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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.
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Stay safe out there,
Your DayZ Team
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Everything posted by SmashT
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You will likely experience issues on them at the moment as the devs have turned all logging on to gauge exactly when/where/why the session lost occurs.
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Haven't played for two months, how's the bandit situation?
SmashT replied to onx93's topic in General Discussion
Please use the existing pinned topic. http://forums.dayzgame.com/index.php?/topic/154460-so-kos-official-sa-kos-discussion-topic/ -
Waiting for host / Session Lost / Lag and Desync since last patch
SmashT replied to icetneo's topic in Troubleshooting
A hotfix for the session lost issue is in the works. -
"New players" reaction to this patch is just like..
SmashT replied to Irish.'s topic in General Discussion
Really? People sure have short memories. -
Banned from ArmA 3 for no reason, then DayZ has a ban?
SmashT replied to sonic_the_og's topic in Troubleshooting
A Global Ban is issued by a third party Anti-Cheat Software Engine. 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 Yes, BattlEye bans are shared between DayZ and ArmA 3. -
REPORT PLZ people violating DayZ rules
SmashT replied to williamdubois's topic in General Discussion
If you encounter an abusive admin or server, please do not post it here on the forums. We cannot do anything with these reports. It is not productive and does not expedite action taken against these servers. Please report them to the GSPs directly following the pinned Guidelines. http://forums.dayzgame.com/index.php?/topic/158966-dayz-standalone-server-hosting-rules-server-reporting/ -
The potential PR nightmare was also considered but this was the bigger issue, yes.
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Please follow the proper reporting process. http://forums.dayzgame.com/index.php?/topic/158966-dayz-standalone-server-hosting-rules-server-reporting/
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You'll need to wait for sub-private hives to be implemented.
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If you PM me your steam username I can look into your steam forum ban reason. If it's an issue on this forum please send a PM to Boneboys. If unsatisfied you can email Matt at [email protected]
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Probably not feasible for the same reason we are not going to see zombie children. It would require new models, new skeletons, new animations for every animation on the new skeleton. (months of work)
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New patch unplayable due to constant "session lost" problems
SmashT replied to komadose's topic in General Discussion
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Another week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players. Invisible players and zombies Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position. What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring. Fireplaces and Emissive Improvements One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below: Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape. New towns in Chernarus Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update: New Weapon Content Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress. We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry. We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons. Mouse acceleration and player control We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this. Physics and Arrows Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development. Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system. Animals, collisions and zombie pathfinding We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months. Persistent Loot and objects This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday. Where is the new build? We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release What is next for the future? Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems. We look forward to finishing our work on the current build and having it out on stable! Read on Tumblr
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Pending Changelog: Experimental Branch: 0.42.116002
SmashT replied to rocket's topic in News & Announcements
The moment they have a viable build that doesn't introduce new gameplay breaking bugs. -
http://forums.dayzgame.com/index.php?/topic/180122-twitter-hicks-206-notice-the-experimental-db-will-be-purged-over-the-weekend-for-testing-purposes/ http://forums.dayzgame.com/index.php?/topic/180101-twitter-hicks-206-were-investigating-the-cause-of-issues-of-network-performance-in-experimental-currently-so-you-will-see-low-server-s/
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Legacy files from A2 (and some legacy from early A3) are simply left in the game in its current state, as a few are still used dependency wise. None of these dependent files are indicators of what to expect in future. They are simply there because initially DayZ was using ArmA2 and early ArmA3 testing data, and it has just been left in it. They are using a cracked version of the game server/files in order to import those legacy files.
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Global Ban for ArmA 2 going to DayZ and ArmA 3?
SmashT replied to pecan's topic in General Discussion
A Global Ban is issued by a third party Anti-Cheat Software Engine. 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 Also ArmA 2 uses a different non-Steam dependent system to determine your GUID. For ArmA 3 and DayZ the GUID is based on your Steam Profile ID. Thus an ArmA 2 ban cannot carry over to ArmA 3 or DayZ. Bans are only shared between DayZ and ArmA 3. -
Pending Changelog: Experimental Branch: 0.42.116002
SmashT replied to rocket's topic in News & Announcements
Can you PM me the new method, I know some servers wern't doing the pbo check for a while after it was "fixed" but got their asses kicked, if there is another method then I will pass it on, -
"Private Servers" exist and it does no good to report them
SmashT replied to thequantum's topic in General Discussion
http://forums.dayzgame.com/index.php?app=core&module=usercp&tab=core&area=ignoredusers -
If you are experiencing any crashes, please submit a report to the Feedback Tracker. Include a brief description of what you were doing around the time you crashed and upload a .zip/.rar file containing your users\*name*\appdata\local\DayZ folder. Once this is done you can PM Accolyte from the QA team on here who can take a look at the issue you submitted and actually get it fixed.
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Pending Changelog: Experimental Branch: 0.42.116002
SmashT replied to rocket's topic in News & Announcements
I also got reset :) Has anyone not been reset on experimental after the downtime today? Apparently there was no wipe. -
The reason why you shouldn't use a Ruger 10/22 for PVP
SmashT replied to GriefSlicer (DayZ)'s topic in Gallery
Please don't crosspost. -
Q: For starters, can you tell the community a bit about yourself and how you came to be on the DayZ Team? You began on "Iron Front: Liberation 1944" correct? A: Hi Yes, that's right. As someone may know, am originally from a small country town in Central Russia, where I got artistic education, and along the way experimented with level design as mod-maker. Before beginning work on DayZ Standalone, me together with fellows from Awar Studio, which one we founded, and with help of X1 software, worked on the project "Iron Front: Liberation 1944" - which is from ordinary modification for ArmA-2 one day became a commercial project. They nice people and I still keep in contact with them. "Iron Front" gave me the opportunity to do a favorite job. After that I joined to DayZ team, where I working at the moment. This is a unique experience for me. Q: When not designing for Chernarus+ what do you enjoy doing in your spare time? A: Actually my leisure hardly differs from the average citizen leisure i belive I playing games, spend time on nature for inspiration, communicate with friends. And of course i'm dancing Kalinka-Malinka wearing valenki. Just kidding. Q: What kind of sweet jams do you enjoy listening to while designing the environment? A: He-he may seem wierd, but while working I prefer to listen audiobooks. Although recently it becomes harder and harder to found something interesting . Q: The new/re-worked towns have been simply amazing, how long would you say it takes to develop these amazing places for survivors to get lost in? Do you have a favorite town thus far? (I have to admit, I'm very partial to Zelenogorsk, just beautiful) A: Thank you. You know, I have one trait, I very rarely like the result of my own work, maybe it's perfectionism, but I find it very difficult to stop myself. Every time I look at own work I start thinking about how to change everything to make it better In average, a city with textures takes 2-2.5 weeks. The village takes 1.5-2 weeks. Q: We all know that the North is currently being developed, care to share with us how that's going? Anything in particular you're excited about that you're willing to share? A: Work on the north territories runs in normal mode, soon another designer will join us, and i think the job will go faster. I look forward when I can start working on the largest cities of the north (let's name will be a secret :)) but I can say that will be quite rich industrial area. Now on to question from the community. Don't hesitate to remove questions you guys aren't willing to answer, I know the drill. Q: Any plans to add a sense of abandoned despair to the environment? Such as: traffic jams, abandoned camps in the woods, indications of intense struggling when the "outbreak" occurred, evacuation zones? I'm willing to bet that this is a combo question between yourself and the artists who would have to create objects for your placement, but it was something that came up a lot on the subreddit. A: At the moment we have a lot of plans on how to diversify and improve the environment in the game. Already prepared a huge list of objects that 3D artists will perform throughout the year. Certainly game world will gradually be filled with nice stuff that will help enrich the atmosphere. Q: Can we expect more islands scattered about the map? A: Depends on how many swimming means we will have in the future. Personally, I would prefer more lands instead of the sea. Q: Are there any other buildings coming that'll be sprinkled throughout the map (like police stations and hospitals)? A: Of course! It was only the first step. In the future, we can expect extending the functionality of the old cities, and more interesting buildings. Q: Any plans to give the map more of a dynamic feel in the future? Such as probability %'s on the damaged vehicles or random "events" such as a downed heli (like the mod). A: Who knows Some simple yes/no questions. Q: Is Cherno/Elektro "finished" from a map design perspective? A: Let's say ... If I will have time I am pleased remade them. Just at the moment we are trying to focus on the creating of new cities. Q: Will the actual size of the map ever increase? A: Unfortunately we are limited by the physical size of map that was set at the Chernarus for Arma 2 (15.360km x 15.360 km) long time ago, perhaps in the future we will find a way to extend the border, but right now talking about it too early. Q: Have you guys thought of locations for your next bad ass terrain? A: :P Q: Will one of the new northern cities be close to Cherno/Elektro size? A: Yep, i can ensure you, if all goes according to plan, the northern zone will have at least two cities with Cherno / Elektro size. Q: The corn fields you and Ivan spoke of on twitter, will those become a reality one day? A: Probably in future. http://www.reddit.com/r/dayz/comments/205s6b/as_promised_the_senchi_interview/
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Pending Changelog: Experimental Branch: 0.42.116002
SmashT replied to rocket's topic in News & Announcements
Probably not going to happen. This is an old post from Rocket specifically about that. For better or worse, Rocket likes to be directly in touch with the community instead of appointing a third party to handle it. http://forums.dayzgame.com/index.php?/topic/6487-wtf-is-happening-to-the-server-community/page-19#entry70060- 2645 replies
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