DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 29 Jul 12, 12:47 pm

Reddit seems to think your artifacting problems are the result of barbed wire. Makes sense that you're getting it at those spots, then. Might have to just wait out the update...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jez » 29 Jul 12, 1:41 pm

I was getting those problems last night but found restarting the game allowed me to log back in on that server without graphical issues. The DayZ Reddit also has a number of guides purporting to fix the issue, but none that I've tested so far.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 29 Jul 12, 1:52 pm

Eh I wont bother for the time being, I just wont go to Balota haha
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RSOblivion » 29 Jul 12, 2:31 pm

The texture glitch is server side and being dealt with. Now a known issue :)

EDIT: Reddit is wrong. It's the placed dead military bodies around towns/military areas.

Autorun can indeed be helpful. Gotta love macro's...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 29 Jul 12, 2:48 pm

RSOblivion wrote:The texture glitch is server side and being dealt with. Now a known issue :)

EDIT: Reddit is wrong. It's the placed dead military bodies around towns/military areas.

Autorun can indeed be helpful. Gotta love macro's...


Yeah my solution is a little low tech >.< I wonder if I could set up one of My G keys to be a "hold W" key.

Also, just came face to face with a guy in an apartment at Cherno, emptied a barrel into him, then he does the same, then we both fall down, and fire again, then reload, and fire again, then we both die.

Edit: Made it back to the spot I died, got all my gear back.. damn shame that he fell in such a way that I couldn't loot him though :/

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Edit:

OKay, is it just me or does this game get more **** up every patch? I played for weeks with zero issues, and now after recovering all my gear, I had to change servers due to a server restart, queue lost all weapons and inventory, again. Quit server and joined another one, no joy.

Bit beyond a joke.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RSOblivion » 29 Jul 12, 5:06 pm

On high lag servers you need to wait a couple of mins before logging out. If you log out too fast you lose it all. Seeing as the Hive updates every 15mins that is the ideal time to wait.

High lag doesn't necessarily rule out AU/NZ servers ;)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 29 Jul 12, 10:29 pm

Disco LT wrote:Yeah my solution is a little low tech >.< I wonder if I could set up one of My G keys to be a "hold W" key.


If you're in Steam you can hold run and then press shift+tab and it will jam down, you might have to tap it once to stop moving when you remove the interface though.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 29 Jul 12, 11:45 pm

Came across this beasty this evening;

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Not of much use to us as we're all decked out in DMR/AN FAL, but it's the first one we found that was on fire and smoking. You could see it from miles away when wearing a set of NVG's. Also, debug monitor now shows bandit kills. I have 4. I am pleased. Although it's safe to say nobody is friendly in DayZ anymore, it's devolved into a shoot-first mentality.

Also, artifacting is caused by two things, dead army bodies and fences. Can fix it by toggling your Texture Detail setting in your advanced graphics controls. Doesn't matter what you set it to as long as you toggle between low and something else. Otherwise disconnect/reconnect from the server.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 30 Jul 12, 2:00 am

I'm not sure why but my choppers don't smoke any more, I've tried every graphics setting and nothing seems to fix it, makes them a **** to spot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 30 Jul 12, 6:33 am

Nekosan wrote:I'm not sure why but my choppers don't smoke any more, I've tried every graphics setting and nothing seems to fix it, makes them a **** to spot.


Mine have never smoked, that would make them nice and easy to see..
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Angeredsoul » 30 Jul 12, 7:13 am

So my mate and I finally found a working vehicle. 10mins later he crashes us into a roadblock, escape death by 500 blood and every status ailment under the sun.

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 30 Jul 12, 7:36 am

Clontarf[X] wrote:Although it's safe to say nobody is friendly in DayZ anymore, it's devolved into a shoot-first mentality.


You're not wrong about that.. I used to be a lot nicer, now I'll open fire ASAP.

I even had some douchebag kill me as a fresh spawn in the very SW corner of the map with an M16 :/

Also, they nerfed the weapons? The revolver used to be a one hit kill for Zeds.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jez » 30 Jul 12, 8:52 am

Disco LT wrote:
Clontarf[X] wrote:Although it's safe to say nobody is friendly in DayZ anymore, it's devolved into a shoot-first mentality.


You're not wrong about that.. I used to be a lot nicer, now I'll open fire ASAP.

I even had some douchebag kill me as a fresh spawn in the very SW corner of the map with an M16 :/

Also, they nerfed the weapons? The revolver used to be a one hit kill for Zeds.


An arma 2 patch reduced the weapon damage of all the pistols and the lee-enfield, not sure if it's going to be maintained in DayZ.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 30 Jul 12, 9:39 am

Aahhhh, I wonder then if that also caused the Enfield to require cycling for each shot, and if the Winchester also requires the same now?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 30 Jul 12, 4:07 pm

Yeah see Nomicakes' post last page or so, they've been heavily nerfed. This combined with cascade-aggro and being able to aggro everything within a 500m radius with most of the high power guns makestaking on zombies fricken hard now. It's pistols at 12 paces or leg it into the nearest barn now...

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