Zombie Game.... DayZ / WarZ

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Re: Zombie Game.... DayZ / WarZ

Postby Simon Justin Nixon » Sat Oct 13, 2012 6:15 pm

It's available Monday mate
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Re: Zombie Game.... DayZ / WarZ

Postby Tweedie » Sun Oct 14, 2012 11:49 am

AWESOME i got fuck all to do monday so i will be setting us up with some gear lol. We playing hardcore or normal?
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Re: Zombie Game.... DayZ / WarZ

Postby Simon Justin Nixon » Mon Oct 15, 2012 11:50 pm

Image


:pmsl: :pmsl: :pmsl:
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Re: Zombie Game.... DayZ / WarZ

Postby Tweedie » Mon Oct 15, 2012 11:54 pm

LOL i will just start it when i am on my way to job interview. lol. BASTARDS
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Re: Zombie Game.... DayZ / WarZ

Postby Ponytailed Balken » Tue Oct 16, 2012 6:22 am

:pmsl: :pmsl:

Oh well no rush, especially if it's in alpha build anyway.
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Re: Zombie Game.... DayZ / WarZ

Postby Tweedie » Tue Oct 16, 2012 5:34 pm

Well it is all up and running at the moment a few minor glitches that will be fixed.

Invisible Zombies lol, you can hear them but not see them.

Client Crash, they think this is due to the sheer volume of people wanting to try and get on servers.

30% of map. Will be expanded on 16/10/12


I think this is about it for now, maybe some others that i dont know about yet but the game is good. I enjoy playing it, just everyone seems to be like on DayZ where they just see people and then try and find a way to kill them!! Meh, i lead a load of Zombies to someone before in a building then i jumped out the back window. Just so they would go for him not me and i made my getaway lol.
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Re: Zombie Game.... DayZ / WarZ

Postby djbolf » Wed Jan 22, 2014 6:48 pm

So anyone on the standalone?
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Re: Zombie Game.... DayZ / WarZ

Postby Simon Justin Nixon » Wed Jan 22, 2014 9:54 pm

We have a BTTOS server Bolf ;)
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Re: Zombie Game.... DayZ / WarZ

Postby Jaffa » Wed Jan 22, 2014 11:16 pm

Yup, it's uber! There's me, Tweedie, Mike & Bry playing.
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Re: Zombie Game.... DayZ / WarZ

Postby Ponytailed Balken » Thu Jan 23, 2014 12:26 am

FYI... finally got the mic working. Turned out i never had any sound card drivers installed and was just using windows default!
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Re: Zombie Game.... DayZ / WarZ

Postby djbolf » Thu Jan 23, 2014 7:20 am

ok then , where is this discussed? can I join at some point? So far i've only really been a lone survivalist.

the next patch just came out , there are shotguns , hacksaws and sawn off shotguns now , lol , amongst other new shit.
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Re: Zombie Game.... DayZ / WarZ

Postby Simon Justin Nixon » Sun Jan 26, 2014 3:53 pm

Course mate. We use Skype to chat. But search "BTTOS" in the server list that's what is in the server name. We've just got this thread to discuss at the moment. Servers getting pretty busy though, it may change BTTOS's direction lol
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Re: Zombie Game.... DayZ / WarZ

Postby Ponytailed Balken » Sun Jan 26, 2014 11:13 pm

I don't think you can actually find it though through the search string? I had to input the IP directly.
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Re: Zombie Game.... DayZ / WarZ

Postby Simon Justin Nixon » Mon Jan 27, 2014 12:38 am

I did too Bry... but that was because my ping was 10 million for some reason
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Re: Zombie Game.... DayZ / WarZ

Postby Ponytailed Balken » Thu Jan 30, 2014 12:08 am

Incoming Changes...


DAYZ PENDING UPDATE CHANGELOG

Branch: Experimental
ETA to Stable: 5-7 February 2014
Version: 0.33.114782

Known Issues:
- Spawns: Loot is not spawning in military tents
- Spawns: Some structures in Svetlo currently do not spawn loot
- Server: Servers under load can delay actions from the client
- Only 4 dynamic light sources will be rendered at one time currently

What are experimental/stable branches?
In your steam application settings, you can choose a "beta branch". This allows you to opt in to our experimental branch to try it out.

Does my saved character get affected in experimental branch?
No. It runs on a different database, so any changes will not affect your character on stable branch.

I can't find a slot while on experimental branch!
Only a small number of servers run this branch. You will need to change your game back to the stable branch and play on a normal server

Can I join a stable branch server wil experimental branch client?
No, you would need to change your client back to stable.

When will this be in stable?
We expect stable to be updated before the end of that week (by 7 February 2014).

Why has <insert any bug> not been fixed yet when there is new content coming in?
While priorities are very important when assigning work, there is a limit to how many people can work on a complex task without making it even more complex. Also, many of the team are focused purely on content/design so while the important stuff is being fixed, they continue to provide content and design updates.

Is mouse acceleration being fixed?
It is not fixed in this update, but we plan to make control changes. It is not as simple as turning it "off" as the speed your character turns is not dictated by the mouse itself, but your movements combined with the type of weapon you have, how tired you are, etc.

New:
- Actions: chambering SKS round from pile, loading 10 rounds from pile
- Actions: You can uncuff other players with the hacksaw
- Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined"
- Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly
- Actions: Restrained players cannot use inventory or action menu
- Animations: Player now can take and hide rifle in crouched run
- Animations: SKS reload animations
- Crafting: FNX45 pistol can be chambered with single round
- Crafting: Opening cans with combat knife added
- Crafting: Opening cans with machete added
- Crafting: Painting Motorbike Helmets to Black and Green
- Effects: Magnum revolver ejecting shells when reloading
- Effects: Magnum revolver sounds - gunshots, reloading
- Effects: Mosin ejecting shells when cycling
- Effects: New Mosin sounds - gunshots, cycling, reloading
- Gear: Improvised courier backpack added
- Gear: Machete added
- Gestures: Clapping Gesture added, default F5 key
- Gestures: Pointing Gesture added, default F6 key
- Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly.
- Server: Player spawns now cached by engine directly, increasing performance
- Spawns: Added Bubble goose jackets into the loot spawns
- Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
- Systems: Hunger and Thirst slightly modified.
- Systems: Notifications added to UI for hydration and high energy
- Zombies: Different types of Military zombies now have tougher attack values and improved durability
- Zombies: Engine dynamic obstacle checking (zombie, another player)
- Zombies: Svetlojarsk zombie spawns added

Fixed:
- Action: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
- Actions: Keys won't disappear after uncuffing
- Actions: loading ammo works for sprayed Mosin variants
- Actions: Read/Writing notes with paper and pen now works again
- Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
- Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
- Animations: Weapon reloading for magazine was not working properly when no magazine fitted
- Animations: Rifle Aimed Walk Updated, diagonal animations fixed
- Animations: sidesteping through doorway with rifle while crouching should not cause the player to get stuck now
- Config: Berries have more nutrition now
- Crafting : You can no longer saw off sawed off shotgun
- Crafting: Can spraypaint M4 to green or black
- Crafting: Damage is now transferred when items are painted
- Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
- Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
- Effects: Dazed effect plays again when a player is hit/damaged/shot
- Effects: Some effects were not active locally when a player was restrained
- Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
- Fixed: Popping up texture error for beret models
- Gear: Spraycans won't deplete after relogging
- Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
- Gear: Headlamp beam raised slightly
- Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
- Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
- Gear: ZSh-3 Pilot helmet fixed and updated
- Gestures: Taunt defaults correctly to F4 key
- Graphics: "god rays" could cause overloaded post-processing and graphical corruption
- Graphics: fix of removing shining object from hand (switch off)
- Graphics: Roads have per pixel lights
- Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
- Loot: Splint position in hand was wrong now corrected
- Spawns: Drastically lowered chance of backpacks spawning on the construction site
- Spawns: Loot spawn tweaks in some civilian structures
- Weapons: Mosin recoil increased
- Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
- Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
- Zombies: Better filter/check of attack hits directly in engine
- Zombies: Military zombies made tougher

Hotfixed:
- Engine: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity


Shame, I just used a ruined weapon cleaning kit on my rifle after shooting the owner of it :lol:
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