DayZ - An ARMA2 Zombie Apocalypse Survival Mod
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Przepraszam
VIP Member



Posts: 14487
Location: Poland. New York.
PostPosted: Mon, 11th Jun 2012 16:38    Post subject:
Neon wrote:
Alright, so I haven't been following this mod at ALL, what do I need to play it?


I would assume to follow this little picture

http://i.imgur.com/iEVhF.jpg

but last time it was updated was May 7th


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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Mon, 11th Jun 2012 16:41    Post subject:
Neon wrote:
Alright, so I haven't been following this mod at ALL, what do I need to play it?

Just Operation Arrowhead, and a lot of patience Razz

Actually the mod requires ArmA 2 as well, but the pirated version should be fine. (Haven't tried it myself since I own it legally). That's it. Smile

edit: the guide posted by Besthijacker is very useful, too!
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Neon
VIP Member



Posts: 18934
Location: Poland
PostPosted: Mon, 11th Jun 2012 16:42    Post subject:
I have ARMA 2 (I think I bought it on some summer sale) on Steam, so I just need to buy Operation Arrowhead and I'm good to go?
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Mon, 11th Jun 2012 16:43    Post subject:
Neon wrote:
I have ARMA 2 (I think I bought it on some summer sale) on Steam, so I just need to buy Operation Arrowhead and I'm good to go?

Yep Smile
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Przepraszam
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Posts: 14487
Location: Poland. New York.
PostPosted: Mon, 11th Jun 2012 16:48    Post subject:
Is it better to get this on Steam Arma2:OA or some other place? Or it's just down to personal preference?


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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Mon, 11th Jun 2012 16:56    Post subject:
besthijacker wrote:
Is it better to get this on Steam Arma2:OA or some other place? Or it's just down to personal preference?

The place doesn't matter, I have ArmA 2 from gmg combined with OA from Amazon (dowloadable version) and works like a charm, just go for the cheapest price Razz
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crackerbear




Posts: 748

PostPosted: Mon, 11th Jun 2012 20:00    Post subject:
What about pirated ARMA 2 with legit Steam version of OA? I assume that still works (with Steam running)?

I'd like to give it a go, but the mod seems to have descended into every man for himself.
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Hellhound666




Posts: 154
Location: NL
PostPosted: Mon, 11th Jun 2012 20:09    Post subject:
crackerbear wrote:
What about pirated ARMA 2 with legit Steam version of OA? I assume that still works (with Steam running)?

I'd like to give it a go, but the mod seems to have descended into every man for himself.


Yep that works, since you are only using the data (models/textures) from arma2 not the .exe
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crackerbear




Posts: 748

PostPosted: Mon, 11th Jun 2012 21:31    Post subject:
Hellhound666 wrote:
Yep that works, since you are only using the data (models/textures) from arma2 not the .exe

Ah thanks for the reconfirmation. Now I just need to find OA cheap or maybe wait for ARMA 3, assuming the DayZ team are going to port it over.
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Mon, 11th Jun 2012 22:09    Post subject:
crackerbear wrote:
Hellhound666 wrote:
Yep that works, since you are only using the data (models/textures) from arma2 not the .exe

Ah thanks for the reconfirmation. Now I just need to find OA cheap or maybe wait for ARMA 3, assuming the DayZ team are going to port it over.

It will be a long wait though, ArmA 3 won't be released until later this year Razz
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Mon, 11th Jun 2012 22:11    Post subject:
ixigia wrote:

It will be a long wait though, ArmA 3 won't be released until later this year Razz

and won't be patched to a playable state until 6 months after that Cool Face
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Mon, 11th Jun 2012 22:15    Post subject:
ixigia wrote:
crackerbear wrote:
Hellhound666 wrote:
Yep that works, since you are only using the data (models/textures) from arma2 not the .exe

Ah thanks for the reconfirmation. Now I just need to find OA cheap or maybe wait for ARMA 3, assuming the DayZ team are going to port it over.

It will be a long wait though, ArmA 3 won't be released until later this year Razz


I've read that they won't make it this year and it's actually supposed to come out in 2013.


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noflip




Posts: 765
Location: Sofia, BG
PostPosted: Mon, 11th Jun 2012 22:22    Post subject:
i've read that in order to install the beta patch you need the original version of Arma II as well. is that true?
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Fa4Ta4L




Posts: 394
Location: Netherlands
PostPosted: Mon, 11th Jun 2012 22:45    Post subject:
noflip wrote:
i've read that in order to install the beta patch you need the original version of Arma II as well. is that true?


I have legit version so don't know, however I can imagine this being true as the crack may not work with the new changes and a crack will not be released for each new beta version.
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Mon, 11th Jun 2012 23:03    Post subject:
noflip wrote:
i've read that in order to install the beta patch you need the original version of Arma II as well. is that true?

those patches are for Operation Arrowhead so it doesn't matter if there is Arma 2 installed at all
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Immunity




Posts: 5624

PostPosted: Tue, 12th Jun 2012 00:00    Post subject:
Logged out yesterday outside of Berezino. Logged in today in the middle of a vast expanse of hilly nothingness that stretches on for MILES. Was fully decked out, but only one water left (was going to refill today). Someone ought to hang for this buggy piece of shit. Yea, yea, it's alpha, whatever makes you feel better. The bottom line is, when they can't get something as simple as a saved coordinate system right (which is instrumental to the functioning of said mod), the mod should not be released at all, in any form, until it's sorted.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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moosenoodles




Posts: 18411

PostPosted: Tue, 12th Jun 2012 02:32    Post subject:
weeee someone left a working dirtbike on road by sw baracks at the nw airfield Very Happy hoped on and went lol's full with fuel.
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Przepraszam
VIP Member



Posts: 14487
Location: Poland. New York.
PostPosted: Tue, 12th Jun 2012 04:03    Post subject:
Anyone would like to play with me and show me around ( if you know what I mean Wink )


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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Tue, 12th Jun 2012 07:18    Post subject:
besthijacker wrote:
Anyone would like to play with me and show me around ( if you know what I mean Wink )


Sure. You in New York? Lets find a good NY server. Brb, logging in. starting a new char.
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Tue, 12th Jun 2012 07:26    Post subject:
I'm on NY 20.. has GMT+8 so it's daytime. My name is J on the server. Press P to see player list you should see me there. My chat will be green, not blue.

edit: I spawned on coast and can see an island with a lighthouse on it in the distance. This is the west side of the city 'Electro.'
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mArkAntonioo




Posts: 952
Location: Lithuania
PostPosted: Wed, 13th Jun 2012 15:03    Post subject:
Pending Update 1.7.1 Details
Rough outline of what to expect in the pending update.

I will update this as more stuff is put in. Changelog will then follow it.

Performance and Optimization

- Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database.
- Bugs fixed that were possibly causing very significant netcode overhead (will need mass-scale testing to verify this).

Infected Behavior

- Infected can no longer see/attack through walls.
- Entirely new mocap'd attack and running animations

Content

- Additional Idle Infected sounds
- Revised Attack sounds
- Many new action sounds, including IV, bandaging etc...

Notes

- This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it.
- Read up at the BI Forums about the beta patch install. It's pretty easy.

Current Changelog

Developer's Note:
* Requires ArmA2 Beta.

Changelog:
Changelog:
* [FIXED] Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED] Bodies still being deleted too quickly sometimes
* [FIXED] No backpacks or medical boxes spawning
* [FIXED] "No Speaker..." debug report spam
* [FIXED] Infected spawning too close to players (minimum 30m now)
* [FIXED] Infected not spawning inside buildings any more
* [NEW] Infected can't attack through walls
* [NEW] Infected can't see through objects any more
* [NEW] Infected visibility increased (but limited by LOS)
* [NEW] Infected attack range increased (but limited by LOS)
* [NEW] Infected can cause greater damage when they hit you
* [NEW] You can hide from an infected chasing you
* [NEW] Optimized server cleanup routine
* [NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
* [NEW] Infected see based on eye direction, not on body direction as before
* [NEW] 30Rnd_545x39_AK added to loot table


http://dayzmod.com/forum/showthread.php?tid=10353




Can't wait for this new patch.
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dodger2020




Posts: 3537

PostPosted: Wed, 13th Jun 2012 15:22    Post subject:
mArkAntonioo wrote:
Pending Update 1.7.1 Details

Changelog:
* [NEW] Infected can cause greater damage when they hit you

Can't wait for this new patch.


Damn, they can already kill you by farting in your general direction. More damage?

I think it's ridiculous how fast they move, especially in close. They zigzag back and forth so fast it's damn near impossible to shoot them. That's always been my experience at least
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Wed, 13th Jun 2012 17:21    Post subject:
* [NEW] You can hide from an infected chasing you


^____^


RTX ON
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ixigia
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Posts: 65078
Location: Italy
PostPosted: Wed, 13th Jun 2012 17:43    Post subject:
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thenayr




Posts: 66

PostPosted: Wed, 13th Jun 2012 18:08    Post subject:
New patch fixes most of my biggest gripes with the game. FInally we can evade the undead :]
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Divvy




Posts: 1452

PostPosted: Wed, 13th Jun 2012 19:31    Post subject:
My biggest gripe is only slightly alleviated. I don't think 5 seconds disconnect time will suffice for a lot of PvP scenarios. Much better than instant disconnects though, for sure.
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dodger2020




Posts: 3537

PostPosted: Wed, 13th Jun 2012 19:54    Post subject:
Badrien wrote:
* [NEW] You can hide from an infected chasing you


^____^


I don't think that will make a bit of difference UNLESS they slightly slow them down. Hiding from them will do fuckall if you can't pull away from them. As it is now, unless you take advantage of the engine and zig-zag up a steep hill at an angle, you can't pull away from them to even allow hiding.

The only time I could see this as helping is if some twit comes near you with zombies in tow and you can hopefully hide in/behind something before he lures them onto you.

They need to come up with a way to slow the zombies down. Either just slow them down totally so you can pull away from them. Or give you a way to make them slow down. Maybe you're carrying a few uncooked steaks or something that you could drop while running to distract them temporarily.
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Wed, 13th Jun 2012 19:55    Post subject:
The recent patches immensely improved the situation for me, but connecting to servers still requires an insane amount of time (ask Besthijacker, his patience had no limits when we tried to play together Razz).

My terrible network speed surely contributes a lot, but overall it's still far from being ideal Sad
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Wed, 13th Jun 2012 20:28    Post subject:
dodger2020 wrote:
Badrien wrote:
* [NEW] You can hide from an infected chasing you


^____^


I don't think that will make a bit of difference UNLESS they slightly slow them down. Hiding from them will do fuckall if you can't pull away from them. As it is now, unless you take advantage of the engine and zig-zag up a steep hill at an angle, you can't pull away from them to even allow hiding.

The only time I could see this as helping is if some twit comes near you with zombies in tow and you can hopefully hide in/behind something before he lures them onto you.

They need to come up with a way to slow the zombies down. Either just slow them down totally so you can pull away from them. Or give you a way to make them slow down. Maybe you're carrying a few uncooked steaks or something that you could drop while running to distract them temporarily.


Imho they should just make them slower (Romero'ish) but increase their numbers tremendously.


2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Wed, 13th Jun 2012 21:05    Post subject:
ROOTDestiny betrayal! Arma 2 DayZ mod - Do I look funny?


skip to 14m 0s if you just want the betrayal lols.

His POV -
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