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Everything posted by HaseDesTodes
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question about barrle and tent persistence- how to reset?
HaseDesTodes replied to Teng (DayZ)'s topic in General Discussion
i think basher is right interacting shouldn't work at this point, but i'd say packing the tents or moving them has the highest chance to work -
[frustration] Battleye says it's software related, DayZ says contact battleye... how do I play this damn game?
HaseDesTodes replied to kuvie's topic in Troubleshooting
Servers are propably down for the weekly maintenance, check if you can play once they are done with it. As for the error message: if you have already verify the game files in steam, try to remove the file that causes the problem and validate again. If you haven't validated yet, do it. Steam->Library->DayZ->rightclick->local data->verify integrity of game -
There are plenty of NATO weapons already, so there is no need to add any more western rifles (or there will more kinds of western military rifles than eastern ones). I personally liked the scar weapon family in arma 2, but don't see why they should be in chernarus.
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A few things that came to my mind lately: 1. Have you ever considered a version of DayZ with Vulcan API, or do you think the effort it would take isn't worth the ability to run the game on non-Windows systems, and stick with DirectX? 2. When you first revealed the new advanced base building, i thought back to my old days in Arma2 Wasteland and tried to figure where i would build my base. I remembered the problems i had with the sloping ground all over Chernarus. It was hard to find a good place with enough flat space to build a base without having to fight to much with clipping errors, transparent textures and such things. So i started wondering how this would be dealt with in DayZ. Will the building system be able to cope with uneven ground, and still produce pretty bases, or will the terrain be altered to a more basebuilder-friendly bersion, with flat spots that are not only on hilltops or in valleys? 3. Speaking of bases: Since bases will not be impenetrable, wich i realy appreciate, the best way to keep your base safe is to keep it hidden. Therefore the best places will be somewhere in the forrests. But the worst thing about building in a forrest, it that the trees block your buildings, or cause clipping, so a way to remove them would help. Is the engine capable of a persistent world (damaged town buildings/ fences, cut down vegetation etc.), is something like that planned (for post 1.0), or would it be to much effort? 4.Chris Torchia mentioned afair in his talk Surviving Success at DevGAMM 2015, that some documentation about content creation for DayZ was being created. Are you planning of releasing it some day in order to support the modding community? Edit: 5. Apart from outside colours, are there plans on more varietys for buildings, especially interior variations? I'd personally make buildings.empty shells and create a set of interiors for each room, and mix it up.
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Police car wrecks often hold some firearms (such as CR 75 or mp5). Since the wrecks respawn every 3h, they can be a bit tricky to find, but often provide guns
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Kicking from Vilayer server IS ALLOWED.
HaseDesTodes replied to deevote's topic in General Discussion
and now imagine, how much the server hosters earn with dayz servers if they loose their license, just because they didn't enforce the rules bohemia interactive set (you can be sure they have a contract) so gathering evidence of violations and the reactions could realy make a difference i hope BI is makeing some pressure behind the scenes, and reminds the GSPs of their obligations -
i have played many hours with my m65 jacket during rain, and i don't see much of a problem as long as you don't camp all the time. keeping the body temperature up works fine for me, as long as i'm moving. if i have to stop for some time, i will cool down a bit, but that can be solved with a fire in 5 min
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Try this: "Add -port=25007 into your DayZ launch options on one of the PC's. To do this, you can right click on DayZ in Steam --> Properties --> Set Launch Options and enter "-port=25007" (without the quotation marks). The number doesn't really matter as long as it's different from the other computers which will use 2302, 2303, 2305 by default. Alternatively, if you have access to the router settings and upnp is turned on, you can try turning it off, restarting router then trying again." (workaround stolen from Accolyte on the feedback tracker.)
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Can I install SweetFX into DayZ ?
HaseDesTodes replied to SANDMANofficial's topic in New Player Discussion
about the question you asked: i don't think you will be able to play DayZ with any mods at the moment modding will be supported in the future, but right now servers will most likely refuse the connection, or kick you for modified files you propably wouldn't get banned for modified files (without any attempt to hide it), but you never know... an other thing is, that afaik SweetFX is for Arma3, and would therefor need some changes in order to run with dayz -
changing the display resolution, aspect ratio, and rendering resolution should make a good start restart game afterwards if you can't read anything, this should give you some orientation
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i want nightvison monoculars, not as scope, just for scouting and about the gamma slider: was alos possible in dayz mod, still everyone wanted nvg
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ATLAS Bipod thread: once and for all
HaseDesTodes replied to IgnobleBasterd's topic in General Discussion
tested it today on exp build with ak101, ak74, akm, and it worked with none so m4 is the only weapon that can take them at the moment or #3 of what mookie said, in that case, if you read this supersloth, plase enlighten us -
Rail, bipod+flashlight and AKM magazines
HaseDesTodes replied to IgnobleBasterd's topic in General Discussion
you are right: you can attach a weapon flashlight to a m4 with a RIS handguard; i got mine fully equiped :) -
New reload mechanic for bolt-action rifles with scopes
HaseDesTodes replied to slizzedy's topic in Suggestions
or just go battlefield style: press mousebutton (and hold) to shoot release to reload but i bet any discussion here is reelevant, because the devs can think on their own, and will rework weapon reloading when the time has come -
my 5 cents: "We need to support an easy way for survivors to "refresh" large base areas rather than have to interact with each of them" the best way i can think of is: if an object* gets refreshed/placed all objects* within the proximity get refreshed the actual range needs to be balanced, also whether only the player refresh count, or if any secondary refresh can refresh other objects (might also cause a loop, so best not) * tents, walls, towers, backpacks, mines, traps, tripwires, etc.... but not things like the can of beans on the ground it's propably been said elsewhere already, but i'd like to mention once again: both gasoline and diesel engines, don't need a battery to run(!) as long as the electric generator is functional (not even that is needed for some old diesel engines). so if you start an engine and remove the battery it should keep running diesel engine (any mechanic correct me if im wrong): the glow plugs are used to heat up the fuel air mixture in the pistions when the engine itself is still cold, so it will start faster. diesel engines only need fuel, compression and heat to ignite means (and im not to sure about this) if you use the starter motor long enough, the engine temperature should rise and the motor should start eventually. also means, if a glowplug is missing, there is a hole in the pistion cover, which does not allow the fuel air mixture to get compressed there will be no ignition in that piston which leads to a reduced engine power if the glowplug is just non functional (no heating up) the piston should still be working gasoline engine: needs functional sparkplugs for an ignition in each piston so each non functional/ missing sparkplug will reduce the engine power (if to many are missing the engine will keep going out, but with lets say 5 pistons, one or two not functional, should still work) soft skills: imho you should get a random character (farmer, fisher, policeman, (solider), worker) for each respawn (so no picking it in the main menu), with a slightly randomized skillset (which you cant see) and some custom clothing/items from which you can tell what your talents are most likely as you mentioned, everyone should be able to do everything, some are just better at things but still lets say you have a player that spawned as a farmer, but had to patch up a few people in his life (let's say 10 hours real time), he should be better at medicing than that lucky bambi that just spawnd as a medic. i think whatr also might work well, to keep people play their roles more, is to make them evolve faster in thier role, than in everything outside, means: the worker levels up faster in cafting things, while the farmer levels faster in planting things an other thing that would most likely come along well with soft skills, is the chance of failing certain actions. eg. you want to take someones blood? nice, you just have to but a needle in this vein (hard enough for some doctors already) failing should cost time, and in some cases recources, because you might also break some things (as mentioned in the speech) whith soft skills you could now influence those chances, alongside with some other factors like stress (eg. someone is shooting at you (supressive fire), or you are in pain) phisical condition (things get harder if you are actually sick, or hypo/hyperthermic) i know this might make things a lot harder and more random, but with some balancing i imagine it to become just fine
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good luck finding one for £20... if you just need a microphone, there is the option to buy one with a clip to attach it to your clothing
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why does this come up over and over again.... there was a terrain bug, that looked like a pyramid. it got fixed and that sign got placed there. devs have shown some unconventional creativity with this joke, nothing more. end of the story
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find out where you are with a map+ compass: find two landmarks (eg. towers, mountains, castles, etc.) look at the compass for the direction (eg. 180° (south)) locate the landmark on the map and draw a line to the opposite direction (North) repeat for the other landmark if you got everything right, you are where the two lines cross as long as we dont get any tools to draw on the map (like in ACE for arma2), you have to draw the line in your head (or on the real map on your desk)
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i don't know what causes that problem, but in case you also got game controllers (like joystick, gamepad, etc) you might want to rule those out. just unplug them all, restart, test
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Haven't been playing for a year..have few general questions.
HaseDesTodes replied to ValterZz's topic in General Discussion
1. Engine will come sometime soon. i cant tell when exactly, but last thing i read was soon (so maybe like 0.61 or so) the new engine will contain some new scripting and a new renderer, which will improve old arma2 to dx11(maybe even 12 soem time) and therefore improve the performance significantly 2. Dean Hall went back to his homecountry new zealand i can't tell if thats a good thing, but since i think the devs are doing some good work its not a bad thing 3. i read that maybe Namalsk might come, but don't expect it anytime soon, or it to be official the current map will be reworked over time, many new placed have been added and some old towns have been reworked 4. i dont know, but expect it to become harder on official servers once the central loot economy and persistence work corectly -
i agree, but i think since this is not realy important in the current state of development, it can wait until (late) beta they just need to remove the furniture from the houses, create different arragngements of furniture for each house type and randomize and of course adapt the loot spawns when they are done it's propably some work, but not realy challenging, and will propably cause no new bugs since its only about objects not programming. therefore it can wait... i'd personally like physics for furniture, but don't think servers/networks could handle 100 players colliding and moving furniture
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they should spawn with ammo/magazine (with ammo) loaded, with magazine without ammo and without everything same should go for attachments paintings
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as far as i can say, its disabled tents and droped items dont save and loot arrangements in small villages change to quickly, than players would loot although im not sure about it, but i think vehicles might not be saving either well see what the devs say when they come back next week
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I have got to be the unluckiest player in DayZ
HaseDesTodes replied to WilliamTheConqueror's topic in General Discussion
are you playing on highly populated servers? i for example play on low/mid populated servers most of the time, and did not die (expept for bugs or exp) in ages if you don't like to die, why dont you try those servers for a change -
yes but only at 1pp.. just keep looking at deerstands. they spawn nice loot including hunting scopes