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Your DayZ Team
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Everything posted by SmashT
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Keep getting error/red triangle when downloading latest updates for DayZ??
SmashT replied to Hick-93's topic in DayZ Mod Troubleshooting
It's an error on their end, just going to have to wait until Josh sorts it out. -
Yep, known bug. The SVD_CAMO,SVD_DZ & SVD_CAMO_DZ are all non-functional.
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September Round-up: DevBlog, #DayZDaily, PAX, GDC China
SmashT replied to SmashT's topic in Mod Announcements & Info
So really they can't win, they either show stuff as it's completed and people complain because they don't understand that artists, designers etc are working on some things like the map design, new items, weapons, helmets at the same time as their lead programmers are working on core engine features, multiplayer networking, AI etc and them being completed faster has nothing to do with priorities, simply that these tasks take much longer to complete or they don't talk about anything that's added to the game for months at a time while they are waiting for core functionality to be completed and so people complain that nothing is happening as far as they can tell. -
Cheat Finder (script parser for admins)
SmashT replied to disorder's topic in Mod Servers & Private Hives
Ignore those messages. Battleye doesn't mark people for global bans, that's a script kiddie messing with people. Also, OP's last post in this topic was a year ago when he said "I'm not working on it anymore" so this would be seriously out of date by now. -
DayZ Commander not installing/updating (1.8) and DayZEpoch
SmashT replied to Epictakeaway's topic in DayZ Mod Troubleshooting
Probably a DNS issue judging from the error. Most likely have to update your DNS settings but you can try flushing it and checking your firewall first. Check DayZCommander is allowed through your windows firewall, then restart DayzCommander. http://windows.microsoft.com/en-us/windows-vista/allow-a-program-to-communicate-through-windows-firewall If that doesn't work: Try flushing your DNS (Start > Command Prompt > Type: "Ipconfig /flushdns" without quotes), then restart DayzCommander. If that doesn't work: Change your DNS settings to either Google or OpenDNS, then restart DayzCommander. Instructions for each are below: https://developers.google.com/speed/public-dns/docs/using https://store.opendns.com/setup/computer/ Ignore that, just checked and it's an issue on their end. -
Just roll around prone until you break your legs, then respawn.
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September Round-up: DevBlog, #DayZDaily, PAX, GDC China
SmashT replied to SmashT's topic in Mod Announcements & Info
He's repeatedly said it's not an alpha yet and until it reaches that state it won't be released, are you really going to try and find some slip of the tongue where he calls it an alpha in an interview somewhere so you can argue the devs are lying to everyone about it? I thought Rocket had made it quite clear that it's pre-alpha and once an alpha candidate passes it's milestone review it will be released. "We are not in Alpha yet. I can't release the alpha until we are IN alpha. We are very clearly in pre-alpha, we don't believe their is any sense to releasing a paid Pre-Alpha." [source] "We aren't alpha yet. Alpha is not a time thing, it's when a game reaches a certain state. The story is that if it took two years to make it right, and that meant drastically reduced sales. We would take two more years. Luckily, progress is going extremely well. But the fact remains - we go alpha when we meet the requirements of it. Not simply as time passes." [source] "We haven't gone alpha because you can't play the game, you can't verify the core components of the game. Until we have made the changes/fixes required to do that we are pre-alpha." [source] "Pre-alpha we add all the fundamental changes to the engine. Once that is done, we start alpha and functionality gets added/expanded. But until we're finished the groundbreaking changes to the basics of the engine, we're really doing you and us a disservice by pushing it out" [source] "Because core multiplayer functionality is not working to the point large-scale testing is worthwhile. During development we have been continually identifying vulnerabilities and performance issues. Some of these are considered "blockers" and need to be solved for Alpha. For example, network "bubble". Originally wasn't scoped a requirement for the first build released... but since we realized it must be for both performance and security. This bubble means players only receive updates to things inside that bubble. Each week we identify, and often solve, blocker issues. Once there are no blockers left, we release the alpha." [source] "When an alpha candidate passes it's milestone review, it will be released." [source] "We will not release the game until it hits alpha, which is milestone feature based not date based." [source] -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
SmashT replied to SmashT's topic in Mod Announcements & Info
It's not an alpha yet and until they get the core multiplayer functionality working, specifically regarding performance and security, it won't be. -
Where can I download Day Z Commander.
SmashT replied to VibroKnife's topic in DayZ Mod General Discussion
http://dayzcommander.com/ Scroll down and click on the link that says "Download DayZCommander", if you are clicking on the advertisements for "browser safe guard" or "imesh" etc you're gonna have a bad time. -
HELP! Game is confusing accounts!
SmashT replied to Sherlocked672's topic in DayZ Mod Troubleshooting
Run 'your' copy of OA as admin so the key updates. -
Yeh that sounds like a bug.
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You can find the dart topic here. http://dayzmod.com/forum/index.php?/topic/68933-dart-a-lightweight-dayz-rcon-tool-v101-26062013/page-44 What is a Kat ban though? Seen a bunch of ban appeals about that over the last week or two.
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Internal targets ≠ public release date You're assuming that because they don't have a public release date that they have no internal dates but they do have an internal functionality target and timeline. A public release date just isn't going to happen as there is no need for them to put themselves in that position.
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They do use SCRUM btw and do a review / usually brief us with a devblog at the end of each sprint.
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Bunnyhopping doesn't exist in DayZ does it? (It doesn't allow you to move faster then running). Some sort of stamina system would easily avoid people jumping repeatedly though, possibly already in the game too.
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Yeah Science, Bitch
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FYI, they do have internal milestone/functionality targets.
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If you don't have any luck here the folk at http://opendayz.net/ might be able to help.
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Found this, it says the same approach can be used to disable autohover, ArmA scripting is another language to me though. http://armastack.redhammer.su/index.php/471 Also this which might give you an idea on how as this disables it when above 18kph and enables it automatically when under 18kph. http://forums.bistudio.com/archive/index.php/t-122068.html
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DayZ Standalone... ...Let's Talk.
SmashT replied to GoonSquadCentral's topic in DayZ Mod General Discussion
They have done models for others but only the M4 has been added in-game as it's the most complex in terms of attachments and there would be no point configuring a lot of guns only to find out they need to change how the attachment system works and redo them all. If they can make all the attachments work with the M4 then every other weapon should be easy. -
DayZ Standalone... ...Let's Talk.
SmashT replied to GoonSquadCentral's topic in DayZ Mod General Discussion
The AK47 you saw in those videos was a placeholder gun from ArmA because none of the new weapons had been finished yet, just like the inventory had placeholder graphics and they were using placeholder player skeleton/animations from ArmA 3 while waiting for the new skeleton to be completed. -
i got banned and i got a good reason why you should unbann me!
SmashT replied to CrissTheGamer's topic in Mod Servers & Private Hives
http://dayzmod.com/forum/index.php?/topic/10011-do-not-post-your-global-ban-appeals/ -
http://dayzmod.com/forum/index.php?/forum/14-survivor-hq/
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We have an entire section for this already. http://dayzmod.com/forum/index.php?/forum/29-bandit-campfire/
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Rocket just had a panel at GDC (Game Developers Conference) talking about his his experience making DayZ and the lessons he has learned making a multiplayer game. No footage of the panel yet but some things are starting to surface, I'll add any more as they become available. Designing DayZ: Lessons from Cherno http://dl.dropboxusercontent.com/s/24zwgvv02xf4i2p/GDC13-DesigningDayZ.mp3 PCGamer Article http://www.pcgamer.com/2013/03/28/dayz-panel-gdc-2013 IGN Article http://au.ign.com/articles/2013/03/28/gdc-designing-dayz-philosophies-and-lessons-learned
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