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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

Tom_48_97

DayZ Hero
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Everything posted by Tom_48_97

  1. Tom_48_97

    Modding Samples

    The package contains all available DayZ Modding samples. It covers various topics, from Central Economy to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work. Downloads: https://github.com/BohemiaInteractive/DayZ-Samples https://github.com/BohemiaInteractive/DayZ-Central-Economy List of samples: Central Economy setup for custom terrains Building Clutter Crafting Inputs Ladders Map item Localization Terrain (Utes) Note: This topic will be refreshed when new and updated samples will be available.
  2. Hello, I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ. A fair number of you have been asking about DayZ Modding, and the more adventurous even found Buldozer (sub-program of the game) or played around with the community-made offline mode. And as the BETA is closing in and we haven't shared anything for a while, we feel like it's finally time to share some information. At the moment, modding is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3. As for when modding will be available: We aim for a partial release together with the BETA. However, this is not set in stone. From the technological point of view, at its core, DayZ is a hybrid between the Real Virtuality (RV) and Enfusion Engine - those who played and modded Arma 3 will recognize most of the tools which have been adjusted and optimized to support DayZ. Assets are still being made via Object and Terrain Builder; the packing process remains mostly unchanged, and sharing of creations will go through the loop Publisher / Game Launcher. We're also planning to add Workbench to the Tools package. This is a powerful all-in-one tool developed to handle modifications related to the new Enfusion engine game core such as scripting, particles editing, UI editing, and others. In addition to these, the tools will contain a few more DayZ specifics like NavMesh Generator and the editor for the Central Economy. More information is coming, and we can't wait to unleash the tools into your hands and see how far you can push your imagination!
  3. With the beginning of the DayZ BETA, it's also time to unfold our modding tool set, along with the support for the Steam Workshop. The DayZ Tools package is now available on Steam for all DayZ owners. While we are still working on the overall stability and the known issues, this iteration should provide some solid basic functionalities for modders. This release includes the following tools (highlights): Workbench Central Economy Editor Publisher Addon Builder Terrain Builder Nav Mesh Generator Object Builder Along with the availability of the tools, the game now includes a Game Launcher which, similarly to the Arma 3 Launcher, serves as an interface to run the game and manage Steam Workshop mods.
  4. There’s a lot of excitement and anticipation around the release of the new Xbox Series X/S and PlayStation 5. That’s why we’re thrilled to announce that DayZ and DayZ Livonia will be fully playable on both via backward compatibility. If you own a digital license, the game will be available for download directly from your PlayStation Network or Xbox Live account. You’ll be able to access the game from the Ready to Install section of your Xbox Series X/S, and the Library section on PlayStation 5. Since the savegame is entirely server-side, you’ll be able to jump back into the game exactly where you left off. Furthermore, the game’s price and availability will remain the same on the old and new generation of consoles. This includes both old and newly acquired licenses. When it comes to performance, we are still conducting some internal testing, as the results can vary depending on the environment, as well as the player count, base building objects, loot in proximity, or the server performance. However, the first results clearly indicate improvements in general performance (e.g., more steady framerate), in most of the basic scenarios (e.g., roaming a non-crowded area). To sum up: The game will run on the new generation of consoles via backward compatibility mode The same license is valid for both generations Availability and price of DayZ won’t change Game progress is linked to your Xbox Live and PlayStation Network accounts, and will remain the same across both generations Xbox One players are playing with Xbox Series X|S players, the server pool is the same for both. Like Xbox, PlayStation 4 and PlayStation 5 players are playing together. Important note: Owners of a physical copy of DayZ won't be able to use their disc on a console that doesn't have a disc drive/reader.
  5. Tom_48_97

    DayZ on PlayStation 5 and Xbox Series X|S

    In addition to our previous announcement on DayZ on the next-gen, we would like to add a couple more points for clear understanding: Owners of a physical copy of DayZ won't be able to use their disc on a console that doesn't have a disc drive/reader. Players on the Xbox Series will play on the same servers as users on the Xbox One do. Players on the PlayStation 5 will play on the same servers as users on the PlayStation 4 do. When it comes to performance, we are still conducting some internal testing, as the results can vary depending on the environment, as well as the player count, base building objects or loot in proximity, or the server performance. However, the first results clearly indicate improvements in general performance (e.g., more steady framerate), in most of the basic scenarios (e.g., roaming a non-crowded area).
  6. Tom_48_97

    DayZ in 2020

    What @Greensek posted on Adam's behalf (associate Project Lead) remains unchanged, the DayZ development is not closed. Up to late 2019/early 2020, some Bratislava developers were occasionally assisting with a few specific topics. Other developers now provide this support, and the core team hasn't changed, sitting in our Prague studio. We remain committed to supporting and further develop DayZ in 2020, the next step being the game update 1.08, which we will communicate about in the upcoming weeks. In the meantime, we are preparing a bigger statement to address all concerns.
  7. Tom_48_97

    Moving into 2020

    Hello Survivors, 2019 has been a busy year for the team, with the release of 6 major updates, the release of the game on Xbox and PS4, and DayZ Livonia on all platforms. We have been thrilled to see our players exploring the game, sharing moments, and expanding the game with mods. Regarding the last major update, some severe issues have made their way into it. We are very well aware of their impact on the game and are working on them. About the inventory-related issues, we have identified most of the causes leading to items getting stuck or not picked up, and are addressing them one by one. Still, due to their complexity, it takes time; however, we'll prioritize, focus and make solid attempts to resolve these in the beginning of 2020. On the server-side front, we have deployed a small update on all platforms that will help with some of the most common crashes. Although working on small new content, we remain committed to improving the game stability and performance. With 2020 around the corner, we are finishing our new roadmap, and we will share our goals, highlight the key updates, and talk a bit about this second year of post-release support, in January. Merry Christmas and Happy New Year!
  8. A few years ago, we released the Licensed Data Packages to the Bohemia modding community; a set of data and samples (e.g. weapons and vehicles from Arma 2) from our past games, so they can learn from examples and base new creations upon this content — to expand the Armaverse and others. These packages include configuration files, material files, 3D models, textures, and animations, as well as complete game data in the form of PBOs. We want to offer the same possibility to the young DayZ Modding community, by making most of the Public Data Package available under two new licenses which allow usage in DayZ. The following changes will happen: All Licensed Data Packages previously released under APL will also be made available under DPL. Users may opt for one or the other. All Licensed Data Packages previously released under APL-SA will also be made available under ADPL-SA. Users may opt for one or the other. A new set of Licensed Data Package containing DayZ Mod data (currently under DML-SA) will be made available under ADPL-SA. Users may opt for one or the other. The above only impacts the Licensed Data Packages released by Bohemia Interactive, it is to be noted that the licenses of all already released content won't change — their licenses remain in effect. Here, the summary of the new licenses: DayZ Public License (DPL) Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. DayZ Only — You may not convert or adapt this material to be used in games other than DayZ. Arma and DayZ Public License Share Alike (ADPL-SA) Attribution — You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial — You may not use this material for any commercial purposes. Share Alike — If you adapt, or build upon this material, you may distribute the resulting material only under the same license. Arma and DayZ Only — You may not convert or adapt this material to be used in games other than Arma and DayZ. Here, an example of licensing for a mod using Public Data licensed under APL-SA/ADPL-SA: The mod may be released under APL-SA Is Arma only Can't be adapted to be released on DayZ The mod may be released under ADPL-SA Is DayZ and Arma 3 Can be adapted for DayZ and/or Arma We'd like to take a moment to remind everyone that it's in the interest of us all that the Steam Workshop, and any other user-generated content portal, remains an open and fair place. Please respect the work of others. If you'd like to include content that is not your own, seek permission from the original author, and add credits where they are due. It should go without saying that using assets from other games or other digital sources is especially risky unless there are explicit permissions to do so (i.e., in the EULA). If an original author has decided to take down content, do not re-upload it without permission. Server owners who want to use several mods on their server are invited to create Workshop Collections which are essentially groups of existing Workshop mods, letting the player subscribe to all mods at once, with respect for the author rights, and ensuring the included mods are up to date. Modding is a fantastic aspect of our games, and it makes the game more fun for everyone. There are many wonderful examples of inter-mod cooperation, community documentation, custom tools, and endless hours of extra gameplay (take the excellent Arma 3 Community Upgrade Project (CUP) as a perfect example of what can be achieved with these packages). We want to let our games be an open and creative platform for as many content creators as possible. Let's respect each other and keep moving forward together!
  9. Tom_48_97

    Moving into 2020

    If you experience some inventory-related issues, reconnecting to the server may help by refreshing the inventory content.
  10. Tom_48_97

    On the Road to Livonia!

    The DayZ Livonia PC Open Beta concluded last week, thank you so much for jumping in. It was a pleasure playing with you and seeing how you survived this new, harsh, and challenging piece of land. We have collected a lot of feedback and data – we are grateful for your help. More than 80,000 survivors died during the Open Beta New Terrain, New Challenges! Livonia brings back the feeling of being lost, even the most experienced survivors may need to innovate in order to remain alive. To survive this new unfamiliar environment populated by infected, and animals – including bears, kings of the vast southern forest – players will quickly have to learn how to forage, fish, and hunt in this new wilderness to keep themselves from starving. Behind its idyllic landscape, Livonia's late-summer climate can become hostile with heavy rainfalls, thunderstorms, and low temperatures, forcing players to take shelter with enough supplies to wait it out. A ghost village during a storm This Eastern European terrain covers the southern Topolin-Nadbór region of the larger Polish-speaking country of Livonia. The new topography brings lush green landscapes, dense forests, overgrown fields, winding rivers, serene lakes, murky swamps, an array of dilapidated structures, and various remnants of an abandoned society. Update 1.06 Livonia will be released alongside the Update 1.06 featuring new weapons and magazines (e.g., drum & high capacity), fishing, a bear(*), changes, tweaks, fixes, and even possibly the arrival of the server browser in the launcher. The update is fully available on DayZ Experimental, and a handful of official servers are available – we invite you to hop in to try it out. Fishing is a great way to relax, catch junk, and occasionally some fish Livonia Release First of all, due to the nature of the additions to the game, we aren't ready to announce a final release date for DayZ Livonia and the Update 1.06, although it's scheduled for the upcoming weeks, simultaneously on all three platforms(**). All we can tell at the moment is that the price will be under €15. The final prices will be announced later. PS: Some of you may have seen November 13 as the release date but as mentioned on Twitter, someone got a bit too excited. We will keep the date a secret until the very last minute. On behalf of the DayZ team, Julien V. Project Lead. (*) The bear will be available to all DayZ owners on the release of the DLC (**) Depending on the constraints and specifics of each platform
  11. Tom_48_97

    Status Report - July 2019

    In light of the responses to our recent Status Report, we would like to clarify some details we didn't make clear, and answer some of the most apparent concerns from the community. We don't intend to reopen past topics nor debate what was said (and promised) over the years, but rather focus on the future of DayZ and highlight a few facts. Of course, the trajectory of the project has been adjusted several times over the years, and our communication didn't reflect these changes. For this, we sincerely apologize. Q: Why not announce the upcoming features? A: The current development cycle doesn't allow us to communicate too far ahead of an update as we keep our schedule flexible, because anything can – and does – happen, and we need to be able to effectively deal with any unforeseen developments. For example, the duping and other database-related issues have taken up a lot of our time. We keep exploring and experimenting with what features and content we can revive in this post-release period, however, sometimes these ventures are unsuccessful. While some features won't come back this year, we want to assure you that feature development hasn't stopped. For example, we are currently working on the comeback of vaulting, together with the introduction of climbing. Q: What are the gains and consequences of the new engine? A: The two core issues we faced at the start of development were security and performance – highlighted by both us and the community as the focus of our efforts moving forward. Those issues were never going to be fixed using the previous technology (RV). The decision to move to a new engine was mainly based on these two limitations, and this effort led to the creation of Enfusion (and its future iterations). It's very easy to forget just how broken the game really was back then, with this being a major factor behind delays. To break free from the chains of these technological limitations, we had to replace the script language and its engine to massively improve the performance and security of the game, as well as the renderer, which was a large contributor to the poor performance. However, we underestimated the amount of effort needed and thus dug a hole too deep to get out of. This meant we had to rewrite almost all of the gameplay elements from scratch, losing features and variation along the way. It's important to remember that there was no real way to iterate and improve in these areas on the old technology. Therefore, we were left with basically two choices: live with performance/security issues, and slightly improve them while expanding the gameplay, or go back to the drawing board and figure out the new baseline, but lose stuff in the process. We chose the latter... Was this the right choice? The new engine has dramatically improved the game (performance, authoritative server, persistence, etc.) and paved the way for our future developments. Q: Feature parity with pre- and post-beta? A: While we all wanted to get there, it is clear that it isn't possible due to the above changes. The pre-beta was an elaborate and extended alpha of the game, but we had to cut it down to a manageable piece for its release, ergo many features have been relayed to the post-release backlog. Q: Will the rest of the year be only about fixing? A: Bug-fixing will be our main priority – to stabilize the game for new content and mechanics. However, we are also working on new content for the core game; we're just not yet ready to specify any details. Q: Incoming DLC, paid content, and features? A: The paid DLC mentioned in the Status Report isn't Survivor GameZ. And as Tim wrote, no previously promised features will be hidden behind a paywall*. If anything, they will be released as part of the supporting update of the game. While we aren't ready to share details and specifics, as hinted on Twitter, the central piece is a new terrain, and it isn't Namalsk. Q: Team changes, new leadership, etc.? A: Yes, some key project people have left the team to venture new territories, but all their roles are covered – mostly by people who have worked on DayZ for years. It's just that not everyone likes being as public as Eugen or Peter have been. Q: What about the limited communication over the past months? A: With the release of DayZ, we decided to focus the communication on facts, and avoid any over-promising. It resulted in a smaller volume of information – more open to speculation but more accurate – and left out things which weren't yet ready (yes, issues might've occurred since the release). Our communication will keep evolving and improving this year and beyond. Q: Private servers for consoles? A: We are preparing them in close cooperation with our partners and will communicate more as soon as we solidify the specifics. Feel free to share your questions here; we will include them in the FAQ we're currently putting together. *Changed for clarification
  12. Tom_48_97

    Modding Samples

    The samples have moved to GitHub. The previous link will no longer be maintained but will remain available until the end of August. At the moment, two repositories are available, one covering general modding and the other specifically dealing with the Central Economy configuration. https://github.com/BohemiaInteractive/DayZ-Samples https://github.com/BohemiaInteractive/DayZ-Central-Economy
  13. No, the APL-SA doesn't allow usage in DayZ, only the ADPL-SA allows the use of the data in Arma and DayZ. This situation is the first example from the announcement.
  14. I updated the text to clarify what is impacted. It applies only to the Licensed Data Packages, released by us (Bohemia Interactive). Generally speaking, the game data are in no way impacted by this, they are under their respective EULA (namely DayZ EULA and Arma 3 EULA) which don't allow this. It could only be possible for some content/mod released under ADPL-SA. In other words; no, this doesn't allow anyone to use DayZ data in Arma 3, nor Arma 3 Data in DayZ.
  15. Tom_48_97

    Modding Support and Tools, Initial Release

    Workdrive works with all branches. The error 0x50004003 usually occurs when the game isn't fully installed (meaning at least launched once from Steam). Did you run the game and the tools from Steam before running Workdrive?
  16. Tom_48_97

    Modding Support and Tools, Initial Release

    It's recommended to use the main branch of the game as we don't maintain the compatibility between the tools and the experimental branch of the game.
  17. Tom_48_97

    Cant mount P drive any more

    Indeed, you will need to start the primary tool once to add all needed registry entries, on each update or verification of the files. As for the Ludwig's issue, it might be different because the log shows that the process is elevated.
  18. Tom_48_97

    Cant mount P drive any more

    Hello, can you, please, run Workdrive (without parameters) and share the latest log from (common\DayZ Tools\Bin\Logs\Workdrive.YYYY.MM.DD)
  19. Tom_48_97

    Can't convert textures to paa

    Hello, we are aware of the issue and looking into it. I will update this topic when I'll have more info.
  20. Tom_48_97

    Addonbuilder not binarising p3ds

    Hi ofp2, may I ask you to share your AddonBuilder' settings and the logs? (logs are in steamapps\common\DayZ Tools\Bin\Logs).
  21. Tom_48_97

    install seems corrupted

    This often happens after an update. Each time the tools receive an update, you have to run them once from Steam to refresh the registry and other parameters.
  22. Tom_48_97

    Buldozer GPU/DirectX/Driver Error

    Can you share the full error message and your Buldozer settings?
  23. Tom_48_97

    Using CeEditor

    Nope, I didn't, here it is: http://tom4897.info/depot/dayz/modding/samples/ceeditor_chernarusplus.zip
  24. Tom_48_97

    Buldozer Missing

    Buldozer isn't part of the tools but is a "sub-program" of the game. Whenever the path to the buldozer executable is required, set it to the game executable located in the game install directory (\common\DayZ\DayZ_x64.exe).
  25. Tom_48_97

    Does Buldozer work?

    What settings are you using? It's recommended to use directly the game executable (DayZ_x64.exe).
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