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Your DayZ Team
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Everything posted by SmashT
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Player Catches on fire from dmr shot?
SmashT replied to ArboK's topic in DayZ Mod General Discussion
Known bug, fixed in 1.7.7 -
TrackIR 5 - the hat that got me killed
SmashT replied to JeffDetroit's topic in New Player Discussion
You can adjust the tracking to suit your preference so you might have it so you turn your head 5° and your character turns 45° I'm waiting for the Oculus Rift though personally. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
SmashT replied to mattlightfoot's topic in Mod Announcements & Info
Yes, that's correct. You don't have all your other staff sitting around doing nothing because you are waiting on your lead programmers to finish the engine architecture though. You have them working on other tasks in the mean time. If the artists are there, why not have them working? -
[AZTEC] Anti-Zombie Tactics, Extermination, and Containment - Recruiting 18+ - Mil-Sim Realism Unit
SmashT replied to Thaevin's topic in DayZ Mod General Discussion
Please use existing thread -
'Guardians of Kamenka' Female Only Guild Recruiting!
SmashT replied to Ayy baby.'s topic in Clan / Group Recruitment
I don't claim to be. -
'Guardians of Kamenka' Female Only Guild Recruiting!
SmashT replied to Ayy baby.'s topic in Clan / Group Recruitment
Are you? -
Suggestions for where the shipwreck should be placed
SmashT replied to Chicken-Hawk's topic in DayZ Mod Suggestions
Rocket mentioned they would have a look at it but sounds like they are keeping the coast spawns. "Any total DayZ hipsters from back when there was only one server will remember everyone used to spawn at the petrol station West of Cherno at the start and we are kind of back to that point now as it was the first building I configured with the new item spawning system so I've configured the spawn for that location while we are testing. We will have to look at it and test some things, I think definitely one of the advantages of coastal spawns was it gave a reputation to the inland towns and I think more then ever with the new areas we want to maintain that so coastal spawns will probably remain a good idea." -
I can't really picture a theme park in Chernarus, would be a nice addition for a future map though.
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Will we be able to make our own servers in the standalone?
SmashT replied to Vendayn's topic in DayZ Mod General Discussion
That's not what it says. Yes, you can host your own server, you just can't host your own hive so will need to connect to a central hive run by the devs or (undecided) one run by a commercial hoster. -
Will we be able to make our own servers in the standalone?
SmashT replied to Vendayn's topic in DayZ Mod General Discussion
Who is stopping you from hosting your own server? Again, private servers will be supported. I don't know how much clearer that can be made or how to explain it any clearer then it already has been in previous posts. The server package is currently about 120mb in size. The only thing that hasn't been decided yet is in regards to private hives. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But that hasn't been decided yet. -
They have a link for the launcher on their twitter. https://twitter.com/Deathlyrage/status/327985004611264512
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I think I read they are getting DDOSd
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Will we be able to make our own servers in the standalone?
SmashT replied to Vendayn's topic in DayZ Mod General Discussion
I'm not sure I follow. Don't GamersPlatoon make you rent an Origins server from them? That's not similar at all. Again. Private servers will be supported. There is no reason why you can't use a smaller hosting provider or even host the server yourself. They'll all be connected to a central hive though (for now anyway) -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
SmashT replied to mattlightfoot's topic in Mod Announcements & Info
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If your in-game name is the same as your forum name then it's the letters "Set" causing it. Use a different name.
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These ones are quite impressive. Most servers don't allow custom faces though, I think the filesize limit is set to 0kb by default and they can cause additional lag on the server.
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Will we be able to make our own servers in the standalone?
SmashT replied to Vendayn's topic in DayZ Mod General Discussion
Yes, you can host your own server, it will be connected to the central hive though. Private hives are still undecided. "Private servers will be supported. The issue of private hives (central servers) is still an open question. Initially the answer is definitely no, as we need to concentrate the database centrally so we can continue development and change it regularly. There is a wider issue of regulating both the economy of DayZ, in terms of controlling item spawn, and ensuring a balanced approach. I think it comes down to a question of timing, much like with the mod." "Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosts initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hosts but we still haven't decided this fully yet." -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
SmashT replied to mattlightfoot's topic in Mod Announcements & Info
They have implemented a headlamp already and could apply the same lighting to other objects like flood lights for example. A full electrical system utilising the power station and wiring up cities etc is only planned for much later in the year though when they start start implementing base building. They have some ideas taken from Space Station 13 and how electricity is implemented in that game but that sort of stuff is a long way off (end of the year at least) and right now they are just focussing on getting the alpha out. Rocket has talked about power generation previously on Reddit also: -
DayZ Alpha won't launch until launched !
SmashT replied to [email protected]'s topic in Mod Announcements & Info
I don't see why you wouldn't want the community to continue developing it? As has already been explained the dev team haven't been involved at all with the mod for a long time, it's a community project. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
SmashT replied to mattlightfoot's topic in Mod Announcements & Info
I'd like to see the ship sitting on top of Cherno Hotel for nostalgia -
DayZ Alpha won't launch until launched !
SmashT replied to [email protected]'s topic in Mod Announcements & Info
The devs haven't really been involved with the mod development at all since it was handed over to the community some six months ago (other then approving patches before they are released) Their sole focus is on the standalone. -
Reduce File Size to create standalone
SmashT replied to dashx73 (DayZ)'s topic in DayZ Mod Troubleshooting
Your playing a free mod of another game, they are already making a standalone game that won't require ArmA as you are well aware. -
Reduce File Size to create standalone
SmashT replied to dashx73 (DayZ)'s topic in DayZ Mod Troubleshooting
Well be sure to post your findings to benefit others in the future. -
Reduce File Size to create standalone
SmashT replied to dashx73 (DayZ)'s topic in DayZ Mod Troubleshooting
You can probably replace your ArmA 2 files (8gb) with ArmA 2:Free files (2gb) As a result you will have much lower quality/resolution graphics though. -
Do i need ARMA2: Combined op to download DayZ
SmashT replied to maximajd's topic in New Player Discussion
Yes