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Showing results for 'Vehicles'.
Found 41870 results
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Which Vehicles are in BETA now?
PandahFistophacleezeSykes replied to Raptor97's topic in General Discussion
Yea haven’t seen a vehicle yet zzzzz it’s a shame they really need more on the map , fighting for control of like 5 vehicles per massive chernarus map will get old quick . -
A dedicated game engine that seems not so dedicated...
☣BioHaze☣ replied to rickyriot's topic in General Discussion
My confidence was massively shaken by the 7 month update drought we had. My suspicion is that they found so much flawed code in the engine they had to go back and rebuild it. The amount of double and triple work we've seen throughout the alpha phase was disconcerting as well. The data they gleaned from our testing on the old engine seems to be useless now as they are rolling out the latest iterations that seem to be starting from scratch again. The perfect example being vehicles. When they released the latest version of vehicles performance was almost exactly as it had been when they released the first versions of vehicles on the old engine. Infected were originally supposed to be server controlled and they fell back on dynamic spawned infected after many many months with almost no infected in game at all. They could have been perfecting dynamic spawn that whole time and given the PvE players more to do but instead we suffered in an empty game for months. There is probably a list of twenty or less features that should have been worked on as priorities from day one. Things as basic as throwing objects and key bindings being two examples that defy explanation as to why they were left off. At this point I'm slogging forward, taking everything they say with a box of salt, and hoping that maybe something they call 1.5 or a modded version will deliver on the original promises. -
Dude, you posted here asking what the point is of bases, and are they good for defending anything. I answered, with an explanation of how cooperation can make large scale base building viable. It's a game, plenty of people play plenty of different ways. (Hek bro, some folk even play a variety of ways depending of the day and what server they are on). There is no right way to play in absolute terms. But if we are to infer that by designing the game with certain capabilities and content, that we are intended to utilize that content, then I conclude that it is desirable behavior for players to use persistent storage, vehicles and basebuilding elements in pursuit of enjoyment of the game. That's the purpose, right? We are talking about a game, which people play in their spare time, ostensibly for fun... I don't think I am making any inductive leaps when I say that destroying and despawning things just for the sake of making them go away is unwanted behavior from the viewpoint of people who spend time building, organizing, and storing them. I don't know where you come from that the concept of cooperation to build and maintain a persistent presence on a server is somehow anathema to the intended purpose of the game; that stalking and killing players, and scuttling any attempts to prepare for the future, is just what's natural and right... OF COURSE the people who build things are going to be upset with the people who destroy it. If someone kept coming to your house every night, and letting the air out of your tires, would you just shrug it off and say "welp, everyone's got his own way of livin; I can't be upset that he finds joy in what he does?" Most reasonable people would want to find the person and stop them, no? If you want to RP as entropy incarnate, just accept that there will be people interested in interfering with YOUR preferred mode of play. That's all there is to it. It may come as a surprise to you, but sometimes when players meet in game, they cooperate instead of kill each other. And by this random quirk of nature, they may indeed meet other players who cooperate, and before long, those players come to know and trust one another, and may even tend to view unknowns as the enemy. In some aberrant cases, these groups of softened lumps of dough actually shoot other players for no good reason other than they can't be bothered to talk to strangers while moving valuable cargo. This confuses the hunter-killer players, and makes them angry that those who choose to play the wrong way have the gall to defend themselves; let alone dare to share resources in an apocalypse scenario. What nerve! Sometimes these folk make it their business to interfere with any attempt at civilization being restored in their world, and take to relentlessly harassing the organized and cooperative players; who in turn respond by keeping watch, and investigating suspicious people. Some of these fellas get ornery enough that they lose their good sense, and crawl inside of walls, or phase in and out of existence and kill them off one at a time, to punish these care bears for daring to be friendly to one another. All manner of demons and apparitions will come a-wreckin if you leave something built long enough. In some such cases, the ghostbusters must be called to enforce the natural laws of nature, and the offenders are banished for practicing witchcraft. For reasons unknown, even when some have been banished for witchcraft, there always seems to be a steady flow of new people; some cooperative, some destructive and bloodthirtsy, and some that are a bit harder to pin down in any one category. Not sure what their problem is, gettin all hateful towards a bunch of folks with plenty of food and drink, story and song, who'd give 'em the shirt off their backs if they'd just stopped shootin' long enough to ask. Maybe they just hate life. Mebbe they miss they's mamma. Or mebbe still, they just ain't been properly socialized yet. In any case, we take 'em as they come; leave 'em as they go.
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Today was quite a busy day at our office with the Experimental BETA patch hitting the Experimental servers. So apologize this late Status Report, it is worth it. Dev Update/Eugen Dev Update/Eugen Dear Survivors, we are listening. We know the last Status Report has started some heated discussion about DayZ. I'm gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don't go unanswered. But first, I also want to because today is the day that we updated the Experimental branch with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I'm excited about this first step to a more polished gameplay experience with more endgame goals to achieve. Farewell, 0.62 - 0.63 is fully taking the reigns Not only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we're no longer working on old technology, the 0.62 version is now becoming a legacy to look back at and learn from. We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit. The current 0.63 will be moving to the default branch (what we call the Stable branch, as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own "legacy branch" for future reference. This will make sure that players coming back in will get in touch with the new version of DayZ, and won't be facing a situation where they start up a game and can't join almost any server due to version difference. That way, we can focus on what the future of DayZ should be and we will deliver updates straight to you. Experimental and Stress Test Branches should not see much use for the rest of the year, and will be deprecated until we get to a point they are once again needed. Our goal right now is to focus on addressing issues you guys have been reporting, and on making DayZ fun for our core player base. With this change, we will release one more thing for you guys to play around with: DayZ modding tools. Yes it''s happening! While they can definitely be considered Experimental, your early feedback on the tool set can help us shape the future of the DayZ platform and game alike. Tools will be available as a free download on Steam and will be also supported by our new DayZ Launcher to organize your DayZ experience. The launcher (familiar to those of you who tried Arma 3) will be useful not only to work with mods, but also for work with startup parameters, server and tools after the tools package stabilizes a bit. With the DayZ tools release, we will be opening the Steam Workshop for you guys to share your creations in an easier way, accessible in one central place. TLDR; if nothing goes majorly wrong, 0.63 is moving to Stable tomorrow, and we begin our BETA development - the march towards a stable 1.0 release. Plans for the upcoming weeks With 0.63 on the Stable Branch, and community server owners updating their servers with all these new features we introduced, I wanted to touch on few more things that are about to happen in the upcoming weeks, as that's certainly something you'll be very curious about. Server browser changes & update schedule The server browser is getting an overhaul based around a new technology that we developed together with our Online Services team. The gain with this implementation is that you'll be better able to tell if a given server is running a modified version of DayZ, and at the same time, the new implementation will make the server browser feel more aligned with rest of our UI design (which is by no means polished yet, but at least a basic direction has been set). Related to community servers, at least for the rest of the year, we're trying to go and have a fixed schedule of weekly updates so that server owners can be ready for any upcoming game updates. Fixing, tweaking, and polishing The upcoming bugfixes and tweaks will be focused on many of your complaints over the years. We read almost everything you guys post across social media, including (especially) those comprehensive lists for 1.0, and I just want say we know these things are important to you. While features are in, their functionality is often broken. We know that's what makes or breaks a game, and now is exactly the time to get that fixed. During this period of stabilization and iteration, you'll see the game change around the details that matter. A balance pass is ahead of us, and while it's certainly not the last, it will definitely be a first one that will fix a whole lot of the inconsistencies you guys experienced over the years. Just as an example, I'm going to use the fix of misaligned guns that is already in Experimental (caused by either using a vehicle, being in prone, or using free-look). We're also going to go over some of the issues that bother you a lot: like hit registration problems, or changing your key binds. Let's go. Feature and content freeze for BETA/1.0 With today's Experimental update, we have released a huge amount of items that were not available in-game before, and while some of their functionality might be bugged, these specific cases will be tackled in the bugfixing, polishing, and balancing push. What's in the Experimental build now is the list of items we want to hit 1.0 with, and anything else we've talked about in the past will be a post 1.0 content released as free platform updates. The same goes for features - features that we previously had planned to deliver and are not in-game right now and are postponed after 1.0 release. We will be working on our post 1.0 plans and communicate the exact details of our efforts through official channels. One thing I can already say - I'm really looking forward to working on a stable game platform. Something we have not seen a lot (or at all) for the past 5 years. Addressing the current most pressing issues There are some hot topic currently resonating in the community, and I wanted to touch upon some of those in more detail. As these would make the Status Report visually even longer, we're gonna put them into a separate forums post. These are the topics covered: Item renaming Hit registration Changing key binds Bloom post process effect tweaking FPS drops READ THE FORUM POST Now to an elephant in the room that has to be talked about in a proper manner. Previously, I have said that I want to write up my thoughts after talking to you guys on various channels and criticism that has ensued after the last Status Report. Here it is. Why go for a 1.0 release this year? There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken - additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds. Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We're taking a deep breath, we're taking a look back with the aim to properly plan out building on a platform that is fun to develop for. Can you really have a polished, stable 1.0 version of DayZ by the end of the year? There's not much time left. Yes, unless we believed that, we wouldn't have chosen the option to hit the deadline. There is about a month of real development left, and hopefully some you have noticed we have started fixing some really pressing issues in DayZ over the last week as we shuffled our priorities. And that is what deadlines do. They make you think twice about what is really important. While there are large numbers of issues left, only about 600 of them are crucial to make DayZ work as intended. We plan to do exactly that. Fix features, stabilize the game and make it enjoyable after being weighed down by bugs for a very long time. Are you pressured from the Bohemia management to go for the release? There is pressure of course, that's a natural part of game development. We've just spent five years in Early Access. That said, Bohemia Interactive is a privately owned company under no pressure from external investors. It is our decision to meet our deadline, and there are no business people standing behind our backs forcing us to do it. Bohemia is a family of like-minded people who want to make games without publishers calling the shots. It's also one of the core reasons why Bohemia still self-publishes its own games, and generally does things on its own. While we may not be perfect, our players, our community, our games are still very clearly different from the rest of the industry. Why not just continue in BETA after stabilizing the game, and not avoid "slapping" a 1.0 on a game that's not "feature/content complete"? Because if we were to do every single thing that was ever conceived/thought of/casually mentioned for DayZ, we would not be able to exit Early Access even next year. In development, especially if you work with new technology, there is no proper way to do estimates. You just do them based on your past experiences with different technologies. This a super complex topic and we were unable, and effectively failed to predict the amount of time some these things would take on the new engine. While the possibilities with our own technology are endless in theory, we just can't hit content/features that we wanted or wished for in the time we set for ourselves. That said, we know that the game is going to be tons of fun even when some of your favorite features and content are missing now. Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia? No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now. What are your plans for development after BETA? When can we see the remaining features being implemented? As mentioned previously, we want to properly plan out content and features for next year, and focus on timely delivery by having a stable platform that we can build upon. One of the top priorities will definitely be weapons and content variety. As for features implemented post 1.0, we will share more information once the whole team agrees on what exactly we can and will deliver. DayZ is our dream game and we want to make it the best possible experience for developers and players alike. - Eugen Harton / Lead Producer Header image by Uncuepa.
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+1 i just was typing a topic like this, my server is crashing too, and i have not mods implemented, only edited stamina and player/vehicles spawns...
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We could use an update... How is anyone still playing?
DayzDayzFanboy replied to McPhorce's topic in Xbox
Well I can't get on every day as I work for a living but I'm on fairly often and it's still fresh for me. I'm not sure exactly what people expected the game to be like but the game as it currently stands is not really that different to the original. I look forward to vehicles and base building but for me the selling point of the game is the fact that there are no objectives and you make your own story. Human interaction has always been key in this game. Just go back and look at frankie or blackout videos or any other dayz YouTuber for that matter. Yes, new guns would be nice, but it doesn't alter the fundamental mechanics and dynamics of the game. Base building and vehicles will be cool too, we just have to be patient for it. But dayz has always been hours of roaming around countryside and towns looting up and then interspersed with random encounters with other players. How you interact with those players is what makes the game for you. Maybe if base building is a really big thing for you, try Ark:Survival Evolved. Persistent servers with a deep crafting and base building mechanic. But dayz as it stands is really the core game. All the extra stuff you're waiting for is just decoration. It's like me saying that CoD had lost its appeal because it doesn't have open world survival aspects to it. I think if you accept dayz for what it essentially is you'll enjoy it more. Or if not, then maybe it isn't the game for you. It happens, you buy a game with certain expectations of what it will be like and then it isn't. -
Are there vehicles on Xbox yet or is it just PC?
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I test this but spawns only v3s chassis with nothing on,I delete vehicles.bin and no help.Tent asnd barrels stay after delete.
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A dedicated game engine that seems not so dedicated...
sneakydude replied to rickyriot's topic in General Discussion
Well this thread is backwards, was hoping to hear much better news about Infected. I guess 2 more years? Its still Alpha to me, i never expected anything less then 2019 for beta and that's at the end of 2019. But i really wasnt hoping to hear about the vehicles and the Infected are still an issue. -
Been trying to get into base building, but running into a problem. I want to build in a secluded spot for defense but carrying these large items back to base is kind of rough. So I have been spending hours trying to put a car together to help with this and it hasn’t been going well so far. I think setting up a simple base camp should be one of the first things the player should be able to do but I do feel vehicles should still be hard to get. I watched this guy build a wheelbarrow from sticks and bamboo and thought this was the solution. If you don’t want it to be fully craftable you could make a vehicle tire a required part and subject to maintenance. Another idea is to allow them to be attached to bikes if they come back in game. I understand that adding new features is probably the last thing on the devs mind but I feel something like this is sorely need to make the progression feel good.
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A dedicated game engine that seems not so dedicated...
Wili replied to rickyriot's topic in General Discussion
For a Beta nothing seems to work properly, not combat or basebuilding, persistance, vehicles, zombies... I think a Beta should be like polishing minor bugs, but it seems every important aspect of Dayz is well broken right now. -
A dedicated game engine that seems not so dedicated...
blackberrygoo replied to rickyriot's topic in General Discussion
These things surely will be In 1.0 release . I have literally 0 faith that these devs will pull off a full release in less than 2 months (especially from this build - it’s a mess in so many departments - zombies , lighting , transparent objects / buildings , broken vehicle physics , vehicles too fragile so they disappear when damaged - they don’t blow up or anything cool they just ... disappear ...). Yuck , so many chances to have a great beta and this is what they come up with ? As a long time player and supporter I’m so pissed that it took another 1.5 years to get from .62 to .63 stable beta and yet somehow .63 stable beta seems like it has less weapons , less items , and more glitches than the .61-.62 versions had . -
Add more vehicles . Period . 4 vehicles on the map ? SMFH what a pathetic number . I thought we were making progress , not regressing back to the old dayz where there were only 4-8 cars and they were all hidden away at inpenetrable bases in the debug zone . This game is gonna go downhill if these devs don’t figure out their damn spawn rates and stop trying to be so “hardcore”. It ruins game balance to only allow a very small elite section of the server to have a vehicle , and even when you get one the damn thing doesn’t even display when it’s goibg to poof and disappear ... what a shaky “beta” this is .
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I would avoid an entire server wipe at all costs unless you have no player base or a huge issue. A player loosing a tent is not as bad as losing everything. Could change the despawn rate to 1 second. Then with the amendments after 5 seconds all vehicles will be despawned and respawned repaired. Then obviously change the despawn rate back to original value.
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im 80% sure vehicles.bin also covers tents barrels and barrels tho
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Do not delete your entire storage folder unless you want a server wipe. That will delete your entire database (players and their gear, economy, tents, bases etc.) If you are having issues with vehicles you can remove all vehicles from your database by going to /mpmissions/dayzOffline.chernarusplus/storage_66435/data then deleting the vehicles.bin then upon restart the server will look to spawn vehicles with the amendments you have made - as long as you added the code corectly.
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Do you think it's going to take a while until the new content update also reachs Xbox One ?
MarczXD320 posted a topic in Xbox
Today was the release of the 0.63 with basebulding and vehicles on the experimental servers and tomorrow it will finally reach stable (according to the developer report) Do you guys think we might see this new content update reaching Xbox One by this month ? it's been a exciting day for PC players, hope it don't take long for us Xbox players to also receive it and enjoy. -
Look here for the latest vehicle spawns Please note the Hatchback is the only vehicle spawning currently so disregard the other vehicles mentioned on that site unless you (server admin) has enabled the VSS and Sedan
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That's the whole idea. Base building is part of the "end game" that requires team effort and the use of vehicles. That is if you want to build into a secluded spot.
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Community Servers - What to Expect from the Switch to 0.63 & Release of Server Files
mrwolv replied to eugenharton's topic in Servers
be nice if the game acutally ran without so many bugs atm ! from the last update that screwed dayz im suprised its lasted this long as its still not working correctly like it used to i miss the good old dayz and im sure alot of people do im talking patches 60 and backwards. when people herd the dayz files were being pushed alot of us thought what a big mistake but we managed then you said beta and alot of people are/still unhappy this has happend the game is just not ready yet. yes it playable but its no where near ready for beta still so many bugs things do, not work correctly, content still not added from the start of dayz, before you do anything else on dayz i think you should fix everything that dose not work correctly like the vehicles the offroads take to little damage they are terrible at control the dig in the ground when driving and they lose control so easy and this is in 1st gear, base building you added its awfull and here is why set up a build for a watch tower add all parts build ground floor then we have to relog to build the next bit then relog again and again untill its built, there is no way to tell which way a wooden wall is placed and we have to build it to see this then if its wrong we have to break it down to rebuild and get it right not to mention we dont get our items refunded and its so easy to break a wall (7 seconds). also the codelocks down work no way to make a gate the base build should never of being added its terrible! what ever has been done to dayz in the past year which is hardly anything usefull is just a waste of time where are these 3 major patches to the stress test version of 63 well as i though it has not happened and you cannot call beta and 63 exp patches as the game state is still very poor please fix dayz to bring it back to life at the moment its dieing and alot of people can see this the game started out great really great and its just downhill since. pc players deserve more we have been your guninie pigs from the start and we have suffered the bad patches and more its time to change this next it will be dayz on ps4 just stop fix pc then work on console after like it was supposed to be in the start -
Dayz servers So, are you all telling me there isn't any problems with nights on the servers? Only 3 stable servers are having night atm. WHAT THAT MEANS: For most players Dayz is unplayable now because of length of day/night cycle. You might say: go play on servers with day on. I say: why should i play a game on server based in US or whatever with 350 ms? I want to play on official servers. Night isn't a problem itself. The problem is that server time is 1:1 real time, going further... some of us can't even play the game NORMALLY because we work, go to school etc. And when we are able to play some Dayz it's evening and getting dark, so does in Dayz world... Leaving some of us playing 2h with day on servers before needing to switch to server placed in other part of the world with 200+ ms. Just for being able to play day on servers. I wouldn't mind to play 6h daytime, being able to prepare for 3hour night time(find flashlight, get some food, wood, get fireplace going and so on), i would even be stuck to the same server because of progress(bases, vehicles). Now it's impossible to loot food at night and having fireplace going(axe:tree ratio is terrible atm). Not to mention that night with heavy rain is just pointless to play. I know that Dayz is meant to be hardcore survival game, but it still only a game and meant to be played for having fun, not struggle. Edit: or add Moon, so it lights up eveything.
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In your events.xml under V3S <active>0</active> change to <active>1</active> or they won't spawn. you can change the nominal/min/max in that same file to increase the spawn limit of them. Also make sure you havent changed the default values for vehicles inside types.xml that goes haywire.
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This should help with some of the events.xml definitions. nominal How many items should spawn on the map, effects restock 0 = no spawn lifetime How long (in seconds) something will be out before despawning, after being idle 3600 = 1 hour, 3888000 = until server restart restock How long (in seconds) something will be out before respawning, after being idle only restocks when nominal > min. 1800 = 30 minutes min Minimum count of item on map, effected by nominal 100 is average, above or below accordingly quantmin Percentage of minimum amount of item there is (in stack) 0 - 100%, magazines, water bottle fullness quantmax Percentage of maximum amount of item there is (in stack) 0 - 100%, magazines, water bottle fullness cost Priority during restock and cleanup 0-100 flags Attributes if the item is available in map, by craft, or in cargo crafted="1" category Loot category for spawn locations to choose from Links to mapgroupproto.xml for loot locations tag Loot "location" within the group - only 1 per item name="shelves", name="floor" usage Loot "groups" that can spawn the item - multiple per item name="Military", name="Town", name="Industrial" value Rarity The min and max you have changed below nominal refer to the damage (I've been told) - not amount of vehicles. <nominal> is how many VEHICLE the server aims to keep on the map so set <nominal> to the maximum that you wish. Then change the children max to same as <nominal> then min to the minimum of vehicles you want the server to try and spawn. FYI lifetime 300, appears to cause them to disappear very fast if damaged it seems. This is the default events.xml for offraod hatchback below.This is telling the server to try and spawn 40 vehicles, with a minimum of 30 on the map at one time. <event name="VehicleOffroadHatchback"> <waves>0</waves> <nominal>40</nominal> <min>18</min> <max>22</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="40" min="30" type="OffroadHatchback"/> </children> </event> If you are having issues with vehicles you can remove all vehicles from your database by going to /mpmissions/dayzOffline.chernarusplus/storage_66435/data then deleting the vehicles.bin then upon restart the server will look to the above events.xml to fill those spawn locations you've added. Good luck !