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Author Topic: Day Z  (Read 221476 times)

sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #165 on: April 27, 2012, 09:00:54 pm »

I got those two errors as well, for some reason I had to shut down steam and then run it again in administrator mode. That seemed to fix it.

I'm getting a couple of errors
Spoiler (click to show/hide)
Anyone know how to fix it?
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Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #166 on: April 27, 2012, 09:01:36 pm »

FUK. Already cleaned it out and started re-downloading.
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Gunner-Chan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #167 on: April 27, 2012, 09:32:43 pm »

Oh what the fuck man. Don't you ever try the less extreme measures before nuking it from orbit with your trusty delete key?
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #168 on: April 28, 2012, 03:49:58 am »

I got those two errors as well, for some reason I had to shut down steam and then run it again in administrator mode. That seemed to fix it.

I'm getting a couple of errors
Spoiler (click to show/hide)
Anyone know how to fix it?

it's the anti cheat protection that gets messed up without being run as administrator. I saw this happen to me, but only on windows 7 64bit
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #169 on: April 28, 2012, 07:30:52 am »

I'll play on EU1 till I know better on where you all are
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #170 on: April 28, 2012, 07:37:06 am »

why all servers on six updater give me a #modcheck bad?
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #171 on: April 28, 2012, 07:51:05 am »

'you were kicked - battle eye, corrupted memory'

oh, well.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #172 on: April 28, 2012, 09:26:13 am »

Try a reinstall of battleye and not using the six updater
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kg333

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Re: Day Z - A Zombie mod for Arma 2
« Reply #173 on: April 28, 2012, 02:35:38 pm »

Well, after running around, falling off a ladder due to ArmA's poor physics when you have a pistol out, finding building after building full of tin cans, seeing an occasional player running around in the distance, getting destroyed by spastic zombies who run in zigzags, and being unable to log back in due to the character server being down...

I'm unimpressed.  This is going to have to improve a lot if it's going to last.

KG
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Urist McScoopbeard

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Re: Day Z - A Zombie mod for Arma 2
« Reply #174 on: April 28, 2012, 02:56:42 pm »

what server do we usually play?
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #175 on: April 28, 2012, 03:28:19 pm »

ok, got in some server..


two more for the player killers list: frank and kent (unconfiremd) over some medical supplies

they got killed too. must be another guy.. sucks to be pkilled in the starting city.
« Last Edit: April 28, 2012, 04:09:37 pm by LoSboccacc »
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #176 on: April 28, 2012, 04:59:20 pm »

ok, goofed around a fair bit



really like the setting. weapons are a bit too scarce, specially as you end up with lot of ammunitions of weapons you don't have.

zombies aren't particularly harmful, but geoing around alone is risky enoug.

players killing sucks, specially in the noob area, double so if you are around some idiot looting and spamming flares.

got killed too much from the same guy from the woods of the starting town; not a nice experience, overall, as with the starting equipement you don't really stand a chance of actually fighting back.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #177 on: April 28, 2012, 05:16:46 pm »

There are several starting towns. So eventually you'd spawn in a different one. Yeah, player killing is a bit annoying, but it gives the game a bit more of a psychological factor instead of the generally easy to predict zombies.

My suggestion? Leave the cost immediately. Don't go TOO far north. There's even worse things up there sometimes, but play around in the smaller towns in the middle of the map. Stay out of cherno and electro unless you absolutely have to. At night, if you pop a flare for some reason, don't plan to stick around that area too long. I tend to do my best to navigate between villages in the pitch black, pop a flare into the middle of the village, rush in(as best I can) do my looting quick, and get out fast and away from the light. The new starting weapon is apparently underpowered compared to the revolver. You just need to plan to do a lot of sneaking. Tall grass and trees are your friends. Roads, while quick and good navigation markers, can get you killed pretty quickly as well.

If you die, just roll with it. Pretend it's a roguelike and learn from the experience.
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Thendash

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Re: Day Z - A Zombie mod for Arma 2
« Reply #178 on: April 28, 2012, 05:18:05 pm »

There is no "noob" area or "starting city," you just spawn randomly along the coast. Just because it's a spawn area doesn't make it any more safe from zombies or people, in fact it's more populated so you'll probably run into more of both along the coast. Weapons "too" sparse? I think you're looking in the wrong places because I think there should be even less weapons. Also, you don't have to pick up everything you see, I know how you feel as I hate leaving stuff behind too but you just need to learn to only take what you need/can use. If there's ammo for a gun you don't have; leave it, food or drink and you have no room; eat/drink something then grab it, leave the rest.
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #179 on: April 28, 2012, 05:23:34 pm »

Also, it might be that they're sparse along the coast simply because it's being picked over more often. I do tend to find a decent amount in less frequented towns.
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