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fgw

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Everything posted by fgw

  1. fgw

    DayZMod 1.9 Release

    stupid me! of course, 32 bit application (arma) will require 32 bit compiled dll's! to run a program u need to install the redist version, corresponding to the version of visual studio, the program was compiled with: arma itself requires redist 2008 old hive required redist 2010 (i need it on my server anyway, as i use a private dll which i compiled with visual studio 2010 also) new hive requires redist 2015 (as stated above) no idea if redist 2013 actually is required at all? all redist are 32 bit versions: x86! ohh, and nice guide u made and posted above! just one comment after a quick look: Installation & Configuration 5) Create a SYMLINK from c:\arma2oa\Addons to c:\arma2\Addons (?? IS THIS NEEDED??) no need for symlink or copy of files if u specify correct "-mod" options when starting the server: "-mod=C:\Arma2;Expansion;CA;@DayZ;@Hive" assuming Arma2 was installed into C:\Arma2 as in your example in your guide
  2. fgw

    DayZMod 1.9 Release

    was hive.dll compiled for 32 bit or 64 bit? if hive was compiled using vs2015 what is 2013 redist required for (prerequisites above)? also the top download links states its redist 2015, but actually ends up downloading redist 2012?
  3. hi r4z0r49, related to the latest beta or something else? cause yesterday another beta was released which turned a lot of things back to the state it was before. though i have no info regarding the changed classes? if they effect dayz at all or if they are turned back also? there were reports of a issues with MedBox0 though. unfortunately my server is off right now, so im unable to test. but plan to bring it back up again soon ... anyway, thanks to you and all others for your continuing work! merry xmas!
  4. fgw

    DayZ Mod Hotfix 1.8.4.1

    yeah, im aware that it needs to fit to gameplay. may be to just add a little more gain for drinking a can of coke or eating a can of beans. to need to stop and eat - may be 2 times while crossing the map - is completely ok! it just requires a bit too much cans to drink or pasta to eat in order to kill thurst and hunger. not saying a single can should completely fill you up, but a slight increase of calories per can is what might help! thanks for looking into it! will make an issue on github about the trash!
  5. fgw

    DayZ Mod Hotfix 1.8.4.1

    tried to disable trash by setting dayz_Trash = 0; in variables.sqf. unfortunately this had no effect. so i investigated a bit and found out the line _rubbish1 = dayz_Trash == 1; in stream_locationCheck.sqf which looked a bit weird to me! but even changing this line did not have any effect! is stream_locationCheck.sqf called anywher at all? cant find a call to this script! has anybody successfully been able to remove the trash?
  6. fgw

    DayZ Mod Hotfix 1.8.4.1

    i second that! it seems just too much food and drink consuming to survive! not that u can find it, but its just annoying if u have to eat and drink every 10 minutes or so. i love to have to look for food and drink to make it more realistic but in my opinion the character gets way too fast hungry and thirsty and needs too much food and drink to recover ...
  7. fgw

    DayZ Mod 1.8.1

    kichilron is right! add -noPatchCheck to your cmdline
  8. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    R4Z0R49, can find the following files for download on the uk mirror: @Client-1.8.1-4cf6dbd-Full.rar @Server-1.8.1-4cf6dbd-Full.rar dayz_1337.chernarus.pbo could you pls confirm if this are the correct, most recent files? may be you can post md5 hashes for this files here, so everybody can verify the download himself ... anyway, great to see the mod gets going again. will bring back my server to life and jump on the train again! thanks for all your effort!
  9. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    same here, me and my buddys are waiting patiently to update my server to 1.8.1 ...
  10. fgw

    DayZ 1.8 Feedback

    R4Z0R49, you got me wrong! i like the mod and will be happy as you add new features or fixes. running my own private server with some modded script here and there. but base is the standard mod as you release it. was just wondering whats going on with the "Mod Announcements & Info" forum and why its locked. there was a change to the permission system and since than this single forum is unusable where all other forums are available for posting!
  11. fgw

    DayZ 1.8 Feedback

    well, its a bit off topic, but: does anybody know why the Mod Announcements & Info forum is locked? watching this for almost 4 weeks now. already sent some pm's to three (!) different admins, but did not get any response! is this on purpose? still like the mod! did not even get hold of the sa for reasons already posted from some others. just want to know whats going on here ...
  12. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    will bloodtype remain the same after server restarts? in fact will it be saved to the database somehow? creating bloodbags from your own for later use would be useless otherwise. also is there a limit you can store such bloodbags? it might get unusable may be even infected after some time? just some thoughts ...
  13. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    r4z0r49,if this is controlled via variables.sqf than it is changed to 5 now: //DayZ settingsdayz_maxAnimals = 5and yes, you are right: its almost impossible to satisfy everyone. but anyway, so far i like the last update. one remark regarding bloodbags. forcing players to create their own bloodbags is an interesting feature. but i would still leave some bloodbags as they are right now. guess in hospitals there could still some bloodbags spawn, although a much more limited number than before. there is no reason why you should not be able to find ready to use bloodbags at hospitals ...
  14. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    sorry my fault, now i can i see what you are talking about! adding anything starting with PVCDZ to line 2 which starts with 5 PVDZ_ ... is completely useless! simply missed the "C" in there. so as i get it now, there are two changes required: to prevent players from being kicked for gutting animals: changing line 1 from 5 !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="BIS_effects_gepv" !="dayzLoad" !"PVDZ_" to 5 !="remExField" !="remExFP" !=PVCDZ_obj_GutBody !="drn_AskServerDynamicWeatherEventArgs" !="BIS_effects_gepv" !="dayzLoad" !"PVDZ_" . to prevent players from being kicked immediately after logging in: adding somewhere: 1="PVDZ_getTickTime"
  15. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    what are you talking about? where in my post did i recommend to add 5 PVDZ != 5 PVCDZ ? 1="PVDZ_getTickTime" was exactly what i posted above? anyway, there might be better solutions than what i suggested, but what i added prevents players on my server from being kicked ...
  16. fgw

    DayZ Mod 1.8.0.3 Hotfix.

    well, this entry is already present in line 2, but is missing somewhere below! just add the line 1="PVDZ_getTickTime"also gutting animals leads to a kick. to fix you need to add != "PVCDZ_obj_GutBody" to the end of line2: line 2 should look like this: 5 PVDZ_ !="PVDZ_obj_Delete" !="PVDZ_getTickTime" !="PVDZ_obj_Publish" !="PVDZ_plr_Death" !="PVDZ_plr_Discorem" !="PVDZ_plr_Login1" !="PVDZ_plr_Login2" !="PVDZ_plr_LoginRecord" !="PVDZ_plr_Save" !="PVDZ_sec_atp" !="PVDZ_send" !="PVDZ_Server_changeOwner" !="PVDZ_Server_Simulation" !="PVDZ_veh_Save" !="PVDZ_receiveVar" !="PVDZ_serverStoreVar" !="PVDZ_veh_SF" !="PVDZ_hlt_Bleed" !="PVDZ_obj_RoadFlare" !="PVDZ_drg_RaDrag" !="PVDZ_drg_RaLW" !="PVDZ_drg_RLact" !="PVDZ_objgather_Delete" != "PVCDZ_obj_GutBody"dont know if there are some more things missing from the filters, but thats what i found so far ...
  17. fgw

    DayZ Mod 1.7.7.1 Hotfix

    would be nice if its possible to take ownership of stashes of dead players to prevent removal. so if i stumble over the stash created by a player who is already dead the action menu should allow to take ownership of this stash and it should not be removed as long as i (the new owner now) am alive. this would allow to continue to use stashes already on the map. just remove stashes which current owner is dead for a certain period of time. guess the same could be implemented for camo nets. this would allow a group of players to keep their stashes or camo nets even if the original owner died. storing the items of a group of players in a stash does not make too much sense if the stash gets removed because the owner died. other group members might have stored items there too. same for camo nets. if a group hides a vehicle the camo net should not be removed because the original owner of the camo net died. there should be the possibility to prevent the camo net from removal. taking ownership could be a way to implement this ...
  18. fgw

    DayZ Mod 1.7.7.1 Hotfix

    whats the problem here? if you are in the need to write to or read from additional fields, HiveExt.dll can easy be modified. its distributed with new releases anyway...
  19. fgw

    DayZ Mod 1.7.7.1 Hotfix

    there seems to be a problem with saving of backpack contents: putting a backpack with some gear in it into a vehicles gear works fine. if this backpack is removed from the vehicle later all the contents of the backpack are still in the backpack. but it looks like the contents of the backpack are not saved to the database when the backpack is put into a vehicle. if a server restart happens while the backpack (with gear in it) is in a vehicle, the backpack contents are not restored. thus, when the backpack is removed from the vehicle after the restart, the backpack is empty. opened also an issue on github ...
  20. fgw

    DayZ Mod 1.7.7 Patch

    sorry, my fault! i missed this. overlooked my searchfilter which was set to search for sqf files only! guess i need a break from arma scripting ...
  21. fgw

    DayZ Mod 1.7.7 Patch

    yes its in there, but player_spawnCheck.sqf is not called anywhere in dayz code. at least i was not able to spot a single place. doubt its called directly from arma code but who knows? ... or i missed something
  22. fgw

    DayZ Mod 1.7.7 Patch

    had a quick look, but from what i can see, this piece of code is not executed anywhere. R4Z0R49, pls correct me if i'm wrong ...
  23. fgw

    side chat bug

    suppose you are both running veteran where display of player id is disabled by default but this could be disabled in any level. you can change this in cfgdayz\Users\cfgdayz\cfgdayz.ArmA2OAProfile search for vonId=0; and change it to vonId=1; of course you need to change this for the level you are using. as stated above its most likely under class Veteran but might be different in your config you know this anyway, but just in case: the level to be used is configured in cfgdayz\server.cfg under class Missions in difficulty = "Veteran"; <- or whatever level is used in your config edit: ups, too late - already answered by tex
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