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Bakst

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Everything posted by Bakst

  1. Bakst

    No more copying to your OA folder

    I did not know that, but it makes sense. I've tried removing older versions of VC redist, only to find that the newer versions suddenly had problems. The junctions explain it, of course.
  2. Bakst

    No more copying to your OA folder

    An elegant solution, thanks OP. Works like a charm. It boggles my mind that the Steam installation of DayZ is unable to get this right. Edit: MKLINK is über-useful, I've been using it for a while now to create hidden links in my Documents folder that point to the user files for my games in another (gaming-related) folder. That keeps the Docs clutter-free and allows me to move the user files wherever I want.
  3. Has the new beta patch 101747 helped anyone resolve their respective login problems? It's working for me (on properly configured servers), so I'm just curious now.
  4. Get the "Full Download" DayZ client package from the link provided on the mod update post, in this archive there is a folder named "Keys" containing the file "dayz.bikey". Copying that file to both of the directories described above worked for me.
  5. Well I still get the BE script restriction #44 on a lot of servers, but afaik that's because a lot of servers are not properly configured for the 1.7.5.1 patch. I don't run a server so I don't know what needs to be done there, but it has nothing to do with the client end of things. Good luck with your issue...
  6. You're sure that the file dayz.bikey is in both the \Keys\ and \Expansion\Keys\ directories within your ArmA2:OA install folder? For a Steam install of A2OA on a 64-bit Windows system, the main directory is C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ assuming C: is your program drive. Good luck!
  7. Thanks :) Good luck, and do let us know if this fix works for others, too.
  8. Try reinstalling everything, including removing the remaining folders manually; then when you reinstall DayZ, make sure to copy the dayz.bikey to both Keys folders. That's all I can say... sorry it didn't work for you :(
  9. I FIXED IT!!! I copied the file dayz.bikey (from the latest patch download) into two sub-directories within the ArmA2:OA install dir: \Keys\ *AND* \Expansion\Keys\. DayZ Commander omits this file completely when I install DayZ from there, and during a manual install I copied dayz.bikey to \Keys\ but not to Expansion\Keys\. Having the file in both directories does the trick for me -- hope this works for others having this problem, too!
  10. I FIXED IT!!! I copied the file dayz.bikey (from the latest patch download) into two sub-directories within the ArmA2:OA install dir: \Keys\ *AND* \Expansion\Keys\. DayZ Commander omits this file completely when I install DayZ from there, and during a manual install I copied dayz.bikey to \Keys\ but not to Expansion\Keys\. Having the file in both directories does the trick for me -- hope this works for others having this problem, too!
  11. Bakst

    Stuck on loading screen! Help!

    I FIXED IT!!! I copied the file dayz.bikey (from the latest patch download) into two sub-directories within the ArmA2:OA install dir: \Keys\ *AND* \Expansion\Keys\. DayZ Commander omits this file completely when I install DayZ from there, and during a manual install I copied dayz.bikey to \Keys\ but not to Expansion\Keys\. Having the file in both directories does the trick for me -- hope this works for others having this problem, too!
  12. Bakst

    Stuck on loading screen! Help!

    I have this problem now with 1.7.5.1 (1.7.4.4 still works fine when I downgrade). I enter the server lobby as usual and hit OK, the DayZ loading screen appears, then after 100% it goes to an ArmA screen (a picture of some tanks and a hangar) and says "Requesting Authentication", this screen times out after 40 seconds then it says "Something went wrong, please try again!" and also "Loading character data" but nothing happens. My .rpt file ends with this:
  13. I also have this same issue. I posted an excerpt from my .rpt file in another thread, here it is: The "loadscreen guard" would appear to be that ArmA screen with the tanks where it says it's "requesting authentication." This times out after 40 seconds, then it says "oops something went wrong please try again" plus "Loading character data" but nothing happens. Tried completely removing and reinstalling Arma2 OA, Battleye, and the DayZ mod (both manually and via DayZ Commander). Always get this problem during login, no matter what server. Edit: I've tried reverting to 1.7.4.4 and that works fine on the appropriate servers, but I want to play the latest patch! :D
  14. Could be an issue with DayZ Commander, but then again I've tried bypassing it by joining a server through the in-game multiplayer interface, but that yields the same problem. In the meantime I've checked the .dbt file: after updating a bunch of "base classes" it suddenly has trouble finding certain assets; this is what it says: The "loadscreen guard" would appear to be that ArmA screen with the tanks, but what the heck is going on here?
  15. Same issue here as OP :( I've tried the obligatory reinstalls including completely removing the Expansions\beta and @DayZ folders (and Keys\dayz.bikey). I've tried reinstalling through Steam and I also downloaded the files for a manual install -- no dice. I tried emptying the cache files in AppData\Local\ArmA 2 OA\MPMissionsCache and various other bullshit that didn't work. I've triple-checked that I'm running fresh installs of beta patch 101480 and mod 1.7.5.1. It happens like this: I enter the server lobby as usual and hit OK, the DayZ loading screen appears, then after 100% it goes to an ArmA screen (a picture of some tanks and a hangar) and says "Requesting Authentication", this screen times out after 40 seconds then it says "Something went wrong, please try again!" and also "Loading character data" but nothing happens.
  16. Bakst

    DayZ Standalone Confirmed

    Thanks for the sources! However it seems to me like this is merely the gamer press picking up the hint in the latest dev blog post that it *could* be delayed and will be if they determine that it isn't ready. So, nothing new here... and now we wait.
  17. Bakst

    DayZ Standalone Confirmed

    Obvious troll is obvious. Either that, or you are severely misinformed. Or, I suppose you could possibly be the only actually informed guy around, and everyone else is in the dark, but I doubt that.
  18. Bakst

    DayZ Standalone Confirmed

    The most-quoted price is $10 for alpha release, then incrementally rising price but never more than $30 for the final release.
  19. I'm starting to like the idea. Putting together a "personal history" in the character selection screen instead of selecting explicit skill points would be pretty neat, actually. But it also sounds like a somewhat tedious process that might annoy a lot of players who just want to dive in; they would need a few ready-made characters... but this is where we begin to move into decidedly RPG territory, and I'm not sure this is what the devs have envisioned.
  20. I should totally ask my doctor friends about this... but off the top of my head, I can think of the following injuries (strictly mostly injuries, not illnesses; with symptoms thx to wikipedia): Bone fracture (limbs, ribs, spine, skull) and joint dislocation Temperature-related injuries: burn, frostbite Intoxication: poison, drugs Well that's all for now. I know a lot of this has been mentioned before, both by the community and the devs themselves, but this is my contribution, who knows maybe there's an original suggestion in there somewhere.
  21. You pretty much have me sold on the idea, Norman. But I think it would be important to have a cool-down period of at least one hour -- maybe even 24 hours -- between the time of death and the moment that you can download the rerun. This is to stop people using it as a strategic combat tool.
  22. Interesting idea, especially from a narrative point of view: it's like your life is "flashing before your eyes" when you die! But I have some serious issues with the idea as well. For one, it's no good to reveal the position of your killer, since that unfairly exposes the other guy's strategy and tactics. What's more, all you'd have to do is download the replay and communicate the other guy's position to your squad, who could then hunt him/her down with ease. Maybe it could be a per-server setting, where rookie servers allow your killer's position to be revealed but veteran/expert servers do not reveal this information and also don't tell you the guy's name. (That would be the kind of server I'd prefer to play on -- I figure if someone takes me out from a concealed position, I'd have no way of knowing whodunnit IRL, so why should the game tell me after I'm dead?) The other problem is of a technical nature: it might put extra strain on the server and/or client load, increasing lag for everyone -- all for a non-essential feature. So all in all I'm intrigued, but would like to learn more about the practical implementation of such a system. * * * P.S.: You might want to post your topic as a comment in this thread: http://dayzmod.com/forum/index.php?/topic/38742-suggestions-for-the-dayz-standalone-thinking-outside-of-the-limitations-of-an-arma-2-mod/ It has emerged as the authoritative collection of suggestions for the standalone.
  23. Yeah I'm still very skeptical of having classes in the game, I'm not sure that would work in DayZ. Who knows, maybe it's a great idea, but so far it's been entirely up to the players how they define their roles within a group, and that has worked just fine. You're good at flying/driving vehicles? Great, you're now officially the designated driver. Got a loose trigger finger? Okay, lead the assault. Like to keep a low profile? Be our scout. Got a steady aim? Designated marksman. Et cetera! My point is this: Who needs classes when you can just be what you wanna be? But I admit that I can think of several ways in which classes might improve gameplay. For one, it would provide incentives for trying out new survival strategies. As was mentioned earlier in this thread, it could also mean that some classes would be more challenging than others (arthritic granny), which might be a nice change of pace for some of the more seasoned players. Classes would probably also make squad play a little easier, although I think this is also a weakness as these pre-defined roles would quickly lead to a more boring sort of gameplay. The other problem is that in most games, classes come with a certain set of gear (mages get a staff but cannot use melee weapons, swordsman can only use one-handed melee, etc.) but you can't do that in DayZ, making classes somewhat irrelevant in the end. So all in all I think it's the wrong approach for an open sandbox game like DayZ.
  24. Finding a good way to hide your stuff doesn't necessarily have to be unrealistic/inauthentic; just think of all the creative ways you would come up with if you were actually in a RL zompocalype survival situation. I think it's just a question of the game providing a little more freedom in the ways that players can alter the world around them. So if you can dig holes, make camouflage netting out of leaves and stuff like that, suddenly hiding your tent would be a much better prospect. Oh and about having lots of items in the database, would that really slow down the server? Because I thought that inventory items and zombies were processed on the local client rather than the server, and then periodically or when you log off that info is stored in the DB? I'm no dev so I'm not sure about this. Hm now that has never occurred to me, but when you explain it like hat it sounds pretty interesting. Although it also sounds a bit like the WarZ model of having different characters to choose from... not unique to WarZ of course, most RPG MMOs have something like that. As you say, it could be quite challenging to survive the zombie apocalypse with an arthritic granny! :D
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