DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 14 May 12, 11:06 pm

Gib the reason it's so polished is that they barely added anything, new AI behavior and hp system and placed some items and that's about it. It's not hard to be polished when it's so bare-bone.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 15 May 12, 10:01 am

I'd hardly call it polished anyway. It has some very nice features and new weapons, but it's been in development for months, and in open Alpha for over a month. It still causes lots of errors on servers, frequent crashes, and often requires manual startup in a very specific way. Performance is still worse than any other mod or mission that I know of. I remember people thinking Aussie Life used to use a lot of resources. LOL.

But, the fact it's not polished, and still bare bones is why it has so much more potential to grow and be even better. You think people are addicted now....

Harder to get a slot now since last update. We had to drop the maximum slot count, and fall back to 2x servers after last update has doubled our server requirements :(
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Death Mittens » 15 May 12, 10:09 am

The demand for DayZ is growing faster than anyone can keep up with, even if GoN gets some servers up I think we'll still be experiencing full servers.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Gunso » 15 May 12, 2:55 pm

i'm quite surprised how some servers dont have ping restriction at all, saw a guy with 600ms yesterday D=

Manage to join in yesterday for the 1st time, zombies dont make any sound like i see in the youtube videos anymore =_=

server pretty smooth, but saw zombie spawn a bit slow sometime. need to wait for a bit for the loot and zombie to spawn.

Team up with a kid that uses caps lock and holding a flare all the time and a bandit that claim he's a good bandit, felt really glad when someone took the offer and kill the flare kid for 2 meat just for the annoying global caps lock text msg.

Dayz is a really weird game indeed
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Denn|s » 15 May 12, 7:48 pm

Yeah, with 80 slots under 150ms, we need more servers :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Hydra » 15 May 12, 9:34 pm

Hey guys,

arma2-2.games.on.net is currently a DayZ server. I have a little more work to do tomorrow to make it permanent but you can play all you want tonight :)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 15 May 12, 9:55 pm

Yes, but it's not working. Hasn't been working since it's been up, or after the 2+ crashes :(

It looks like HiveAuth, or possibly Hive, isn't working
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jenkins_ » 15 May 12, 10:00 pm

It's still having issues at the moment. Hopefully it sorts itself out shortly. Otherwise, might brave a high ping US server *shudders*

Diablo 3 is lagging too much to be fun tonight, wanna play me some DayZ
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Denn|s » 15 May 12, 11:46 pm

Hydra wrote:Hey guys,

arma2-2.games.on.net is currently a DayZ server. I have a little more work to do tomorrow to make it permanent but you can play all you want tonight :)

Dat Hydra! <3
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Mooncabbage » 16 May 12, 12:36 am

Gah, anyone else finding the 24 hour day night cycle horrifically frustrating? I can't see **** at night, I don't know where I am, and I can pretty much only play in the evenings. Atleast the GoN server is in Adelaide, so its only like 1.5 hours ahead of me instead of 2-3. Still it seems like unless something changes I'll be doomed to wander around in darkness (or more likely just not play until they fix it).

You'd think they'd have a 6 or 4 hour cycle, or else have the servers run daytime during peak hours.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 16 May 12, 3:41 am

Mooncabbage wrote:Gah, anyone else finding the 24 hour day night cycle horrifically frustrating? I can't see **** at night, I don't know where I am, and I can pretty much only play in the evenings. Atleast the GoN server is in Adelaide, so its only like 1.5 hours ahead of me instead of 2-3. Still it seems like unless something changes I'll be doomed to wander around in darkness (or more likely just not play until they fix it).

You'd think they'd have a 6 or 4 hour cycle, or else have the servers run daytime during peak hours.


Try playing on a server located somewhere else, i know the Thai server is sometimes out of sync.

I had a strange session tonight, started out in stealth mode and after about 40 minutes something just snapped and i swapped the m4+can out for my 249 and just started wholesale feeding it stanag/boxes, started the night with a good 1000rnds (not counting the stanag) and... let's just say i don't have that thousand rounds anymore lol.

Musta burned a good 2000 rounds tonight, more than half of which was in sd-mag form rofl, normally the thought of doing that (and during daylight at an airfield no less) would horrify me.

249 confirmed for best gun in the game, eats stanag, drives tacks and doesn't afraid of anything.

Apologies if one of you was the poor SOB who decided to walk up behind me unannounced and loot a corpse, that didn't really go down too well with my 2am caveman brain and i was -30rnds before i really even registered he was there. :2gunsfiring_v1:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Hydra » 16 May 12, 6:47 am

I've been reading their forums, there are threads about the whole waiting for server response thing. I haven't ever played ARMA, let alone DayZ, so I am still unfamiliar with the problems. I've now got the game so I can at least test things for you now.

I'll have a chat with the DayZ guys today and see what they think.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Freeborne » 16 May 12, 8:58 am

Hydra, you can catch cm, Antipop or myself on ts.ausarma.org if you have any questions. Rockets timezone difference, workload, and daily life duties often means it can take him more than a day to respond.

There was a problem over past 2 days affecting several thousand players who had corrupt item data in their profiles, preventing them from loading, however last night no-one could join at all, and it was only on GON server, so it wasn't that. It never got to the "Loading Character Data" phase though. We only ever got up to "Waiting for Server Response". Eventually the scripts timed out and we all loaded into the map with no player bodies defined, and could not move. This only happens when Hive is not working/loaded.

When the mission loads, it uses "HiveAuth" to authenticate and look up the user. This is when we see the "Waiting for Server Response". It's usually pretty quick.
It then uses "Hive" to save/load player gear (including weapons, backpacks, last location, etc). That's when we see "Loading Character Data" and that can take a little longer.

Startup procedure.
1. HiveAuth.
2. Hive.
3. Game server.

So you need to load HiveAuth, then Hive. They can sit there doing nothing until the mission/server starts (but they have to be running 1st). Then, if you're lucky, it will load the mission and grab all the vehicles and tents from the central Hive database, and populate them on the map. We've found it also tries to load everyone's character gear at the same time though, so if you have 50+ players loading their data, it often means the vehicles don't get loaded, as the script that calls them times out (or something). That's why we've had to manually start the mission some times, kick out users, lock the server, and let the mission load with minimum players. Then we unlock it once vehicles/tents have spawned in.

Occasionally the HiveAuth or Hive will appear to lock up, so it wont process new characters, and player gear/locations won't save (should be about every 60 seconds). Players will also complain they've been stuck at "Waiting for Server Response" for 10 minutes, etc. This can be fixed by restarting one/both of these Hive apps. If someone joins while HiveAuth is down, they may load a blank character, or forever get stuck in "Loading Character Data". Those poor saps just need to rejoin from lobby, or sometimes quick ArmA and come back again.
Last edited by Freeborne on 16 May 12, 9:07 am, edited 1 time in total.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Hydra » 16 May 12, 9:04 am

Thanks for explaining, it looks like we'll need to use a custom command to run the game.

I'll play around with the server again this morning and see if I can get it to work.
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