Author Topic: Day Z mod for ARMA II  (Read 153865 times)

0 Members and 4 Guests are viewing this topic.

Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #1170 on: September 10, 2012, 11:29:34 pm »
-1
Too many people don't use smileys where they shouldn't :(
Fixed.

Kafein... did you just call me an american? You're not making friends here, french fry! :O
:P (<= that smiley good there? yes? does it show how i am joking?)

btw: I use smileys for sarcasm too.

Like in "Hey how are you?" - "Ah. you know... my life just sucks, I guess I am gonna kill myself. :D" <= the sarcasm here would usually be the smiley at the end. At least it was. I am quite happy with my life these days, even if theres nothing special happening. Maybe I am just getting more insane... whatever, as long as I have fun with it. ^^
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1171 on: September 11, 2012, 01:41:37 pm »
0
Fixed.

Kafein... did you just call me an american? You're not making friends here, french fry! :O
:P (<= that smiley good there? yes? does it show how i am joking?)

btw: I use smileys for sarcasm too.

Like in "Hey how are you?" - "Ah. you know... my life just sucks, I guess I am gonna kill myself. :D" <= the sarcasm here would usually be the smiley at the end. At least it was. I am quite happy with my life these days, even if theres nothing special happening. Maybe I am just getting more insane... whatever, as long as I have fun with it. ^^

btw : I'm not french, and I didn't call anyone an american. That wouldn't be offensive anyway.

Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #1172 on: September 11, 2012, 02:16:03 pm »
-1
It would be for me! :O
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Ganner

  • Duke
  • *******
  • Renown: 553
  • Infamy: 138
  • cRPG Player A Gentleman and a Scholar
  • The other white meat
    • View Profile
  • Faction: CHAOS
  • Game nicks: Ganner_of_Chaos
Re: Day Z mod for ARMA II
« Reply #1173 on: September 12, 2012, 10:30:27 pm »
0
After coming back from a few month break from dayz i gotta say, the game is much more polished than when i left it (just before they took away the starting weapons and added zed LOS)

It is also a million times more fun now that you can lose zeds just by running away without risking shooting your weapon and drawing a million more zeds and bandits to you.

Edit: also with the abundance of servers now, i can join a low/no pop server and loot the airfield to my hearts content!

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1174 on: September 13, 2012, 07:49:24 am »
0
There's supposed to be a new map for DayZ out called Lingor Island (unofficial), with a lot more enterable buildings.



Also saw this on the forum, reply is by a forum mod:

"True, but it wouldn't be so boring if that Chernarus-sized map had fully enterable buildings or near fully enterable buildings IMO.  I've seen a couple on Armaholic.com that I think could play out very well for DayZ, but again that's just me. "

"You mean like "Chernarus Plus" that's being developed as we speak?"

Not entirely sure if it's meant for the mod or standalone only though.
« Last Edit: September 13, 2012, 08:08:15 am by Vibe »

Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #1175 on: September 13, 2012, 08:44:37 am »
-1
yäy. more enterable houses! more lags! less fps!
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1176 on: September 13, 2012, 08:48:51 am »
0
yäy. more enterable houses! more lags! less fps!

So you would have less enterable houses because your PC can't handle it? That's cool

Offline Niemand

  • Count
  • *****
  • Renown: 210
  • Infamy: 368
  • cRPG Player
  • When have I ever given a fuck?
    • View Profile
    • echstreme.designs
  • Faction: Strat: NPC
  • Game nicks: GSU_GlaucomysDragon
Re: Day Z mod for ARMA II
« Reply #1177 on: September 13, 2012, 08:55:17 am »
-1
nope, you fool.

I got around 45 FPS average on takistan. didnt check it on lingor yet.
But on Chernarus my FPS go down to 9 after playing a while (~2hours). Thats not a "my pc cant handle this"-problem. Since its not only me having those lags/FPS-drops then, its a map-problem.
Strategus-Faction: NPC. (More informations via Mail. Include your Username or mail-adress for response.)
Phase/Stage #1: Max-amount of Goods: 50. | Max-Troops: 200.

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1178 on: September 13, 2012, 09:27:22 am »
+1
nope, you fool.

I got around 45 FPS average on takistan. didnt check it on lingor yet.
But on Chernarus my FPS go down to 9 after playing a while (~2hours). Thats not a "my pc cant handle this"-problem. Since its not only me having those lags/FPS-drops then, its a map-problem.

If it was a an exclusively map problem then I would have bad FPS after 2 hours as well and I don't.

Offline Darkoveride

  • Baron
  • ****
  • Renown: 106
  • Infamy: 24
  • cRPG Player
  • Steppe armor best armor
    • View Profile
  • Faction: Great Khans.
  • Game nicks: GK_Darko, Commissar Darko
Re: Day Z mod for ARMA II
« Reply #1179 on: September 13, 2012, 02:33:38 pm »
0
FPS drop is usually a combination of no of players on server and poor server optimization. Also i think script kiddies spawning shit doesn't help either.

Its nice to be able to head up north again without graphics issues, shame script kiddies come and ruin our fun little adventures.
BUBASTAN FOR LIFE

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: Day Z mod for ARMA II
« Reply #1180 on: September 13, 2012, 04:24:55 pm »
0
If it was a an exclusively map problem then I would have bad FPS after 2 hours as well and I don't.

This.

I got a ~ one year old just-enough-to-run-everything rig and DayZ works flawlessly at max even 6 hours straight. I only experience lag when it's a server-side problem (sometimes you hop in a server and even the short animated text that comes up when you connect is lagging, that's what I'm talking about).

I can understand why lingor could create lag problems though. There are a lot more object spawn points, and that's a lot of shit to track for the server.

Offline Ganner

  • Duke
  • *******
  • Renown: 553
  • Infamy: 138
  • cRPG Player A Gentleman and a Scholar
  • The other white meat
    • View Profile
  • Faction: CHAOS
  • Game nicks: Ganner_of_Chaos
Re: Day Z mod for ARMA II
« Reply #1181 on: September 13, 2012, 05:12:09 pm »
0
after a while the game gets a bit choppy for me but not unplayable and thats only if ive covered a long distance in the world (such as ran from the beach to the NW corner of the map or so)

anyway... while looting the NW airfield, someone left a FAL AN in a tent :D.  Yes thats the one with the NVG built in.  while not as good as NVG by itself i'll take it.  Unfortunately there was only one clip though :/

All i really need is a ghillie (already found the camo suit) and a NVG to be truely kitted out.  Need to find a better spot for my base camp though, i was stupid when i set it up :/

Offline Darkoveride

  • Baron
  • ****
  • Renown: 106
  • Infamy: 24
  • cRPG Player
  • Steppe armor best armor
    • View Profile
  • Faction: Great Khans.
  • Game nicks: GK_Darko, Commissar Darko
Re: Day Z mod for ARMA II
« Reply #1182 on: September 13, 2012, 05:44:16 pm »
0
FAL sounds awesome now too. good change to its sound file.
BUBASTAN FOR LIFE

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: Day Z mod for ARMA II
« Reply #1184 on: September 13, 2012, 07:08:59 pm »
0
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia