Sam Maunder
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40 GoodAbout Sam Maunder
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Scavenger
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Website URL
http://dayzmod.com
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Gender
Male
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Location
United Kingdom
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Hello there, Local friendly media guy here and I'm here to tell you lot about our DayZ Twitter feed. Of course 5,732 of you will already know about this but those of you who don't... Well come and follow us too! You know you want to. Right? So why should you follow us on Twitter? Well that's simple, our DayZ Twitter feed is a up to date, real time feed on our development progress and things we find important from the community. On top of that if the forums go down or a major issue happens then that's the place to go and check! Updated regularly from a few of the DayZ Staff (Rocket Included) and we don't do annoying tweets ever few minutes that you want to unfollow us! Well that's all I have to say. See you there! DayZ Development Twitter: https://twitter.com/#!/dayzdevteam
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Introducing some team members - Matt Lightfoot
Sam Maunder replied to rocket's topic in Mod Announcements & Info
This is why I do not have images like this of me...Anywhere...Ever. -
DayZ: 28 Years Later... sounds oddly familiar :P
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And we've played over: 27 years, 4 months, 15 days. (10,000 days.)
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ArmA III animations motion capture. See we might all be able to play as Dean Hall!
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Here at the DayZ Dev Team we found this video really funny. Basically hit the nail on the head.
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DAY Z FACEBOOK FAN PAGE from [FS] Fortunate Sons
Sam Maunder replied to Jynx (DayZ)'s topic in DayZ Mod General Discussion
We do actually also have a official page: http://www.facebook.com/DayZMod Feel free to keep that one up though, it's good to see the community getting out there and promoting DayZ! -
New DayZ Update! Get it today! Affected Addons. dayz_code Changelog: * [FIXED] Morphing to new character causes empty backpack * [FIXED] At least some instances of players not able to load * [FIXED] "Monkey" Zombies weren't spawning * [FIXED] Bandits could not get in vehicle with other bandits/survivors * [NEW] Sync of player now entirely player driven to reduce server load and hangups * [NEW] Server database sync of characters heavily optimized to reduce load * [NEW] Server database sync of vehicles heavily optimized to reduce load * [NEW] Server item creation optimized to reduce change of vehicles/tents not spawning in * [NEW] Management of tent/vehicle inventory sync by server rewritten * [NEW] EXTERNAL SCRIPT: Dynamic Weather Effects Script by Engima
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New DayZ Update! UPDATE : 28 APR 2012 Affected addons: * dayz_code 1.5.1 * dayz 1.2.1 * dayz_weapons 1.1.1 Developer's Note: * We removed out eventhandlers mapped to VOIP some time ago, we don't know why is not working sometimes now. Changelog: * [FIXED] Nobody would change into a bandit * [FIXED] Disconnected clients zombies would stand still and do nothing * [FIXED] Freezing at screen on death * [NEW] Study bodies for their cause of death and name * [NEW] Deaths from blood loss count as murders/kills
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New update for DayZ Alpha! BIG update! Visit: www.mediafire.com/dayz for download details. Or visit http://www.dayzmod.com/downloads.php to skip that. UPDATE : 27 APR 2012 Affected addons: * dayz_code 1.5 * dayz_equip 1.1 * dayz_weapons 1.1 Database: * [NOTICE] Everyone's Medical, Bandit Status, and Humanity has BEEN RESET (As long as you weren't logged in!) Changelog: * [FIXED] Bandit morphing occuring at really bad times (although can occur at bad times) * [FIXED] Can be killed while waiting to turn into a bandit * [FIXED] Cans of mountain dew spawn causes an error and do not spawn * [FIXED] Satchal charge spawn causes an error and do not spawn * [FIXED] Humanity doesn't increase passively (increase: 150 every 5 minutes) * [FIXED] Antibiotics not spawning * [FIXED] Bug in spawning propabilities not recognizing higher probabilities * [FIXED] Players sometimes start with broken legs * [FIXED] Too many chemlights in a pack (Changed from 10 to 5) * [FIXED] Morphing to a bandit removes all stuff in backpack * [NEW] Rebalancing of spawn probabilities for Many building types * [NEW] M107 TWS removed from spawning (will be achievement/side mission item) * [NEW] Sandbags activated as loot (built sandbag walls are NOT persistent. well... not yet anyway) * [NEW] Entrenching tool activated as loot (sandbag + etool = ?) * [NEW] Thrown Grenades, Empty Soda Cans, and Empty Whiskey bottles distract zombies (briefly) * [NEW] Walkers may investigate thrown items depending on day/night * [NEW] Walkers may investigate noises (any noise) * [NEW] Minor optimization of Local Zombie Management while loitering (client-side) * [NEW] Start weapon changed to Makarov * [NEW] More buildings added to loot/zombie spawning
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<17:26:02> "Dean@BIS": YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! <17:26:02> "Dean@BIS": 9:25:02 "CLEANUP: CHECKING GROUP WITH 0 UNITS" 9:25:02 "CLEANUP: DELETING A GROUP" <17:26:03> "Dean@BIS": 9:25:02 "CLEANUP: CHECKING GROUP WITH 0 UNITS" 9:25:02 "CLEANUP: DELETING A GROUP" <17:26:04> "Dean@BIS": 9:25:02 "CLEANUP: CHECKING GROUP WITH 0 UNITS" 9:25:02 "CLEANUP: DELETING A GROUP" <17:26:05> "Dean@BIS": 9:25:02 "CLEANUP: CHECKING GROUP WITH 0 UNITS" 9:25:02 "CLEANUP: DELETING A GROUP" <17:26:09> "Dean@BIS": IT WORKS!!!!!!!!!!!!!!!! I think someone is happy is about something...Just a random guess though. :P Yeah but seriously lets go get the new update.
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Load problems be gone! (Soonish)
Sam Maunder replied to Sam Maunder's topic in Mod Announcements & Info
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We have discovered the source of the dreaded loading bug - cleanup of dead units is not working. Therefore when we hit 144 groups the system stops. We are working on the solution now Yay!
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We've all really just woken up within a hour or two so we're still trying to wake up!
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1.4.12 on hold...