Yet Another Zombie Mod

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Re: Yet Another Zombie Mod

Post by Da-Fort on Tue 24 Apr - 11:05:08

bJN.uk wrote:With regards to regaining morality, referred to as humanity across several discussion boards, you can help other people by bandaging, giving blood etc etc - so you either kill or help, and that's about it really. Personally, I don't see the point - it would be nice to have more customisable skins rather than being forced upon you in my opinion.

But what if you are healing your group who just killed an innocent person?

EDIT: When a person injures someone you can kill him within a timeframe of 2 minutes without being penelized. Still seems a bit off but better then nothing, right?

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Re: Yet Another Zombie Mod

Post by capitan on Tue 24 Apr - 11:12:14

I would rather have a bandit outfit, and just kill everyone on sight. I have you lot to help me when I need it Wink

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Re: Yet Another Zombie Mod

Post by bJN.uk on Tue 24 Apr - 11:15:59

Da-Fort wrote:
bJN.uk wrote:With regards to regaining morality, referred to as humanity across several discussion boards, you can help other people by bandaging, giving blood etc etc - so you either kill or help, and that's about it really. Personally, I don't see the point - it would be nice to have more customisable skins rather than being forced upon you in my opinion.

But what if you are healing your group who just killed an innocent person?

EDIT: When a person injures someone you can kill him within a timeframe of 2 minutes without being penelized. Still seems a bit off but better then nothing, right?

Yeah, the time frame thing should be there to protect you to an extent. But what about if someone fires and misses, you turn around and gun them in the face - you'll be the one that has killed, and not in self-defence as you weren't hit...

Generally speaking, if you get hit first, then you die first Rolling Eyes
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Re: Yet Another Zombie Mod

Post by Snippers on Tue 24 Apr - 11:18:03

We should declare a king of the north (game of thrones XD) lololol

I am not too sure exactly what I want to play friendly or foe both are fun. But it looks like its a either/or not a both anymore. You could become a bandit just by defending yourself as well which is not ideal it is not as simple as killing other players.

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Re: Yet Another Zombie Mod

Post by fillsson on Tue 24 Apr - 11:20:00

THE KING IN THE NORTH!!!!!



I've watched a lot of videos of this DayZ, looks pretty damn cool..

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Re: Yet Another Zombie Mod

Post by bJN.uk on Tue 24 Apr - 11:29:44

I really want us to get a car now... In fact, I want it to be our mission...

If we can get some tents well hidden somewhere... I'm even prepared to walk around with no primary!!
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Re: Yet Another Zombie Mod

Post by bJN.uk on Tue 24 Apr - 12:05:45

This is from the Facepunch Arma2 thread:

NY1 is running a test of v1.4.2 - if you have a moment please come on so we can capacity test it.

v1.4 had major issues due to lag from creating additional models. This may have been resolved, but can only be tested with heaps of people connecting.
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Re: Yet Another Zombie Mod

Post by Fuggut on Tue 24 Apr - 12:25:08

fillsson wrote:THE KING IN THE NORTH!!!!!



I've watched a lot of videos of this DayZ, looks pretty damn cool..

Brace yourselves...





Zombies are coming

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Re: Yet Another Zombie Mod

Post by ExeTick on Tue 24 Apr - 12:40:59

its an update for Dayz mod now.

there is 2 things Dayz_v1.2 and dayz code 1.4.3

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Re: Yet Another Zombie Mod

Post by Fuggut on Tue 24 Apr - 12:54:07

Just because alot of people ask where the link is (even though I think its in the channel description :D)

Here it is for the new files! (or if you just wanna try it out)

http://www.mediafire.com/dayz

Goes to a third party website (mediafire) -nod-

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Re: Yet Another Zombie Mod

Post by Fuggut on Tue 24 Apr - 17:34:51

Me and Lovvi Just had the best but funniest experience ever XD We found a freaking ATV hahahahahahahahaha XD We were in the woods and he found it and we hopped on and drove to the Castle on US 1 and found a freaking Littlebird XD it had no fuel so we remembered we found a tent with a jerry can in the dam so I took a turn driving and ran a zombie over and I cried so hard from laughing Lovvi had to take over again and we got the jerry can then Lovvi flipped us 50 times in the air and crashed it XD funniest day of my life

rofl

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Re: Yet Another Zombie Mod

Post by Lovvi on Tue 24 Apr - 17:45:29




Also, the vid:
http://www.youtube.com/watch?v=-qefE5ee5S4

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Re: Yet Another Zombie Mod

Post by Bounty on Tue 24 Apr - 17:47:29

The heck is that doing there?

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Re: Yet Another Zombie Mod

Post by JToTheDog on Tue 24 Apr - 18:49:02

Story time kids:
Had a game where I hiked alone across the woods up to Vybor in the NW. Relatively large town town but for some reason empty. During the hours we had a gang of raiders going around killing and looting so everyone was very jumpy.

In the eerie large and weirdly empty town of Vybor I found a lot of supplies. I set up on top of a large house with my CZ550 picking Zeds from a distance. I get a message asking who's firing from Vybor. After confirming that we don't want to want to kill each other he said he was heading in from the east. My shooting had attracted a lot of Z which were on his side of town. As soon as I saw him, the entire dead population of Vybor got after him. We almost made it, though we didn't.

We met up again and decided to head north and planned a couple of detours. We followed the plan, stopped at the designated spots. Didn't find anything good. At one of the stops we heard "Friendly!" Looked around and found a lone german riffleman. He had a map & gps and supplies so we decided to team up. Next to last stop was Vybor... Again this Relatively large town was almost completely empty.
We're in the middle of the town, just about ready to move out when we hear a scream. From every street around the town comes a million zombies. We hid in a shop, using up all my ammo we decide to retreat to a big building across the street. During the confusion our german friend ran the wrong way. After a lot of screaming, shooting and almost overdosing on meds, I ended up with 117 left in blood.

We head out of Vybor and decide NEVER to head there again.

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Re: Yet Another Zombie Mod

Post by H.sta on Tue 24 Apr - 21:21:14

Ooh, anyone up for showing me this tomorrow?

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Re: Yet Another Zombie Mod

Post by Fuggut on Tue 24 Apr - 21:30:24

H.sta wrote:Ooh, anyone up for showing me this tomorrow?

Sure we'll look after ya :D

That video was hilarious Lovvi XD Your voice isn't picked up? :o there's a way to do it in fraps :D

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Re: Yet Another Zombie Mod

Post by Fuggut on Wed 25 Apr - 1:33:28

Tyran - He saved me tonight :D I got hit by a zombie, first hit broke my leg, I crawled for 2 hours asking for help and he went from the bottom of the map near the ocean to come and give me morphine, he wanted to group but its 1.30 am XD I invited him to the forums to come play with us :)

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Re: Yet Another Zombie Mod

Post by Snippers on Wed 25 Apr - 9:53:59

rocket wrote:HIVE (the connecting application between the server and the master system) currently runs asynchronously, but on one thread. It has to do ALL updates and each update can take about one second. With fifty players, moving constantly, currently this means that the thread spends nearly all its time processing player updates. The whole system was working "okay" until I split login into two parts, which means two transactions for the server. I had to do this, because ArmA2 has a limitation on string size and loading in data for inventory for heavily laden characters was breaking this. It also meant I could add no more data. A new transaction means at least twice the length of login, as they aren't timed together and are in competition for a chance on HIVE's thread.

The system prioritizes those already in game to provide the best playing experience. The best advice I can offer is to either wait, or visit a server that is not overloaded. Disconnecting and reconnecting will do nothing except place you lower in the que and also increase the loading by adding another transaction.

Anyone who has seen HIVE's output window will know, that the poor application is pushing well beyond its limits. It needs multiple threads.

I will be splitting this out into two parts, one thread will be dedicated to logins and deaths, one will be dedicated to player and object updates. This will double the capacity and the speed.

Useful info indeed. Will be awesome to see multithreaded.

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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 9:54:34

I need help updating stuff Neutral
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Re: Yet Another Zombie Mod

Post by bJN.uk on Wed 25 Apr - 9:57:51

Just download all the .rar files from www.mediafire.com/dayz and unpack all of them and put them in the @dayz\AddOns folder you made in the Operation Arrowhead directory. Replace everything that's in there and then you're bang up-to-date :)
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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 10:16:59

You don't no me very well BJ Razz
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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 11:19:00

Somebody has been playing a liiiiiiiitle bit to much DayZ


lol
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Re: Yet Another Zombie Mod

Post by DeK_Thrasher on Wed 25 Apr - 11:31:46

i just the never ending loading screen come up.... so annoying.... i want to cry....

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Re: Yet Another Zombie Mod

Post by Orford on Wed 25 Apr - 11:42:48

first time you play can take 10 mins.

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Re: Yet Another Zombie Mod

Post by bJN.uk on Wed 25 Apr - 11:47:34

The new patch (1.4.7 and 1.4.8) have had a big overhaul of the log-in system, so it should be a lot better than what it was. The first few times you log-in will probably take longer than usual...
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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 12:05:48

Anyone able to pop on ts and give us a hand? be very grateful :)
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Re: Yet Another Zombie Mod

Post by Fuggut on Wed 25 Apr - 12:08:54

Jay Scott wrote:Anyone able to pop on ts and give us a hand? be very grateful :)

I'll be around today Scotty, just grab me and i'll run to you and we can team up :D I got an M16 with grenade launcher haha

I'll be on around 2:30 or so :3

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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 12:32:46

2-10 shift all week mate.. i need help updating
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Re: Yet Another Zombie Mod

Post by capitan on Wed 25 Apr - 15:17:44

Sounds like lots of changes have been made. Might try and sneak some in tomorrow night, but its doubtful. wont be around til sunday. bollocks!

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Re: Yet Another Zombie Mod

Post by Voodoo on Wed 25 Apr - 19:49:06

The Mod's good, but people are just nobheads to be honest, no will to help one another and only solely resolve to shoot first and ask questions later

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Re: Yet Another Zombie Mod

Post by Robskiet on Wed 25 Apr - 21:42:17

stick with a group i guess . . . safety in numbers


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Re: Yet Another Zombie Mod

Post by Voodoo on Wed 25 Apr - 22:07:47

That's a bit hard, considering everyone you go near lights you up and steals your stuff no matter how many times you shout friendly, or type it.

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Re: Yet Another Zombie Mod

Post by Jay Scott on Wed 25 Apr - 22:48:00

Well i can't f*****g update so am f*****g stuck :@

AAAAAAAAAGGGGGGGGGGGGHHHHHHHHHHHHHH!!!!!!!!!!!!!!!
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Re: Yet Another Zombie Mod

Post by H.sta on Wed 25 Apr - 23:27:47

I have yet to meet anyone not friendly towards me Razz

But I really need some blood down south, I have lost quite alot. got supplies I can trade for

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Re: Yet Another Zombie Mod

Post by DanielViros on Thu 26 Apr - 8:04:58

Hello guys.
I really want to start playing but I got some problems that mybe you guys could help me with.

I am using lancher 1.4.0.0
and when I start play I getting a error massage that say
"Addon 'dayz_Code' require addon 'CABuildingParts'"
and then I press ok and after it in game I getting anther massage that say
"No enrty 'bin\confing.bin/CfgVehicels/Citizen1.scope'."

I will really appreciate any help you can give :)

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Re: Yet Another Zombie Mod

Post by OnePigeon on Thu 26 Apr - 8:09:32

DanielViros wrote:Hello guys.
I really want to start playing but I got some problems that mybe you guys could help me with.

I am using lancher 1.4.0.0
and when I start play I getting a error massage that say
"Addon 'dayz_Code' require addon 'CABuildingParts'"
and then I press ok and after it in game I getting anther massage that say
"No enrty 'bin\confing.bin/CfgVehicels/Citizen1.scope'."

I will really appreciate any help you can give :)

Hey Daniel, silly question but are you running Arma:CO from Steam? Make sure to right click on OA in Steam and then click run as Combined Operations, don't run it as OA directly otherwise it won't work.

I get that first error and another one about CAweapons, or something like it. I just click ok then the game seems to load correctly. Well it did 2 nights ago when I last got a chance to play grrr

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Re: Yet Another Zombie Mod

Post by DanielViros on Thu 26 Apr - 8:30:35

OnePigeon wrote:
DanielViros wrote:Hello guys.
I really want to start playing but I got some problems that mybe you guys could help me with.

I am using lancher 1.4.0.0
and when I start play I getting a error massage that say
"Addon 'dayz_Code' require addon 'CABuildingParts'"
and then I press ok and after it in game I getting anther massage that say
"No enrty 'bin\confing.bin/CfgVehicels/Citizen1.scope'."

I will really appreciate any help you can give :)

Hey Daniel, silly question but are you running Arma:CO from Steam? Make sure to right click on OA in Steam and then click run as Combined Operations, don't run it as OA directly otherwise it won't work.

I get that first error and another one about CAweapons, or something like it. I just click ok then the game seems to load correctly. Well it did 2 nights ago when I last got a chance to play grrr

I am raning it from steam as CO but when I go to the multiplayer there a question marks in the side of the server and when I try to log in I can't

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Re: Yet Another Zombie Mod

Post by OnePigeon on Thu 26 Apr - 9:00:35

Ok. Well I get those question marks too, I think that's just the way it is.

As for the loading screen issue that seems to be a common problem although I think I read somewhere that they have attempted to fix it in the latest patch.

Another stupid question, are all the latest patches installed? They release a new one almost every day so it may be worth popping over to http://www.mediafire.com/dayz and redownloading all the files.

Other than that I don't really know, I'm only really replying because it's 9am and I'm all ready bored at work. Someone else on here might be able to help you further.

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Re: Yet Another Zombie Mod

Post by capitan on Thu 26 Apr - 10:18:51

It is on sixupdater now guys, much easier to keep up to date. Someone set it up for scotty, so he can keep playing! :)

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Re: Yet Another Zombie Mod

Post by KingPaavo on Thu 26 Apr - 11:27:49

The only thing you have to download is the dayz code file to update the game

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Re: Yet Another Zombie Mod

Post by ExeTick on Thu 26 Apr - 11:51:17

updating via sixupdater was harder then just replacing one file. I stick to updating one file at the time Razz

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Re: Yet Another Zombie Mod

Post by capitan on Thu 26 Apr - 12:23:40

what is wrong with you people. six is easy. also this is for scotty, he's a computer noob Wink once six is set up once, you just tell it to update. much easier than downloading rar files and unzipping them and copying them...

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Re: Yet Another Zombie Mod

Post by ExeTick on Thu 26 Apr - 12:31:54

capitan I blame you if I have to reinstall my game now Razz


Last edited by ExeTick on Thu 26 Apr - 13:54:44; edited 1 time in total

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Re: Yet Another Zombie Mod

Post by Fuggut on Thu 26 Apr - 12:42:58

Last night I was so lucky, Me and Bjn got shot, after Bj thinking it was me XD I was like wtf no, then I got shot lol

I restarted in Elektro, the pvp universe and a guy infront of me with an AKM with 3 mags, bino's, matches, knife, map, compass, watch, M17 pistol, Alice pack, everything I needed to get going, died and I was ready to kick ass again XD

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Re: Yet Another Zombie Mod

Post by Jay Scott on Thu 26 Apr - 13:02:05

Yer once mine is all setup in 6 i think ill be good then.. thx for trying Cap, am in no rush anyway's. If you can spare your 2mins for me on Sunday i would really be grateful mate :)
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Re: Yet Another Zombie Mod

Post by capitan on Thu 26 Apr - 13:33:38

Of course mate, i'm sure someone can help you before then though! Find snippers, he's the IT support guy Wink

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Re: Yet Another Zombie Mod

Post by Jay Scott on Thu 26 Apr - 16:11:53

thumbsup thanks mate!
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Re: Yet Another Zombie Mod

Post by JToTheDog on Thu 26 Apr - 16:16:50

Im a rolling tank right now. Don't know how I managed to survive this long.
Found a very small military camp near a town and now have;
G17 with 5 mags. A m16a3 with 203launcher - 6 clips. AKM - 5 clips.
Map, compass, knife, NVG, Rangefinder. And assorted goodies. Need a group to stay safe though.

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Re: Yet Another Zombie Mod

Post by Orford on Thu 26 Apr - 16:51:03

Last night I met a guy, I followed him for a while. Then I typed up in chat, saying I was friendly, we met up and headed NW to meet up with bjn and Fuggot. We looted some villages and eventually found a compound with loads of car parts.

We sneaked in and found some food. I ran out of ammo and told Denslo to run and I'll get the zombies to follow me, taking one for the team so he could get away.

Spawned back in headed north and found an AK47 with ammo. Every one in chat was friendly and helpful, Awesome game, looking forward to more.

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Re: Yet Another Zombie Mod

Post by Lovvi on Thu 26 Apr - 17:23:14

JToTheDog wrote:Im a rolling tank right now. Don't know how I managed to survive this long.
Found a very small military camp near a town and now have;
G17 with 5 mags. A m16a3 with 203launcher - 6 clips. AKM - 5 clips.
Map, compass, knife, NVG, Rangefinder. And assorted goodies. Need a group to stay safe though.
Where exactly?
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Re: Yet Another Zombie Mod

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