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DaRT rcon tool seems to be out of date and not supported or updated now - am I wrong?
What other tool can be used by Admins on DayZ StandAlone? Seems they are using DaRT but it is vulnerable.
There is a WELL KNOWN exploit vulnerability in DaRT which has not been addressed for a year. It seems this exploit is now WIDELY known.
I am asking on behalf of a friend who has English as a second language, big difficulty with technical explanations
- ie This is not my problem, but it looks like a real DAYZ COMMUNITY problem.
- right ??
Any suggestions? Any good alternatives to DaRT?
Part #1 / Part #2 / Part #3 / Part #4
Hi again ladys and gents! This is the third part of some ideas / suggestions about Dayz SA that i have compile from my own thought and from some other user’s ideas (with some twists). If you didn`t see the first or second part, I highly recommend you do it I'll be very grateful). Links above.
First some clarifications:
I know we should wait until the beta is release to even consider any of this suggestion that, of course, are not priority right now, but that does not prevent us from discussing about them and how they could be better or if they are viable or not for Dayz SA. English is not my native language, so I truly apology for the grammatical errors that may exist. Post format: IDEA + ILUSTRATION + SHORT SUMMARY (I can amplify more in coments if you need) Each idea tries to be as achievable and reasonable as possible according to the Dayz spirit (Survivalism - post apocalyptic atmosphere) and actual game possibilities. You are not going to find stuff like “Dead players become zombies” or “The zombies should eat player’s heads and become overpower”. All suggestions represent minor changes or minor additions that, in my opinion, can take place within the game.
Let’s start (again)!
#19 TRAVELING ZOMBIE HORDES
SUMMARY: If you ever went to Kamenka you probably have seen the large number of cars near the new military base. This was probably due to people trying to escape west when the epidemic (or whatever it was) began. But what happened to all those people?
I think it would be a good additive to the game and a great way to get people off the coast add a horde of zombies (big enough) to travel from west to east along the coast raining what is in their path. They do not have to be zombies other than those that exist today (maybe more aggressive or easily hosted), but the amount and the fact that they go together and moving in one direction would have to be enough reason to a) Speed our incursion to the center and north of the map b) Find shelter or weapons to defend us when they arrive. Check this example.
The greatest danger of dayz today is one: the other survivors (bandits). Although the zombies have obtained an improvement and today are much more dangerous than before (because they can kill us a couple of blows, because they ruin our team, because they can lock us in a house without being able to leave) I think they still not dangerous enough to be taken into account as a fundamental part of the game. Alternatives like these (with the necessary modifications) and others would be a good way to give a little more "life" to the zombies.
#20 SOLUTION FOR GAMMA BOOSTING (RUST EXPERIENCE)
SUMMARY: This topic has been discussed countless times. This mention is simply to keep it alive because I think is a fundamental “to fix feature” for the experience of a real survival game.
We already know that the night in Dayz just does not work as it should. Either because users abuse the gamma options (within the game or in the control panels of their respective video cards or even on their monitors directly) or because the light just don`t render the way it should. So I think the solution to this has to be a change in the technology of the game regarding to the night time. I think the Rust experience (another early access still under development) gives a glimmer of hope on this issue.
Simply to bring to the notice of anyone who does not know, Rust create a night system that makes textures extremely dark at this time of day. This generates that, even after raising the gamma in the source that one selects (in-game, monitor, control panel, etc.), the darkness continues in its effects in the visibility of the surroundings. As we see in the reference image above, the darkness of Dayz may not have any effect if we raise the gamma (in the image it is seen as everything around us looks perfectly, as in daylight). On the contrary, in Rust, even after climbing the gamma to the maximum, darkness persists forced the player to use alternative means (real) of lighting (torches, lanterns, bonfires, etc.). Check this example.
I honestly do not know the technology involve and I am not a connoisseur of the subject like to demand technically on this. But I do not think Dayz cannot implement something similar if it is proposed. Hope they do.
Great post about gamma | by tommekk Other post about Rust gamma fix | by BRiiTASH
#21 ABILITY TO DESTROY LIGHTS SPOTS
SUMMARY: It was absolutely necessary to talk about the gamma issue first so that we could then consider these kind of suggestions. I think the rendering of light in dayz has improved a lot, but it's still very poor in some ways. With this I am not referring to the quality of the image or the dynamic lights, but to the distances. In real life, a light from a flare in the dark should be seen hundreds of meters away. In Dayz this does not happen.
After this first observation and bearing in mind that the development team has already talked about the possibility of adding generators and electric light, it would be very interesting thing not to forget that the lights have to be able to be destroyed and reconstructed for a greater interaction between players and environment. I do not mean only street lights but also be able to add some types of lanterns or large light sources like light towers, high power spotlights among others things so that the night (once solved the gamma) really Involve the dangers of darkness.
Check this example #1 | Minute 14:00 Check this example #2 | Minute 17:00
#22 CROSSED WEAPONS IN BACK
SUMMARY: This suggestion is not important at all but I think it would sum up the "survivor" trait that Dayz should have. In the same way that the idea of a far more apocalyptic costume (without falling into the futuristic apocalyptic like Mad Max) was planted, the fact that all players do not carry weapons as if they were trained soldiers would also summarize this idea. The image simply represents an example of how the weapons could be carried when in the back we have neither a melee weapon nor a backpack. As I said, this is not only applicable to weapons, the idea of movements, clothing and much less militarized actions I think should be the focus of attention when conceiving the characters in Dayz. This is just an “open gate suggestion”.
#23 TORCH / FLASHLIGHT WIELD
SUMMARY: Anyone who has played in role-play servers or does not really use gamma lighting at night will have seen that running or jogging with a torch or flashlight in your hand looks like an electronic party. The light jumps up and down making vision impossible and turning the action into something ridiculous.I can understand that when you run desperate for a danger behind you with a flashlight in your hand this sudden movement could be real (I remember the film of the project of blair witch for example), but not so when you are just jogging.
Then I started to see how other games treated this and finally came to a good example: Skyrim. In it, the movement of the torch while running is not from top to bottom, but from side to side. Then the light always stays ahead of us and the lighting is much more focused and realistic.I think that with the new animations system this surely will be solved, but I seemed opportune to mention it. Check this example.
#24 BATTERY LIFETIME INDICATOR
SUMMARY: I honestly am not a big fan of adding indicators to the Dayz screen. I think it takes a lot of immersion and the cleaner the better. However, not everyone thinks the same. For this the solution is simple: the same key that enables the hot bar at the same time (or with the same logic) enable the status indicators that, according to the images that were allowed to transcend, measure the stamina and other indicators of hunger, thirst, damage, etc.
Having said that, I think the battery and power system really needs indicators. Either in the HUD itself or in the image above or in the detail of the items when we inspect them. I just used the flashlight as an example, but this should also be present in: car battery and truck, batteries of walkie talkies, scopes and the rest of the items that work with electric charge. Of course first we need to fix the persistence of the electric power in batteries to make this even possible.
Sqeezorz idea about dynamic consume of Items with battery:
Agree 100%. Also: With the battery of the car could change the sound of the engine as it is destroyed or could even make it difficult to start the car (You have to try several times to turn it on to start if the battery is damaged or in poor condition).
#25 BLOOD TYPE LABEL IN BLOOD BAG AFTER TEST KIT
SUMMARY: This suggestion is possibly the simplest one and I think it is extremely necessary. Perhaps few of you use blood bags instead of saline bags because the former are much more complex to use. One not only has to create the blood bag, but also to collect that blood of another person, identify its blood type, know the one (blood type) that is inside the blood bag if we find one already crafted and full (unlikely) or, in case you have filled one a long time ago or you have more than one, you have to re-check each blood bag again to see what kind of blood it has inside.
A good alternative to this would be the following: once the test kit was used on the full blood bag, in the detail (inspecting) it had to say the type of blood inside. You can now carry multiple blood bags without wandering you are going to kill your friend by apply the wrong blood type. This would greatly expedite its use by reducing the number of test kits we need. You just need one to test and label the blood bag once. Then, you could also finally collect blood bags to carry out a good medical task (for doctors of Dayz).
Ok guys, that´s all for this post.
As I said before, I have a few more ideas that I want to share but I need your feedback fist.
Sorry one more time for my terrible English,
tips or corrections will be highly valued !
Ever since .61 dropped I have had problems playing fullscreen preventing me from being able to modify gamma settings. This is especially problematic on the .62 experimental servers since it is often night time. I have deleted my DayZ settings folders as well as completely reinstalled but no luck. If I set 'windowed=0' in the DayZ.config I get a black screen when I launch DayZ. I am able to open task manager by using 'control + shift + escape' and then click back into DayZ but when I do, it's a small window. When I hit "alt + enter" it then expands to the size of my monitor (2560x1440) but it's in borderless windowed and not fullscreen. If I change to full screen while in the game it doesn't actually change. I am really at a loss here and would appreciate any help.