Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Sumrak

DayZ Developer
  • Content Count

    127
  • Joined

  • Last visited

Everything posted by Sumrak

  1. Sumrak

    A first look at DayZ Modding

    Yes, the terrain making tools are coming soon. In fact, some of the community members already started working on DayZ terrains as the process and tools are nearly identical to the one in Arma 2/3. So not much has to be done in order to get your map working in DayZ. Once you change the config a bit, you should be able to repack it and get it working in-game. Besides the obvious work of re-linking the Arma models to use ones in DayZ, there are some things you will need to do in case your map is using custom buildings, surface textures, vegetation and so on (ladder, door implementation is different, specular on detailed surface textures, wind shader on grass, trees,..).
  2. Sumrak

    Status Report - 27 February 2018

    No they are not. It never really made any sense to have the world such poorly lit under clear sky while having sun high enough. We've had some problems with getting this change ready for 62, otherwise you would see it in 62 already. I have been reading several comments about the fact this change removes the atmosphere, looks less post-apo etc., but frankly, civilisation may fell apart, but the nature and the laws of physics stay the same, why shouldn't clear sky full noon look like its supposed to? I like the diversity our game world offers - lighting config is tied to the overcast value of weather system and trust me, it can get really bleak when its supposed to. It did not really made any sense to show this brightness change on such weather as there have been little to no changes there (so all pics are basically clear sky - I should prob note that in SR). As mentioned in SR, this is still pretty much work-in-progress and we will continue tweaking it until we find the best values. It may be a bit darker than what you see on the pictures, but overall, we definitely do not plan to return to the 62 state of lighting. It is perhaps a bit hard to see in the small before-after window, full res pics here and here. The goal is to make the night sky easier to read and use to navigation - as you can see in the "after" image, major stars are easier to see (ultimately, its best to see it in the game).
  3. Sumrak

    Wells, and Forests

    First of all, welcome back! As stated before we do not plan to increase the size of the map anytime soon. While there are some ideas floating around (for the future - beyond 1.0), our top priority is currently getting all the remaining planned content in and huge polishing pass prior to the upcoming releases. I definitely get the benefits of having Arma 2-like borders, but we have to work within the dimensions we have (15.36x15.36 kilometers) at this point in time. Pre-62, there was this crazy quality difference between the N and W that we just had to equal it somehow. But the western border rework was definitely aimed at keeping its wilderness feel to it (unlike the northern rework, which has added a lot of settlements and unfortunately several of them too close to the border). Various damage states for the wells would definitely be needed if we ever are going to increase their presence on the map. We do plan to re-visit their locations, but if something like this will be implemented prior this pass is other thing (but I will mention it to designers).
  4. Sumrak

    Mapping Tools Question

    1) Unfortunately, no. If nothing changes (which seems unlikely at the moment), roads in DayZ will continue be on A2/TKOH level. A3 TB still supports the old road network management, but you can of course go around it and create/import your road network from parts (as standard map objects). 2) I think numbers could actually be very similar (the object library grew quite a lot over time with new models made specifically for DayZ). You can find majority of classic A2 object library (improved of course) integrated in DayZ. As for the OA objects - we are not using many they are obviously not very fitting to the environment we work on. One exception that comes to my mind are the quarry objects. So yeah, if you are going to use OA objects, you will either need to do the port by yourself or wait for some variation of cup for DayZ to be released. I mentioned this in one of the SR, but I feel its fitting to mention it here now that we are digging deeper into the map making for DayZ. With the update .63, we have completely re-done the old Arma paths for models and changed 99% of model names. All models have now somewhat consistent names (all in english - yes, czech names are gone) and the whole structure is much simpler to work with (this also caused massive reduction in amount of client/server pbos). So if you happen to start making a map for DayZ now, some mass object re-importing will be necessary for your project once DayZ modding comes - I can supply a conversion table though (and possibly even tool that can use this table and process your TB export - we faced the same problem internally). All I can say that at this point in time, we focus on delivering ChernarusPlus in best possible shape we can, no other new maps, nor any ports of existing A3 maps are planned.
  5. Sumrak

    Mapping Tools Question

    Yeah, that will not be doable, though if it is existing arma 2 building, you can use the already released sources for a2 meshes and implement your interior ideas from there (using dayz textures). As for the re-texturing, it is possible to re-texture even a binarized model, though quite a painful. I do not expect any extra content to be available in the official game pbos, what you find is what is used on Chernarus. Thats the general rule for env assets (we cannot have some extras that will not be used at all). As for the Namalsk itself, please remember, that it is un-official map that will be released as a mod for DayZ. You can surely expect that DayZ workshop will get populated over time with nice asset packages (similar to Arma 3).
  6. Sumrak

    Mapping Tools Question

    You will be able to use any environment asset we use on ChernarusPlus in your own map project (placing and manipulating using TB / Buldozer), its just you wont be able to open any of them in OB and directly change the model (adding walls, proxies,..).
  7. Sumrak

    Mapping Tools Question

    Majority of DayZ assets are still maintained by OB and kept in p3d format (same applies to textures - paa and materials - rvmat). As of now, there are no plans to use Enfusion file formats for environment / character / vehicle models. As for the tool parity, we are currently using A3 OB and TB, no additional DayZ-specific changes were needed so far. While nothing has been settled yet, looking at the history (Arma), it is almost certain that all the DayZ content will be only available as binarized for quite some time. Obviously with some exceptions (road parts) and most likely sample models.
  8. Sumrak

    Status Report - 30 May 2017

    Most common grass models are roughly 2x2 meters, not sure how that would look when you would drop pile of ammo on ground for example. Haha, no, although some wrecks of for example v3s with crane for logs would be nice to have too! Functional vehicle that would be capable of picking and carying logs is a whole lot different story though :P I remember spending quite lot of time in Spintires doing that, such a fun game with awesome physics and visuals :) About the mid range texture - Chernarus uses mid range texture (without it, it would look waaay worse). Now if we are satisfied how it currently looks that is a bit different story. Given the fact that it is basically just one texture for the whole map, some compromises have to be made.
  9. Sumrak

    Status Report - 30 May 2017

    Not sure about cobwebs - how those would look in the environment with the current tech we have, but hornet nests and anthills is something that is definitely doable. We will see - as mentioned, work on upgrading the environment definitely does not end with .62, we will do our best to make the environment of Chernarus best we can in given time :) Just to give you an example - I would personally want to see more signs of forest harvesting - fences for the clearings with young trees, piles of branches and cut tree stumps.
  10. Sumrak

    Q&A with Map Designer Adam Franců

    Hello everyone, as senior map designer in DayZ Team, I may be the only one in the Q&A series so far that isnt lead on a paper, but nonetheless, in our small team of map designers, I'm the one with the responsibilities that covers how the environment look, plays and performs in the end. And with the environment, I mean nothing less than our beloved Chernarus terrain of course. I make sure that we always do what is best for Chernarus in a long-term. That often means preparing detailed analyses and in many cases this also means preparing placeholders for future map assets for the art team so they exactly know what we need for the environment. Luckily, my work is not always composed from swimming in pages of analyses, creating tasks and other "paperwork". Given the size of our team, I still very much get to enjoy the best part and that is an actual map design, which basicaly consists of manipulation with map objects, changing terrain mesh and texture data ("satellite" texture and surface mask). Work of a map designer is often a balancing act between making the environment believable and interesting to play in. Creating a nice environments for you to play in has been and will always be a pleasure and we always enjoy watching what you do in the places that we create everyday. So lets get to your questions and see you in Q&A video!
  11. DayZ: Namalsk project bringing the very unique Namalsk island together with the new features and changes to the official DayZ mod! All needed info about DayZ: Namalsk is available here: http://www.nightstal...enu=en_dn_popis Current changelog is available here: http://www.nightstal...u=en_dn_changes Server information and possibilities here: http://www.nightstal...nu=en_dn_server DayZ: Namalsk is currently in version 0.75 and currently supports DayZ modification 1.7.7.1! Please also note, that I am open for any ideas, bug reports, and that DayZ: Namalsk will be surely updated once proper feedback is gathered, this is no 1.0 version and that means many things can change! I also may be able to do sometimes in the future even more interior objects (I kind of like it..) :P Loot map is available here (Thanks goes to DayZDB.com team!) http://dayzdb.com/map/namalsk Official website of Namalsk Crisis mod and DayZ: Namalsk: http://www.nightstalkers.cz/ Official youtube channel of Sumrak: http://www.youtube.com/user/Sumr4k Official twitter account of Sumrak: http://twitter.com/Sumr4k This topic will be updated once there will be new things going on!
  12. Sumrak

    DayZ Fan Art Thread

    Amazing! :)
  13. Sumrak

    DayZ: Namalsk

    It was. That is no longer true in .75. Hey guys, so 0.75 (1.7.7.1 compatible) is here finally! (I have been pretty passive last few months - was caused mainly by school, but I have finished it -finally- and its time for modding again!). Remember that this update requires Namalsk Crisis, Update 2.4 (v1.15.4). DayZ: Namalsk [v0.75], DayZMod 1.7.7.1 compatible Client-side << General >> Changed: All of the needed files were updated to be compatible with DayZMod 1.7.7.1 Changed: Hitsounds for infected (you will no longer hear default arma2 hitsound when shooting infected) Changed: All infected are using (zombieLoot) Namalsk cfgLoot classes now (to counter the amount of loot the infected can spawn using classic DayZMod cfgLoot classes) Changed: Although you will meet the new 1.7.7.1 infected (viral) during your survival attempts on Namalsk, it uses different (new) classes Changed: Loot is now more scarce on Namalsk Changed: Bloodsucker spawn should be more rare again (+spawn density parameter extended, see init.sqf file in mission pbo) Fixed: Travelling over Tara bridge should be safe again << Loottables >> Added: "ItemNails" to "genericNamalskNoFood", "genericNamalsk" Added: "ItemWaterbottleUnfilled" to "militaryNAC" Added: New types of food into "foodNamalsk" Changed: All custom "CfgLoot" classes to match the new DayZMod's format Changed: All custom "CfgBuildingLootNamalsk" classes to match the new DayZMod's format Changed: Increased the basic infected count in "CfgBuildingLootNamalsk" classes Changed: Several infected parameters (count, chance,..) in Namalsk loot tables Changed: The golden mine aka "Land_dlouhy1" building with 53 possible residential loot spots was "relooted" to 25 loot spots Changed: "BAF_AssaultPack_DZN" changed to "DZ_British_ACU" Fixed: Few loot positions on some objects to prevent script errors when using this spot to spawn Removed: "10Rnd_127x99_m107" from "militaryNAC" and "militaryNamalsk" ResidentialNamalsk - Lowered spawn chance of "ItemWatch", "Makarov", "MakarovSD", "Colt1911", "Binocular", "LeeEnfield" and "WeaponHolder_ItemCrowbar" - "WeaponHolder_MeleeCrowbar" changed to "WeaponHolder_ItemCrowbar" - Added "MeleeBaseBallBat", "WeaponHolder_ItemHatchet" IndustrialNamalsk - Lowered spawn chance of "WeaponHolder_ItemHatchet", "WeaponHolder_PartEngine", "ItemKnife" - Increased spawn chance of "trash" - Added "WeaponHolder_ItemCrowbar" FarmNamalsk - "WeaponHolder_ItemMachete" changed to "MeleeMachete" - Lowered spawn chance of "WeaponHolder_ItemHatchet", "PartWoodPile" - Increased spawn chance of "trash" SuperMarketNamalsk - Increased spawn chance of "trash", "Binocular" - Lowered spawn chance of "ItemWatch", "Crossbow_DZ" HospitalNamalsk - Increased spawn chance of "trash" - Lowered spawn chance of "MedBox0_DZN" HelicrashNamalsk - Lowered spawn chance of "MedBox0_DZN", "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" and "BAF_AS50_scoped" MilitaryNamalsk - Added spawn of "trash" MilitaryNamalskWinter - Added spawn of "trash" MilitarySpecialNamalsk - Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1" - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_76" MilitarySpecialNamalskWinter - Added spawn of "trash", Sa58P_EP1 and Sa58V_EP1 - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" MilitarySpecialNAC, MilitarySpecialNACER7 - Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1" - Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762" - Removed spawn of "M107_DZ" Server-side Added: New loot scheme "CfgBuildingLootNamalskNO50s", which removes er7 variants and KSVK_DZN (check init.sqf file in mission pbo for more info) Added: New picture for mission loading screen Changed: All of the needed files were updated to be compatible with DayZMod 1.7.7.1 Changed: Battleye filters to support newest DayZMod release and DayZ Namalsk / Namalsk Crisis changes Changed: Functions for spawning static helicrashes and medical care packages were completely redone to support 1.7.7.1 Changed: Starting location of "Ka60_GL_NAC" helicopter (to prevent weird bumping on helipad) Download etc. - as always - on first post or directly on http://www.nightstalkers.cz/
  14. Sumrak

    DayZ: Namalsk

    Northen, more precisely Bering Strait I am not an expert on dayz servers, but I guess, try to check your vehicle spawning script and db (if there is an entry for mtvr for example). Tbh, me neither :lol: , let me know, how things are with the newest update.
  15. Sumrak

    DayZ: Namalsk

    Hey guys, so 0.741 (1.7.6.1 compatible) is here finally! Sorry, it took some time as I had to solve the issue with loading the loot schemes (DayZMod had pretty big changes with 1.7.5.1 in this). But it is now hopefully working and the custom loot schemes should now work again just like they were before. DayZ: Namalsk [v0.741], DayZMod 1.7.6.1 compatible Client-side Changed: Needed files were updated for DayZMod 1.7.6.1 Changed: G36K -> G36K_camo and G36a -> G36A_camo in loot tables to support multiple sights feature, which are only available in OA variants (*_camo), thanks to Dr.Zed for this suggestion! Changed: Minor changes / additions to the loot tables of Namalsk to reflect DayZMod's changes (Added machete, changed crossbow, added new types of food, trash, FoodMRE & FoodNutmix to some military loot tables (rare occurrence)) Fixed: Loot table loading, no-sniper or no-er7 schemes should once again work now Server-side Changed: BE filters to counter spam/kicks (scripts.txt), created by newest changes in DayZMod & DayZ Namalsk Changed: Updated dayz_server.pbo and its files for DayZMod 1.7.6.1 Download etc. - as always - on first post or directly on http://www.nightstalkers.cz/
  16. Sumrak

    DayZ: Namalsk

    Yes, this has been done for some of the mil. loot tables, but its rare :P Anyway, I've had some problems with loot table loading (part of 0.74 bug - unable to load different loot schemes), but it should be now pretty much solved, BE got some new filters for scripts.txt, but I was not able to reproduce some of the reports about kicks (so not sure about that..). I think, I will take a look on it tomorrow and if everything will be fine, I am going to release DayZ Namalsk 0.741, compatible with DayZMod 1.7.6.1 ;)
  17. Sumrak

    DayZ: Namalsk

    Me too :D Are you running Arma with -showScriptErrors, if so, are there any errors popping up during the gameplay? Also, if you have rpt file available, if there are any script warnings / errors? Anyway, I will try to get things ready for 1.7.6.1, so stay tuned, this time it should be relatively fine ^_^ (but well, you never know, BE will probably surprise me with ****loads of script logs & kicks again, hurray!)
  18. Sumrak

    DayZ: Namalsk

    Hey, not sure why the spawn for bunker is not working for you, how did you test this problem? Do you give enough time to your client + not running directly inside the underground? Indeed. :)
  19. Sumrak

    DayZ: Namalsk

    Do you have nst key in Keys folder on your server? Thanks, noted, I will try to address this issue somehow, but it will require a model geometry change, which is hopefully not that far since I feel the next update for Namalsk Crisis will include model fixes and enhancements :) (I can't fix this issue with the regular DayZ Namalsk update) Sorry guys, did not expected this to happen, I don't know why it is not working, but I am going to debug it and fix it.
  20. Sumrak

    DayZ: Namalsk

    Indeed. :) DayZ Namalsk v0.74 was released. For more information, visit first post http://dayzmod.com/forum/index.php?/topic/101981-dayz-namalsk/#entry958167 or directly http://www.nightstalkers.cz/en_index_dn.php Enjoy!
  21. Sumrak

    DayZ: Namalsk

    I will wait with .74 until monday to see what is going to happen, if there wont be 1.7.5.2 released, I will release .74 with 1.7.5.1 support.
  22. Sumrak

    DayZ: Namalsk

    Bloodsuckers have some loot while they are alive (APSI + Mutant heart), it is there because of a several script reasons and these items are removed once bloodsucker is dead. You should not be able to loot that (but it is probably doable in very laggy situations). Since .73, there is a chance for an additional item (bloodpack), which is not removed upon bloodsucker's death. But this chance was very, very low, so I had to adjust that in .74, it has been tested, your chance to obtain a bloodpack is much better (it is still rare of course). In order to loot the bloodpack, you need to access gear of bloodsucker body as it is not displayed with the "loot" icon.
  23. Sumrak

    DayZ: Namalsk

    Have you tried if is this happening for you on different servers?
  24. Sumrak

    DayZ: Namalsk

    Thanks. I don't know in what exact situation you were, but bloodsuckers are usually up to attacking their targets (maybe more than DayZ's infected). There are few exceptions though, it is possible to get bloodsucker into situation, where he arrive on your position, but you are still a bit outside of his attack range. You can also use environment and wait for him on the places, where he cannot go (on rocks for example, inside deerstand,..), that is also situation, when bloodsuckers are unable to perform attacks, but the rest should be fine. Always visible eyes are by the design (they are using cloaking, their eyes should be visible so they can orientate themselves). They also glow during the night :)
  25. Sumrak

    DayZ: Namalsk

    Yeah, well, that's not how ,74 is going to look though :D we've discovered, that bloodsucker spawns are a bit messed up combined with 1.7.5.1, so I had to address this. I don't know exactly, .74 itself is almost completed, we've been testing yesterday, I've eliminated some weirdness and bugs. Also prepared website update. The thing is now I heard there is possibility for another hotfix for DayZMod to be released, so I am waiting what is going to happen (I would release rather one version than two within few days). Thanks :thumbsup: well I am trying everything what my free time allows me to do, I would love to do a lot more for the whole Namalsk Crisis or DayZ Namalsk or even my next, yet still unannounced work, but its hard :( Some of those things in DayZMod are certainly not helping (banning.. I don't really get some steps taken there, but luckily it is not that hard to go around it). If there are any thing you would want to see changed compared to the DayZMod, let me know, I can take a look on that, but can't promise anything since I don't like really breaking into the mod itself much. -------------------------------------------------------------------------------------- Anyway, here is another version of a preliminary changelog for 0.74: [DayZ: Namalsk v0.74] Client-side Added: A portable solder to 'IndustrialNamalsk' loot table (low spawn chance) Added: Ability to repair broken NVG, radios and GPS (you need toolbox + solder + 2 pieces of broken equipment) Added: Models for broken GPS, radio and NVG (so you can recognize them lying on the ground - exemplary picture > http://download.nightstalkers.cz/dzn/dzn_broken_equipment.jpg) Added: New weapon VSS Vintorez (class name 'VSS_vintorez_DZN') into 'MilitarySpecialNamalsk', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNAC', 'MilitarySpecialNACER7' loot tables + correct ammo into 'militaryNamalsk' and 'militaryNAC' (note: this weapon is not available in no-sniper rifle loot scheme) Changed: Some weapon classes to counter DayZMod's newest banning ('MakarovSD' -> 'MakarovSD_DZN';'AKS_GOLD' -> 'AKS_GOLD_DZN';'AK_107_GL_pso' -> 'AK_107_GL_pso_DZN';'AKS_74_UN_kobra' -> 'AKS_74_UN_kobra_DZN';'RPK_74' -> 'RPK_74_DZN';'Saiga12K' -> 'Saiga12K_DZN';'G36_C_SD_eotech' -> 'G36_C_SD_eotech_DZN';'MG36' -> 'MG36_DZN';'BAF_L85A2_UGL_ACOG' -> 'BAF_L85A2_UGL_ACOG_DZN') Changed: Lowered count of items in 'MedBox0' (5-2-2-2-5), medical box is now represented on Namalsk by the new class called 'MedBox0_DZN' Changed: Increased chance for dropping 'ItemBloodbag' from killing a bloodsucker Changed: Tweaked (once again) spawning mechanism of bloodsuckers (because 1.7.5.1 changed somehow spawns of the infected), they should be once again a bit rarer than they used to be (this is of course still configurable using mission parameters) Changed: Existing files in ns_dayz\code to support newest DayZMod's update changes (1.7.5.1) Changed: Working GPS and NVGs are no longer lootable (only broken ones are, working pieces removed from existing loot tables) Changed: Temperature script change - flying in a helicopter above water, riding a boat, etc. no longer affects negatively your temperature with water factor (only swimming does) Fixed: 'BrokenNVGoggles' no longer has binoculars model Removed: 'huntingrifle' (CZ550) from the no-sniper rifles loot scheme Removed: 'ItemWire' from 'IndustrialNamalsk' loot table Server-side Added: New parameter in mission init.sqf, which can affect times between each EVR (more info in the mission file > init.sqf)
×