Forums Announcement
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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DayZ on Arma 3: An official fundraising campaign?
SmashT replied to MaxDZ's topic in DayZ Mod General Discussion
Let's just call it the DayZ engine, it has some things taken from ArmA 3, some from ArmA 2, some from Take on Helicopters and some built entirely from scratch. TOH was what they used as the base. Fundamentally the engine is very different from the ArmA engine now though. -
You're only options really is to appeal to individual servers you want to play on or find a server that isn't using bans from that list.
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I think this is a hacker, please tell me what you think (Intelligent responses)
SmashT replied to mrbravo66's topic in DayZ Mod General Discussion
Couldn't even tell if you hit him, you were just spraying. -
If Rocket messaged you tomorrow...
SmashT replied to The Shadow's topic in DayZ Mod General Discussion
Fluid movement. -
DayZ on Arma 3: An official fundraising campaign?
SmashT replied to MaxDZ's topic in DayZ Mod General Discussion
Rocket isn't going to split his time and work both on an ArmA 3 mod and the standalone, that's why the current mod was handed over to the community in the first place. If a DayZ or similar mod is made for ArmA 3 it will come from the community and it would be free. There really is no point fundraising for this. -
FRANKIEonPCin1080p - Mar 2013 - Interview with Matt Lightfoot
SmashT replied to SmashT's topic in Mod Announcements & Info
Time to lock this thread I think as people just can't help themselves and rather talk about something else then the actual interview. This is why we can't have nice things. -
Not much really imo, depends on the individual. There is no reason someone who makes good videos wouldn't also be good at submitting thorough, actionable bug reports. I'm sure when there is some actual gameplay implemented they will be invited.
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Private only
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That's just how it works when developing a game, if you are waiting for your animators etc to finish work on zombies you don't just have the rest of your team sitting around doing nothing, you have them working on something else even if it's not stuff that is critical for the alpha release.
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http://dayzmod.com/forum/index.php?/topic/127518-dayz-developer-blog-8th-march/
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Love the intro
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You should have received a notification telling you which moderator has hidden it so that you can PM them directly, if not you can enable that under your notification options. Locking this as it's not a cheat report. I've asked the mod who deal with it to PM you.
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We’ve gone for a reasonably quick and dirty video blog...
SmashT posted a topic in News & Announcements
We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us. Inventory System One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved. Crafting Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted. Zombie pathfinding In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far. Mass zombie spawning server side Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal. We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future. Expanding health system Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities. Chernarus Expansion This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!) Loot spawning Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you. Conclusion There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line. Read on Tumblr -
FRANKIEonPCin1080p - Mar 2013 - Interview with Matt Lightfoot
SmashT replied to SmashT's topic in Mod Announcements & Info
I'll do one later, to be honest there really wasn't much new here. -
No it shouldn't. If DZC doesn't find it automatically you can add the directories manually under settings.
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It doesn't matter if you only cheated on your own private server. Cheating on BE-enabled servers is forbidden, period.
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So...How long until a DayZ ARMA 3 port?
SmashT replied to leviski's topic in DayZ Mod General Discussion
I'm sure someone will create something similar, obviously the DayZ devs won't be involved as they are working on standalone. DZS has already been ported if you need your zombie fix. http://forums.bistud...-Sandbox-Arma-3 -
Anyone who can help a hacker victim?
SmashT replied to madzeds's topic in DayZ Mod General Discussion
I thought the game automatically respawned you on the beach if you were out of the map boundary, otherwise your best bet is to swim back to shore (put something heavy on w and go afk) You'll either make it back or die. Join a regular server so you can see where you are on the map and set a waypoint. Starting a new profile won't give you a new character, your character is tied to your GUID. -
I'm sure someone will create something similar, DZS has already been ported if you need your zombie fix. http://forums.bistudio.com/showthread.php?147599-Mission-Dynamic-Zombie-Sandbox-Arma-3
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You could be waiting a while (weeks/months). The recommendation is to migrate to private hives, with standalone approaching the mod ticket system is being worked on less and less. Some servers may be approved but not often.
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Vilayer maintains that DayZ version, they took it over when dayzlingor.tk stopped maintaining it. http://dayzmod.com/f...lingor-version/
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What would YOU like to see in Standalone?
SmashT replied to Puffy's topic in DayZ Mod General Discussion
No, apparently we are both stupid. -
There is IceBreakr's website http://www.icebreakr.info/ Skaronator did the recent DayZ version and posts on OpenDayZ http://opendayz.net/index.php?forums/lingor.103/
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What would YOU like to see in Standalone?
SmashT replied to Puffy's topic in DayZ Mod General Discussion
I didn't realise until about a month ago you could destroy that by shooting it. Destroyed it every time since. -
What would YOU like to see in Standalone?
SmashT replied to Puffy's topic in DayZ Mod General Discussion
Fluid movement.