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Posts posted by Hummuluis
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I do believe DayZ Commander doesn't show Epoch Caribou servers, even if you filter Epoch only and search Caribou. You normally need the IP and port for a specific server. If just typing Caribou without any filters, the results will come up for DayZ Caribou, which is a separate mod
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What do you love about them? They are just an occasional puff of smoke that floats by. It serves no purpose.
It aims to improve the atmosphere, even if minor. Of course, I'd have liked to seen it more as a larger fog bank that drifts through, but it's not. Also it does add to the eye twitch - aka catches your eye.
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Updated OP with new woodcutting that will be in the next patch.
Looking forward to this. I was literally thinking about this same method a few days ago.. +1
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If you use DayZ Commander, you can simply go to Settings, then under Additional Launch Parameters, add the below in the field and hit launch DayZ. Then at the main menu for Arma 2, hit ALT + E to enter into the editor.
-mod=@DayZ_Epoch
Also joining any Epoch server and then double tapping esc will take you to the main menu, then do the ALT+E.
Once your in the editor, move around the map in either 2D or 3D mode, and find an area you want to start building at. When you do, then hit ALT+10, double click anywhere on the land and hit OK to the popup. Hit ALT+F2 and do the same thing, and finish with ALT+F1. This will center your map, and also drop a unit down so your able to use the preview feature and walk around in the world.
Then do as Xoleum mentioned, and on the right side menu go to Vehicles > Objects (Fortifications).
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I'd recommend going into your Arma 2 Operation Arrowhead directory, and removing the @DayZ_Epoch folder which will remove the mod completely. Then try to re-download through Commander. If that fails, you can also try downloading the mod directly from the site and then once done - unzip and move the @DayZ_Epoch folder into your Operation Arrowhead directory.
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The short grass was done to help boost performance, and it is a noticeable difference. So that's a weighing factor you might consider. There is a different thread open about the dust clouds.
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TuBz, thank you. It was in fact the @ missing from the bat file. Random I didn't notice that earlier, since I compared bat files lol.
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Cheers Axle for the reply. We are currently using the Caribou Frontier map via Armaholic. Actually have failed to get the map to work as of yet, but I've also had limited time this week with some family and friends showing up from out of town. Will be looking into this over the weekend to get the map working. Just was wondering if anyone else has had issues with this map.
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Would definitely like to see a snap option as well. Possibly a toggle feature, so you can go into free-form mode or snap-to mode. It's mostly needed for floors, walls, and basically anything that can be done consecutively. It would be nice to see a destruct option, which destroys the item but gives you say half resources back.
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If you recently just installed Epoch then your running 1.0.2.5. There's still many servers running 1.0.2.4, and those ones you won't be able to join. In the server name, it should mention the version used in parentheses(). In DayZ Commander I believe on the left hand filters, there's an option to also select to only show the same version.
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If your wanting to start completely fresh, the easiest way would be to delete the existing database completely, then recreate it, and import the epoch.sql file again. This is a fresh server, and you spawn as a new spawn again.
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When the new sql is ran, it will replace the removed vehicles with old/existing vehicles. They have mentioned it's something they'll be checking into - other vehicles to add in.
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Hi all;
Had a question for anyone who might be running the new Caribou, or a dev. When launched, comes up with Addon 'dayz_server' requires addon 'dayz_code'. Server starts OK, just the error is causing some issues with the auto-restart. We run Chernarus and Panthera from the same shared directory without error - seems to be only Caribou.
I'll be investigating it further in a bit, but in case someone has faced this already.
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It's a very minor effect and nothing like the video. I didn't notice any performance differences. Actually with the new update I gained an insane amount of frames personally.
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Just thought I'd say awesome job guys on the latest build, 1.0.2.5, and the performance changes that came included. Will of course differ between each individual, however I easily noticed a 30 to 40% boost in frames with my rig. Almost creepy how smooth it runs now.. didn't affect a friend as much, but I sure felt the improvements which was greeted with welcomed arms. B)
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I'd definitely like to see this made available. Make bases a bit easier on the eye. ;)
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Axeman.. that is insanely impressive. +Props.
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That's a very low-end server, and old hardware. Scrap that and go with something larger. As the others mentioned, a dual core CPU isn't going to handle game servers of this magnitude very well. When the server is populated, it's going to have a hard time keeping up which is what your facing already. A basic ideal server would be a quad-core CPU, 8GB+ RAM, and higher end SATA or SSD preferably. You can find some great deals out there.
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The sole purpose behind the punishment and harshness of death, is to encourage survivors to avoid death and instead preserve their life. Allowing someone who died the option to spawn at their home or base, is encouraging people not to preserve life but instead be careless with it. You take out a core part of the game, which is to second guess or think twice about the situations you face. Making good or bad choices is a huge part of the game, and mistakes happen and sometimes your rewarded - it's all a game of chance. However knowing you can spawn back at your home/base after death, and be re-geared changes the entire attitude and mindset of players. "I died, but no worries I'll just spawn at the base, re-gear, and be back in the action in a jiffy."
Additions to the mod should be towards reasons to preserve one's life, not to derail it further. Death carries it's own benefits, such as rewarding the player with a fresh new experience. You'll most likely run into different survivors and obstacles along the journey - even if it's just back to your home/base. The thing I see with this idea, and even other add-on scripts people already install - they reduce the time or effect needed to get things done - aka making everything easier.
With that said, against the idea.
//tip - always good to keep your eggs in different baskets.
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Be interesting if once turning bandit or hero, that you were locked to a selective amount of skins so that each had a unique look. Survivors still getting some of the odd outfits until they switch over to one. Then again, Epoch is all about choices and freedom; and DayZ has always been about not knowing what disposition the person standing next to you has. It's a game of chance, which keeps the game exciting. The name tag system is decent, and makes you more cautious still.
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I haven't been able to pinpoint the cause or reason, but I do notice the same connect/disconnect within a 1 second window all day/night. I joined your server just fine and did a loop around Cherno. It nearly killed my PC though. :P
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A good Epoch hardcore server would sport no additional scripts imo. Most of the scripts make it easier to get things done. Hardcore should be the opposite.
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Just wanted to reply and say thanks Kind-Sir, had that issue fixed based off that link in just a few minutes. Cheers!
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What type of server setup are you using; eg your own server/system, dedicated server, or a game server provider? There are a few helpful tutorial videos on Youtube that explain a setup from scratch.
How to make Custom map content [ Tutorial & Ongoing Support ]
in A2: Custom Bases (1.0.5.1)
Posted
Frank, the easiest way to add roads and any object your not able to click on once placed, is to first place that object such as a piece of road and then place a different object that you can move around on top of it. Then drag your mouse over both, so that both the circles are selected for the objects. Then move and make changes by using the movable object. Once satisfied, delete the object.
For a road, just copy / paste the object+road to keep on building it.