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venthos
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Everything posted by venthos
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Pending Update: Build 1.7.3 (community edition)
venthos replied to rocket's topic in Mod Announcements & Info
To everyone asking this question. This change was likely implemented for the same reason I implemented it in my mod. Consuming items inside of vehicles is buggy at best and can lead to duplication of itemsin certain situations. It is not a change meant to balance anything. It's a change to close off a duping exploit. That's it. -
Combat Logging (ALt+F4) solved...
venthos replied to WalkerDown (DayZ)'s topic in DayZ Mod General Discussion
This NOT a backhanded comment about the patch, as this is being sorted privately with R4Z0R49 (and I honestly hope they keep the code. Well, the optimized code once I'm done with it.). The combat system was adopted from my mod of DayZ called DayZ Redux. A community member made a promo video for it, and they demonstrate the combat system in it. Go to about 1:10 in the video to see it demonstrated, complete with blinky red gun icon to indicate combat (but I don't think the blinky gun icon is in the DayZ community patch). If you get whitelisted at DayZ Redux you can try the combat system out right now. Although, admittedly, I think the "kill on combat log" should only be present for private servers where admins can address people being combat logged from battleye kicks/etc and make them whole again. On a public hive with no DB access, logging the "combat log" only seems best. I hope they hold back on introducing my combat system until I rewrite it to be more optimized, because as it stands I believe it's contributing towards some red chain/desync. I know exactly how I'm going to rewrite it as it stands, anyway. Just need to allot the time to do it. -
Pending Update: Build 1.7.3 (community edition)
venthos replied to rocket's topic in Mod Announcements & Info
I'm not against helping DayZ Mod. In fact, I'd love to personally help out and give back to the mod that has given me a lot of joy an inspired me to make an offshoot mod of it. I'm just perturbed by the fact that it appears large chunks of what I wrote were lifted and I wasn't even contacted. I wouldn't have refused. I just would've liked to know that it was being done so that I could potentially help do it or comment on what things probably shouldn't have been implemented (like my combat system). If that goes live in 1.7.3, expect a lot of "getting lots of red chains/desync now" threads. It's something I need to rewrite and am in the process of doing now, actually. I'd love to help. But instead of being asked to help or being informed what was being done, I just end up reading literally word-for-word patch notes I wrote myself and finding out that way. If R4Z0R49 willingly has been copy/pasting from others' work without even informing them, that just makes me a very sad panda if that's the mantra of the project lead. I concede that he may have no idea it was taken from Redux, though, and some user just submit it without informing him. Again, not upset my code is in DayZ Mod (I'd love to help!), but just upset no one even told me it was happening or asked for my input/help. I'd advise against taking my combat system code until Redux 0.3.0 when it's rewritten, at the very least (advice I could've given if asked directly). Otherwise, if it is my code, red chains will be afoot.- 374 replies
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Pending Update: Build 1.7.3 (community edition)
venthos replied to rocket's topic in Mod Announcements & Info
This is incorrect. None of my code is taken from Tunggle. At best, you could argue that after I fixed half the stuff the Tunggle thread mentioned before I even saw it, I used their change log list to help guide me in what things I needed to fix still. So "stealing half of their ideas of what I should fix" would be the furthest you could go. My fixes themselves are not Tunggle's, and are more effective/verbose in some cases. At the basest of it all, Tunggle's are all fixes jammed into a mission file. Mine are core code fixes. Do not make wild claims without proof. For those unaware, I'm the one who started up DayZ Redux ( http://www.dayzredux.com ). It's a mod of DayZ aimed at making it more in line with "survival purists" who want to get even more frustrated than usual, basically. I am a bit curious how (I'm guessing, I haven't looked at the code yet) large chunks of Redux make it into DayZ Mod without me even being contacted or asked to help. The patch notes are even word-for-word the same as the ones I wrote for Redux for the redux-specific things. Half of those patch notes were basically written by me. I would've been happy to help out with something like this for DayZ Mod. I'm guessing the combat system is from Redux as well (in which case, you guys may have a bad time with it. It's one of the things I'm rewriting for next DayZ Redux patch to be substantially more optimized). Just makes me sad that someone seems to have taken large chunks of my work into DayZ Mod and I didn't even get an opportunity to help do it and wasn't even informed someone was doing it :( At best I could've let you know what probably should've been held back before implementation (the combat system) before I could fine tune it. R4Z0R49, why did you have to make me a sad panda and not even contact me? :( EDIT: Here's the archive of Redux patch notes where you can see almost half of 1.7.3's change log is word-for-word contained in my history. http://dayzmod.com/forum/index.php?/topic/96474-dayz-redux-dayz-purist-focused-custom-dayz-mod-formerly-dayz-diaf/ Again, I'd LOVE to help DayZ Mod out and contribute things I wrote to it. I just feel slighted by not even being informed this was being done, and would've loved the chance to help do it and comment on what I think isn't ready for "prime time" like the combat system. If you guys really did use my combat system (which would explain why the death feature isn't in yet, since that's in dayz_server.pbo) people are going to see a lot of red chains in 1.7.3. Like I said, it's something I'm rewriting for next DayZ Redux.- 374 replies
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Looking for a true zombie survival experience?
venthos replied to General Maximus's topic in Mod Servers & Private Hives
I've been staying out of contributing towards a public argument. But this is now way too blatant for me to not pipe up. I got home and I just opened their pbo. Wow, you didn't even hide it. It's so painfully obvious that all you did was tear open my pbos and start customizing from there. In other words, you stole literally every line of code I wrote. The people who are shouting that I don't own ideas are spot on correct. However, they do not understand why I am angry. I am not angry that RangerZ has chloroform, flipping vehicles, combat log mechanics. That's fine. I encourage people to take my ideas and write THEIR OWN code to implement them. After all, I think my ideas are the best ways to do things. Why should I require that someone find a substandard idea? But DON'T COPY MY CODE. WRITE YOUR OWN CODE. It was originally claimed to me that didn't copy a single line and just used my mod as a learning tool/reference. You're right, they didn't "copy paste". They didn't even put in that much effort. They just opened them right up and starting using 100% of my code line-for-line. Even the basic loot tables are precisely as I had them. I await their explanation for this. (Yes, I'm posting portions of my code. This is for the purposes of demonstrating RangerZ's theft and is not license to just steal it line-for-line. (Normally I wouldn't feel the need to state the obvious, but apparently everything is fair game for RangerZ to steal unless you explicitly shake your finger at the person otherwise.) Every... single... file, is 100% verbatim character-for-character line-for-line exactly how my mod is with the exception of where they custom tweaked their arrays for custom loot percentages and other miscellaneous bull shit. They did NOT "use it as a learning tool" and write their own code. If they did that, then I would have nothing to complain about. If I found parts of my code in their code, I'd be angry. But I'm finding that verbatim entire code files are 1:1 exactly like mine, because they just opened my code straight up and stole everything right out of the gate. How can you justify this? -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
DayZ Redux Alpha v0.2.11 Mediafire Link Direct Download Hotfix from 0.2.10 to 0.2.11 Release Notes Begrudgingly tuning back Zombie spawning mechanics closer to vanilla, as they seem to be the primary cause of all of the remaining lag/desync/redchain. We'll see how this goes. Beta Client Update! Both servers are being updated from beta client 97771 to 98220. It will be required to reconnect to the server. Download direct from Bohemia Download from DayZ Redux Mirror -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
"over run" with hackers is a little extreme when I've yet to run into a hacker personally other than a suspected map hacker back 2 weeks ago. There's been a few reports, some of which did not seem to be hacker activity, and perhaps 2-3 report that resulted in reasonable suspicion/proof that resulted in bans. I'm impressed, I guess, to find out that this constitutes "over run". -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
DayZ Redux Alpha v0.2.10 Mediafire Link Direct Download Hotfix from 0.2.9 to 0.2.10 Release Notes Fixed loot based logic mistake relating to checking if players are near/in a building during attempts to spawn loot. DayZ Redux Alpha v0.2.9 < just download 0.2.10> Release Notes Loot was cycling, but my "improving performance" adjustments seem to have inadvertently made loot entirely too rare. Heavily tweaked this back. DayZ Redux Alpha v0.2.8 < just download 0.2.9> Release Notes Fixed stupid logic error that resulted in loot only spawning when the 6 moons of xarthos aligned. Which is to say, not very often. Loot should be spawning normally now. DayZ Redux Alpha v0.2.7 < just download 0.2.8> Release Notes Actually slightly increased the CZ 550's spawn rate this time (apparently last time I did not actually do it) Introduced basics of "Vehicle Inspect" action. *MORE INFORMATION* Repairing ANY vehicle now requires that you have a Toolbox Toolboxes are now more common in industrial spawns Fuel Tanks and Engine Parts have swapped rarities. The Fuel Tank is now the most rare part instead of an engine. (Vehicles can't move without an engine, you'll just burn through fuel quicker without a fuel tank. I like the rare fuel tank situation better) SuperMarket loot pile chances reduced to be in line with regular residential chance. Parts only display in the repair action menu if they're not already 100% repaired (if it lets you try and repair it, it's not 100%!) Damage to players is now logged server-side. This should help significantly in investigating hack reports. The origin unit who ultimately caused you damage will always be reported in logs. The creation of ChernarusRedux buildings are no longer done like trash/garbage/barricades, but spawned by the server. This should resolve all oddities reported with multiple buildings/loot/buildings not showing/etc Loot spawning has been optimized a bit to improve overall performance and fix the performance problem when in towns Loot no longer despawns in spite of a player being near the pile at the time [ Vehicle Inspection ] Shows up in the same situations "Save Vehicle" shows up. Displays a break down of ANY part that is not 100% repaired. (Individual part damage) Displays the damage value of the vehicles itself (vehicles maintain a separate damage value from parts) If the vehicle's general health is 61% - 100%, the picture is green. If the vehicle's general health is 31% - 60%, the picture is yellow If the vehicle's general health is 1% - 30%, the picture is red. At this point you pretty much can just ignore the in-vehicle HUD green/yellow/red. If your helicopter is leaking fuel, use this tool. Anything that shows up is not 100% and therefore needs fixing! For now, EVERY vehicle shows up as a Skoda image in the inspection window. Potentially by next patch, every vehicle will have their own appropriate image. So.. just pretend the Skoda is a helicopter/motorcycle/atv/etc. etc. as appropriate for now ;) Example: http://www.dayzredux...icleinspect.jpg -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
To stress the point further, each server is separate. If I ever turn up a US #2 or EU #2, they too will be separate databases. I do not plan to run a multi-server hive since I cannot effectively prevent ghosting/server hopping. Think of it like an MMORPG where each server is a separate community. How is this different from if I'm a new spawn (be it first time to the server, or respawned from death) on the US server (where there have never been inbound transfers) and I login to some guy with all that same gear who just came down from his camp to kill people in Cherno/Elektro/etc.? How is he less of an impact on my gameplay than someone who transferred their character? If anything, I'd argue the transferred character is going to bugger off right quick and go try and setup a camp in the north since he cared enough to transfer his character (a lot of people just didn't care enough and started fresh anyway). I guess I just don't see what massive "advantage" they are getting that results in players not playing on the server. At any point in time for *any* DayZ server in existence, you are going to have new spawns and geared players (regardless how they got geared) mingling on the coast. You seem to suggest that unless everybody starts off empty handed within those first few hours of the fresh server being turned up, the server is forever tainted and unbalanced. I just don't see how that's different than if you login 1 month later as a new spawn vs within the first hour as a new spawn. There will always be people more geared up than you. I fail to see how you personally will have had your potential game experience changed. The EU box has been up for several days now. No doubt those 8-10 transferred people have lost their gear by now or that there are many more players who are as geared if not more geared. You won't be able to tell a "transferred" character (if any still exist) vs. a non-transferred player if you play on the EU server. That's kind of my point. Any benefit they got from transferring their gear is instantly lost the second they die. Just like how players die constantly and lose everything they worked for. If all 8-10 players have died at least once since their transfer (and didn't recover their corpse), is the server then balanced again? Say that I never revealed to anyone that there were 8-10 transferred players on the server (which again may or may not have since been killed). You've mentioned this a deal breaker for you starting up with this mod. Explain to me how you would be aware that there were transferred players on the server and (even if you weren't aware) how it would negatively impact your experience Thus far the only argument you seem to have vocalized is that they will have more gear than you do. The "on the coast" thing isn't really valid since I haven't transferred anyone in about 36 hours and I doubt they've just AFKd at the coast. So, up north, there's now a few more geared players than there may have been. Say you spawn in as a new spawn at Elektro. How does this now impact your gameplay such to the point you are refusing to try the mod? That's the part I fail to understand. If it's "there's geared players already there" then I fail to see how this is any different than someone simply dying and respawning. They, too, will have to run into well geared players. If it's "they didn't work for it on this server". True, but they worked for it on the US server which was the same mod. The didn't earn it any less. In fact, you could argue it was harder for them to have earned it on the US server (crammed with US + EU folks at the time) than to have just spawned on the EU server fresh and run to NWAF and farm items. If you could enumerate precisely how it negatively affects your gameplay, perhaps I may better understand. I'm not really sure if I'm communicating my thoughts on this efficiently, since it appears we both are misunderstanding each other. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
I fail to see how allowing EU players, who had no option but to play on the US server if they wanted to play, a temporary period of time in which they can transfer their characters over to the new EU server is unfair or "ruins" the mod for you. [1] About 8-10 people total have transferred in total out of the 400 some whitelistings in place [2] It's temporary. I am ending support for transfers on Monday. [3] I *kill* off their US character in the DB, ensuring no gear is duplicated in the process. [4] Only their inventory is transferred. I did not transfer their player location, so they started on the coast with everyone else. [5] No vehicles or tents were transferred, ensuring a "fresh" map for all. As has been pointed out already, Rocket essentially has an "always on" character transfer via The Hive. Brand new public hive server up? Just login and you immediately have your gear you gained from a long running server. Additionally, by your logic the entire server becomes immediately unfair the second that I, as a player, die. Because now they have gear and I don't. The point I'm trying to make there is - what's the difference between... [A] logging into a server where someone has gear because they had transferred from another server logging into a server where someone has gear because they gained it on another server and it's a multi-server hive (like Vilayer's hive or the public hive) [C] logging into a server where someone has gear because they were playing for hours before you had a chance to login. In my opinion, nothing. They all have the same effect on your gameplay. Applying your logic, the only way to make DayZ fair would be to remove the persistent nature of the server. Have the server restart fresh with no characters/tents/vehicles saved every few hours and make sure everyone starts at the same time with the same gear. I honestly didn't think people would refuse to play the mod because I set 8-10 out of 400+ people transfer (gear only) to the EU server. I'm sure at least half of those 8-10 have since died and lost it all anyway by now. But, you're welcome to your opinion. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Which village? The new buildings only load into your client if you are actually within about a 1km of them. If you're further away, they're not even loaded in the game. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
I received another report about a hacker during the night, and it turns out it's the same guy but a different incident. Aim-X is now banned. Here's where he teleported a few other people on the server: Submitting him to the community ban list. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
[ For CA_Dubbing_Counterattack and friends ] If using Steam, make sure you have launched "ARMA 2: Operation Arrowhead" using the "Combined Operations" selection at least one time. This preps the install as needed to play DayZ via steam. Or you can do it manually and copy "Addons" from that 'arma 2' directory to the 'arma 2 operation arrowhead' directory in the same location [ For Bad Version ] Make sure you're running at least Beta 9771 or newer, then: COPY: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe TO: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\arma2oa.exe You'll have to do that every time you upgrade your beta release. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Anyone else experiencing similar on the EU box? -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
What traps? Bear traps? Is there a problem with them or are they broken? I am not entirely sure what you are talking about. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
0.2.6 is out (well, in about 2 minutes here when the servers restart) http://www.dayzredux...Redux-0.2.6.zip * RELEASE v0.2.6* [CHANGE] Chloroform spawn chance increased slightly [CHANGE] CZ550 spawn chance increased slightly (There were 4x M24s in use, but 2x CZ 550s) [CHANGE] Guns now spawn with 1-2 mags instead of 1-3 mags. [NEW] Helicopter Crash weapons spawn with 2-3 mags [NEW] AKS 107 PSO introduced as Heli Crash only loot. [CHANGE] Loot spawning is back to being calculated 100% client side - BUT, it's still customized. *MORE DETAILS* [NEW] Initial preview/testing of ChernarusRedux concept and mechanics. *MORE DETAILS* [ Loot Spawning ] Long story short, ARMA2 can't handle the extra load of calculating loot server-side in spite of various methods/efforts on my part. I guess it's no surprise given that Rocket would've likely done this in the first place if it was feasible. However, the vanilla DayZ loot system wasn't just rolled back in place. I've customized it slightly to hopefully be more friendly/dynamic and less irritating than the bone stock mechanic. Please provide feedback on this. Note that there is a mechanic that rewards you for NOT loot piling/cycling buildings. If you don't want loot, LEAVE the pile. It will slightly increase the chances of goodness next loot cycle. If you clear buildings out of loot and pile it out, then you'll have LESS chance of goodness next cycle. This should (hopefully) spell the end of the loot droughts and desync/redchain [ Chernarus Redux ] The preview of Kamenka and North East Airfield have been placed in game. These are by no means the final product of the towns, and I already have plans for tweaks. But, my intent here is to [1] get things rolling [2] test for any oddities in the method used to add these additional buildings into the map. Please provide feedback on any oddities you see. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
You may be looking at the wrong mod, then. There's a lot of mods out there who are all about adding every vehicle/weapon they can copy/paste out of ARMA into DayZ to the point you wonder why they don't just play ARMA itself. This mod is pretty much the antithesis of that. If you're looking for crazy weapons and tons of weapon variety, this mod will likely never satisfy what you're looking for. I do plan to add a few guns in, but they're not "to make up for guns being removed" or anything like that. They're just guns I think make sense to balance out the fact that nobody uses any other assault rifles once they get an M4A1/M4A3 CCO I don't think it makes sense for DayZ to be a weapon carnival where there are 40 guns t choose from. I think limited gun types makes more sense. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Noted. Installation instructions copied on over to the forums. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
A little taste of what I have in mind for ChernarusRedux can be found on the new forums http://forums.dayzredux.com/index.php?/topic/23-chernarusredux-preview-kamenka-west-kamenka/ -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
I am going to try and limit my posts to this thread from now on to changelog/version updates. The poor performance of dayzmod.com has rendered these forums a chore to post/reply to. It eats up a solid 5+ minutes to reply to a single PM. DayZ Redux now has our own forums up just for this mod. Please try and shift all discussions related to DayZ Redux to that forums. Thanks! Forums: http://www.dayzredux.com -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Chloroform is a rare spawn out of Hospitals. So, Cherno's two hospitals and two hospital tents, Elektro's hospital, and Berizino's hospital are your targets for obtaining it. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Contests In celebration of the EU Server being turned up, I'd like to run two contests to further my desire for youtube videos! The concept and rules are simple. This is not an EU only contest, but a mod wide one. One reward is given out for the entirety of the mod. Not 1 per server. [ Contest #1 ] I'd like for someone to create a short "promo" video for DayZ Redux and what it's all about. Something I can include on the DayZRedux website and otherwise try and entice people to play the mod with. Ideally, I'd like to send it to a few popular streamers and hope they play (and churn out more videos! :D) It should demonstrate some of the unique aspects of the mod (combat logging, chloroform, etc.) and talk about the goal of the mod being to bring DayZ back for the purists who don't want gold AKs and 200 vehicles. If I pick your video, I will give you... -A Coyote Backpack (24-slot) -Any legitimately obtainable weapon of your choice with 2 mags (legit to the mod, not vanilla DayZ) to put in the bag [ Contest #2 ] I haven't seen many stories about hilarious or creative stuff going on with chloroform. Show a clip if chloroform being used in a funny or creative way (anywhere from a hero being cautious for his own protection to a bandit screwing with someone). If I pick your video, I will give you... -A 2 seater vehicle of your choice (Motorcycle, ATV, or Hilux) -The vehicle will come with your choice of 2x GPS -or- 1x Rangefinder -or- 1x Night Vision Goggles --- Both contests end Friday, October 19th @ 23:59 GMT-5 -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Go for it. It doesn't matter to to me who plays or where anyone advertises DayZ Redux as long as the players you're trying to get on the server plan on playing legitimately with no intention of hacking/exploiting. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
Yes, please edit out the actual email address, Mirza. Any time I write my email address I obfuscate it so that automated email farm bots can't tell it's an email, but humans can understand what they need to do to make it a usable email. -
DayZ Redux - DayZ purist focused custom DayZ Mod (Formerly DayZ DIAF)
venthos replied to venthos's topic in Mod Servers & Private Hives
EU DayZ Redux server is officially up and available for play. Just search "DayZ Redux" to find it, but its info is: IP: 87.119.221.66 Port: 2302 IF YOU WANT YOUR CHARACTER TRANSFERRED FROM THE US DAYZ REDUX SERVER, READ BELOW: -Note that if you choose to transfer your character, it's a ONE WAY transfer. I won't transfer from EU to US. -As implied by the above, the transfer will result in your US character being KILLED in the database TO TRANSFER: [1] Equip your US Character as desired [2] Login to the EU server at least once so your profile/newbie character is created in the EU server database [3] EMAIL ME (I will IGNORE PMs since dayzmod.com is so slow) at VENTHOS DAYZREDUX COM [4] Log off and stay logged off both the US and EU server [5] Wait for my email reply to tell you you can login to the EU server You will be given the full compliment of your character's items. But, you will NOT be teleported to where your US character was (to prevent people from getting easy headstarts at NWAF). You will remain where your newbie EU character logged out at. I will NOT be transferring tents or vehicles to give the EU server some sense of a fresh start. AGAIN. EMAIL ME! I WILL IGNORE PRIVATE MESSAGES FOR TRANSFERS. THE FORUMS ARE SLOW AND IT TAKES FOREVER TO GET IN/REPLY.