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Your DayZ Team
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Everything posted by IMT
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It sucks but it can happen. It's quite a rare occurrence these days that the game will totally break. In the past it was way more frequent. The updates have better quality nowadays.
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It's temporary because it's bugged at the moment. You could always create a filehandler of your own but I would just wait. :)
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I highly doubt they were working on a fix right at time since it was outside of business hours. However, I'm sure they are working on a fix as we speak.
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Well, seems I was wrong, it's broken:
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Does the file exist? I don't think they would've changed anything for OpenFile.
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It works for me with the files you included. When I loaded AreaFlags.xml, it immediately showed me the map and the CE. I can draw area's for loot and AI.
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Welcome back, Baroness. Amazing screenshots, as always. :)
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Really good Status Report! I also really appreciate that you guys touched on the biggest concerns which included my biggest concern as well, thank you for that. I know I had a lot of criticism about last Status Report and I think I let my emotions cloud my judgement. But seeing all the new items and updates since last Status Report, all these hard feelings have gone away. I also think that last Status Report looked more negative than things actually are right now. I got the impression it was a what you see is what you get and we wouldn't get all the new items for 1.0. That wasn't true apparently so it looked way more negative than it actually was, both our vision and our reaction. Of course I'm still a bit bummed out that there are certain things which will be after 1.0, but so be it. As I always say, I have been waiting for so long, I can wait a bit longer. It's not that DayZ suddenly is going to disappear out of my Steam library, right? I hope everyone who's going to check out DayZ once this hits Stable and when DayZ releases thinks the same way. That was and still is a big concern for me with releasing 1.0 this year. But time will tell and let's hope it gets received as positive even though it lacks a bit here and there with old features or content. I think you guys can do it, especially since you're now solely going to be focusing on squashing bugs (and I hope balancing/tweaking). Once this hits Stable I will try and get an extensive list of feedback, balancing issues, tweaks and bugs.
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Not at the moment. You need to dig through the code yourself to figure this stuff out. :)
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It's either one of these three: GetId(), GetPlainId() and GetPlayerId(). So that would be: - player.GetIdentity().GetId(); - player.GetIdentity().GetPlainId(); - player.GetIdentity().GetPlayerId(); GetId() is an unique player ID like hashed steamID GetPlainId() is plaintext unique ID which can not be used in logs or database GetPlayerId() is player id of a session and gets reused after player disconnects I would say GetId() is the most likely one you would need.
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The players.db is a SQLite database file. Not sure how you can get the name with the UID. All I know is that there is no name stored in players.db, only the UID.
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Do you have enough disk space?
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Not surprised by negativity about upcoming 1.0
IMT replied to Mantasisg's topic in General Discussion
Couldn't help but laugh at your dumb post, because that is exactly what it is. People who only shoot and don't talk lack imagination and creativity. If you want only to PvP, go play Escape From Tarkov, SCUM or PUBG. In those games, you shoot and don't talk. DayZ is meant to be a survival game, not a shooter. Hilarious how you call RPers and people who don't PvP bad at PvP. I bet your ass that if we would PvP for a while, you're going to ALT+F4 and start sobbing because you got your ass handed to you by a carebear, brony and furry. The reason I don't shoot everyone I see is because I know I can make their body drop to the ground. The challenge lies in interacting with them, seeing if you can trust them and they won't backstab you, that is called survival my friend. My player kill count is still much higher than my player death count so your statement is absolutely invalid and bullshit. Most people I play with have the same playstyle as me and they would mop the floor with a PvP simpleton. Treating the game as a survival game and not a shooter doesn't make you bad at PvP. It means that you have imagination and creativity. We sometimes even have PvPers rolling with us and they honestly said that they kind of liked that side of the game as well and we do the vice versa as well. As Emuthreat already said as well, most people got bored really quickly of the PvP spawns at NWAF. It is fun to do sometimes but it gets stale and boring very fast because there is no variation. I hear this a lot and I can't help but wonder what you're doing wrong. Even yesterday I had 2 or 3 player encounters in and around Elektro on not even a full server, in what was maybe 30 minutes. Even inland I know where I easily can find people but the problem is, they will most likely pew pew so there is nothing interesting about that. Perhaps you're looking too hard for players because I have no problem finding them. For me it is finding interaction rather than players. It doesn't matter where you are, on the coast, inland or in a military base, the majority will let their weapon do the talking. I guess it also highly depends on the server you're playing on, both for interaction and finding players. Most of my findings are from the public branch and experimental and stress test branch. Although there used to be a time where most people would talk in Experimental. Unfortunately that time is long gone and vanished around the time when the people from Stable would go on the Experimental branch to test stuff rather than only the Experimental regulars. -
That would be very appreciated and would help a lot to see the complete picture because that picture is vague and incomplete for most of us now. Also, I'm hoping to get an answer to a big concern/question I have: why do you guys want to release the game after you stabilized it rather than release it after stabilizing it and adding all the flavor content/features?
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I'm not sure, haven't checked everything to be honest. Only the parts which you had trouble with. Did you try to run them?
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For in the future, wrap the code parts with the [ code ] [ /code ] tags or click on the <> icon in the editor. Makes it easier to understand and read. What you need to do is the following, remove: override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI EntityRifle; ItemBase itemRifle; EntityAI EntityPistol; ItemBase itemPistol; ItemBase itemBs; EntityAI itemEnt; if (m_VanillaLoadouts) { itemEnt = player.GetInventory().CreateInInventory( "Rag" ); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); } else { player.RemoveAllItems(); //Edit loadouts Via the LOADOUTS folder in ScriptedMods folder! //If you wish for an item from a specific catagory to not be spawned just hash out this part:: player.GetInventory().CreateInInventory( Bags.GetRandomElement() ); if (Bags.Count() > 0) { player.GetInventory().CreateInInventory( Bags.GetRandomElement() ); } if (Gloves.Count() > 0) { player.GetInventory().CreateInInventory( Gloves.GetRandomElement() ); } if (Vests.Count() > 0) { player.GetInventory().CreateInInventory( Vests.GetRandomElement() ); } if (Tops.Count() > 0) { player.GetInventory().CreateInInventory( Tops.GetRandomElement() ); } if (Pants.Count() > 0) { player.GetInventory().CreateInInventory( Pants.GetRandomElement() ); } if (Boots.Count() > 0) { player.GetInventory().CreateInInventory( Boots.GetRandomElement() ); } if (HeadGear.Count() > 0) { player.GetInventory().CreateInInventory( HeadGear.GetRandomElement() ); } player.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = player.GetInventory().CreateInInventory( "Rag" ); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); player.SetQuickBarEntityShortcut(itemBs, 0, true); } if (m_SpawnArmed) { //Gun spawner Handle //SpawnGunIn( PlayerBase player, string ClassName, bool isPrimary, TstringArray Attachments, TstringArray Extras) NOTE: Set bool to 'true' IF weapon was primary int oRandValue = Math.RandomIntInclusive(0,2); switch(oRandValue.ToString()) { case "0": SpawnGunIn( player , "fnx45", true, {"fnp45_mrdsoptic","PistolSuppressor"},{"mag_fnx45_15rnd","mag_fnx45_15rnd","ammo_45acp","ammo_45acp"} ); break; case "1": SpawnGunIn( player , "CZ75", true, {"PistolSuppressor"} , {"Mag_CZ75_15Rnd","Mag_CZ75_15Rnd","ammo_9x19","ammo_9x19"} ); break; case "2": SpawnGunIn( player , "makarovij70", true, {"PistolSuppressor"} , {"mag_ij70_8rnd","mag_ij70_8rnd","ammo_380","ammo_380"} ); break; } } } And replace it with: override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemEnt; ItemBase itemBs; itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SodaCan_Cola"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("PeachesCan"); itemBs = ItemBase.Cast(itemEnt); } By the way, if you're going to keep those lines commented out, I would just remove them. Same goes for the unused boolean clothesChosen. In fact, the whole script gives me the itches.
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I know about the terms and the developmentcycle. Early Access could be a very strong tool to develop a game, unfortunately there are very few to none who actually use the Early Access part to their advantage. And to be clear, I'm not defending the team, that time is over. I'm just pointing out that in 2019 DayZ isn't in EA anymore and we should have a fully released product with all features. But we all know how that is going to turn out. Unless they fixed it with a recent build, they have been bugged. We tried multiple times to get them working but they wouldn't. As far as I know, when DayZ hits 1.0, it is a fully released game. In other words, the game will go out of Early Access. Not sure how much of that is still true since PS 4 release is aimed for Q2. Still, this makes the argument that they want to release the game so they can release the game on PS 4 even more likely. Yikes...
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Correct, it is an alpha. In 2 months the game will be released and that message will be gone. It won't be an alpha, it won't be a beta, it will be "feature complete" and released.
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1. Agree with this statement 2. Are you sure about this? I played 0.62 10 times more than 0.63. There is just too little content to keep continuously playing 0.63. 3. They have about 2 months to do this, let's not get ahead of ourselves. There is still a lot of work to be done. 4. It plays and will play better than the mod, that's true. But the mod has much more content, perhaps not than 0.62 but most definitely than 0.63. 5. Current stress test is going to be beta and 1.0 but more polished and bug free, perhaps you need to read the Status Report again, they issued a feature freeze until 1.0. 6. Perhaps we need to ignore all the things the devs said about 1.0 and beyond since 1.0 isn't going to be remotely close to what the developers have told us. Other than that, the community is asking to not release the game and the developers aren't apparently not listening. The reason why is unknown for some reason. I wonder if a lot of people actually know what the road we're following now means. This means that on 01-01-2019, DayZ will be released (version 1.0) and will leave Early Access at that point. This means that the game is fully released and everyone who buys it or bought it now holds a copy which should be future complete. We all know how that copy is going to look like, it definitely won't be feature complete and a fully released game.
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You know what surprises me the most, they try to talk for us. Even with the huge backlash, I don't think they are changing their minds. They say it's in their and our best interest, nice how they decide that for us. They also haven't clarified the why part on why they are going to release 1.0 instead of just staying in Early Access. You can have a stable platform in Early Access as well, no need to release the game for that. As I see it, it is either because of the suit-people or Playstation, wish they were just honest about this. It pains me that they don't listen to the community and rather do their own thing and dig their grave. Unless they change it around or 1.0 isn't a failure, it will permanently change my vision about BI. Of course I'm going to extensively test 1.0. I'm also going to be honest. If it's good then all is good and DayZ will get a post-release positive review. Is it not what I expect, it is going to get a negative review. Never thought I would ever have to think about the latter one, such a shame.
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This doesn't answer my question though. My question was, why are you guys going to fix bugs and polish the game (beta), release it and then implement missing features. Why don't you guys fix bugs and polish the game (beta), implement missing features, fix bugs and polish again and then release it. This way, all the features which everyone expects to be in 1.0, will be in 1.0 and no one will be pissed off or felt stabbed in the back. By the way, when is the Playstation version getting released? After the missing features are in and the true 1.0 is done, right? Please don't tell me that you guys intend to release the Playstation version on the 1st of January 2019 when DayZ hits 1.0. That would unleash an even bigger shit storm. Edit: saw that Playstation release isn't going to be until Q2 2019. I'd rather see it get released after all the missing features are in otherwise the 1.0 release in 2018 seems just a way to get the Playstation version out there. Best is to wait until the PC version is fully done to not make it seem that way!
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So why is this information left out of the initial Status Report? And what is "contrary to popular opinion, we read, evaluate and take seriously every bit of constructive and POLITE feedback" suppose to mean? Most of us here have been critical, yes. But we have been constructive and polite. I asked multiple times that you guys clarify the situation in a separate post but because he asks it in question-form it gets answered? Come on now, cut us some slack, will ya. I have a big question for you guys: Why the 1.0? Why don't you guys just do what you are about to do but not label it 1.0? That means, feature freeze, fixing bugs, polishing the game and after that back to work on features. And when there is parity with 0.62 and most people agree that DayZ is ready to launch, then launch it. Remember, you are doing this together with us, the community.
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So this is the developers' vision of DayZ then right? A fully released game with barely any survival elements. You guys sworn that you were NOT going to stray from the original concept of an hard an gritty survival game. What a shame! The core gameplay loop is a survival game and things like fishing, bows, etc. are big survival elements. How can you deliberately keep them out?
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Not surprised by negativity about upcoming 1.0
IMT replied to Mantasisg's topic in General Discussion
It's a nice quote but this was a quote which would've worked back then, not now. Remember? Because I do. Now you're probably thinking what. Well, the engine took a long time to develop, we gave them their time. But we were told, once the engine is in place, the features will come in at a fast pace. The engine has been in for over a year by now, yet there aren't that many features, what's up with that? Now we hear "the game is unstable and is riddled with bugs", wasn't that why they got the new engine in the first place? So now we're essentialy back to square one. Not only that, but if all these new features left the game unstable and full of bugs, new features after 1.0 will introduce new bugs and make the game unstable again. At that point, we're in an infinite loop where they implement some features, fix bugs and polish the game to implement features again, rinse and repeat. Now there are other options of course. How about they do a feature freeze, fix bugs and polish the game and start implementing features again when they're done with that. Once all the features are in, the bugs are fixed and the game is polished, release the game and call it 1.0. You know, the way it was supposed to be. "Oh my God IMT, you're so brilliant, this is next level thinking". I should win a medal for that. I really don't understand why they want to throw out this 1.0 so quickly when they just can do the above. Same effect only a very different outcome because the community isn't going to be outraged. Very much this. This is the same exact game I want to see and I think as you mentioned a few times already, most of the people on this forum as well. It's a survival game after all, that is what we signed up for and that is what we want to receive. -
You're taking the piss right? Please tell me you are taking the piss. So first of all, you agree with me that they need to postpone 1.0. That is literally what you said because if you can't make a deadline because it needs more work, the deadline needs to be adjusted as well. Second, really? So the developers should say to the players who stood by their side all the time, who believed in them, who trusted them "fuck you, we don't care about you. It's all about the players who shat on our game, to make them comeback and give them a good experience. Plus for possible new people who might play the game". You're definitely taking the piss, there is no other way. If not, I told you long ago to leave the forums with your negativity, bullshit and trolling and even asked for a ban because of that. After a hiatus, you're back with the same shenanigans, negativity, trolling and bullshit. Cut it out, we don't want it here, specially not now.