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Showing results for 'Vehicles'.
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Deadwalk 1.8.6. vanilla server admin abuse
skigoggles replied to scud553's topic in Mod Servers & Private Hives
Scud, thanks for the recap. Too bad the true story is much longer and more way complicated than that. Let's see if I can hit the high points. We all played dayz on the Dead Walk for months. The problems was nobody else did and the admin/owner was absent. I took over the server because it was dying and nobody wanted it. I paid 1/3 of the hosting. I got 20-30 people a day playing on it by tweaking the vehicles, the spawns, the inventories. I added AI missions and extra cities. I was admin active helping players and fighting hackers. I wanted to keep playing at the same time and it was hard to divide myself - i knew where spawns were and I could see who was attacking a base. Yes I committed some dayz sins. I'm sure I could dig up some steam msgs from you or at least someone in that base asking who was attacking or where something was. eh, whatever. So when it all came out (via some other ex-players), I became full-time admin. Name on the splash page and all. I created an admin base to hang out and somehow still play as admin. Your new job seemed to be infiltrating that admin base. But I digress. "Your" base was a map addition that I added by mistake and you gated up before I noticed. I wanted to remove it from DAY1, but I didn't. I let it go. Over the next couple of months, as the server grew in popularity, your group in the base turned it into a hoarding/parking lot(16 vehicles at last count and a fuel tank I added by request). Not generally you, but a few expressed their entitlement to every single helicopter and every large truck on the server (although you did said "our heli" above). You had to hoard them so nobody could use them to get into "your base". Since this base was in the middle of the map, it was well-known and suffered many attacks. Each one seemed to bring more and more trash talking, berating other players and just general disrespect. I tried to get it to settle down, but it didn't. It spread to new base members. And you know why I let it go? Because one of the people doing it had also paid 1/3 of the bill. Oh, didn't he tell you that? Finally, that base represented the disrespectful, entitled, "OUR-heli/truck/etc" attitude. None of that was helping the server. I gave warning to 2 people and deleted it 2 days later. Didn't they tell you that? I didn't ban anyone and if you are so hurt, why did you login a few hours ago to try and give heli rides? 18:22:59 BattlEye Server: Player #2 scud553 (xx.xx.xxx.xx:2404) connected 18:22:59 Player scud553 connecting. 18:23:01 BattlEye Server: Player #2 scud553 - GUID: xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx (unverified) 18:23:01 Player scud553 connected (id=xxxxxxxxxx). There's more I'm sure. It's just a game and if people would just play the game and respect each other, we wouldn't have to sling the mud. Oh well. -
1.8.6.1 Base building feedback
silverblade1233 replied to rubberman's topic in DayZ Mod General Discussion
No thanks i honestly hate basebuilding it's just used for hoarding vehicles and gear. Go to epoch if you like this -
I like the idea of a large urban area. I've actually suggested it before. if GTA can do it without sacrificing too much performance, why cant DayZ? The city would be where lots of the lore surrounded. The infection would have started there, and been the worst there. The most zombies would be there. There would be highways headed out, jam packed with abandoned vehicles of those who decided to continue on foot. The city is where shit would have hit the fan. Right now we see some of this spread out throughout the bigger cities in the map (namely Cherno, Electro, and Novo) but we need bigger. Just imagine a city the size of Los Santos in the corner of the map somewhere. It would be insanity. Slightly off-topic, but since a single-player version was being considered, perhaps we could have the single player mode be a campaign of the first days of the infection? You play as some 9 to 5er in the city, and as it all is going down, you must survive and escape the city, and once you reach the countryside or other safe refuge, that's the end? And then the online starts as it currently does, you spawning in the middle of nowhere. You could go back in to the city, but it would be extremely dangerous. But possibly extremely profitable. Great idea over all. I wish the dev's would consider it (or any ideas the community suggests, for that matter).
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Deadwalk 1.8.6. vanilla server admin abuse
badluck13 replied to scud553's topic in Mod Servers & Private Hives
I can't say it any better then scud. I personally played to help new players n advanced players either doing missions or jus learning the game period. Dono why instead of dealing with the problem one way they totally screw us all. Those that played in game with me kno I never even took a bottle of water from a tent without replacing it. Had ZERO murders so I worked hard to keep my humanity n just today this morning I had fixed up a abandoned base a friend had no use for. I logged out for the 3 pm restart, come back n I'm wiped clean of all my mission gear and few vehicles. What's killing me is I was a day away from donating to this server not knowing it was on such a downward slope. I will be looking for a more reliable server with scud. Not playing another day on this server. Waste of time. Thanks Scud for the post, sry for my rant and a thank you to those recommending other servers... -
I have played dayz for about 2 years, i am well versed in the game and so i do know what i am talking about. I have played on the deadwalk for months and have countless hours on it, and it was going great, it was regularily populated, and i played with a group of about 8. We quickly became the most powerful group on server, and the admin did play with us before he was promoted to admin by the owner who could not operate the server because he was too busy. When he was promoted, he eased into the job and slowly started taking over the server, and he and his friend seperated from our group, yet we still talked and knew what they were up to. Soon the admin made his friend a admin, and they began using their tools to their advantage. Mutliple times they used their tools to locate people around their base and kill them, and they would find out where vehicles are and go take them (btw no one else knew they were admins they just assumed they were players). At the time i really could not speak up, it would've ended up with me being banned from server, so it continued. The two admins eventually added a dome base for them to have and they told the server they were the admins (Ski goggles and Badstache are their names), problem was that they had one of our helicopters in their base, and it was extremely unfair for them to have one of the 6 helis on server when they could just spawn their own in. So i took it back, thankfully, they parked it on the edge of the zone so i was able to retrieve it before the 15 seconds was up (i recorded it lol). This greatly angered them to the point where they left for about a week, and when they come back, they deleted our base, which we worked hella hard on, and our vehicles, all of which we earned and fought for. They claim we were too powerful, yet the fact of the matter is we were the ones who put in the hours, and we were not invicable, our helis were stolen and blown up before, same with our base. It is for these reasons, i urge you not to play on the deadwalk, also, i would like any server recommendation, we have about 8 people who play, and we prefer vanilla but we are open to any ideas. Thanks for reading all this, Scud553
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So, I took the liberty of noting down the status / changes to the roadmap as shown by Brian at PAX Aus. Please note; as mentioned at PAX Aus., items figuring on the roadmap does not mean them having to be polished features / mechanics / items. Q1 2015 Basic vehicles V3S utility truck Central economy (advanced loot distribution) Global per item quantity and rarity control Dynamic event frequency and radius control Item type / Storage type / Time persistence for each instance New renderer Current Status: Testable and underway with internal QA PP in progress Water surfaces & ocean not present – IN PROGRESS Optimization and parallelization – IN PROGRESS New Infected AI Initial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amounts Basic stealth system (zombies, animals, ...) Initial system rolled out – Crouching, holding a low profile to sneak around infected Diseases Brain Prion disease from human meat, Cholera from untreated water – Will be expanded on further Improved Cooking & Horticulture Prototype extension rolled out to stable branch – We'd like to expand upon this further when the new UI is fully functional Advanced Anti Cheat (Evolving BattlEye) Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats Q2 2015 Advanced vehicles (repair, modifications, ...) Vehicle parts currently expanded on .59 We've expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehicles We want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth) Advanced animals - life cycle, group behavior Present on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strong Changes to distribution handling currently being investigated Player statistics (dayz.com / API) Statistics actively being saved central hive side Will be displaying the initial set of statistics within the new UI when this becomes standard New UI Tech Blocking issues being resolved by programming team Design team working on rollout of initial screen changes Player Stamina Rewrite of new player actions which was dependent on the new Player Controller and Animation system is under way Once remaining blockers on new player controller are complete, implementation of this should be incrementally occurring Dynamic events Functioning spawning, cleaning up, and respawning on experimental/stable branches currently Dynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE tools World Containers (Fridges, Chests, etc.) Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future. Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet package New Physics System Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future Q3 2015 Traps Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines We would like to expand this into improvised explosives and traps paired with the existing trip wires Barricading The initial functionality of locking doors via lockpicks was implemented many months back However we would like to expand this further into the barricading of existing structures (beyond locking the doors) This will likely get pushed to Q4 of this year Character life span + soft skills Internal builds have the first skillsets for this feature functioning Hunting, Medical, and Repair skillsets for specific types are currently functioning Properly displaying these are dependent on the new UI being fully implemented We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in Animal predators + birds Bratislava Team has been working on the proper implementation of the aggressive animal AI Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work We'll see this moved to a late Q4 / Early Q1 goal Aerial transport Update of Take On Helicopters Little-Bird model complete as our "Pilot" program for Aerial Transport Creation of assets and mechanics for fixed wing and rotary aircraft under way Internal testing on the flight model complete – We'd like to see this hit experimental at least before the end of the year That said – We'll need to keep updating the progress on this in Status Reports to see if it is viable Console prototype Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year BETA version. What does it mean for DayZ? When will we see it? DayZ's Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focusCurrently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing Originally our intended goal for this was the end of Q4 this year Several areas of development are taking a bit longer than expected New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta It is critical to understand that hitting 1.0 is not a freeze on development for DayZ Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years
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So, with vehicles missing parts when they spawn in, and all these wrecked vehicles, often of the same make, lying about, the question is rased in my mind why we cant simply try to find whatever part you need in the wrecks? Of course, msot of the parts you do manage to find would be damaged, if not ruined, and wrecks would have finite supplies, but that would just add to the game, atleast to me.
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are the previews for 0.59 taken with the new render engine?
S3V3N replied to S3V3N's topic in General Discussion
The thing about vehicles in engines is that they often feel "like" that engine. I mean, almost every game I played on Unreal Engine, I could always tell it was on Unreal Engine, because of how the vehicle felt. And the physics are great, they are just somewhat similar for all vehicles. On ARMA it always felt like driving on rails, but that was okay for me. The physics now feel like the compromise between PhysX and old Arma simulation, so the Donuts in the video actually looked a bit out of place for me; like a mix of real physical behaviour and simulation. I'm curious how far they can get it right, and I'm looking forward to manual transmission, too. I only played the ArmA III lite version a while ago and thought the physics were pretty good. At least when compared to ArmA II. At least the suspension seemed realistic and taking turns was a bit less "on rails". I guess the new system is gonna be better yet, but I'll just have to wait on what they release next. So far, vehicles have improved quite a bit, but it is really important we get to drive something else than a truck now :) Anyone else feel like this year went past really quickly? I can't believe we are in Q4 for this development. Overall, I had a lot of enjoyment with the last build, but when you play it so much, you notice more and more small things that don't work yet and hopefully will be dealt with in the Beta. I think this game will not be feature complete before going into Beta. Didn't they even say so on their spreadsheets? -
I think the only way to make a "native" skill predisposition work, would be to make it extensively time consuming to see which types of skills each life/player is naturally predisposed to doing well. If someone had to go and farm a half-dozen plots, bandage a dozen wounds, repair a few different vehicles, or craft numerous fireplaces and other survival elements before they could find out which one they naturally preform best, it would make the suicide inevitability a non-issue. By the time they knew their player strengths for that life, they would already be sufficiently invested in that playthrough.
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Dayzmod + bots patrols on a local server?
igor-vk replied to Bushmills's topic in DayZ Mod General Discussion
I played on lot servers with AI patrols. There were bandits and survivors AI. I think in Vanilla and Overwatch mod, cant remember any more. I remember on Overwatch server we had patrols in vehicles, helicopters shooting at players (if heli shot downs, sometimes pilot survives and atack). I dont know how would that work on lokal server. -
This thread is supposed to gather all information regarding modding, in big comparison to the ArmA modding procedure. I have gathered all this information from experience, inspecting ingame files, previous status reports / devtracker / interview / presentation entries and information around the internet. If anyone wants to add more information please reply in here. If you are against the idea of modding please do not participate. This is not a modding discussion but rather information sharing. Starting off - mod support. - Confirmed integration with Steam Workshop, mod tools will be released accordingly. - Mod support will begin around after the new renderer is out, and it will be in the BETA - Release period. - Full accessibility just like the ArmA franchise. TERRAINS: - Additional navmesh map for animal AI and zombie navigation, will probably be an automatic generated file after the terrain is ready. - Rest of the mapmaking process is bounded to be very similiar, road system is currently based on A2, not A3 but it may be changed - no word on that yet. - A video from not long ago shown a developer with Visitor 3 or a software with identical interface. MODELS: - Modelling will encounter a few changes. All models will use the .fbx format. RVMAT are likely to be changed a little, or atleast an extension change (ENMAT?). - Word on new modelling tools haven't been out yet. - New memory points for all items - boundingbox_min , boundingbox_max , invView that will be used for the inventory preview of these items. - Houses will have loot spawn proxies, every model needs to contain different type of proxies for different types of loot spawns (Weapons, clothes, etc..). - Weapons can have unlimited amount of attachment slots, every slot has a proxy and is defined in the config. - Vehicles will most likely need to have selections of different parts for interaction, animations and parts falling off after getting ruined. - Player models (yeah, no more "uniforms" or "units") are directly configurated to store variables regarding hunger, thirst, temperature, etc... ANIMATIONS: - The animations will be revamped, replacing the .rtm files with the new .anm files. - Animation configuration will be split to 2 files: animGraph and meshObjects with the formats .ag and .xob. (animGraph is known to be part of the CryEngine animation system) - Relationship between the new animation system and the .fbx files are unknown, currently they are both configured in a config.cpp with the old .p3d models. class SurvivorPartsNewAnimSystem{ model = "\dz\characters\bodies\bodyparts_above0.p3d"; moves = "CfgMovesMaleNewAnimSys"; class AnimSystem { meshObject = "dz\characters\bodies\player_testing.xob"; animGraph = "dz\anims\cfg\player\player.ag"; };};- The skeleton has new bones named "props" which are supposed to represent different kinds of items that are visible on the player. - The skeleton also has extra arm and leg bones (LeftForeArmExtra, etc..). The total bone count stands on 120 (without the face bones). - Configuration of the animations will no longer feature the "stance" variable, animations will also have variables regarding different states of the player (isRestrained, suicide, etc...) - The male and female models use the same skeleton and therefore share the same animations (No boobs bone :( unfortunately) MISC: - SQF replaced with EnScript ("far closer to c++"). - Config syntax will likely to stay the same.
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are the previews for 0.59 taken with the new render engine?
S3V3N replied to S3V3N's topic in General Discussion
Cool, I am not alone ^^ It's a start. What fascinates me about dinos in this engine is that they could actually behave like Dinosaurs (Hunter/Prey). Their behavior patterns could become part of the player's game, e.g. by luring a prey towards a herd of predators you can pass through their area; or you could hide along Brontosaurs to evade bigger predators. ARK dinosaurs have the hunter/prey mechanics, but they don't really wander or actually feed on plants. It would be much more interesting to see this on a large scale world with adequate dino behavior. You could also have different "Biomes" on different islands, parts of the park infrastructure and other parts that are just jungle; so vehicles would be quite important. It's a pity Trespasser is still the best dinosaur survival game out there, but it does a lot of things (looting/survival) that could be done better and with more freedom in the DayZ engine. Give it a different name and this might even become a huge franchise. Plus you could leave out the annoying kids from every Jurassic Park storyline ;) -
IP:66.150.121.207 FINALdayZsurvivor.net Hello, My name is Cyril. I'm the admin of the FINALdayZ Vanilla Chernarus server. Our goal is to provide a top quality vanilla DayZ mod server in which players can learn to love the mod and meet new friends. It is my belief that DayZ is as it should be. Survival is a challenge. Whether that means finding a water bottle, crafting a splint, or choosing to meet another player. That feeling of risk is what makes DayZ special. The server is set up as follows: 99.9% Vanilla code - side chat enabled GMT-8 timezoneFull day/night systemCrosshairs OFFMap Waypoints OFFNo AINo MissionsVanilla ZombiesApproximately 55 Vehicles The server has been hosted in New York City since July 2014 and benefits from a high quality internet connection. This connection allows players from as far away as Australia or Japan to successfully play the game with <300 pings. If you are looking for a friendly community where you can learn the mod, or a stable server where your group can play, I welcome you to come join us. FINALdayZ Vanilla Chernarus (1.8.6.1) - Cyril
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are the previews for 0.59 taken with the new render engine?
S3V3N replied to S3V3N's topic in General Discussion
As Byrgesen wrote, game engines are modular and bricks and pieces get updated and exchanged. For this you often have to license expensive third party plugins, such as Euphoria (crowd AI - e.g. GTA) or PhysX (Newtonian Physics simulation). Arma III uses PhysX and their vehicles feel a lot better than the Dayz ones ever will. So not every change is going to make sense. I think what game engines like Enfusion need is better hit detection and player position feedback. For me, it always felt detached in Arma games, like you are floating around or rolling across a large terrain. It's getting better, though. Hopefully, some of the research done on this engine will help with future game development at Bohemia. It makes sense to have a versatile engine, because it needs to be customizable to fit a games needs. I don't think Arma games will ever need to spawn thousands of items/pickups or use a complicated algorythm like the CLE. But I do think this engine development could lead to further crossover, as with an engine like this pretty much every scale and type of game is achievable. I wouldn't be surprised if we see a space exploration game, like Star Citizen developed by Bohemia. Personally, I always wanted to see "Jurassic Park" made on that kind of a great engine. -
Correct me if im wrong but..
Herkyl Puuro replied to thefriendlydutchman's topic in General Discussion
I think both charred buses and military vehicles, and broken fences in military sites are explained when you consider there was a military crisis in Chernarus before the outbreak. That would be the crisis which was in Arma 2. Another thing is that vegetation is pretty much the same as it would be in normal Chernarus. I've visited both Chernobyl and Pripyat in Ukraine, and Chernobyl looks like Chernarus in the game, as there is still some activity there and it's thus maintained, while Pripyat is overtaken by rampant vegetation. There are trees growing inside 5-6 houses in Chernarus, but I believe these are accidental and don't have anything to do with the background story. -
Intentionally ruining clothing, and blood as camouflage
agouti replied to Fella1990's topic in Suggestions
I have several questions and thoughts for you, and I like your post. #1 What would happen if I ate an acorn without cooking it in real life? I think they're bitter iirc. #2 I love fruit, and while I hate nearly all vegetable material, this has led to some interesting consequences as you describe. I was surprised this didn't happen in game, I was waiting for the text message. #3 In my mind, we need not just rpgs, but anti-material rifles. For most purposes, this will be more useful. You're taking out the engine blocks of cars, not fighting armored vehicles. Though if armored vehicles make an appearance, I'll be glad to have that rpg. #4 There are people out there that know how to fix helicopters or could figure it out in a very very reasonable amount of time (weeks or months). I got this buddy who plays who I'd bet hard money he could figure it out (he has a helicopter obsession). This is the same buddy of such patience, who'd wait by the lone gas station with his anti-material rifle maybe a half mile off in the woods, would blow out a passing engine block, and then the drivers who get out. Loot up, dispose the evidence for the next unsuspecting vehicle, repeat. He'd spent hours waiting for trucks to pass if necessary. He'd do this for days, just amassing loot, really showed his patience. Never saw him die once doing this, he always had everything set up in his favor. The reason I'm saying this, is there are individuals who have the patience to learn, patience to fully plan out contingencies, and the coolness of head to execute. Alternatively, I'll have to find the video of him and I doing the other obvious way for getting a helicopter. You simply steal it from someone else who has a sustainable fortified base when they're not there. :) -
Afternoon Survivors, In this week's Status Report, Lead Producer Brian Hicks will be covering a lot of ground going through several topics such as the Infected, the animation system, soft skills, status on version 0.59, as well as other tasks going on behind the scenes, and Lead Designer Peter Nespesny will be handing us some info on the work ahead regarding user actions. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Video: The Last Day Of The Chernarus Club Development Board Spotlight Dev Update/Hicks Greetings Survivors! So, this is the first SR since the change in vocal style and frequency - and it just happens to come on the heels of our Quarterly Review and Beta discussion at PAX Australia. I appreciate everyones patience as I deal with jet lag catching up with me. We have some cool stuff to talk about this week - not as cool as the last Status Report - but cool enough I think. I'd like to kick off this week with an update on a few key areas of the engine I know everyone is waiting to hear about. Renderer: I touched on this a bit during the PAX Australia presentation (and that audio/slides will be put out as soon as I get back to Prague) - Post Processes: IN PROGRESS - Water & Ocean Surfaces: IN PROGRESS - Optimization & Paralellization: IN PROGRESS Current Status: Actively under testing with internal QA We've made some great progress over the last few weeks. I prefer to manage expectations - so I'm going to say don't get too excited. Issues could pop up in QA over the next few weeks, but morale in the office regarding the renderer is getting high. I'm excited - but keep in mind we don't want it to hit experimental until we're confident in a strong -initial- performance gain. New Animation System: While we've made strong gains on this that has enabled the design team to start working on a complete rewrite of all player actions currently in game (demonstrated in the last SR) we're still working on the last few areas that -must- be completed in order to fully merge the player over to the new player controller. We'll keep you all updated on this. Infected: As we mentioned in the last Status Report - Infected will be making a return in .59 - but as covered in the PAX presentation there are changes we'd like to look into making to the infected, specifically in the area of spawning and distribution that should go miles towards a more rewarding (and scary!) experience when it comes to crawling through cities looking for gear. .59 Experimental: As of the time that I boarded my flight to PAX Aus - the last remaining major blocker towards moving this build to the exp branch was sitting specifically on vehicle position sync. It is critical we at the very least provide a more enjoyable experience with vehicles than on previous builds, especially considering the increased quantities. The gameplay programming team has been working hard on doing just this. Aside from the stuff mentioned above - we do have a few cool things to share with you guys. As those of you who watched the TwitchCon presentation, you know part of the character progression path we've been working on in addition to soft skills - is the life span of the character. Specifically shown at TwitchCon as beards for male characters. What we didn't share at the time was that we were a bit further along with this than just a few renders of male heads. We still need to work on the lifespan impact for female characters - but we do have growth over time functioning on internal builds as seen in the above video. Animations for shaving still need to be completed, but the functionality for choosing to remove said beard as there as well. In the same vein as character life span - I spoke today about how the initial skill set for soft skills was functioning internally (albeit without UI elements allowing you to track said skills). In the video above, we have accelerated the growth of the skillset that governs the amount of resources you gain from harvesting. (In this grim case - it happens to be a human body) The more a character performs an action that falls under this skillset, the higher yield the resources he gains from the attempt. In the accelerated video we have a character who very often skins and quarters bodies for meat, bone, and so on. As the character goes through each body, we accelerate the skill gain for the purposes of the video - but you see that with each action/attempt - the yield of meat is increased. We want to kick off the character soft skills with base skills in the areas of: Medical, Resource Gathering, Repairing. Once we see how these operate, we can expand upon them further. The little icing on the cake I like about the video is how Peter snuck a little treat in there that you can easily overlook. As the character skins and quarters the body, his hands and forearms are covered in a bloody mess. The character -can- wash this off should they go to a body of water, or have some on him. Alternatively, he or she could just as easily choose to keep this appearance. Oh! Before we move on to Peter's bit this week - Things are looking really good for the 75 player servers, I'm excited to see how it plays out on experimental. Questions? Suggestions? Make sure to head over to the official DayZ Forums and join the Status Report discussion thread for this week. - Brian Hicks / Lead Producer Dev Update/Peter In the last status report, there was a nice showcase of new implementations of user actions which are currently work in progress. There was an idea back in the day (and I mean it was a really long time ago, more then year and a half) about simplifying of how user actions operate and streamlining controls in general. User actions as we know them are great as they are very robust and allow usage of anything in any way you like, which leads for such a great ArmA 2 mod as DayZ to happen. Imagine if there were only shooting and door opening - such a situation would leave you with a very limited possibility for application of your creativity as designer. On the other hand user actions are also known for their not so friendly behavior like scrolling menu, issues with precision and our underlying implementation of actions on own character and others in SQF paired with old and limited animation system led to many problematic situations, to mention some, no elegant way to cancel action, spamming actions or serious ones like duping. New user actions and controls are designed to be modern, user friendly and of course to address all issues which we run into with the old system. Actions will be contextual, for example performing same eat action will feed yourself, or your friend when you are looking at him. They can behave as single event or can be performed continuously, think of flipping the switch by clicking the use button or drinking from a water bottle while holding it. You can perform them during other animations, so you will be able to eat while traversing countryside. Canceling continuous action can be simply done by releasing the use button. All this and more means that scrolling menu will become redundant in the end as all possible situations are covered through different usage, based on context and duration of action. Every item can be used as melee weapon, and with redesigned controls comes a fresh breeze to melee fights as there is a difference between one click which performs quick attack and continuously charged heavy attack which is performed by releasing the melee button. This allowed us to finally use firearms as melee weapons - bayonet stabs, buttstock hits or pistol whips. Best of it all is that we removed so called aggressive stance which was mandatory to attack with melee or shoot from firearms and it felt forced as it was too static. Now readying the firearm for shooting is a continuous action so once you release use button your firearm is lowered to waist level. Prone position and bipod can make your life easier as far as keeping your firearm ready, also we would like to examine weapons resting in the future. Items can be dropped, rolled or thrown which is especially useful for grenades. I'm convinced that with new user actions and controls coupled with new animation system and physically based character, DayZ will become a fluid, modern and pleasant experience. I'm looking forward to this day, as with these changes it will feel more like DayZ 2.0 than with any others. See you in Chernarus folks! - Peter Nespesny / Lead Designer Community Video/ The Last Day Of The Chernarus Club Hey everyone, The following video showing the "story about a group of friends that have always been together", as described, turned up in our gallery. To begin with I wasn't too sure if there was an event going on, if there was supposed to be a story line going through the video, or whatever else the deal was. Any which way, as it turns out, it seems like it's just exactly as described - a group of friends having fun together in Chernarus. On top of showing some nice positive attitude during combat, the intro/outro for the video is quite well made. Thanks for the entertainment guys! As always, if you guys out there have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: TiMo - Michael aka SMoss / Community Manager
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AngryZ|DayZChernarus|1.8.6.1|UTC-11|Spawn w/Gear|Veteran+
jbraddock replied to jbraddock's topic in Mod Servers & Private Hives
It's Halloween weekend! It's also the end of daylight savings time in the US meaning we fall-back one hour. A perfect chance to spend some extra time with a mess of your favorite undead friends. Slide on over to AngryZ and join the action. The server is mostly 'out-of-the-box' DayZ, almost Vanilla but not quite. For example, you start with some decent gear. Most of the changes are small. Good stuff can be hard to find, but that's the way it should be. But you might get lucky (won't know until you try, right?). Vehicles are rare and any that you find will likely require work to get moving. The zombies pack some punch. Don't get yourself caught up in a horde with no good escape plan. That would likely be the end of your character's life. How strong are you? How long can you survive? Join us this Halloween and find out. -
Intentionally ruining clothing, and blood as camouflage
Whyherro123 replied to Fella1990's topic in Suggestions
1) You know how to fly a helicopter. Nice. What about the (random number) other people in your base that don't? Where are you going to get a tanker of fuel? What if those helicopter parts aren't for the make and model you have? Don't you have 1,000,000+ other, probably-more-useful things you can be doing, instead of fiddling around with a helicopter? "Survival", even when you have a village with other people, a steady source of food, etc, is very time intensive. Gardens have to be weeded, walls have to be patrolled, tools have to be maintained. If you are the single person in a settlement where their only task is "fix that helicopter".... that helicopter better be gold-plated and have an automatic shitter, not just "I might be able to fly it..... maybe". "Division of labor" and all that. If your current labor isn't useful, or "useful enough", then you effectively aren't contributing. The world needs ditch-diggers. 2) SO, you've got some "helicopter parts" at a nearby airfield. They just magically happen to be the right ones. Now, you yourself said that you don't know how to repair a helicopter, and let us assume that no-one else in your base does either. However, you finagle the parts into place, fill it up (what kind of fuel do helicopters take, anyway?), and take off. However, one part is 1mm out of place/ 1 N too stressed, etc, and breaks. That is rough to find that out going 200mph, 60 feet in the air. With a truck, if something goes wrong, you can generally stop safely. Not so in a helicopter. Oh, and parts for trucks and cars are definitely going to be more common. If a piston-ring in your engine breaks, yank a new one from another truck. Need a new axle? Same. Etc etc etc Plus, the rate of people that know how to repair/maintain a truck/car is definitely higher than someone that knows how to do the same for a helicopter. Hell, I don't know anything about cars, but I can generally diagnose what might be wrong with my truck. Even if I can't, I have literally 6 or 7 mechanics in a 3 mile radius around me that all specialize in various bits of vehicle maintenance. That is probably 100 specialists, not just someone that knows their way around an engine. 3) I have no problems with there being ground-based vehicles (although I would be livid if there was something like an APC added), due to the fact that there is a reasonable chance that some survivor was a mechanic before the world went to shit. The chances are not so high that there was a helicopter mechanic/pilot (if you know how to fly, why are you still in Chernarus?!) among survivors, in a random sample. 4) I don't want the in-game characters to be "Navy SEALS". I want them to freak out, to not know how to reload a weapon perfectly (fumble magazines, jam firearms), to have firearms jam when fired on full-auto, to have to clean the firearms, etc. Right now, every one is a "soldier", and I don't like that. 5) In all seriousness, "Survival skills" are not that hard to learn, and the basics are known and half-remembered by just about everyone. The main function of "survival training", other than practice, is to implant training in the head so, when you actually need it, you react on instinct and muscle memory, instead of having to "think about it", realizing the gravity of the situation, and freaking out. Also, there are probably infinite+ more guides for survival skills, like plant ID guides, animal guides, etc than there are for helicopter maintenance manuals. Besides, yet again, the skills are not that difficult. I taught myself how to field-dress and process animal carcasses after reading about it in the SAS Survival Guide. With 5 paragraphs of 12pt font, a single diagram, and some trial and error, I was able to dress a deer and turn it onto various cuts of meat. I dunno, I guess I just am tired of arguing this same point, over and over and over again. I just find it infinitely more "realistic", "authentic" even, that someone can figure out which plants are safe to eat, how to start a fire with no matches, how to cut meat off an animal, etc, especially if their life was on the line, than I would someone magically being able to repair, maintain and fly a complicated, physics-heavy piece of machinery. As for the RPG...... what do you think someone will be able to do to a vehicle that a regular 7.62-54mm round won't be able to handle, much less a .50BMG (if they don't include the most common HMG caliber in the world, even only as a static emplacement, I will be confused)? Multiple layers of sheet steel? Both rounds will punch through. Sandbags around the drivers seat? Put some rounds into the engine block. Just drop a tree across the road ahead of a truck, or drag some Jersey Barriers across. Make some spike-strips with nails and blocks of wood. You don't need an RPG to "kill" a vehicle in the game, even a "heavily-armored" one. -
That building was changed to destroyed and had it's loot spawns removed before the static vehicles and the "camo" prison building stopped spawning loot. I think it was intentional to change the natural player migration for whatever scheme they have for the CLE.
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I do not believe it is necessary seeing as there is a Humvee there. Once loot spawns on miltary vehicles are restored, Turovo should harbour moderate player traffic. I always go through there if I'm in Svetlo and pass through it and the nearby towns north of Domo and walk out with heaps of starting supplies as it doesn't see heavy traffic though, and I'd hate to see it become heavily populated.
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Intentionally ruining clothing, and blood as camouflage
BeefBacon replied to Fella1990's topic in Suggestions
This. I think I made a post about nutrition a while back. I think if people want to live off canned food then they should be able to, but there should be drawbacks associated with it. Living off the land (hunting, fishing, farming, foraging) should be more difficult and time consuming, but yield greater rewards. I don't know about foraging, but if foraging could be expanded in the way you described (food is available but it needs to be processed/prepared in order to be edible) I'd totally be in favour of that. I'd argue in favour of respawning food, however, even if it only respawned every few hours. On top of that, though, I'd say that foraging should be made easier in the sense that you shouldn't have to spend five minutes staring at a shrub in order to find a lonely berry. Instead you should be able to find a few berries relatively quickly, but then that bush is depleted for a while. Also, as a side note, It'd be neat if there were poison berries. Now I know there are poison berries, but everyone knows which berries are poisonous. Instead there should be several colours of berries (and mushrooms, whatever) and on each server whether a berry (or shroom) is poisonous or not is randomly selected. We can then find survival guides in the world that tell us what is and is not safe to eat. We can't meta-game it as easily because each server is different, and perhaps changes upon reset (though I don't know what should happen to the food you already have in your inventory). I have flown a helicopter. I could probably find a user manual to refresh my memory as it was quite some time ago, but I at least understand the basics. I couldn't fix one, though. But then I couldn't fix a car. I've never fired a gun. I've never made a fire without a match. I've never skinned a deer. I've never filled a blood bag. I've never applied a saline bag. If you don't have the time or resources to repair or fly a helicopter... don't repair or fly a helicopter. However, if you have a large camp, a lot of people, a tanker full of fuel and you know there are a bunch of helicopter parts on an airfield, why shouldn't you be able to repair a helicopter? Are you telling me that everyone who washed up on shore is some sort of Navy SEAL / Bear Grylls hybrid, but it's too far fetched for us to fix up a helicopter? In regards to the RPG, I expect it'll be of use against vehicles. Humvees or beefed up buses, for example. I expect you'll have a bit of trouble killing a humvee with a .22 rifle. I don't expect it'll see very much use outside of squad play since I imagine it'll be quite large, ammo will be rare, it'll be heavy, etc etc. Still, it's nice that it's going in. -
Random Events, Supply Crate, Supply Truck and Dead Survivor Corpse
Zurvivalist replied to vgbarbieri's topic in Suggestions
No...I've always voted against heli crash sites to begin with . wrecked cars are one thing , but only if they use the same models that are available to be driven in the game.. so they actually belong there.. Dead bodies and my personal fav, camp sites spawns actually fit into the environment far more then the current crashed military /police vehicles -
With the new vehicles coming, the search for parts and the installation of them will become much more prevalent. Even so, wrenches, screwdrivers, and typical tool-kit items are still only used for hitting people with. Wouldn't it be nice if those tools could serve their true purpose? Tire iron: for removing the lugnuts off of tires, of course. It'd be nice if we needed them (at least in our inventory, if nothing else) to remove/replace tires. Screwdriver: Fire extinguisher: What else? Putting out fires. Crowbar: Used for breaking open locked doors, which could be made so that it would take much more effort to open (as opposed to just shooting it once to unlock). Meat tenderizer: Tender your meat. Makes it easier to digest, I suppose? Pipe wrench/wrench: Perhaps some other vehicle part related use. Hayhook: Allows someone to move a haystack, for whatever reason that may be. Really, these are self-explanatory. I'd just like to have them be of use to people.
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Exactly you can't think of one? Why? Because you aren't familiar with any mods. Marksmen DLC brought ArmA 3 Bipods, Helicopters brought in drive-by from vehicles, Karts..... brought nothing indeed.