DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 26 Jul 12, 5:42 pm

Most servers are down at the moment, also there is a new patch for ARMA 2.
http://www.shacknews.com/article/74967/ ... -z-crashes
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 26 Jul 12, 5:45 pm

Okay, so in my attempts to fix, I have verified the game files, rebooted, still no joy (this is before I knew the server was down, but even regular ARMA 2 servers weren't displaying), however now on installing the latest beta patch I've been advised my CD key is incorrect.

What the ****.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby FrAUdie » 26 Jul 12, 7:22 pm

Was just in a server I joined through my recent servers list, since browser showed nothing.

So laggy... quit about 10mins later. Couldn't even kill this guy who was shooting at me, my crosshair was just jerking all over the place.

I think I might wait for the next proper patch... -_-
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jez » 27 Jul 12, 12:12 am

How hard is it to find a server that's actually playing the timezone that it says it is? I've been on three GMT+10 servers tonight hoping to get some nighttime scavenging done, but all three of them have had wildly different times ingame. Very annoying.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 27 Jul 12, 1:12 am

Jez wrote:How hard is it to find a server that's actually playing the timezone that it says it is? I've been on three GMT+10 servers tonight hoping to get some nighttime scavenging done, but all three of them have had wildly different times ingame. Very annoying.


Not normally too bad, gamespy have been doing an update and it borked all the servers so they havent been maintained by their admins.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 27 Jul 12, 5:40 am

I think I might have to try a complete reinstall, it seems as though the game itself not just the patches etc are borked.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby oriXon » 27 Jul 12, 8:58 am



Brilliant!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 27 Jul 12, 9:07 am

Disco LT wrote:So is it just me.. or when I try to find servers, there are none? Got no filter set, and no servers are showing at all.


I had this and it had changed the network from internet to LAN. Changed it back and the servers reappeared.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 27 Jul 12, 1:25 pm

dates no longer saved for objects non-authorized skins)
* [NEW] Players spawning in debug area or "water world" will spawn on beach on next login (with their gear)
* [NEW] Client will automatically spawn player out of debug and waterworld to last known position
* [NEW] Radar removed from helicopter (UH1H will be added back to vehicle spawns)



AWWWW YEAAAAAAAAAAH
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 27 Jul 12, 1:45 pm

Well, good thing I'm stuck at home with a chest infection....

*dons his G35's*

Time to go hunting :D
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 27 Jul 12, 3:41 pm

Looking forward to getting up to some adventures tonight. At this stage we have 6-10 people in our group for tonight :D. Might even go and play on some high pop servers and go hunting :D

I'm also pretty confident that if we come across any vehicles I shall not be allowed to drive them after last weeks .... incident..... :D.

Will hopefully get some nice fraps footage too, and will put a short vid up ;).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nemesis_22 » 27 Jul 12, 5:11 pm

ERMAGHERD.

I found a near perfect place for our group to logout. So far, every login (we always go back to the same spot), there has been a helicopter crash within three hundred meters. So now, our squad has 2 DMRs, 2 L8A5 AWS's, 1 M107 and Mk 48 0 LMG. Only one NVG though. Just found the second L8A5 AWS before on a quick solo check, had to abandon a DMR to do it though.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nomicakes » 27 Jul 12, 6:00 pm

I suggest anyone with concerns about zombies not dying when they should when shot with certain weapons, read:

http://dayzdb.com/news/weapon-changes-in-arma2-162

About half the weapons' damage values were cut back in the Arma2:OA beta update 1.62

Not sure as of yet whether Rocket will be altering Zed blood values, or leaving us to forge our way ahead in tougher times (which I don't altogther mind).

Short version: M1911 and Revolver are no longer 1-shot kills. Enfield is no longer a one-shot kill, is no longer the "Dinner Bell" (reduced audible range for Zeds). Several pistols/rifles/ARs have had their damage reduced.

Disclaimer: Headshots are the same as always. Duh.
Freeborne wrote:Welcome to DayZ. The Zombie RPG without the RPG, and where the zombies are less scary then ladders and small ponds.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Wrangl3r » 27 Jul 12, 7:04 pm

Thanks for that info Nomicakes. Was wondering what the deal with that was.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 28 Jul 12, 9:30 am

OH NO SUPER PISTOL POWER IS OVER :(
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