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Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

SMoss

DayZ Hero
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Everything posted by SMoss

  1. SMoss

    What Will Happen To PVP in 0.55?

    "... Let's see what happens" - completely agreed. I'm sure the designers will be able to balance out the amount of zombies if their numbers (be it either too few or too many) turn out to impact gameplay in a negative way. Give it some time, play those future Experimental/Stable builds and shoot across feedback so the team will know what's up.
  2. SMoss

    Community Spotlight - 11 Mar 15

    That's right, the complete roster is available here: http://survivor-gamez.com/forum/index.php?/topic/1654-dayz-survivor-gamez-vi-qualifiers-roster-and-info/
  3. SMoss

    When you are in a BAD mood!

    Haah, that's brutal!
  4. SMoss

    Stance desync/bug-prone but standing

    Don't worry, the team is aware of the desync issues (known issues section): http://forums.dayzgame.com/index.php?/topic/221302-changelog-stable-054126645/
  5. I managed to down a guy with one shot from the mp133, but I wouldn't know if he was at full health of course.
  6. SMoss

    all servers offline?

    Also, the team is looking at deployment of a hotfix for 0.54, so the servers will be down for a bit longer today.
  7. SMoss

    Anyone getting bored of Standalone?

    agreed, rp servers can definitely be really good fun when looking for something else than laying around in the bushes, waiting to poach people.
  8. Greetings Survivors, As we move towards the 0.54 stable branch update, I’d like to cover a few points that you all should know. As with all updates during Early Access, this is a development build and thus has its own issues, bugs, and so on. If you encounter any of this, please open a ticket over at feedback.dayzgame.com. More specifically, for those who may be experiencing issues seeing servers in the server browser – please make your way over to this thread on the Official DayZ forums for instructions from Community Manager SMoss, and BattlEye developer Bastian. Part of the 0.54 is the tech required to support the redesign of our user interface. This is just the initial work required to support said changes, not the changes itself. Thus everything will –look- different, but not necessarily how we intend it to look by the time we hit 1.0. The user interface is just one part of the evolving technology coming in from the engine and gameplay programming teams, and will be iterated throughout Early Access. As well, with 0.54 comes the initial implementation of the new animal A.I., this system is still early on so odd behaviour will be encountered. However even with the system in this early state, this is a strong step in the direction of a more robust, lifelike animal behaviour system. I for one look forward to the hermit-hunter lifestyle the next time I log in on my public hive character. In addition to a large amount of new content to explore, new enterable structures, villages, redesigned areas and more – 0.54 features continued security enhancements, bug fixes and more. Over the coming weeks SMoss will also be rolling out some new features over on the community side of DayZ.com, including a weekly Community Focus that showcases user created content, streams, art, and so much more. Head over to the Community hub at DayZ.com and take a look. As always, developers are on hand to take your suggestions and feedback on the Official DayZ forums at forums.dayzgame.com. Brian Hicks / Lead Producer "As we are getting closer to the release of the next stable branch update of DayZ with version number 0.54, we are focusing more on tidying up and fixing the most annoying bugs and issues instead of working on new features or expanding existing ones. For example we identified and fixed a long timer related to synchronizing the temperature of objects, which was consuming relatively large chunk of communication between server and client. Fortunately it didn't happened often or in large scale but it's really great to have it fixed now with upcoming refactored fireplace which will become more usable with more items thus used by survivors. There was also few issues which was fixed related to the independent liquid types we introduced in last version, one worthy to mention is the issue which completely breaks character stomach, energy and water statuses. I already mentioned the fireplace which is undergoing a refactoring for some time now and it's getting seamlessly to the fixing and polishing stage. Now when there is the solid foundation of the system the next step is the cooking process in general. With plenty of the different food available in the game and three distinctive food processing types, to name them - boiling, baking and drying, things can get out of control really quickly. Well at least especially when we want to stretch the possibilities and interactions to the maximum and want to visualize the outcome of the process. What will happen when food is already baked and you start to boiling it? Do you need to pre-process the food before drying? What about moldy food? And plenty of other questions related to that topic which needs to be answered beforehand. After the intended cooking mechanics are in place and the central economy is working as it should, we can finally say good bye to the generous amount of spawned non-perishable food. Most of you are probably waiting for the enrichment of the vehicles controls - manual transmission. We had some quality time already while trying it on our internal build, but it needs a little bit more time to be tweaked into the state which is safe for public release. Good thing is that with its implementation some of the issues with vehicles behavior were properly addressed so little bit of waiting doesn't hurt. As far as vehicles parts goes I owe you at least quick update, their functionality is dependent mostly on the new inventory system that is currently being implemented and of course on the support from the extended vehicle simulation itself. Last but not least we are making steady progress on the new AI for infected which is getting along nicely and I hope you will be able to experience it and its benefits soon on experimental versions before it hits the stable release later on, however animal AI will be released beforehand. Start preparing your nerves for some intense encounters... see you in Chernarus folks! " Peter / Lead Designer Standup Notes for the week of 24 Jan 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation: Trumpet reloading animationWinchester reloadingZombie attack animationsV3S AnimationsMoCap SessionDesign:Manual transmissionFirearms DamageV3S CargoGas cooker refactoringFireplace PolishingDiseases transferNew script languageCentral economyBugfixingProgramming:Inventory refactorizationLoot distribution per buildingsZombie/Animal AICharacter controller (animations & physics)Vehicles - Manual transmission and bugfixingFlaregun ImprovementsSecurity Bugfixes
  9. As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New items: - Improvised suppressor. - Water Pouch. - Bone Hook. - Bone Arrow. - Pile of bones. - Carrier plate with attachable holster and pouches. - Blood bag now gives and takes twice as much blood. - FN Trombone. - New animals. - V3S Cargo version. New mechanics: - You can craft improvised suppressor using water bottle and duct tape. - You can craft bone hook out of pile of bones. - You can craft bone arrow out of pile of bones and improvised arrow. - Weight added to all items and clothes. - Caliber of ammo affect suppressor degradation. - Horticulture - Potato plant and its growing process. - You can dismantle the FN Trombone. - Continuous consumption and item use prototype. - Items now shows only rough estimates about its weight and volume of containment. - Cooking mechanics changes. - Fireplace mechanics changes. - Fluid mechanic tweaks. - Blood mechanic tweaks. - Weapon degradation. - Suppressor degradation. New animations + audio: - Placeholder SFX for improvised suppressor (standard suppressor SFX). Reworked locations: - Devil's castle. - Pik Kozlova. - Black & Willow Lakes. - Bor village. - Quarry near Solnichny. Map: - All old rocks models have been removed and replaced with new ones. Programming: - New spawn tags added to all buildings. - Degradation values set for pistols, rifles and silencers. - Blood regeneration nerfed. Fixed: - Pouches for vest is now displayed properly in hands. - Suppressor position on Longhorn while reloading. - Message when loading ruined ammo. - Spliting stone using pickaxe will give you smaller stone with correct damage state. - You can no longer use mace for cutting raincoats into armbands. - Mace can no longer be used for skinning. - Force feeding guts text. - Thermal mechanic fixes. - Server stability fixes. - Performance fixes (server). - Bullet penetration fix. Known issues: - Animals spin in one place. - Animals die randomly. - Animal navigation. - Animal animations are playing at a wrong resolution. - You can drive v3s while knocked out. - Only 1 person can get on back cargo of v3s. - Random desync. - Random client crashes. - Random server crashes. Discussion
  10. SMoss

    Death by Overheating.

    And many many things will be tweaked/balanced. Only, this would most likely not happen at this stage in development though.
  11. Greetings Survivors, As some of you may be aware, we've been experimenting a bit with the format and release day of the Status Reports coming into 2015. With upcoming changes to DayZ.com as a centralized point of information on the development of DayZ, the Status Reports will be released on Tuesdays from now on. Additionally, we'll be making an effort to make the Status Reports more visual, for those who do not have the time to read what is new in the world of DayZ development. Moving onto said development, you'll soon be seeing the spawning of a different variation on the V3S. This variant will allow for the transportation of larger groups of players. The spawn rate across the world will remain at fifteen vehicles for the time. Initially you will not be able to access the inventory of the vehicle, this will be supported shortly on stable branch. As well, finalized animations, and firing from passenger positions will be supported in later builds on stable branch. The initial intent of spawning vehicles supporting large groups of players is to gauge both the performance, and functionality of large player groups moving together at high speed across Chernarus. Any issues discovered should be reported to feedback.dayzgame.com whenever possible. In addition, Chernarus should soon also begin to see the roll out of the new animal A.I. system that briefly made an appearance in 0.53 experimental branch. Animal behaviors should be significantly more complex, and add a great deal to the immersion and feel of hunting for your next meal, or resource. Initially this will roll out with the deer, and then progressively expand to support the full list of animals residing in the world of DayZ. Lastly for me, we've been discussing the subject of blood regeneration, transfusion, and all the mechanics surrounding them for awhile. With blood regeneration at the rate it currently is, and the reduced amount of blood gained per blood bag, not many folks use or interact with these mechanics in the current stable build. Given that now is the time to experiment, and alter these mechanics to gauge viability through use on our steam branches we'll be reducing the blood regeneration rate, and increasing the amount of blood gained through proper blood transfusions. Personally I cannot wait to see how the survivors of Chernarus adapt to this change. Mr. Black0ut picked up his Hardcore DayZ Series again, you should all take a look. - Brian Hicks / Lead Producer Mirek / Lead Gameplay Programmer "I'd like to mention a few brief words about the new character/player controller. The physics part of this controller will be implemented using Bullet physics, so there will be a visible improvement in interactions between static and dynamic objects. e.g. there shouldn't any camera clipping issues, it will improve melee combat, movement on stairs, and it will be possible to get over dropped items and dead bodies. It will have also positive impact on performance. The animation side of this will be using Enfusion's new animation system and will allow us to have more animation layers on character, so it will be possible to play more animations at once. With this, we can achieve moving during shooting from the bow or adding injured animations. The character/player controller will be used for players and for AI units. We would like to introduce the physical part on character controller in 0.55 experimental. As for the animation part (which is already used for animals), there is a lot of work with exporting data to the new system and with complete rewriting of current system, but its in progress now and we hope, that we will introduce it in 0.56 (0.57 more likely) experimental build.." Peter / Lead Designer "While the new vital parts of the Enfusion engine and the game itself like the renderer, particle effects, UI, animation system, inventory, AI, controls/interactions, vehicles, scripting language, central economy and others are being still worked on by dedicated programmers - we are getting closer to the point where we cannot push the game further in the direction in which we want to with the existing legacy systems. That means as the new technology is merged into the main branch, better, advanced mechanics and enriched gameplay begin to be possible. We still need to wait to start using these systems, which will allow us to do more without hassle. However we can still push the current systems to their limits as we've prepared some prototypes of long planned features. I can mention at least some of them. Placing of objects which allows you to precisely visualize where the given object will be placed within the environment and if it's possible to place it there. This feature will be a great addition for base building in general, fireplaces, traps and similar objects and in the future we will maybe add this feature for placing every item as we understand it can enhance role playing and user generated content. Next we have a prototype ready for continuously usage of items which will be used in new controls/interactions, this means that you are continuously using item in hand by holding mouse button, when you release it use action is stopped. With the new animation system added to the mix it means that also eating and drinking during movement will be possible. The last prototype I would like to mention is the one which was done for the advanced crafting. It's flexible enough to be used as a field crafting and also table crafting. The point is that you need to put all your items from which you want to craft something new in front of you then equip right tool in your hand and directly interact with the item pool to produce the desired new crafted item. This solution is giving us few important possibilities like adding meaning to the plethora of tools we already have in game, crafting complex items without need of intermediate products which are most of the time useless. As well, turn some of the stationary tables with machinery in houses and industry structures to crafting tables where you will be able to produce crafted rails for scopes, modify weapons and do other advanced processes. Apart from that we started configuring the V3S with a cargo bed as we know you need to carry more passengers around Chernarus. Don't expect entering/exiting the cargo bed animations nor shooting from it yet. But if everything goes fine we will introduce a different vehicle feature for you to play with - the manual transmission, so you will be able to test your driving skills. Manual transmission is done in style of sequential changing of gears, this means that you can go from lets say 1st gear to 3rd gear only directly through the 2nd gear, there is no way to skip the 2nd gear altogether. We added the proper weight value to all items. Total weight that character is carrying around will be used later to modify his stamina value. We are getting prepared for use of the new central economy system which will be hopefully be plugged in at least partially. Now every item and structure have tags assigned to them, this categorization combined with minimum and maximum amount of items spawned in the server we finally can start to balance loot amount and its distribution over the map. Later area based distribution will be added to currently tested type distribution which means the same house can spawn different items depending on its location in the world. Crafting and usage of the fireplace is being polished to be more user friendly and straightforward. We decided to ditch the fireplace kit for now, improve the current functionality of it and add some new functionality too. Gas cooker is receiving some attention as well and cooking functionality of this too will be merged. Piece of lard and pile of bones are new items which are expanding resource gathering. As you can guess piece of lard can be used for cooking while pile of bones have wide range of use, we will start with arrows with bone tips. Modular plate carrier vest with attachable pouches and pistol holster is ready to go, same apply to FN Trombone which was waiting for proper reloading animations. Now we are configuring and preparing disposable suppressor crafted from PET bottle and we are looking at possibilities to damage firearms with bullets in bad condition. I'm looking forward to brighter future... see you in Chernarus folks!" Standup Notes for the week of 17 Feb 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation: • Trumpet reloading animation • Salute + Sitting Gestures • Zombie attack animations • Analysis of transition to new system for players / A.I. • MoCap Session Design: • Manual transmission • Advanced crafting • Fireplace polishing • Gas cooker refactoring • Controls and interactions • Diseases transfer • New script language • Central economy • Configs and scripts for new items Programming: • Inventory refactorization • Loot distribution per buildings • Zombie/Animal AI • Character controller (animations & physics) • Vehicles - Manual transmission and bugfixing • Crash fixes • Security Bugfixes
  12. Hello everyone, Please take a minute to have a look at the following FAQ provided by Bastian at BattlEye's support page: http://www.battleye.com/support.html In case the suggestions do not work, then please feel free to contact BE's support via the following email address: [email protected] Please read BattleEye FAQ http://www.battleye.com/support/faq/
  13. SMoss

    Accidental item duplication

    We'll take care of the surrounding noise in case it's a duplicate report; please feel free to file that bug on the Feedback Tracker :)
  14. SMoss

    zombies do what?

    Good advice here. While the team works on nailing down these zombie issues, I usually concentrate first on finding a melee weapon as a freshspawn.
  15. Don't worry. These issues have been filed on the tracker several times, so the devs have them in hand.
  16. Greetings Survivors! As most of you may know by now, 0.53 released to stable branch with build 126384. After daily iterative updates to experimental branch, we were able to resolve the branch update preventing bugs, we moved forward with work on the next stable branch update 0.54. 0.53 has some outstanding new content, but for me personally the focus of this months stable update was taking a more aggressive stance on exploiting, and cheating within the development period of DayZ. As I've mentioned before, security in competitive multiplayer gaming is an ongoing battle for the industry. Add into this the fact that DayZ is still early in its development, with extensive changes to the engine ongoing, as well as existing vulnerabilities in legacy portions of the technology, and we have an uphill battle to deal with. The positive side of this coin however is very clear. Being vigilant in monitoring, investigating, and preventing exploits and vulnerabilities during DayZ's development period will make for a stronger game at release. As our work with BattlEye on 0.53 continues to evolve, there are several fronts we can utilize to increase our awareness and speed at which we can identify and address vulnerabilities with each stable branch update. If you discover any exploit or bug you believe to be unknown - file a bug on the DayZ feedback tracker. feedback.dayzgame.comFollow up to this with an email to [email protected] and include the link to your tracker issue in the body of your email.Previously mentioned, integrating our work with BattlEye on a closer level with the Valve Anti-Cheat system and teamProviding an in-game option for players to report suspected cheatersExpanding upon the existing internal security team as we grow closer to 1.0Enough about cheating though, lets talk about a few key points that everyone wants to know about as 2015 kicks off. Infected/Animal AI: Like many systems that involve large changes to the engine, the development of this system occurs in its own branch, outside the main trunk of DayZ development. This is not just because of limited functionality, development of core systems like this can frequently cause stability issues in the base game as they are worked on. Once their functionality is present at a base level, they are merged into the main game and pushed to stable branch in that months stable update. For those that were able to get a glimpse of this system early on in 0.53 experimental, you saw some outstanding changes to the way the A.I. for animals functioned. Beyond the animal side of the A.I. changes, infected A.I. redesign is aimed at introducing proper stealth gameplay and evasion in order to survive against the infected, and especially within urban environments. Renderer: As with the A.I. redesign, work on this is done outside the main trunk of DayZ development. A large part of the core engine teams' work, detaching the renderer from the engine side simulation is and has been a massive task that takes a significant amount of man hours. As we begin to see the fruits of the work done on this portion of the tech merged over into the stable branch of DayZ in the coming months, this will allow the engine team to start work on bringing newer Direct X support into DayZ. Audio: Some of the most irritating and pesky issues affecting gameplay within development builds can be traced to the audio side of our base engine. Redesigning the existing technology into a more robust solution is a must. Work on this, much like the above systems is ongoing, and when ready for the merge into stable branch will allow the team to begin addressing and resolving issues such as global sounds, and the proper messaging of all interaction and engine based sound sources. Beyond the above mentioned core technology changes, the coming months will have us begin to see changes that update or expand upon existing systems such as animation, loot spawning, persistence, and so much more. In addition to these, once vehicle inventory support makes its way to stable branch we will begin to be able to see multiple configurations of the V3S, and their potential cargo spawning across Chernarus. Pair these changes with the ever changing face of Chernarus and the experience that is DayZ, and I see 2015 being an exciting year that I cannot wait to share with you all. See you all in Chernarus, and be careful when visiting the prison. - Brian Hicks / Lead Producer
  17. Its been a busy week over here in the DayZ development offices. With work pushing forward on 0.53 the team is focused on the last few remaining major issues before the push. As we go into test/fix/regression with 0.53, there are several things every Early Access user should be aware of: We will be analyzing builds daily for a 0.53 stable branch candidateOnce we have a build, Stable branch servers will be brought offline for the updateThe 0.53 update will include a public hive reset.This will not affect private shardsThe 0.53 update has a good amount of security fixes, as well as content additions, support for adminlogs, and should roll out with the new BattlEye protection. Over the next few days you will see us roll out incremental updates to experimental branch as we iterate towards a good 0.53 candidate. For those who operate servers, remember - adminlogs will be accessible on both public, and private shard servers and contain the following info: Connections/Disconnections (With in-game name and Steam 64 ID)Player X (w/Steam 64 ID) killed Player Y (w/Steam 64 ID)Player X (w/Steam 64 ID) damaged Player Y (w/Steam 64 ID)Direct Chat (Text)In addition to the changes and updates above - 0.53 will include, but is not limited to: Upgrading of fireplaces all the way to the furnaceProper consumption of fuel for fireplacesCrafted leather clothingAnti-duplication fixesAnti-cheating fixesA new island featuring the new prison complexChanges to Skalisty IslandVehicle PersistenceAnd so much morePAX South was at the end of the week, and DayZ had a strong presence at the show. Integrating with prolific DayZ Storytellers from both Youtube and Twitch, we partnered with Astro Gaming for developer/content creator meet and greets, as well as with Twitch to discuss 0.53, Security and Anti Cheat measures, Steam Workshop, and more. As DayZ hits 3,000,000 units sold we look forward to all the possibility that 2015 holds for DayZ. With the project slowly able to reap the rewards of hard work put in by the engine and gameplay programmers over the months prior. I for one cannot wait to begin to roll these changes out to stable branch. Again, keep an eye on Experimental Branch daily as we iterate towards the 0.53 release. As always I encourage you to head over to the Developer Discussion subforums at the official DayZ forums. Department Leads are always available there to discuss the ongoing development of DayZ with you. I'm convinced the PAX Pox caused the Chernarusian Outbreak. - Brian Hicks / Lead Producer Peter / Lead Game Designer "You folks are amazing, DayZ would mean nothing without you - the diverse group of all types of different players who create such amazing stories that bring almost infinite unique experiences which could never be written in a traditional narrative form. DayZ just hit 3,000,000 sales and your continued interest in being involved in the development process of this game is clear signal and thus commitment for us to bring you the best possible platform to lay down your stories - and this is what we are doing on the daily basis with love and passion. As we are developing an online multiplayer game it of course means there is and will be a influx of some new content in major updates. We are also working hard on fleshing out new and expanding current features which enriches how the game is played, defining possible interactions and overall experience - and I must say this is my most favorite part. I would like to mention some new items which are ready and will be introduced in one of the upcoming updates. Melee weapons batch consist from mix of different items like bayonet for AK, broom, mace, paddle, hay hook, steak knife, lead pipe and hatchet. We didn't omit firearms too and you can await FN Trombone which can be disassembled into the parts to save your inventory space which makes it a perfect firearm for those who wants to carry second rifle directly in theirs inventory and then there is a flare gun which was waiting for some time to be configured as we didn't have possibility to attach the new light source to the projectiles till now which means that now you are free to lighten up surrounding environment or use it as a signal for others. We also prepared prototype for the bear trap which is in fact far from desired implementation as there is currently not proper trigger available for us to use it with it and as zombie/animal AI is still in development only players will be caught by it for now - but hey you can hunt animals even without bear trap which can be skinned to get pelts already and now we added process to produce pieces of tanned leather (although a bit simplified for now as a placeholder). You probably can guess that tanned leather have some usability which is the sewing the set of leather clothes included shoes, pants, jacket, vest, hat and bag. In the future preparing the tanned leather and dying leather clothes will be connected to barrels which are currently being prepared by art team. As counterbalance to the recent addition of crafted clothes we have added also brand new quilted jacked and in the future is very possible that down jacket will be pulled down from loot tables as it have plenty of clipping issues due to its mass and will be replaced with quilted jacket. To please those of you who fell in love with cultivating plants we added new plant which yields one of your most loved vegetable - zucchini. We are also busy with adding new spawn points to the mighty prison castle which was recently finished and sure it will become new attraction for survivors in no time. Also I would like to remind you about withdrawal of our very special Xmas tree and presents which were here just for holidays. But don't worry you will be able to find that cute teddy bear elsewhere. We have finished first phase of cooking refactoring in general and things related to it like fireplaces and crafting recipes. The foundation is here now and it will be expanded and polished to desired result in short period of time. You are now able to make also upgraded fireplaces with stones, use tripod to hold pot or turn your fireplace to a stove which let you to cook your food without excess amount of light and smoke produced by normal fireplace. You will be able to put every item directly into fireplace or pot to heat it up so it may be used as an alternative to the heat packs. Eventually you can ruin items if they will be in the fire for some time which can be different for all items. Imagine throwing in some bullets or spray can when you noticed some unwanted visitors that are coming in direction to your fireplace to distract them or endanger them while they are searching thru your camp for possible loot. Movement restriction of characters by restraining them was expanded to other generic items apart from handcuffs like wire, rope, duct tape and guts. Duration of struggling to break free differ from item to item and they have equivalent to handcuffs keys also like knives or pliers. Last but not least we implemented liquids which are independent now and are not based on specific container types which means you can pour gasoline into the PET bottle or store some fresh and clean water in the jerry can. This feature also brings such actions as emptying canisters for the purpose of filling it with different liquid as we didn't went down the road of mixing different liquids which can easily turn to the overkill. I'm sure independent liquids which are not tied to specific container will bring unexpected and interesting situations. Well I almost forgot to mention new group identification which is naturally optional and can be used to form clans, teams or just to stand out from the masses - armbands. They are created thru crafting and comes in few different easily recognizable colors and they are fully visible directly on arm. I'm glad we are pushing customization of characters further down the road and I can assure you that we are not stopping here. Thank you for your marvellous support so far... see you in Chernarus folks!" Standup Notes for the week of 19 Jan 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Design: • Manual Transmission • Advanced crafting • Cooking • Controls and interactions • Diseases • Armbands • Liquids independent of specific container types • Traps • New scripting language • Barrels • Bugfixing Programming: • Support for armbands • Inventory refactorization • Security vulnerability hotfixes • Vehicle persistency • Per building loot distribution w/ centralized economy • New Infected/Animal AI • New player controller prototype • Support for manual vehicle transmission • Crash fixes • New vehicle features • Research on flexible item type inventory support
  18. SMoss

    Compass always wrong?

    A friendly soul reported it: http://feedback.dayzgame.com/view.php?id=21210
  19. As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New items: - Crafted Leather Jacket, Pants, Backpack, Shoes and Vest - Broom - Canoe paddle - Lead pipe - Steak knife - Hatchet - Hay Hook - Flanged Mace - Red, green, blue and gray sweater - Red, green, blue, yellow, violet, orange and black quilted jackets - Blue, red, pink and black raincoat - Yellow, orange, blue, green, red, pink and black armband - Khaki, Black, Olive and Tan M65 Jacket - Bayonet for AKs - Flare gun - Ice Axe - Field Shovel - Lug Wrench New mechanics: - Handheld scopes not limited in Y axis. - You can use rope, duct tape or wire for restraining other players. - You can use blades, pliers, hacksaw and lock pick to untie players. - You can craft armbands by shredding raincoats. - You can use cooking tripod as melee. - You can attach cooking tripod on fireplace. - You can pour water, gasoline or disinfectant into any kind of container (except soda cans). - You can pour liquids from container to container. - You can tan skin using lime. - You can upgrade fireplace to furnace. - You can use Ice Axe for stone picking. - You can sew Leather Jacket, Vest, Pants, Shoes, Hat and Sack from Tanned Leather with Leather Sewing Kit. - Construct fireplace states by attachments. - Fireplace consuming fuels (heating/cooling fireplace temperature). - Heat transfer from heated items (you can heat items in a fireplace and then bring them with you to keep you warm). - You can find worms when digging garden plot. - Planting in garden plot is less effective in comparison to greenhouse. - Zucchini plant, seeds and its growing process. New animations + audio: - Flare gun hand pose & reload animation - Water pump water pouring - Supersonic crack sound for weapons with supersonic ammo - Bullet fly wizz - Melee weapons sounds - Flare gun sounds New locations: - Terra incognita - Castle on Skalisty island - Nagornoe village Programming: - New version of BattleEye. - Antihacks. - Vehicle persistence. - The navmesh controller connected to the entity controller. - Adminlogs added for private & public shards (logs connects and disconnects of player, logs messages sent through chat, logs player kills). Fixed: - Suicide with various items - You can not unpin grenade laying on the ground - Ghillie suit painting - Arrow crafting no longer consumes 2 instead of 1 feather in certain circumstances - Deployment of ruined fishtrap - Cancel action during digging in greenhouse - Fireplace heating process tweaked - Effect of wetness on temperature tweaked - Handguard placement on AKs - Kitchen Knife cannot be placed on back - Fish trap deterioration and sardines count - Damaged an Ruined texture on some items (book, heatpack,...) - Shovel size - Clothing sizes tweaked - Heatpacks keeps you warm longer, but its longevity is affected by it's damage - Gun muzzle flashes Known issues: - Server freezes. - Character falls/gets stuck after throwing melee weapon during swing/weapon change. - Player can't pick up items from the ground sometimes. - V3S can clip under ground in certain circumstances. - Players are experiencing desync while next to each other/ in vehicles. - Items with classnames that are too long aren't saved into the character database. - Items in backpack rearranges upon connection to server. - Player is stuck in building after reconnect. - City/Shadow related client FPS drops. - Camera clipping issues. - Zombies cannot pass through open doorways in certain objects - can pass through closed doors in others. Discussion and Feedback
  20. SMoss

    Changelog Stable - 0.53.126384

    Edit: "tracks damage dealt from player to player" removed from the Adminlogs feature.
  21. SMoss

    What gun was your first shooting kill with?

    Kitted out m4, camping at the NE airfield after server restart.
  22. SMoss

    Is today patch day?

    mweeell, I wouldn't really assume anything related to time frames at this stage tbh. As stated in the status report, the guys will be analyzing the builds on a daily basis, so it might just as well turn out to be an early birthday surprise for you :)
  23. SMoss

    Status Report - Week of 19 Jan 15

    Heh, we probably all have
  24. SMoss

    Is today patch day?

    Yeah, there are a couple of issues that still needs ironing out: "Its been a busy week over here in the DayZ development offices. With work pushing forward on 0.53 the team is focused on the last few remaining major issues before the push. As we go into test/fix/regression with 0.53, there are several things every Early Access user should be aware of: We will be analyzing builds daily for a 0.53 stable branch candidateOnce we have a build, Stable branch servers will be brought offline for the updateThe 0.53 update will include a public hive reset.This will not affect private shards"Source: http://forums.dayzgame.com/index.php?/topic/219690-status-report-week-of-19-jan-15/
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