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Showing results for 'Vehicles'.
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Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam. Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to: Server/Character force re-initializationRapid micro player location updates (slide/glide teleporting)Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we've put together a rough guide for the development of these regions. As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map. This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world. Lastly, this Friday will be the first of our now weekly dev streams on Twitch.tv. Head over to twitch.tv/dayz at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat. -- Brian Hicks / Producer Peter / Lead Designer "This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly. We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it's not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet) More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics - to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door's lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aisde from melee only. Keep your ears open while looting... see you in Chernarus folks!" Chris / Lead Artist "Character Art Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we're mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing. Weapons (or the AKS-74-and-U) Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for. Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never *really* made a direct AK100-series equivalent for the AKS-74U after all. Well, you'll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. Vehicles Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc...) separated into different meshes to work in a similar manner as weapon attachments." Standup Notes for the week of 08 Sept 14 Art: V3S Transport TruckNew civilian zombieNEAF civilian hangarNew 55-gal drumDerringerAKS74U5.45mm ammoRadio Cassette playerRGD2 smoke (white, black)Waterproof packable bagWaterproof backpackAnimation:BugfixingGrenade, chemlight, flare related animations finishedRepeater reload animations doneThrowing animations in progressMP133 reload animation in progressArming/Disarming animations polishing in progressDesign:bugfixingconfigs and scripts for new itemsadded mi8 for random spawningadvanced weather impact on playerreconfiguring doors and adding sfxbarricading mechanic outlinefinalizing new controlsProgramming:Character and inventory items duplication fixingMelee combat tweakingShotgun shooting over network fixDoor reimplementation (now in internal testing and bugfixing)New gamecontrolsForced reinitialized playersDesync issuesBetter sound over networkCentral economy (type related cleanup and respawn, dynamic tweaking)New basic zombie behaviorPartial reworking of respawn / cleanup system according to required type-related implementation
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Maybe the military vehicles will be switched over to be more spots for vehicle related equipment.
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Seasons in DayZ (+question for a dev [map related])
GhostDivision (DayZ) posted a topic in General Discussion
I think that seasons in DayZ would introduce a whole new dimension to the game. For example: -Winter clothes would be useful in the winter season -Cammo clothes for each season would make sense (i.e those very very white winter hunter pants) -Things such as animals,fruit and water would be scarce (or frozen) in certain seasons -Driving conditions (ok maybe I'm hoping for too much here, we all know how "sick" driving is, even on A3) would deteriorate in winter or autumn with leaves/ice on the road -Hypothermia/frostbite in the winter Now, you might think that this would be impossible to implement right? I mean we can't dynamically change Chernarus... Or might there be a work-around?! While I can't guarantee this is the method that would work, it seems logical to me and perhaps the only obstacle would be transferring players, player structures and vehicles.... What am I talking about? In order to make the seasons illusion work, there would have to be 4 versions of Chernarus - Spring, Summer (late summer already present), Autumn and Winter. Each map would be loaded in by the server upon the beginning of a particular season. Maps would only undergo cosmetic (or gameplay) tweaks - the actual map would have to remain the same (at least that's my guess) in order for characters/vehicles/camps to be transferred over (again, I'm not even sure if this is possible, but if it is...). Basically, my entire idea hinges on one question. Can you export character data onto a different version of the map? My guess is.... maybe. While we've seen the landscape of Chernarus drastically change - new buildings, towns, roads etc - we're not really sure if each change is basically a new rendition of Chernarus - for example, is there a "different" version of chernarus for every landscape change? Anyway, I hope you've read your way through this rather long winded post. If a dev (or someone who's messed around with arma 2/3 maps) could explain whether this idea is feasible or not, that would be greatly appreciated! Cheers! -
I was informed by a few members of my clan a couple of weeks ago that the loot in vehicles was going to stopped in 0.49. I don't know where they read this, but the fact they said it weeks ago and that it's happened surely cannot be a coincidence.
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Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
Etherimp replied to Rags!'s topic in General Discussion
Just remove 3rd person. When vehicles are introduced make it like Battlefield - 3rd person optional in vehicles, but not on foot. -
M4A1 Can i be added back to Genral Military?
Dagwood replied to WuBzAtYoUrDoOrStEpZ's topic in General Discussion
I found 2 M4s at one heli crash last night! What an awesome feeling after searching for two whole afternoons... I think western weaponry spawning at crash sites (whether they're land or air vehicles) is a great way to keep their numbers down. At the same time, it also gives geared players something to look for. I'm so much happier about this M4 than the fully kitted AKM I had. The main reason being the difficulty in finding it. Now I just need to find an MP5... -
Glory of War DayZ Epoch Napf Server DayzEpoch1051
mjrhzrd posted a topic in Mod Servers & Private Hives
Where is it located: East Coast, US 162.223.29.138:2452 Cinders & Mortar @ industrial, farms, building traders, and wholesalers. Server renovated! Grab your piece of land, whether it be in Lenzburg, Luzern, in a castle, or in the wild somewhere! Features: Deployable Bike from toolboxNo Pay to WinBuilding Snapping 1.6 +metalfloor to cindersFree plot pole maintenance on a 28 day cycleSafes get their combo set to 0000 after 30 days of not being accessedIndestructible cinder/metalIndestructible vehicles if they are within 90m of a plot pole500 vehiclesService stations where you can Repair for gold and Refuel for freeElevator scriptHighly Customized loot tablesHighly Edited trader inventoriesAI Missions (EMS) 20 + - Gotta Love the IKEA Truck mission!Self Bloodbag(4k)Safe Trader ZonesTake ClothesCustom DebugAdmin-added Castles, firehouses, grocery stores.PlotPole tied to UID, not character life(no need to remove and replant)Veteran settingsAI at select airfields2 AI bases with lots of loot (decembrist hideout and Pskov proving grounds)40+ added weapons to loot tables and tradersAnnimated Heli Crash Sites with crazy free loot!Active AdminsCinders & Mortar @ industrial, farms, building traders, and wholesalers.Easy Snap build systemPaved road to south traderWe have our own Trader Price page, see server for details.Trade from your vehicle inventory!Just cleared out some base areas for new players to take over.Here is a preview of the larger of the two AI bases: http://imgur.com/a/7DDJl No need to download anything other than Epoch 1.0.5.1, and no launch parameters to add either if launching through dayzcommander. By Gamers for Gamers! -
I also feel that there is too much focus on military guns and vehicles for a survival sim. I'm for keeping the military gear, but make it especially rare and hard to find (you can't really expect them to be removed now after so much work has been put into them). Plus, I have the same opinion about the oncoming vehicles as I really dontt want dayz to become a gta or battlefield clone. In the end, how many of the players who keep asking for tanks and helicopters can really expect they would find and be able to use such a machine in a real apocalypse?
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LOL crop circles!! Czech Republic/-oslovakia: Because aliens. On topic: anyone mind explaining the use of explosive launchers on infantry, ala ARMA3 titan launcher with the AP round (i thought this was armor-piercing, turns out anti-personell) Don't see the advantage of using a single explosive on persons unless the aim is to punch through a wall and throw shrapnel about. I played a lot of quake as a kid (quakeSchool for life) and would probably just be shooting at their feet or at my own to try to get a bit of air, but don't see firing at the ground as being particularly effective in real life, save for spitting up frags and rocks and what not into their shins and beyond... It's gotta be for light armored / civilian vehicles or soft cover penetration right? anyone want that VOG-9/m203/RPG/pzShreck/faust/russian equiv going down in dayz? didn't think so :(
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So lets discuss some weird experiences in dayz
Baker. replied to Lehfeels's topic in New Player Discussion
Guys are held up in Polana factory, I land an MI-7, get out plant a satchel and detonate it. 5 death messages. It was the greatest day of my life. (this was the mod of course and the kind of thing that will be possible once we get vehicles) -
DayZ Controlcenter V7.3.0.0 is now out! Changelog: [FIX] Vehicle inventory not saving after a restart[FIX] Vehicle damadge not saving[FIX] Vehicle worldspace not updated when moved[FIX] Vehicles not being removed from database when fully damage[FIX] Deployables not being removed from database when destroyd by player[FIX] Building import through CC tools not working[FIX] Sorting under "Entities&Info" for vehicles wasn't working at all[FIX] Sorting under "Entities&Info" for deployables wasn't working at all[FIX] Database backup not working[FIX] onDifferentData not being read by CC under Configuration/Security[FIX] Database table world_vehicle not being created correctly[FIX] Item check displaying some legal items as banned[FIX] Vehicle import through CC tools not working[FIX] Deployable inventory not saving after restart[FIX] Destroying/burning deployables not working[REM] Damage column from instance_deployable(not used)[REM] Removed view v_player in database[REM] Removed view v_vehicle in database[REM] Removed view v_deployable in databaseThe ideal place to post bugs/problems is under following: Server related issues Controlcenter related issues Known issues: *Displaying "Received invalid data" when launching software. (Ignore, waiting on access to the ftp server so I can update the version check.) *Deployables/vehicles are broken on some additional maps *Secondary ammo/bandages in CC inventory editor doesn't save Download section here
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Oh noes - he used the word. Now this topic is doomed! Shitstorm incoming! No really, I think some further elements in this area would be a pretty nice thing. However, I think the earlier stages also have a lot of potential for expansion as this should be the stage most players will be in most of the time. There should be bigger goals with actual ingame rewards (base building, vehicles etc.) - but thats nothing a frehspawn should worry about for quite some time. Those are features for long time survivors. As for statistics - why not? But they should only be visible to the player himself and should be limited to the current character. So if you really want to get those 1000000 zombie kills you better survive. Karma/humanity should be (ingame) player enforced rather than artificial - by being able to recognise specific characters and ingamne interaction.
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I've said this before in other threads but they really need to bring back the endgame elements such as zombie kill count, wire fence/ tank traps/ barricades, tent storage, higher server population, vehicles that are hard to fix and maybe some sort of humanity goals/statistics to keep players coming and interacting with each other. Maybe it is because I've already sunk over 300 hours in the mod and game but I spent hours running around the map today surviving quite easily, going to NWAF, dodging some snipers, going over to the coast etc. and the game feels kind of soulless / pointless in its current state.
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Firstly, this game doesn't have perma death and Rocket shouldn't have called it that, you respawn like any other fps =P However, I do understand what you're saying and I've felt the same way for a long time now, going back to the mod. We're just too used to the game, and there's nothing that takes a significant amount of time to do. If you're like me, you've also adapted enough that any weapon is a "good" weapon. You might have your favorites, but you're perfectly capable of killing other players with basically any of the guns and so acquiring the "top" end ones becomes uninteresting. I've personally never cared much for the military gear any ways, I like mosins and shotguns, but it only takes me a couple quick loot runs to come up with a scoped mosin if I want to snipe or a shotgun and tons of ammo. Even if I was into using AKMs, it's a 10-15 minute run to the NWAF to deck one out with full mags. Or even quicker you can grab one out of the junkyard outside Cernaya Polana. The same goes for clothes. So gear isn't an incentive to survive. So what's the penalty for dying if not gear? Getting bad spawn locations. This applies more if you play in a group and care about getting back to where you died. But 90% of the spawns are up in the north east corner of the map. My group spends its time around either the neaf, or some of the new cities. It's pretty much a 5 minute run from the vast majority of spawns to get back to where we are on any given day. Sure, you'll get a bad one once and a while and suicide but it's pretty fast and effortless. This even applies to the NWAF. Get a Dubrovka spawn, or even some of the others and you're back at the NWAF before your body even despawns. So there's no real penalty for dying, and there's no real incentive to keep living. What can they do about it to make you care about your character? I think the subtle skills they talked about would help. If my character eventually got better at things I might be more inclined to care. The problem there is that since they're going to be subtle, and not grant a huge advantage, they'll likely become something not worth caring about either. Who cares if my character is slightly faster at bandaging or whatever (just examples) if its only like a second faster, is that enough to make me not want to risk my life? Why not just respawn. Same with building up immunity to diseases. It'll help, but is it really going to stop you from taking a risk when you could pretty much die at any time any ways? Maybe they should just make these things an actual big advantage, then you would be inclined to care. It's an angle they could try. I think another thing they can do though is give you things to do which creates incentive to live. For instance, even though there's a big subset of people who thinks storage and bases are contrary to survival/death, I think the opposite is true. It gives me a reason to want to keep looting, it gives me incentive to go out and search for an item I haven't tried to get before. And it gives me something I want to survive to protect. Especially in the case of bases, I'm going to want to spend as much time as possible being alive to protect it. This goes for vehicles as well. You don't want to lose your helicopter, or even your car. But even on a smaller scale this applies. If I want to go fishing, right now it's a bit of an investment to get all the stuff together, once I do I don't want to die. Now let's combine that with bases/stash and say I went and caught a bunch of fish, and let's pretend the fish actually are useful for something in the future and I want to get them back to my stash/base. Now I have a reason to want to get there, and on my way I might be less inclined to engage in that fight with a random stranger. TL;DR: I just woke up from a nap so this is pretty rambly and I apologize, but basically once you play DayZ enough you don't care because everything is easy. What we need is more stuff to do and that will result in wanting to live longer. Whether it's vehicles/bases/crafting/skills. Incentive to travel as well, and rarer items.
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Connection Info 198.27.83.214:2402 Teamspeak Info fadetb.typefrag.com:8690 Website Address http://ftbbi.enjin.com About FTB It's been a while since DayZ Stand Alone Alpha was released and it doesn't seem like they are going to be set any time soon, we've decided to launch a Epoch server in the mean time. We went a bit crazy with the server edit, added thousands of buildings with a bunch of new cities and castles on the map. There are some neat salable static AI missions and along with our random dynamic missions that spawn randomly For tl:dr, basic information are listed below. Come check it out! Feature Auto refuelSelf Blood BagDeploy BikePro-snap Base ToolPlot pole zombie shieldUnlimited trader suppliesSuicide via Action MenuDance/Movement MenuCustom buildings all overDynamic and four static AI missionsIndestructible cinder wall and ceiling(Doors ARE destructible)Towing with Ural, Vodnik and HMMWV / Lifting with CH-53 and CH-47 OnlyServer Rules No Hacking/Glitching/DupingNo Base KamikazeNo Combat LoggingNo Voice on SideNo Stealing inside Trader Zone. (Klen is ONLY safe trader)No building Within camping radius of Tihkaya, Balota, Cherno and ElektroNo building Within 100m of Military Loot Building and 500m from static AI mission.For more information please visit our website at http://ftbbi.enjin.com/rules Events -Berezino Death Match - Gear up and meet for a shootout in Berezino, player with the most kills during the shoot out will be the winner.(Not last man standing) -Bandit Convoy - A few vehicles will be moving from town to town with gears, destination and arrival will be announced in global for people to ambush. -Custom Castle Assault - There will be a team of attackers assaulting one of the custom castles while another team defends it, team that captures the castle within the shortest amount of time will be the winner. -Air assault - Grab one of the aircraft and have an air battle over a designated location! -King of the hill - Two team will fight for control of a hill, at designed time a fully geared chopper will arrive for whoever controls the hill. -Murder House TDM - Two team will be ported to the murder house, a close quarter combat arena. During the event, the area will be protected by our admin anti-hack dome. Only those invited can enter the arena. You'll be given a tent to store your gears then given a full kit to fight during the event. Players will be ported back once event ended, most matches are best of three rounds.
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Looking for DayZ Mod/Arma 2 Wasteland teammates.
ATacticalBush posted a topic in Clan / Group Recruitment
Hello there! (Not that you can really say "Hi" back). I have been playing DayZ Mod and ArmA 2 for a few years now. Just looking for some people to team up with. I generally play on PvP servers such as 1000000 Vehicles (Though there isn't that much vehicles >:l) or Wasteland servers. My requirements aren't high just make sure you have; -A good working microphone (Don't want to hear a vacuum coming out of you 24/7) and be over...hmm... alright 13. Though I am 13 myself, but I think i'm quite mature for my age..I hope. (I can already feel people clicking away when they saw that part, but if you stayed, great!). I'm fine with communicating on both TS or Skype although I prefer Skype. If you want to team up, just send me a message. -TacticalBush out. -
Some of them are insurgents/rebels, so they would've been receiving off-hand gear and guns from all over the place. The Russian soldiers in Ukraine are probably not standard troops, simply because Russia is operating under the guise that they haven't actually sent any men there. That, and Putin has increased Russian military spending quite immensely. No, you're right - it isn't typical. However, Chernarus isn't in a typical situation either. Even ignoring the ArmA 2 campaign, there was still quite clearly military deployments across Chernarus while the infection spread, and infighting likely occurred (evidenced by vehicles ridden with bullet holes, and things like tanks blown to pieces which clearly could not have been caused by zombies). That, and there are UH-60 (temp, but still) crashsites, so there's evidence of a NATO/US (or Austrian/Turkish) presence. If that's the case, then the Chernarussian military/survivors may have been donated gear & weapons, in addition to guns left behind by NATO forces today and during the 2009 invasion. All manner of guns can appear in the game.
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Hey everyone, My name is Vaquxine and today I'll be showing all of YOU some awesome tips and tricks I've uncovered over my time of hosting DayZ servers that allow you host more people on less hardware with NO latency. Before I go any further I'd like to note that much of this guide is for DEDICATED servers, and will not work if you do not have access to an admin RDP account. This guide will be split into three different sections, each targeting different levels of optimization on your machine and server. Software optimization Network optimization ARMA2 optimization Software Optimization Windows isn't a very good platform (especially by default) for hosting servers. It has a cap of 2GB (or 4GB on 64bit) RAM allocation per process, and has none of the advanced performance tuning tools that come built in to Linux machines. That being said, there are some small tweaks and 'hacks' you can use to get the most out of your Windows server. Append your ARMA2 server runtime arguments. The default runtime arguements for ARMA2OAserver are not terrible, but there are a few extra parameters you can add to greatly increase speed. Add the following flags to your server start-up line: -noCB : Turns off multicore drawing, this will correct many graphical issues and make loading faster and more stable. -maxMem=2047: This sets the maximum memory (in megabytes) that the server will be allowed to use. By default the server will automatically detect a value between 512MB - 1536MB, we want to make sure it has as much memory available as possible, which is 2047MB; the hard-coded maximum of ARMA2 (anything higher falls back to 2047). /REALTIME : This is not an ARMA2 option, and should be added at the start of your command line, right after the 'start' command. It will ensure that your server's process priority is set to 'realtime', meaning the machine will always dedicated as many resources as the process demands to your arma server before any other background processes. -cpuCount=4 : This should always be set to the maximum cores of your processer. In my case, I have an E3-1270v2 which is a quad core, so I set this to 4 so the server can draw power from all cores. If you're running multiple servers, just divide your cores by the amount of instances of ARMA you run. So if I was running two servers, I'd dedicate 2 CPU cores to each. -exThreads=1 : Although this parameter is considered obsolete if cpuCount is present, by default all file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time. This being said, ARMA2 does not inherently support multi-threading for texture or geometry loading server-side, therefore setting exThreads to anything but 0 or 1 will just create overhead on your server for no reason whatsoever. In the end, your command line should look something like this: Network Optimization This is probably the biggest thing that there is to optimize; windows networking is TERRIBLE for servers by default, even on Windows 2008 Web edition. Luckily, there are a few nifty tools that will correct a lot of the mistakes for you. Go ahead and snatch TCPOptimizer for your version of windows: http://www.speedguid.../downloads.php/ this extremely helpful tool will help optimize your dedicated server's network to minimize packet dropping and data loss. Although ARMA2 does not require TCP connections to run, DayZ does when performing MySQL queries to the @hive, and acts as a major bottleneck for incoming and outgoing connections that need to be processed through it. This results in ridiculous load times into servers and desyncs on logout. Additionally, these TCP optimizations will allow for more accurate ping returns to your clients, and prevent unnecessary kicks for fake "high pings". Open open up TCPOptimizer on your server machine, and (assuming you have at least 100mbit connection) move the slider at the top all the way over to the right under "100+MBPS". Check the box "Modify All Network Adapters", then choose "Optimal" at the bottom and hit apply changes. Be sure to restart your dedicated machine right after doing this, as some programs revert many of the TCP settings back to their default values which will still be loaded into memory. There are a few other settings that are not enabled by default with the 'optimal' profile that I feel should be for ARMA2 hosting. You can edit these advanced values after restarting on optimal settings by choosing the "custom" box on the lower right, which will allow you to edit all fields. You should change: General Settings -> TCP Window Auto-Tuning should be on 'experimental'. ** If you run a MySQL server on your dedicated machine, this can cause confliction and should be left as its default value. Advanced Settings -> NetworkThrottlingIndex should be on 'high: 70' TCPMaxDataRetransmissions should be 9 or 10. Network Memory Allocation Size should be on 'optimized: 3' TcpAskFrequency should be 'enabled'. TCPNoDelay should be 'enabled'. * Make sure you apply changes once finished and reboot your dedicated machine once again. ARMA2 Optimization Although the most obvious and easily changed settings, these also have some of the greatest impact on your server's performance. Navigate to your cfgdayz folder which contains arma2.cfg and server.cfg. We'll be focusing mostly on the arma2.cfg, with a few optional edits to the server.cfg. I'll go through each item in the config, explain what it's for, and what its value should be. It should also be noted that these values (excluding Bandwidth / MaxPacketSize) are PER CLIENT CONNECTED TO SERVER. MinBandwidth Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load as too many messages will be sent but discarded. Default: 131072 MaxBandwidth Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. Most players normally use 5-13kb when playing in game but will spike up on certain events such as players joining or when downloading content so a standalone dedicated server connected to at least a 10mbit line is recommended for optimal play. Your MinBandwidth is your base, it's what the server is expecting to use. Contrary to popular belief, you should not just put your network speed in both min/max bandwidth boxes, as this will cause major connection lag. Remember that Min/Max Bandwidth are measured in bits, not bytes. Your MinBandwidth should be your player slots x 256KB(its), so for example: 75 slots X 256KB = 19200KB(its) 19200KB(its) = 192000000 Bits Although it's said that your MaxBandwidth should be slots x 512KB, I think that's bullshit for dedicated machines only running 1 server. I set my max bandwidth to my network speed in bits. (1GBps) MaxMsgSend Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128 For DayZ purposes, I never set this value higher than 92, and never lower than 64. Although it states it will decrease FPS "lag", it will increase desync; which isn't the same thing. MaxSizeGuaranteed Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512 MaxSizeGuranteed are packets that are static events that are not player controlled at the data level. Bullet shooting only draws from the location of the player's gun, then just applies physics to it. For DayZ, which is quite heavy PvP, I recommend a low value of 128. A lower value means more packets will be sent for events and less will be combined. This way individual bullets are processed as individual bullets vs. the server registering 4 shots from a makarov at once. You can safely go as low as 64 if you really want, but I don't recommend that for larger servers. (45+ players) MaxSizeNonguranteed Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256 MaxSizeNonguranteed is the biggest factor for desyncing, because nonguranteed packets are the ones that are effected heavily by player interaction with the game; such as movement and unit placement. As a rule of thumb, this value should always be about half of the MaxSizeGuranteed value. It should also never be lower than 32, or you'll have desync issues due to multiple packets needing to be sent for simple events. MinErrorToSendNear Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. MinErrorToSend / MinErrorToSendNear will only effect FPS and smoothness of movement. MinErrorToSendNear determines how smoothly units will move near the player, if for example they are scoped into a sniper rifle since the game needs to compensate for the much larger field of view. The default value is a little ridiculous, and you can easily up it to around 0.05 without noticing any differences in-game since DayZ is limited to a 1.6KM view distance. (ARMA2 goes up to 15KM) That being said, I like to keep things as smooth as possible. MinErrorToSend Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01 Similar to MinErrorToSendNear, this is the more important value that determines how smooth far away units move. I actually make this value much lower than the default to make sniping on my servers SUPER smooth. MaxCustomFileSize Users with custom faces or custom sounds larger than this size are kicked when trying to connect. Use this wisely as it can be the cause of alot of Join in Progress lag. 1600000 = 160k This setting is set to 0 by default in DayZ, modifying it will allow clients with custom skins to connect to your server. I don't recommend allowing this, as it causes massive lag on connection since it forces all players to download the custom skin whenever someone with one connects. Easter Egg Now that all that silly stuff is done, let's add a custom value that is not in the config by default. Add the following to the bottom line of the arma2.cfg: This will increase the maximum accepted packet size of the game from 1430 bits to 2048 bits (the max for this engine). Although this can lead to inconsistent performance issues on servers which run multiple ARMA2 missions/games, it is a big help to DayZ servers which love to send fat packets, especially on connect when all the vehicles / tent locations are downloaded to the client. ** ** You will also need to add this value in your dedicated server ARMA2's CLIENT configuration. (Documents/ArmA 2/ArmA2OA.cfg) While we're in your ARMA2's client configuration, let's also append the min/max bandwidth in there to the same values you set in your server config. (Just paste them in anywhere in the file). ---------------------------------------------------------------------------- This concludes the guide for now. I will add more tips and tricks if I get a positive enough response. Feel free to post any feedback, questions, concerns (or complements!) in the thread. Also, could I get a like for a sticky? :) -
SURVIVALISM SAHRANI Hello guys looking for a full action PVE server with Bandit and hero missions and alot of roaming ai all over the map with cool events and weps/vehicles? then this is the right map for you guys ;). Features: Walking zombies No plot required Roaming ai Hero and bandit missions Special missions with custom loot Deploy Bike Deploy mozzie Halo spawn Spawn with loadout Ore and smelting system fully working Snap build pro Master key (unlock all your vehicles with one key ) No weight limit Trader safe zones Custom Traders Self blood bag No base decay Lift/tow Come and check it out guys ;) alot of admin always online for any help needed and always events, we also have 3 communities with dutch, american and german streamer's and players ;). For all clan's, lone wolf's or just killing time player's we welcome you all with a box with building materials too all new players: Server IP: 81.94.196.116:2302 TS: dayzsurvivalism.teamspeak.net Check our forum's how to install: http://dayzsurvivalism.shivtr.com/forum_threads/1882351 Cya in-game ;)
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Higher level gear maybe? Vehicles? You can't replace the level of difficulty of a human with extra smarts and creativity. A dumb AI controlled damage soak boss on the other side is just annoying as... To many games tend to go this route and its bad. Fights should not be prolonged health depletion contests but real fights - quick, dirty and brutal.
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The misunderstood barricade, the limits of them
Evil Minion replied to Trizzo's topic in General Discussion
Magical chests: Thats stupid and hurts the game by promoting hoarding. Items stored inside would only ever be accessible by the owner which basically removes them from the game for everyone else. All storage should be accessible by everyone in the same way - be it keys (finite number of different ones), damage (should require special equipment) or lockpicking (should also require special eqipment). Exclusion zones: Without base-building would be senseless as everyone could just ghost in - either by chance or intentionally. So every base/barricaded area should prevent logging in inside - unless you logged out there in the first place. "There" means this specific base on this specific server and only if the exclusion zone was already active. Everyone else might still log in but will be moved to a spawn outside of the zone. Either directly, with some distance or at a respawn point (without losing any gear of course). So once a base enters "closed state" (e.g. surrounded by barricades with all gaps below a certain width) it will project an exclusion zone that only allows people to log in inside if they logged out inside. "People" would be everyone - it does not matter who set up those barricades. If two teams have a firefight inside a base and they all log out for some reason they all might log back in inside. Lets say the exclusion zone disappears (e.g. one barricade gets destroyed) and gets reestablished (e.g. a new barricade in built) it will count as a new zone. Also smaller zones inside bigger zones should have priority/persist (e.g. you build a house and log out inside then someone builds his own base around your house - you can still log in inside your house just as before). Barricades: Similar to chests barricades should not be permanent or magic - they should be just barricades. They might block movement and create an exclusion zone between them under certain conditions (thats the main purpose). Now there might be different types but in general barricades should require a lot of time and effort to build and they might also require special tools (vehicles for transportation and work, a welder, nails etc.). So building a barricade should be a long term goal - there should not be bases every ten meters. All barricades should be able to be destroyed (which might take quite a lot iof effort though) and/or bypassed. However this should be fairly hard to do depending on architecture. If the entrace to your base is just a gap everyone can just walk in. If its a gate it can be opened by the same means as a chest. If there are only barricades you might need rare things like big vehicles or explosives to break through (keep in mind that you can ghost out of a completely enclosed area - but you cannot ghost back in). No privileges for builders - a barricade is a barricade and blocks you as well. There should not a something like a "quick destruction button" - unless the architect includes some explosives which in turn can be triggered by anyone. Ownership in general: Nothing that helps the game. Players should be able to build bases, use, conceal, lock storage but they should not have artificial privileges. You can access your chest because you got the keys - if someone takes them from you its now his chest. You can build a barricade but t will stop you just as much as it would stop everyone else. You can even create an exclusion zone - but it has the same effect on you as it has on everyone else. If your squad has a locked base an manages to get wiped - the base will stay locked to them as well. No items/areas/tools etc. should have an assigned owner. Offline compensation: As most players would be offline more often than true base owners would be away in real life the measures to break into bases or destroy parts of them should be a little weaker. So a wooden wall should be more durable and not break after a few strikes with an axe. Heavier barricades should not be able to be destroyed by most players - however building those should take a lot of time as well. You should not log out in some random place and after logging in the next day you realize someone built a base around you. Neither should you finally finish your base only to log back in the next day finding nothing but ruins. Both might be possible but very unlikely: The first would require a great and organizedgroup of people all working together for hours, restless, without any setbacks while getting the right mterials in sufficient numbers. The second would require someone to stumble across you base and just happen to have an abundancy of extremely rare and valuable items and deciding to spent quite some time and resources to destroy everything. TL:DR: By abandoning the ownership and permanency concepts and adding effort base building could be a valuable and viable long term or cooperative goal. Bases should be hard to build, hard to crack but still interact with every player in the same way. It does not matter who holds the key - it does matter to hold the key - unless you got explosives. Explosives solve everything. -
This is the only part I'm going to quote you on. Three items needed to get the lathe running. Three..... Coolant, bits and a power source. Vehicles will most likely even have more than three just to get the functional so I think I was being extremely lenient on the "realism". Again, I like the idea of using them to repair or even craft but not in the way you want it even just for a quick early version. What I mean is if they do take in this idea, don't half ass it and at least put in some form of place holder mechanic to use it. Hell, I can't stand the lack of animations for how we drink water from a fountain, we don't even use the pump lol.
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Caboose, I paraphrase (no harm intended) : 'Your agument is bad because, well it is.. Just walk up and voila, you magically repair whatever vehicle item needs repairing (as long as you're not shot in the back by the people who stake out the works, because they know how useful that place is) . As I suggested (following your argument) a vehicle should have to be setup and maintained like they are in real life .. "is that hard to grasp", you say, but it's your own argument are you using it against me or against yourself ?.. I wrote a paragraph on that, to point out how non-starter this idea of complexity is, in a survival game at the level of detail of DayZ, where (e.g) you can "craft" a killing bow with a stick and a piece of cord in seconds.. and it works with deadly force and lasts until you die. Completely crazy, you and I AGREE.. but that's how the game works. As for "realism" - You ask "Where did I say it had to be realistic?", well, quote << Needing proper coolant to apply to the bits and metals that are being lathed, a source for powering them (this is the tricky one and kind of the reason why i don't think we'll ever see them being used), finding the right bit(s) to bore your holes with>> For future reference (in case the basic idea is ever implemented) plenty of SMALL machine shops have petrol generators to run them. I don't know if you're aware that the Afghan "arms villages" that can build any kind of infantry weapon to order, made from SCRATCH if you want .. use portable generators to power their equipment. So IF in the future this idea required extending, there are additional features that could be added to make it (to some extent) more "realistic" ... but at the present I'm not even suggesting that the machines are differentiated, they could be lathes, presses, grinders, polishers, and work with aluminium, glass, rebar, alloy tube or sheet steel.. I suggested that initially we don't even go in to that. I want to put the machine shop idea on the table - we are supposed to be surviving and there is equipment around in only two or three map locations that can greatly help us do this, let's put it in the game and refine it later. I'm just proposing a simple starter element that could improve gameplay, it changes the situation and the player interaction, makes movement necessary, adds new risks.. it's a new, useful, gameplay possibility (and that's all). And it solves in-game the problem of damaged hardware, which has no solution at present. And sure, if you dont like it, I'm cool. I don't disagree with you. But the real difficulty of using Real World machine shop equipment is totally beside the point. When we get to vehicles, the difficulty and specializations of repairing those, will NOT be reflected in the game in anything even close to "realism" as you know. I mentioned helicopter "repairs"- that's a laughable concept however detailed and complex the "helicopter crafting" introduced into the game (remember the Mod?) - check the web for mounting a rotor assembly, and find details of the linkages (wow - NOBODY can do that, get [even slightly] real !! ). But much much simpler - I mentioned creating self-bows for hunting. In reality that operation is NOTHING like the "crafting action" present in the game. I said that my idea MIGHT be interesting to enable repair of a LOT of things that cannot be repaired at present in the game, AND it would make interesting gameplay as there are only 2 or 3 'machine shops' on the whole map, AND - with regards to machine maintenance, power, and different machines/dies/drills/maintenance-and-adjustment tools required - a very few of these elements COULD be introduced in later development if they were thought apt and IF the basic idea worked at all. But those additions would be greatly limited and simplified of course - (a generator maybe ?) - because this is DayZ. However, I don't mind you panning the idea Caboose, it's simply a straightforward little idea I threw into the mix. But the reasons you give for disliking the idea are truely over-complex and don't fit at all with what is actually happening in the game. Anyway, your point is taken. Good that someone thinks and takes an interest. And (aside) usually it's the military fans who shout for close-to-absolute "realism", but only in the firearms - and don't give a damn about health, hunting, food, crafting, and all the other DayZ elements. You can shoot deer with a sharp stick no problem, as long as coriolis effect and multiple crosswinds and different densities of warm air are included in the sniping parameters. We have a kind of standard of how "realistic" crafting is across the board.. I was thinking of that. BUT thanx for the input.. this is why I put the idea up in the first place. Something of this nature (or a good alternative) will have to be introduced when vehicles arrive, unless we're going to stick with the Mod way of doing things. So I thought - why not start now ? = just an idea = just a starting point =
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Where did I say it had to be realistic? I just said your idea is bad because, well it is. Just walk up and voila, you magically repair whatever item needs repairing. All I said was it should have to be setup and maintained exactly like they would do vehicles. Was that so hard to grasp?
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RUNNING MAN DayZ Mod Overpoch Taviana New Server
ZelXo posted a topic in Mod Servers & Private Hives
Yo Guys Zelxo here. I'm one of the admins of a new private hive server we just made last week. It's called Running Man IP: 54.245.110.153:2302 Arma 2 - 125548 Epoch - 1.0.5.1 Overwatch - 0.2.5 Taviana - 2.0 (T) 50 Player server, 500+ vehicles(Land, Air, and Sea), very low latency, restarts every 4 hours. Our server has very active admins. We are also adding in new stuff all the time. Fresh Spawns start off with -G17 w/ ammo -Food/water -Blood bag/bandage/morphine/painkillers -Map/toolbox/flashlight/hatchet/knife Server Features: Wicked AI Missions (Hero and Bandit) Snap Building / Increased build limit / No plot pole required Safe Traders Lift Auto Refuel/Repair/Rearm No Weight Limit Self Blood Bag Take Clothes Day/Night Deploy Mountain Bike And Mossie with toolboxReally looking for some mature people to come and play on this new PVP server. It's a new server, so it's not riddled with bases yet. Come start building! Thanks for reading, Looking forward to seeing you ingame! ZelXo