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Author Topic: Day Z  (Read 88098 times)

The Mechanical Man

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Re: Day Z - A Zombie mod for Arma 2
« Reply #645 on: July 10, 2012, 07:03:16 am »

Then this sabre team are like playing SMOD for Half-life on superhard with weapons realism topped off. Its completely impossible to hit anyone and theres no indicator for any aenemy or anything.

One thing, if you haven't done this yet in video options change the 3d resolution to something equal to or bigger than your monitor resolution (if my monitor is 1920x1080, I would set the 3d resolution to that or something higher). Also, disable postprocess effects in advanced options. Doing both of these things will make the game look much clearer and sharper and can make it so much easier to see things in the distance. For some reason, the default video options leave ArmA II looking quite blurry.

I believe on the "Recruit" difficulty setting there are indicators for enemies- little round circles on your screen that show where they are. Try that at first. 
« Last Edit: July 10, 2012, 07:05:05 am by The Mechanical Man »
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SquidgyB

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Re: Day Z - A Zombie mod for Arma 2
« Reply #646 on: July 10, 2012, 10:16:49 am »

Yeah, I agree with The Mechanical Man - dropping down post processing not only clears a lot of the blurryness up, it stops the motion blur, bloom, and a lot of the really nasty effects that happen with severe blood loss. I'm not advocating "cheating" by tweaking options, but if you ever got down to ~2-4k blood with post process on full, you'll know that you can barely see trees 20ft in front of you, let alone who's shooting you at anything over a few feet away...

The 3d resolution is a lovely feature too - though setting it at anything other than direct multiples of your screen resolution seems odd - a lot of pixel shimmering, especially in the leaves of trees. OTOH, setting your 3D resolution to exactly twice your res (usually the last option in the list) gives a gorgeous clarity, way better than heaps of AA, imho. That's if your GPU can handle, erm, 4x the pixels...

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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #647 on: July 10, 2012, 10:38:59 am »

If you're playing ARMA 2 with post-processing turned on you're some kind of masochist who hates himself and wants to fail at video games. Seriously it's terrible and the universal consensus is to just turn that crap off.

The controls for ARMA 2 aren't really that difficult or unintuitive (and you can just rebind anything that is?), it's just that it has a lot of non-standard buttons, like F changing firemodes and stuff, which other FPS games don't have. Also stuff like the inventory is a convoluted mess that's a proper pain in the ass to figure out.

Maybe i should bite my own ass for wasting so much money for some stupid mod. I played the tutorial in normal arma, atleast the first one, i drove around then i had to shoot some tanks and i tried to get through that. Then this sabre team are like playing SMOD for Half-life on superhard with weapons realism topped off. Its completely impossible to hit anyone and theres no indicator for any aenemy or anything. I guess this is too hardcore for me. And if i cant survive that, im not gonna survive playing DayZ further than the few minutes of looking around and raging over completely unintuitive keys.

I found a freaking hatchet and i couldnt even equip it, rolling mousewheel revealed nothing and i tried to equip it and ended up dropping it. Then i got some zombies on my ass..

Give the armoury a go. I got bored of whatever campaign it was I tried pretty quickly, but the armoury lets you pick out specific vehicles/weapons and gives you random missions to help you learn them. You also gradually unlock new stuff for it as you do the missions, which is cool.

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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #648 on: July 10, 2012, 10:41:35 am »

armory comes with the expansions, but it's quite cool

also, arma II ace mod gets the crown for the most messy key combos
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DrPoo

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Re: Day Z - A Zombie mod for Arma 2
« Reply #649 on: July 10, 2012, 11:39:51 am »

Finally got over the hurdle of the keys. Played a few tutorials untill i got mad at the totally outrageous challenges, i mean what the fuck, sniping with a SAW? What did they smoke? Anyways, yeah got hold of it, still boxing a bit with the inventory, buti managed to equip both my flashlight and a hatchet i found lying about, killed a zombie with it and sacavenged in what looked like a hospital and then i emptied asupermarket, figured out the key for binoculars then i got shot :(

Then i am having some horrible ass FPS issues sometimes, not like the lag that requires you to restart to fix, but like its running at 16 FPS with is a pain in the ass. I try to fix it. But i should be able to run this game almost maxed, i got a feaking intel i7 chip damnit, and 8 Gigabytes of RAM.

I have some queastions: Besides dropping everything and picking it up with the backpack open, how do i put things into it? And it dosent seem to show much when i loot a dead survivor, i click open *backpack name* and i usually see nothing. Help.
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LoSboccacc

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Re: Day Z - A Zombie mod for Arma 2
« Reply #650 on: July 10, 2012, 12:12:26 pm »

Saw is pretty decent to 500 mt and quite usable up to 800 in this game, just up view distance so you see impacts
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #651 on: July 10, 2012, 12:24:58 pm »

When you loot someone, or pick things up, the items that you don't have will be represented by numbers to the left of the item name. Items you have will be numbers on the right. So for example:

1   Painkillers  2

Means there are 3 painkillers, 1 on the ground and 2 in your inventory. Backpacks are basically the worst way I've ever seen anyone impliment backpacks in a game ever. If you're not looting someone, or picking something up on the floor (like if you just press G in an open field and click open backpack) then I'm pretty sure that it's the same as above, but the number on the left is what's in the backpack? It might be the number on the right... You should be able to work it out from what's in your inventory. When you move items around there you're moving them between your backpack and your normal inventory.

If you're looting a corpse, or picking something up from the ground, then the backpack works as a seperate inventory space, and it'll show you how many slots it has and what's inside it. Generally I try to only go in my backpack if it's like this, because it's slightly less of a clusterfuck due to being able to see what's going on.

If you try to move something out of the backpack, and you dont have room in your inv, theres a pretty big chance something will get deleted because the game is a buggy mess. (As a general rule, don't ever use the "take" command (take weapon for example) as if you dont have enough space to do it something will get deleted. And it's usually best to not move things directly into and out of your backpack if you can avoid it, as it could bug out and delete stuff from your inventory.

Though as a general rule the game will delete things on you all the time regardless because Arma 2's inventory system is horribly designed in general, and even worse when it's being used for a survival RPG sim.

As for the FPS issues, ARMA 2 is kind of a mess in general. Try messing around with the settings? I've heard that for some people windowed mode will drastically improve performance, and also that it's possible to make the game run worse by turning the graphics settings down to low, so I guess just mess around with it and see what you can do?
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Catastrophic lolcats

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Re: Day Z - A Zombie mod for Arma 2
« Reply #652 on: July 10, 2012, 01:01:16 pm »

So I've played this and it's ... interesting. I've always had a love hate relationship with the ARMA engine because it can in some ways do amazing things yet fail on the most simple level. I'm hoping some of the issues I've been having with the mod are fixed by Bohemian Interactive's input and the mod dev(s?) getting their hands on the source code.

So far my experience has been running around without a gun. Finding a village or house praying I'll find a weapon. Go to the nearest house and find out I can't enter it (or any). Leave the village when I can't find anything. Spend ages running around to find a building I can enter. Agro a zombie and run into the forest getting completely lost and being chased by the same Zed for 20 minutes. Repeat until I die.

Zeds act rather strange in buildings. Was held up in a warehouse tower for 2 in game hours because the zombies were sitting in the stairwell. Whenever I thought they left and I tried to sneak out they would phase through the stairs and charge at me. They couldn't figure how to get onto the level I was on. Ended up making a run for it and got gun downed by some survivor who picked up the gun I was trying to get a hold of in the first place, who was then mauled by the zombie train I lead.

Another fun experience was me finding a crowbar in an outhouse which I just couldn't select to pick up. Tried hundreds of different angles. Finally found one that had the "pick up gun" icon and tried to pick up the gun when it really just shut the outhouse door, shattering every single bone in my body and alerting all the Zeds to my crippled torso.

tl;dr Going to wait a bit until the mod comes out of the "experimental" stage.
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Just did the same thing, and it's awesome. Indeed, Giant Desert Scorpions can fire crossbows, parry blows, stab you with bolts, smash you with crossbows...

The Mechanical Man

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Re: Day Z - A Zombie mod for Arma 2
« Reply #653 on: July 10, 2012, 01:14:56 pm »

The mod is pretty rough, yeah, in terms of both gameplay and polish. There are still a lot of bugs, and zombie pathfinding can be messed up.


Guns are pretty rare in most houses. In the countryside, barns have the best chance of spawning a decent weapon. Hunting stands can have good stuff, too. Most buildings are not enterable, but after hours of gameplay I can identify at a distance which ones I can and can't go into.

This list is a bit outdated, but it has some useful item spawn info and pictures of enterable buildings:
http://picacid.com/arma2/loot_en.html
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fenrif

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Re: Day Z - A Zombie mod for Arma 2
« Reply #654 on: July 10, 2012, 01:20:04 pm »

There's also this handy dandy loot-location super-detailed map.

But yeah, I stopped playing a while ago now, partly because I found out about the Wasteland custom mission, but also because the mod is all over the place at the moment. Nearly every major gameplay mechanic is riddled with bugs... Some of them DayZ bugs and some of them ARMA 2 whackiness. It also doesn't help that Rocket does things like removing the starting gun without adressing the zombies teleporting around and such. I heard the latest patch lets zombies run up hills the player has to walk up, and run inside buildings? Which is just a terrible idea IMHO. So I'm basically just keeping up to date and hoping it'll get sorted eventually.
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DrPoo

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Re: Day Z - A Zombie mod for Arma 2
« Reply #655 on: July 10, 2012, 04:21:33 pm »

I got shot and looted in the woods, i decided to have a talk with my looter before i bled out.

Transscript:
"Hey"
"uhh.. Hey?"
"Can you hear me?"
"yeah, can you.. hear me?"
"Yeah. So umm, hope your going to enjoy my loot."
"*giggle yeah sure i will."
"Good game i guess.."
"Hahahahaha... yeah .... good game... heh"
*he runs away
*i lie there
*hear footsteps
"Your still there?"
"Yep"
"*incomphrensible*"
"Theres morphine in my backpack, you could patch me up so i could help you.."
"....."
"....theres proably someone coming for you..."
"im alone.."
"Yeah sure *giggle"
"Trust no one, help no one, shoot everyone... i guess"
"Yeah...... trust no one."
"So umm, if you arent going to help me could you please be so kind to finish me off?"
"Yeah sure!" *shoots me 3 times in the head*
"Im not dead yet..."
"Yeah why wont you die? aheh"
"I dont know.. Theres a hatchet in my backpack if you wanna save ammo. Just take it and hack away."
"Oh well, nice talking to you, i guess imma respawn or something..."
"Bye."

*me respawns and game bugs up since i spawn in the middle of a plain full of bodies and not at a beach.
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Kaje

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Re: Day Z - A Zombie mod for Arma 2
« Reply #656 on: July 10, 2012, 04:45:23 pm »

There's also this handy dandy loot-location super-detailed map.

But yeah, I stopped playing a while ago now, partly because I found out about the Wasteland custom mission, but also because the mod is all over the place at the moment. Nearly every major gameplay mechanic is riddled with bugs... Some of them DayZ bugs and some of them ARMA 2 whackiness. It also doesn't help that Rocket does things like removing the starting gun without adressing the zombies teleporting around and such. I heard the latest patch lets zombies run up hills the player has to walk up, and run inside buildings? Which is just a terrible idea IMHO. So I'm basically just keeping up to date and hoping it'll get sorted eventually.

Wasteland custom mission?
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MasterFancyPants

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Re: Day Z - A Zombie mod for Arma 2
« Reply #657 on: July 10, 2012, 06:49:36 pm »

Wasteland custom mission?

It's kinda like DayZ, only without zombies.
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The Mechanical Man

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Re: Day Z - A Zombie mod for Arma 2
« Reply #658 on: July 10, 2012, 09:43:25 pm »

Experience from playing 1.7.2:

-Zombie aggro seems to be broken. Sometimes you can sprint near one 15m away and it doesn't notice you, other times one will spot you from 100m away. Line of sight supposedly is now the main thing that aggroes zombies, but at the same time zombies can sometimes see you through the back of their heads. Losing them can either be impossible or very easy by just walking around a corner. It's a hit or miss method at this point. I haven't played 1.7.2 too much, so I can't have a clear and true opinion yet, but there definitely seem to be some issues.

-Zombie respawns are most definitely bugged. After killing one, another will instantly respawn within the same general region- what location they spawn at seems to be random at this point.

-Zombies are still teleporting through walls.

These are the problems I've experienced in about 20 minutes of testing. 1.7.2 is really full of bugs at this point, and to be honest it's just not fun. One good thing, however, is that the FPS seems to have drastically improved.

1.7.1 was a good version once about 5 hotfixes came out. Hopefully the same can be said for 1.7.2. It seems like there's a pattern of releasing a major version which just breaks everything, and then releasing small hotfixes afterwords to fix or change the worst of it. But truth be told, it IS an alpha and WE are the testers. So Rocket releases 1.7.2, says "Guys test this out. Is it any good?" we say "No! X doesn't work, Y needs to be changed." he says "Okay." and releases hotfixes. I guess that's just the development process at this point.
« Last Edit: July 10, 2012, 09:45:06 pm by The Mechanical Man »
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sluissa

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Re: Day Z - A Zombie mod for Arma 2
« Reply #659 on: July 10, 2012, 11:22:41 pm »

Yeah, I've found that if I'm in grass, I can simply walk up behind a zombie and hatchet it in the back. It never hears me coming. They're kinda deaf now. Even walking around in gravel closer than I ever would have before seems to not aggro them. They still see though. Not great, but good enough. Also found out that if you're prone, rolling is a decent escape method. Only tried it once, but it worked like a charm. I was in grass, crawled up to a prone zombie, it stood up, hit me once, I hit E a bunch and rolled away from it. Stood there for a moment, attacking air, but never gave chase. Prone I was almost invisible, and rolling doesn't seem to up it much, if at all and doesn't seem to make much sound either. Once I was out of range, I watched for a moment, then just crawled away.
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