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Everything posted by Tatanko
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Any plans for Alice/Coyote to be brought back?
Tatanko replied to ImJustADemo's topic in General Discussion
Exactly. This: http://dayz.gamepedia.com/M53_Boulder_Backpack -
Any plans for Alice/Coyote to be brought back?
Tatanko replied to ImJustADemo's topic in General Discussion
If I had to guess, these have probably been omitted due to some incompatibility between the backpack models and the DayZ player model. If there is really bad clipping for example, they won't use it. -
Awesome work on the map! Keep it up.
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My Acer G257HU has been surprisingly awesome for as cheap as it was to purchase. At ~$250, it's a 25" 60Hz 1440p IPS panel. It uses a proprietary bracket so you can't really re-mount it, but I don't have any plans of using it as part of multi-monitor setup or anything. Lots of inputs, (crappy) built-in speakers if they're necessary, etc.
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Still looking for Compound Arrows. Also looking for a Suppressor East. If you have either of these items let me know and tell me what you'd like in return.
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I need them as props basically and nothing more. I won't be using them in any "real" scenarios :)
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Looking for Composite Arrows. I only need 5, but more is fine too. I have lots of odds and ends, clothing, weapons, etc. so just let me know what you're looking for in return.
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This. With as long as it has been between major releases, we'll assuredly get new content in addition to all the major changes to the game engine. What that will be is anyone's guess, but I'm betting at least one new weapon after all the teasers we've seen in the last few months. I'd also say another vehicle is nearly a certainty since there are a handful close to being ready. Weren't USMC jackets also semi-confirmed?
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The following is the second in a three-part series about the history of DayZ, from it's origins to present day. I hope you enjoy, and please do keep discussion civil :) 0.28 0.29 0.30 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.50 0.51 0.52
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I'm more excited for the renderer than probably anyone else for its aesthetic upgrades! EXACTLY. I love having resources like this available, so where there isn't one I have taken to creating something :) The notes that went into this series are 9000+ words, and I also compiled a list of every single build ever available to the public (23 Stable, 111 Experimental).
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Congrats to S3V3N. Your "Camp Friendly" made the header image! :) http://i.imgur.com/pYIiUCe.jpg
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Sources of water are where I usually find them.
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The following is the first in a three-part series about the history of DayZ, from it's origins to present day. I hope you enjoy, and please do keep discussion civil :) Humble Beginnings Riding Momentum On May 15, 2012, in an interview with PCGamer, Dean brings up the idea of making a standalone DayZ game for the first time publicly. At this point it isn't a certainty, but at various times over the following months he would bring the idea up during interviews and at trade shows/conventions. Finally, on August 7th, he makes it official: DayZ will be developed as a standalone game directly under Bohemia Interactive as its own IP, with Dean as the project lead and a release target of "the end of 2012." For some of the game's fans, this announcement brings with it a mix of elation and anxiety. What will happen to the mod? What will the Standalone be, and how will it be different than the mod? When will it be finished? These are just a few of the questions that begin flying around after the news spreads, and in short order they would be answered -- though these answers would change over the next year, for better or worse. With his attention focused on defining and developing the standalone game, its creator faces the tough reality that he cannot continue to devote himself to the original project. On October 29th, further development of the mod is handed over to the community, and on February 21st of the following year it is given an official Steam release under the title "Arma II: DayZ Mod." The Long Wait Begins The Year That Would Never End After some radio silence over the month of December, the year 2013 begins with some fans upset that the standalone has missed its targeted release for the end of the previous year. Dean has this to say about that missed goal: "Put simply, DayZ Standalone isn’t here because we had the chance to go from making a game that was just the mod improved slightly, packaged simply, and sold - to actually redeveloping the engine and making the game the way we all dreamed it could be." From that point on, the year would be marked with regular updates on the team's development blog showcasing their efforts. Though it wouldn't be until the end of 2013 that the game would see its initial release, it's because the standalone became something entirely different than it set out to be. Following along as we take a high-level view of 2013. January-- Standalone release misses its original target of "end of 2012." In the first update of 2013, Dean Hall explains the delay.-- Work done to inventory system and UI. Much new art has been produced.-- Massive late-month update regarding lighting and material improvements, volumetric cloud system, new server architecture, clothing/inventory, art & map updates, character customization, and weapon customization.-- Internal, closed testing begins. February-- Video blog details how clothing will work and showcases a potential map addition in the form of Utes.-- Disease system is being worked on. The ability to leave notes for other players is being worked on.-- Player inventory is now fully synced with the central database.-- Team continues to grow larger. Initial internal stress testing is aimed at up to 150 people in a server.-- As of this time, private hives are a consideration but ruled out for initial release. The Humanity system is still a consideration at this point.-- Enthusiasm surrounding the future availability of APIs.-- Motion capture session is done for zombies. March-- External testing begins using moderators from the official forums and Reddit.-- Work begins on health system, loot spawning, crafting, and zombie pathfinding. Zombies being spawned in the thousands server-side. April-- New zombie animations, radio implementation, and continued work on zombie pathfinding.-- Lots of new game items being developed and old ones recreated. -- PAX and GDC presentations regarding the current state of development. May-- Not much real development news. A video is released about the "real" Chernarus and the work that has gone into map development. June-- No official news on DayZ SA. July-- Dean releases a statement essentially saying that no news is good news because they've been too busy working on the game. August-- Closed alpha test video released on Aug 3rd. Shows more items and an improved inventory screen compared to what was demonstrated in April. The game is much improved from a visual standpoint. September-- Video blog released on Sep 7th. Showcases player restraints, near-complete inventory screen, item condition states, item interaction, etc. October-- No official news on DayZ SA. Early entries on the Steam database begin to appear for the standalone. November-- Video blog released on Nov 15th. Showcases melee combat and many new items. December-- Dean releases a statement on Dec 14th regarding delays in getting the alpha out the door. On Dec 16th, the Standalone is finally released in Early Access. Everything in Flux Closed Alpha Beginning in March of 2013, the first testers outside Bohemia were welcomed to join the closed alpha. This group of people primarily consisted of moderators from both Reddit and the official forums. They would serve to provide valuable bug reports and feedback, helping to shape the game into what it would become by December of that year. Although they would see the game at some of its roughest points in development, it was necessary to put the game through the ringer before letting the general public dive into it. A few of the pre-release dev blog videos showcase what it was like to play the earliest builds of the standalone, and they are all still available to watch if you care to take a look. The most noticeable differences with the game in this incubation stage were legacy assets from Arma 2. Until the art team and others populated the world with new clothing, weapons, buildings, and more, placeholders were used from the Arma series. The most visible examples of these placeholders are the AK74 and variety of backpacks seen in early videos. One of those backpacks can be seen in the promotional image above under "The Long Wait Begins." Coming Together The Start of Something Special This concludes our introduction to the history of DayZ. It may be a lot to digest, but it's important to understand how it all got started to make sense of where we're at and where we're going. As a recap, here's a timeline of major events in the standalone's development prior to initial release: January 21, 2012 -- DayZ Mod released in a very basic form as files. Around this time, Dean Hall also begins doing some work for Bohemia Interactive as a Multiplayer Designer on Arma 3. April 18, 2012 -- Alpha version of Mod gets a proper release via BI forums as "DayZ Zombie RPG." May 15, 2012 -- Dean Hall does an interview with PCGamer hinting for the first time that he believes DayZ will get a standalone release. August 7, 2012 -- DayZ Standalone development officially announced. October 29, 2012 -- DayZ Mod officially transitions to a community effort. February 21, 2013 -- DayZ Mod gets an official release via Steam as a free mod to Arma 2. June 11-13, 2013 -- An Alpha version of DayZ Standalone was playable on the floor at E3 2013 and allowed attendees their first actual playthrough of the standalone game. September 12, 2013 -- Arma 3 is released. December 16, 2013 -- DayZ Standalone (Early Access Alpha) released to the public for $29.99 / €23.99.
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I've got a zillion sources listed in my own notes behind the scenes. I hating including citations as well, but I always have sources to back up what I've written in case anyone wants to know where a piece of information came from. Parts two and three will be a recap of 0.28 -> 0.59 :)
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I usually go with an olive green UK assault vest or hi-cap vest ;)
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It may have been even earlier, but I believe I based that timeframe on this video blog: That was early March 2013, and includes footage of you guys :) I would actually be interested in hearing more about the closed alpha, but I'm not sure how much you guys are allowed to talk about it. That's just a generic promotional image for DayZ Mod :P None of these photos are mine, actually. They're all promotional images or screencaps I took of early videos. Parts 2 and 3 will be mostly my own pictures though!
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I'm just hoping I have the facts straight myself :blush: Please someone correct me if I'm wrong haha.
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What you want most in .60? (Choose two. Discuss why.)
Tatanko replied to Espa's topic in General Discussion
First and foremost I'm a PvE guy, so I voted for weather and predatory animals. Zeds are a close third. -
Welcome to another edition of "Weapons of Chernarus." This time we'll take a look at the very first pistol to be put in the game: the FNX45. With its full suite of attachments and powerful rounds, it was ideally suited to serve as a prototype for other handguns in the same fashion as the Mosin and M4 were for their categories. Though it began life as a workhorse weapon for testing purposes, it has slowly ascended in status as "lesser" pistols have debuted to serve the common man. Let's examine this tactical handgun in greater detail. FN FNX "The FN FNX pistol is a series of semi-automatic, polymer-framed pistols manufactured in Columbia, SC, by FN America (branded FNH USA), a division of Fabrique Nationale d'Herstal. All variations of the pistols (save some law enforcement models that are decock only) include ambidextrous safety/decocking levers, magazine releases, and slide stop release levers. All variations also include a Picatinny rail, trinium night sights, and a loaded chamber indicator on the right side." -- Wikipedia The FNX is closely related to the earlier FNP, which dates back to 2006. This means that the FNX has a relatively short lineage, and is not exactly a weapon with a long legacy. That may sound like a bad thing, but the truth is that the FNX being a newer clean-sheet design means that it is unhindered by design aspects of the past. It has been designed to be incredibly modular, easy-to-use, and readily adaptable. It is available chambered in 9×19mm Parabellum, .40 S&W, and .45 ACP. The FNX family has a few neat design tricks, such as a unique slide design where the barrel and slide travel twice that of the average pistol to allow the recoil spring to absorb more momentum and transfer less of it to the user -- taking some of the bite out of that .45's backlash. The standard-issue magazines also include "witness holes" to help the user accurately gauge how many rounds remain. The FNX45 as we know it in-game is specifically based on the top-tier FNX Tactical. Differences from the standard FNX include a threaded barrel (for adding a suppressor) and a mount on the right side for a reflex sight. ------------------------------ Original image by Tom McHale of OutdoorHub.com. Prized Handgun The FNX doesn't receive as much attention these days as it used to, much like the other early guns. That isn't because its capability has diminished, merely that other shiny new toys (some of them really good) have come along to steal the spotlight. Those in the know still respect it as an excellent all-purpose sidearm that goes beyond just getting the job done. Some may treat it as a status symbol because of how it must be acquired now, but pedestal or not it is a highly-capable tool for killing. Military Grade Despite its appearance, the FNX has never actually been put into service by active military in real life. That doesn't stop it from doing a convincing imitation of a military-issue handgun however. It has a rugged design and accepts all of the necessary combat-focused attachments. Not only that, but the high-caliber firepower allows it to finish any fight it starts. Ease of Operation The FNX45 has only one type of magazine which holds 15 rounds, and can also have one bullet chambered for a total of 16 rounds. Though .45 ACP is not always the most plentiful ammunition, its stopping power and relatively high ammo capacity mean you shouldn't need to reload all that often anyway. With its built in rail, side mount, and threaded barrel, attachments require no extra work and can be added at a moments notice without any extra hardware. Wearer of Many Hats Having all the right attachments at your disposal allows you to prepare the FNX for any role. The suppressor in particular can take the gun from brash warrior to special ops ninja. Other available attachments include a flashlight for nighttime operations and a highly valuable red dot sight for improving your ability to take aim fast. Sidearm? With a secondary this capable, you begin to question the need to use your primary in many situations. Indeed, in close quarters combat this heavy pistol is a better choice than many rifles, and outclasses most other handguns as well. One or two well-placed rounds will get it done, meaning a single magazine is enough to take on a small group if you're feeling ballsy. That being said, its best used as an overkill backup to something medium-to-long range such as one of the bolt-action rifles. All Hail the .45 This gun's ability to kick ass begins and ends with the mighty .45 ACP. Shared with only one other handgun in the game (the venerable veteran 1911), it is nearly exotic in a group of weapons mostly firing smaller ammunition like 9mm and .380 Auto. With this ammo still being fairly common, it isn't difficult to keep your FNX supplied should you find yourself using it regularly. Even if it requires a little seeking out however, you'll be glad you did it when you can refrain from having to use something less powerful. Night Ops One of the defining traits of a tactical weapon is its ability to be customized based on the needs of the situation. With the addition of a flashlight, the FNX is one of the few weapons in the game that allows you to light up the darkness and still keep your enemies staring down the receiving end of the barrel. The flashlight makes an okay tool for blinding or distracting your enemies as well. Heli Crash Special As of 0.59, the FNX is exclusive to smoking helicopter crash sites -- which contain Western military equipment. You can also find all of its attachments at the crash sites, with the red dot being unique to these wrecks like the gun itself. The suppressor and flashlight can be had at most any military location as well as police stations. Shock and Awe Under all conditions, this .45 is an intimidating weapon. When it isn't muzzled it has a formidable bark -- though not the meanest -- and it puts on a hell of a light show in the dark. The ability to put as many as sixteen big rounds down range at your enemy should be enough to make them reconsider the fight if not abandon it outright, assuming they aren't dead already. Many thanks to forum users Yazar8, kkeaton, The MILN, and SGTHornet for their time and effort towards creating this album.
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Exchanged some 5.56 ammo for the flashlight and some .45 ACP. I give a +1 for kkeaton :)
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Looking to acquire a Pistol Flashlight. No battery necessary, I've got some of my own. Normally I wouldn't need to ask for one, but I'm looking for one so naturally I can't seem to find any. PM me if you're able to help :)
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In the last installment of "Do Your Part," we discussed how to give feedback about the development of the game. There are several different ways of offering up constructive criticism and your opinion, but there are an even greater number of opportunities for you to give back to the community in a way that benefits everyone. If you have ever found yourself asking, "How can I help?" or wish to make a positive impact but don't know how, this discussion should give you a better idea of how you can take advantage of your greatest resource -- yourself! 1. Be An Example 2. Stay Informed & Be Part of the Discussion 3. Focus Your Efforts 4. Tell Your Story 5. Share Your Knowledge 6. Find Your "Thing" 1. Be An Example 2. Stay Informed & Be Part of the Discussion 3. Focus Your Efforts 4. Tell Your Story 5. Share Your Knowledge 6. Find Your "Thing"
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There's a whole separate guide for that, too :)
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Scaring people is one of my favorite things to do in this game. I plan to write an entire guide on it at some point in the near future ;) Happy to hear it lives up to its reputation. Really excited for both that and the FAL, but haven't gotten to use either of them yet.
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Greetings, and welcome to the first installment of "Weapons of Chernarus." In this new series, we'll be exploring the ever-growing catalogue of deadly tools available in DayZ Standalone, primarily focusing on firearms. Our first issue will cover one of the game's very first weapons: the Mosin 9130! Read on to find out more about this gun, its attachments, its use, and its real-life counterpart. Mosin-Nagant M1891/30 From Wikipedia: "The Mosin–Nagant (Russian: Винтовка Мосина) is a five-shot, bolt-action, internal magazine-fed, military rifle, developed by the Imperial Russian Army in 1882–91, and used by the armed forces of the Russian Empire, the Soviet Union and various other nations." The version of this rifle that we use in-game is based on the M1891/30, a later revision of the original gun put into service in 1930 and lasting until 1944 when it was officially replaced by the SKS. The Mosin continued to see regular use in armed conflict up through the Korean and Vietnam Wars, and can even be seen on modern day battlefields thanks to its incredibly rugged design. Most of the weapons we use in DayZ Standalone deviate slightly from the real-life guns they are based upon. Most of the changes made for the game version concern ammunition and attachments, for the sake of sharing those items between weapons. That said, the Mosin we use in-game is accurately chambered for 7.62x54mmR rounds, which most models of this gun were designed to use (less popular variants include 7.62x53mmR, 7.92x57mm, and 8x50mmR). Where the gun in DayZ differs most from its real-life doppelganger is in the simplification of its available attachments for the game. Given the massive number of rifles produced, homebrew modifications and aftermarket solutions for attaching optics and other useful parts are widespread -- something that may make its way into the game eventually through the use of crafting workbenches. A Legendary Rifle The Mosin is a gun of legend, much like the Kalashnikov automatic (AK47) that would eventually take its place more than half a century later. It was developed to replace the single-shot Berdan rifle that was being used by Russia's military in the mid-1800's. Its very existence is the result of Tsar Nicolas calling for a superior firearm for use in long-range combat. Action was first seen in the Russo-Japanese War of 1904-1905, and continued through Russia's own civil war, World War I, and World War II before being replaced by more modern semi and full-automatic rifles. It was also widely used by Finnish armed forces who adopted the rifle while the country was part of the Russian Empire. Over time, the rifle's reputation has grown to mythical status thanks to tales of fabled marksmen like Vasily Zaytsev (Russia), Lyudmila Pavlichenko (Ukraine), and Simo Häyhä (Finland). It has also seen favorable depictions in cinema, playing a prominent role in the movie Enemy at the Gates. The Old Standard Before moving forward to talk about where the gun fits into the game now, let's discuss where the gun started in the early days of DayZ Standalone. Initially presented as the prototype for all non-automatic rifles, the Mosin had to fill many different roles all on its own. As such, it had several compatible optics and an available bipod that let it serve both medium and long-range roles. In the above picture, we see the gun outfitted in a combination that was very popular early on as a sniper weapon (long range scope + bipod). Over time as other rifles have been introduced to the game, the Mosin has slowly been stripped of the ability to attach either long-range optics or the bipod, relegating it to medium-range duty only. Those desiring a sniper tool that uses the game's highest-caliber ammunition will have to seek out an SVD. Trivia time: the Mosin in DayZ originally came chambered for 7.62x51mmR (seen in the lower-left corner of the image), which was not accurate but fit the ammunition available for the game. During a shuffle of ammunition in v0.55, the 7.62x51 was renamed to .308, and proper 7.62x54 rounds were added to replace it as the top caliber. ------------------ Original image by user Vigilante Gamer on YouTube. Last Breath After losing their beloved bipod attachment, fans of the Mosin were heartbroken to learn that their long range scope would be disappearing as well. When the v0.57 update launched, that's just what happened. Before that update hit the Stable branch, longtime users like this fellow took one last opportunity to terrorize their fellow players with a Mosin that could reach out into the distance. The New Standard These days, a "fully-equipped" Mosin is still an excellent one, but it looks bare bones compared to its earlier self. In the above image, we see a soldier staring down the glass of a PU scope, past the added M44 compensator attached to the end of the barrel. Equipped as such, the rifle is still highly effective at ranges of 100m to 400m in the hands of a capable user. The limited range is mostly the result of available optics, as its round is lethal beyond that range -- but good luck hitting your target. Still Versatile Even without any attachments, the Mosin is an all-around excellent rifle that often gets overlooked because of its perceived weaknesses. While it may no longer fit the role it once occupied, these days it makes a good medium-range infantry weapon or hunting rifle. What it lacks in rate of fire and range, it more than makes up for in sheer stopping power. Combat Role With the shift in available attachments, the Mosin has now been firmly slotted into the role of medium-range support. It does its best work within the bounds of 200m, but is flexible between 25m and 400m with the appropriate optics. It does not do close-quarters combat well, mostly due to the limitations of its bolt-action design. Its strength lies in the power of the 7.62x54, and so it is in your best interest to keep your enemies at a distance that allows you to place one or two of those powerful rounds accurately rather than relying on high rate of fire. Personal Touch When you desire some customization or added capability, the Mosin is able to accept a small list of attachments, some of which are purely cosmetic for the time being but will eventually alter the gun's dynamics. Like several other weapons, it is able to painted as the owner sees fit; possibilities include solid black, solid green, and camouflage pattern resulting from a mix of the two. The ubiquitous PU scope enhances your view down the sights, and the ghillie wrap allows you to reduce how visible your weapon appears even further than just painting it. The Mosin will also accept the universal improvised suppressor that can be crafted from a plastic water bottle, though it's powerful round ruins the disposable item quicker than almost any other gun. The M44 compensator and M91 bayonet are just for show at this time, but will eventually reduce recoil and allow for melee attacks respectively when their functionality has been implemented. Sawed-Off A variant of the Mosin can be created with the application of a hacksaw, turning it into the sawed-off (or "Obrez") version. By chopping off most of the buttstock and much of the barrel, you are left with what is essentially a large calibre bolt-action pistol. This downsized Mosin has its advantages and disadvantages. While it is much more compact and can be fit into a backpack (1x4 inventory slots), it is done at the expense of range, accuracy, and recoil. As such, it is not an entirely popular modification due to other more ideal choices for a concealed firearm. While it can be painted like its full-sized counterpart, it cannot accept any of that model's attachments such as the PU scope, compensator, ghillie wrap, bayonet, or improvised suppressor. It is one of only two rifles in the game with a sawed-off version, the other being the IZH-18 (along with the IZH-43 shotgun). Greater Than the Sum This old school rifle has a certain charm that elevates it above raw numbers. Whether it be the *snick* sound of the bolt being pulled back to chamber a new round, or the distinct bang its big bore metal spewing the exhaust of spent powder, this gun is a pleasure to use. Nostalgia will always paint a prettier picture of it than the one you can hold in your hands today, but don't make the mistake of dismissing this weapon. Spend some time with it -- just maybe you'll fall in love with it. Many thanks to @Skyren_22, @RaptorM60, and forum user Red Ensign for their time and effort towards creating this album.