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rocket

DayZ Hero
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Everything posted by rocket

  1. rocket

    ... worried about standalone :(

    When it's ready, and not a day before. Anything less would be less than what anyone (including myself) deserves. Just ask David Braeben if he would have rather delayed Frontier First Encounters before it was released. It was a great game, but a disaster on release because it wasn't ready.
  2. rocket

    ... worried about standalone :(

    I don't think we're dumb, but unless we actively seek to push the boundaries and make mistakes, we're not going to break new territory and move from being an interesting concept to a great game. This means we need to be prepared to make mistakes. Will diseases work well? Will the new inventory system be better? Will weapon/clothing degradation be a worthwhile feature or just annoying? I don't know, and I don't think anyone does. That's why we do them, because they're interesting concepts. We try them, we see what works. Construction + Vehicles require huge amounts of programmer time. Diseases - the required functionality is entirely already in game therefore it simply requires some designer time. Things are done in order mainly because of the workload they represent. Construction + Vehicle changes represent entirely new mechanics that aren't core the experience. Inventory + weapon customization/degradation + clothing + item spawning are all core mechanics that have been entirely reworked from the ground up ... they are CORE mechanics - so that is where we start. DayZ development will continue till at least this time next year. As I said in the tumblr post, this is merely the end of the beginning.
  3. Its a great idea, but there is a performance issue. There are many more zombies in the world than players (let's say, 200 players per server... and maybe 3000 zombies). The budget is for about 100 zombies max on screen at any one time. This means that the zombies can be a leading cause of framerate drop. The current mod zombies are not well optimized, with the standalone we have heavily optimized these, so they require much less rendering time. This improves performance and allows us to have more zombies and more players on screen. Unfortunately, this mean's we can't have survivor clothing on them because this is based on separate parts which is more complex for rendering.
  4. The transmission route depends on the disease, and vectors associated with it. Cholera will spread in game mainly via infected food and water sources. Players can choose how long they boil or cook meat. The longer you boil/cook the more likely it is any disease causing pathogens are killed. Cholera is mainly spread through faeces infecting water and food, so if someone with cholera goes swimming in a water source (pond), or prepares you meal (cooking meat) - then there is a chance they will have infected that food/water. Maybe they pass the food onto you, and you eat it. Or maybe you collect water from the pond after they swam in it. Then you get cholera. Many people are asymptomatic (do not show symptoms) of cholera so this also increases transmission. Of those who develop symptoms, and don't get treatment, cholera has a 50% mortality rate (mainly due dehydration). Hep is a bit different, the system I have now has hep C would mainly be transferred during melee combat between players where both get hit. It is also a long term virus, that would only really cause issues for players who have been alive a long time. Whereas cholera has a very short incubation period (in real life, it can kill within 2 hours).
  5. rocket

    Please don't implement passing stool

    In Thailand, when I was there on exercise with the SAF, I spent most of the time as our Platoon GPMG Gunner. The heat, combined with wearing body armor and kevlar helmet, pack, etc... meant that I ended up drinking an entire jerry can of water in one day (about 18 litres). Regularly, when the opportunity availed itself, I would down an entire jerry can canteen. Soldiers certainly learn to appreciate two things... water, and toilet paper.
  6. Remember, those articles are written from the perspective of epidemiologists dealing with populations not with individuals. Dead bodies have a negligible long term impact on the spreading of epidemics. I.e. your dead body sitting around is not going to cause the population much trouble (unless, of course, you have cholera, and when you shit your pants as you die, it falls into a pond... and then the water source becomes infected for those not adequately boiling their water). But, that dead body will present a very real problem to anyone immediately looting it. Even your own fingernails continuing growing for some time after you die, certainly the diseases talked about here are nearly all spread either by faeces, urine, or blood. Hep has been shown to stay around for an extremely long time. Your faeces don't immediately change much upon death, as your bowels are regulated by natural bacteria anyway and it takes a few days before they start losing their battle or taking over entirely. So at least for a few days, your body presents a very real individual problem to anyone coming across it. But it presents no great danger to the population, unless you shit in peoples water or mouths as you die.
  7. Suicide because you're infected, so you can run and pickup your gear - is rather stupid. Because your gear and body will be infected.
  8. In the real world disease isn't really about the individual, treatment and vaccination protocols are also never implemented with regard to the individual - they are about populations. Most of the diseases listed have at least the majority (sometimes the vast majority) of people asymptomatic (carriers, no symptoms). That is where trying to get some level of civilization going becomes really important if you want your population to survive longterm. It gives the most tangible reason of all for wanting to group up formally - the ability to make your world habitable for longterm habitation. The majority of people will survive most of those diseases with a few problems, so I don't think suicide will be as much an issue as folks here make out - especially when you just found that rare parka and some nightvision...
  9. Based on my systems tests so far, Cholera is going to be a major, major killer. An outbreak of Cholera on a server could well trigger a huge number of deaths. If you find a cache with a Cholera vaccine, you will be able to make yourself a very rich person.
  10. rocket

    Build 1.7.4.4 Rolling Update

    Generation is not the issue. Distribution is the problem, power will trip very quickly when one or two transformers blow - due to overload from fire, factories shorting out etc... When a few transformers go they increase the load on other transformers and you get a cascading fail. An example of the effects, even when people were monitoring the situation: http://en.wikipedia....lackout_of_2003 For a good outline of cascading failure, see http://en.wikipedia....scading_failure I actually worked on a review for this when I worked with the Police in NZ as the liaison when with the Air Force, and I revisited this research with DayZ. New Zealand has many hydroelectric dams and we found that within days or hours of a severe disaster power would begin to be lost, due to cascading failure. Within one week with no manual intervention of power plants, transmission, etc..., it is almost certain the entire country would be without power delivery (generation might continue, for some plants, although most require manual intervention for alerts or they shut down for safety reasons - much like a dead man's switch in trains
  11. Exactly, most of the diseases are survivable if enough fluid is consumed, and the symptoms are also very common between them all. There will be small differences, and there is not a great deal of ingame help about what you actually have. Researching the diseases on the internet will be the best solution, hopefully finding antibiotics and then making a best guess at which antibiotics to use. We're also considering how disease is introduced into the world, we may introduce it into one area and then track it's spread, providing some potentially interesting data on psychology and the spread of disease.
  12. rocket

    Dear Rocket, This is a GAME

    I had the same response when "pooping" was first proposed. But the more I looked at it, and the more some other elements started to develop, the more it became an interesting concept. Fear is an unusual thing, and many games go for the obvious scary things. Some people have said DayZ is very scary indeed, yet it contains very little gore or obvious scare factors. Movies about viruses like influenza are rarely very scary because it is all happening to other people. In DayZ, when you start getting sick - it could be a very scary situation. You worry what you have, you worry what other party members will do to you, and you worry what random people you meet will do to you. It also presents a very real problem when looting a body, adding a new risk/reward dynamic to everything. It is still a *very* junior concept. Pooping allows contamination to be controlled, to an extent, by the player. We could probably do contamination on the basis of time spent in an area, which would really just be an aggregation of the effect of manual defecation area selection. But make no mistake, going to the toilet is a serious combat issue. When I did my time in the jungle, Baby Wipes was probably one of the most coveted items we had, because of its use wiping your backside. You don't quite appreciate the difficulty in staying alive beyond a couple of days until you realize everyone is shitting everywhere and disease/contamination of waterways is becoming a very real issue.
  13. My brother is working with me, there will be some kind of point-of-care technology for some of the problems, most likely battery powered. There are point of care testing devices currently, though not many, but it is also very much the future for testing. Beyond that, my desire is to allow people to create a lab. This is tabled well into next year, and would assume dramatic progress on other parts next year. so who knows.
  14. Current antibiotics include:
  15. rocket

    Build 1.7.4.4 Rolling Update

    It became 1.7.4.4 because of my butt-hurt over streetlamps, will update the thread soon
  16. rocket

    Build 1.7.4.4 Rolling Update

    The streetlight change should never have been put in, it will be removed in a hotfix.
  17. This is the first community + development team generated update for the DayZ mod. It is the culmination of a huge amount of work by both the community and the development team. The half-done 1.7.3 patch was made available to the community, who included many of their own fixes and updates. While dogs are "in" there are some mechanics missing so they cannot currently be used. Both myself and Matt spent a significant amount of time playing this today, and it was a lot of fun. Credits A small summary of those involved in actual development of the patch are as follows (visit https://github.com/R...n/Developers.md for the latest list). Many others helped with testing and such. Please get involved with the community development project! There is much being done, new features and content. Official support is also being made available to community development team members for some requests, where possible. AJ (Leadz) Alakakala Alby Ander Rocket f0rt (ashfor03) Ayan4m1 Facoptere HumbleUk IMF2000 Tansien Killzone_kid Stapo Sumrak Pwnoz0r R4Z0R49 Rajko TheLaughingMan VRShiva Venthos How to install Clients Use SixUpdater or DayZCommander to install the update. Servers Server hosters can get the new Hive files from (link was wrong version... will post shortly!). Only install this if you run a server! You also need the other 1.7.3 files (dayz_code.pbo and dayz.pbo). Patch notes Client: * [NEW] Tents can no longer be placed on concrete. * [FIXED] Building checks for tent placement (No longer place tents in buildings). * [FIXED] Tents now are one click place. * [FIXED] Fixed function for checking if in buildings. * [uPDATED] Vehicle repair menus now all replaced. * [NEW] Vehicle menus now list all damaged parts no matter if you have the item or not. * [NEW] Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts. * [FIXED] Vehicle Damage is now fully working. * [FIXED] Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db. * [FIXED] Tents Now add and remove from db. * [FIXED] Food can no longer be consumed if the player does not have in inventory. * [FIXED] water can no longer be consumed if the player does not have in inventory. * [uPDATED] Updated UI control bug. * [NEW] Toolbox is now needed for all repairs. * [NEW] Alt-f4 is now locked and will only open your status menu. * [Fixed] No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item. * [FIXED] No longer possible to create axes out of thin air if you already have one * [FIXED] Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo * [FIXED] Duping no longer possible through zombie corpses/etc * [FIXED] It should now be impossible for a new players spawns to spawn unconscious. * [FIXED] You can no longer cook infinite free meat from camp fires * [FIXED] Survivors should no longer pickup a single item at the same time and both receive it. * [FIXED] You can no longer generate multiple tents while packing up a deployed tent. * [FIXED] You can no longer change clothes/eat/drink/etc. while in a vehicle * [uPDATED] ItemWire reduced from 0.06 to 0.01 * [uPDATED] PartEngine updated from 0.01 to 0.06 * [uPDATED] Version info is now displayed correct * [NEW] New Combat System If you fire a weapon, then you go into combat. During combat, "ABORT" is disabled. (Need to look at the effects with high player counts) * [NEW] Combat 30 sec timer on all combat actions. * [FIXED] Zombie death animation is delayed (now it plays instantly) Server: * [NEW] HiveEXT.dll now replaced with our new version. * [NEW] Official Hive login is now hard coded into the .dll * [NEW] New Hive can now set ingame time to custom, local(local server time), static * [FIXED] Object Gear syncs happen based on radius not just on menu. * [FIXED] Vehicle Position is now updated with client position. * [FIXED] Vehicles save fuel properly
  18. rocket

    Build 1.7.3 Rolling Update

    New update http://dayzmod.com/f...rolling-update/
  19. Aim: Try to get a single repository managed and run by the community for the DayZ Mod. Purpose: This means that I will test the updates against one repository, ensuring that when the updates are released for the mod itself, they don't break all the private Hives. It also gets a bunch of very smart people in the world working on the project and some uber synergy™ going. Stages: Gathering list of Private hive repositories. PM Matt Lightfoot with repository details. He will then compile a list and present to the community. The community will then select a repository to use, however you all think is best. I would recommend trial by combat, but thats just me. Migration and all that crap. Profit. tl;dr if you have a private hive PM matt lightfoot and prepare to duel
  20. rocket

    Jump in sales?

    We noticed this too. We have known about under reporting of DayZ numbers for some time, I believe the updated release of 1.7.3 means more servers are reporting users numbers now so that 30k was a difference of those users who's server was not previously reporting.
  21. rocket

    Build 1.7.3 Rolling Update

    if i don't pat myself on the back from time to time, how will i notice all the knives that have been stabbed in there?
  22. I posted some new details on the significant changes to the architecture for the engine for DayZ: http://dayzdev.tumbl...y-it-is-it-isnt Enjoy!
  23. This topic is for information of the status of the next update. This update is the product of a huge community + DayZ Devteam effort, spearheaded by R4Z0R49 Affected Addons: dayz dayz_code dayz_server (server) Target date: Monday 29 October 2012 (today) Confirmed Changelog (WIP): Clients * [NEW] Tents can no longer be placed on concrete. * [FIXED] Building checks for tent placement (No longer place tents in buildings). * [FIXED] Tents now are one click place. * [FIXED] Fixed function for checking if in buildings. * [uPDATED] Vehicle repair menus now all replaced. * [NEW] Vehicle menus now list all damaged parts no matter if you have the item or not. * [NEW] Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts. * [FIXED] Vehicle Damage is now fully working. * [FIXED] Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db. * [FIXED] Tents Now add and remove from db. * [FIXED] Food can no longer be consumed if the player does not have in inventory. * [FIXED] water can no longer be consumed if the player does not have in inventory. * [uPDATED] Updated UI control. * [NEW] Toolbox is now needed for all repairs. * [NEW] New Combat System If you fire a weapon, someone fires a weapon near you, or a bullet/object impacts near you, then you go into combat. During combat, "ABORT" is disabled. If you ALT-F4/close anyway, your character is considered "combat logged" and instantly killed and leaves a body. * [NEW] Alt-f4 is now locked and will only open your status menu. * [Fixed] No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item. * [FIXED] No longer possible to create axes out of thin air if you already have one * [FIXED] Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo * [FIXED] Duping no longer possible through zombie corpses/backpacks/etc * [FIXED] Tents Now add and remove from db. * [FIXED] It should now be impossible for a new spawn to spawn unconscious. * [FIXED] You can no longer cook infinite free meat from camp fires * [FIXED] Survivors should no longer pickup a single item at the same time and both receive it. * [FIXED] You can no longer generate multiple tents while packing up a deployed tent. * [FIXED] You can no longer change clothes/eat/drink/etc. while in a vehicle * [NEW] combat 30 sec timer. * [FIXED] Zombie death animation is delayed (now it plays instantly) Servers * [FIXED] Object Gear syncs happen based on radius not just on menu. * [FIXED] Vehicle Position is now updated with client position. * [FIXED] Vehicles save fuel properly
  24. Hi folks, the community team have been working extremely hard on testing and including some additional fixes. There is a huge amount of new people on board, including talented people from teams such as the DayZ Redux and SurviveDayZ (to name only a few). They are doing an amazing effort, assisted by Ander and some other really committed team members. Please be patient, I'm going to lock the thread for the moment so everyone see's this information. As this is the first community generated update, timeframes are very open - I don't know when it will be released but I am talking with them all about this.
  25. Unlocking... Interest in the community update project has now skyrocketed. Which is great news for everyone. I don't know when the update will be out, I am hoping today but that is beyond my control, it is in the hands of the community team. Those who want to be involved contact matt and he will add you to the skype chat.
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