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SurviveDayZ Mod - More Difficult & Extensive DayZ | v1.2

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How about some gameplay videos? anyone? can I see what the cities look like with zombies in them? Im waiting to be whitelisted at the moment. Player name is ZaraZa

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1.04 will be released within the next 2 hours or so.

V1.04

+++++OTHER CHANGES+++++

[CHANGE] Zombie spawning reduced from 1000m to 800m (to counter lag)

[CHANGE] Fixed loot not always spawning (was a timer issue)

[CHANGE] Changed Tent to a different model

[CHANGE] I signed everything so Battleye is set to ON for the best experience

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Really enjoying what you have done here guys :thumbsup: Played some last night was lucky enough to get a chinook up and running,did a few missions of picking people up and transporting them around but a bandit killed me near NE airfield...ah well....had some fun and really loved the lighting in the streets now the whole atmosphere changes to another level and for me makes playing in the night more of a pleasure than a pain and the zombies are definitely a threat in those numbers. :beans:

Got on this morning and met up with 2 friendlies in Cherno (Lukus and JohnnyRodger) and got a little bird up and running and we managed to get ourselves some nice guns from heli crash sites and even found another little bird which we was in the middle of refueling before the server went down :(

Look forward to playing some more with v1.04 and maybe the little birds will be there still or another db wipe? :P

Oh and did i read that after you clear an area of zombies they shouldn't respawn for an hour?....not sure that was right as we took care of zombies in an area and they respawned quite quickly?

Anyway.....see you all on the server some more soon, beans all round :beans:

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Oh and did i read that after you clear an area of zombies they shouldn't respawn for an hour?....not sure that was right as we took care of zombies in an area and they respawned quite quickly?

i havent done that yet , its a working progress

Edited by Stapo

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i havent done that yet , its a working progress

ah ok cool...will look forward to that then :)

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Cannot for the LIFE of me get this thing to work. Created an OA shortcut to directly launh the mod, but it says I have the wrong version of Arma? I have used Dayz commander AND sixlauncher to make sure I was up to date but still not working. Am i missing something?

EDIT: never mind, it was because of steam i was having the issue...still, a lot of fucking around just to get this thing going.

in case anyone else has any issues, try this link: http://www.tacticalgamer.com/dayz-mod-installation-support/186539-how-use-beta-patches-steam-version-arma2.html

Edited by ToxicSludge

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Cannot for the LIFE of me get this thing to work. Created an OA shortcut to directly launh the mod, but it says I have the wrong version of Arma? I have used Dayz commander AND sixlauncher to make sure I was up to date but still not working. Am i missing something?

EDIT: never mind, it was because of steam i was having the issue...still, a lot of fucking around just to get this thing going.

in case anyone else has any issues, try this link: http://www.tacticalg...sion-arma2.html

This is a first. I will look into getting a standalone launcher for it

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This MOD sounds fucking great, begs the question - why hasn't Rocket already done some of this stuff, a weapons list revision at least.

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This MOD sounds fucking great, begs the question - why hasn't Rocket already done some of this stuff, a weapons list revision at least.

Dont know but we have been asked by rocket about the changes. So he may be taking a couple of them for either standalone or dayz mod. Also in his Eurocon video, he stated we may be testing out things for him. But dont know

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The V1.05 Beta Is Bieng Released In a Few Hours, it includes Some BIG Changes.

+++++NEW SKINS AND CHANGES+++++

[NEW] Added Policeman Skin (General Military ONLY)

[NEW] Added Doctor Skin (Hospital ONLY)

[NEW] Added Priest Skin (Residential ONLY)

[NEW] Added Farmer Skin (Farm ONLY)

[NEW] Added Rocker Skin (Residential ONLY)

[NEW] Added Pilot Skin (ALL WRECKS ONLY)

[NEW] Added Biker Skin (Industrial ONLY)

[NEW] Added Soldier Skin (CH47 Wreck ONLY)

[CHANGE] Removed Camo Clothing From Residential Loot (Added To General Military)

[CHANGE] Removed Ghillie Suit From Residential (Added To Barracks)

+++++ZOMBIE CHANGES+++++

[CHANGE] Reduced Zombie Spawn Count By 10% (to counter lag)

+++++OTHER CHANGES+++++

[CHANGE] Halved the Spawn Rate of Jerry Cans

[NEW] Added CH-47 Chinook Wreck (With Loot!) [Credits to Sgt MaC For the Help]

[NEW] Added C130J Wreck (With Loot!) [Credits to Sgt MaC For the Help]

[NEW] Added FoodBox To CH-47,C130J Wrecks and Supermarkets

Edited by Stapo
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Dont know but we have been asked by rocket about the changes. So he may be taking a couple of them for either standalone or dayz mod. Also in his Eurocon video, he stated we may be testing out things for him. But dont know

Good.

I am very interested in testing this mod.

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Can i suggest making some loot less common? After all you claim this mod too be harder than the original dayz. I find certain loot in normal dayz to be way too common. Like hunting knife, hatchet, bandages, flares and chemlights, macaroni ammo, painkillers and so on. I would suggest changing half the macaroni pistols with a g17 and half the macaroni ammo with g17 ammo. That would make finding a pistol just as easy, but finding the right ammo for that pistol twice as hard.

Other suggestions:

-Put watches on dead zombies(3% chance) instead of the shop.

-Make the higher slot backpacks more rare. Alice packs are too comon in normal dayz.

-Remove barbed wire from the game, it's just an annoyance.

-I would personally leave the rangefinder in the game, you cant shoot while looking through them anyway.

-Increase the distance when zombies start spawning (200m in normal dayz) to 400m so it's harder to tell from a distance if someone is in a town or you spawned them yourself. You could perhaps do this to specific zombie spawns rather then all of them to decrease load on the server. EDIT: Just noticed on page 4 the spawn distance is 800meters, good :) tip: update the first post and put changes in there?

-Decrease spawn chance of most common loot by 50%. (bandages, painkillers, hatchets, hunting knifes, flares, chemlights)

-Decrease spawn of food and drink by 20%.

-Change the spawn mechanics to avoid farming. In normal days you can empty a building of it's loot, drop the unwanted loot outside and wait 5 minutes at a minimum of 30meters away from the building for new loot to spawn. I suggest changing this to 10 minutes minimum.

Just my 2 cents.

Edited by Spuddy0108

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Yeah don't know if it's just me but I tried to play last nite, was so laggy it was unplayable :(

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Its a star clear night and its pitch black. The night is one big camper tent as everyone waits for the others to pull out a chemlight or flashlight. Server laggy as fuck atm.

I will get the night time fixed. It shouldnt that pitch black

Yeah don't know if it's just me but I tried to play last nite, was so laggy it was unplayable :(

This should be fixed in 1.05

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Gonna jump on and test this now. not sure i like the removal .50 snipers, but the rest looks golden. I could PM you my personal feedback if you are still testing :)

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Had a quick hour and a half on this. Here's what i found. The lights in towns and citys was pretty cool. Im sure your working illuminating the actual lamp posts too so thats a definite +.

The removal of torch for chemlights i did not like or understand. Unless pre-DayZ we were all at a rave, we would be more likely to have a torch at hand, no ?

Upon asking in side chat what people thought about new and total darkness , around 5 people said just boost gamma. This to me says fail. I think you should put the torch back in.

I finally reached cherno and had a wander round. There were literally hundreds of zombies around. At first i thought this was cool, untill i realized there was no loot. After waiting a good 30 mins, tin cans began to appear.

After 45 mins, i finally got a can of coke. There were only 7 people playing at this point. If the server filled it would be unplayable and likely crash. Upon being noticed as a dayz mod while chatting to a few people about the potential of this, i was promptly told to stfu, leave and go fix the real mod (people still dont get what we mods do :S we moderate posts on the forums lol ><). Nothing new there then :)

To summarize, you guys are doing well with this. However, you need to realize the boundries in which arma 2 can stretch. There is a reason why rocket doesnt have hundreds of zeds around at once :)

Hope you dont take any of this the wrong way, this is just my constructive criticism. I really hope you guys can iron this out, as it will breathe new life into the mod :)

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Had a quick hour and a half on this. Here's what i found. The lights in towns and citys was pretty cool. Im sure your working illuminating the actual lamp posts too so thats a definite +.

The removal of torch for chemlights i did not like or understand. Unless pre-DayZ we were all at a rave, we would be more likely to have a torch at hand, no ?

Upon asking in side chat what people thought about new and total darkness , around 5 people said just boost gamma. This to me says fail. I think you should put the torch back in.

I finally reached cherno and had a wander round. There were literally hundreds of zombies around. At first i thought this was cool, untill i realized there was no loot. After waiting a good 30 mins, tin cans began to appear.

After 45 mins, i finally got a can of coke. There were only 7 people playing at this point. If the server filled it would be unplayable and likely crash. Upon being noticed as a dayz mod while chatting to a few people about the potential of this, i was promptly told to stfu, leave and go fix the real mod (people still dont get what we mods do :S we moderate posts on the forums lol ><). Nothing new there then :)

To summarize, you guys are doing well with this. However, you need to realize the boundries in which arma 2 can stretch. There is a reason why rocket doesnt have hundreds of zeds around at once :)

Hope you dont take any of this the wrong way, this is just my constructive criticism. I really hope you guys can iron this out, as it will breathe new life into the mod :)

Thanks for the feedback. We are always trying to make it better. I will keep in mind about the darkness and other things

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Had a quick hour and a half on this. Here's what i found. The lights in towns and citys was pretty cool. Im sure your working illuminating the actual lamp posts too so thats a definite +.

The removal of torch for chemlights i did not like or understand. Unless pre-DayZ we were all at a rave, we would be more likely to have a torch at hand, no ?

Upon asking in side chat what people thought about new and total darkness , around 5 people said just boost gamma. This to me says fail. I think you should put the torch back in.

I finally reached cherno and had a wander round. There were literally hundreds of zombies around. At first i thought this was cool, untill i realized there was no loot. After waiting a good 30 mins, tin cans began to appear.

After 45 mins, i finally got a can of coke. There were only 7 people playing at this point. If the server filled it would be unplayable and likely crash. Upon being noticed as a dayz mod while chatting to a few people about the potential of this, i was promptly told to stfu, leave and go fix the real mod (people still dont get what we mods do :S we moderate posts on the forums lol ><). Nothing new there then :)

To summarize, you guys are doing well with this. However, you need to realize the boundries in which arma 2 can stretch. There is a reason why rocket doesnt have hundreds of zeds around at once :)

Hope you dont take any of this the wrong way, this is just my constructive criticism. I really hope you guys can iron this out, as it will breathe new life into the mod :)

the loot not spawing IS bieng fix in the 1.05 patch today

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This is definately looking good guys. I actually didn't expect you to release something this quick ;)

Good job proving me wrong, I'll probably try this out after you've ironed out the worst lag issues and stuff.

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This is definately looking good guys. I actually didn't expect you to release something this quick ;)

Good job proving me wrong, I'll probably try this out after you've ironed out the worst lag issues and stuff.

Its definitely a work in progress. I know saying more players would cause more lag, but the more the better as we can fix it faster.

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Seems more and more awesome with the new stuff. Will play more today when you release the new version so I actually have the chance to get some stuff.

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