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Everything posted by decoman
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Suggestion: 1) Drop an item on the ground (must not be an animal carcass, because they will eventually vanish along with items put in this kind of item pile) 2) Drop your backpack into the item pile made just prior 3) Put on Ghillie suit 4) Watch in amazement as a new (and empty) backpack magically spawn on your character out of nowhere. 5) Drop the new backpack and pick up the old backpack and the item that was initially dropped onto the ground 6) Watch as you can move around in Ghillie suit, having a backpack accessible with "g" button, but a backpack that is not visible on your character.
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I am wondering how much of my cpu the ArmA 2 game with DayZ uses. I have the impression that it uses a single thread, or half a cpu core on my quad core i7 2700k. Is this correct? Game seem to run smoothly nonetheless.
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Cpu usage on quad core on hyperthreaded 2700k?
decoman replied to decoman's topic in New Player Discussion
I would try setting screen and 3d resolution to screen resolution + antialising off + post processing off -
Loot Damage! Making you think more before PlayerKilling
decoman replied to mattldempsey's topic in DayZ Mod Suggestions
I sort of like this idea, but would prefer any damage to make good sense, else I imagine it will seem overly fake and absurd imo. A headshot shouldn't damage equipment for example. I don't like how this idea resembles a time sink though (more hoarding). -
A uniform token could be any kind of identifiable thing on every member of a group (simply people playing together). The term uniform is here a general term for clothing, so it could mean a colored armband for example added onto any other type of clothing. A major point with this would be to encourage a sensitivity towards the group identity of others, without the group being one of survivor or bandit. Such tokens could be: • colored armbands • colored clothing • one sizable decal on their shoulder, that is barely visible at a distance Concerns: • A group of people might not want to use such tokens and stay anonymous (sort of ok though) • Someone might try aquiring (if possible) tokens of some other group and sort of take advantage of having such a token which identifies him with people he doesn't know, perhaps leading to safe passage or for doing mischievous things in the "name" of others. (also ok I guess) A group leader (if there was such a function) could perhaps remotely control the amount of such tokens that exists, perhaps even make them all vanish on a whim just for sake of gameplay functionality (wouldn't be realistic ofc).
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There ought to be a way to rise ones weapon once in crouching position, however the only way to do that is to press the left mouse button (same used to fire a shot). Else the hotkey will make the character stand upright before raising his weapon. No big issue, but I would rather use the hotkey in crouching mode than pressing the left mouse button.
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I installed ArmA 2 with OA a week ago, and afaik, my DayZ is using 95417. I believe I installed the beta AND dayZ files automatically by using Six Launcher. I have been unable to update to newer versions earlier today, but I think I might be on the right track now for succeeding in updating to newer versions. This webpage has a section regarding Six Updater: http://dayzmod.com/f...ors/#entry18541 I have no idea why the retail version has a path requirement with Steam in it. Can't tell if it is wrong or simply something that is necessary. I don't think I have any folder with Steam presently, yet I can play on 95417 servers regardless, and I never followed the instructions on the webpage I linked to. Pretty confusing stuff imo. I am not sure how the updating works. There is a shortcut for starting the installed beta in the installation folder, and apparantly I did seem to manually update the beta version to more recent ones (confirmed by looking at the lower right side of the screen), but somehow that has no effect on the DayZ mod (which has the old 95417 version on its lower right side).
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[GUIDE] Installation Guide (Steam, Retail, Mixed, Beta, Common Errors)
decoman replied to fox808's topic in New Player Discussion
Q: Why does the instructions for installing the RETAIL version of Arma2 OA on the first page in this thread include a STEAM folder?!? Are the instructions wrong or what? -
They are banning you for updating to Revision 95777
decoman replied to Geo1 (DayZ)'s topic in DayZ Mod Troubleshooting
How come the beta patch is version 95777 and the server listed in Six Launcher is 95775? -
How do I auto update my DayZ mod? (non steam version for ArmA 2 OA)
decoman posted a topic in DayZ Mod Troubleshooting
I have tried finding information for updating my DayZ client, but I am left dumbfounded and dont know what to do. When trying to join a server, I get the error "Bad version. Server rejected connection." Presumably, have to update the DayZ game and/or the beta files. My current verison is apparantly 1.62.95417 (seen down on the right in the DayZ client). The beta files at http://www.arma2.com/beta-patch.php has no 9417 version, why is that? The latest "server" version in Six Launcher seems to be 95824. How do I update my files and can I autoupdate them? -
How do I auto update my DayZ mod? (non steam version for ArmA 2 OA)
decoman replied to decoman's topic in DayZ Mod Troubleshooting
I tried anew just now to log onto a server with version 95417 and this time I got it with no error. On exit, the DayZ screen shows my version to still being 95417. Trying to log onto a server with version 95775 gives me the error stated earlier. How do i update my DayZ client AT ALL? Edit: I deleted the beta folder in the expansion folder and any DayZ or beta folder I saw elsewhere, then I used Six Launcher to update/install both beta and DayZ mod. I also erased one line in the path options in Six Launcher, regarding the "mod path", leaving both "mod path" and "pack path" blank. This is how it looks now: -
How do I auto update my DayZ mod? (non steam version for ArmA 2 OA)
decoman replied to decoman's topic in DayZ Mod Troubleshooting
This is how my ArmA 2 screen looks like, showing the expansion menu. I have no idea is this is correct, I tried disabling stuff and moving stuff further up in the list, but I have no idea what I am doing now. And below is a part of the main screen showing duplicate instance of the ArmA 2 AO icon, which seem odd: -
How do I auto update my DayZ mod? (non steam version for ArmA 2 OA)
decoman replied to decoman's topic in DayZ Mod Troubleshooting
I am completely lost. Here is what I did. I downloaded all the ArmA 2 beta patches that was newer than what I had, and then I unpacked and isntalled each in turn, so that version 95775 95777 was installed the last (not installing the very latest version). I opened Arma2 by using the beta link found in the ArmA 2 install folder and confirmed that the client was updated to 95775 95777. Then I tried to log on a server with version 95775 using Six Launcher but I still get the same error, but more importantly, the version number in the DayZ client is still the old 95417. Edit: Ugh, I now see that the server I tried to connect to was version 96775 while the latest installed beta patch was 95777. Edit2: I disabled the mods and deleted the @dayZ and dayZ folder. Btw, the Six Launcher has now downloaded a beta patch apparantly and is doing some installing. -
I think I read somewhere that the blade of a bayonet might end up stuck in a body if hitting the rib cage, so I would think there should be a risk for that to happen in which a player then will have to push against the body with one of his feet in order to get the blade free. I also imagine that a zombie wouldn't instantly die from a stab wound alone (unless perhaps hit square in the chest). Seems like a good idea (depending on your point of view) to have two different mechanics for when a player is stabbed with the blade of a bayonet as opposed to when a zombie is being stabbed. A player could/would die instandly if the damage is too great, while a zombie might linger on making jabs (or maybe the zombie would just become overwhelmed by shock and remain passive). If a zombie was to be stabbed with a bayonet and if the blade got stuck, perhaps the zombie's hands would fail to target and hit a player, IF the bayonet was placed onto the end of a rifle (adding distance between the player and the zombie). I guess it would also make good sense for a player to be able to hit both zombies and players by simply wielding the bayonet in one of his/her hands.
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Ahaha, it is so obvious, yet I never once thought about this (stealing the clothing off bodies).
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I found a gps in a firestation earlier and yesterday I found a Ghillie suit in an appartement complex (the one with several floors). Wish I could find a damn compass now :D (for sake of convenience, I usually navigate with the help of the map)
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I guess vehicles with thermal imaging would be a natural predator for soldiers using thermal imaging for their night vision devices. Edit: I.. I think don't want to fight people with thermal imaging scopes on their rifles where ever I go. I surmise that the importance of thermal imaging on the battlefield is one of those paradigms that currently is thought to resolve combat in an area. I guess in the end, such a paradigm will have to be viewed with regard to its context, where the scale of conflict or range of weaponry is factored in.
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Does "thermal" work at daytime in DayZ?
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It is important to avoid starvation, so finding canned food and cola boxes is a quick way of feeding oneself. In the wilderness, animals can be killed, slaughtered and the meat can then be cooked on a campfire. Lakes or ponds offer water if there is an empty canteen in the inventory. Canteens can also be filled in villages. Finding a map on the internet showing where to find these locations with wells or ponds might be preferable than simply running around randomly. The following items are necessary for surviving in the wild with respect to aquiring food: axe (chop wood off forest trees), matches (light fire), knife (slaughter animal) and a canteen to be filled with water. Zombies sometimes have canned food on them, else the supermarkets in villages are great locations for finding canned food among other things.
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I think it's a good ide to not take the gameplay too serious the first time around, in order to perhaps try ending up making some mistakes and learn from that.
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I seriously need some assistance with my microphone issue. I believe I have tried to fiddle with all the settings and nothing really helps. Stuff: Windows 7, 64 bit Asus Maximus IV Extreme P3 mainboard Realtek HD audio (tried old and new drivers) Koss Porta pro speak easy (the one with a mic) Issues: Recorded audio is barely audible with 100% mic level and 0% boost The microphone on my headset always has to be adjusted being just one or two cm off my lips, else the recorded audio of my voice greatly drops off. If I boost the mic to +30dB, recorded audio is ok, but nothing like the volume level of my own voice. If I boost the mic to +30dB, I hear fairly loud humming, perhaps indicative of a grounding issue. At +0dB boost, this is no issue at all. If I boost the mic, I can hear the air from my nose WHOOSHING much louder than my voice. Moving my mic out of the way of the nose-air-stream makes the recorded audio drop off and becomes inaudible. What can I do to get better audio off my mic? Buy a sound card? Does that really help? Buying a different headset? How can I know it will help? <_<
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I bought a new headset and I have apparantly gotten myself a much better microphone, one that can stay off my lips and just work. the old one --> Koss Porta Pro Easy Speak (jacks) (hrm, I bought it a month ago or so) the new one --> Logitech USB Headset H530 (USB) Still, I can only hope now, that my next restart/shutdown doesn't lead to Windows 7 freezing up again, like it did 4-5 times prior. I think I might have solved the weirdness with the new headset by replugging it into a USB port found on the back of the cabinet (directly into the mainboard). It was weird, the volume slider would slide down from 100% to 0% volume all by itself. I hope this issue will be gone now that I moved the USB plug to the rear USB ports (Initially, I connected the new headset to the front USB ports, which might be the cause of why it didnt really work the first times plugged in). Edit: Btw, there is no way I will recommend a Logitech product, I just had to try some other product and would rather not buy anything Logitech at all. :) Edit2: On my second day of use, there seem to be an issue. The headset has a knob that can be put into three positions: voice, gaming and music. When enabling the "gaming" mode option, all volume controls stop working, and I can see the volume slider in windows just fall all by its self for no apparent reason. Either a bug of sorts or I perhaps working as intended, I have no idea.
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Btw, nice video!
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Edit: I have since incorporated the concept of 'general inventory' to be the upper part of a backpack. People with no backpack will have no such "general inventory" for quick access and must look for items in the pockets in the clothing on their character. Summary: The following idea is meant to be an intuitive inventory management system, that graphically looks nice insofar as it represents the actual clothing of the players character, while also featuring a unique way of both placing items and stacking items in a meaningful way. A character will have two different ways in keeping items in his/her inventory. One way is by the use of a clothing specific management system that allow for placing items onto the body in an optimal way and for stacking multiple items of the same kind, while the other will be for use with a general inventory that does not allow stacking but allows an overview for quick management. If a player take the time to stack items of the same kind into a particular pocket on the body of a clothed character, he/her may keep more of the items on his character as opposed to keeping them in the general inventory. So, anyone not taking the time to specifically stack items that are in multiple quantities will have to leave them in the pool where these items always end up first (fixed amount of slots in the general inventory). Anyone else snooping into your own inventory (if such is still to be a feature in a stand alone game), will only have access to the general inventory and not the individual pockets on a conscious player. If player A takes a look into the inventory of an unconscious player B, then every pocked in addition to the general inventory will be open for the inspection and a reposession of such items. The total capacity of a characters inventory, will be the space used for the specific inventory management system in addition to the space allowed for the general inventory. The space inside anyones backpack will be considered a part of the specific inventory management system. The abstracted general inventory is what other players can interact with while standing upright. If the player wants to go into the inventory to use an item, he can right click an item in the already visible general inventory for quick access OR mouse over a picture/model of his character showing the current clothing and then mouse over or even click individual pockets to see what is in them. The image of the item(s) inside a pocket will be visible with mouse over movement and by clicking once with the left mouse button. Optionally, a context dependent field in the inventory screen could show a larger image of the item with a descriptive note or indication of exact amount or state. This way, the character image intuitively show how many pockets he/she has and gives an idea for which objects can be placed there depending on size and shape. A square pocket can be used for stacking multiple rectangular items of the same type (like glow sticks) or it can occupy a single item (like a can of food or drink). It seem like a good idea to have the image of the individual pockets show as either being flat or full (or perhaps something inbetween for stacked items), to help visually identifying what pockets are in use. The mouse over effect is intended to remove a cluttering of icons on top of graphics when simply being viewed by the player, while also being a mini game of sorts, or at least challenges the player to remember where he put his stuff. It would take the player little time to quickly mouse over or click individual pockets, to find the item he/she is looking for, in order to right click it and use the object. The inventory screen for ones own character will show an image of ones character seen from front and rear, in addition to slots accociated with the general inventory. Not sure how it should look like when doing inventory management for looting off someone elses dead body. Concept: • Each item is categorized into a predetermined sizes classes and shape classes: small vs large and square vs rectangular. • When adding items into the inventory management for a character, it is always required that the item(s) is to be put in a series of slots assigned as temporary storage also known as the general inventory mentioned in the summary part of this post. The existence of a general inventory is not meant to be realistic, but serves as a way to pace inventory management. The general inventory is here only called temporary for the purpose of having items in such locations to preferably be placed onto the specific pockets on a character if so desired, to gain stacking benefits and to put items away from thieves if theft is still a relevant problem with inventory management. • The slots for the general inventory will be the same for all. Though one could perhaps take the opportunity to develop differentiated capacities, based on sex, body build and perhaps physical state. This will not be realistic, but might add some interesting gameplay I imagine. • The amount and size of slots (represents pockets) for the specific inventory management system will depend on what the character is wearing (type of clothing and type of backpack) • Just like with the different types of sizes and shapes (only two of each that I can think ok) of items, an individual pocket on a particular clothing will have a predetermined size capacity and a shape capacity. • The inventory screen will show the depiction or the 3d model of the players character seen from front and rear. Rear pants pockets and all backpack pockets is to be accessible from looking at that other image or 3d model showing the character from behind. • Special items could perhaps be designed to fit in some special way, like a sleeping bag or a disassembled tent. • Unrealistically large items is to be placed either in the general inventory or inside the space of the backpack. • Some larger items like a flashlight should fit inside a small or large quare pocket on the clothing • Headgear should perhaps be given its own slot on the head for use or (alternatively stored in the general inventory) • Binoculars and rangefinders should perhaps be given its own slot, as an abstraction for either item hanging around the characters neck • The backpack could have a dedicated slot on screen, with room for a large weapon OR a sleeping bag OR a tent • It seem fair to be able to carry both a sleeping bag and a tent at the same time, but perhaps not in addition to a large weapon. • A gun holster might act as an additional pocket if added to the clothing (mouse over will reveal such a slot/pocket, but preferably such a holser should be represented visually in the graphics with the image of the character or with the 3d model) • Ah, I seem to have forgot the space/slots for the backpack itself. Perhaps some clever graphcial representation can work here, in order to show how much room (slots) there is inside the open backpack. Concerns: • Looting all the items off the corpse of dead player will probably take more time • Looting off all the items off ones former dead corpse will probably take more time • Any 3d model of the character for the purpose of representing inventory slots, might perhaps be a complicated problem (or not, I dont know) • If the theft of items off a conscious character is to be a feature, some kind of design should be worked out, else it will not be possible to have robbers steal things off players that are alive and conscious (except for the content found in their general inventory). It was not my intention to prevent theft in the first place so such a concern was not important for the way the inventory was to work when i first thought about it.
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Inventory management idea for stand alone game
decoman replied to decoman's topic in DayZ Mod Suggestions
Hm, I had the intention earlier for making what I called 'general inventory' a purely abstracted inventory that did not exist anywhere, but I realize there is a better way. The few slots for 'general inventory' should simply thought to be the upper part of the backpack. This means players having no backpack on their character will have to do with the few pockets on their character, and will have to move loot items directly into the pockets of their character. The one or two large pockets on a characters pants should be good for saving at least one piece of canned food, else it would not be possible to store food without a backpack. Not sure how to place larger weapons onto the body beside the sidearm already mentioned (holster), perhaps dedicated slots would be more fitting, instead of some kind of inventory tetris. Inventory space for picking up larger weapons would be: • left hand (either held with one hand, or ultimately held with both hands if the other is free) • right hand (either held with one hand, or ultimately held with both hands if the other is free) • a single large slot for a single large weapon ON the backpack (lying horizontally, not really being placed inside the backpack) • a single large slot for a single large weapon slung around either side of the shoulders of a character (weapon fitted with a strap for this purpose) Inventory space for picking up smaller weapons would be: • a pistol holster, placed in a holster as a clothing option • a large pocket somewhere on his body • any large pocket on the backpack or inside it