Forums Announcement
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
-
Content Count
1348 -
Joined
-
Last visited
Everything posted by Derleth
-
Critisising past mistakes is one thing, throwing a toddler fit over lack of content in an update that was and is announced to not at all be about content is pretty damn pointless. The gun is a freebie, the clock is probably meant as an item that modders can use to make timed effects with. Wouldn't surprise me if it will get some uses in vanilla too. Something that annoys me with it now is that it does not aggro zombies, which truly does make it pointless. I hope that is a bug.
-
I don't doubt there are cheaters out there, lots of them even. But they tend to flock around a certain kind of server. On official nearly exclusively 3PP servers, and always the highest population ones. These twats get off on running around ruining other players' days by cheating, so with few players around - no fun. That is also why on community servers you'll usually only find them on overfull 3PP servers with half the mods on the workshop and then some. If you don't play those servers the risk of running into a cheater is small.
-
Cheating has reached critical mass
Derleth replied to THEGordonFreeman's topic in General Discussion
Why anybody would play a server like that - regardless of cheaters - is beyond my comprehension. But if they attract cheaters let them have it, will keep them off playable servers... -
If they make 2022 better than 2021 then it's gonna be a fricking great year, just saying. The only negative thing I can think of with last year is the absurd amount of 5.56 rifles added. Anyway the "roadmap" will likely arrive by the end of the month, and expecting a detailed one will only make you disappointed. While I would also very much like to know more details about what they are working on and planned implementations, it is obvious from the past couple of years that they don't want to give a lot of detail ahead of time. We'll get a general layout of what kind of features and fixes to expect, but little more. It is boring, but considering how previous plans were broken and how that continues to be meme material to this day I can't blame them. What I'd want: More bugfixes Physics overhaul (including vehicle stability) Volumetric clouds brought back Improvised bows Rest of missing legacy weapons (=Deringer, P1, Red-9, LongHorn, Rak, pistol grip shotgun, Trumpet, crossbow, probably forgot some) Stabbing animations and spears Rest of missing leather crafting and dyeing More ambient animals (foxes, rabbits, birds etc) s1203 van and transit bus Building barricades, craftable storage and a log cabin for base building Proper seasons (winter when it is winter) What I expect: More bugfixes, maybe but only maybe some improvements to physics More assault rifles. Probably the Groza and maybe even M249 More balance tweaks Some minor map edits Some random unexpected content (that will be nice but still piss people off because so much from legacy is still missing...) To be clear - with the conditions and resources they have had the DayZ team have done a great job with DayZ over the last couple of years. I really hope the leap in popularity during 2021 makes BI push in the necessary resources to make some actual progress with certain things the team has not been able to deal with yet - mainly physics related. We'll see what happens, but if they keep the momentum up 2022 will be great.
-
Are you behind some kind of firewall? I'd check to see that the windows firewall and the firewall of your router are properly configured, so the ports used by Battleye are not being blocked.
-
I have server restarts once a day, low traffic server so I have never needed more. I had set weather to be persistent (don't like server restart interfering with anything) but had to change that. In the end I simply disabled the file again and let it run on default weather.
-
Bottom line is DayZ is built on a hybrid between an ancient game engine and a very early and incomplete version of a new one. It's a bloody miracle it actually works as well as it does, all things considered. The various physics-related issues we see - including the crazy shenanigans vehicles get up to - boil down to this fact. The DayZ dev team can tweak this or that to improve stuff, but there is little they can do about the situation with the engine. Maybe - just maybe - BI will actually let DayZ be moved over to full Enfusion, but I very much doubt it, at least until a new Arma is out. I have this feeling the guilty pleasure that is DayZ just can't be allowed to be the first "real" Enfusion game from BI. I hope that is just me wearing a tin foil hat, but yeah that's the feeling I get.
-
Correct, server restarts will clear dead bodies and regenerate trees and bushes that have been cut, but it does absolutely nothing with the loot economy. Loot is handled by the lifetime set for each item in the database. Once the lifetime is up (without anyone picking it up) an item will despawn and after some time (=restock) spawn again somewhere on the map. So - to OP - if the town you are looting is empty your best bet is to quickly move away from high traffic starting areas, and look for stuff in villages a little further from where you spawn. Also don't forget to loot zombies that you kill, they often carry food and other items. Another thing to remember is to look in all buildings when looting, and also check car wrecks.
-
The fuel tank can get damaged if somebody shoots at the car or if you hit a low obstacle, such as a rock or some other rubble. Sadly it is not a repairable part, the only solution is to find another vehicle. For a long time cars have been unstable on server restarts, if they are parked indoors (especially in small, low garages) or near/under some other obstacle they can get bumped around when the server restarts and get damaged or even ruined. This has been improved somewhat over time, but I know for sure that it can still happen. And yes, missing a wheel or more increases the risk of it happening. Safest is to park cars at least a meter or so from anything with collison, and if indoors stick to barns and other buildings with higher ceilings.
-
You've been redlining the car, don't drive with the revs on red, shift gear. If you keep redlining the spark plug will take damage and eventually the engine itself will be ruined. And yes, it is easy to redline with the cars when trying to go uphill on gravel or forest roads, some of the steepest hills you can only get up with the 4x4 Ada or the M3S truck. The Sarka and Gunter are useless on anything but paved roads.
-
That's correct, in the vanilla server configuration scopes and other optics (and many other items) are not included in the file that defines what items receive random damage when they spawn. Why it is like this is of course up to the devs to explain if they wish, but at least it is easy enough for server admins to add them into the loop. Makes the electric repair kit a more viable item since it is so rare for scopes to get damaged in action. It only works on battery powered optics though, which might be part of the reason they don't spawn damaged. If you find a damaged PU-scope or Hunting Scope you might as well toss it away, they're pretty much useless. (How an electric repair kit it can magically fix cracked lenses on optics with illuminated reticle/red point is another question...) As for the original topic I agree some more craftable storage would be nice, although a locker might not be the best thing. And yes, what vanilla base building needs is small doors and windows, building fortifications and a way to build a small roof (or an actual log cabin) plus, most importantly, a proper overhaul of the placement logic. Removing placement restrictions is ofc a nice new option for community servers, but letting it completely free opens the door to outrageous buildings, while building anything or placing a tent on vanilla servers is still extremely frustrating. It is nearly impossible in most locations you would actually pick for a hidden camp.
-
That's a bug that happens when you bump into something else on your way down, like the train carriage beside the one you ran out of. It's been around for several updates, I think it came as early as when jumping was implemented in 0.63. It's been reported numerous times on the feedback tracker, so yeah I suppose it's a physics engine thing or it should have been fixed by now. I've been playing with the Mod "LegacyGunplay" since it was published, it basically reverts gunplay back to the way it was before 0.63. Legacy crosshair, everything is slower, you can't sprint while leaning, ADS is slower and you are forced to walk when aiming, sway is reworked AND you have weapon inertia. Also weapons move when you move, no magic muscle gyro giving perfect aim while moving. Great mod, although fans of the arcadey gunplay hate it. I won't play on servers without it (or its cousin sGunplay).
-
I also wouldn't mind a stealthy way (holding CTRL for example) of opening/shutting doors, eating and other things the player character does as if the world is not full of things that want to kill me...
-
Hello, I am wondering if this is working as intended? With this file enabled - without changing any values whatsoever - the weather on the server constantly slides towards full extremes of everything, i.e. 100% overcast, fog and rain. Once there it doesn't change. Also it will rain from clear skies, it seems lilke the overcast threshold (default 0.5) is being ignored too. If it is working for others I must be doing something wrong but I can't figure out what. The lines about weather are removed from init.c. The reset/enable bools are set to 0 and 1 respectively, and no values in the cfgweather itself have been changed. Edit: After looking around on the internet for answers it seems the reset bool must also be set to true for the file to be read, this can't be intended?
-
Dayz needs a stun gun, let’s talk about it
Derleth replied to Gostar28legacy's topic in General Discussion
The tazer, stun baton and cattle prods are all in the files already. They don't work yet, but probably only need a bit of config work to make sure they cause the correct amount of shock damage and drain power from their batteries. There are of course mods that do this already, but they tend to break every DayZ update, since uncon mechanics and shock also tend to change every update... -
Those clouds are sexy too. Volumetric clouds were removed from DayZ in 1.02 or 1.03, I've never forgiven them for that...
-
To be fair any server with half decent specs will hold up well in most cases. Sadly official servers are clusters on virtual machines as far as I know. I tried once to run just two servers on the same machine and they both went haywire instantly. Not so much because the machine couldn't handle it - the fps was good and RAM usage was less than 50%. It seems DayZ servers just don't play well together. Point is DayZ vehicles will continue to occasinally misbehave until the simulation is made more robust and less sensitive to hiccups in network, server performance or both. Whether that will come about with Enfusion or something else only time will tell.
-
Previous leaks about the still unannounced first full Enfusion title said that it will be an Arma "light" thing to showcase what the engine can do more than anything. There was not a lot of detailed information and any amount of the info could very well be false - but on one screenshot you could clearly see the M16A2 model that was soon after implemented into DayZ. So the footage from these Enfusion videos is without doubt from that showcase title. I doubt the full Enfusion launch will affect DayZ much at all, at least to begin with. The likelyhood that DayZ is fully ported over to Enfusion is next to zero unless Enfusion is so extremely flexible that it can be done with minimum effort. This bit on the Enfusion site gives some info: So maps and assets are basically still built in RV for DayZ. In other words they would need to re-build Chernarus and Livonia for Enfusion before they could even begin to move DayZ over. What does all this mean for the vehicle issue then? My guess is nothing at all, as depressing as it sounds. (That said, I have had exactly 0 issues with vehicles in the last few months. Just avoid overcrowded and overmodded servers...)
-
Hello! The wiki page which explains this file seems to have gone missing about the same moment the 1.15 patch went to stable, why is this? Also the server configuration page (here) has no reference to the file. I might have dreamed this, but were not these things in place during experimental? Was the website rolled back to an earlier version, or do I have strange fungus in my breakfast cereals? Anyway, I am looking for information as to what each of the possible toggles in the cfggameplay.json actually does, especially concerning holograms and base buildings. I wish to configure this so I can remove the BuildEverywhere mod, without allowing too outrageous placement of things. Doing it the slow way by trial and error, but some documentation had certainly helped.
-
yeah, that page wasn't visible before - it resurfaced today. But thanks!
-
Container & Base Damage Disabled not working.
Derleth replied to The Deuce Hunter's topic in Servers
It has been moved to the cfggameplay.json, so if you have that enabled (to mess with stamina or base building) any values in the serverDZ.cfg will be ignored. -
Your starting food levels have not changed, what has changed is that the indicators more accurately represent your level of hydration and energisation - you have always started the game hungry and thirsty, now it tells you as much too. Good change.
-
The types_dzn is indeed the added items from Namalsk Survival. They are separated as a means to make it easier for server admins to keep track of changes to DayZ and mods alike. Since they introduced the option to define separate economy files to be read in the cfgeconomycore.xml I have a separate types file for each mod on my server - and the regular vanilla types only contains my own edits and nothing modded. So when stuff is added or changed in the game or a mod it is very easy to find changes by using a regular "compare" in notepad++. The greatest benefit is that you don't have to handle a single enormous types.xml with everything in it. Look at the cfgeconomycore file in the Namalsk mission and see how it is structured - then you can easily follow the same pattern for other mods if you want. You can also make separate events and cfgspawnabletypes files for modded stuff. The green "labels" (I assume you are using notepad++ since they are displayed as green) are simply comments. Anything between the opening <!-- and closing --> tags is ignored by the server. It is mostly used to organise and make notes to keep track of what is what.
-
Great suggestions each and every one of them! Some comments: 5 (Tent placement) is absolutely critical. The placement is far too restrictive, while I personally dislike removing all restrictions because this invariably leads to unrealistic placement of tents and bases. A middle ground needs to be found with sensible placement logic. 6 (Nerfing lean sprint) is also critical. The Q-E sprint wiggle looks stupid and should never have been possible in the first place. 27 (Packed backpacks in vehicles) is perhaps the most important suggestion of the entire list. I think they are looking into this, hopefully we'll see something done soon. I would also want to remove the meta of having a barrel or other large object in hands when entering a car, that should simply not be possible. Would also be nice if worn backpacks and shouldered rifles were hidden when sitting in vehicles to circumvent the clipping issues. 30 (sounds from thrown grenades and other objects) is especially important. The game already detects impacts since items will bounce off walls, so making objects "plonk" when bouncing and hitting the ground should not be overly complicated. It would also create the opportunity to distract players by throwing items, like we can already distract infected even though the object does not actually create any sound. They could use the "drop to ground" sound effects as placeholders until dedicated sound effects can be created. (I also want a splash when throwing things into water! 😁) 31 (On screen bleeding effect) is on its way I believe. I hope they work with a discreet but still unmistakable vignette. For example they could use the red flash from getting hit (now disabled on 1.15 experimental in favour of the directional indicators) but make it pulse slowly while bleeding. Multiple and/or heavier bleeds would increase the speed of the pulsing, giving you an idea of how much trouble you're in, even without HUD. 36 (Manipulating attached radios) is a good suggestion. I would also like the option to have a separate hold-to-speak keybind for using the radio, so I can speak with companions in my presence without broadcasting our conversation to the entire map - without shutting off the radio. Thank you Asmondian for posting this list in such an organised and visually pleasing way, let's hope the majority of these suggestions make it into the game soon.