Sam Maunder
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Everything posted by Sam Maunder
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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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So imagine this: You're strolling through a city, when out of the corner of your eye you see a bandit running towards you down the road. He hasn't shot at you yet and you have time to fire off a couple shots before he can do anything. My question is: Because he has a bandit model (Forget about gear) would you kill him or try and talk to him? (Personally I'd raise my weapon and warn him through direct and if he pointed it at me I'd cap him. I like my RP.)
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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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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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Load problems be gone! (Soonish)
Sam Maunder replied to Sam Maunder's topic in Mod Announcements & Info
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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...
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My own thoughts and reservations regarding the impending morality system
Sam Maunder replied to Goose Springsteen's topic in DayZ Mod General Discussion
Allow me to release a little bit of information on the 'Talent Points' as it stands. Currently even if you're a bandit you -could- still gain talent point by doing good acts such as non-bandit could. Remember only the model has changed. The idea is that hopefully people would want the advantages of 'Specializing' their player and therefore PvP less as if to not lose points and so end up with a bad character. This could end up though where once players have characters which sre specialized then they'll end up going on a DM spree... It's all about balancing really and it's something we are always working on. -
This idea has been in talk since the start of the mod and like a lot of suggestions which people have come up with we're going to work on it as the time comes. Like I keep saying we're still in Alpha and so are very unlikely to add features in until Beta (When it's meant to). Just keep an eye out and I'm sure group management will be sorted out later on.
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Right now soundmods have caused issues with ingame sound. Our FR server decided at one point to run the acesoundmod and it caused us 4 hours of greif because everything started to go wrong. In Alpha we're still working on the foundations of the mod and a lot of the work we do you don't really see directly (Unless it breaks something!)
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Indeed - Actually the second wiki to come up. We're going to add it later on when as the web develops. Closed
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My own thoughts and reservations regarding the impending morality system
Sam Maunder replied to Goose Springsteen's topic in DayZ Mod General Discussion
Okay people - As we're in Alpha we're always listening to idea from the people about what we do, how we can improve etc. The problem is I'm going through this thread and seeing no other possible method suggested of how to deal with this issue. We're not going to turn PvP off because DayZ would just die. In ANY public server on ANY public mission you're going to find those who want to kill players for the sake of killing players. Personally from my point of my view I rarely get killed by other survivors and get along just great with everyone I meet because well...everyone here wants to do co-op. One must also remember you need to set your own goals currently such as 'Most zombie kills' etc because we are still working on the mod. But this brings the issue up about: What can we actually do for PvP that isn't turning off PvP or banning everyone who kills a lot. We've tried to add the bandit model in order to show your choices: Like in fable if you're evil you look evil and everyone is scared of you, but of course you can still get along with some people. There is very little we can do to control 12 servers, 300+ people and some random killing from time to time. If you think you know how we can solve it please be my guest and tell me. -
This is what I like to see!
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This is an ArmA II Backpack issue and not really much we can do about...
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Closed - Issue Solved!
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I know as a UK player I end up playing on the NYC servers too because I know a lot of friends who are on it. Lag isn't an issue for me just the times are a bit off. Suppose that's good because it means I'm not playing DayZ before I go to bed!