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Everything posted by decoman
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[solved] Seeking assistance with ramdisk (pathing issue) non steam
decoman posted a topic in DayZ Mod Troubleshooting
I followed this youtube tutorial linked below and the problem here seem to be about figuring out the target path: • My windows 7 installation and everything to do with ArmA 2 and DayZ is on this SSD C: drive of mine • I have made a new ramdisk K: and put copied my @DayZ folder into it • Beta version 95883 + DayZ version 1.7.2.5 I tried this path first but got an error stating Cannot open file 'k:@dayz\addons\dayz.pbo' I am presently using the beta shortcut found in the ArmA 2 folder and before using the ramdisk the target path looked like this: "C:\Games\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=@dayz I then added the k: and then I had the target path look like this: "C:\Games\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=K:@dayz Something is probably wrong here with the pathing, but I don't see what it is. -
[solved] Seeking assistance with ramdisk (pathing issue) non steam
decoman replied to decoman's topic in DayZ Mod Troubleshooting
Uhh.. FIXED Eheh. I had to add a \ (backslash) to the k: path Now it works. The following is my working target path: "C:\Games\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=K:\@dayz -cpucount=4 -exThreads=7 -
FAMAS F1 5.56mm <<< Edited to add a poll !!! Please Vote !!! >>>
decoman replied to Choice777's topic in DayZ Mod Suggestions
Lawl, I remember the horrible iron sight on Famas in BF3. -
I have played DayZ for about a week now and I have never found any sniper rifle so far in a loot spot. I did come across a DMR on a player body somewhere. I found lots of other weapons though: M14 AIM (don't want to call it a sniper rifle because of the RDS), M4A3 CCO (lost it as I died when spawning on the beach with a player nearby), FN FAL (tossed it), AK Cobra (left it untouched), MP5SD6 (lost it at the beach earlier), M9 SD (ran out of ammo and probably tossed it) and a M249 SAW at a helicopter crash site (it got eaten by my backpack, my bad).
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Is the red dot sight on the M14 AIM supposed to look this odd?
decoman posted a topic in New Player Discussion
The red dot sight on the M14 AIM has a red dot that seem pixelated and glowing. Is it supposed to look this bad? (btw, my antialising settings is set to off) I imagine it would take little time to improve it. That RDS graphics is not even transparent. Not sure what the real think would look like, but I am willing to guess that the red dot would have to be transparent at least . -
Is the red dot sight on the M14 AIM supposed to look this odd?
decoman replied to decoman's topic in New Player Discussion
I will up the antialising and see what happens the next time I play. -
Keep getting stuck at "Loading" screen
decoman replied to LooNiE's topic in DayZ Mod Troubleshooting
But is installing the test patch really relevant for this imo odd issue of everlasing "loading" message? I was hoping I could avoid installing the 1.7.2.5 test patch. -
New multi-thousand gaming computer lagging like crazy. <5fps =(
decoman replied to Spectre51095's topic in DayZ Mod Troubleshooting
I get 60 pfs on some servers, and then last night, I got 11 and 3 fps on two other servers. Probably server fault I think. I have an overclocked Radeon 5850, with Cat 12.4 drivers. -
I wonder, how come my gameplay has 60 fps on one server, while the one I visited just now with only me on it, I got 3 fps? Is perhaps that server giving me 3 fps woefully inadequate in running ArmA2/DayZ?
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I started coughing for no apparent reason and wonder if this will might go away with time. My temp icon was green and apparantly ok, but I might have been in a fight with a zombie at some point. There is no reason to believe I got cold and sick because of bad weather. Health dropped by 3 every other second, yet blood loss stopped at 5999 from what I could tell. After a while and immediately after eating some food to get to about 7-8000 blood, the blood loss started again. I sat a while by the campfire but this didn't really help. I never found any antibiotics at the hospitals so I am at a loss at what to next to improve my overall health.
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I have had similar issues where it appear to be impossible to log into most servers. What is weird is that I did find a few servers that allowed me to log in, in a matter of seconds, where the loading screen only appeared for about 5 seconds or so. The server I got in on this evening was a German server v. 1.7.2.4 with beta v. 95417 My DayZ v. is 1.7.2.4 with beta v. 95885. Windows 7 pro with updates, 64bit, 8GB ram, Radeon 5850 with Catalyst 12.4 drivers.
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Hm, I guess I should look at the roof of the hospital then, never occurred to me that I might find something there.
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[1.5.7] Keep Spawning at the Coast
decoman replied to [email protected]'s topic in DayZ Mod Troubleshooting
I spawned at the beach with all the nice stuff I got the last night, and immediately got shot by a player 3-5 meters away. Lost it all, and now as I try to feed myself with steaks, I keep spawning at the damn beach. I use DayZ v. 1.7.2.4 with beta v. 95883. -
Thanks. I will say no the offer of antibiotics for now. I am having so much trouble trying to connect to servers and I don't know why. I also seem to spawn on the shore/coast when moving onto a server. Lost all my stuff because I spawned on the beach and looked to my left, then immediately got shot at, I turned to look to the right and then saw this guy lying down only 3-5 meters away shooting at me with a pistol.
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I am currently using Six Launcher to join the servers I want to play on. I seem to have been unable to use DayZ Commander for unknown reasons, I always end up with some unfamiliar ArmA 2 windows. Can I use the "server browser" in Six Launcher Si Updater to launch a DayZ game? Update: My DayZ Commander client seem to be working as expected now.
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Can I join a DayZ server by using Six Updater?
decoman replied to decoman's topic in New Player Discussion
*sigh* I misspelled that part. The headline was correct though. I meant hehe "Six Updater. :) -
Can I join a DayZ server by using Six Updater?
decoman replied to decoman's topic in New Player Discussion
The FAQ doesn't seem to be helpful at all with regard to the question I asked. -
I tried logging onto a server with DayZ Commander earlier, but I never succeeded for unknown reason. Maybe I have to enter some special settings for DayZ Commander before using it to log onto DayZ servers? Odd, DayZ commander seem to be working as expected now. My ArmA 2 / DayZ installation for the first couple of days had not been correct, my bad.
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Still lokking for norwegian players
decoman replied to Mabuse's topic in DayZ Mod General Discussion
Dette er interessant for meg. Det skal nevnes at jeg er ikke så veldig hypp på å bare gå rundt å skyte absolutt alle og enhver i spillet hvis det kun var dette det handlet om. :) Mine forutsetninger for å skulle ville være med er: ingen scripting eller sånt tull. Har akkurat nå sendt forespørsel på skype, bare for å ha nevnt det, sånn at det strengt tatt ikke er nødvendig å kontakte meg via forumet. -
Combination Locks - Warehouse/Foot Lockers
decoman replied to [email protected]'s topic in DayZ Mod Suggestions
I like the notion of being able to dig a hole in the ground for the purpose of stowing away items there, out of the sight of others. Cue metal detector. :) -
Anyone have tips for finding vehicles?
decoman replied to filipgrizz's topic in New Player Discussion
Btw, anyone finding a vehicle might want to check its inentory for items. I think you have to enter the vehicle in order to browse it. -
Rest assured, the following is not really meant to be an idea for use with the DayZ mod, however I did want to mention this in case any developer could make use of this: Concept: In a game like Eve online, defending structures in ones territory has traditionally been as trite as a continous ping pong game, with no real resolve as any side is limited to simply respond as required to rebuild destroyed structures after being offline while attackers raided your stuff. With players logging on at different time zones, any camp in a DayZ like game will be open for razing with little or zero defence. To create a plausible and rewarding experience with player housing, it seem like a good idea to have camps themselves being onlined basically depending on how many people associated with a camp are themselves being online and playing the game. The gist of this mechanic would be to allow others to find, and approach an instanced base while allowing defenders to react to this, with zero timezone ping pong play. Unfortunately, this idea doesn't work well in an open landscape or with games that are tailored for realistic environments, because if players are expecting to be able to move around then they should be able to stumble over hidden locations or even search for such locations. However, there are options and I want to suggest some solutions for this particular problem. Controlling the access to quasi-instanced locations by: • Placing the quasi-instance on an island that isn't interactable from the main land by sniper shot, or when observing through the lenses of binoculars. Nor should a boat trip allow access. • Placing the quasi-instance behind mountains. Requiring some kind of mountain terrain that preferably is not left to the border areas. Tunnels openings found anywhere would basicly be leading to nowhere, but mechanics could be designed for allowing a player to access a hidden site, given that this player has certain knowledge of how to reach it (knowing coordinates or simply having the privilege of simply knowing the location) • Placing the quasi-instance inside a tunnel system beneath the ground. The same way a tunnel opening could lead to a hidden base, any hole or cave at ground level could lead to player bases, given that there is some way of controlling how players access this. • Caves around the coastline could work. Realistically they would be accessible via boat, but if boats cannot be used then this particular idea could fit in. • An instanced base could simply be offlined and becoming inaccessible off a set of criterias, like being dependent on how many players in the friendly party that are online and logged into the game. • If a single player associated with a base is online, then the base might be considered being offline to others. Perhaps some type of bases could allow benefits but also restrictions: a large base is open to attack the moment a single player is online and logged into the game, while a small base might offer more security by being considered offline for the purpose of determining if the base is open for invasion by others. Exploit potential: unknown It would be important to isolate the area off the regular playing ground, in order for preventing anyone to simply access them directly or by dirty tricks (teleportation or glitching). One way of allowing some access to such locations could be to allow people to spot the opening, in order for ambushing anyone entering/leaving the instance. A middle area could perhaps be a fun playground to resolve combat, with regard to a disputed entrance/exit for an instance. Meaning that an attacker cannot simply stay 1m off the opening and shooting people spawning out of nowehere as they exited their instance. It would be a bad idea to allow access to such a place without any hinderance, simply having access to the location of the opening, because of the time-zone problems of people not being online at the same time. An easy way for controlling the instance could perhaps be to place a solid padlock on the doors of the opening. Not really realistic, since locks should be destructible, but still it would be plausible to some extent, in having coded locks or locks requiring a special key. There are probably lots of ways to design such quasi-instanced areas and hopefully it should be possible to include them in a world that otherwise is based on realistic movement without teleportation features found in fantasy games.
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General idea for instanced player housing/camps
decoman replied to decoman's topic in DayZ Mod Suggestions
It just occurred to me that entrances to anything below ground, could "spawn" inside buildings. Imagine a cellar door that can be opened and then there would be stairs down. And if the tunnel complex underground (instanced) is offline (few or no players being logged on) then the entrance would disappear. It would be a little silly if more than one cellar entrance was found in a building. As I wrote above, when being online, the entrance could be either open or closed depending on what is decided upon. I mentioned earlier that the entrance could be locked if no online players were nearby (like 1km or something like that). The idea about having cellar doors being portals to a mediating space between global game world and an instance would not be realistic, given that a cellar door would vanish if an instance became offline. I guess all houses could have a cellar door with a cellar, and then any portal/opening down in that cellar could appear and disappear as a consequence of an instance being online or not. I think I like this idea better, because it is then not obvious to anyone entering a building that there is a portal/opening down in the cellar, and few people might want to bother with looking down in the cellar in every building they enter. -
The MP5SD6 (banana clip 30 rounds) can also use the pistol magazines for the M9 SD (15 rounds), which is nice.
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Having some kind of plan would be nice. One could wander around and try to find canned food and cola, but there is some freedom in killing animals and eating some better food this way. A knife, box of matches, canteen and an axe is required for surviving outside the towns and villages. I like to think of playing DayZ as revolving around getting the basic gear, and then trying to be more cautious and staying away from risky situations. Hopefully I can team up with some locals in the future, because the game is probably much more fun once you are roaming around together with others. Oh joy, it seems the temperature/sickness feature is now enabled. Tried to find the antibiotics at a hospital but none were to be found. A server relog to fix a gfx glitch seemed to have cured my infection (character coughing and some other nasty side effect). I was not aware of this feature working now, so I only noticed when the icon started blinking. Then it was too late to sit by a campfire to dry/warm up.