[PC - MOD]ARMA 2 - DayZ

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Re: [PC - MOD]ARMA 2 - DayZ

Postby 13th Nightmare on Wed Jan 22, 2014 10:29 am

Can just see myself having that map up everytime I play DayZ now. And then probably cursing it because when I go somewhere that there is going to be a drop I learn that someone has beaten me to it.

Was also quite funny yesterday as I had found a rifle but no ammo for it, a wrench and a backpack. Was jogging past and spotted a new spawn who spotted me. They put their hands up to show they had nothing. Decided to leave them and let them follow me if they want. Went into a house and they decided it would be a good idea to start attacking me... Too bad for him that I took out my wrench and just beat him to death. Would have let him live but if I get attacked, I will fight back
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Wizav on Wed Jan 22, 2014 1:13 pm

I've thought about getting a second monitor just to have the map there without having to alt-tab, I only use it for finding out where i spawn or when i get lost for the most part, wish the devs would just add the ingame map for survivors by default.

It is funny sometimes tho seeing randoms afk infront of signs, you can tell straight away they are alt-tabbed looking for the name on the map. I once got axed to death whilst doing it next to a sign post :lol: now i check the sign and go hide in a bush before checking.


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Re: [PC - MOD]ARMA 2 - DayZ

Postby Cap'n Neuro on Wed Jan 22, 2014 11:28 pm

AFKing in front of signs makes for great bait, I find. They're never expecting you to be holding alt and looking over your shoulder, then as they close in?

BAM. FIRE EXTINGUISHER OF JUSTICE TO THE FAAAAAACE.

...I have issues.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Wed Jan 22, 2014 11:35 pm

I seem to remember a curb 12 years or so ago doing "BAM. CURB OF IPSWICH TO THE ENTIRE BODY." to you Dan ;)

Any got a picture of new area yet?
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Wizav on Thu Jan 23, 2014 1:11 am





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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Thu Jan 23, 2014 1:26 am

Glad to see they are doing stuff like that rather than changing the cover of a hoodie :P
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Thu Jan 23, 2014 12:37 pm

6 minutes of that video dedicated to taking out a plane .... WTF
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Wizav on Fri Jan 24, 2014 7:50 am

I hope the devs focus on zombie numbers and AI now as priority, I'm still surprised they even released the Alpha without them.

It says on the wiki they could achieve 4000 zombies without loot spawns, they should just remove all rifles, handguns and military gear and stuff that isn't working like the cooking equipment to free up an extra 1000-2000 zombies then add the crossbow, profit.


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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Fri Jan 24, 2014 1:59 pm

They are programming it so servers can make use of multiple CPU threads so servers can run with the new zombies + loot + animals. ATM they can run 300 animals with loot and no zombies so any big advancements will come after the multithreading has taken place. The update due today will decrease the gun spawns, I'm going to kill as many people with guns as I can to thin down the numbers a bit :twisted:
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Fri Jan 24, 2014 2:07 pm

Still pisses me off that they work on shite like clothing instead of the stuff that needed doing in the first place. If they turn around and say different part of the team then INSTEAD OF POSTING FECKING SNOWBOARDING PICTURES BECAUSE YOU NEEDED A 'BREAK' DO SOME FECKING WORK ON YOUR GAME, IT IS WHAT THEY HIRED YOU FOR YOU TIT'!

And sorry of the above sounds harsh but instead of adding this or that into your game and releasing a new vlog every x amount of weeks with an "idea we are trying out" which is not needed for even a year off when the game is stable they should be working on the main issues at hand such as the server stability. I understand how it works, it takes time, finding bugs and fixing them takes time but all I ever see is him saying we want to do this or that and never actually doing what needs to be done.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Fri Jan 24, 2014 2:39 pm

DAYZ PATCH UPDATE 22 JANUARY 2014

Branch: Stable
ETA: In process
Version: 0.32.114557

This build is has very big back-end changes, which means that it may take some time for game servers to come up. Please keep an eye on the DayZ twitter for updates. Many of the changes not listed here are significant database cluster changes associated with our datacenter, and involve configuration changes to DayZ servers themselves. We have tried to minimize potential problems, but delays and outages are possible now more than ever. We will be working as fast as we can to get everything back online.

Known Issues
- Corpse cleanup causes server crash during forced server restart
- Spray Painting a magazine while on weapon, creates fake (unusable) copy in inventory

Fixed
- Niosh mask (respirator) inventory size fixed to 1/1 slot.
- Missing strings for BE popup for alternate languages, set to English while translations are being done.
- Reduced dispersion of FNX45 (from 0.05 to 0.03)
- Balanced stomach capacity,
- Added stuffed notifier (instead of sickness when full up)
- Eating and drinking animations properly set for tablets/disinfectants
- Version number in server browser and details
- Saline transfusion doesn't refill full blood
- Charcoal and Tetracycline tablets won't give sick badge if you aren't actually sick
- Player aim run speed updated, weapon position changed and improved for first person view
- Glitches on right hand while moving and while giving taunt fixed
- Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
- Magnum speedloader should be spawning now
- Number of backpacks spawning lowered
- Number of .357 Pythons spawning lowered.
- Number of M4A1s spawning lowered
- Dead character cleanup performed at 10 minutes past death
- Removed scripted server teleporting check as now managed by engine
- Sea ambient sound is now slightly quieter
- Animation: Fixed misc issues with vaulting
- Animation: Fixed getting on the ladder from kneel for the armed player
- Animation: Fixed animation speed for unarmed player in main menu
- Animation: Fixed an issue with changing weapon while aiming in kneel
- Animation: Fixed an issue with rotation while aiming in prone

- Headtorch color descriptions fixed
- Jeans descriptions (color) fixed
- Cargo pants description fixed (color)
- Chest holster description added
- Using an item in your hand no longer goes out of hand once action done
- Using an item while something else in your hand will go back to that item once action done
- Security issue with IGUI variable compiling
- Situation where player used item on other players inventory causing neverending looped item check
- Weapons now display tooltips
- Players can now be revived with the defibrillator
- Clipping on right hand when holding an item and pressing F1 (Greeting).
- Map_ChernarusSW description fixed
- SKS rifle description added

New
- UI: Editable character name in main menu
- UI: Hive, mode and time columns in server browser
- Database: Support for sub hives. (Sub-private, Hardcore/Regular public)
- Security: Signature verification against PBOs
- Loot: Added shotgun speedloader into loot spawns
- Loot: Added box of 20 pieces .357 rounds into loot spawns
- Loot: Added color variants of all shoes into loot spawns
- Loot: Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns
- Loot: Added hacksaw into the loot spawns
- Loot: Added shotgun into loot spawns
- Action: Players can now collect Berries as food
- Loot: Added Hacksaw into loot spawns
- Crafting: Players can create sawed-off shotgun from shotgun
- Crafting: Players can opening cans with a hacksaw
- Crafting: Painting Mosin with spraypoint now supported
- Loot: Added spraypaint can into loot spawns
- Map: Coastal harbor town of Svetloyarsk (and surrounding areas)
- Animation: More direct transitions for aimed weapon(prone to stand/kneel and back)
- Animation: Surrender now disarms player for single handed items

- Loot: Pipsi, NotaCola, Spite and Rasputin Kvass drinks
- Action: Burlap sack can be placed on head of self or target
- Action: Burlap sack causes black screen and reduced sound when worn on head

- Performance: Server Performance improvements
- Zombies: Six new zombie soldier types
- Crafting: Weapon cleaning kit used for keeping your guns in good shape

- Loot: Shotgun snap-loader for fast reloads
- Crafting: Player can spraypaint MP handguard and buttstock
- Crafting: Support for "add paint" or "repaint" for spraypainting
- Crafting: Player can spraypaint CMAG magazines


Chill Synaphix, read the new update above!! .. it's all ok they are on it!
Cap'n Neuro I've highlighted some sections you may like *cough* Burlap Sack *cough*
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Fri Jan 24, 2014 2:57 pm

Ok I haven't logged in since my Elektro spree on the 19th .. I have my guy back from the 18th, gun's, ammo, everything and I seem to be quite far from Elektro!
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Fri Jan 24, 2014 3:14 pm

Probably did a rollback or I am guessing it never synced with the database properly?
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Fri Jan 24, 2014 3:21 pm

Possibly, it might have something to do with the hardcore servers and regular servers. Maybe the servers I played on, on the 19th, are now considered "Hardcore" (You start fresh and you're player is linked to that server and that server only, from what I've gathered) so on the 18th when I played on a "regular" server it has kept that data as my "most recent" player. Either way the free M4 can't be a bad thing with the reduced spawns :twisted:
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Fri Jan 24, 2014 4:51 pm

If you host a server you won't be connected to the official hive as its your own database which is why characters are stored there. It used to be fun where I admined the mod with a few of the UKCS players but it can be a pain to deal with so providing its not some muppet Admin/server owner who just abuses the player base then good luck to them as its always fun!
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Cap'n Neuro on Mon Jan 27, 2014 7:03 am

:( People have such a low opinion of me. Realistic, but low.

Also, I really want to be able to combine several syringes, a burlap sack and a respirator and become Scarecrow.

I'd do it, too.
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Slavechild on Mon Jan 27, 2014 1:24 pm

I don't have a low opinion of you!
I was giggling away to myself up on Elektro's sniper hill yesterday after giving out a few free fireaxe hats to my fellow hill enthusiasts. Business is good but my client base continues to decline 8)
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Synaphix on Mon Jan 27, 2014 2:15 pm

Cap'n Neuro wrote::( People have such a low opinion of me. Realistic, but low.


I grew up with you, I am entitled to this! ;)

Hows the game playing since the patch?
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Re: [PC - MOD]ARMA 2 - DayZ

Postby 13th Nightmare on Mon Jan 27, 2014 2:42 pm

Cap'n Neuro wrote::( People have such a low opinion of me. Realistic, but low.

Also, I really want to be able to combine several syringes, a burlap sack and a respirator and become Scarecrow.

I'd do it, too.


Just so you know, you must look this cool in order to call yourself Scarecrow

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So good luck with that dream
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Re: [PC - MOD]ARMA 2 - DayZ

Postby Cap'n Neuro on Tue Jan 28, 2014 3:50 am

That's actually a photo of me before my morning coffees. You've seen me at LAN, this can be confirmed!
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