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rocket

DayZ Hero
  • Content Count

    2004
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Everything posted by rocket

  1. Locking this until authorship issues are resolved. Pending updated is PENDING.
  2. Also, to remind folks... this is a pending update Anyone who wants to participate or wants to ensure their authorship is noted etc, can join in the development using the repository and join the skype conversation. It's not an exclusive club. It's a club that matt had to go around and press-gang people into because nobody really wanted to organize it themselves.
  3. You can view all the code at: https://github.com/R4Z0R49/DayZMod I am familiar with neither your work, or his, so if you're asking me to assist with assessing who's is what, I cannot. Perhaps you could review the repository, and create a thread outlining your issues and/or get involved with the community update process. This is your guys system, you guys wanted an "open source" approach. If it is going to end up full of politics then I will wash my hands of it very quickly.
  4. http://dayzmod.com/forum/index.php?/topic/93317-private-hive-dayzmod-integration-project/ And along with that, Matt has personally contacted and discussed with all the people we could find to invite them to the project. At times, the response was fairly lackluster. But after me beating Matt with a stick enough, we got a group together and not much really happened until Razor took control. I master the build using the private dayz keys when I am informed that a build is ready. I provide some advice and divert some DayZ Standalone resources where I can to assist. My intention with the community project was to prevent splintering and allow everyone to share the results of updates. If this isn't possible, then fine, we can use the resources elsewhere.
  5. Sorry, https://github.com/R4Z0R49/DayZMod
  6. The dayz_code and dayz_server updates are community developed Anyone can see the current files: https://github.com/R4Z0R49/DayZMod The updates have been submitted by the community, coordinated by Razor who I believe received submissions from many people. If you guys want to argue about who wrote or did what, then really the whole point of the community update system is just not going to work at all. That is why we made an open repository to try and say that nobody owns the code to try and stop such arguments.
  7. Also: finally the zombie death animations are fixed. This fix was discovered during Standalone development, and ported over.
  8. This update never would have occurred without the tremendous involvement of community members and server hosters. Huge effort and coordinated by R4Z0R49 particularly.
  9. There will be no microtransactions. There will be no subscription payments. For as long as I am involved in the project.
  10. As I understand it, it doesn't matter if you are behind NAT so long as your port forward. Our architecture doesn't support v6, so we're stuck with v4. Some of the replies above outline it pretty well I think, the main issue would be that not providing such negotiation would mean that port forwarding would be required. EDIT: ^^^ yeah, what the guy above said. GameSpy currently allows servers to be accessed that are not forwarded.
  11. Feel free to discuss here folks, try and keep the discussion directly on this fairly narrow topic. Comments here will be directly discussed and viewed by the programming team, so this is your chance to be involved!
  12. Obviously some people aren't too thrilled that not much information has come out, and also that instead of that I've been travelling around visiting media and going to conferences. It's a fair point, we're trying to develop a game here not win an election. But there is some real value to the staging efforts that have been going on, an example being PAX where I am now. Initially, we weren't going to go. But when we looked at it, we realized the tremendous networking opportunity and a chance to discuss DayZ with some of the best and brightest minds in gaming. Already the trip has paid dividends. The media stuff is also really important, they're a vessel to other areas of the industry. Yes, I end up saying the same thing again and again. That is just how it works. I cowboy up and deal with it. The apparent radio silence is more about me not really having anything to say, rather than ignoring things. My main effort now is "listening", which I have been carefully reading and collating the suggestion threads both here and on Reddit, as well as snooping on other sites. Like someone put in another thread, what we are all more interested in now is what I actually DO not what I SAY. But, that doesn't remove the value in discussing the implications of what happened with DayZ, just maybe some developers/publishers will start putting more modding in games - and look at WHY DayZ was successful. I think that is more important even than the DayZ project itself. So stay tuned, when I have finished collating the suggestion details and we have the backlog listed, I'll post more information. Regarding patch 1.7.3, I'm not going to make the mistake of releasing a patch before it is ready. 1.7.3 just isnt ready yet.
  13. rocket

    DayZ mod on Namalsk

    Can't recommend this guy enough, another chap like IceBreakr and many others, in the really fine ArmA modding community. These guys are extremely talented, and it takes months, if not years, to make these maps. Support them all you can, and download their maps/mods - you won't regret it.
  14. rocket

    New Standalone Screenshots released

    I would prefer such "easter egg" discoveries will come from discovering something that happened to another player. I think that will be far more compelling and less repetitive than something manufactured and backed into the map.
  15. rocket

    New Standalone Screenshots released

    Agreed, we discussed this as a team. I believe it is very, very easy to go overboard with any "apocalyptic" graphical implementations on textures. It can become repetitive and remove the shock value of actually seeing something like in the game. As such, we're going to complete all the interiors first before we look at making them look more "lived". This would probably be done through decals and such. The art style we are going for is more real, and gritty. More like "the road" than a zombie film style. The gore will be there, but only in specific instances and as such I think it will have more impact.
  16. It's different, I like it. And let's face it, it couldn't be much worse than it is now anyway.
  17. I've been working on the new inventory system. Bricks are being shat.
  18. Also to note, I already have this thread (http://dayzmod.com/forum/index.php?/topic/38742-suggestions-for-the-dayz-standalone-thinking-outside-of-the-limitations-of-an-arma-2-mod/) listed (the weapons wishlist section) but I want to broaden the discussion a bit to any ideas at all
  19. There are no usage statistics, central connection statistics. As private hives grow I would expect that we would track less and less people. The assumption is, however, that everyone who plays on a private hive will have at least once connected to the public hive... hence the unique players is a rather good indication of the number of people who have played dayz, for more than 5 minutes Now, I can appreciate the average player might not really care about that number. But in the industry, that equates to sales. That mean's 1.3 million people have bought ArmA2 at the very least, with a number of them specifically to play DayZ. Less than six months ago the number was 6. This is a statistic that I think the whole mod team here, myself included, is pretty proud of. It's also unprecedented.
  20. Like you said, unless you can shoot someone in the head - its not so great. And I don't think a single member of my platoon ever managed to do that during our quick reaction drills during our pistol qual. I certainly couldn't, I'm a TERRIBLE shot.
  21. To be fair I WAS a bit of a dick about that whole situation. But, I guess it needs to be placed in context with the terrible problems hacking caused us, and everyone needs to let off steam.
  22. Sorry I probably didn't explain that well, thanks to the online nature of the game we get a wealth of statistics from players simply playing the game. I sort of forget that you guys don't see this daily because I can ask a question, run an SQL query and pull some hard(ish) data on it. tl/dr I think the important thing is that balance will be a fluid thing than will have to be adjusted over time, as new features and new content join the game and as playing mature and adapt to the new environment of standalone.
  23. You know I was starting to get a bit worried, as player numbers were down a bit as were online forum numbers... but every single post in this thread was not only constructive, but also extremely well thought out. At the risk of cursing the whole process... are the people we have on the forums here now the real serious ones? Honestly this thread is very full of win, some great discussion here. The end result really is that a major overhaul needs to be done once many of the features are in. I suspect that community involvement will be very important here, which would lean me more towards an slightly earlier alpha release without balancing with a VERY clear message to people that we want some community involvement in the balancing before saying this is the real "gameplay" alpha.
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