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Tom_48_97

DayZ Hero
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Everything posted by Tom_48_97

  1. Tom_48_97

    Are we allowed to use Assets from Arma ?

    At the moment, using Arma 2 or Arma 3 content in DayZ isn't allowed. On the topic of the Public Data packages, the licenses are Arma, Arma 2 or Take On only.
  2. Tom_48_97

    A first look at DayZ Modding

    There is no ETA on the full documentation, it's a big topic which needs to be carefully approached. The first bits should be available in approximately 2 weeks.
  3. Tom_48_97

    Modding Support and Tools, Initial Release

    As mentioned in the known issues, the documentation isn’t available, yet. Too many things have changed along the way. The same applies to the samples. You can also define your own work drive folder by editing the settings.ini (located in the root directory of the tool). You could also open the CMD with a shift-right-click, from the File Explorer, in the Workdrive folder. @spaggie, keep the cat, definitely!
  4. Tom_48_97

    modding tools

    It now is:
  5. Tom_48_97

    Modding Support and Tools, Initial Release

    Known Issues: Workbench The debugger isn't usable with retail (it requires a client/server debugging executable which isn't yet available). Workbench may return an exception on startup, running the game from Steam can fix the issue. Game Missing in-game mod presentation. Server filters may make the server discovery a bit difficult (there is no indication that a server is running mods in the browser). Workshop mods containing a definition class (mod.cpp/mods/modClass/defs) may not work (the mod folder needs to be moved to the main directory of the game until this issue is fixed and renamed to match the mod class name defined in mod.cpp/mods/modClassName) Object Builder The software rendering suffers performance issues, we recommend using the D3D mode. Documentation There is no documentation available at the moment. Tools Launcher There is no launcher available now, forcing command line usage in order to run some tools. Notes: In case of any issue, please, let us know on our usual channels: Feedback Tracker or the forums. You can subscribe (for free) to the Tools packages from the Steam store. Once done, you will find these applications in your Steam library (switch the filter to "Tools"). You will need to start the primary tool once to add all needed registry entries. Workbench requires the game to be installed. Changelog: Initial release: Added: Workbench Added: Central Economy Editor Added: Publisher Added: Addon Builder Added: Binarize Added: Terrain Builder Added: Terrain Processor Added: Nav Mesh Generator Added: Object Builder Added: DsUtils Added: PboUtils Added: Cfg Convert Added: ImageToPAA Added: WorkDirve Additional changelogs are available here: https://forums.dayz.com/topic/240638-tools-changelog/
  6. Tom_48_97

    ETA for wiki (with enscript docs)

    Some Enforce documentation will be made available together with the workbench app but there is no ETA yet.
  7. Tom_48_97

    DayZ SA Full Config ClassNames List

    This may indeed help some modders, but please, do keep in mind that nothing is considered final, keep an eye out for any change.
  8. Tom_48_97

    A first look at DayZ Modding

    Here some answers: It's very likely that the workshop will be set as Ready-To-Use (no curation), meaning all published items are ready for immediate use within DayZ. However, the workshop items might get removed, later, e.g. if offensive, illegal etc. As for the examples themselves, yes and no. The 18+ rating is provisional and may change before the release, in addition, a rating comes with content descriptors which may not allow this since mods should follow the ratings of the game. We've decided to focus our efforts strictly toward modding on PC, and we're currently not considering modding support on consoles. Clients don't have the capability to download assets from the server. While it's technically possible, this isn't planned at the moment. I have answered some questions around custom AIs (previous messages), take a look and let me know if you have more questions.
  9. Tom_48_97

    A first look at DayZ Modding

    Like with all IDEs, it's hard to answer without a use case - it depends on the hardware/software used, the project size and its file count, and what operations are ongoing. E.g. It should be roughly as follow when editing particles within a mid-size project (with i7 4790, 16GB and GTX760): CPU: ~5-10%; RAM: 800MB; GPU: ~5/40% Preview/Edit) In short, at the moment, it should be possible to create an AI character, and play with movement states and animations but it would be difficult to deal with collisions since the pathfinding isn't available from scripts yet. We plan to add such support (pathfinding) but the timeline is unknown. Yes. While its initial content is defined, the platform is to be validated, even if it's very likely to be Mediawiki. Dayz won't support headless clients.
  10. And the answer is yes! You can share progress on your work but no release for now, please.
  11. Tom_48_97

    A first look at DayZ Modding

    Here some answers to a few questions I can reply to. I will keep an eye open on the topic so keep the questions, thoughts, and suggestions coming! The 3D format still goes through the P3D, as said previously, the packing process remains mostly unchanged. About conversion scripts and plugins, nothing is sure at the moment. The release of the server files isn’t tight to the modding tools and should arrive very soon after the Beta if not at the same time. Correct, as mentioned in the blog, assets and terrains are still being made via Object and Terrain Builder with indeed, some adjustments and improvements. Not at the time of release. This may or may not happen later but keep in mind it’s not something trivial to do. Yes but the unpacked data mustn't be used for anything else than creating / support content creation (E.g. new terrains). The usage of the data for another purpose than modding as well as redistributing (modified or not) it isn't allowed. Therefore, using original assets to render them with a 3rd party tools represents a breach of the EULA. Yes and no, the Enforce is very different from the SQF and porting scripts from one to another can sometimes lead to re-design the feature and/or architecture itself. The AI implementation has been totally overhauled and, in short, it isn't possible to properly spawn complex AI like with Arma 2/3, at the moment. Here a little bonus, the particle editor (Workbench), for those who did some on Arma 2/3, it's quite a change:
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