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Your DayZ Team
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Everything posted by Weyland Yutani (DayZ)
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It's called getting a new engine. Be lucky it didn't get finished then. Deans plan was for 14 FPS in Novod because he never wanted a new renderer.
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Lets sit on stuff. Chairs, benches, beds, etc.
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Can we have some snow or even that lil' bird from last year? I promise I won't shoot my eye out...
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What makes PvP fun for THEM is knowing how mad you'll be that you lost all the primo gear.
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I remember finding some interesting items from scanning the changelog for .60 way back in June. I think it would be cool to have some of this stuff available for Christmas. Looks like it's mostly player controller and base building related, so it's wishful thinking. Even something like some simple snow would be cool...doesn't have to be fancy schmancy. SOURCE: Changelog Stable - 0.60.133516 (LINK) Christmas r36367 | | 2016-01-28 14:52:06 Added: Point lights to christmas lights and tents ------------------------------------------------------------------------ r36366 | | 2016-01-28 14:50:47 Added: Point lights to christmas lights and tents ------------------------------------------------------------------------ r36946 | | 2016-02-17 14:41:04 Added: Set no material and texture for hidden selections on Christmas lights parent ------------------------------------------------------------------------ r36972 | | 2016-02-18 10:39:10 Removed: Attach christmas lights action ------------------------------------------------------------------------ r36971 | | 2016-02-18 10:37:39 Removed: Attach christmass lights action ------------------------------------------------------------------------ r33986 | | 2015-11-02 19:44:20 Tweaked: christmass_ligths.max ------------------------------------------------------------------------ r33985 | | 2015-11-02 19:29:34 Tweaked: christmass_ligths ------------------------------------------------------------------------ r34142 | | 2015-11-06 14:40:12 Added: Christmas_lights_string rvmat + textures Xmas r36945 | | 2016-02-17 14:36:03 Changed: When Adv. Placement is cancelled Removed: ActionAttachXlights commented out the part which attaches Xmas lights to fences ------------------------------------------------------------------------ r34163 | | 2015-11-09 08:59:00 Added: TentMedium_Pitched Added: Xmas lights selections to configs. Added: Xmas lights cord texture to the textures.lst file. Note that all changes to the p3d files were not done by me. ------------------------------------------------------------------------ r34211 | | 2015-11-11 08:01:22 Added: Scripts for future tents with Xmas lights functionality (unused) ------------------------------------------------------------------------ r34753 | | 2015-12-02 14:32:04 Added: Improvised Shelter and Advanced Improvised Shelter config entries. Changed: p3d files (supplied by 3D artists) now contains Xmas lights. Changed: Xmas lights are invisible by default on Impr. Shelters. ------------------------------------------------------------------------ r36227 | | 2016-01-25 13:33:55 Added: Freely placing and building objects : String Light (Xmas) on tents - config ------------------------------------------------------------------------ r36334 | | 2016-01-27 17:43:30 Added: Freely placing and building objects : String Light (Xmas) on tents - config ------------------------------------------------------------------------ r36333 | | 2016-01-27 17:41:26 Added: Freely placing and building objects : String Light (Xmas) on tents - config ------------------------------------------------------------------------ r36713 | | 2016-02-08 13:46:33 Added: Freely placing and building objects : Electric fences : Xmas lights ------------------------------------------------------------------------ r36711 | | 2016-02-08 13:44:53 Added: Freely placing and building objects : Electric fences : Xmas lights ------------------------------------------------------------------------ r36945 | | 2016-02-17 14:36:03 Changed: When Adv. Placement is cancelled Removed: ActionAttachXlights commented out the part which attaches Xmas lights to fences. ------------------------------------------------------------------------ r36945 | | 2016-02-17 14:36:03 Changed: When Adv. Placement is cancelled Removed: ActionAttachXlights commented out the part which attaches Xmas lights to fences. ------------------------------------------------------------------------
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Hello, I'm going to take a stab in the dark and say the EA release of DayZ SA on XB1 will be on the map Namalsk. I've always been curious how the devs could do Chernarus on consoles because of its size. Namalsk is perfect for that. Thoughts? Oo yea...1st! =P
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Lame and wrong section!
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You're in the wrong place man!!! Main Page>Bug Tracker>https://feedback.bistudio.com/project/view/2/
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Remove hip-fire reticle definitely
Weyland Yutani (DayZ) replied to exwoll's topic in General Discussion
I support removing all non-hardware aiming reticles. Force them to ADS. I think I posted something in the Suggestions Sub-Forum about this a long ways back. It'll keep people from shooting on sight so much and its hella ugly anyway. The design is blegh anyway... -
I understand that some of these functions might be placeholder, but I just wanted to put my thoughts and concerns out there because we're getting so close to a finished product. 1. Health and Blood Not really a big issue for me, but it feels like its more useful for people that have just bought the game. I've always relied on visual cues like how bright my screen is to ascertain how healthy I was. I feel like this is catering to a certain class of players and its sort of useless to established players. 2. Temp Considering we have thermometers already in-game I'm not sure why this is in the Debug Monitor...seems redundant based on in-game assets. The only reason I thought this was cool was I was getting cold in-game, put on a coat, and saw my temp get stable. A beat up coat didn't stabilize my temp. Once I saw this, the temp in the debug monitor became useless. Reiterating, thermometers... 3. Worldspace This seems like its only useful for someone that just got the game. New players trying to find each other easily can use this to their advantage but isn't this what a GPS would do? In the mod the GPS was a very much prized possession. Map and compass are already out there so there's that. For streamers, this could be a serious problem with Stream Sniping. 4. Last Damage and Modifiers Is it really necessary to see if my leg is chipped on the main screen? It'll say it in the player UI and wouldn't it be cooler if there were auditory cues like The Long Dark has? Things I would like to see... The ability to turn the debug monitor off in settings as well as a keybinding for toggling it <on/off> in-game. Maybe I don't want it on at all, then I would turn it <off> in the settings. Maybe I want it on/off during certain times in-game, then I would turn toggle access <on> in the settings. The ability to change whats in it. Maybe I want to see how many infected I killed, players I killed, tires I've changed, cars I've repaired, how many players I've bandaged, or how many days I've been alive. This would be a cool addition for tracking soft-skills. The ability to change dynamics like size, color, opacity, location, etc. Maybe I want it on the bottom left of my screen instead of the top right, or maybe I want to change the color to grey. Perhaps I want it a bit transparent and more like a strip on the bottom of my screen instead of a box.
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When are we getting snow maps?
Weyland Yutani (DayZ) replied to GoatMeal's topic in General Discussion
Namalsk will be on XB1's EA release. Pure speculation, but the size of the map is perfect for console. They hired the guy that made the mod map and its been done for over a year. -
[REVIEW] Debug Monitor
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
I think I'm in error. I've read something from Hicks stating this was for testing only. My apologies, please remove thread... -
[REVIEW] Debug Monitor
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Pretty sure Hicks said its a new feature waaaaaay back. When have the implemented any feature like this just for Experimental...never. They have this telemetry in the logs already and it serves zero purpose for end-user bug tracking in EXP. -
[REVIEW] Debug Monitor
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
This is a review on functionality not a petition to remove it from game. So yes, by you posting something that's completely off-topic is you looking for a verbal altercation. So please, keep it moving. If you have something constructive to say, feel free to voice what functions you would like to see added or removed because the Debug Monitor is here and its a reality. They're not going to remove it completely...obviously. -
[REVIEW] Debug Monitor
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Did you even bother to read my post? I requested an option to turn it <off/on> via settings and key bindings. If you don't have anything to constructive to add please don't troll the topic please. Thank you. -
[REVIEW] Debug Monitor
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Naturally its only in experimental. I will make its way to stable, there was a debug monitor in the mod and stat tracking will be part of SA. No offence taken, but why would they need us to see a form of telemetry they already have at central? Doesn't make sense. -
When are we getting snow maps?
Weyland Yutani (DayZ) replied to GoatMeal's topic in General Discussion
Xbox Early Access 2017 (Q2:Namalsk) -
Bluntly honest, this forum theme sucks. Its been up for a long time now and its still super bugged. I hate coming here to post as it is because of the 14 year-old trolls but jeesh man. Its very frustrating. Look at The Long Dark site and forum...and then compare them to here. Night vs Day. I click a post to quote and it opens my last post with a stuck "loading..." and it doesn't even bring me down to the text field. I click 'quote' and nothing happens unless I scroll down into a text field of my last post and a "loading" thing going on. I post a link to another thread and its invisible until I hover over it pre-send. Like, why is that a design feature!?
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I was excited to see the new server browser, but once I got my hands on it...I'm kind of scratching my head on the design. 1. Double Clicking a Server This expands the server info...why? I find it's a hassle to select the server on the left and go to the bottom right of the screen to 'connect.' Double clicking a server should connect. Give me a chevron to expand instead (Oo wait, there already is one!) 2. Time of Day Why is there icons instead of an exact time of day? Maybe I don't want to play night because nights are still extremely unattractive. Can we get a time instead of icons please? 3. Population Indicators Low, Medium, High just doesn't do it for me. The ambiguity here looks like a deceptive way to fill out servers that aren't at a desirable capacity. Can we get numerical values here please? 4. Dropdowns vs Checkboxes All those options a la checkboxes is an ugly design. Making a simple dropdown is a much slicker look and leaves for space and better options. 5. Redundancy Why are there 2 search text fields? Seems like a waste of precious space. Consolidating these is a better look. Expand/Collapse All Servers...why is this on the right side bar? Its confusing to the eye to see so much clutter. The chevron next to the server name is more than enough. 6. Refresh List This should be on the top right of the search button. 7. Right vs Left Sidebar I think it might be worth a look to switch sides on the sidebar. Hard to say w/o seeing it live, but it might flow better? 8. Movable Workspaces I think it would be pretty neat of we had modules that could be moved around to suit our taste kinda like Adobes movable workspaces.
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[REVIEW] Dynamic Spawning of Infected
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
I wasn't citing you, what I meant by that was this is old tech. On another note, I did notice infected standing frozen and wasn't sure what thats about. Honestly, the AI are very limited. Wouldn't it be cool to see an infected laying in a bed, sitting in a chair, or etc zoned out until they were alerted? The AI could use a little more AI =P. -
[REVIEW] Dynamic Spawning of Infected
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
Funny you mention the infected appearing right before your eyes. I saw that the other day in experimental (0.61) and thought I was bugging. Although 500 meters is a much bigger area than the mod which was around 150m-300m (I'm embarrassed I can't remember exactly as I ran a mod server and remember this stuff from the .cfg's but I think 300 is too high and it was probably 150m-200m), it still works like a trigger But this isn't new to the Dynamic Spawning of Infected as 500m was posted 9 months ago in this reddit post: https://www.reddit.com/r/dayz/comments/3zkuxg/zombies_are_triggered_at_about_500m_100/ Triggers are lame and Hicks said so in other words during one of these recent demo conventions (I could find the source if I had to). Yet here we are...triggers sneaking their way back in. Hey man, thanks for the detailed responses. That's mighty nice of you! -
Good to see posts like this. Glad you're backing and digging it... If I can make a suggestion, it might be a better idea to find a solid and established community instead of renting a server for you and your friends. Imo, it ruins the experience when gearing up unopposed on a low-pop server. Welcome back!
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Yes, that is correct! I think you meant to say could not couldn't. There are no zombies in DayZ. They are infected which is different but I get your point all the same. If you don't like it, chime in on my thread here: https://forums.dayz.com/topic/235507-review-dynamic-spawning-of-infected/ Hicks said they can only handle 1,000 which is odd to me.
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[REVIEW] Dynamic Spawning of Infected
Weyland Yutani (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
If you have any sources on more info about the dynamic spawning of infected I would like to read them. Thanks!