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Everything posted by SmashT
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If it happens (currently no 64 bit client exists so it's a long way off), You can use your windows 7 key for both 32 and 64bit versions so can upgrade for free. Windows XP users will have to move out of the stone age.
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Experimental Branch saw many changes in 0.44
SmashT replied to SmashT's topic in News & Announcements
Sounds like a pretty massive change. Right now the game cannot use more than 2GB of memory due to being 32-bit, there would be little benefit right now to changing it because the game client doesn't currently use more than that but it would allow you to use a lot more memory in the future, if it happens it is a long way off though as no 64-bit client even exists so considering dropping 32-bit support is purely an academic argument. 64-bit server however will have a much greater impact right now, thankfully they have that done already and will be in experimental soon. -
When is the next update on stable? 0.37 will be deployed to Stable during scheduled maintenance on Wednesday, 5 March 2014 GMT. Changelog will be distributed at that time. Bug Fixing progresses This week most of the team has been focusing on key bugs, and some of the team have started our first new feature scrum. New Team Members We are inducting a large number of new people to the team, effectively doubling the whole project. Here are a few screenshots, and a short rundown on some of the key activity for the week. Development of Cooking System Starts This week we started on a cooking system. Heavily inspired by the outstanding cooking system in Project Zomboid, this will be part of a wider push in March to focus on Survival aspects of the game in general. You will turn your cooking device on (fireplace/stove) and then place the items in it. The items will slowly heat up, and when at the required heat for the required period of time, they will become “cooked” and/or turn into something else (such as soup). Items can become overcooked, and items can also become cold via some process (this will be looked at later). We’re very excited by the possibilities for this system. Animation Progress In the past week animation team was mainly focused to bring all two handed melee animation in game. We have added gestures for two handed tree, evades and other missing animations. Our next goal is to polish those and finalize them all. At the same time we have created new reloads for Ruger MKII, added stab attack with hay fork and worked a bit on new zombie animations which we would like to introduce somewhere in march. There was couple of bugs fixed, some glitches and animation graph improvements. Emissive material and masks Our graphics programmer spent some time redoing the way emissive materials work, this will allow us to better support the new fireplace mechanics that are being worked on. Guaranteed Network Messages We now have a new system we are testing internally for sending guaranteed updates across the network. This is very important as we believe this will reduce the problems for those who are experiencing severe desync. We are still testing this internally, and it will be sent out to experimental for more testing next week. Final word Much more is ongoing, and we look forward to presenting our Roadmap for the rest of the year very soon! Read on Tumblr
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Experimental Branch saw many changes in 0.44
SmashT replied to SmashT's topic in News & Announcements
Marek (CEO) posted this on twitter also -
That's the idea, hence water purification tablets.
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Spreading disease essentially, polluting waterways etc. See this post from Rocket a while back to get an idea. http://forums.dayzgame.com/index.php?/topic/107637-feedback-on-status-of-infectious-diseases-in-dayz/
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Great video man!
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Found this on Reddit, thought it was pretty hilarious.
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Author is a member, use his topic instead. http://forums.dayzgame.com/index.php?/topic/187735-how-to-deceive-people-in-dayz/
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Two players in same house through same router, can't connect.
SmashT replied to Ndemco's topic in General Discussion
Some people experience it others do not, depends how their specific router/NAT configuration is setup. Changing it works for most people. Not much info about it though other than the following on the BIS FAQ. Default value of port is 2302, but you may change it by -port command line argument. port UDP (used for game)port+1 UDP (used for server reporting)port+3 UDP (used for VoN transmissions) Following outgoing ports need to be open as well:port UDP (used for game)port+3 UDP (used for VoN transmissions) Here is an explanation from someone on the BIS forums a few years back, -
Experimental is not the place for strong user experiences, it's for testing new systems. The primary purpose of this exp update is based around loot spawning - just testing out some changes to the system. This is the first piece, issues are to be expected. They are logging a new respawning technique. The processing causes significant CPU drain, causing delayed processing of position data. The rubberbanding on 0.45 experimental is related to experiments with respawning loot. Will not be in the stable update of 0.44
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Two players in same house through same router, can't connect.
SmashT replied to Ndemco's topic in General Discussion
Maybe try a different number like 2308, since it uses 2302, 2304, 2305 by default. Otherwise no idea. Perhaps there is a conflict with your firewall/Antivirus etc and those ports need to be allowed through? -
Two players in same house through same router, can't connect.
SmashT replied to Ndemco's topic in General Discussion
Yep -
Two players in same house through same router, can't connect.
SmashT replied to Ndemco's topic in General Discussion
Yep. Will need to be different numbers on each PC game. Since you have multiple PC's, something else I should note, it won't actually use the port you specify, it'll use +2, +3 of that. So you could technically specify -port=2304 and it'll end up using 2306, 2307. If you specify -port=2303, it'll conflict on port 2305 so don't do that. Skip at least 3 for every computer. -
A couple things you can try. Launch the game and when you get no signal, hit alt+enter. Which may allow you to change to windowed mode and then allow you to change resolution in-game. You can also try opening DayZ.cfg, located here: C:\Users\SmashT\Documents\DayZ Change the resolution values to match your tv, maybe try 800x600 first and then if that works, change to your TV's native resolution, also check the refresh rate matches correctly. If all else fails and you want a refund you will need to contact Steam Support as it's a Steam game. https://support.steampowered.com/ You could also try [email protected] but they may very well just direct you back to Steam support as I am not sure if they handle refunds directly if the game was purchased through Steam so try Steam first.
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I don't think dropbox works, try a free web host like byethost.com. Alternatively you can use http://squadxml.limnosradio.com/ to make and host it automatically. (also converts png to ppa)
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They did implement additional anti-hack (BattlEye) and fix a large number of vulnerabilities so I'm not really sure what point you are making, they hit that target.
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Battleye banning for none game related progarms
SmashT replied to XxXxRAPIIDZxXxX's topic in Troubleshooting
Nope, what you see is cheaters making up excuses when they are caught, regardless of the anti-cheat. Go read the VAC forums or any other anti-cheat forums and you will see the exact same thing all the time, it's either some ingenius social engineering or they think if they can convince enough people they were banned for "no reason" their ban will be lifted. As above though, no one associated with DayZ can overturn a global ban nor can we appeal such a thing on your behalf. You must contact BattlEye Support if you think you're ban is a false positive. If you know that you have cheated, then stop reading and refrain from bothering BattlEye. They won't help in this case and all your excuses are long time known. http://battleye.com/support.html -
Please add -port=25007 into your DayZ launch options on one of the PC's. Right click on DayZ > General > Set launch options. The number doesn't really matter as long as it's different from the other computers which will use 2302, 2304, 2305 by default (assuming DayZ uses the same as ArmA 2/ArmA 3) Basically, it's an issue with NAT translation. You've got two DayZ clients on the same network routing through the same public IP address. Even though they have 2 separate private IP's, they're both using the same standard ports... Most programs will generate a dynamic source port, DayZ and ArmA don't do that so when NAT tries to translate your outgoing connections, you're NAT firewall (192.168.0.1 and some public IP) can only support one or the other.
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Experimental doesn't get patch notes as things can change in an instant.
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Well I wouldn't call it a bug, it just hadn't been coded yet. Loot spawns on server restart currently.
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Agreed, it's really annoying when you hit the slightest incline and the animation changes to a walk, it's expected on steep inclines but it's pretty ridiculous a lot of the time.
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Personally it doesn't bother me ONCE global loot economy is implemented and high-end loot can be made truly rare across all servers, until then definitely not.
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http://en.wikipedia.org/wiki/Brooks's_law