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Everything posted by NonovUrbizniz (DayZ)
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My son is doing this NOW.... he's 12 though orlok... lol He makes stop motion movies with them... he hasn't really gotten one done yet though... will post pics eventually.
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What's The Biggest DayZ Map In Land & Ocean.
NonovUrbizniz (DayZ) replied to exomonkeyman's topic in DayZ Mod General Discussion
The Sahrani Map is approx. 400 km2, however actual land mass is closer to 100 km2 for the mainlands (Kingdom of South Sahrani (KSS) and Democratic Republic of Sahrani (DRS)) and approximately 120 km2 including all the smaller islands (Rahmadi and Antigua being the largest but there are about 10 others most of which would be big enough for a base.) Chernarus has the most land mass of any map. But as mentioned Taviana has the biggest cities, and biggest structures/most features. Although IMO it's too clean and almost cartoony. Sahrani I am biased towards, but it has the best diversity of landscape, and most epic city planning. Bohemia really knocked that one out of the park IMO. Chernarus has the most authentic Zombie feel. -
Hero Skin Drop Leg Holster
NonovUrbizniz (DayZ) replied to Steak and Potatoes's topic in DayZ Mod Suggestions
I love this suggestion and have thought about it myself a bunch, but I'm pretty sure it's bordering on impossible, there would need to be a whole suite of animations added for the character model (with gun running,walking,standing,crouching, etc etc etc) You MIGHT be able to make it work with a script but I'm fairly sure "fixes" like that do basically nothing but create load/lag on the servers... To properly insert that feature in the game would take tons of work, and to do a work around would cause lag... I could be wrong but pretty sure that about sums it up. -
Standalone and other mods will have a LOT more survival mechanics... I do agree though... wasteland isn't even persistent so there is NO emotional investment or real need to survive... Gear is everywhere and you kit out VERY fast... it's more about PVP and teams as well... I agree a PURE survivor mod would be great... On our mod we intend on offering as much choice for server owners as possible... maybe one might be "no zombies"... hmmmm... IMO you'd need to have VERY few servers running though to ensure there is always high population numbers o/wise it's just a camping simulator...
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You guys think it will be a "free painting" mechanic? That would be WAY harder than just having canned texts as a scollable menu once you have the paint... IE when you have paint in your inventory you get a scroll menu option when you're pointing at a sign or vehicle "paint object"... then if you click that you get a scrollable list of "canned texts" - Keep Out / Sniper Ahead / Danger Zone / Zombie Free Zone etc etc etc *edit* Alternatively you could make them drop-able objects like wasteland does with bases (only you'd have to make them size scalable so they could expand and shrink to be properly placed on different objects (walls, cars, signs, streets, etc)... IE it will lay background-less canned graphic on a surface... like the game handles bullet impact marks... but I don't know if those are permanent or not) */edit* Paint would be the object... and it would be able to cause changes to surfaces of other objects... but they would have to be canned... IE Red Paint/Black Paint - Signs Green/Brown/Black - Camo The sign stuff would be a series of canned signs (they would take signs from the Arma Library and simply re-skin them with the words they wanted) Ex: "Keep Out" "Private Property" "Zombie Free Zone" The Camo stuff would just blanket re-skin the vehicle with camo pattern paint on top... Ex: Start with "UralCivil" http://www.dayzsuper...023678_orig.jpg Get Paint end with "UralOpen_CDF" http://www.dayzsuper...119927_orig.jpg Obviously Ideally you would actually paint the skin of the Civilian Ural in PS and then use THAT re-skin to create a new "UralCivil_Painted" Signs you'd just make existing signage moddable in 3-10 ways... http://www.dayzsuper...704750_orig.jpg Above with: - Danger Ahead - Snipers - Warning - Keep Out etc etc... There are LOTS of existing signs... you could then make the signs movalble like Wasteland does... you pick up a sign put it in your inventory and then drop it in front of your camp... or you just mark up bits... In our mod we intend on allowing for free painting but in a "workbench" module... we are trying to narrow down how to ensure this does not result in endless dicks and titties... There will either be a "whitelisting" system for it (IE you make it and submit it to the server admin and he chooses to allow it or not), OR there will be GUID's tied to the sign so they can be reported by users or banned by admins for mis-use.... not sure.
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Friendly Hacker Still not welcome
NonovUrbizniz (DayZ) posted a topic in Mod Servers & Private Hives
Freaking annoying, log into my server for the first time in months and dude teleports to me twice offering "help" to me... freaking d bag. 25.03.2013 16:31:06: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:31:06: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:31:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 8.54641, 36972.2]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 8.54641, 36972.2]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 8.54641, 36972.2]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 8.54641, 36972.2]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 8.54641, 36972.2]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 8.54641, 36972.2,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 8.54641, 36972.2,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 8.54641, 36972.2,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 8.54641, 36972.2,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 8.54641, 36972.2,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 6.56511, 36983.8]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 6.56511, 36983.8]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 6.56511, 36983.8]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 6.56511, 36983.8]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 6.56511, 36983.8]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 6.56511, 36983.8,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 6.56511, 36983.8,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 6.56511, 36983.8,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 6.56511, 36983.8,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:31:18: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 6.56511, 36983.8,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 9.36728, 37256.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 9.36728, 37256.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 9.36728, 37256.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 9.36728, 37256.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:35:50: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 9.36728, 37256.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:35:53: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 9.36728, 37256.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:35:53: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 9.36728, 37256.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:35:53: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 9.36728, 37256.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:35:53: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 9.36728, 37256.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:35:53: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 9.36728, 37256.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this] spawn BIS_Effects_AirDestruction" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 8.9078, 37274.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 8.9078, 37274.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 8.9078, 37274.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 8.9078, 37274.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:36:08: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 8.9078, 37274.1]spawn BIS_Effects_AirDestructionStage2" 25.03.2013 16:36:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #0 "[this, 8.9078, 37274.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:36:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #36 "[this, 8.9078, 37274.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:36:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #38 "[this, 8.9078, 37274.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:36:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #54 "[this, 8.9078, 37274.1,false,true]spawn BIS_Effects_Burn" 25.03.2013 16:36:09: AssViolator (redacted:2304) c2eea3af21a1898f526979aa79251358 - #55 "[this, 8.9078, 37274.1,false,true]spawn BIS_Effects_Burn" -
How about instead of getting indignant about a MOD that has been CLEARLY stated as back burner'd for over 6 months, you wake up and stop crying. Suggestions, security, development, etc ALL get focused on the standalone... If you want a tip top stable running DayZ Mod server I recommend you change over to private hive, another map, AND frankly start developing your own... that's what I've done, that's the ONLY way you have control over what's on your server... I think people freaking out about problems with a HUGE update that we were never promised or guaranteed should prob. eat some of my favorite un-added food item "Can of STFU" I have a public hive server ranked between high 200's and 400's and the only down time I've had was due to me refusing to patch the food item removal, and a gameservers.com outage... I'd have to guess you're doing it wrong if you're having such major problems on your public hive.
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Oh believe me that was the short list, and in no way intended to be as dicky as it came off, (I love DayZ Mod so much I will host an official hive server until the server farm gets shuttered. Thank you for all your hard work) I am working on a mod with a group of guys, with crafting and these are just SOME of the ideas we are going to be implimenting if we can get some help with coding. The guy who started the system on our mod quit due to IRL priorities. (right now there are 3 crafting books and you can build structures, fortifications, and ... dear god I don't even know (I never get time to play the game lol)) Totally agree, Gun powder found in cans in the world (RARE) or with toolbox you should be able to pull the lead/gunpowder/primers/brass apart and recombine to your hearts desire... IMO there are SOO many chances sitting in the world already... Gunsmith: add - Lead (found: gas stations (for tire balancing)) (salvaged: unwanted ammo) - gun powder (found: military baracks/or military industrials (new loot class) (salvaged: unwanted ammo) - empty brass (by caliber, nobody is going to be smelting brass in their camp) (found:military baracks/or mil. industrial, dropped by other players)(salvaged: previously emptied ammo) - empty 12g shell (found: farms, bars, dropped by other players)(salvaged:previously emptied ammo) - Primers - Universal (found: mil industrial/barrack)(salvaged: unwanted ammo) With just this you could within the realm of reason (well you should "technically" have to find a bullet mold for the molten lead, and NOT be able to make shotgun pellets although you could assert that the tool box contains the bullet mold) fashion any ammo you want. Clearly you should be able to strip scopes/handles/foregrips/ laser pointers/lights/stocks etc from other weapons to use on your current or preferred weapon. Insurgency: - Satchel charges (same in game and inventory images but altered damage stats) (sandbags+Gunpowder=DIY Satchel) - Tripwire claymores (String+bandage+grenade=tripwire grenade) - Primer fired drop bombs (placed on top of doorways or stairs if kicked over they blow up instantly on impact) (Whiskey bottle + Gunpowder + Primers = Drop bomb (has to fall straight down) - Glass jar timed explosives (cut whiskey bottle + Grenade (pin removed) = Knock over timed explosive) Hunter: Add more items from gutted animals: Sinew - Used as string but stronger more elastic/versatile Stomach Lining - Used for quiver, collection bag for herbs/medicines Bones/teeth/horns - Used for making arrow heads, hand tools, melee weapons *MUST* be able to make LOTR style horn to blow as I charge into Cherno with my bone handled stone axe!!! Glands - Used for medicines Organs - Used to make medicines/quick healing "potions" (if you can eat cooked rabbit to get 1600 blood dear brains or eyeballs should do something similar (no clue on actual bits used by survivalists) Gatherer: Herbs - medicine/potions Flowers - medicine/potions Roots - medicine/potions Minerals - medicine/potions Vegetables - Food Hemp/Marijuana - rope/Painkiller replacement Fruit - Food Tobacco - painkiller replacement (builds dependency (I recommend making it so you HAVE to smoke or you get "headaches" (occaisional high pitch background noise and momentarily blurred vision) Wild Mushrooms - Found in woods (might be food, might kill you, might make you hallucinate for 10 minutes. SERIOUSLY make it 10 minutes) Garden Mushrooms - Found in backyards farms - Food ALL the above should just be loot that randomly spawns near logical objects/textures at negative elevation so that you can't see the objects but the gear menu is still accessible, people will have to scour the ground looking for stuff in the woods...or in a flower patch, you might find 1-4 sunflower seeds in the sunflower fields, or grapes in the vineyards, or apples in the orchards, veg in back yards/farms where it makes sense.) And I hate the crafting system lol.. You should hear my ideas for the systems I'm interested in ;-0
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isn't that against the law in Germany? IE two versions of the game? All ok IMO No... Firstly crafting should be broken down into skill sets, IE 1. Base/structure Crafting - Sandbags/Wood Planks/Nails - Make fortifications like sandbag nests and fences and deerstands 2. Weapon Crafting - as you listed above basic modified melee weapons but also like 2017 IE bandage flashlight onto m4 3. Supply Crafting - TP to make bandages, tin cans to make nails, wood piles to make planks dowels, modify whisky bottles/cans for animal traps + Insurgency 4, Remedy Crafting (Harvesting should be added to the game) - Make certain plants/trees/buildings/objects harvestable, get minerals from rocks/dirt/clay plants etc... get planks, nails etc from pallets boarded windows etc (make world objects show change in the same manor as damage is currently shown progressevely) 5. Vehicle Crafting - Modify vehiciles with scrap/paint/nets (eventually make faster, handle better etc) 6. Insurgency Crafting - Frag + Cut Open Whiskey Bottle = improvised Claymore (it gets knocked over blows up 5 seconds later After glass breaking sound), 6 whiskey bottles + 6 badages + 1 jerry can = 6 malatov cocktails. Add String + Cans for early warning system, string + Rock + Twigs = Animal trap, Rope + Wood + Heavy Rock = Person booby trap. I don't really have time to go into every suggestion here, they are mostly good but I think there needs to be more UNITY... IE... Hemp/Trees/grass/plants/vegetables/fruits etc etc etc should ALL be harvest-able items from the existing world... then what you do with them should build off that... Hemp should be smokable or to make robe/fabric etc... but ONLY if you've found specific 'crafting books' out in the world... you should be able to find a 3 ring binder essentially where you can collect all this... BUT you should have to equip the correct one to access those "recipes" It should just build up a huge accessable library that "old" users can just scroll through a huge menu of options. It should be a laborious chore to get stuff done. The whole world should become harvestable... I see you have Pallets shown there... but there are already pallets in the A2 library and in game as set pieces... you should be able to grab those or break them up to use for their parts and they should change or disappear from the world accordingly... they are already treated as objects in LOTS of cases.. so it shouldn't be much of a leap to for example instead of a shed showing damage from a gunshot or explosion, show damage from being harvested for wood/nails... Rocks I suppose would be much harder, as would grass/dirt but you could drop objects on top of the current texture instead of modifing the exisitng one... (think dropping a can after consuming food but instead you drop a dirt patch over where there was a grass patch. or drop an object that makes a rock look like it has been chissled). But with buildings it should be cake... you just add a "damage layer" to the building that isn't due to gun damage. Further to that I would IMMEDIATELY start working on EVERY item that is feasably included in the tool box being created as a secondary weapon and equipable... BUT you should then be able to drop it or lose it by accident... Essentially the tool box should be a backpack for tools... that are also usable individually as melee weapons. It's a quick logical way to add secondary melee weapons.
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You're welcome to play on my server and or use my teamspeak server. It's public hive and will be up until the DayZ Dev Team shutter the public hive.
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Public Hive server in my sig. It's public so I'm not allowed to keep it secure... you can email me or join my teamspeak to report hackers and I will act as fast as possible.. but I can't just sit and wait for shit to happen, and DayZ Dev Team does NOT want to fix the security problems... they want to stir desire for SA... which won't have better security or be hacker free by any stretch IMO... I will keep my public hive up until they shutter the public hive server.
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Public Chernarus servers. wtf.
NonovUrbizniz (DayZ) replied to Admiral_Blunts's topic in DayZ Mod General Discussion
Uh not public hive it's not... I have a public hive server, the problem is all the active/good admins got tired of trying on the official public hive, so they all resort to mini-private hives on a common server or server host... Original Public hive is getting killed by the SA dev team purposely... they could make it safe, or start a group of trusted admins to oversee the servers and make sure that any pro-active antihacking was carried out by trusted parties... Frankly they could just move to a public whitelist and reduce the hacking by shittons... but I think that would leave less people pissed and waiting for SA... which IMO won't have better security AT ALL in the long run... but that's just a guess. -
Cifor US NY 2873 patching to 1.7.6.1
NonovUrbizniz (DayZ) posted a topic in Mod Servers & Private Hives
So I figured I'd put this up since I had been pretty vocal about it when all the drama was going on about the new food items... I previously asserted I would not patch in protest, but I don't even play on my server and it has made it impossible for my regulars to play.... So my moral objections can go F. I rent the public hive server as a service to the community I love so much. So I have decided to follow the direction of the DayZ Mod Dev team no matter where it goes and my personal opinions about that direction. I have a TS server that I've set up for the public to use however it seems to be getting left pretty empty... feel free to use it as you please whether it's on my server or not. cifordayzserver.guildshout.com:9995 I am not as active an admin as I used to be or would like, so if anyone wants to volunteer I would be open to continuing to pay for the Servers and allowing someone else access to help manage it... It is a public hive so you are AT THE MERCY of hackers and luck... but if you contact me by email ([email protected]) or FB (/cifordayzserver) I will make an effort to address any issues fairly quickly... I have added bans from my phone before lol... No PROMISES though. -
Cifor US NY 2873 patching to 1.7.6.1
NonovUrbizniz (DayZ) replied to NonovUrbizniz (DayZ)'s topic in Mod Servers & Private Hives
Oh and I have the email [email protected] linked to my phone so I get those instantly... and am a big enough dork to actually act on an urgent email... I've banned people from a restaurant in Boston before (I live in CT and didn't have a laptop with me)... I'm not as proactive as I used to be, and don't have a back up admin anymore... but I try to respond ASAP to any direct requests for assistance or attention to the server. -
Cifor US NY 2873 patching to 1.7.6.1
NonovUrbizniz (DayZ) replied to NonovUrbizniz (DayZ)'s topic in Mod Servers & Private Hives
yeah it's always empty... we use it for development of our mod, but even then I usually just idle in there and am on 2 or 3 other TS's... If you see "NonovUrbizniz" in the Admin/Sahrani Development channel or the Cifor Clan channel you can poke me and I'll either pop over or text... If I'm in AFK you can text me but I will only see it when I return... Feel free to use the TS with a group if you want... There are some regulars that are on the open channels every now and again... and some of my old clan mates go in the clan channel... but not too often... I will put the TS in my sig so people know it's there if they got to the server from a forum sig reference. -
Dayz Sahrani initial test release of v0.2 is out, join the fun!
NonovUrbizniz (DayZ) replied to smKes's topic in Mod Servers & Private Hives
The problems are due to DayZ Commander... you should REALLY follow the tutorial on how to make a desktop launcher it will solve ALL your problems for playing our map... @Lid. We aren't responsible for the quality of the map lol, it's a BI map and it's one of the BEST, Largest, and most detailed, and varied terrain maps there is... you clearly did not explore AT ALL if you honestly think the map isn't "special"... And again that isn't due to ANY of the work we've put in yet... For those who are interested our next release will be a HIGHLY tuned/customized/stripped version of .21 with all the additions/updates from official DayZ Mod1.7.6 (IE No food item removals)... but VERY stripped down thanks to LONG hours put in by our lead programmer. This is more a a "staging" step than anything else, it will allow for VERY large additions to the code in terms of mechanics, features and items... Here are some Sneak previews of additions in the works: There will also be a "DayZ Mod Forums" and "DayZ Standalone" bus added... :) -
Cifor US NY 2873 patching to 1.7.6.1
NonovUrbizniz (DayZ) replied to NonovUrbizniz (DayZ)'s topic in Mod Servers & Private Hives
FYI I am not joking though I will literally keep this server up FOREVER and never ask for donations... TS is always up for free use as well... -
Cifor US NY 2873 patching to 1.7.6.1
NonovUrbizniz (DayZ) replied to NonovUrbizniz (DayZ)'s topic in Mod Servers & Private Hives
I'm not sure what's going on, I have limited access and have checked what I can... I think I got reddit'ed for pissing on someone's server add post... not sure though. Could be random... but this has only happened like ONCE before and it was when I was a jerk on reddit also. -
[3D model] Different Food Qualities (3/29 Update)
NonovUrbizniz (DayZ) replied to joeyslucky22's topic in DayZ Mod Suggestions
Really gorgeous! F'ing love you guys! I know DayZMod is cooler but I would love you guys forever if you'd even take a peak at our project! DayZ Sahrani is going to have tons of custom models and graphics/textures... Next release will include some totally awesome canned food items that the official mod does not ;-0 -
The Notorious Can Incident
NonovUrbizniz (DayZ) replied to rocket's topic in Mod Announcements & Info
THAT is EXACTLY what the food items were... MslyYsly or w'ever is Mello Yello, ALL of the canned food items were knock off's of actual canned goods they just had a moderator/contributer naming convention instead of straight word play or letter replacement... Also IMO IF a brand is soo close minded they won't let you advertise for them for free you should not strain yourself trying to make it obvious WHO you are trying to advertise for free. -
The Notorious Can Incident
NonovUrbizniz (DayZ) replied to rocket's topic in Mod Announcements & Info
Because that take HUNDREDS of hours.... the name text didn't show up in the inventory system they names ONLY show in game on the actual 3d food models... in order to "change the name" the designer who textured them needs to go back and re do EVERY texture with a completely new design... it's not like you can use PS text input to make a texture... its a flat image that gets wrapped around a 3d shape so when you draw them they don't look like what they will in game.... I will post a pic of what a texure file looks like later... but long story short is by NOT giving the artist input when he asked for suggested names they made him spend HUNDREDS of hours going in a direction they were willing to drop hands on after 2hrs of squawking from the loudest bunch of children on the internet. Sahrani/Cifor Public hive will NOT EVER remove these items... For the record the food will not be FORCED on server hosts either... if they want the food out they will be allowed to remove it easily... -
The Notorious Can Incident
NonovUrbizniz (DayZ) replied to rocket's topic in Mod Announcements & Info
DO NOT GIVE UP HOPE.... This will be a MAJOR MAJOR part of DayZ Sahrani... we are doing LOTS of stuff with humanity!!!! Some completely new things that I think will make people shit when we announce them... ANYONE WHO WANTS TO SEE BEHIND THE CURTAIN WE ARE LOOKING FOR MORE DEVS! You WILL be amazed when you hear all the ideas we're putting together... this is NOT a pipe dream we ARE doing it with or without more help... more help just makes it go faster! -
Just noticed this but the removals from Cangate are NOT reflected in the rolling update for community build mainpage: http://dayzmod.com/forum/index.php?/topic/103845-rolling-changelog-for-community-builds/
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The Notorious Can Incident
NonovUrbizniz (DayZ) replied to rocket's topic in Mod Announcements & Info
Well we've confirmed it now. DayZ Sahrani will have broken immersion in the next release... We're putting in and keeping in the new food items. As previously stated I will not patch my US NY 2873 Cifor Public Hive Server unless a MAJOR feature is added in the future, even then I might skip it in protest... public hive can't have too much shelf life left on it with the push to private and SA on the horizon -
[3D model] Different Food Qualities (3/29 Update)
NonovUrbizniz (DayZ) replied to joeyslucky22's topic in DayZ Mod Suggestions
And Confirmed. DayZ Sahrani will include all these assets for ever. Feel like making a "Can of STFU" we can throw in too?