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Everything posted by tomfin
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Kudos for the video, thank you. Engine flexibility. ARMA is a military simulator first and foremost; the ability to spawn items and run scripts is handy for setting up missions and developing mods. It's one of the reasons DayZ even exists, but that flexibility is open to abuse from players who want to cheat or grief. It really does depend on people playing it straight but, according to John Gabriel's Greater Internet Theory, the chances of everyone acting honourably is basically nil. Some of that security will come eventually, but we'll lose other stuff in the process. This is why we can't have nice things.
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What settings do you run on / What to run on max 40+ FPS in cherno
tomfin replied to davidcastle's topic in DayZ Mod General Discussion
These might help improve your framerate: http://dayzmod.com/forum/index.php?/topic/36688-maximize-frame-rate-on-dayz-and-arma2-low-frames-fix/ http://www.reddit.com/r/dayz/comments/wqx8q/getting_low_fps_try_this/ The "Render Ahead" setting seems to have helped me out. Be sure to give your beans to MorninAfterKill, not to me! -
Can you loot ghille suits off of dead players?
tomfin replied to ayerpksalot@aol.com's topic in New Player Discussion
You must somehow make the player remove the suit by changing into civilian clothing in order to take it. I recommend a candlelight dinner and some smooth jazz, with the promise of waffles for breakfast ;) -
This was touched upon at the Rezzed talk last week; something very like that data may become part of the DayZ website. Here's a link to the relevant section of the video: It's not an API per se but once those player profiles are available you could potentially scrape that data directly from the HTML. On the other hand, those profiles look pretty enticing and could offer sig-style stats for use on other forums. You may be reinventing the wheel by the time they roll around. Would also like to see an API, but take your time. Seems there are plenty irons in the fire already.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
tomfin replied to Denuth's topic in DayZ Mod General Discussion
ChiefMasterKush, There was an issue with a collision of player IDs between players who bought Combined Operations and those who had purchased the ARMA X Anniversary Boxset causing some players to log into the debug plains, completely lose all gear, or be unable to log in at all. This beta change was to fix the collision problem and allow those players back into DayZ. If you want to have an alternate account then Sacriel has on his Youtube channel. It's technical, but slightly more convenient than dual-booting or running two Windows user accounts.And damnit, for every page I read of this topic, two more freshly posted pages are generated. Good luck with finding this message :) -
If you're paying attention' date=' the Monday after the 1.7.2 announcement would have been June 25th :D My guess its that 1.7.1.5 is proving to be very stable for the last couple of weeks, so 1.7.2 is being polished a little to avoid rocking the boat too much. Preventing a repeat of the 1.7.1.1 - 1.7.1.4 series of hyper-hotfixes would allow the team a little sleep after 1.7.2 is out, so it's probably safe to say [i']it'll be ready when it's ready. Just enjoy the stable current build for now, when the patch comes you'll surely hear about it one way or another. EDIT: Here you go! :)
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#1 #5. Cardio!!! Also... Playing DayZ is like taking a bath. It feels good while you're in there - but the longer you stay, the more wrinkles you're going to have.
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If I had my hands in this mod (updated server jumping fix)
tomfin replied to Carl Weathers's topic in DayZ Mod Suggestions
Great set of suggestions and glad to read that some are already on the ideas board. The thought of getting all Macgyver on it is scratching away at my Fallout3 junk-recycler itch, and a medic-type player could be fun as I'm a pretty terrible shot. And there's still plenty of meat on this mod already. Now you take this mod home, get it out of feature freeze, throw it in a pot, add some of those suggestions, and polish it all the way into beta. Baby, you've got a stew going on :) -
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Well this attitude's pretty churlish' date=' but I don't suppose you reckon my opinion has any importance. Not everyone came here straight from Runescape. Some of us might even have played Minecraft :P DayZ comes complete with all the difficulties of getting any kind of software up and running on a PC without even considering it's still an Alpha. Things goes wrong and wierd stuff happens. Getting immediate feedback on tech and UI problems can make a big difference, particularly for newbies who don't yet have a clue. Quick chat answers also turn up the S.N.R. on the forum by helping players before they post dumb questions. Case in point: the hundreds of "side chat is bugged" topics. Did you ever read global chat and learn something new about the ARMA engine? Maybe to ramp up your 3D resolution to match display resolution? How to use your backpack? What about server-wide discussion of the poor FPS when v1.5.8 arrived? Perhaps that the server will restart and you should find a safe place to hunker down? Or heard that some hacker was handing out hueys and nukes and it would be a good idea to GTFO? These things aren't game-world problems but we've still got to deal with them. Frustration over an inability to definitely communicate is probably my worst experience in DayZ, and I suspect some of the annoyance is down to having the functionality removed without anything being added to replace it (yet). There's probably quite a few people out there who have [b']never heard another voice ingame and exclusively use text chat. I still think a per-player option to enable or disable chat would be ideal, that way if you can't stand to read text chat you're free to turn it off. Just be aware that players who don't respond on voice or text are usually considered hostiles unless they start running for their lives at first contact. However I'm feeling pretty appreciative of how things might work out with direct comms in the future, which ought to encourage teamwork and grouping among survivors early on and I'm looking forward to that. Additional comms are confirmed for 1.8 and beyond, but others have posted some good reasons for keeping chat purely as an option on a per-server basis, and much better reasons than I could come up with a few days ago. I hadn't even considered partially deaf players. And by the way, the best (and worst) thing to happen to this mod surely has to be the explosion in player numbers. Helping new players encourages more new players, and every one of them buys another copy of ARMA to play it with. Yeah, that's additional load on the servers, but it's also more money for the developers, a larger community and a more active playerbase. As player numbers and revenue increase the probability of DayZ becoming a polished and fully-developed experience approaches one, and you'll benefit from that as much as anyone else. Ferrard Carson ninja'd me on this post and pretty much said it all already. We're going to get on with it and see how things work out. The best thing we can do since 1.7.1 dropped is tell every newbie to bind capslock to broadcast on Direct Comms. I just wish it wasn't necessary to get within 80m of them to do so, but perhaps this was another reason why the Makarov was removed ;)
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"Just send an email to support [at] battleye.com" If you don't know to replace [at] with @ in the email address, there isn't anything we can do to help you here. Send them another email and mention that you have a PEBKAC error with your Battleye's wetware layer, they'll understand and will know what to do. Hope that helps.
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"Removal of global channels" in first post explains it. You asked over there and got the correct answer :rolleyes: There is no more side chat in Dayz with the latest ARMA2OA beta. You may temporarily re-enable it by rolling back to a previous beta. Try beta 93348 or earlier. Don't get too fond of it - it's most likely gone for good when 1.7.1 is out and direct comms is working, which could be any day now. Pray for PDAs, radios, cellphones, smoke signals and semaphore flags in a later update. Edit:. Can confirm that both side text and direct voice comms are working in beta 93160.
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PDA tool - map-wide chat, discoverable on/off, name display, logbook, notes
tomfin posted a topic in DayZ Mod Suggestions
A partial repost from a side chat discussion and expansion on some ideas for a PDA tool. Would it be possible to disable voice over side chat, and pop a PDA as a special tool item in every survivor's inventory that allows basic text chat? When you don't want to see side chat, turn it off by right clicking the PDA in your inventory. You'll still have text and voice available in direct comms for dealing with close encounters, and will no longer have to put up with all that annoying irrelevant text if you don't care for it. The PDA could also give a decent rationale for character names to be displayed within the gameworld, again with the possibility of disabling or enabling that functionality at the player's discretion. Walking back into your group hideout? Enable PDA IDs and avoid getting shot up on the way in. Don't want to be "hand-scanned" and identified in the treeline or along a ridge? Turn them off. (I spotted an excellent suggestion of tagging players as recognised when close and some NFC-enabled PDAs could rationalise that capability). Since a PDA would probably make sense for the already-mooted "Diary of a Survivor" logbook I recall reading about a few weeks back, the item could serve a couple of functional requirements at once in a single tool slot. Perhaps it could replace the player list currently shown with the 'P' key, and in that list show only players who have elected to make their PDAs 'discoverable'. Much of this suggestion is "inspired" by the STALKER series where text messages and side missions were broadcast over an ad-hoc wireless PDA network blanketing the Zone. Information from PDAs of deceased stalkers you had discovered was downloadable to your own PDA; stash locations, interesting map coordinates, and notable helpers or bandit names were discoverable. The opportunities for disinformation from beyond the grave might also prove enticing for all kinds of players. In fact I'm sure you must have played the STALKER series, so I'm also quite sure this kind of suggestion must have been made and debunked a hundred times already (I've already spotted threads about cellphones and radios). Regardless, I'm in favour of mechanics that enable player agency and add choices and some of these abilities could add interesting outcomes. Whether all of this could be implemented in the engine is another question - one I'm glad I don't have to answer myself. However I really like the idea of leaving co-ords for a honeypot trap in my PDA for the bandit that will inevitable kill me, and the chance to broker discovered information with other players without risking my neck to collect the loot myself. I never go in against a Sicilian when death is on the line. And yes, I did play a lot of STALKER. If I ever find a VSS Vintorez in DayZ I'll be a very happy man. -
Agreed. But in a perfect world, eh? ;)
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. tl;dr: .I suspect it's a waste of my time to try to help here, but I occasionally play on DE7 and grow tired of this kind of attitude - not only against DE7 but many other servers and admins too. This is most probably due to desync and server lag' date=' which has been rampant these last 48 hours. If you played in a group, you'd appreciate this and would be used to seeing your friends running wildly into the open, driving off cliffs, and suddenly appearing next to you without warning. Other survivors are not always where they appear on your screen, especially when the servers are operating under heavy load. This is often indicated by the yellow and red chain icons on your screen. Desync, desync, . You probably both died from this encounter; from your description it sounds like you both emptied a full clip into each other, but the server took some time to update each of your client machines with this information. The crux of the matter. You are saying you believe the admin has cheated and killed you because you saw this message appear after you died, and you came here to take action against them outside of the gameworld. Correlation is not causation. That notice is the message-of-the-day and is shown every 15 minutes, whether you have just been killed or not. Here it is again: I'm not a server admin anywhere but I can understand and appreciate that "don't kill admins when working" means when an admin is taking care of server-related maintenance (which benefits a player like yourself) you are kindly asked not to kill them while they are AFK in a corner or alt-tabbed back to desktop. Nobody can make you do the honourable thing anyway so it's really just a matter of courtesy. When you see them moving around please feel free to light them up - I'm quite sure they will happily return fire and you can settle your differences there and then. These admins on DayZ servers all over the world are providing somewhere for you to play at their own expense, and the DayZ dev team work hard to develop this free mod and separate some signal from noise in this forum. You (and not only you but many others just like you) come in here to return the favour by wasting everyone's time with accusations of cheating and abuse - without so much as a screenshot or a player name to support you, no real complaint of any merit, and virtually no understanding of the state of this mod or the game engine mechanics that we're all trying to deal with as best we can. I enjoy playing on DE7 among others because it DOES encourage co-operative play over simple PVP, and this encouragement goes for both friendly survivors and bandits who work together. I would love to see more organised bandit and survivor groups forming in all servers, as I believe this is within the true spirit of the mod as I understand it. You would also become more familiar with the state-of-the-art through discussion with your fellow players and better informed for the time when you make your next forum post. Alternately, just keep crying. I've heard that every tear shed is the rough equivalent of 10 lines of development code committed. I apologise for the rant, but if you enjoy DayZ in its current state and want to contribute to this mod becoming a fully-fledged experience then you're going to have to meet people halfway. Accept that things are going to go technically wrong from time to time and that it's completely out of your control. Or as a soldier in another universe once said, "Take your lumps like a man, Private Twinkle-Toes". That is all.