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      Discussions related to the stress test of DayZ.

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  3. DayZ on Consoles

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      Other fields such as config changes, texturing, audio, animations etc.

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  5. The Original DayZ Mod (Arma 2)

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  6. MiniDayZ

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  • Topics

  • Recent Posts

    • Set `steamQueryPort` to 27016.   Afterwards create following firewall rules: - Inbound UDP 2302 - Inbound UDP 27016 - Inbound TCP 2312 ( Only if you plan on using the DZSALModServer )
    • Sign me up on that, the ambient audio just stops and reloging is the only way i found to fix that.
    • DUPING solution MINIMALIST    OK Nayte -  roughly this is it.. I suggest transportable containers instead of weapons, to cut down the lists overhead - but this system seems to me to work and requires the manipulation of ONE extra byte only for the object instances concerned. This will not burn out the server IMO or slow down the software or the game  =  In My View.  
      Difficulty of programming.. ??  Maybe I can leave that open ?  There may be something I have NOT noticed that would make this difficult or just impossible to implement ? it goes like this:
          *  *  *
             each object-X instance that spawns on the map has a definition. This is already the case - Central Loot Economy  
       definition =    [object] [condition] [coordinates]     Now suppose we want to stop Duping.   Leave aside the CLE and public/private hives (we don't need to worry about those)   We can assign serial numbers to all transportable containers - backpacks, sea-chests- barrels - that can be carried by players between servers. How to do it simply is explained below.
         Add another term to the definition when the object-X instance spawns     Call it   [ _code  ]
         So that object-X instance definition becomes = "[object] [_code] [condition] [coordinates]"    the "code" is made up from one word (64 bits should do it). Easy to parse. It contains :        = time (spawn-date/hour/second) =        = server number (or server IP) =        = serial number =        generating the time stamp and server number is trivial  (right?)
             the "serial number" is generated sequentially for each object that spawn on a single server, by the server.
             There is NO requirement for cross-referencing of any part of  the      Whenever an object-X spawns it receives instance definition =  [object] [condition] [coordinates] [_code]
             This is only needed for transportable containers -IMO- as containers are used in Duping.        It could be extended if necessary, from this simplest structure. But I do not see that this is required.  
                    A player carrying object-x instance logs in to a server :        Say, he carries an instance of "backpack A" (plus maybe an oil-drum or more than one container)
             We already have the list of object-x instances  on the server.  
             (we know the CLE already handles the math of instance in play & spawn, this information is locally available)
             Each instance on the server is listed currently as < object-X instance plus [coordinates] .. etc >  - this is true at present.        However, at instance spawn we have extended this list to < object-X instance plus [coordinates] plus [_code] ... etc >
            The player logs in to a server with object-x instance  (backpack A) + (Seachest) .. etc..       We KNOW what the player carries.
            We KNOW what object-x instance (backpack A) are already on this server
            Compare serial numbers       If two serial numbers match for object-x instances (backpack A)  - the instance held by the player is removed from the game.
            If two serial numbers match for object-x instances (oildrum)     - the instance held by the player is removed from the game.
            One Question :
            From player login, to completing a numerical false/true comparison of [_code]s in the server's object-x instance list of  [_codes] - only concerning containers carried by the player
            - how many clicks are required ?             xxp
      @ImpulZ  ?
    • If you are the server owner, there's a mod that changes the lock so it can have 6 alpha numeric characters and it works perfectly, doesn't reset on server restart: https://steamcommunity.com/sharedfiles/filedetails/?id=1646187754
    • Feedback on new 1.02 New Scroll Wheel with the images is nice (takes a bit of getting used to if you play inverted though, as up is now down) Sounds is great Like how you can drop the item in your hands without going to the inventory system Like how you can now see batteries and select ammo Like how it's easier to distinguish between ammo types in the inventory system Like how the range finder and other optics including Binoculars work Dislike how zombies are less sensitive Dislike how fast melee is, zombies in 2-3's are now a joke, feel like i the jack the ripper Like blood spatter Like new sounds Likes when I shot up this poor doctor that was hiding in a room (he shot first) Disliked when I got rushed by two guys and got killed 😞 Liked running into a survivor that was planting multiple gardens to help feed people..lol My and my buddy both were in a game where all zombies and other players were frozen and we ran around like we were neo in the matrix.  We ended up having to quit the game to log back in and found that we were warped 20+ minutes back Overall seems good, the biggest complaint is zombies are no longer a threat due to increase melle speed, seems like more zombies though so it could be a good balance.                      
    • Not a big fan of the night light. Would be perfectly ok with them turning it off and letting it just stay dark. 
    • Oh I agree, the night light has just become something of my personal crusade. Night lighting looked much better in earlier iterations of the game. Then when the anti-gamma system was introduced the ambient light from the moon disappeared entirely (apparently since any level of ambient brightness more or less kills the anti-gamma thing). Ideally, on a clear night with a full moon it would be fairly easy to navigate, while on cloudy nights or with a new moon it would be much darker all the way to the 1.01 ultra darkness. It should be dynamic. Now it's just as dark with a full moon which makes the game look bad, it's simply unrealistic.
    • Sorry to say but no. The correct critique would be that they should have used a new engine from the start. And they should have developed it to be used for a future engine used in more titles. The engine they used, arma2 / choppers, is very amateur compared to even a five minute unity project, or modding unreal a bit. Which got proven by pubg using standard assets and minimal coding in unreal.  So that choice was just late. Also it is not a few hackers. It is a lot of them. Even more than you assume, as many only use hacks moderately. Not everyone staples all cars on the server. FPS. Something that clearly improved. Physics. Network code. Fluidity of animation. No clipping through walls. Not saying I am happy about the current state especially about how overengineered cr4p the scripts are, I am absolutely not happy at all. But the old engine was a wrong choice from the start.
    • Atleast everybodys basically seeing the same thing and people arent turning their brightness up to get a game breaking advantage. Although the moon setting the brightness sounds cool ( i never knew that ) i bet its gone to make it so people cant abuse the light from it too see way more than they should. But ya i was really disappointed when i first heard of the night light but i dont really care now unless it gives me or someone else an unfair advantage.  
    • I was hoping for a gear wipe or at least raising the loot economy for weapons since all the duppers have already exceeded the limit hence no new weapons spawning in. So I do t really understand what this supposed fix for dipping was for this patch. I haven't found anything except 5 weapons after hitting 3 bases traveling around the map. Even after 3 server resets nothing whatsoever. Plenty of attachments though. I like the new gas mask. Also found some anarchy assault boots.