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tdriftx

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  1. That's good to know, thanks. I wasn't implying to fade them to a less obvious form, I was meaning to empty them out while making them more white (less faded) as they became emptier - especially the outline. Going from near-invisible to an obvious white is going to stand out whether the inside is emptying or not (unless you are saying doing this is what you tested). I might take a look and see what is done to see if there is a nice way to get it flashing at the same time, I'm sure there would be a nice way to do it without affecting performance.
  2. If this is going to be the default UI in the next update, I want to offer a few suggestions and personal opinions: Visibility and Noise - I believe these are better suited for developer debugging purposes than anything else, most games have visibility and noise while not displaying this to players (although I can understand they are more needed in DayZ because of the terrible zombie AI). While having them removed entirely would be my personal preference, having them not visible just while there is no character visibility/noise would still improve the UI and would make them stand out even more when the character is visible or making noise. Food, Drink, Blood, Temperature - I feel that they still need to empty out as well so that people have a better idea of how hungry/thirsty/injured/cold their character is, I know a lot of people I play with will fill up their icons if they are below 40% rather than waiting till they get any lower; the icon's outline colour will still allow them to stand out, even when emptied. The flashing needs to be done at the same time intervals as the separate flashing times are unpleasant and too distracting if you are trying to do something and have no way to replenish them straight away. I think it would be best if you gave an option to choose/set UI colour to grey or colour; some people that aren't colour-blind may find it makes the screen-space the UI occupies feel more dull. In saying that, the colour UI should still have the whitening effect as an outline so that the icons stand out more when they get low.
  3. Just_R - I'm not sure where you would be best to go to for reporting something like that, both BI and the Dayz Epoch developers would not be a bad idea though (while you are notifying them, you can simply ask them if they would like you to report to them and if not - who should you report to instead, if at all). Whether or not it makes any difference, reporting is better than doing nothing at all if you are trying to ensure the game isn't cheapened by server owners. To those stating it is fine as long as no one is restricted content because of pay-to-win: As soon as you are providing something for money, it is no longer a donation; you are instead selling game items as micro-transactions. Pay-to-win on your server is selling in-game items which you did not create and do not own, and therefore are not entitled to profit from, whether you are offering a service or not. If you want to get help with hosting a service because you cannot afford to host it, you then ask for donations with nothing in return as this is what a donation is. While I agree with the statement "if you don't like it, don't play the server", I think he and others find it demotivating to run servers for people out of their own spare time while others profit from it. Not because they are jealous that they aren't making money from doing the same thing but because commercialising your server (illegally or not) cheapens the game and adding pay-to-win is similar to introducing cheats into the game as people have a way of obtaining items without playing the game as it was intended to be played. Anyone that says they only do this to cover the costs of running a server is full of ****, they use that as an excuse to feel like it is legitimate while they really want to make it a paid job as they don't see why they should spend their time offering a service for free, even though they chose to run a service which is only allowed to be run as not-for-profit. If you genuinely like and wish to support DayZ, the DayZ Epoch mod and its community - avoid interfering with the game's balance and avoid devaluing the experience players receive by adding premium cheats for people to skip playing so that you can pocket some cash while paying for your server. NOTE: It isn't a state of opinion on what you can and can't do, there are facts and legalities in place that decide this for you (no matter what your opinion is).
  4. tdriftx

    Custom Item Help

    CLOSED.
  5. I'm not certain but he may be referring to this thread, where someone answered a problem he was having: I'm going to try putting this together tonight, if it works fine without problems I'll let you know the steps I took to set it up.
  6. Was just coming on to tell you about the missing folders as I downloaded this earlier and noticed but looks like you fixed it up :P Since you wanted to make the instructions even more straight forward for people, I have a suggestion - one thing that might be confusing for newbies is the fact you state to first extract the mission PBO; however, if they have simply setup Epoch on their own server (rather than using a host) they will have the folder for the mission instead of a PBO file; it might be best to clarify for those people that in their case they will have the folder already instead of a PBO, just to save them from any possible confusion. Thanks for uploading the files to GitHub, really appreciate it.
  7. Not sure how you managed it but under the class "Markers", each class "Item" for it has the position array being referenced as "position[]" when it should be referenced as "position[]". All you need to do is go through each "Item" class under the "Markers" class and change "position[]" to "position[]" and save the file and then it should work (as long as nothing else is different). P.S. PLEASE put the mission.sqm text into a spoiler so it does not take forever to scroll down the page.
  8. Thanks for the quick fix NoNameUltima, we are using that until the next update fixes it.
  9. I made a thread about this and this guy found a quick fix for now:
  10. Removing/de-constructing a workbench does not seem to work. Myself and others have repeatedly attempted to remove a couple of workbenches but de-construction just appears to go on forever. All we get is "De-constructing Workbench stage # of scalar walk away at anytime to cancel". The most we have gotten to is stage 105 before having to give up or run away from zombies. Does anyone know why this would be happening or if this is a bug? Note: We have tried setting "DZE_requireplot = 0" in the init.sqf file and restarting the server but this does not make a difference.
  11. Thanks for your reply. Tried the bikey fixes, tried changing server's Battleye filters, tried updating client.dll and server.dll Battleye files from the Battleye website, tried verifying game cache. So I found my problem, it was an issue I was having on the Client-side, feel kind of stupid seeing as it is one of the main things I'm meant to do to play DayZ Epoch: I was launching from DayZ Commander rather than launching Arma 2 OA Beta from Steam and I had the additional parameters to launch DayZ Epoch ([email protected]_Epoch) but under Expansions it had "DayZ" enabled (not Arma 2: DayZ Mod though oddly). When I tried to disable "DayZ", it didn't give me the option (was locked from disabling/enabling) so I had assumed that was how it always was (I haven't played for a couple of months but last time I was playing, it was running perfectly fine so I didn't expect anything on the client-side to be an issue). When I finally checked the Expansions enabled while running Arma 2 OA Beta through Steam, it did give me the option to enable/disable and DayZ was enabled; after disabling it, everything worked fine and I am now enjoy DayZ Epoch again. To lessen my embarrassment, my friends who used to play also ran into the same issue with me which is what made me think I was doing things on the client-side right and there was something wrong with the server. The unusual thing about my problem is that I actually managed to get onto some 1.0.4.1 servers, which is what made solving it more confusing. P.S. Loving all the new updates since I last played Epoch; you're all doing really well, keep up the good work.
  12. Thanks for your reply, I tried verifying game cache but that was fine. Tried the bikey fixes, tried changing server's Battleye filters, tried updating client.dll and server.dll Battleye files from the Battleye website. Found the problem, it was an issue I was having on the Client-side, feel kind of stupid seen as it is one of the main things I'm meant to do to play DayZ Epoch: I was launching from DayZ Commander rather than launching Arma 2 OA Beta from Steam and I had the additional parameters to launch DayZ Epoch ([email protected]_Epoch) but under Expansions it had "DayZ" enabled (not Arma 2: DayZ Mod though oddly). When I tried to disable "DayZ", it didn't give me the option (was locked from disabling/enabling) so I had assumed that was how it always was (I haven't played for a couple of months but last time I was playing, it was running perfectly fine so I didn't expect anything on the client-side to be an issue). When I finally checked the Expansions enabled while running Arma 2 OA Beta through Steam, it did give me the option to enable/disable and DayZ was enabled; after disabling it, everything worked fine and I am now enjoy DayZ Epoch again. To lessen my embarrassment, my friends who used to play also ran into the same issue with me which is what made me think I was doing things on the client-side right and there was something wrong with the server.
  13. Also have this issue, most of the 1.0.4.1 servers give me this error but some don't so I'm assuming there is a fix out there no one is currently willing to share? It is also happening for my newly updated server and I have tried the bikey fixes suggested on these forums in the past but the problem still persists.
  14. Also have this issue, most of the 1.0.4.1 servers give me this error but some don't so I'm assuming there is a fix out there no one is currently willing to share? It is also happening for my newly updated server and I have tried the bikey fixes suggested on these forums in the past but the problem still persists.
  15. The Chernarus map works fine on my server; however, when I try setting up Namalsk it reads the mission file and then states "Game Started" but then sits doing nothing, no database spawning/loading/processing (it has its own, new database setup ready for it) and anyone connecting will be held in the loading screen, after authentication, forever. Is there any reason it would do nothing after "Game Started"? Am I missing something by any chance? The .bat is setup correctly, both the client and server have the latest Namalsk files and HiveExt.ini has database access setup correctly as I have done for my other servers (and there are no errors or client-side content missing messages). EDIT: I have now setup Namalsk fine through the use of @namalsk from playwithsix. I was trying to setup Namalsk with @DayZ_Namalsk files as it was stated in a thread (http://dayzepoch.com/forum/index.php?/topic/1824-request-warm-clothes-white-ghillie-for-namalsk/) that it was possible; I copied the process that was confirmed to work but my results are the problems I outlined above. I do really want to use @DayZ_Namalsk instead though; is the server missing specific files to get it working with @DayZ_Namalsk in comparison to the ones for @namalsk? Does anyone know how to get this working? (and if you do know how, will it affect Traders?) Thanks in advance for any help.
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