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Stay safe out there,
Your DayZ Team
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Everything posted by DemonGroover
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Bone status?
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Matt no longer works on DayZ. He makes tea for the Arma 3 team.
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Did Zombies become super tough? Or is this one an anomoly?
DemonGroover replied to PlayingXYZ's topic in Gallery
The Rocket character model obviously punches like a saggy lettuce. -
Bases and caches are never fully secure and i hope any new system never allows gear to be 100% safe. If something is locked the least i should be able to do is blow the whole thing up in anger with a well placed satchel charge.
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3D printers in DayZ...that way we could craft our own gun parts and put them together!
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A big island instead of generic land in north and west
DemonGroover replied to roguetrooper's topic in Suggestions
Yeah, its not a bad idea that's been brought up before. It would make it interesting in that the whole map could be used as a spawn...tbh i will always associate DayZ as spawning on the beach...not a fan of inland spawns. -
Demand?
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Rocket has stated they will be looking into making it easier for friends to spawn together/near each other in some form or another. I personally don't agree with it myself....it is a shame friends cant play together straight away...but hey....it is the frigging apocalypse!
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Hitchhiking? That's what the thumbs up sign is for. As for signs...sure to be cock and balls in sub Olympic record time if implemented.
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Yeah, it is getting better. I seem to be camping and making fires a lot more now.
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You are no Simo Häyhä.
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Not that i have anything against bush wookies who hide in trees for 3 hours to snipe someone looking for beans, but you seem to want sniping to be easier? Why would the devs make anything easier in DayZ? Isn't the fact that sniping is hard make it more meaningful and enjoyable when you do make that impossible shot?
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More a fantasy.
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Cant wait for the old woman zombie.
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Hitler finds out there will be no experimental update today
DemonGroover replied to barnabus's topic in Gallery
I often wonder what German speaking people think of these videos. -
New epoch server with features such as: AI Missions | 3 Hour Restarts | Fair Admins | Custom Load outs | 300+ Vehicles | More in the main body
DemonGroover replied to MajikSprite's topic in Mod Servers & Private Hives
Wrong area. Moved.- 1 reply
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Is a Down Jacket better than a Rain Coat?
DemonGroover replied to lys (DayZ)'s topic in New Player Discussion
The down jacket was a bit of a pain in first person, in that you couldn't see over your shoulder - has that changed recently? -
How To Increase Your FPS On DayZ (Now Getting Over 100FPS)
DemonGroover replied to youtubejmachine's topic in Gallery
I have often wondered, but what does running a program in compatibility mode for Windows XP actually do? Why would this be something i would do considering i am actually living in the year 2014, not 2004? -
And here i was just thinking a plastic shopping bag would be sufficient to waterproof something.
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How long until every male character is running around in a skirt?
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Patch confirmed? Vilayer's emails and facebook.
DemonGroover replied to preacherlr's topic in General Discussion
Wow, what a scoop. -
No shouting please. And OP - yes it would be better if you did place your suggestions under one thread.
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Over the last week the team has been working on finishing the final tasks for 0.49. Included in this work was an extensive code merge from the team in Bratislava, focused on navigation mesh, animal AI, horticulture, and animation system changes. Due to this merge, we've decided to push the 0.49 update out by one week (to allow for a strong QA pass before the update). 0.49 represents a large amount of work that will not be immediately visible on the user side, but allows us to start tracking statistics on player data and item spawns, as well as the mentioned work on animal AI, horticulture, melee system redesigns, and the central loot economy. Experimental branch will be updated this week as we look to expand testing on 0.49 before the stable branch update. Additionally, BattlEye will begin broadcasting a message every hour warning users of the upcoming stable hive reset that comes with the 0.49 update. As 0.49 will bring persistent storage to all stable branch servers it is important that those who rent DayZ server instances make sure to check out the backup policies of their respective game server providers to ensure an easy recovery in the event of any unforseen issues with your instance. Starting in September, several new initiatives to increase transparency and accessibility into the development process will be rolled out, including the dev team twitch stream schedule located on devhub.dayz.com. (twitch.tv/dayz) Peter / Lead Designer "As I mentioned last week, the initial implementation of horticulture is prepared but using placeholder assets and it will need some attention from the programming team. I personally feel this system can have a lasting change on how many people will approach Chernarus. Imagine being independent of inhabited places with your own grown crops, meat and clothing from hunted animals. Expanding on that vision there was a lot of talk recently about craftable leather clothing across the dev team and it seems it will became large part of the fashion in DayZ. Possibilities will be broad from crafting plenty of unique items from different hides or to produce tanned leather for more generic looking clothes with optional dyeing them to different colors. What recently got so much love and I'm very happy with the outcome of that effort is the melee system which was refactored from the base by our programmers. You will be pleased especially with cursor and swing hit detection which are so robust that there's no way to miss your target unless you are too far away or have something with eyes. We will do our best to plug in the swing detection back as soon as possible so you can finally enjoy melee as it should be. We hope to have this included in the 0.49 update next week. Also worth mentioning is the advanced weather impact on player character which is very close to be released and has made some great progress on utilizing possibilities of our environment. So don't forget to keep yourself warm and dry... see you in Chernarus folks!" Mirek / Lead Gameplay Programmer "Our core focus this week has been on server optimizations and improving melee combat hit detection. Both of these issues are currently in internal testing and if everything checks out, we will deploy it on experimental servers this week. We’re also continuing on our new doors system (interacting with doors in a way that makes sense, rather than proximity to the door) and new game controls, but it will take some time to complete both of these changes. I can safely say however that for example interaction with doors is definitely improved. It is now impossible to open doors from higher/lower floors, you now interact with doors by looking directly at them. A major update came in from the Bratislava team (thanks to Marek Zeman) for pathfinding, so a good amount of issues with zombies clipping through doors have been addressed." Chris / Lead Artist "The Lists of Lists: Last week, Peter and I met many times to discuss some long-term plans related to many aspects of the game and what art assets would be needed. I'm getting pretty excited now since we've planned out concepts for new zombies, settled on DayZ 1.0's weapon list (melee and firearms), created a preliminary list of assets needed as vehicle attachments and parts, and began to discuss with Chernarus legend, Ivan Buchta, how we might improve the visuals on the map. We also had the pleasure of spending a couple of days at the studio's office in Brno where we met with members of our team in Bratislava to solidify plans for craftable clothing and defined the set input resources, crafting object, and crafting outputs which the art team will be required to make. As well, I had the pleasure of sitting down with Take on Mars project lead, Martin Melicharek, who gave me a tour of the Enforce engine's graphics, particle FX, map tools, and art pipelines so that I can understand a bit better what to expect when we switch to the new renderer as well as give us the opportunity to request some improvements or additional features for Infusion. Its pretty fantastic for this old-school ArmA modder to see. Character Art The MASKA-1Sch helmet, balaclava, and firefighter uniform are now done and have been passed to the design team for configing into the game. I would expect they will end up in experimental next week. Work continues on a firefighter helmet and a SPOSN Tortilla-inspired backpack to complete the Eastern-block SPECOPS uniform. It looks great with the SMERSH vest/backpack combo. Environment Work continues on the new civilian airport hangar and building models and we have begun to plan out with our map designers, which other types of new buildings and objects we should make a priority. Weapons The Rossi R92 is being animated and should be out soon and I received word that the MP133 is also ready to be passed down the assembly line of anims, sounds, and cfg. I realize that the release of new guns is perceived to be quite slow but this is because we generally assign them lower priority compared to other, more important tasks being performed by the multi-disciplinary team required to finalize one. We've also created a few more melee weapons as well as the first art assets related to non-lethal weaponry given to the designers to play with. " Standup notes for the week of 25 August 2014 Programming Reintroduce network optimizations New melee combat mechanics and fixes Door reimplementation New game controls Central economy 64bit server optimizations Navmesh update Code cleaning and optimizations New basic zombie behavior Better sound over network Design Advanced weather impact on player character Plugging in new implementation of melee system Config and scripts for new items/gear Config and scripts for new animals Craftable clothing design Central economy setup General bug fix Animation Throwing animations Zombie run variations Player restrained animation extension Zombie AI/combat/animation design Digging animations Art Balaclava mask MASKA Helmet Firefighter Uniform MP133 Rossi R92 Crafted Clothing art design proposals Vehicle parts/attachments models Non-lethal weapons New Zombie concepts Firefighter Helmet SPOSN Backpack Source. http://dayz.com/blog/status-report-week-of-25-august-14
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It would br nice to have lots of vegetation spilling out of buildings etc. Though as said we dont really know the outbreak timeframe. Probably not too long by the looks of certain things. Weird how there are lots of rusted cars but the roads don't have a single weed.
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Reason why People See so Many Hackers.
DemonGroover replied to over9000nukez's topic in General Discussion
I must confess to have never come across a hacker since SA came out. I do play 1st only so that, and good luck, may have something to do with it. I'll probably come across a hacker now tonight, won't i?