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Author Topic: Day Z  (Read 221523 times)

sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #225 on: May 02, 2012, 04:23:00 pm »

Unless you're flying planes or helicopters, I think that the controls should be fine for a laptop. Ideally with an external mouse, but even a touchpad would be doable. Just fiddle with things until they're comfortable.
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MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #226 on: May 02, 2012, 04:45:25 pm »

Alienware. That is probably the only laptop that could run this sonofabitch.

Alienware... Very Meh. Trust me, I have one.
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Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #227 on: May 02, 2012, 04:46:32 pm »

Alienware. That is probably the only laptop that could run this sonofabitch.

Alienware... Very Meh. Trust me, I have one.
Huh.
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Gunner-Chan

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Re: Day Z - A Zombie mod for Arma 2
« Reply #228 on: May 02, 2012, 04:49:39 pm »

I can play it on an asus laptop pretty much fine. I even use the touch-pad instead of a mouse.
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Leonon

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Re: Day Z - A Zombie mod for Arma 2
« Reply #229 on: May 02, 2012, 07:05:33 pm »

I'd post this on the mod's forum but it seems to be unable to send me an activation email. All this info is for 1.5.3 and will likely change with later versions.

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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #230 on: May 02, 2012, 11:53:46 pm »

I'd post this on the mod's forum but it seems to be unable to send me an activation email. All this info is for 1.5.3 and will likely change with later versions.


Code diving, or straight out decompiling? This is the kind of background information that I'd love to surf through in my spare time.

Edit: After being on the EU3 server, which seems to be eternally borked (having a very small to zero zombie count, and being night time for a very long time), I found at least two of the buildings you described in about as many hours with some nice goodies in them, including a revolver and an AKM. The two I found were in the north west airfield. Another building of note are the small wooden guard towers that are scattered on the outskirts of forests; I tend to find good weapons in them (and that's where I originally found an MP5SD + 3 magazines for it).

Now, if only I could find food reliably, or at least a hunting knife and some matches...
« Last Edit: May 03, 2012, 03:24:43 am by Astral »
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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
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Ghazkull

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Re: Day Z - A Zombie mod for Arma 2
« Reply #231 on: May 03, 2012, 07:18:39 am »

Alienware. That is probably the only laptop that could run this sonofabitch.

Alienware... Very Meh. Trust me, I have one.

XDDDD, i find mine actually quite good...as of now i can play everything on highest details...fluid :D

Yay finally got it installed...anyspecific server B12ers run around?

« Last Edit: May 03, 2012, 11:00:05 am by Ghazkull »
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Leonon

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Re: Day Z - A Zombie mod for Arma 2
« Reply #232 on: May 03, 2012, 11:20:30 am »

Code diving, or straight out decompiling? This is the kind of background information that I'd love to surf through in my spare time.
The mods' parts are in .pbo files that need a program to decompress and view. The spawn tables are in dayz_code's config.bin which needs another program to open properly. There are probably a few programs to do each task but those are what I'm currently using.
Another building of note are the small wooden guard towers that are scattered on the outskirts of forests; I tend to find good weapons in them (and that's where I originally found an MP5SD + 3 magazines for it).
Those are Deer stands. They do tend to have good loot since they're so far away from everything they don't get picked clean very often.
Now, if only I could find food reliably, or at least a hunting knife and some matches...
My technique for just starting out and needing to get those essential basics is to run to a barn (I don't care for stealth, so I tend to have a conga line by the time I get there) then run upstairs and pick up whatever weapon is there to use against the zombies that are currently after me. After everything is dead I look through the barn to see if there's a Winchester so I can use its absurd amount of available ammo to clear towns. I pick a town, run in, find a building that's large enough to slow zombies down to a safe speed to pick off one at a time without getting mauled. After killing the horde I then loot everything I need from the surrounding area. If there's a zombie inside the building I picked I run around the building until it comes out and joins the parade. If zombies spot me while I'm jogging about the town I duck into a large enough building and begin the slaughter anew.

It's fast, loud, dirty, safe, and effective.
« Last Edit: May 03, 2012, 11:23:31 am by Leonon »
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Johuotar

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Re: Day Z - A Zombie mod for Arma 2
« Reply #233 on: May 03, 2012, 12:19:29 pm »

I watched CHKilroy videos about this, I'm incredibly interested in this. Steam seems like cheapest and easiest option to get arma 2 CO if I give into buying. There are some other mods too for it that Id like to try. Well PTW for now.
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #234 on: May 04, 2012, 12:23:35 am »

New changelog:
Quote
UPDATE : 3 MAY 2012
   Affected addons:
      * dayz_code      1.5.4
      * dayz_equip   1.2    (YOU NEED THIS FILE TOO!!)

   Developer's Note:
      * Tents have been deleted. Sorry.
      
   Changelog:
      * [FIXED]      Tent updates not occuring due to incorrect Key reference      
      * [FIXED]      Zombies spawning right next to players
      * [FIXED]      Hard to build tents and fires (radius check reduced) [for Dwarden :P]
      * [FIXED]      Major inception-like time Desync'ing (forced time sync every 5 minutes)
      * [NEW]         Character saving now ever 2 minutes, not every 30 seconds (still forces save on disconnect)
      * [NEW]         Building sandbags, tank traps, and wire are persistent
      * [NEW]         Players no longer consume food/water offline BUT can still become starving offline (just eat when you login) P.S. you guys are pussies
      * [NEW]         Toolbox added. You need it to setup/takedown wire and tank traps

Nice that they fixed zombies spawning near players, as I had one time that I was all clear in a town, which then turned into a spawn fest because one managed to appear right behind me, prompting me to run and dragging along half the town with me. I also see the Toolbox becoming a much bigger item in terms of its uses in the future... if you can do wire and tank traps now, maybe it'll let you build other things as well. Like traps that use other weapons in their design, or the ability to create a (temporary) structure that would allow you to fabricate hand loaded rounds (a la Metro 2033's ammo types) from tin cans or scrap metal (just an idea for all that scrap) and salvaged gunpowder from ammo rounds you do not need (think Fallout New Vegas, too, with gunpowder or scrap). The hand loaded rounds obviously wouldn't do nearly as much damage, and I'm not sure if Arma 2 simulates bullet physics well, if at all) but it could come with a degraded accuracy and damage at least.

If he could implement some form of crafting system in the game, it would give it a much more survival-ish feel, as you're limited in what you can carry but still have the ability to make use of a good chunk of even "trash" items.

Also, more interior locations would be awesome. I'm tired of 80-90% of buildings I come across being locked up and completely unusable in any fashion. At least have loot drops outside the painted on doors.

Edit:On another note: How do you use the packs? I'm not sure if it's just a bug, but should I be constrained to only using the 8 or 12 inventory slots base?
Edit2: Nevermind. Found a lovely, stickied guide on their forum: http://dayzmod.com/forum/showthread.php?tid=785
It really cleared some things up on how awkward the Arma 2 stuff can be.
« Last Edit: May 04, 2012, 01:57:00 am by Astral »
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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.

Thendash

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Re: Day Z - A Zombie mod for Arma 2
« Reply #235 on: May 04, 2012, 11:44:43 pm »

...and I'm not sure if Arma 2 simulates bullet physics well, if at all) but it could come with a degraded accuracy and damage at least.
This is ArmA, it's not your average shooter. It does indeed simulate ballistics, that's why subsonic rounds(silenced) do less damage than a regular round of the same caliber.
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Astral

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Re: Day Z - A Zombie mod for Arma 2
« Reply #236 on: May 05, 2012, 04:18:03 am »

I have to say, I do like rocket's stance on PvP and what will most likely shape the direction of the mod in general. In a way, it reminds me of Dwarf Fortress, in that it doesn't hold your hand, and expects you to learn from your mistakes or just keep on having Fun.
Quote from: rocket
Just because I did not script rules, doesn't stop anyone from making their own in game.

Are people so used to games shoving rules, tasks, stories down their throats that they can't handle it when something doesn't? Or would you like a world where the players actually get to do this? Not a structured and controlled environment that is "dressed up" as post-apocalyptic?

I hear what everyone is saying, and yes - its cruel and unsporting when you get killed 10 seconds into the game. But that's what this is, it is brutal, it is cruel. This is not fair. Maybe you will hate this game. Maybe you already do. It is an unforgiving environment with no structure. It is up to you to decide what to do next.

I would rather let the project die (and maybe it will, I accept that) than take over the role of establishing rules and punishments and structure. Instead I am going to work on the world's framework. It is up to the inhabitants of that world, you guys, to decide what kind of world you want it to be.

Is this actually possible? Fuck knows. But I really want to find out, and I've got nothing at all to loose. And to be honest, neither have you because you haven't paid me a cent and I haven't been paid a single cent for any of this.

So here's the challenge - just take a moment and think about what you are asking me for, with alot of these requests. Balancing, structure, rules, protection. These are what the game industry has shoved in your face for the last twenty years. Even the game industry itself can't escape it. EVE-Online tried briefly but caved in. Why? Money. They needed subscribers.

I don't.

This is going all the way, to whatever end that is.

It's so inspiring that it brought a tear to my eye.

Also reminded me of this:
Spoiler (click to show/hide)
« Last Edit: May 05, 2012, 04:23:41 am by Astral »
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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.

Scelly9

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Re: Day Z - A Zombie mod for Arma 2
« Reply #237 on: May 05, 2012, 04:26:02 am »

I've found the EU servers to be better when it comes to PVP. They actually care when somebody gets shot.
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Johuotar

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Re: Day Z - A Zombie mod for Arma 2
« Reply #238 on: May 05, 2012, 04:59:19 am »

While "no rules" sounds good, the part about spawnkilling doesnt. I imagined spawnpoints would change so they are far away from other players.
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #239 on: May 05, 2012, 05:06:58 am »

...and I'm not sure if Arma 2 simulates bullet physics well, if at all) but it could come with a degraded accuracy and damage at least.
This is ArmA, it's not your average shooter. It does indeed simulate ballistics, that's why subsonic rounds(silenced) do less damage than a regular round of the same caliber.

one of the best simulations, probably only beaten by the ace 2 mod
http://www.youtube.com/watch?v=LTBvPn19g98
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