegetation and wildlife can be found all around Isla Duala, including desert areas, jungles, savannah and towns as well as weapons for what seems to me as guerilla warfare between factions. The land looks very high value spawns and I expect to find a lot of military areas as well. DayZ Thirsk Info/Discussion thread: http://dayzmod.com/f...files-included/ Thirsk is a 5x5km map and offers another snowy environment like Namalsk, but a bit less military and more rural. Frequent logging stations are found around Thirsk and it features a dynamic temperature system (similar to Namalsk) and winter ghille suits. DayZ Taviana Info/Discussion thread (dayzland.eu version): http://dayzmod.com/f...-by-dayzlandeu/ Info/Discussion thread (dayztaviana.com version): http://dayzmod.com/f...com-20-release/ Two large islands in the Baltic Sea, connected by the famous Bratislav Bridge (over 2.5km long) - a hotspot for ambushes. The playable area is similar in size to Chernarus with large cities, highways and massive agriculture areas surrounded by thick forest belts dominated by mountain formations, snowy peaks and volcanoes. The core functionality is similar to the original DayZ mod, with a strong focus on vehicles given it's size. Taviana remains one of the most popular maps to date, a testament to it's map design and level of detail, right down to working doorbells. DayZ Namalsk Info/Discussion thread: http://dayzmod.com/f...1-dayz-namalsk/ A 7x7km island in the Bering Sea/Russian Federation, it primarily consists of sub-alpine forests and snow covered mountains to the south and has a strong military/PvP focus. It's the only map to feature underground tunnels/buildings, has functional cold weather clothing, new types of infected and super alien/zombies, deadly energy storms as well as some new weapons and vehicles add to a seriously atmospheric, post-apocalyptic vibe. DayZ Panthera Info/Discussion thread: http://dayzmod.com/f...and-discussion/ A 10x10km lush green environment based on NorthWest Slovenia with mountainious regions, valleys and rivers running through it. The map is littered with small towns and villages. DayZ Celle Info/Discussion thread:http://dayzmod.com/f...also-available/ A 12x12km map, based on a town in the north of Germany, you can see the autobahn in-game. Features descrtructible bridges, gyrocopters, deployable camo nets and new types of zombies. DayZ Lingor Info/Discussion thread: http://dayzmod.com/f...land-chit-chat/ Info/Discussion thread (skaronator.com version): A 10x10km South-American inspired tropical island set in a lush jungle environment with thick tropic vegetation. DayZ Fallujah Info/Discussion thread: http://dayzmod.com/f...h-map-released/ A 10x10km map consisting of a huge city in the middle and an airfield at the south east. The airfield contains 28 Barracks and up to 10 Helicopter spawns. With a large amount of industrial and military spawns, expect a lot of vehicular warfare. DayZ Takistan Info/Discussion thread: Info/Discussion thread (vrnemesis version): A 13x13km desert map surrounded by hills and valleys, it features a large city, 4 towns, 24 villages, 3 airports, a large coltan mine, and several large oil fields. DayZ Utes Info/Discussion thread: This small 5x5km island is perfect for PvP gameplay. Utes Features two small towns, several crashed heli spawns, and a high traffic airfield in the centre of the island. Taking only 10-15 minutes to run around the island, players can expect frequent conflict. DayZ Zargabad Info/Discussion thread: Zargabad is another PvP-focused map with a city in the middle surrounded by mostly empty desert. DayZ + Info/Discussion thread: http://dayzmod.com/f...-dayzcommander/ Set on Chernarus and featuring construction/base building, new types of clothing (woodland ranger, bandit, soldier, urban, ghillie etc), new weapons, less high-end military loot, changes to backpacks and weapon damage tweaks, increased zombie damage, new loot tables and item spawn rates. DayZ 2017 Info/Discussion thread: Set on Chernarus five years into the future, weapons, food and medical supplies are now a scarce commodity, survival is hard and living off the land a necessary skill, 2017 has removed almost all military loot and as such you will more likely be killed by a machete then from a sniper. It also brings a host of new player skins and vehicle models to give it that gritty survival feeling. DayZ Redux Info/Discussion thread: http://dayzmod.com/f...erly-dayz-diaf/ A fork of the original DayZ mod which aims to fix a lot of the bugs and exploits, as well as implementing new mechanics that might appeal to 'DayZ purists' who are looking for something in the spirit of post-apocalyptic survival. rMod/rMod2 Info/Discussion thread: http://www.tunngle.n...ayz-experience/ rMod is a server mod that will unlock almost all vehicles available in ArmA, over 900 weapons and items, skins and NPC's blocked by default in DayZ. This includes things like Abram tanks, jets, predator drones etc. In order to use it, it must be installed by both the client (you) and the server. It's compatible with every map DayZERO Info/Discussion thread: http://zombies.nu DayZero builds on the original DayZ/Chernarus experience but with huge focus on improving performance and smoothness, many of the systems have been entirely rewritten from scratch to squeeze as much performance out as possible, weapons have also been entirely overhauled to improve both their balance and authenticity, some new vehicles (including a glider) have been added, combat logging system has been entirely replaced (AI now replaces the player if they combat log), new zombie skins, working streetlights, improved indoor mobility as well as the addition of kill claiming via the study body feature. If you want a mod that stays true to the vanilla DayZ experience but with a huge focus on performance, you can't go past DayZero. Day Downstream Info/Discussion thread: http://dayzmod.com/f...ayz-downstream/ DayZ Downstream is an adaptation of original DayZ mod with all of the popular additions people like to see, without taking it too far from how it used to be. You may think that a number of the features mirror what has been seen in Breaking Point, the reason for this is simple. The creators of each were working together on the mod before parting companies. DayZ Retro Info/Discussion thread: Feel free to PM links to the other threads/maps/mods, I'll add them as I find them. Special thanks to Neko-san for helping with some of the descriptions.
  20. SmashT

    Steam forums mods

    What's your name on Steam? I've removed the ban, it was applied by a steam community moderator not a DayZ moderator.
  21. SmashT

    This suggestion will stop most Server hopers

    Server hoppers hate him... As people above have pointed out though, loot isn't tied to server restarts anymore, it persists.
  22. SmashT

    Can't Sign into Feedback Tracker

    Yes, the feedback tracker requires a different account to the forum.
  23. SmashT

    Dark Magic: The Wiggles

    http://www.youtube.com/watch?v=o6o8x67ApM8
  24. SmashT

    @Hicks_206 Shares Some Nostalgia (Pre-Alpha Video)

    Pre-Alpha ladders were where it was at..
  25. SmashT

    Tracked and displayed kills/deaths

    It would still be against the rules. As mentioned, the admins are only allowed access to the admin/BEC logs for banning/rule enforcement purposes.
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