Jump to content

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

SmashT

DayZ Forum Team
  • Content Count

    7171
  • Joined

  • Last visited

Everything posted by SmashT

  1. SmashT

    Lore?

    Rockets brother (one of NewZealand's leading virologists) prepared a huge design document to explain the virus and make it plausible, I think they looked at toxoplasmosis among other things. It's never been made public but would be pretty cool to find in-game some clues regarding this. I think they primarily want player driven stories, experiences etc to create their own lore though like we saw in DayZ Mod with Dr.Wastland, Black Widow, Green Mountain, mountain dew curse etc.
  2. SmashT

    Second time TODAY my items disappear

    Unless you actually died during logout you can just keep disconnecting and retrying until you get a "good" server.
  3. SmashT

    Ingame Name

    You can change your name on the main menu screen by highlighting the text or alternatively via the launch properties on Steam. Right click DayZ > Properties > Set Launch Options > -name=SmashT
  4. Haven't seen this issue before, if it's a .cfg issue you could always try deleting it and have the game automatically create a new one next time you launch it.
  5. SmashT

    Ban carry over?

    If it's an old ban it won't carry over, if you were banned after they switched over to Steam-ID based bans ( a few weeks ago) then yes it will.
  6. SmashT

    Ban carry over?

    It's not retroactive though so a previous ban from ArmA CO won't carry over.
  7. SmashT

    plese how i can BLOCK MEMBER

    In the dropdown under your username, manage ignore prefs.
  8. This week saw us start our “survival” gameplay focus. This means most of our gameplay development focus is on refining the survival aspects of the game. We detailed some of the initial work for this last week. Trying to get 0.37 to stable Our main focus this week was to deploy a new version of the game to stable branch. We have two public “branches” of code, stable and experimental. A deployment to stable branch of the latest version of the game was scheduled for Wednesday, however we were not happy with some of the issues that remained. Three major code changes have been occurring. We have been changing the way collision works to solve a number of bugs, such as shooting while prone colliding with the world and zombie collisions. Also our new physics system has been implemented, allowing us to have throwing, dragging, ragdoll, and even vehicles. In addition, a new guaranteed network message system has been developed to solve network issues, improve client/server performance, as well as reduce the “desync” issues experienced by many. A number of bugs came out of these developments, two of which cause situations where players and zombies can become invisible to some clients. We want to solve this issue before we deploy to stable. You can try the current version out for yourself on experimental branch. Survival Cooking Progress continued with the development of several different kinds of fireplaces, and has moved onto creating assets for constructible ovens. These items will be persistent in the world, allowing the player to cook many things. The temperature system developed in the engine has been refined to have correct return from hot or cold to ambient temperature. Survival Combat A new area of work commenced this week is combat directly supporting survival. This includes throwing items, bows and arrows. We now have a great new animation for throwing, and the system developed for this will allow us to support proper animations for bows (e.g. drawing bow back, awaiting player input to fire). The next week Both Survival Combat and Cooking are our gameplay focus for the next few weeks, with our primary goal to get 0.37+ deployed to stable as soon as possible. We’re also looking ahead further now towards how to best position ourselves to release vehicles, barricading, and advanced physics. It’s exciting times for us all here and we can’t wait to show what’s coming in our next video blog! Read on Tumblr
  9. Doubt it, just the steam forums spreading misinformation as per usual.
  10. http://forums.dayzgame.com/index.php?/topic/182275-dayz-at-rezzed-2014-dev-sessions-livestream-roadmap/
  11. SmashT

    No message received

    Fix is on it's way, it's almost there, just needs confirmation.
  12. During this weeks maintenance period, DayZ version 0.48 is being pushed to stable branch. Version 0.48 is primarily focused on addressing issues tied with global voice abuse, camera collision, item cleanup, and the introduction of persistent storage to official (DayZ dev hosted) stable branch servers. Additionally, an interim redesign of melee targeting was introduced in this version as mentioned in last weeks status report by Lead Designer Peter. Persistent storage across all stable branch servers (including rented servers from GSPs) is targeted for version 0.49 at the end of August. The reasoning behind this tiered deployment of storage is as follows: Persistent storage is user data. This is valuable, and we need to treat lightly when dealing with so many users data.Increasing persistent storage server numbers by pushing this to only official hosted servers allows us to stress the system even more so than on experimental branchThis ensures that communities focused around rented servers (clans, fansites, etc) do not risk losing their stored items during this stress testThis also allows game server providers to deploy, and test their methods of protecting, and backing up persistent storage for each server in the event of server failureThat said, version 0.48 also introduces a number of changes to the loot tables, additional content in the way of clothing, animations, items, and weapons. Make sure when testing these new features and content to file your bugs at feedback.dayzgame.com Mirek / Lead Gameplay Programmer "This week we have been focusing on work related to the wednesday stable release, so the majority of the work is related to bugfixing and persistence. We have also moved camera clipping into internal testing, so we can tune it a little bit more, this too should make the 0.48 update. After that release, we would like to work on other server side optimizations and start the next moves into iterating object persistence. We've also started implementing different types of doors, which is significant for later barricading features and many other features like locking the doors. Chris / Lead Artist "This week, I've taken a trip to a new studio we've begun to work with in Thailand to provide artistic direction and training for the artists here and will be returning with a bunch of new, interesting items I'll tell you more about soon. The team back home in Prague has been very busy. Character Art The SMERCH vest was delivered as the first modular vest which allows the user to attach an additional, small backpack to increase carry capacity for players who like to keep a low profile. We're glad you like the idea and we hope to expand on this concept going forward. To round out the eastern-block SF look, we're working on a new 'MASKA' helmet and, finally, a balaclava! Which, hopefully, means I will stop being spammed on a daily basis with people asking for it on Twitter... We're simultaneously working on new civilian clothing: a new green version of the medic uniform I like to call the 'Luigi', a firefighter uniform, and a new pair of gloves which you'll be able to cut the fingers off of to get that hardcore biker look. Environment A whole set of new signs for factories, storefronts, and cities are being made to add some additional depth to the environment. As well, we've begun improving some of the vegetation models so they don't behave so...weird at times. That will be an ongoing process which will take a while. Weapons The next new firearm being added will probably be the Rossi R93 in 357mag. In fact I was just notified today the art is done for it so now it goes to the designers for cfg, the animators to do their thing, and finally to the sound team. It'll be a little bit before you see it in the game since I've got a feeling animations will be a challenge to sync. We're also working towards allowing players to saw-off the mosin to make the notorious 'Obrez'. The team is also making models for a crafted arrow and speaking of crafting, since melee weapons are getting some love, we're thinking about ideas for crafted weapons that enhance damage (think baseball bad with nails sticking out). Ok, thats all for now. I don't want your heads to explode from the excitement. Standup notes for the week of 11 August 2014 Programming Cleanup system Camera collision Object persistence Network optimization Melee system redesign Low pass audio filter support Animation system support Animation Harvesting animations Bow movement animations Fire starting animations Fishing animations Two handed throwing animations Design Support for simple object placement Horticulture design prototyping Character collision shape adjustments Impact of advanced weather on player Bow dispersion adjustment Craftable weapon design prototypes Design Support for simple object placement Horticulture design prototyping Character collision shape adjustments Impact of advanced weather on player Bow dispersion adjustment Craftable weapon design prototypes
  13. SmashT

    Gamma changing based on what you look at

    I hated this in the mod but have never noticed it in the standalone. I have bloom set to off and HDR very low.
  14. A very busy couple of weeks for the whole team has just ended. Everyone has been preparing for our next big update, scheduled for sometime this month. Some highlights outlined in this post. Guaranteed Updates As previously mentioned we want to move from the current situation where the client and server “spam” messages at each other, hoping that some of the messages get through. Because they can’t be sure, the updates have to be sent again and again. This is believed to be the major restriction from breaking the 100 player limit. We anticipate this will be appearing on experimental servers next week, and then onward into the update for this month. Fireplaces We’re ready now for our final implementation next week of fireplaces and the ability to light flammable objects on fire. Many visual updates and changes to the engine have occurred as part of this and we’re now making the mechanisms for players to decide where and how to make fires and how to light items on fire. Physics and Throwing We will be deploying this to experimental next week to gain some more feedback on its implementation. Progress on ragdoll has been steady although this is unlikely to be in experimental next week and will be ongoing for some time. A new animation system and animations have been made that allow you to “power” up your throw, the same system is used to allow you to draw your arrow when firing from the bow. Player Mouse Control Many players have outlined how much the mouse acceleration/controls need to be modified. Players head (view) will move instantly with raw 1:1 mouse feedback. Weapons may “lag behind” depending on how heavy and cumbersome the weapon is. For example, players with a pistol will be able to turn around and fire much faster than a player with a M4, or a chainsaw. This represented a great deal of work and the complete replacement of the old system, therefore some bugs and plenty of tweaking are expected. These will be deployed to experimental next week for more player feedback. From the Art Team: Chris Torchia, Lead Artist We’ve got our team working in so many different areas its hard to write a small summary of all the work. We’re wrapping up our part with archery and have a nice looking improvised bow and crossbow to release soon. Our animators have been spending time in the mocap studio to get accurate drawing, firing, and reloading animations for them and its looking great. Our new studio in Bratislava has been hard at work making some of the new food items which were shown by Dean at Rezzed as well as create all new wildlife models and we’re hoping the combination of archery, wildlife, and campfires will create a unique survival hunting experience for our players. As for firearms, the P1 pistol is complete and configured in game. The same is true for the AKM but we need to spend some time polishing some of the rough edges before adding them to the loot tables and pushing to public. We’re finally going to implement stripper clips with the mosin and sweep through and tweek some of the firearm cfg values. As well, a little project I’ve kept under wraps is nearing completion. The first SMG in DayZ game will soon be ready and I hope you all will like it. For character art our talented artists have created a couple new player heads for more unique looking characters which we’ll add in soon. As well, we’ve made a Soviet-style officer hat and the tracksuit! Next up, we’ll look at police, EMT, and firefighters. Lastly, our environment art and map teams have continued to create new, interesting buildings and objects, as well as expanding the number of explorable towns, with the addition of Karmanovka – a town containing over 3000 objects! View on Tumblr
  15. Last week, DayZ version 0.47 was pushed to stable branch servers. As mentioned before, this version and its accompanying build included fairly comprehensive changes to how the DayZ server operates, as well as a good deal of gameplay mechanics adjustments and additions. Work continued this week on addressing issues within this version/build for the hot fix intended to deploy to stable branch in the early weeks of August. Currently the target for this hot fix (0.48) is regular maintenance within the second week of the month. (Wednesday, August 13th). The hot fix is intended to address issues with melee combat, container contents, global voice manipulation, some camera clipping issues, as well as what we're sure many survivors are excited for, persistent containers and items. In addition, work continues on version 0.49 - our August update. Within this report, Peter our Lead Designer will be speaking on some of the design targets for this version - which include horticulture. (See below) Over the next few weeks we will be working with our game server provider partners to begin the final steps required for the central hive, and their respective back ends to support renting private shards of the DayZ central hive, which will enable dedicated communities to create their own private DayZ worlds. It is important to understand what private shards entail for DayZ, and why they are different from "private hives" so well known from the Arma 2 mod. Can: Password protect the serverOperate a white list (using BEC)Ban/Kick trouble makersDefine and enforce server gameplay rules (eg: DayZRP, PvE only, etc)Can not: Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc)Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities)Have access to the database itselfOperate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls)Access debug logs (currently these are unavailable for both user privacy, and performance)Exceed current maximum player limits per instance (40, as of the time of the writing of this status report)We hope that in addition to the thousands of public hive game servers, these private shards (marked by the "Private" flag in the server browser) will empower strong DayZ communities to grow and strengthen their groups. More information on Private Shards will come as we get closer to this feature going live with our game server partners. Peter / Lead Designer "We have recently added swine in game to expand the domestic animals present in Chernarus, and work continues on the next batch of animals. As well some other new items and weapons from our great artists were added like the new bandana, modular SMERSH vest (consisting of vest and buttpack) and the CR 527. Apart from that we started initial work on a new big feature known as horticulture. This will serve as complement to hunting and scavenging - to provide much needed food to be able to survive in the hostile environment of Chernarus. You will be able to till your garden, plant seeds, care for said plants, harvest their crop and use some of the byproduct for crafting. We all know that one of the most unpleasant things in DayZ right now is the melee system. Problems with melee can be divided into two separate issues - collision shapes and hit detection. Until recently the melee system was prototyped in script and it introduced a nice hit detection mechanic during the swing where a trace is cast directly from the weapon, however this solution is suffering from desync and lags in the multiplayer environment. Now the melee system is being redone within the engine itself so we will expand upon it and hopefully find the most ideal solution on how to retain hit detection during swing in game but the task will take some time. Anyway don't worry as I have good news for all you lovers of short range weapons and the stealth approach. To bridge the gap until the new system is ready, we have turned off swing hit detection and put straightforward cursor detection in for the interim. Together with adjusted collision shapes it results in a usable melee system for our purposes. While you will not be able to block your firefighter axe swing on a wall, you will at least hit what you are aiming for and that is what counts. I'm glad you can finally enjoy some good brawling so watch out... and see you in Chernarus folks!" Viktor / Lead Animator "We have successfully finished all rifle aimed moves. There is now a new animation when sprinting (Shift+W) with gun raised. This should better indicate to other players (and player itself) if the character is in lowered or raised stance. As well there is a new way of running for restrained player. The restrained players could only walk until now, but we have added faster animations so now you can use Shift+W and try to run away. We will continue on the restrained player for the next week. At the same time we will start work on throwing since the animations in game right now are just placeholders. This will be a priority for us to replace them with proper (and nice) throwing." Raist / Senior Programmer "One of the difficulties dealing with huge maps populated by thousands of items, is that players literally sooner or later find it all, collect it all, and leave the streets littered with trash again and again. In certain cases intentionally, in others, accidentally. Some items may even remain located somewhere in the woods and to never be found out by anyone, forever. The first iteration of our cleanup system is quite simple, it adds to all player owned and dropped items a lifetime. The lifetime is observed by the server, and once the item reaches the lifetime cap, it is deleted and brand new loot can be respawned elsewhere in the map. This affects only loot already manipulated by players, items you drop or throw on ground. Important containers like tents and the content persists (is protected from item lifetime). Our final goal is a little bit more complex, the future system will count with item state (If item is worn or pristine (etc)) as well as probability of disappearance (meat placed on ground will probably dissolve sooner than can of soda). Also players won't have the opportunity to observe the removal of the item itself. Once complete this system will become part of the central loot economy, dynamically tweaked on demand by data we'll get during analysis-phase. So far? Don't wanna lose your gear? Place it inside tent!" Mark / World Designer "We've been busy continuing development of the north expansion. The Northwest has received some love and will continue. Two small villages west of the NW airfield are complete and will be released in the near future (Vavilovo and Sinystok). The other towns east of these are under continued development. Work has also begun in the center large town "Severograd". Some unique content for this town is being discussed as to stand out from the other large towns. Food stands that were implemented in newer towns are being added to most towns across the map. This will hopefully add some loot possibilities for those smaller villages where loot is rare." Standup notes for the week of 04 August 2014 Programming Camera clipping/collision Cleanup system Persistent items Persistent storage Network optimizations Restricting access to chat when incapacitated Animation Raised rifle (aimed) movements Restrained walking Restrained running Animations to support fishing system Two handed throwing animations Animations to support digging for worms Camera clipping Audio Ambient SFX improvements CR 527 Sounds Weapon SFX level/volume balancing Sound work to support new animals Sound work to support upcoming player animations Environment/World Creation of Severograd Food Stand placement across map Creation of Vavilovo Creation of Sinystok Continued development on villages across the Northern regions Design General bugfixing Implementation and scripts for new clothing types Configuration and implementation of new animals (pig) Internal documentation of new assets Feature team meetings on alternative food sources Mechanics design Configuration and scripting for improvised rabbit trap Whiteboarding and design documentation on horticulture systems Continuing rearranging of loot tables and spawning mechanics
  16. SmashT

    persistent servers not being persistent

    They should be working soon, devs are investigating it. Appears they are stopping during restarts so never come back online.
  17. That was pretty crazy! That's why I love DayZ, you get these crazy, heart-pounding moments that no other game comes close to.
  18. SmashT

    Tent Placement

    I got trolled by my tent.
  19. SmashT

    Fawkes on Fire - ThomasJakeRoss

    So good. http://thomasjakeross.deviantart.com/
  20. SmashT

    Dayz 64b tutorial!?

    I'd probably stick with a reputable source if you are going to use a custom memory allocator. http://forums.bistudio.com/showthread.php?163640-Arma3-and-the-LARGEADDRESSAWARE-flag-(memory-allocation-gt-2GB) https://github.com/fred41/tbbmalloc_arma
  21. Writing text with a mouse is really unco and you'll just end up with a tonne of dick drawings for the most part.
  22. SmashT

    Status Report - Week of 11 August 14

    Persistent enabled servers will have that mentioned in their name.
  23. SmashT

    Status Report - Week of 11 August 14

    Dunno, either Vavilovo, Sinistok or...
×