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Old 06-19-12, 12:47 PM   #25
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Default Re: DayZ mod for ARMA II

Damn man, Rocket is knocking out updates/hot-fixes faster than i can keep up lol.
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Old 06-19-12, 01:36 PM   #26
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Default Re: DayZ mod for ARMA II

What's the cheapest way to play this? I've heard of people paying $10 for the expansion and using the free ARMA 2 version to play. Thoughts?
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Old 06-19-12, 02:06 PM   #27
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Default Re: DayZ mod for ARMA II

Quote:
Originally Posted by six_storm View Post
What's the cheapest way to play this? I've heard of people paying $10 for the expansion and using the free ARMA 2 version to play. Thoughts?
Yeah you can play with the free version of ARMA II but as you said you would need to buy the OA expansion pack, The only downside to ArmA II Free is reduced quality textures.
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Old 06-19-12, 02:14 PM   #28
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Default Re: DayZ mod for ARMA II

Oh and yet another update lol, v1.7.1.4 ....

Quote:
Build Notes
HOTFIX : 19 JUNE 2012

Affected addons:
* dayz_code 1.7.1.4
* dayz_equip 1.3.2

Changelog:
* [FIXED] Performance issue with equipment proxies (improves FPS)
______________________________________

HOTFIX : 19 JUNE 2012

Affected addons:
* dayz_code 1.7.1.3
* dayz_weapons 1.3.1
* dayz_server (server admins only)

Developer's Note:
* Requires ArmA2 Beta.
* Big thanks to JoeKurtz for his excellent bug reports

Changelog:
* [FIXED] Melee items causing magazine glitching and eventual server death (fixed)
* [FIXED] Unconscious UI Image displays incorrectly
* [FIXED] Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
* [FIXED] Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
* [FIXED] Speed not correctly utilized for checking stealth levels ( https://dev-heaven.net/issues/33630 )
* [FIXED] Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
* [FIXED] Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
* [FIXED] Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
* [FIXED] Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
* [REVERT] Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
* [FIXED] Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
* [FIXED] Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts)
* [NEW] Once infected lose line-of-sight they will try investigate where you are
* [FIXED] Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
* [NEW] Significant loot rebalancing
* [FIXED] "Fus ro dah" melee (now should be the correct release files)
Honestly you cant knock the devs of dayz, They are reading the forums, Replying and listening to issues/bugs & what people want, Like & don't like ... Adding new features and fixing bugs faster than we can keep up with.

Seriously in all the years ive been paying pc games ive never known a dev team be so in touch with the playing community.
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Old 06-19-12, 02:48 PM   #29
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Default Re: DayZ mod for ARMA II

Quote:
Originally Posted by ATOJAR View Post
Yeah you can play with the free version of ARMA II but as you said you would need to buy the OA expansion pack, The only downside to ArmA II Free is reduced quality textures.
OA is $20 on Steam. Hmm. Wonder if they will drop the price during the Steam Summer Sale. If so, then I will bite.
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Old 06-19-12, 05:40 PM   #30
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Default Re: DayZ mod for ARMA II

Quote:
Originally Posted by six_storm View Post
Wonder if they will drop the price during the Steam Summer Sale.
Hmmm, I dunno ... ARMA II:OA is still in second place in the top sellers list, I cant see the price dropping while its selling so well at its current price.
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Old 06-20-12, 12:49 PM   #31
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Default Re: DayZ mod for ARMA II

Quote:
Pending Hotfix: Build 1.7.1.5

ETA is 6 to 24 hours

Current Changelog for 1.7.1.5
* [NEW] Infected raycast for line-of-sight less often (improves performance)
* [FIXED] Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
* [FIXED] Raycasting being taken from wrong body position (ensured it is from eye level)
* [FIXED] Infected sometimes spawn close to a player (previous check once, now up to ten times)
* [NEW] Infected bodies will despawn after x minute(s) of their death (improves performance)
* [FIXED] Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
* [FIXED] Can dupe tent's by right clicking (forgot to close the window)
* [FIXED] Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
* [FIXED] Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
* [FIXED] Can dupe food during cooking if click really fast (now you cannot)
* [FIXED] Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
* [NEW] Flashlights can now be packed to toolbelt also (gear action)
Looks like decent hotfix this one, Glad to see the devs concentrated on fixing whats broken instead of trying to worry about adding new features.
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Old 06-21-12, 07:58 AM   #32
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Default Re: DayZ mod for ARMA II

Getting better with patches, having some fun befriending nubs & then shooting them in the face & stealing their stuff, very satisfying
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Old 06-21-12, 10:48 PM   #33
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Default Re: DayZ mod for ARMA II

Already bored with this buggy mess after so little time...back to BF3 I go!
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Old 06-22-12, 11:58 AM   #34
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Default Re: DayZ mod for ARMA II

I must have just killed every zombie in Kamenka lol.

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Old 06-23-12, 05:12 AM   #35
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Default Re: DayZ mod for ARMA II

Quote:
Pending Update: Build 1.7.2
Target date is Monday. Backup is for Saturday during offpeak time.

The update will include some new functionality. Currently, it includes some leftover fixes from the end of 1.7.1

But I will be updating the progress here. 1.7.1.5 will remain all weekend, unless something serious happens.

This is the completed changelog so far:

Changelog:
* [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
* [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
* [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
* [FIXED] States where animal might stop walking around (now should walk around more)
* [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
* [FIXED] Error reports are almost invisible (has now been fixed)
* [FIXED] Daylight calculations causing slight FPS issue
* [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
* [NEW] Aubility now dampened in rain and increased by fog
* [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
Glad to see the infected hearing through objects is being fixed.
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Old 06-27-12, 08:07 PM   #36
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Default Re: DayZ mod for ARMA II

New update due out very soon...

Quote:
Changelog:
* [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
* [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
* [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
* [FIXED] States where animal might stop walking around (now should walk around more)
* [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
* [FIXED] Error reports are almost invisible (has now been fixed)
* [FIXED] Daylight calculations causing slight FPS issue
* [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
* [NEW] Aubility now dampened in rain and increased by fog
* [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
* [FIXED] Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
* [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
* [FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
* [NEW] Exponent driven probability introduced into visibility calculation
* [FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
* [FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
* [FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
* [FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
* [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated
* [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
* [NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
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