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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
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Everything posted by SmashT
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ETA is 3 hours starting at 6:00 GMT.
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Ok, so I stop aimlessly searching..What has been removed?
SmashT replied to billyangstadt's topic in General Discussion
M4, flashbang, grenades only spawn at heli crash sites afaik (which are back in experimental in todays patch) -
Quality is pretty great (it's not lossless but if you are uploading to youtube it doesn't seem to really matter anyway) There's an audio setting to record your own voice or just in-game, to record skype you might have mess around with a third-party program like virtual audio cable but I haven't tried it.
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Use Nvidia Shadowplay, you will have virtually no FPS loss, plus you don't need to worry about hitting record before something interesting happens, just play and then if something does happen save the last 10 minutes.
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Svet and Novo on popular servers, Berez for the constant deathmatch. Vybor military on low pop if you want to kill server hoppers.
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Hasn't that statue been around since ArmA (in the same location)?
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Go to C:\Users\xxx\Documents\DayZ\Open DayZ.cfg with notepad (or any text editor)Replace everything with the below (make back-ups):language="English";adapter=-1;3D_Performance=1500000;Resolution_Bpp=32;Windowed=1;Resolution_W=1280;Resolution_H=720;winX=50;winY=50;winW=1280;winH=720;winDefW=1280;winDefH=720;Render_W=1280;Render_H=720;FSAA=0;postFX=0;GPU_MaxFramesAhead=1000;GPU_DetectedFramesAhead=3;HDRPrecision=8;lastDeviceId="";localVRAM=2087387136;nonlocalVRAM=2147483647;vsync=0;AToC=0;SWLayersCount=0;PipQuality=3;PPAA=0;ssaoEnabled=0;This will disable everything or set it as low as possible, and makes the game run in a 1280x720 window. After the game loads, go to Configure > Video > User Interface... and choose your resolution or simply resize the window before adjusting any other settings. Alternatively, change the resolution in-game. (Instructions below if text is unreadable.) 1. In the main menu, click Configure (4th button.) 2. Click Video (Top-left, below the sliders.) 3. Click User Interface (Top-left, below the sliders.) 4. Change Resolution (First drop-down menu.) 5. The resolution should improve enough to set it to the one you want.
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As we move forward over the next few months of DayZ development, we'll be trying additional methods of communicating what is new in the world of DayZ with the survivors of Chernarus. The "Status Report" is one of these methods, not a devblog but more aimed at providing the average survivor with a high level view of what is going on under the hood at DayZ, and giving DayZ Dev members the opportunity to speak on active areas of development. This week will see the stable branch updated with version 0.47, build 124641. This update features the initial implementation of several key features for DayZ, and as such is the first of many steps to bring us closer to the reality of the struggle to survive that is, DayZ. Ragdoll for Zombies & PlayersNavmesh for Zombie PathfindingPersistent items (disabled pending hotfix next week)Persistent storage (disabled pending hotfix next week)Loot respawningInitial redesign of player movement controlsInitial firearms balancing passContent additionsWeaponsClothingPlayer modelsCrafting recipesAs always, a change log will be posted to the official forums, steam community, and a workplace-safe version to pastebin. This update features the initial implementation of many new systems, and can drastically change how players interact with the world. Testing on experimental branch will continue throughout Tuesday, and any critical issues discovered will be paired with existing data from this weekends experimental pass for a hot fix in the early weeks of August. From the Team Mirek / Lead Gameplay Programmer "This week, the team has completed several fixes aimed at the server optimizations published in last weeks experimental update. These optimizations also open the door for more server side performance enhancements. Additionally, arguably the biggest task was finally finishing the first iteration of loot persistence and respawning." Chris / Lead Artist "Since the time of our last dev blog, the art team has grown quite a bit, with the addition of four new artists and are seeing some great work coming from them so far. Character Art Many of you who have enjoyed the addition of the Gorka uniforms will be happy to hear that work is concluding on the new SMERSH vest. Its looking gorgeous and I can’t wait to show you some pictures of it. You may also have noticed the new heads we’ve been working on - we will be continuing to add these on a semi-regular basis until we feel there is enough diversity. Many developers from the studio have volunteered their visage for the cause. We’ve also decided its about time to invest into another new zombie and you might be interested to learn DayZ producer, Brian Hicks, has stepped up and would like to be zombified. A firefighter uniform is next and surprise! Craftable bandanas which can be worn on your head and face. Environment We’re continuing to enrich the environment with signature models. We recently added a new WWII monument for the map makers to play with and we’re working on new civilian airport buildings. As well, our dynamically spawning crash sights are getting a facelift. We’ll be adding a newly renovated helicopter as well as a V3S command vehicle wreck for players to loot. Animals Our studio in Bratislava is wrapping up their work on the animals requested by our game designers. We will continue to add these new models into the game in the coming weeks and will soon direct the studio to undertake a project involving craftable clothes and player gear from harvested animal hides. Weapons Wow, we’re pushing out four new weapons this month. That must be some sort of record for us. With these items (as well as a Baikal MP133 and Rossi R93), we’ve completed the initial list of weapons the design team would like to have for alpha. That doesn't mean we’re done, however - we’ll just be thinking of what the next round should include. As well, we’re undertaking a project to fundamentally change how weapons handle in the game. I look forward to sharing more with you in the coming weeks." Peter / Lead Designer "As usual the design team has plenty of work to do and we love every bit of it. Currently we are analyzing and discussing different aspects of game mechanics crucial for fluid feeling such as user action controls and player movement controls. The first iteration (movement controls) of which is available in the latest experimental and upcoming stable version for you to try out. To get most of the new direction set for movement controls it is important to bind Turbo for speed up to LShift key and remove sprint from double-tap W, aside from that you can just load actual default keybind preset from Configure>Controls>Assignments>Presets>DAYZ. There was also work done on some initial balancing, the loot spawn tables were reorganized, refined and probabilities of spawning were tweaked, however we need to implement our robust central economy and loot respawning system first to be able to properly control loot spawning and it's distribution over the game world. Firearm dispersion was also tweaked to bring accuracy of weapons back to sensible levels and there will be more balancing passes done in the future which will address attachments and projectiles as well. We've replaced the old wild boar, rabbit and cow with brand new ones and we are waiting additional models to be implemented in our deep forests as soon as possible to encourage trips exploring the wilderness and hunting. In addition to the work described above we've also found time to address quite a few bugs and roll out fixes. For example: Items being properly removed once consumption action is complete; ensuring characters are unable to use actions while swimming or while on ladder; ensuring that magazines must be removed from a weapon to empty and ensuring you cannot tear clothing into rags if they contain items. Last but not least, experimental branch now has the first of our tents/persistent containers as well as persistency of items so I'm looking forward to raiding your hideouts or tent towns... See you in Chernarus folks! Viktor / Lead Animator "We were very busy last week addressing bugs related to recently added gestures (Facepalm, Throat, Silence). Our animator "Johnny" is working hard to finalize new aimed moves with rifles. These should be ready for our next experimental update. We've also talked about surrender and restrained player animations. The result is in upcoming weeks more new animations will be created that will give player possibility to move while restrained." Standup notes for the week of 28 July 2014 Programming Navmesh diagnostics Client freezing on experimental Persistent items Persistent storage Network optimizations Deadly ladders Camera clipping Animation Work on upcoming animal types Implementation of new animal types New gestures New character stances Fishing animation Additional restrained state animations Camera clipping Design Implementation of new clothing items Implementation and scripts for new animal types Implementation and scripts for civilian camping tent Additions to the global loot table Additions to the animal spawn table Mechanics design Cleaning and optimization pass on loot tables Initial firearms balancing Bugfixing on dynamic server events Crafting recipes for leather items Configuration and implementation of CR 527 Art Completion of models for: CR 527PM 73 RAKIJ70-17A MakarovAK101EMT UniformCraftable bandanaOngoing work on models for additional animals Continuation of work on civilian airport objects Non lethal weapon models SMERSH vest Rossi R92 Loading screens Work to support PAX Prime / Astro collaboration http://dayz.com/blog/status-report-week-of-28-july-2014
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You can rent a server from one the following GSP's. Multiplay, Vilayer, Fragnet, GamingDeluxe, Gameservers
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You can't yet. Server files aren't available currently. They will probably be released later in the year in-conjunction with mod support.
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"It's been a known series of bugs (since release) and we currently do not know the causes for the ones we have not already fixed. It is under continued investigation as a high-priority task. We have been unable to reproduce it in our deployment lab, and we have no solid reproduction. I am confident though, that either we will find and fix the bugs given time - or when the sound system gets replaced the problem will disappear. It is currently one of the great mysteries. Been very hard to isolate"
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Maybe they will once there is any other differences between them. Right now the only difference is the camera. Also the example you posted of the map is from a misconfigured server and is not present on regular servers.
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Where can I find the server files ? ,,DayZ Standalone,,
SmashT replied to Starsik's topic in Servers
They aren't available at this time. -
Private Hives and Private Shards are different things (although similar): A private hive uses the servers own private database not managed by BIS, so an admin can do whatever they want with the database. This is what we had in the mod and why admins could spawn in loot, change loot tables, see player locations etc as all that information is in the database which they controlled. A private shard operates on a separate shard of the central database (run by the devs), this allows communities to have their own private servers without it affecting the main hive and without giving server owners direct access to the database. The system is also flexible enough so that a group of servers could run on this shard of the hive too (or just one single server). This gives the best of both having a database and having a private community, without those private communities affecting the main database. Players would only be able to jump between servers on that private shard. http://en.wikipedia.org/wiki/Shard_(database_architecture)
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I'm stuck inside the walls of a building, i cant get out?
SmashT replied to maxotaur's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/190827-dayz-support/ -
Please contact support for any issues related to crashing. http://forums.dayzgame.com/index.php?/topic/186540-my-dayz-crashed-what-do-i-do/
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http://forums.dayzgame.com/index.php?/topic/186540-my-dayz-crashed-what-do-i-do/
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Some small caves are already in-game.
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What exactly changed about the melee combat in .47 stable?
SmashT replied to omgwtfbbq (DayZ)'s topic in General Discussion
Melee issues are hitbox related. Also melee was until now a scripted prototype, now it's been rewritten so it's hard coded in the engine, that's why you are seeing so many issues right now. Going forward, it means they can now build on that, balance things out, do different collisions, raycasts etc to make melee better overall in the long-term. -
You can, it's a bit difficult though finding the correct spot as it's often not where the body appears. I had some luck trying near or on the actual weapons (not the body)
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Dayz Experimental asking for Code/Wont download opt in.
SmashT replied to AnthraXx's topic in Troubleshooting
Both experimental and stable are running the same client version currently, so there will be no download when switching between them. -
Dayz Experimental asking for Code/Wont download opt in.
SmashT replied to AnthraXx's topic in Troubleshooting
Close the game before trying to opt-in.