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Everything posted by SmashT
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dayz does not recognize that I have installed and played both OA and Arma 2
SmashT replied to Z33K_24's topic in DayZ Mod Troubleshooting
Set the directories manually under settings. Mine for example: ArmA Directory: C:\Program Files (x86)\Steam\SteamApps\Common\ArmA 2 OA Directory: C:\Program Files (x86)\Steam\SteamApps\Common\Arma 2 Operation Arrowhead DayZ Directory C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\@DayZ -
Does sidechat ruin anyone elses game?
SmashT replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
I'm not a fan at all. It ruins the immersion of the game, increases metagaming and takes away from the randomness of player encounters. -
There are a bunch of unofficial maps for the mod but yes Chernarus is the only official one. http://dayzmod.com/forum/index.php?/topic/109569-index-of-dayz-community-mapsmods/ Chernarus Plus will have almost all buildings enterable, new areas etc.
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Read the stickies. Contact BattlEye http://www.battleye.com/support.html
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Global ban from survivalcentral private bliss server
SmashT replied to Ranggo's topic in Mod Servers & Private Hives
Read the stickies. Contact BattlEye. http://www.battleye.com/support.html -
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Devblog update: Where is the Standalone?
SmashT replied to rocket's topic in Mod Announcements & Info
Doubt it. -
You prefer it over the M9 SD? I've only used the makarov SD on one server and it was more then 1 headshot per zed, unless they adjusted the damage to make it useless on that server. Actually just rechecked it and it is one, weird.
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Dat ass
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I don't have OA beta installed on steam, DZC does it all. Just tick the 'Replace with OA beta files so steam works' in DZC settings. I don't think it really matters either way though.
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Contact BattlEye. Read the stickies. http://www.battleye.com/support.html
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Played on a private server that had added it, worst gun in the game. Seemed to take 2-3 headshots to kill a zombie, good luck trying to kill another player with it.
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See Rockets answer to the zombie AI, the same can be applied to all of these essentially, that is;
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Kick a door Kick a cow
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Gotcha site coming up with virus warning?
SmashT replied to theirongiant's topic in Mod Servers & Private Hives
Fine here Comes up on the forums for me only. -
Switiching from private to global hive servers.
SmashT replied to DrLelantos's topic in Mod Servers & Private Hives
You're loot won't transfer over, think of them as two separate characters that you can switch between, all your existing loot will be there when you return. -
Fraps, Steam, MSI Afterburner etc
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Where will you take a dump in the Standalone?
SmashT replied to pr3llox's topic in DayZ Mod General Discussion
I'm going to deliberately get sick and then take a bunch of dumps on top of 'three yellow' -
Devblog update: Where is the Standalone?
SmashT replied to rocket's topic in Mod Announcements & Info
A few more questions answered on Reddit by Rocket. Q: What about server hosting? One of the reasons I think DayZ mod works is because responsibility (and reward) is divided, and "survival of the fittest" is alive and well. We aren't in the business of managing servers. We don't have the skills or the background in the studio for that. We don't feel we need to own the revenue stream for everything, it is in the best interest for us - for there to be competition for hosting and providing the best, most economic, responsive, and active server's out there. Q: Does the MMO architecture of the improved ArmA2 engine for standalone decrease the need for so much bandwidth when hosting a server? Hive and Player communication requires at least 2TB of bandwidth a month, from what I have seen? The servers have been greatly optimized with an entirely new executable that runs on a light version of the game data (reduced up to 99% in some cases, drops all kinds of data the server doesn't need like textures). This means the server file is much smaller, reducing reading times for pbos, the optimization benefits are too numerous to detail here. This work is already done, and working, in the standalone. Q: Will configuration of server settings be more simple? There will be more options, and enforcing many settings will be done from servers. In some ways, it will be more simpler because there is no mission file. Also, you don't need a special mission file to support 50 or 150 or 200 players - just change the config value and go. Q: Will hardware requirements for servers be significantly different? The same or less, for greater number of players, is what we currently estimate and is absolutely our goal. But we need to see how it goes in the technology test - that's why we're doing this small scale test to find our left and right arcs. Q: Will there be NZ servers at release? I will personally be funding some NZ servers if OpenHost don't shit all over me again like they did with my USEC server (after 10 years as a customer, paying about $2000 a year)... Q: Ability to use callExtension on *nix would be nice. Everything is integrated into the executable now, no need for callExtension. We want to have Linux as our preferred dedicated server executable, for obvious reasons. Q: How are you going to prevent admins using admins tools to their advantage? A: We have to start again from scratch with the implementation of these kinds of issues, with the standalone. But we have the lessons from the DayZ mod hacking problems. It is something that will continue to evolve and the reason for a staged release (and a delayed one for that matter). Q: Is the humanity system going to be changed? A: Standalone is changing so many elements of the game, it's best to stick with something "similar" for the initial release and then commit to experimenting and changing it until we find something awesome and it works. We are committed to doing things properly, instead of taking things that were written around the engine (often involving many workarounds and much complexity using arma's invented SQF language) - we are saying "what result do we want?" and then giving that to the programmers, and getting them to come up with the best solution. We'll take the lessons from DayZ Mod regarding these features, and code around them at the engine level. It is going to mean it takes longer, and needs more experimentation - but make no mistake, that will mean the difference between DayZ being a mediocre game and being something really special for the history books. Q: What about character customization? A: Well, you'll be customizing your skin as you scavenge - with different items of clothing. So skins are now a collection of may different clothing parts, greatly increasing diversity among characters. Q: On stats (referencing shizweak.com server stats) A: very cool. We always wanted to do this for the mod. Makes me more than ever want to not do this at the development level, instead we build a good API and let you folks do what you do best.... innovate. Q: Have the zombie mechanics/behaviour improved? A: For the development we decided to start with the riskiest prospects - i.e. the major sweeping architectural changes such as an entirely new inventory and object interaction system, an entirely new multiplayer framework (server/client). It is true, currently we haven't really looked at the zombie mechanics at all aside from: 1. Improving the animations 2. Redoing the models for performance improvements (quite drastic improvement on low-end cards) Why?!?!? Because we know we can make the zombie AI better. We want to get all the tough things out of the way first. Will report back on this further when we have started the rework on the zombie AI. To manage expectations further... it is probably going to take many months of patching and experimentation to get the zombies something at the acceptable point. Acceptable being "zombies are a serious threat to players". For the sake of example, Ondrej Spanel (lead BIS programmer) and others have still been patching ArmA2:OA AI in recent weeks, many years after the product was released. The AI will be revamped for this release, but then patched again and again to improve further. Zombie behavior is the weakest part of standalone right now, but it's also the least risk for us - because it's been done before in the engine in other projects.- 1588 replies
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Devblog update: Where is the Standalone?
SmashT replied to rocket's topic in Mod Announcements & Info
Riding a unicycle -
As explained in your previous thread, contact BattlEye http://www.battleye.com/support.html DayZ Staff can not and do not have access to BattlEye global bans, and can not revoke them in any way possible. You MUST contact BattlEye support about any bans issued on you. Do not make another thread.
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They show your speed, altitude etc. Probably the least important part to repair.
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Added Podagorsk and Isladuala Probably Taviana. Personally I am really looking forward to Podagorsk as it looks the most similar to Chernarus.
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Read the stickies. Contact BattlEye http://www.battleye.com/support.html