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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
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179 ExcellentAbout helpthedeadwalk
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Survivor
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Website URL
helpthedeadreturn.wordpress.com
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livonian-kielbasa started following helpthedeadwalk
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I really like the first one, but it would need to remove the gun in pocket. just not a good look.
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Help understanding persistence for attachments/bags & other items.
helpthedeadwalk replied to Bubbehn's topic in Servers
what you first described is an item not in types.xml OR a typo in types.xml. Then you say its not even in types.xml so how can it spawn? it can't. without seeing the types.xml and maybe the modlist, its going to be hard to diagnose since you're issues are contradictory. -
another great list. 1 - is a good use for existing materials. 3,4 - yes. 11, 31 - definitely. 34 - I still want them nerfed too but this is good. 37 - will change the game dynamic - awesome! 40 - Reminds me of the "infected camps" you would find randomly around the map in a2:dayzmod and the best place to find dome tents in that world. 44 - nice dynamic usage of the contaminated zones + existing models. 50 - great, but there will be serious complaints. 56 - very creative. 57 - might be my favorite (since I suggested it,. lol)
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Another well thought out set of suggestions. Here's the ones that jumped out at me: 3) Add the existent rusty textures to functional vehicles - No, its too hard to distinguish the wrecks from teh spawns already. 5) Make the tents placement less restrictive in relation to irregular surfaces - agreed and 1.15 is adding some server configs for this. 7) Increase the speed and traction of the M3S truck within realistic ranges (Prague V3S) - yes 13) Allow to cut medical scrub t-shirts into rags (Consistency with pants) - yes (general issue with many cloth items) 17) Disable the ability of burying ruined items or containers - yes, containers AND items should degrade 20) Reduce/differentiate the lifetime of the packed tents form the unpacked ones - (general config issue with deployed items) 27) Allow to add full backpacks inside vehicles - no, goes against my ideas to prevent hoarding. 33) Clothing state should also impact on their max cargo capacity - yes, this is a great PVE feature 34) Enable vehicles respawn time base on inactivity (or reduce its lifetime if it is actually working) - YES! we've talked about this. 39) Communication devices should relate with the dynamic events - yes, there needs to be a reason to use the radios 42) Contaminated areas vs. Air Strikes, a more dynamic approach to toxic zones - great idea on the dynamic zones. as for the static zones, its not that hard. needs improvement. 44) Add vegetation on roads. dayzsa raods are so much clearer than a2:dayzmod! please don't do this UNTIL vehicles are improved.
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Update 1.15 Xbox Experimental (Change Log)
helpthedeadwalk replied to Kyiara's topic in Xbox Experimental Updates
IMO, DayZ just isn't a base-building game. IIt never was back in the a2:dayzmod days either and sa has about the same constructs. Once you start adding more complex base building, players are going to want raid times, unraidable bases, sleeping bag base spawns codelocks, cement walls, multi-story and all sorts of other things that are either impractical or just too permanent. dayz is always temporary. base building is something todo, but it's not supposed to last. -
Update 1.15 Xbox Experimental (Change Log)
helpthedeadwalk replied to Kyiara's topic in Xbox Experimental Updates
you need to read this - Added: cfggameplay.json for configuring several gameplay elements (https://community.bistudio.com/wiki?title=DayZ:Gameplay_Settings) -
never going to happen. dayz isn't about permanent ownership like that.
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@Asmondian nice list! Would be nice to get an ACK from the dev team. 50 QOL improvements is a lot. What about some type of poll where we could prioritize. My list: 1) Gasoline Canisters | Make them explode when fired 4) Police cars wrecks in PD´s | Re-signifying Police Stations 10) Wet items/weapons | Possibility of malfunction 15) Military Tents | Carry as a backpack 22) Diseases Indicator | Different diseases symbols (Alternative Blood Test Kit) 31) Underground stashes | Bigger dirt pile and multiple stashes restriction 37) Epinephrine | Avoid fainting in flashing red blood 38) North East Airfield | Bring it back to life 39) Apartment buildings | Is there a good reason why those are empty? 41) Burying Dry bags | Make them take damage with every bury/unbury 50) Helicopter Crash Sites | Radio Signal
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Xbox Experimental Update 1.11 (Changelog)
helpthedeadwalk replied to Kyiara's topic in Xbox Experimental Updates
@lynn.zaw I was only able to get to this list via the link from twitter. There isn't a visible subcategory under Console Updates -> Xbox Experimental Updates where I would expect to see this. -
if you are troubleshooting and the server is already running , you can look at the DayZ_x64<date-time>.RPT logfile and find a line like ” 8:01:05.592 SUCCESS: SteamGameServer_Init(c0a80121,8716,2302,27016,3,1.07.153006)” – The 2nd, 3rd, 4th values are the ports being used and need to ne open/forwarded(UDP). If you are using the dayzsalauncher server side app, it uses gameport+10(TCP) which is 2312 in this example.
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You can use melee, bullets or grenades (fastest). You can no longer cut locks.
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Tier1, basically the coastal area. These changes in 1.10 were done to make a set of zombies for the coastal areas that have a higher chance to spawn food than the ones farther inland.
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are your scripts and maybe BEC looking for the same exact executable(process) by name? DayZ_x64.exe? could they be getting confused?
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[SA][PC][TDR]Namalsk|1PP|Gear+Guns+Vehs+Bows+Groups| discord.me/tdr
helpthedeadwalk posted a topic in Server Advertisement
The Dead Return SA has now changed over to Namalsk! Get some col weather gear, start a fire and ride out the storm. Namalsk is a new/old map with an unforgiving environment. Survival is key, but will you work together to live or kill to take what you need? TDR Namalsk is lightly modded for variety and enhanced gameplay. TDR Namalsk has some extra gear, guns and vehicles, plus a few other surprises. Only some of the items in the mods have been added and they will spawn in line with the rest of the vanilla gear. A few extra vehicles have been added too. Overall, it will be just as hard. Steam Collection of Current Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=2313132329 Visit the website for server and game info. Join the discord server to be part of the community and give feedback! Server Info: Active owner/admin Max Players: 60 Physical Server Location: NY Restarts: Every 6 hours (3am/9am/3pm/9pm ET) IP Address: 74.91.116.240:2302 Use the new and improved in-game launcher OR get dayzsalauncher and play The Dead Return Namalsk now!