View Full Version : Is Berzerk being transfered to ArmA II
Hi all
Does anyone know if Zaphod is transfering Berzerk to ArmA II?
Or will some one be making a similar mission.
Kind Regards walker
-----------------------------------------------------------
:yay: Thought we all needed to know that Berzerk has been tranfered to ArmA II :yay:
I hope so. Berzerk maps are the best.
Ch_umpc missions look like Berzerk. But there isn't the interface with weapons and deploy map and there are too much vehicules.
they are more in line with classic C&H maps of old (OFP times)... aah, the memory :)
I agree, but I would prefer Berzerk like maps :D
Radioshack.
Jun 8 2009, 14:57
Not sure if Zaphod is gonna do any maping for ArmA 2 because last time I talked to him he wasn´t very happy about the comunity... (few months ago maybe he changed his mind...) BUT if anybody does convert berzerk maps PLESASE convert the 1.23 version NOT the 2.0 version :D
])rStrangelove
Jun 8 2009, 15:32
What are players supposed to do on Berzerk maps? Pvp? Coop? Killing spree without tactics?
Just curios
I say bring back Battlefield 1985! :D
Hi ])rStrangelove
Berzerk is the classic Capture and Hold (C&H) of ArmA
It is Player v Player (PvP) or more accurately Team v Team (TvT)
1) At the loby you choose, or the admin assigns you to, one of two sides
2) You start with Base Respawn (your only safe respawn).
3) You have a Dialogue from which to choose your basic player weapon loadout.
4) At the base there are several vehicles say:
a) 3 tanks
b) 3 IFV's
c) 2 Helicopters
e) A couple of Armored cars
f) An AA vehicle
(as the vehicles are destroyed in battle they respawn back at the base after some time)
5) You then make for one of several colour marked neutral geographic capture locations.
a) If your team can hold that location for about 30 seconds it switches to your side and your can use it for advance respawn.
b) The marker covering the area now changes to your teams colour as does a flag at that location, only your side can spawn at it while your side hold the location.
c) Each of these capture locations adds to your teams score, for every minute you are there.
d) Each captured location unlocks and spawns extra addons such as better vehicles, tanks, cannons and even jets which you can then use to capture more capture points.
6) Scattered Arround the mission are are ammo boxes at the capture locations and in other spots. These give you access to part though not all of the spawn weapon choice dialogue.
7) When you get killed:
a) you have the full weapon choice dialogue available to you and
b) There is a respawn punishment wait of about 30 to 60 seconds for getting killed,
c) Then there is a map which allows you click which ever of the capture locations your team has and you wish to respawn at.
d) Advance respawn locations are risky to respawn at. While you do respawn any where in a 150m to 200m area within the location camping snipers, and camping is not considered bad form in ArmA just good tactics, often cover these locations. That said counter sniper teams and cannons or auto grenade lauchers often cover the known camping spots.
e) You can also always choose to respawn safe back at your base, often useful to pick up a tank or some such if all others are in use.
8) If one side is loosing realy badly then that often unlocks special extra weapons for them to even it up
The winning team is the one with most points.
Kind Regards walker
.kju [PvPscene]
Jun 8 2009, 16:59
Battlefield 1985 (http://dev-heaven.net/projects/show/kmp-battlefield-1985)
Err, Q, the mission is made?!!
EDIT : looks like it's in good shape.
Can I dl the files for testing? My dedi server : PingZero , 85.171.255.202
Battlefield 1985 (http://dev-heaven.net/projects/show/kmp-battlefield-1985)
Awesome! :eek: Ha, I was only kidding too. Sweet.
.kju [PvPscene]
Jun 8 2009, 17:56
Send me a PM if interested in testing. Only private server testing for now please.
JIP has serious bugs to need to be taken care of first.
let me put it this way ... TBA(tm) ...
enjoy that info ...
HyperWeaseL
Jun 10 2009, 14:58
Hi all
Does anyone know if Zaphod is transfering Berzerk to ArmA II?
Or will some one be making a similar mission.
Kind Regards walker
I hope so Berzerk maps are good:bounce3:
Przemek_kondor
Jun 10 2009, 17:19
Battlefield 1985 (http://dev-heaven.net/projects/show/kmp-battlefield-1985)
can't wait for this :bounce3:
Mandrake5
Jun 12 2009, 06:53
hehe Battlefield1985 was IMO the greatest mp mission of all time - can't wait for more of the same!
sparks50
Jun 12 2009, 13:56
I remember that mission! Bring it on :D
to answer the question of this thread: yes ... 90% done ...
re-developed from scratch with lots of improvements ...
to answer the question of this thread: yes ... 90% done ...
re-developed from scratch with lots of improvements ...
Good to hear Zaphod
My favourite C&H
And with the ability to play ArmA I as a MOD mean all the old favourites can transfered too.
Though I am looking forward to Berzerk on Chernarus and Utes maps most.
Kind Regards walker
to answer the question of this thread: yes ... 90% done ...
re-developed from scratch with lots of improvements ...
I look forward to playing them!!! :bounce3:
Kochleffel
Jun 15 2009, 00:36
Hi Zaphod,
i wait for the Berzerk Missions to!
if u need a testserver conact me i can host u a dedicaded with enough power :yay:
If you want to suggest own improvements (based on 2.0 beta 12), this might be the right time and place ...
.kju [PvPscene]
Jun 19 2009, 11:24
One version with roughly same distance from base to town vs between towns to
have base a fair respawn pos.
Make an option / version to let units start in towns at game start to avoid the start rush.
Ability to deactivate client side the sounds/music (via radio).
Inf (+transport) - tank (+inf) - air (+inf // AA vehicles) only version.
Base zone protection system that deletes projectiles fired from inside or from outside into the zone.
:)
Yes, some infantry maps could be great. Or infantry and light vehicules (with only one tank in each side). But Berzerk is great as it is so...:D
Can't wait for the releases, we'll put them on our server.
arma2mods
Jun 20 2009, 23:51
Make it this time more over different places with different setting, one town get old quickly.
garack666
Jun 21 2009, 02:58
NiCe!!!!
Very pleased to hear about Berzerk Zaphod!
A problem I find in Berzerk is that if one side manages to capture all the zones the other team kind of gets "locked out" and the quality of the game deteriorates. Players are just flying choppers desperately in and getting shot down by camping tanks. It's frustrating for one team and boring for the other.
Therefore my suggestion is to always have at least one respawn point for each side in a town. I.E. If one side captures all the zones then the last zone that they try to capture will be uncapturable and will remain held by the enemy / neutral. If each team always has at least one respawn then the pace and intensity of the game will be maintained even if one team is stronger.
Keep up the good work m8 and I look forward to playing "Berzerk-Chernagorsk" soon!
Really looking forward to this release, Berzerk raised the bar on pvp play in ArmA. Go Zaphod! :yay: we need this
Kremator
Jul 6 2009, 18:54
Played it last night with Zaphod. MAN IT ROCKS !!!!
Good job Zaphod - even got some good kills on him. I think the view distance needs to be upped very slightly however.
For those interested it takes place around Stary Sobor.
I can also supply server for berzerk maps
I have seen the server with Berzerk but it was password protected :(
I have seen the server with Berzerk but it was password protected :(
That happens if admin locks the server from ingame. Sometimes jip lag causes alot of lag when loads of people join at once so they lock it for abit then unlock.
I got it after some hours, we'll test it, we are huge fans of this mod. It was not possible for us to skip the beta test :D
Tested this shortly yesterday. Was fun. Area was a bit small for my taste. But i quess there will be more versions.
.kju [PvPscene]
Jul 7 2009, 06:10
Still way too large distance between start zone and middle zones.
Easily results into one team being driven back to spawn.
antincans
Jul 7 2009, 06:58
Played it yesterday for 4 hours straight and I can say, that this is easily the best way of playing ArmA 2 BY FAR, even if it's still in Beta. I hope more servers are going to run Berzerk together with different maps.
Played it last night with Zaphod. MAN IT ROCKS !!!!
Good job Zaphod - even got some good kills on him. I think the view distance needs to be upped very slightly however.
For those interested it takes place around Stary Sobor.
What version did you play? I have beta 26 on ping0, but we had quite a few bugs unfortunately (still fun map)
Aww, and a plea to Zaphod : please, no Airfield! :D
antincans
Jul 7 2009, 08:16
What version did you play? I have beta 26 on ping0, but we had quite a few bugs unfortunately (still fun map)
I played Beta32 on the German Art of War Server and I wasn't experiencing any bugs, except many player lags (especially annoying as a marksman / sniper).
2h yesterday with beta32, I didn't noticed any bugs. It was very playable especially with 64 players on the server. Lag wasn't so badly, I think it was the problem with server an internet bandwidth.
Good job ZAP!
Hello,
yes, it runs better than expected after the very first online tests.
this is the latest and maybe the last beta version before release:
fixed from beta32:
- respawn task list refresh (didn't work correct)
- respawn bug on full mobile HQ
- added Mi24P instead of second base Mi17 Medevac
- moveInDriver to your custom created vehicles in base
- better no-fire-in-base prevention
- some minor stuff no one would notice anyways ...
feel free to report bugs and suggestions.
Kochleffel
Jul 7 2009, 21:07
a Clanmate spawned in the Air,fallen in the Water and was dead...
the DAO Berzerk Only Server goes online!
:yay:
Seeing a new Berzerk map is more exciting than patch day for me!
Moshland PvP (US dedicated server) will be hosting it in a little bit.
Thanks Zaphod!!!
2h yesterday with beta32, I didn't noticed any bugs. It was very playable especially with 64 players on the server. Lag wasn't so badly, I think it was the problem with server an internet bandwidth.
Good job ZAP!
Well i tested it on a quad server today with 100mbit and was still laggy from where so many players join at once even tho server had 44fps. Lag is more more down to the arma jip and multicore usage as it seems it dont wanna use more then around 35% cpu out of 50% o n dual core and 35% out of 100% on a quad
http://img40.imageshack.us/img40/584/fpsj.th.jpg (http://img40.imageshack.us/i/fpsj.jpg/)
Hello,
yes, it runs better than expected after the very first online tests.
this is the latest and maybe the last beta version before release:
fixed from beta32:
- respawn task list refresh (didn't work correct)
- respawn bug on full mobile HQ
- added Mi24P instead of second base Mi17 Medevac
- moveInDriver to your custom created vehicles in base
- better no-fire-in-base prevention
- some minor stuff no one would notice anyways ...
Berzerk v2.0 - Sobor beta35 (http://www.get42.com/berzerk/ch64_berzerk_v2_beta35_sobor.zip)
feel free to report bugs and suggestions.
Installed on ping0, now first mission in rotation :)
Can you put the view distance higher, or set an option via server side? I want to feel like I'm playing arma, not bf2.
Hello,
plan is to provide 1200, 1600, 2000, and 2400 m as start parameter ... but as you can see its out of parameters long ago =), but same opinion: something looks different to 1200m in ArmA1
If you have problems with multiple connects lagging a nearly full server:
- try disabling VoiceOverIP
- or reduce max players a bit to around 50
Kochleffel
Jul 10 2009, 13:29
now there is a Berzerk only Server!
DAO Berzerk testserver 64 slots.
enjoy Gameplay
Can you explain the score system ? I used to play Berzerk but I don't remember it, thanks.
householddog
Jul 11 2009, 02:14
Is there a way to form squads in Bezerk BTW? I asked everyone on the server last night, nobody answered.
MartanCJ
Jul 11 2009, 12:57
How is password on DAO Berzerk server?
Radioshack.
Jul 11 2009, 14:06
Played a berzerk today and here a few things I noted:
The color change for west (to blue from green) is very confusing or people who play berzerk already in ArmA 1.
The don´t shoot at base script even counts you on if you don´t shoot (maybe it reacts also to using the action menu).
there should be a smaler version (12 vs 12) because most server can´t handle ArmA 2 + berzerk + a lot of people joining and leaving all the time very well (lag).
The fact that you have to destroy empty enemy vehicle before there will spawn new vehicle that you can use is interrupting the gameplay.
There should be at least motorbikes at the base (at all times) to be able to move on. (ok found the ammo box... at base)
Remember, this is a beta version... I'm sure all your suggestions are being considered.
Once all the bugs get worked out we will most likely see different variations of the map, just like in Arma 1 (different cities, locations, sizes, etc). That is just an assumption, but I hope for this too. :)
Tips and hints-
If the GPS is enabled (server admin option), use it. Scroll with mouse wheel and select.
small red quare icon (heal tent), small yellow square icon (ammo reload)
at base, in tent (circle with ? icon ) you can spawn bike/jeep/truck and avoid the initial tank/heli rush
blow up enemy vehicles to spawn your own
you change weapon loadout when you die or in vehicle, ammo boxes only reload
Use the mobile HQ wisely and turn off the engine when you exit.
Don't ever rely on ID tags! Visually ID by uniform (helmets are easiest to tell apart)
Keep up the good work Zaphod, and thanks!
LigerZero
Jul 11 2009, 16:59
Can someone tell met the password for the server? Several minute ago i could enter without a password but now its asking for one.:(
Radioshack.
Jul 12 2009, 18:35
Ok after 12h of berzerk (version beta 37) testing here some more bugs:
the delay of the spawn menu is to long sometimes you can spawn in positions that are alreday captured by the enemy since a few seconds.
The night setting dosent work
The "east javelin" is missing on east weapons menu
the east sani bmp is almost unbreakable (ArmA bug) vehicle should be removed
some other things I noticed:
the respawn time for tanks and choppers (including the combat choppers) is much to short and should be longer.
Is every vehicle supposed to offer a full weapons menu or just some? because it isnt working on every vehicle.
and last but not least best mission so far created for arma 2 thanks a lot :D
I played Berzerk today, seems very nice, but I have one suggestion.
Too much vehicle spam, ArmA2 is an infantry simulator, it excels at infantry-related gameplay, 3rd person being enabled doesn't help this issue either.
Hello,
sorry for the bad bug as someone fires from vehicle at base, hope its better now.
fixed from beta35:
- Mobile HQ changed to ArmA HQ classes
- Tunguska equivalent now Avenger
- better no-fire-in-base prevention (again ...)
- more weapons
LordDunce
Jul 13 2009, 22:07
Berzerk v2.0 - Sobor beta38 doe not work for me when i upload the pbo to my server... just hangs after vote
try another link ...
Berzerk v2.0 - Sobor beta39 (http://www.get42.com/berzerk/ch64_berzerk_v2_beta39_sobor.zip)
@<hidden>
>Is there a way to form squads in Berzerk ...?
Yes, its possible to form squads, you can recruit 2 team members/ rank with dialog ... for easy use: 2 units / star:
select the unit, and press the recruit button, a message should be sent to invite him to your team.
that one is very basic, im going to change it soon, there is some nonsense left in code and dialog.
@<hidden> :
>Ok after 12h of berzerk (version beta 37) testing here some more bugs:
>the delay of the spawn menu is to long sometimes you can spawn in positions that are alreday captured by the enemy since a few seconds.
(is fixed) will be fixed from beta40 and for sure in release
>The night setting dosent work
it should?
>The "east javelin" is missing on east weapons menu
try Metis AT-13 since beta39
>the east sani bmp is almost unbreakable (ArmA bug) vehicle should be removed
MHQ classes changed to LAV25 HQ / BTR9 HQ ... worse that there is less cargo seats, only driver and gunner
>some other things I noticed:
>the respawn time for tanks and choppers (including the combat choppers) is much to short and should be longer.
only for base vehicles ... but that is really important! ... try to use vehicles from tasks, if you need longer respawn times than one minute
>Is every vehicle supposed to offer a full weapons menu or just some? because it isnt working on every vehicle.
the weaponcargo depends on the vehicle, yes ... a HMMWV with TOW has no secondary launcher, but a normal HMMWV has, for example.
the more weapons the vehicle has, the lower cargo it provides, a closer list of features will follow.
Regards
Not sure if this is a bug or not.
On beta39, playing as Blufor, I had the Mk 48 Mod 0 and 5 mags. Takes up 10 slots in the inventory which is normal. However, i died after about 20 minutes and went to change my loadout to something different. I tried the M4A1, MP5, etc...no launcher of any sort, standard pistol and I was only able to get 5 mags...that should only take up 1 slot. It said the max amount of available mags was 5. Once I spawned however I was able to go to Arming and get the rest of my ammo...and once dead again I was able to use all 10 slots.
Stilla-Killa
Jul 16 2009, 12:57
How do you capture the towns? It kept going from blue to green. I still had no clue what I was doing. Any help would be appreciated. I still had fun though lol.
Radioshack.
Jul 17 2009, 15:26
edit: ok nm its a bug...
@<hidden>:
Yes, it is a bug, but it happens only sometimes. From beta40 i will provide a workaround that resets Ammo Max to 10 as you set all Ammo to 0, that will work until i found the bug itself.
@<hidden>:
Capturing towns bugs on laggy servers, Markers are going wild and changing back to Civil (green). Changed routine to MarkerColours only server- and client-side. Fixes the bug with selectable respawn that are not allowed anymore, too.
Radioshack.
Jul 17 2009, 17:40
testing version beta 0.39
- the first time you enter the game and have to choose a respawn location you can only spawn in the base even if there are more postions available.
- you dont get a city "xy" was captured by "west / east" message every time
- the HMMWVE dosent feature a full weapons loadout the west APC does according to the strengh of the HMMWVE it should have a full loadout.
- the west menu shows only the vehicle available at the base but not in the positions
- had the marker bug on every server I played the 0.39 version so far...
> the first time you enter the game and have to choose a respawn location you can only spawn in the base even if there are more postions available.
> you dont get a city "xy" was captured by "west / east" message every time
this is not a bug ... on login you can only respawn in base (as you are alive) and in the very first dialog after logins capture messages are only logged not signalized.
i will take a look at the config about the HMMWV.
The markers of in tasks respawned vehicles will disappear if vehicle is in use, and re-appear if vehicle is left alone or destroyed, at location where vehicle will respawn ... these markers dont follow, respawn positions only.
|D:W| CryHavok
Jul 17 2009, 23:03
Zaphod... I love you! thanks for the hours of fun playing your maps, i can't wait for the new ones.
Thanks,
Many servers are running old versions during beta phase.
This is not a good idea and that for the mission pbo got continious beta numbers that allow to add the mission to running servers without restarting ... you can remove the older versions as you stop your server for some reason.
beta phase will end soon.
I played on beta39 some more and I'm not sure how this happened, but when the round started and we rushed to cap a town, it would successfully cap then immediately go back to green, no enemy presence and we were still in the dark area. Only way to re-cap it was to walk off the dark area then back on, even opfor couldn't take a town for more than a few seconds.
{SAS}Stalker
Jul 18 2009, 13:30
blue team mobile HQ isnt working, no mater where it is and if its selected as a spawn location you still spawn at the start base.
capture marker bug: i changed the routine to markercolours only ... that should run better on really full servers where this bug seem to occur.
the MHQ arent working since beta39 as they have no back seats ...
both fixed from beta40
Hi, I try to set my server to start the Berzerk game at launch, even if there's no player on it.
How can i do that?
Actually, my server is waiting for a player to join to launch the map
Radioshack.
Jul 21 2009, 17:08
Hi, test version 0.41 beta
- you can still respawn in postions that have been captured by the enemy since a few seconds.
- the view distance is little bit to high at the moment tanks just camp the hole time at one place because they can see almost the whole map.
- the new flag area for radio tower should be a bit bigger.
{SAS}Stalker
Jul 22 2009, 07:46
where on earth have you got 0.41 from I cant see a DL for anything newer than 0.39 :confused:
Last night i play 0.43 :rolleyes: LINK (http://arma2.swec.se/server/data/109773)
{SAS}Stalker
Jul 22 2009, 08:19
Last night i play 0.43 :rolleyes: LINK (http://arma2.swec.se/server/data/109773)
great for you :rolleyes: golf claps all round, your the man.... etc etc etc
beta 55 (http://www.get42.com/beta55.zip)
{SAS}Stalker
Jul 22 2009, 13:08
much appreciated Mr. Z thanks
Radioshack.
Jul 22 2009, 17:38
Hi, test version 0.43 beta
bug:
- east could not recapture the flag after west captuered it. Happend to me in Stary and Novy (I tryed to leave and re enter the trigger area but I dident made any difference).
suggestion:
- tunguska should have at least 4 rockets not only 2 because all choppers spawn very fast anyway
Hi all
I have added a basic manual for Berzerk! to the BIS Wiki it will do until the official manual comes out.
http://community.bistudio.com/wiki/Basic_Guide_to_Berzerk%21
Berzerk! players can update and improve it.
By the way Berzerk! 0.43 beta is great improvement in terms of balance particularly the movement of the radio tower.
Kind Regards walker
jonneymendoza
Jul 27 2009, 18:57
Where is the best place to post bugs/improvements for this mode? have one issue with this mode and that is the text size of the UI used in berserk for choosing weapons etc. its very small and can damage your eyes. i myself have good vision and dont wear glass's so i imagine this will be a nightmare for someone who already has vision constraints.
{SAS}Stalker
Jul 28 2009, 10:17
Snip
Thanks Walker, much appreciated and very helpful, one thing though, this bit
team-play
Berzerk is about team-play. You can actually create and join a squad in game, then use green group channel to mark map and control the squad over VON. A good mix is two AT, an AA, a sniper on a motorbike (pedal bikes would be better) and an AFV.
Ive tried so many times to do this but have never managed to, The recruit button is always greyed/pinked out. Am I doing something wrong ? Are you meant to create a squad first and if so how :S
Rip31st
Jul 28 2009, 16:21
I love this mission. I put Sobor .45 up on our server. It's set up to cycle it continuously.
If anyone out there is looking for a great connection on the West Coast of the US, our server is located in Reno,NV on a 100mbit connection. The server is a quad core Xeon with 8 gigs of ram. It can handle a lot of people.
-=BERZERK WEST COAST SERVER 31st=- is the name of it.
jonneymendoza
Jul 28 2009, 17:49
i dont like this mode, not because of the actual mode itself but because people just piss about in this mode and dont play as a team
galzohar
Jul 28 2009, 21:36
The worst thing about playing this in a pub is that people don't seem to realize they need to stay in the small marked area to cap and not the big circle. They also don't realize that as long as a circle is blue/red then blufor/opfor can respawn in it, so sitting somewhere and getting kills is helping nobody, even though it feels like you're playing more "tactically" (=slowly, at least for most people).
A "skip intro" option would be awesome as well ;)
jonneymendoza
Jul 29 2009, 10:25
Yea exatly. well said.
Hi all
As I point out the personal scorboard should be covered. Or better yet zero the kills.
It is not kills that wins wars it is who holds the ground.
Kind Regards walker
Radioshack.
Jul 29 2009, 16:46
Fell free to set up your own public game server where you can run everything the way you like it...
Ive tried so many times to do this but have never managed to, The recruit button is always greyed/pinked out. Am I doing something wrong ? Are you meant to create a squad first and if so how :S
Hi {SAS}Stalker
I just tested and had players from my clan joining.
Perhaps you were on an earlier beta. Version I just played was 0.49.
Kind Regards walker
galzohar
Jul 29 2009, 22:25
Is there a real benefit to forming a squad? I mean, nothing actually helps you actually find eachother on the battlefield - that is, before you get killed. The current respawn system in berserk is very chaotic and kinda feels like a COD respawn system, which is one of the things I disliked the most in COD.
In fact the whole game mode is pretty chaotic, would probably be interesting to try a variation that only has 1 captureable point yet only allow respawning at base, but also have the bases somewhat closer to the control point compared to what we have now (about 1/2 the distance would be good if you can always get at least a bike, less would be needed if you sometimes have to walk).
The weapon limitation system can get really annoying. One moment you have your weapon of choice and then a second later you try to respawn but have to re-make your entire loadout because that weapon is not available, then change it again once it becomes available again.
Hi galzohar
All I can say is that members of my clan were working together as a team to protect and capture spawns. I saw several other clans and teams doing the same thing. We had an external medic going round healing people.
Map and GPS
The map shows which zones your side controls; as well as your position and that of friendlies and perhaps depending on difficulty known enemy positions. Zones you control are coloured to your side. Red Zones are OPFOR controlled. Blue Zones are BLUEFOR controlled. Green Zones are neutral. Yellow Zones are contested. To control a zone you need to have majority combat power in the darker inner zone near the flag. The map also shows small yellow squares in the flag zones which are the positions of ammo boxes and red ones which are aid stations. Units on your side are marked with a small arrow, direction denotes direction they are facing. White arrow is you, Green arrows are players on your side, Red arrows are medics on your side. These arrows have the name of the player next to them, this along with the 3D view diamond on members of your squad make it easy to find others. There is also a GPS that comes up with local map info when in 3D view.
From the Wiki page linked below
Weapon loadouts force better game play as you have to work with the mix of weapons. If you cannot work within the limitations of the game play I guess it is hard for you, as to changing loadout it took me 30 seconds to change from RPG and PSO to PSO grenade launcher and smoke grenades, since this is respawn time I think it is correct.
Galzohar; you do know you can respawn at captured points or the MHQ dont you? And that you can spawn a motorbike or other vehicle in the command tent at the Base respawn?
If not I think you need to read this short guide to Berzerk to help you:
http://community.bistudio.com/wiki/Basic_Guide_to_Berzerk%21
Kind Regards walker
{SAS}Stalker
Jul 30 2009, 10:40
Hi {SAS}Stalker
I just tested and had players from my clan joining.
Perhaps you were on an earlier beta. Version I just played was 0.49.
Kind Regards walker
currently on 0.43 is there anywhere that these updates get hosted or is it case of hunting down a server thats running a new version and then using that ?
Hi {SAS}Stalker
The person to ask is Zaphod since he is the mission author.
But I just go to the DAO server once a day that is where it is being beta tested so in fact I just download it from there; exactly as you say when I join the mission. It also means I am helping contribute to the beta testing. Thus bugs get spotted faster, then dealt with. Zaphod is updating very regularly. The only official release is Sobor but I have played on a few location conversions. They did not play as well as they had not been balanced. I think the official Zaphod versions would be better as he works on the balance quite a lot.
Also there is a lot of metrics that go into assessing game balance and optimization. By playing on the test server Zaphod gets those metrics and can fine tune game play aspects to improve balance as well as spot which scripts are hogging the resources and in what situations.
Kind Regards walker
{SAS}Stalker
Jul 30 2009, 11:19
yeah was on the DOA server on Sunday, it was 0.43 lol, Things move fast in a few days. Not been on this week though. Ill get one of our chaps to drop on today so I can update our server
Where can I download this?
galzohar
Jul 30 2009, 13:58
I didn't say changing loadouts was difficult, just that it was an annoyance. Especially when you have to scroll through multiple weapons that you want just to find out they're all taken (maybe at least remove unavailable weapons from the weapon selection menu)? Anyway it would be nice that once I have a weapon nobody can "take it from me" so I don't have to change a loadout - if I'm "the javelin guy" then I stay "the javelin guy" until I choose to be something else that is not taken. Right now this is not possible, as sometimes I will try to spawn and find out that I have to change loadout because someone somehow picked a javelin and I can no longer pick it. Again it's not a difficulty but it is an annoyance. Just like the intro isn't a difficulty but it is an annoyance.
The reason I say the spawn system is chaotic is exactly because it is - spawning at a base you control spawns you at a random location around that base, often not anywhere near any teammate. If your base is under attack, often you will spawn right into an enemy's sights, making it an easy death, and often you'll spawn with an enemy right in front of you, making it an easy kill. Both situations have little skill nor tactics involved. Alternatively, if there's no fight going on at the base you just spawned at, enemies can die and respawn 5-10 times before you actually make it to the base where the combat is actually at. Overall the respawn system makes it so that it's extremely hard to capture a place that people are actually trying to defend, and the only reason bases actually get captured seems to be that the majority of people simply have no clue how to defend them. While spawning at a friendly base that is not under attack results in a large travel time to one that is under attack, spawning at the base results in even more travel time (yes, even with a vehicle, it's simply too far). The combination of large variation in travel times and randomness of respawns (sometimes spawn behind enemy, sometimes in front, and usually not near friends that are also respawning) makes the respawn system very chaotic. In fact, spawning at a base that is under attack is pretty much the same as spawning in a COD4 team deathmatch game.
What's the real point in having a medic? You can just heal yourself at the tent that is right next to the area you need to guard/capture, no? Not to mention it only takes 15sec to respawn yourself at full health... This is all on defense of course, on offense I don't see how you can have time for coordinating medics considering that you only have 20 seconds (or was it 15?) to capture a zone before the defenders start respawning and stopping you from taking it. This also leads to the problem of zones being too hard to cap when actually defended - if the defense force actually stays in the small capture zone (which unfortunately for them they usually don't because they have no clue what they're doing), then if you kill them from long enough distance they'll simply respawn and kill you before you even make it in there to disable their respawns, so to capture a zone you basically have to kill all defenders 2-3 times. At least on most servers there are very few people actually defending making captures possible, but I wouldn't want a game that relies on people being dumb to work :(
I'm not saying berserk is bad, especially the interface is a pretty awesome piece of work, but it can use quite a lot of tweaking.
Hoestly I'd love to see a berserk version with only 2 main bases and 1 captureable zone, with no respawns allowed in the captureable zone, and somewhat shorter distance between the bases and the zone compared to what we have now so you don't have to drive so much.
Hi galzohar
I prefer the reverse; more zones not less. I have been instant killed (within 5 seconds of spawn) once maybe twice on a full 80 person server, most occasions if I get killed early on say sub 30 seconds, it is because I have chose to spawn in to a contested server to maintain control, and was running to the central capture zone and not moving tactically. That is a tactical decision by me as part of the game play.
All that said this is a beta. Zaphod has reduced the number of zones so it is easier to test at a guess; that is what I would do too. I personally think three zones is a minimum number of zones. Previous Berzerk missions had an average of 5 or 6 zones. Airfield was the most popular and it had six zones.
Larger numbers of respawn points gives you more protection, not less. You get more protection from emergent behaviour then, read some chaos theory. Berzerk also has a strategy element to it; in that what spawn you chose to attack or defend affects the likelihood of maintaining and obtaining control of other spawn points. More capture zones means the complexity of tactical patterns increases thus increasing the fun.
Respawn is part of the para drop psychology; you need to organise it in your brain and your actions. To reduce your instant kills and improve your survivability I suggest you should take second at the respawn dialogue to spot where your buddies are in your chosen respawn zone. Make a plan. First thing you do is find cover inside a building or backed into a corner so you have three arc defilade, or deep in some forest, take a knee, check you GPS for close buddies and join up with them and fill the open arc. Good players will spot what you are doing and trust you full fill your role and conversely you need to trust them. I have to admit it is a lot easier if you are playing with clan buddies or players you know. I will have to write a buddy team wiki entry but good public players recognise the advantages and play in this way anyway.
The ability to join groups makes tactical team play much better. I would like to see the ability to drive the MHQ only being available on Rank of say controlling 6 or more other players.
Kind Regards walker
galzohar
Jul 30 2009, 17:36
There are already issues with some games having nobody drive the MHQ at all, so restricting who can drive it can cause some major problems.
As for the random respawns, the fact is it can respawn you inside the FOV of an enemy, at which point there is little you can do (by the time you even look to see where you spawend you're dead). It goes both ways, and you can respawn with an enemy in your FOV and get a free kill. Both aren't a lot of fun. There's no tactic for you to avoid spawning into an enemy and there's no tactic for the enemy to avoid you spawning behind him. This is what "spawn only at base" is supposed to prevent. It's not as much about protection, but more as a mean of focusing the game on combat tactics and less on respawn tactics.
When attacking a zone, and making sure there are no enemies behind me, after killing someone I shouldn't be required to watch all directions looking for where he respawned to kill him again. When attacking/defending a zone I shouldn't have to rush to the small capture area to allow/stop respawns. When I clear an area it needs to stay clear until more enemies arrive by non-magical means (that is, actually walk/drive/fly in rather than appear right next to me). Having that is key to allowing and encouraging proper use of combat tactics (again, combat tactics, the kind you read of in dyslexi's guide, and not respawn/berserk-only tactics).
Having less zones is simply to focus the fighting. If you're going to have a 10 vs 10 battles over 4 different zones that are far away, what's the point in an 80-man server? One zone will actually make it a 40 vs 40 and take full advantage of the game and server capabilities, and will have more opportunity for teams to play together rather than be forced to spread out over multiple zones which is almost as bad as playing on separate servers (though granted, you can hop zones on every respawn but still at any given time you'll only have so many people actually fighting in your zone).
I'd make some missions myself to try my ideas out if I didn't get stuck on very simple scripts that simply don't work.
Hi galzohar
Actualy focussing the fighting is incorrect. You need to spread the battle out otherwise it turns into the old fashioned COD game forms, which is why so many people are leaving COD. Who wants to live in a Shoebox or Corridor Prison?
Gamers want modern open game play as in BIS's OFP ArmA and ArmA II not the old fashioned invisble walls and pogo boots. That is why ArmA II is taking market share from COD. COD servers are declining every week where as the number of ArmA II servers is increasing.
Kind Regards walker
galzohar
Jul 30 2009, 18:46
Except it would be fighting for control over a shoebox, rather than COD-style fighting-in-a-shoebox. There's a big difference here. You have the big area to maneuver in (and even 1/4 of the current berserk area is many times bigger than a COD map), but the objective is very clear. Currently the objectives are far enough that by the time you can get to assist an objective that is under attack it can get captured back and forth 10 times over. In fact, you're better off helping defend it by hitting esc->respawn and choosing to respawn there, but that only works for defending and not attacking (though most people don't want to mess up their kill:death ratio, not to mention they usually don't even know it's under attack because nobody bothers reporting).
at first: thanks to Walker for his awesome Guideline!
Berzerk v2.0 beta58 - Sorbor (http://www.get42.com/beta58.zip)
whats new from beta49:
@<hidden>:
1) introducing roles, new and basic:
- Medic:healing a unit will score 3 points
- Pilot: drivers that are not pilot will be ejected if a pilot is closer 10m to chopper/plane
- Crew: drivers that are not crew will be ejected if a CrewMember is closer 10m to tank
> Limits: there will be no ejection if pilot or crewmember has a bad score ...
2) respawn: HALO removed ->
- Parameter9 - Admin can set respawn to "Standard" or "No Task" - Base and MHQ only
3) WorldToScreen Markers:
- the GPS will provide 4 on-screen markers for Sanis if you can't walk or your damage is bigger 50%.
- your leader and your squad members will be shown
- you can control onScreen Markers with HOME key
- you can control MapMarker- and onScreen-Names with INSERT key
4) Sounds
- Localized fanfare for capture and air-sirena on contact near flags
finally: 112 slots - 56 / team
galzohar
Aug 1 2009, 02:02
If you want to give vehicles to crewmen and aircraft to pilots, why not just change the respawn system on those vehicles - have them respawn whenever the pilot/crewman respawn, and restrict it so only they can operate it?
Respawn only at base is a very nice idea, but the bases (and probably CZs as well) need to be relocated for it to actually work.
I think just like killing enemies doesn't give points (or does it?), healing friendlies shouldn't give points either. It's a tool you use to capture the zones, and shouldn't be a direct goal of its own. Those kinds of teamplay incentives often end up shooting you back in the foot by encouraging the exact opposite than what you indented in certain situations. Also, medic healing is pretty useless when you can heal at the medical tent (or better, respawn at a base if it's not disabled).
If you're going to use score as something that decides on what equipment you can use/drive/fly, it's probably best to have it as a priority system, so if you have the lowest score and have a javelin and all javelins are taken, I can force you to pick something else if I want the javelin (same goes for pilot or crewman role). Though this doesn't solve the annoyance of often being required to change your loadout on the fly because something became available/unavailable. Would be nice if you could still "hold" your role when you're dead, and you'd need more than just a few more points than the other guy to take his role away from him.
Now we just need servers that can actually handle that many players! :)
Sobor is just a demo map with all features enabled...
and it's beta status for testing the final scripts.
after that there will be missions on all sizes, including inf. only, with or without MHQ, 1-8 CZ's, rest can be setup by admin.
all features can be switched on/off, for example there can be missions with support trucks or without...
a mission can setup from 1 CZ with inf. only and nothing else to a full scaled map with x Cz's and everything you know from Sobor.
Berzerk v2.0 beta58 - Sorbor (http://www.get42.com/beta58.zip)
i cant imagine this game without Berzerk. hope some good ppl can transfer it to A2...
i cant imagine this game without Berzerk. hope some good ppl can transfer it to A2...
It doesn't get any better than Zaphod (he invented Berzerk), and yes, as the previous 11 pages talk about... he is working hard on the transfer.
With Zaphod making the missions and Walker doing the public relations work (great job on the Berzerk manual and forums, always a good read when he posts) this is by far the most popular PvP mission and will only get better with the full release of Berzerk missions.
this seems stupid, but please where do i get the password for Berzerk Servers?
Thank you
this seems stupid, but please where do i get the password for Berzerk Servers?
Thank you
I would guess you would start at their website (squad name is DAO (http://die-amokossis.de/)).
They usually just lock it temporarily when a lot of people connecting and d/l mission. Wait a few minutes and check server again, it is usually unlocked pretty quick.
I just got done playing a Berzerk map called Berezino I believe, but I don't see any info on this thread about it, is there a main download site were I can get all the Berzerk maps for ArmA2?
Hi all
Oh but it is fun sloting snipers with a silenced pistol! So you think you are L33T with your big gun do you? Who is that sneaking up behind you with a makarov?
He he he.
Kind Regards walker
latest version:
beta62.zip (http://www.get42.com/beta62.zip)
- Zelenogorsk (small): introducing multiple capture zones
- Sobor (medium)
- Green Mountain (big)
the required ArmA2 version is 1.03!
Good job, can't wait to play them.
latest version:
beta65.zip (http://www.get42.com/beta65.zip)
- new map: Berezino (medium)
can't believe, but true ...
http://www.get42.com/dao128.jpg
ck-claw
Aug 14 2009, 07:11
Whoa-fooking good work Zaphod!
Well Done Fella!
can't believe, but true ...
Well done, Zaphod :)
Xeno
brit~XR
Aug 14 2009, 10:10
can't believe, but true ...
http://www.get42.com/dao128.jpg
Nice. How did it run with that many players?
Nice. How did it run with that many players?
Hi brit~XR
The DAO server is a very good one and Zaphod is doing a stirling job on the mission optimisation so it runs very well. :)
Plus there are now several new mission areas I must admit I like Green Hills the best. The large number of capture zones increases the strategic element; so the teams have to work together better. A team with a commander in the MHQ, setting the strategy, always has a better chance.
By the way zaphod I have seen the DAO server running Berzerk full on many occasions. I spent many a half hour playing CTF on other servers waiting for a slot on DAO to open up.
Kind Regards walker
For sure this is overkill in all cases ... 128 players ... 4000m .... but:
Server is running stable at about 5-10 fps ... 2 hour games are possible.
Server should be locked during connection of max. 4 players.
still problematic: high pings above 150ms (red chains) ...
Regards,
Zap
Hi Zaphod
I keep saying BIS need to set up a seperate sychronisation client/server system to take the load off the mission server.
Kind Regards walker
For sure this is overkill in all cases ... 128 players ... 4000m .... but:
Server is running stable at about 5-10 fps ... 2 hour games are possible.
Server should be locked during connection of max. 4 players.
still problematic: high pings above 150ms (red chains) ...
Regards,
Zap
That's awesome, 128 players... I see your server full when I get home from work, but my ping is around 180 when that many people on. I wait until later when it's much less populated to join, when my ping drops to around 160. Damn I wish I lived closer (20 MB connection, but middle of USA).
Great missions though, an absolute blast to play... still the best!!!
My wish is a server.cfg setting:
autoKickOnMaxPing = 150; // off = 0
Hi all
I wonder who will set up the big US Berzerk server?
Kind regards walker
beta66 changelog ... so far:
- GPS-onScreen Markers will not only show your squad anymore, but the selected squad in dialog now ... own squad members are shown white, other squads green.
- Medics got 4 GPS-onScreen Markers now, showing the nearest 4 wounded soldiers.
- Joining squads reworked.
- for sure a new mission this weekend ... dont know yet... but Elektro or Cherno
For sure this is overkill in all cases ... 128 players ... 4000m .... but:
Server is running stable at about 5-10 fps ... 2 hour games are possible.
Server should be locked during connection of max. 4 players.
still problematic: high pings above 150ms (red chains) ...
The problem of the current dedicated server is that it can utilize only round about 1 1/2 - 2 cores.
I guess higher player numbers are possible (depending on the connection) if it would make use of more cores. For coop the best I've reached so far were 60 players (event), server running at stable 15 FPS with that player number, though players who crashed and reconnected again allmost killed it (1.02 version that was, 1.03 seems to be a little bit better). But you can't compare coop with PvP, the AI eats up a lot of server power.
Another problem is that the server is limited to 2 GB, as it is only a 32 Bit application :(
And yes, would be nice to have such an option to kick high pingers (and people who loose connection should be kicked automatically too, as they often cause lags too)
Xeno
The problem of the current dedicated server is that it can utilize only round about 1 1/2 - 2 cores.
I guess higher player numbers are possible (depending on the connection) if it would make use of more cores. ...
DAO #3 is an 8-core i7 server ... i want to see all cores work!
Kochleffel
Aug 14 2009, 14:07
http://upload.kochleffel.de/upload/images/files/6fb6f3d02daca3f/hnuKGhAOrr.jpg
I made Screenshot to...
i´m the Admin from DAO Gameserver´s
i hope we will get a pingcheck as soon as possible.
Hi all
I wonder who will set up the big US Berzerk server?
Kind regards walker
It may not hold 128 people (64 limit), but my rented server will always run Berzerk maps exclusively in the auto-rotation. There are other map types (PvP only) on the server, but Berzerk is what I like the best.
Maybe someday I'll get more than 10 people on it. :rolleyes:
I'd be curious to see how it runs, and what settings I'd need to adjust, if it ever becomes busy...
Kochleffel
Aug 14 2009, 22:11
It may not hold 128 people (64 limit), but my rented server will always run Berzerk maps exclusively in the auto-rotation. There are other map types (PvP only) on the server, but Berzerk is what I like the best.
Maybe someday I'll get more than 10 people on it. :rolleyes:
I'd be curious to see how it runs, and what settings I'd need to adjust, if it ever becomes busy...
If u want i can help u to run a stable PvP server.
u can conntact me @<hidden> Die-Amokossis.de
brit~XR
Aug 14 2009, 23:07
Hi brit~XR
The DAO server is a very good one and Zaphod is doing a stirling job on the mission optimisation so it runs very well. :)
Plus there are now several new mission areas I must admit I like Green Hills the best. The large number of capture zones increases the strategic element; so the teams have to work together better. A team with a commander in the MHQ, setting the strategy, always has a better chance.
By the way zaphod I have seen the DAO server running Berzerk full on many occasions. I spent many a half hour playing CTF on other servers waiting for a slot on DAO to open up.
Kind Regards walker
Yeah im sure it is good server to run that good. Also seems to be located at the same data center as mine. Same ip.s Good data center. Been with them for a year on colocation and they even placed my server infront of there new cooling system so im happy :)
DAO #3 is an 8-core i7 server ... i want to see all cores work!
Think we all be waiting a long time for that. Arma 2 uses less then 2cores at the moment :( I have a dual core server i rent with e8400 and 4gb and own a q9950 @<hidden> 3.4ghz 8gb ram and they both ran the same on proformance at the moment when it comes to runing warfare 32 slots. fps around 10
Tested berzerk some weeks ago when first released on arma 2 and had around 45fps with 50 players using 2 cores. Nice to see 128 slot mission now anyway :P Just hope they can fix JIP lag in the next patches. Jip lag makes good servers look bad lol
galzohar
Aug 15 2009, 00:07
Until you see more hard-working threads being used, you should probably turn off hyperthreading if you hadn't already. To my best understanding if you're running 4 threads or less hyperthreading is definitely hurting you. It's even not very clear if 8 threads are better an with hyperthreading on or off, but people that tested these things seem to point towards "on". However those tests are usually done with threads that each share a roughly equal load, so do not necessarily apply to games where the threads don't necessarily share anywhere near equal load. Anyway definitely try playing/running server with hyperthreading off if you hadn't already.
Redfist
Aug 17 2009, 19:08
Hey all,
OK- I suffer from a small problem when playing Bezerk: it's in German and I would like to play it in English. I am an English speaker but I bought the German version of the game when it first came out and patched it to English. I know a few other players who are having the same problem.
Is there anyway to fix this guys? Would love to know...
Cheers :)
Not all strings are translated, but localization strings for 8 languages are included in the mission ...
check your game options ingame for language setting... if not disabled
Kochleffel
Aug 18 2009, 21:28
Server config is changed...
now:
I7 Hypertransport turned off, increased speed to 3,4 GHZ
we turned Signature check on,
now: 120 Player´s ~10fps Out: 11mbit+ in: 0,8-1,5mbit
the Berzerk Server need 4Gb+ in one hour in and out.
it´s very expensive hardware, if u can, donate some € or Dollar´s for keeping it online,
its not possible to serve it anymore without enough funds.
small Server: 72 slots (i think goes off to the 01.09.09) than we have Berzerk only 2-3 rounds a day to play (watch traffic)
if it´s possible to collect 80€ a month its no problem to set up a Xeon Server (gbit line) 24/7
2x 72 slots and more possible...
How do i set the mission to last for 2 hours in my server.cfg?
galzohar
Aug 25 2009, 01:58
Galzohar; you do know you can respawn at captured points or the MHQ dont you? And that you can spawn a motorbike or other vehicle in the command tent at the Base respawn?
The more I play berzerk the more I see this is not enough. Especially with the newer berzerk maps. The travel time between one capture zone and another one is simply too big. Having more civilian vehicles laying around may be a nice addition. This does not solve the tactical aspects of this issue, but at least it helps.
Some other issues that I keep seeing repeated:
1. A control point with just a few defenders (2-3) will be very hard to capture if they do nothing but try to defend it (that is, actually do base defense full time, ignoring their own kill count). When you try to attack such a point, you will have to move slow and carefully, trying to pick them off from a long distance, but even if you killed all defenders at the same time, by the time you run 100 meters they will respawn (20 km/h will cover 111m in 20 seconds). When you have to engage them from well outside of the zone (which is several hundred meters away from the center you need to reach to capture). This means you have to kill them at least 4 times in order to capture, meaning you need better than a 4:1 ratio in a zone to capture it if it is properly defended. Of course if you take more than 0 seconds to kill all defenders (once the first one is dead), you will advance even less, needing to kill them more times, and if you take more than 20 seconds you will hardly advance at all as they will respawn too fast. That is also assuming they are not communicating at all, because if they are, after their second or 3rd death they will call for help.
2. Since it takes so long to reach an objective and then you need to be really careful not to die (as dying will mean you need 2-3 minutes of traveling back while the enemy only needs 20 seconds), defenders get bored and start working on their kill scores rather than defending the zone (and some just ignore zones altogether no matter what and work on kills, but that's a different issue).
#2 helps counter #1 to make the current berzerk playable, but I believe the gameplay will be much better, more tactical, and more team-oriented. Not being able to respawn in a zone when there's an enemy in the BIG circle (not the small capture area), combined with faster/shorter travels would imo greatly improve berserk's gameplay.
Currently berzerk seems to be extremely focused on getting as close as possible as fast as possible to the (small) capture zone without fighting anyone, and once you can't move any further due to enemies fight your way in to the capture zone to stop the respawns. IMO the more a gametype revolves around respawn-denial, the less fun and less tactical it is. This issue also plagues AAS which could be fixed easily by making it more like the CF capture style (1 neutral zone in the middle). Respawns should be something to keep the action going, not something the whole game revolves around.
.kju [PvPscene]
Aug 25 2009, 05:45
Very good points galzohar - fully agreed.
Distance from base to first zone should always be roughly the distance between
each zone.
during beta phase there is no serious mission development .. all missions are just set up for testing script issues...
that this beta phase is "open testing" now wasn't planned this way ... so just enjoy it "as it is" for now ... i really spend not much time in editor and don't want to update lots of missions during beta.
if you guys have that time to write books into forums or hang out on chernarus all day: ... feel free to send suggestions for your small missions - drawn with editor ... that might be the fastest way to get what you want ... unRap the mission.sqm, modify it you want and send it to zap@<hidden> ... i will take a look if that is even possible with the current scripts and/or modify both to work.... i repeat: this is still beta phase!
i played with an old script this weekend, i wrote years ago for parsing data out of log files .... with some little modifications i got it to work with ArmA2 -ranking logs ... very basic as i didn't spent much time on it, but still usable: DAO Server statistics (http://www.get42.com/berzerk/player.php?search=)
you can search data by adding search string to URL like "?search=xyz"
beta69.zip (http://www.get42.com/berzerk/beta69.zip)
Hi all
Interesting to note people who have played Berzerk on the DAO servers, since they started taking stats, will pass 10,000 this weekend.
Kind Regards walker
.kju [PvPscene]
Sep 4 2009, 12:18
Any change log or summary available by chance?
Kochleffel
Sep 9 2009, 00:26
Newest Serverinfo,
we changed some configs in Bios, now the spec´s are
Core I7 920 @<hidden>,4GHZ
6Gb OCZ @<hidden>
the Server restart´s every day @<hidden> 8:00 MET
and we have included the stats to our Webpage: Stats (http://die-amokossis.de/?section=cms&id=11)
on our site we support you if u have a problem with connecting or some other.
now we are @<hidden> beta71:yay:
beta74 (http://www.get42.com/berzerk/beta77.zip)
- new mission: kozlovka
I wasn't really a fan of Berzerk in ArmA, I gave it a shot in ArmA2 and I really like some of the things you've done with it. Here are some of my initial impressions:
Good:
- Encrypted mission/unique server keeping the playerbase in one place (while I'd love to take a look at how it's made, I understand perfectly why you chose this way)
- Player numbers
- Proper server hardware, good performance, no visible desyncs/issues during my limited playtime
- Reasonably simple and intuitive interface
- Spawn time
- Capture logic (don't know the details, but it seems pretty solid, with large enough areas and messages when zone state changes)
Not so good:
- Server settings in some missions (especially having 3rd person enabled)
- Scoped weapons (I think using only non-scoped or limited scopes would make a much more interesting game)
- No squad system or some other teamwork enforcing method
- No comms (although I'm not sure if the server could handle VoiP with that many players and it wouldn't be feasible to enable it without a new final patch)
Of course, I don't know what's the motivation/purpose of this mission and what you would like to accomplish and you might not share my preferences. Still, I must congratulate you for the great work done and I'm looking forward to seeing what your future plans are. Is there a changelog/manual for the rules of the mission?
- Encryption!?: intention was to pack .. source with comments is 3 times bigger .. more than 1mb.
- Server settings: expert mode setting is == veteran setting - 3rd
- Scoped weapons: that is why they are limited heavily
- No squad system? try this: select member in respawn/ backpack dialog and press the join/recruit button to join or invite.
You can recruit 2 members from startup ... +2 / star
GPS shows the selected group onScreen (like the Medic stuff)
- No comms: VoIP serverside disabled ... server has enough to do .. so other servers can do the VoIP job ...
- there is no official changelog for beta.
Well, I really think 3rd person shouldn't be available in TvT at all.
Snipers might be limited, but pretty much everyone is sporting an ACOG/PSO in game. Also, is there a punishment for dieing with a sniper, or does the guy who selected it first get to keep it indefinitely? I'd really like to see a kit pool system with delayed spawn instead, ala Project Reality (if you die with the sniper kit, you can't respawn with it anymore and noone in your team can pick it for x minutes).
Same for Jav's, pretty much everyone is sporting one and the only armor surviving for more than 1-2 minutes I've seen was an invisible T72 (annoying ArmA2 bug) sitting at 1km+ and shelling a town.
Tried the squad selection briefly, unfortunately it's quite cumbersome to use and even knowing where to look it took me a bit to join someone. I feel squad joining/creating should be more intuitive and maybe even mandatory (no spawning until you join/create a squad + limited number of squads).
VoiP missing is understandable, at its current stage it would probably crash the server anyway.
beta75 (http://www.get42.com/berzerk/beta77.zip)
- some buggy localization strings fixed, (italian, russian and polish updated)
- ammunition bug maybe fixed
- equipment re-/selection finnished
- new mission: kozlovka
galzohar
Sep 12 2009, 11:23
If you don't have an ACOG/PSO in chernarus you're pretty much as good as blind. I'm sure if real marines would go into such an area they would totally change their standard issue sight to an ACOG. Especially with the fact you currently can hardly see people standing in the open at ranges above 300m even with max zoom, when IRL you can easily see them at 1000m.
There's a reason people always want the scopes in games, especially this game, while IRL they don't. It's not because IRL the scopes are limited, but because IRL there is actually a good reason to carry a weapon without a scope. In Arma 2 there isn't really, at least no good enough reason.
That's without even going into how poorly non-scoped sights are implemented.
Did you fix the issue where you could pick a certain loadout and get it, then later on make it become unavailable because someone else took it? It was pretty annoying to change loadouts on every respawn.
Kochleffel
Sep 12 2009, 16:06
VOIP:
We Run a second server only for Homepage and VOIP,
we use Mumble, best quality i ever heared (like skype)
zero latency,
very good overlay
most people of us are only speak german, but its no problem to join here if u want voip.
u cant take a look @<hidden> our page for more info´s or Download of Mumble.
this weekend i change serversetup,
if u have trouble with server,player´s, missions feel free to take a look on
http://www.DAO.nu
Hi all
Most experienced professional soldiers put an optic sight on their weapon and many get a pair of binoculars too; even using their own cash for the latter.
On anything other than a day where vision is occluded by weather you can clearly see people standing in the open at 1000m in ArmA if they are not wearing camouflage. It is hard to see those in camouflage unless they are moving; just tested it.
This is the same as in reality.
I wish people would make their minds up as to whether they want to say you cannot hide in ArmA at more that 200m or you cannot see people at more than 200m; it gets confusing when they argue both.
I much prefer real facts, figures, experiments and statistics to the inestimable opinions of forum posters when unsupported by said facts, figures, experiments and statistics.
Hi all
The Horizon how far can we see?
Curvature of the earth means that a human view distance on flat surface such as a still lake or salt pan is 6 km or 3.3 miles but the human eye can see stars and galaxies millions of miles into space.
As a very rough approximation, distance to the horizon for different eye height use this formulae that works for imperial measures:
Distance to the horizon in nautical miles is equal to the 1.17 x square route of your height of eye. To get normal statute miles multiply by 1.15.
The formulae breaks down as you get higher. There is a more complex formulae but I will not bother you with it here.
If you are on higher ground you see further, and high objects like say the top of a lighthouse or ships mast appear over the horizon long before the base of the object does. So if you are 60ft above see level on say a cliff you can see about 12 nautical or 13.8 statute miles.
Those stars are millions of times the size of a human.
All this is wonderful but it not really very relevant.
Relevance
What we deal with in human experience is what is relevant though.
What can the Naked Eye resolve?
Angular resolution of a human eye is about 0.02°–0.03°, which is about 30–60 cm at a 1 km distance. What does that mean?
It depends on what your wanting to look at! So let us consider what we want to look at in ArmA. Go outside somewhere where you can see a long way on a sunny day.
1) How far can you see a person?
For me it is just under 2 kilometres, degree of camouflage and movement and light all alter this but it corresponds to that angular resolution formulae we see above. Ether way they are just a spec.
2) How far can you see a group of say 10 people moving together?
For me it is just under 2.5 kilometres
3) How far can you see a standard saloon car?
About 3 km
4) How far can you see a truck?
Perhaps 4 km
5) How far can you discern individual houses.
Perhaps 5 km
Big jets fly at between 10,000 and 12,000 Meters except for a glint of their wings or their contrail you will not be able to see them but correspondingly they cannot see you, though their cameras can!
Beyond the naked Eye
Standard Military issue Optical Binoculars magnify by about 6 to 8 times 6X30, 7X50, 8X25 etc. You do get 10X50 but few troops use them as their field of view is too small and they are hard to hold steady, they are also harder to make and so expensive and heavy, the image is not as bright an issue at dusk and dawn when military activity often takes place. Anything that big or bigger is better on a tripod and really come under the classification of observation or Naval binoculars.
Electronic binoculars with digital zoom and stabilization are whole different kettle of fish.
So you can resolve a person as a speck with the standard military binoculars at about 4 km. More importantly at one or two kilometers you will be able to tell which way they are facing and that they are carrying something and maybe even what they are carrying etc.
I like looking at pretty views and how far my horizon is becomes very important then.
All this then leads us back to the real questions of view distance, what is its relevance? What are you looking at? How are you looking at it? What is it you want to see?
Kind regards walker
Taking the important bit from the above in more detail:
What can the Naked Eye resolve?
Angular resolution of a human eye is about 0.02°–0.03°, which is about 30–60 cm at a 1 km distance. What does that mean?
So essentially at 1Km a square 30-60cm then is the human equivalent of a pixel; depending on personal eye acuity, weather, moisture content of the air, heat haze etc. So at 1 Km distance an average UK height 177.2 cm should be represented on screen by a figure 3 to 6 by 1 pixels.
On a clear day, 1km, naked eye, un-camouflaged, you will not be able to tell whether they are carrying a weapon.
Military unaided visual engagement range is 300m that is the range sights are zeroed at. That is the kind of range the human eye can ID a target as hostile; it has got a weapon, it is not our uniform etc. That is also the range the average human eye can easily hold a bead on a target without optics, though optics are still preferred at the beyond 150m.
At ranges 300m out to 600m we are going from 1st class rifleman to dedicated marksman beyond this we start getting into sniper class ranges; in each case we are talking optics as the preferred sighting method.
Note I am not saying no one can hit a target over open sights at more than, 300m they can in fact right out to 1000m over open sights but such people who can do that are serious marksmen, firing a weapon they are very experienced with and said weapon and ammo being of high quality. Nor am I saying engagements do not take place at 600 plus metres they do with Mg's and weight of fire and by identification methods such as: we know where our people are; that person is firing on us; therefore we ID them as enemy.
Kind Regards walker
beta77 (http://www.get42.com/berzerk/beta84.zip)
- polish localization reworked (thanx mant3z)
- map animation fixed to selected task
- static weapons usable to all factions, no lock anymore
- music volume decreased 10%
- some fixes, no one would recognize anyways
{SAS}Stalker
Sep 16 2009, 09:19
Thanks Zaphod, really appreciate you linking your latest releases in the thread, I am however hoping you can help me out a little :p in our config map load section we have
class MP_01 // name for the mission, can be anything
{
template = ch128_berzerk_v2_beta77_kozlovka.chernarus;
difficulty = "Regular"; // difficulty, either Recruit, Regular, Veteran, Expert
param1 =
param2 =
Can we use the param1 and param2 variables to set the match length and daytime and if so what are the commands ?
Sorry if this has already been asked, Ive read the thread but cant see anything
Parameter 1: Weather/ ViewDistance/ Duration;
1. Clear/ 1200m/ 30min
2. Clear/ 1200m/ 45min
3. Clear/ 1200m/ 60min
4. Clear/ 1200m/ 120min
5. Clear/ 1200m/ unlimited
6. Clear/ 2400m/ 30min
7. Clear/ 2400m/ 45min
8. Clear/ 2400m/ 60min (default in tiny missions)
9. Clear/ 2400m/ 120min
10. Clear/ 2400m/ unlimited
11. Clear/ 3600m/ 30min
12. Clear/ 3600m/ 45min
13. Clear/ 3600m/ 60min (default in bigger missions)
14. Clear/ 3600m/ 120min
15. Clear/ 3600m/ unlimited
16. Changes/ 1200m/ 30min
17. Changes/ 1200m/ 45min
18. Changes/ 1200m/ 60min
19. Changes/ 1200m/ 120min
20. Changes/ 1200m/ unlimited
21. Changes/ 2400m/ 30min
22. Changes/ 2400m/ 45min
23. Changes/ 2400m/ 60min
24. Changes/ 2400m/ 120min
25. Changes/ 2400m/ unlimited
26. Changes/ 3600m/ 30min
27. Changes/ 3600m/ 45min
28. Changes/ 3600m/ 60min
29. Changes/ 3600m/ 120min
30. Changes/ 3600m/ unlimited
Parameter 2: Respawn/ Vehicles/ Daytime;
1. Standard/ Locked/ Day (default)
2. Standard/ Locked/ Night
3. Standard/ Locked/ Morning
4. Standard/ Locked/ Evening
5. Standard/ Open/ Day
6. Standard/ Open/ Night
7. Standard/ Open/ Morning
8. Standard/ Open/ Evening
9. Parachute/ Locked/ Day
10. Parachute/ Locked/ Night
11. Parachute/ Locked/ Morning
12. Parachute/ Locked/ Evening
13. Parachute/ Open/ Day
14. Parachute/ Open/ Night
15. Parachute/ Open/ Morning
16. Parachute/ Open/ Evening
17. No Task/ Locked/ Day
18. No Task/ Locked/ Night
19. No Task/ Locked/ Morning
20. No Task/ Locked/ Evening
21. No Task/ Open/ Day
22. No Task/ Open/ Night
23. No Task/ Open/ Morning
24. No Task/ Open/ Evening
{SAS}Stalker
Sep 16 2009, 14:46
genius, thanks mate.
Is there / do you have a page where this was listed ? to save me from bothering you again
galzohar
Sep 16 2009, 15:06
As of 1.04 afaik you can use more than 2 parameters which would be a lot nicer than having a 22 option scroll down menu ;)
that wouldn't answer his question and for sure not help him ... setting missions up to new parameters needs to set requiredversion to 1.04 too ... but here they are:
beta84.zip (http://www.get42.com/berzerk/beta84.zip)
- new parameter system of ArmA 1.04 added = required version
- most of the still existing but unused parameters implemented
- very first weapon loadout preset changed
- softer vehicle pushing of e.g. boats on ground
- MHQ marker yellow if not canMove
- little fires removed by bigger campfires
- improved GPS zooming
- Zelenogorsk: new target added for more balance
- new mission: Staroye, 1 Task, Infantry based ...
- new mission: Rogovo, 2 Tasks, Infantry based
about unit markers: it seems setting sanis red in map wasn't a good idea ... change back to green of leave as is?
Really wish you'd turn off 3rd person for all settings. Besides looking around corners and over fences, seems people started to also invite random teammates to 2 man squads just so they can access the tactical view.
morganlovgren
Sep 24 2009, 08:06
how about if there is less then 2 player on server no score count
this way you can have a 24 hours missions
whisper
Sep 25 2009, 14:43
Really wish you'd turn off 3rd person for all settings. Besides looking around corners and over fences, seems people started to also invite random teammates to 2 man squads just so they can access the tactical view.
3rd person view is not dependant on mission maker but on server setting. Zaphod can't do anything about it
Well, he could talk the server admin into changing the server settings? :)
As far as I've seen, all that server is running is Berzerk. You can simply disable the 3rd person camera for all difficulty levels.
Kochleffel
Sep 27 2009, 15:36
If u want to have some changes on the Berzerk Server @<hidden> write it
into the dao.nu (http://dao.nu) forum´s,
there is a quote abbout the 3rd person!
Wegetzu
Oct 11 2009, 22:14
When i try to connect berzerk server, it keeps saying i need DAO-V1 addon-pack.
Got it now, still keeps saying same thing?
Got the beta84 map pack also. German versio patched to english + 1.04 version.
Kochleffel
Oct 12 2009, 13:55
Hi,
this message is only in rotation that is no error.
do u get kicked ?
Wegetzu
Oct 12 2009, 14:21
Yes. Server kicks me everytime.
if(_motivation < 1) _return = objNull;
Hi,
Is this map pack available anymore?
I just tried to download from get42.com... page not found :(
Brick Stone
Jul 12 2010, 00:40
Yes my friends we need these files made available to the community from another source as it seems get42.com is hacked or gone or the files are just plain gone. But this isn't half of it....
DAO.nu made a real foolish move.. No offense Kochleffel ( if that's correct, I'm spelling from memory) I just became aware of your name in the scheme of things here as I have been a DAO regular forever now because of BerZerK!.
Sadly it is true. DAO.nu, Just as Arma II got patched to 1.07 and ironed out alot of stuff for me personally and others and became smooth as silk.
And.... Being that Berzerk 2.0 BEta 85 maps are really well done in comparison to previous releases in FPS enhancements...
The ARMA 2 TvT community just barely got the chance to return to this great server and mod to enjoy it and spread the word and in a singular moment
POOF!
DAO swaps to the " OMG! running like I never even bought a new PC and stuttering POS lets knock our settings to LOW... Operation Arrowhead"!!!!
Not only do they, "claiming to offer you(community) the best in gaming", swap out to OA.... but get this They force you have both ARMA II and ARMA II OA if you want to play on their server!.... Yeah No Kidding! I'm sorry guys but, You just dropped one half of your players in a ditch... and then alienated the other half... Pretty much catering to an elite few. (The server patronage numbers have dropped to 1/3 their normal basically since your swap) So if your a new guy just buying ARMA OA your left "NEEDING" to buy ARMA II if you want to play BERZERK.....and vice versa. How is that "community friendly"??
SO please if anyone.... Zaphod... you guys at the NEW FRENCH server Bless your SOULS!.... Please make this BETA 85 available... and if work continues... please use this thread to let us all know of your progress, supporting threads and release schedules.
I personally would like to restart my old tactical gaming site that I ran for years at Tactical-FPS.com and Run a BERZERK server alongside it's launch a US EAST connection. SO if anyone has these files please supply your community members with this pack and lets get some mirrors and some more BerZerk! servers up!
Thanks and Best Regards
Sgt. Brick Stone
Kochleffel
Sep 9 2010, 13:43
Yes my friends we need these files made available to the community from another source as it seems get42.com is hacked or gone or the files are just plain gone. But this isn't half of it....
DAO.nu made a real foolish move.. No offense Kochleffel ( if that's correct, I'm spelling from memory) I just became aware of your name in the scheme of things here as I have been a DAO regular forever now because of BerZerK!.
Sadly it is true. DAO.nu, Just as Arma II got patched to 1.07 and ironed out alot of stuff for me personally and others and became smooth as silk.
And.... Being that Berzerk 2.0 BEta 85 maps are really well done in comparison to previous releases in FPS enhancements...
The ARMA 2 TvT community just barely got the chance to return to this great server and mod to enjoy it and spread the word and in a singular moment
POOF!
DAO swaps to the " OMG! running like I never even bought a new PC and stuttering POS lets knock our settings to LOW... Operation Arrowhead"!!!!
Not only do they, "claiming to offer you(community) the best in gaming", swap out to OA.... but get this They force you have both ARMA II and ARMA II OA if you want to play on their server!.... Yeah No Kidding! I'm sorry guys but, You just dropped one half of your players in a ditch... and then alienated the other half... Pretty much catering to an elite few. (The server patronage numbers have dropped to 1/3 their normal basically since your swap) So if your a new guy just buying ARMA OA your left "NEEDING" to buy ARMA II if you want to play BERZERK.....and vice versa. How is that "community friendly"??
SO please if anyone.... Zaphod... you guys at the NEW FRENCH server Bless your SOULS!.... Please make this BETA 85 available... and if work continues... please use this thread to let us all know of your progress, supporting threads and release schedules.
I personally would like to restart my old tactical gaming site that I ran for years at Tactical-FPS.com and Run a BERZERK server alongside it's launch a US EAST connection. SO if anyone has these files please supply your community members with this pack and lets get some mirrors and some more BerZerk! servers up!
Thanks and Best Regards
Sgt. Brick Stone
The problem ever was the feedback from all the Player´s,
no one said what they want so i gave it up to run arround cause i have to work the whole day and dont spend the whole free time to Berzerk or something other...
i made a survey on DAO.nu would u buy OA...
Yes
91% [31 votes]
No
9% [3 votes]
so change to OA...
what happend u could see it every day. empty.
if someone could spend the Time to rebuild PVP write me a Mail.
Hi Kochleffel
Have you taken over leading development of the Berserk project from Zaphod?
Where is the download site for the mission pack?
I tried to log on to the Berserk Dev Heaven page listed here:
http://dao.nu/news.php
But that link:
http://dev-heaven.net/projects/berzerk2
it leads to a
You are not authorized to access this page. 403 error.
Making it impossible to give any error reports :unhappy:
Kind Regards walker
Call_911
Oct 18 2010, 00:13
Hi Kochleffel
Have you taken over leading development of the Berserk project from Zaphod?
Where is the download site for the mission pack?
I tried to log on to the Berserk Dev Heaven page listed here:
http://dao.nu/news.php
But that link:
http://dev-heaven.net/projects/berzerk2
it leads to a 403 error.
Making it impossible to give any error reports :unhappy:
Kind Regards walker
Same thing here, AGE clan is trying to aquire the Bezerk2.0 map for our server but can't find it anywhere.
Kochleffel
Oct 18 2010, 16:46
Hi Kochleffel
Have you taken over leading development of the Berserk project from Zaphod?
Where is the download site for the mission pack?
I tried to log on to the Berserk Dev Heaven page listed here:
http://dao.nu/news.php
But that link:
http://dev-heaven.net/projects/berzerk2
it leads to a 403 error.
Making it impossible to give any error reports :unhappy:
Kind Regards walker
Hey Walker,
we was thrown out of Dev. Heaven for Illegal Usage of Berzerk Name and scripts.
so our Scripter (Winse) rewrote all scripts by himself and the Mission is Renamed to Valhalla
we still wait for response of Dev Heaven, during this time the Projekt is hostet on our own resource which could be found here: Valhalla (http://bt.dao.nu/redmine/projects/vh)
Best regards
Kochleffel
Hi,
Is this map pack available anymore?
I just tried to download from get42.com... page not found :(
Anyone looking for 'Ber[z]erk 2' missions v0.85... try this
http://www.filefront.com/17726681/Ber[z]erk_v085.7z
sarge4267
Jan 29 2011, 13:24
Hi,
does anyone still play this?
I'm running CO and when I type 'berzerk' in the filter, no servers show up.
Kochleffel
Feb 3 2011, 22:17
we switched over to Valhalla check it out..
@<hidden> 76 u need to change your signature we moved our homepage and got little change just use dao.nu
sarge4267
Feb 4 2011, 17:05
got it..thanks!
great gamemode
Iceman77
Nov 30 2011, 03:41
Anyone looking for 'Ber[z]erk 2' missions v0.85... try this
http://www.filefront.com/17726681/Ber[z]erk_v085.7z
Is 0.85 the latest / least buggy version of berzerk?
Iceman77
Dec 5 2011, 02:09
anyone?
sarge4267
Dec 5 2011, 17:50
anyone?
go to dao.nu
there you will find info on a new mission called 'valhalla'.
Berzerk isn't used anymore but valhalla is the same
Iceman77
Dec 6 2011, 00:10
yes i know about valhalla, I prefer the original berzerk by zaphod. I recently came back to the game and just needed to know if what 76 posted is current. I tried get42.com but zaps site is down.
Anyhow, Iv'e began revamping the version that 76 posted, getting rid of a bunch of errors and bugs.Apparently someone got ahold of zaphods maps and tried to edit them, there were errors everywhere.
0.85 is near the latest... think I recall seeing 0.86 but never went public public...
The versions I've up'd are legit from the old Berzerk server, retrieved from my
mission cache.... I'd say these missions ran fine back then... more likely
changes in A2 is causing greif... I wouldn't really know though :)
New Link
Ber[z]erk 2 Missions v0.85 (http://www.4shared.com/account/dir/9J8isJFZ/_online.html#dir=95867396)
sarge4267
Dec 7 2011, 10:40
well I've been searching for BERZERK to and not valhalla..if you plan on releasing it please give me a link or so
Iceman77
Dec 8 2011, 01:36
well I've been searching for BERZERK to and not valhalla..if you plan on releasing it please give me a link or so
Same.I can appreciate the good scripting work and effort by the vahalla authors, but it's not my cup of tea.I prefer berzerk 2.0 .That's why I've reworked a solid error free berzerk template for my own server.The link that 76 posted is of a modified version of the berzerk map pack lined with errors/3rd party scripting.I wish I could get a true (untouched) official berzerk map pack of v85 or v86.
As of now I have no intentions of "releasing" any berzerk maps.Im not the original author, and without approval from zaphod to release new revised berzerk maps on takistan/zargabad to the public, it's forbidden for me to release the maps.
i can assure you that zaphod would approve re-release of the berzerk as long as he is fully credited ....
i can ask him if he is still around
sarge4267
Dec 8 2011, 10:08
i can assure you that zaphod would approve re-release of the berzerk as long as he is fully credited ....
i can ask him if he is still around
please do..and @<hidden>
Maybe you should create a thread for berzerk (the original) and post it here for people who are also searching for it.
That is if you plan on releasing it ofcourse
Iceman77
Dec 8 2011, 12:32
i can assure you that zaphod would approve re-release of the berzerk as long as he is fully credited ....
i can ask him if he is still around
Sure, ask him about a re-release.I have a base berzerk template (map) all ironed out on takistan.If a re-release will be allowed I can quickly make a few other maps and put them in a pack for release, and ofcourse full credit to zaphod.
Here's a couple screens of what I have for personal use, complete with desert weapons/vehicles. US Army vs Takistan Militia
Interface:
http://img3.imageshack.us/img3/705/23817175.png (http://imageshack.us/photo/my-images/3/23817175.png/)
Typical map (with 3 cap points):
http://img259.imageshack.us/img259/9086/mapid.png (http://imageshack.us/photo/my-images/259/mapid.png/)
sarge4267
Dec 8 2011, 13:45
ok guys I suggest making another thread when you're indeed making a pack.
Awaiting the go from Dwarden
Iceman77
Dec 8 2011, 23:18
ok guys I suggest making another thread when you're indeed making a pack.
Awaiting the go from Dwarden
In the mean time, I did make a quick pack of 8 berzerks from the template I revised, for my personal server/clan nights.So lets cross our fingers and hope zaphod approves a public release, so i can share the maps :bounce3:
sarge4267
Dec 15 2011, 10:57
so any word on this?
HamBYBusH
Dec 24 2011, 00:39
is this an aas game mode?
Similar, its 'Capture & Hold'
Kochleffel
Mar 25 2012, 05:13
well I've been searching for BERZERK to and not valhalla..if you plan on releasing it please give me a link or so
i crawled my MP missionschache and found 0.85 unedited Missions directly from Zaphod.
and full credited by himself.
due we did shut down the "Project reality Server" i opend a Server for ArmA 2 1.11 which does run this Missions.
Servername is: DAO.nu PVP Berzerk 1.11 with 128 Slots.
the Server contains following Missions
ch128_berzerk_v2_vybor.chernarus.pbo
the Download could be found at our Website DAO.nu (http://dao.nu)
edit: I got right now from Zaphod a new file vybor,some other Missions and the order to delete all other stuff what is arround.
Kochleffel
Mar 26 2012, 19:49
another update:
Some Missions got added.
ch128_berzerk_v2_beta84_berezino.chernarus.pbo
ch128_berzerk_v2_beta84_elektrozavodsk.chernarus.pbo
ch128_berzerk_v2_beta84_green_mountain.chernarus.pbo
ch128_berzerk_v2_beta84_kozlovka.chernarus.pbo
ch128_berzerk_v2_beta84_rogovo.chernarus.pbo
ch128_berzerk_v2_beta84_sobor.chernarus.pbo
ch128_berzerk_v2_beta84_staroye.chernarus.pbo
ch128_berzerk_v2_beta84_zelenogorsk.chernarus.pbo
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