Forums Announcement
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
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205 ExcellentAbout bingo_fuel
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Survivor
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It was fun to play on the new map! The struggle to find water near the span locations + cold makes a huge difference. It just seems so strange to die of thirst while it is raining outside. The map itself looks good and interessting. I also noticed that ruins spawn a large amount of loot (maybe a bit too much?) One thing I did not like is that you can reach the "border" of the map so fast from certain spawn points. It was one of my first spawns on the map and I went north (without knowing anything about the map) and there was nothing... I did not travel far enough south but I look forward to explore the map more.
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Modding Support and Tools, Initial Release
bingo_fuel replied to Tom_48_97's topic in Official Tools
When I launched the workbench it gives me the error that the game version is not compatible. Is there a way to fix this? (I guess we need to wait for an update). And when I look in the settings.ini the game path is set to D:\SteamLibrary\steamapps\common\DayZ (DayZ is installed on C:\). Is this config used at all? -
Status Report - 11 September 2018
bingo_fuel replied to Baty Alquawen's topic in News & Announcements
Finding the kicking issue with git-bisect nice one :-D Such distributed systems are a pain to debug! Good job on finally finding the bug! -
Status Report - 27 February 2018
bingo_fuel replied to Baty Alquawen's topic in News & Announcements
I think that you are underestimating the importance of modding. Just take arma 3 as example and how many copies it sold because of all the mods. And with DayZ we get an even better platform for that. Maybe some teams who started to develop a standalone version of mods on other engines will return because I can imagine that DayZ will be a really great platform for modding (with the announced new tools and a new scripting language). It's hard to belive that the volatile gaming community would skip DayZ just because it took long to develop. If there is a great (hyped) mod for it the players will return. Does that mean that the vanilla DayZ experience will attract the same amount of players? Probably not but I guess (and hope) it will bring back enough players to the "hardcore survival" modes to keep the servers populated and interesting. -
Status Report - 13 February 2018
bingo_fuel replied to Baty Alquawen's topic in News & Announcements
If you look at DayZ it seems as development has halted since there were not major update for a long time. But we don't see the internal progress and what the people are doing. I guess they cannot win. If they did release very detailed SR some people would start to say "stop writing texts and work on the game". I also think that your statement regarding the new scripting language is not correct: the process will be streamlined when all necessary components are implemented in a basic version and the devs never said that this point was reached. Sure one big point was to drop all legacy code but this is not the only thing that was holding back .63. We simply don't see what the devs are doing and I don't think that they are obligated to share every bit of development with us. I also think that some devs have gone quiet (like brian) but I assume that they are all working hard on .63 -
Status Report - 13 February 2018
bingo_fuel replied to Baty Alquawen's topic in News & Announcements
I also look forward to the trails. Great idea to add them. Would also like to know why Brian isn't included in the SR any more. -
There is no fixed order of versions you have to use to release software. You don't have to use a version number at all it's just a easily recognizable name but they could as well call the releases A, B, C... So I don't see a problem to jump from .63 to 1.0. In general: DayZ is not the first software project that takes longer then initially planned (and it will not be the last one). This is not an excuse for the devs but simply a reality. And this is not because the devs are lazy or don't know what they are doing: Software development is complicated and it's very hard to predict the time budget (before you actually do the work). Since the devs now committed to release 1.0 in 2018 I assume that they now have a detailed plan and all major uncertainties are solved.
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So basically you just want to remove the option to rent a public server but still offer the "official unmodded servers" for players and the public servers are all maintained by BI?
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Congratulations on this internal milestone! :) How many lines of code are removed with the all the SQF code gone? :-D
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bingo_fuel started following DayZ Advent Calendar
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Thank you for the SR. It's always interesting to get an update on the status of development. I have one further question regarding the CLE: Does the CLE also clean up items that are picked up and dropped again? Or is another component responsible for this cleanup? And what component is responsible for the "camp/vehicle" cleanup? Also the CLE?
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Yeah that could be it! It would be great to have a SR with more a detailed explanation what the CLE does in this case.
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I don't really understand how the CLE can help against picking up your stuff again? Any ideas?
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Night fishing in .60
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First a really basic question: What's the difference between a game designer and an artist/programmer/map designer/...? How do you manage to develop and follow an idea when everybody in the community has a pretty strong opinion how this game should actually be? Describe the amount of freedom you have in the process of designing DayZ: What are the "must have" features/mechanics defined by BI? Can you tell us about an idea you really like but it had to be dropped? With early access you get a lot of feedback. How do you measure if a certain decision was a good decision that contributes to the goal? What's your personal goal for DayZ (what must happen that you consider the project as success)?
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I think the communication has improved: The status reports are released biweekly and the devs started using the yt channel more often.