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Author Topic: Day Z  (Read 221491 times)

MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #195 on: April 29, 2012, 02:17:06 pm »

Depending on HOW you're unable to join. I have the same issue.
Okay, I managed to successfully reinstall ARMA2:OA and @DayZ, but now I can't connect to any servers (DayZ or not) despite a clean update.

Anyone else have this happen?


The in the last update; the dayz and dayz_weapons addons were changed along with the dayz_code. Did you update those?
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Gunner-Chan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #196 on: April 29, 2012, 02:35:20 pm »

It's important to say just what happens when you try. I know it's not the HIVE servers as I was just on US-4 a little while ago.

Run through a little checklist in your head.

1. Have I ran both Arma II as standalone on this computer?

2. Is my Day-Z up to date?

3. Am I trying to join US 3 or US 4 and need the beta patch?

4. Are the HIVE servers overloaded?

5. Am I exiting too fast and not letting my game connect?


Most importantly if just what happens when you try to connect isn't said, there's not much anyone can do to help out.
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TheBronzePickle

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Re: Day Z - A Zombie mod for Arma 2
« Reply #197 on: April 29, 2012, 03:40:02 pm »

This does look interesting, but I have an issue. I have Arma 2 vanilla on a disk, how would I go about getting Operation Arrowhead in a way to make it work with Day Z? Preferably without having to buy Arma 2 again, of course.
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #198 on: April 29, 2012, 03:58:16 pm »

According to someone earlier in the thread, they were able to buy the Steam version of OA and it detected that he had the vanilla version as well, allowing him to right click and get Combined Operations without any issue.
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Itnetlolor

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Re: Day Z - A Zombie mod for Arma 2
« Reply #199 on: April 29, 2012, 04:16:23 pm »

The problem I have is more like I have no server list; and before that, I had all kinds, despite being able to play through (and without playing through) Steam. So I have no idea what screwed up. I even KO'd my firewall for a moment to see if that was hindering it at all. Nope, and even with it on, I was able to get a list beforehand. I really don't feel like doing yet another reinstall.

EDIT:
Oookay. I guess since I shutdown my computer (did a bit of dusting earlier today), I now have a server list again. A little bothered by that, but whatever, it works again.

EDIT EDIT:
I think I figured out why I had no server list for the longest time. I think because I had to reinstall ARMA2:OA, it had to re-download the serverlist.
« Last Edit: April 29, 2012, 04:26:10 pm by Itnetlolor »
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #200 on: April 29, 2012, 04:24:09 pm »

My problem currently is that all of the servers are full, except for the two that require 1.61.92333; are those beta versions of Arma 2?

Edit: Nevermind, found it. Whats nice is that the two servers in the US running beta patches are 99 slot servers and only half full.... the other 50 slot servers are always full to the brim.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Descan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #201 on: April 29, 2012, 04:46:54 pm »

For those having issues, MAKE SURE you select "Launch Combined Operations" (if you're playing from steam) and NOT "Play Operation Arrowhead".

It let me FINALLY join a server (or at least go further than I have before, I'm still loading), and I've yet to see any mention of that on the board, though Janet told me before and I didn't realize what she meant.
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Itnetlolor

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Re: Day Z - A Zombie mod for Arma 2
« Reply #202 on: April 29, 2012, 04:49:57 pm »

Well, with being able to get servers returned, now I'm getting crap about not having acceptable keys to be able to sign on, and that I should get a new key or delete the files; regardless having 6 reinstall the mods, and even grabbing them off their homepages directly, and processing the BIkeys from the 6 launcher. What's this about now?

EDIT:
Where can I get the "additional accepted keys"? No server will accept my logging in.

EDIT EDIT:
Dammit Jayarma2libs!!!! :shakes fist: do you lack keys? (nope, they have key files; they just won't work)

If anything, JayArma2libs (and _new) and anything related to those have been a thorn in my side this whole time.

EDIT EDIT EDIT:
Process BIKeys logs gave me this at the end:
Spoiler (click to show/hide)

Once more delete/reinstall, I suppose.

It doesn't help that I followed the install instructions by the word. Maybe the servers being full may have compromised a good download of them.

EDIT EDIT EDIT EDIT:
How many times do I have to re-install this game for it to finally obey? Got locked out from playing it through Steam, again. A combination of graphics and stopped responding messages. Not to mention it got hostile when I tried loading up Combined Operations. That seems to be the usual catalyst for things to go bss aackward on me.
« Last Edit: April 29, 2012, 05:37:45 pm by Itnetlolor »
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #203 on: April 29, 2012, 07:44:07 pm »

Looks like 1.5.2 is out now. Lots of servers restarting with it too.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Gunner-Chan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #204 on: April 29, 2012, 07:59:45 pm »

I wonder what's new. The forum hasn't updated with a changelog yet.
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jc6036

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Re: Day Z - A Zombie mod for Arma 2
« Reply #205 on: April 29, 2012, 08:09:03 pm »

It's things like this that make me truly sad that my laptop can't handle Arma 2 D:
« Last Edit: April 29, 2012, 08:23:04 pm by jc6036 »
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Thendash

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Re: Day Z - A Zombie mod for Arma 2
« Reply #206 on: April 29, 2012, 08:18:59 pm »

I don't care what people say about pking, it just makes the game for me. I was playing with two friends on vent and we heard of mass pking near the area we were in, so needless to say we were pretty spooked and constantly on the look out for humans and zombies alike. We were walking along a road just inside the treeline when we heard gunfire ahead, we immediately hit the ground and crawled behind the nearest tree then slowly started bounding forward with one covering while the others moved. We came to an open area with a large open door shed across the street from the field we were now on the edge of, then we started seeing zombies across the street running around so we figured there was at least one human in the shed fighting off this horde but there was no way of telling if he was friendly or not. I slowly made my way out into the field and hid in a bush with a perfect line of sight into the barn, confirmed one survivor fighting zombies inside. We kept eyes on him until he had killed all the zombies, then moved in to confront him, he turned out to be friendly so we all went on our own way. But then as we reentered the forest on the other side of the field I saw a glimpse of an orange name, I called out to hit the ground and take cover. Two humans came into view, and one of their names kept turning white then orange, we hailed them and they said they were friendly but we were all very uneasy. We cut a deal for them to cross the street and we'd all circle wide around each other, the whole time both groups watched each other with weapons aimed at each other until we were out of view. In both instances everyone turned out friendly, but that sort of tension just doesn't show up in any game let alone one without pking.
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #207 on: April 29, 2012, 08:56:07 pm »

I wonder what's new. The forum hasn't updated with a changelog yet.

Usually the part where you can download has a Changelog underneath the Parent Directory link.

Quote
UPDATE : 29 APR 2012
   Affected addons:
      * dayz_code      1.5.2
      * dayz         1.2.2
   
   Changelog:   
      * [FIXED]      Nobody would change into a bandit (this time its REALLY fixed!)
      * [FIXED]      Fireplace placement irregular
      * [FIXED]      Study bodies broken
      * [FIXED]      Environment updates from Cherno and temporary camps disappeared
      * [FIXED]      Vehicle Repairs sometimes do not work
      * [NEW]         Object creation completely recoded (tents working 100%)
      * [NEW]         Vehicles added to every instance (Helicopters, Boats, Cars, etc...)
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #208 on: April 29, 2012, 08:57:09 pm »

-snip-

I don't have a problem with PKing for RP reasons (To get weapons, food/medicine, just plain fear). I do, however, have a problem with is griefing (Killing people for no reason other than to be an ass).
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Itnetlolor

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Re: Day Z - A Zombie mod for Arma 2
« Reply #209 on: April 29, 2012, 08:59:49 pm »

Maybe I missed something when updating DayZ through the Six Updater.

Did I have to change my profile over to A2 OA Combined Ops (Forced), or leave it at A2 OA Any (Autodetect) for it to install properly, or when running the game after install/update? Would be handy to know if that was what was missing.

As usual, I'm going about it the hard way (trial & error), unless otherwise informed more clearly, until I get it right.

And my opinion about PK'ing, as annoying as it is in general, for a game mod like this, it adds to the atmosphere; that is, unless it's purely greifing, then yeah, kick them off the server.

EDIT:
I've also noticed through Six that the ping for all servers are locked at 9999 and ModCheck is a big glowing red Bad. I wonder if I'm the only one seeing this?
« Last Edit: April 29, 2012, 09:09:16 pm by Itnetlolor »
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