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Everything posted by Derleth
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It seems to me that if this file is enabled the weather will simply slide towards the maximum values for overcast, fog and rain and then stay there more or less constantly. So if you have not edited the file you will sit at 100% overcast, fog, rain and wind permanently unless you enable reset to get fair weather at server restart. Occasionally the rain actually does decrease a bit, but it will soon be pouring down again, and the fog has not lifted from the server in days. So, has anyone found a way to configure this file so the weather extremes are possible but not a constant certainty?
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In short: Night in DayZ is meant to be dark and force you to adapt your playstyle. You simply can't run around like you do in daylight, and that is how it is intended to be. You may hunker down in a building, make a camp to cook food and wait for morning, or use any available light source to keep going. There are chemlights - that are pretty useless - gas lamps, flashlights and headtorches, and you can craft torches using rags and sticks. These give a decent light radius and will allow you to keep looting and exploring. Mind you other players will see your light, and if they are hostile that can be a bad thing. There is also night vision goggles, although these are very rare. Also - on 3PP servers nights are brighter than on 1PP servers. Speaking of official servers, community servers decide themselves what lighting setting to use.
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Light a torch
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Truth. In all fairness, DayZ has better chances of succeeding as a videogame adaptation than most - thanks to the lack of story. As long as they stay true to the theme and feel of DayZ they can make the story about pretty much anything they want without offending lore purists. With decent production values and a well constructed story about the struggles of any random survivors trying to exist in the world of DayZ, it could be a good film. Players will probably be happy with some nods here and there to typical DayZ occurences. Cannibalism, lunatics yelling "FRIENDLY!" when chasing you with a shovel, wanton murder, motohelmet mumbling, and of course smacking someone in the face with a can of beans. For those who haven't seen it I can recommend season two of "Black Summer" on Netflix, that one had me grinning and thinking "this is very DayZ" several times each episode. First season is also good but that is about the outbreak itself.
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What they really need to do is make the two night lighting (bright nights on 3PP official, dark nights on 1PP if anyone didn't know) settings be the extreme ends of the SAME setting. So - on a cloudless night with full moon you'd have the brightly lit 3PP nights, while an overcast, rainly night with no moon would be the typical 1PP pitch black night - and dynamically vary in between those extremes. Weather already affects lighting, but the only thing the moon actually does (paradoxically) is "paint" shadows, which is why it is nearly useless in the dark night setting. Since it's so dark (in the dark setting there is next to no light reflection from the ground) you won't notice the shadows except around bright surfaces... Now this should definitely be possible to achieve, since we know weather does affect the brightness level adding moon phase and position to it should not be a major undertaking. And yes, a character's night vision improving slightly after some time to adapt would be a nice and natural thing, especially if being exposed to bright lights would negate the effect - that way you could theoretically "blind" someone by shing a light in their face. (Should also cause nv goggles to white out btw).
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I am 99% convinced the cfgweather.xml is broken. Not the file itself but the functionality. The weather will move steadily to whatever limits you have set for overcast, rain and fog and stay there. It might let up slightly but will move back. So if you set no limits a few hours after a reset the server will be at 100% wind, overcast, fog and rain and there it will stay. So the only way to not have it rain constantly is to have no rain at all...
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Enter speculation mode: It is not hard to imagine what went on at the BI office during the fall of 2018 and early 2019. DayZ was pushed to a very premature 1.0 and soon after nearly all known faces from the dev team had quit and jumped ship. Management forced the release, that much is obvious, the actual devs had nothing to say on the matter. Hence the many resignations. No shadow should fall over the the small dev team that have struggled to pick up the pieces after that mess, they have done really well, especially the last couple of years and considering the circumstances. My tinfoil hat says BI management had coldly calculated that the game would quietly die after 1.0 but this is one beaten horse that just refuses to die, so now they're realising they need to nurture it since it keeps making them money. I have nothing but respect for the dev team, they keep improving on the game despite being under constant pressure from a fan base that lost their patience years ago and a corporate management that have not given them the support they desperately needed. The lack of communication is a strategy, frustrating as it is I doubt it will ever change.
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That's because the temperature meter is not supposed to be a water level gauge, it is supposed to be a temperature indicator. However because of reasons DayZ it doesn't actually show the temperature of the engine but does indeed work as an inverted water level gauge. So no water = max temperature and baaad for the motor, max water = lowest temp which in a real world scenario would only be when the car is just started up, then the meter would rise to around half way which is the normal working temp of an engine. If it climbs higher the cooling is not working for some reason, either because of lack of coolant or something else. There was a brief patch when the temp meter actually worked like this, but it was reverted to the inverted water level thing, presumably because it wasn't very reliable. It's a shame really, but anyway the reason the meter is inverted is because it is supposed to show temperature.
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Vomiting after being force-fed human meat should avoid getting Kuru
Derleth replied to themightylc's topic in Suggestions
Would be fun if you could suppress the kuru laughs somehow, with vodka or weed or some new medication. Then you'd need to be be supicious of ppl constantly drunk, but it would be possible to keep playing a character who has kuru... -
My pleasure! Once you feel more comfortable with messing about with the various server files you'll find that there is much fun to be had. There are tons of online resources to learn from, but to familiarise yourself with the basic configuration options the wiki is a good place to start: https://community.bistudio.com/wiki/DayZ:Server_Configuration https://community.bistudio.com/wiki/DayZ:Gameplay_Settings https://community.bistudio.com/wiki/DayZ:Central_Economy_Configuration
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Yes. If you look at the "serverDZ.cfg" file in the DayZServer folder, at the very bottom you have a section that says template="dayzOffline.chernarusplus" etc. That is what tells the server what mission to load, which contains not only all the configurations but also the storage_1 folder that contains the save database with the world and players. So if you want to run a session separated from the regular, follow these steps: Go into the mpmissions folder inside the "DayZServer" folder. Here you should find two default mission folders - dayzOffline.chernarusplus and dayzOffline.enoch. Create a new folder called "mysolorun.chernarusplus" - mysolorun you can swap for whatever you want, but the map name after the period is important - it needs to be the map you play on (so .enoch if you want to run on Livonia) Copy the entire contents of the dayzOffline.chernarusplus folder into the new one except the storage_1 folder (you want to start on a new adventure, not a branch of the old one...) Make a copy of the serverDZ.cfg file, call it serverDZsolo.cfg or whatever you want. In the new serverDZsolo.cfg change the template=dayzOffline.chernarusplus line into template=mysolorun.chernarusplus or whatever you named the new mission folder. In your batfile or command line, change the parameter -config to -config=serverDZsolo.cfg so it reads the new config file on startup. Enjoy! So whenever you want to run with your sons you run the regular server, when you want to run solo you run the other one.
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Well well, this just in from the 2022 "roadmap": We’re in the process of importing the latest version of vehicle simulation from a newer version of our Enfusion engine. We hope this will bring some much-needed stability to vehicle simulation in DayZ and expect to perform some public testing in the coming weeks. Will be very interesting to see how this goes.
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The rubber slugs do a little bit of health damage if I remember right, if you mag dump a Vaiga with full drum mag you might be able to actually kill a player or zombie. The player would be easier since he's knocked out after one or two hits, zeds don't have shock so they'd keep swinging..
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Agreed, birdshot would make sense. I also know that there is a beanbag shell ammo type prepared in the files, but what the difference (in gameplay terms) of those would be vs the rubber slugs I don't know. A few more different shotguns would also be nice, the semi-auto MP-153 would be an addition that fit DayZ well and bridge the gap between the pump shotgun and the beastly Vaiga. (The MP-153 is part of the Mass's Many Items mod, both the civilian version with 3-shell internal mag and the police version with 5-shell internal mag. They really are perfect for DayZ.) Other than that, the only additional guns I would want to see would be a few more low tier pistols and rifles. From legacy we still miss the Derringers, P1, Red-9, Longhorn and Trumpet, along with the pistol grip MP-133 and Rak submachine gun.
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You download the dedicated server files for DayZ from Steam. There are no public server files for console however, but the core economy files are the same on all platforms so you can study the xmls for PC anyway.
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Most items have a lifetime of between 1 and 4 hours, with base items and containers instead lasting several weeks. When a server is empty the CE goes into hibernation and pauses the lifetime calculations (to save resources), which would explain that the AK74 had not despawned. @ OP: The full "list" is in the server files, the types.xml. There you can see the lifetime of every item in seconds.
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That's not how it works. If you log in to a server and the character is within an active dynamic contamination zone, he is teleported to a random location outside the zone. His equipment does not matter, being indoors offers no protection. This is primarily to avoid that people are killed by the gas before they've even loaded in. Also, be aware that a character who is within range of a gas attack when it strikes and logs out will NOT be teleported outside if it logs back in while the zone is active. This to avoid people just relogging to avoid the cloud.
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You could always have a "plan B" server with the crew to fall back on if the server of choice is full. But if you consider actually playing the game (meeting up) more of a waste of time than just waiting in queue then that's your choice of course. To each their own. 🙂
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Haha okay fair enough.. As for the topic, I would suggest reporting any glitch that people are using to glitch themselves into the ground so the glitch gets fixed, instead of auto drowning folks. (You already drown if you are knocked uncon in water btw).
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I never play official so I didn't even take that into account, but still I would prefer the server change teleport before sitting for half an hour staring at a queue number. And if your fave official server is full hop on a good community one for the time being. Sitting in queue is a tremendous waste of time when it is not needed. As for having guns raised, yes of course shorter and lighter weapons would be possible to have raised, even some rifles with the stock jammed under the arm - but point still stands, would you actually have it aimed in such a scenario? More like pointed in the general direction of the room, able to get off hip fire at missing-a-barn-wall-from-inside level. Trained soldiers would of course perform better - but DayZ survivors aren't supposed to be that. I think it is only fair that the poxy camper inside has the advantage. Most of all I would not want to see the regular shooter "animations" where characters walk up to a door with both guns on the weapon and the door magically opens for them. So animation work would be required in any case, imo not worth it.
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Checked the explosives config in the game files, it seems both grenades and the gas station explosion share the exact same base damage value. However the M67 grenade has higher values for "indirectHitRange" and "indirectHitRangeMultiplier" which implies that the initial damage drops off slower so they damage in a wider radius than the RGD5. That's something I have noticed in-game too. It is possible that multiplier also means increased damage at the source, but that would be hidden in the scripts somewhere and nothing I know enough of this stuff to locate... All I know is that if you drop either nade at your feet you are toast no matter what.
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Yeah, I've been testing this for a while now and I am pretty convinced the cfgweather.xml file is not working as intended. Since most people using it are using it to get rid of bad weather entirely it seems not many people have noticed. @Kyiara Is this something the team could investigate? The customisation options of the file are pretty pointless if the server is more or less constantly stuck att the extreme end of whatever limitations you have set. As an example - I am running an experimental (unmodded) server right now and for the first few days I used default weather, then after the update today I enabled cfgweather.xml - in the name of science. In less than an hour it had shifted to torrential rain, thunder and dense fog and has stayed there. I did not edit the weather file at all.
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They are working on it, and Battleye are working on it. They will not say anymore and no they are not pretending the problem doesn't exist. Having priority when rejoining after getting booted for ping or random disconnect should be a thing. But - don't queue, there are tons of servers, if everyone sitting in queues joined the next server on the list instead there would be twice as many high pop servers... Old engine related "bug" that has to do with LOD and how objects render depending on field of view. As annoying as it is, this is nothing the devs can fix without rendering tons of objects the player can't see and thus tanking performance. Agreed, kicking for high ping should always be due to a high average, not brief lag spikes. Heck, I occasionally get ping kicked from my test server that is on THE SAME MACHINE I am playing on. That is just plain silly... Sounds reasonable. I thought there were a few? Would be nice, especially if it required a pen. Agreed. Actually the weight does change. For example in the config for the BK18 you can see that the unmodified rifle weighs 3,2 kilograms, while the sawn off version weighs 2,8 kilos. In-game you get the same message since you never get exact numbers. Now, removing the stock and a good part of the barrel from a rifle like the BK18 should maybe reduce the weight a bit more than 0,4 kg, but that's not something I'm willing to test on my own rifles.. Boiling water will actually remove diseases, would be nice if it also disinfected rags. I never even noticed this, I am pretty sure I have managed to drop stuff when sprinting. Will need to test. Should be reported as a bug if it is correct, I doubt it is intended. No. Hold a rifle in your hands - aim - walk up to a door and see if you can open the door without losing aim. Nope. Could of course be done with pistols and SMG:s but would require a lot of animation work and is a minor thing, not really necessary. Opening a door puts you at a disadvantage to someone camping that door, that is as it should be. This is a popular suggestion but I am not sure I agree. The dynamic zones are there to shake up the patterns of how players are moving. Only requiring a gas mask would make them nearly trivial and lose much of their impact on player behavior. However what I would like to see is that you could wear nbc clothes over your regular clothes - as they are used irl. (Same with rain coats btw). Also the dynamic zones could get different types of gas - the regular greenish one working exactly like now, and maybe a white/grey one that only requires the mask. Which one it would be would be random. The black ballistic helmet is ideal for this. I suspect the only reason it is not used on the "heavy" special forces police is the broken chin strap animation. Hopefully they will fix that bug eventually, because soldiers with modern platecarriers but WWII-era steel helmet looks ridiculous.
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Bicycles, dirt bikes, helicopters, airplanes etc etc will not be part of DayZ in the foreseeable future. The reason is not that the devs don't want it, it's because the DayZ devteam is not assigned the resources it would need to implement the necessary systems into the engine. If and when DayZ is shifted to full Enfusion that will change things, but current development is purely stability, life support and minor content implementation. They (the DayZ devs) have said numerous times that there will be no major graphical overhauls or changes to the game's physics. That means no flying vehicles, no two-wheeled vehicles, no ragdoll physics, no volumetric clouds, no lighting improvements. It sucks - but it is what it is. BI are focused on building Enfusion to have a platform for the next Arma. DayZ is a guilty pleasure and not likely to be allowed to get all the nice stuff before the flagship Arma... As for new vehicles I expect they will eventually add the old transit bus and perhaps the s1203 van, as well as a couple of more V3S variants (chassis & open flatbed). Since two-wheelers are no-go for the above mentioned reasons, I hope they will consider adding quadbikes too at some point.
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Agreed, but the point of this particular gun is new animations, it uses a helical magazine which no previous weapon has. That makes it interesting (also it's a 380 peashooter, we've had too few of those) and something for modders to build things from. I would prefer that they finished off some of the stuff that lies in the code and only needs a few minor config tweaks to be fully into the game. Remaining leathercrafting recipes, old melee weapons, that kinda thing. And of course the improvised bow and arrows... And I want my damn longhorn..