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Showing results for 'Vehicles'.
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Status Report - 23 October 2018
Private Evans replied to Baty Alquawen's topic in News & Announcements
So after a lot of discussions during the last weeks it now seems clear that all the bad premonitions were even understated . One does not simply walk into Chernarus and call all important stuff flavor features just because you were not able to implement them in time. Remove Modding and Server files from your list and we are more or less left with vehicles and base building, Two features that currently look and feel far away from being ready /really playable. Two features that seem to take all your manpower and resources. Two features that we all would trade for the survival features and items that we all love ...Bioahaze nailed it in his post allthough he even missed a lot of things like drugs, cigarettes, alcohol, books, writing notes, overgrown buildings etc etc etc. Two features which are mainly in to please the new to DayZ console players.... I am sure we will see some more vehicles and weapons as well as the the helicopter pretty soon...to please the console player base, but I wonder if we will ever see all the missing and promised features.... Last but not least...giving no roadmap for the missing stuff and being pretty vague about the planned features is not cool...we still do not know what really is going on with the medical system and horticulture for example. This is not the game I was dreaming of ...and if you are still really wiling to make it that game, it will take you at least one more year when looking at all the missing and unpolished stuff -
Great post. I could live with some things being post-poned but this is kinda much. No throwing, ragdoll, small selection of weapons, fishing and (probably) horticulture. Currently diseases have barely any impact and other health related stuff like fractures will probably not be present as well. Kinda difficult calling it an 1.0. Looking forward to the future though, as a lot of things are looking pretty good such as basebuilding and vehicles etc. To be honest, I never understood why they called 2018 the year of DayZ. It seems to me that 2019 will actually be the year of DayZ
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Good morning/day/evening/night whatever everyone! My plan is to make an Admin/SV Control panel that contains all of the essential tools to run any type of servers, like roleplay, PVP, survival etc. For unauthenticated users ,people can check their data on custom gamemodes, values like money, friend list, ownerships etc. I need your help! If you people have any ideas, that you would ever need in an admin panel, please let me know, there is no limit. Video is kinda old, few days (was recorded on a live server, not client/local) and also recorded on a shitty PC so excuse me for the low frames/quality. Some of the stuff that is already done / planned: ~ Admin / Server ctrl. I made the whole system modular, so it's easy to expand, add / remove features, make it easier to use. Server-side authenticated control panel using Steam's hive. Features complete access to the server from the administrator client, allows code excecuting vica-versa (for further development&testing). Controlling other player's client, Built-In server side map editor for working in teams, / better editor perfomance. Database management (using a custom sql schema) > Editing player's data, for example, custom money data, usefull for RP servers. UI animations can be disabled. Inspecting players' information, health, position, inventory content. Environment control, temperature, full date setting, weather. Teleporting specific user around the map to predefined / manual-set position Plans: Kill feed inside the admin panel Inspecting players' character visually. Mass-Control > Teleporting every player to a desirent location > Deleting every vehicle on the map > Manual clean-up for garbage on the ground (Does not affect player tents, vehicles etc)
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So many stuff being cut out from game makes me sad. I imagined DayZ with loads of different rare items worth searching the map all over. With 2 vehicles and 8 weapons game gets boring so fast.... :(
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Anyone with major fps drops while driving the niva on stress test#51
Marklooper posted a topic in General Discussion
I spawn at the airfield like everyone. I did some pvp there and the general performance was pretty well. I came across a lot of bug that the team I think already knows but the big issue for me it was when I tried to get a vehicle for a spin. I decided to go to Berezino. The Major issue for me was that after 5 minutes of driving my game became very laggy with horrible stuttering and major fps drops. Especially driving inside towns was totally unplayable. I restarted the game and this time I was watching the performance of my system on the task manager. When I entered the car my memory usage was at 70% with the only 8gb I have. After 10 min of driving I was at 95% and the game was unplayable again. My system is not the best I know but normally its ok to run dayz. I have an I5 4460 GPU is an MSI 970 4gb and 8GB ram. Is it normal? Even when I put everything on Low I had the same issue. When I play on exp I have no problem and I have good fps even if play on Extreme sets. So enyone else had fps drops while using the vehicles on stress test? -
I have some more suggestions: 1. Give visual or physical effects to all players with server message and weather change for dynamic events like earthquakes, nukes, lightning storms etc. 2. Spawn AI - this could be 1 or a group (5/10) of zombies or specific animals. 3. Free look and Invisibility for pics, videos and cheat detection 4. Delete one or all vehicles (variable distance). 5. Repair and refuel one or all vehicles (variable distance). 6. Give gifts - give Player or all Players an item/s for events and holidays. 7. Spawn smoke or light source - flare, torch, fire, lash light etc. (variable amount of time). 8. Option to post global server messages without any admin name (DaRT, Global, admin etc.) for dynamic events. 9. Teleport player for testing and debugging.
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I know it’s early dayZ (see what I did there ?) Is there plans to add in more zombies and even hoards!! Would add more to the game along with vehicles, bases/camps and day/night cycle
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There were nothing to do in DayZ in general, but now it is becoming better. Stresstest #50 is rather epic, there are few little issues, but nothing majorly bad. It feels so much more entertaining than current experimental build, and I enjoy current experimental build. It is not purely DayZ in this stresstest as it is mainly DM in NWAF and vehicles testing, but it is just beautiful. Becoming pretty happy about DayZ, I think there is not going to be a thread like "it's been 7 years" :D Also some tips of basebuilding appeared, if you find axe and you go to the tree you can see options for basebuilding, I guess you are going to look for groups to build bases, I suppose it might be difficult to build bases alone. Hopefully axes aren't going to get ruined by few trees like it used to be earlier.
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Aerial vehicles confirmed by Devs by end of year. Oh wait....sorrry, this post was from 2015. My bad.
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I'm excited to see the work everyone is doing, but I'm against the FTP idea. Always will be just for security alone, there are alternate methods of getting the data from the server machine without needing FTP (even moreso if the server-side stuff is all open-source so anyone can see exactly what is going on for their own peace of mind - the server side can have plenty of filters and checks to prevent abuse of bad data sends). coreyhun, keep it up man! It's good to see so many different ways to approach things. It will be even better once they get through this stress test and eventually release the vehicles (beyond today's stress test). Fester808 - #4 is an excellent idea! (not that the others aren't, they are indeed great ideas too, but #4 especially)
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Giving random people access to your FTP server is a really dumb thing to do, it's like buying penis enlargement pills from porn sites. My whole idea behind the System/Framework i'm working on, is doing everything on serverside, very minimal addition to the client and the code is authorized to specific steam users. Normal players doesn't need anything on their client. Imho i would never share my information with cftools or anything similar, cuz you can never know, Infistar was making cheats back in the day, then he moved onto anti-cheats, with backdoors in them. (At least thats how i know his story) Or if your data is stored on cfTools' website and someone find a way into their data, your data is unsecure. Not possible in my case. Lot of people will be mad about this, but i choosed (even before I wrote the first line) not to share the tools that i'm working on until there is a decent protection / encryption for the game files. I've put a lot of effort into this, and DayZ is not the only thing a living is dealing with. Yes i was thinking about that. #1 Yeah ESP is needed (not for cheating!) i will work on that when i will make the teammate indicators #2 Already an option! #3 Pretty easy #4 Created vehicles are not being saved on the server, but i can make them save. #5 It's in progress. Thanks everyone for the feedback.
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Firstly, congratulations on your achievements so far. Looks very promising! Some features which would be good would be firstly be an ESP (Extra Sensory Perception) script. Visually showing players, animals, zombies, vehicles and tents/barrels/stashes. To not get convoluted maybe an option to toggle each of them but also allowing all to be toggled on at once. For UX reasons maybe colour each differently - players yellow, animals red etc. Also an ability to limit/increase the range of the ESP. This would help with server management/testing. Secondly, a script to unarm and/or restrain (when cuffs are added). This would be a good alternative to kicking a player, that way you can limit their movements and explain why they have been restrained or potentially kicked. Thirdly, for events purposes would be great to have a container (barrel/backpack/tent etc) full of items that can be placed somewhere on the map. Maybe design this script in a way that people can edit your script to contain different items for different events. Fourthly, an option to spawn vehicles (as you have already) although when choosing to spawn them could make an option to decided whether it is persistent. This would benefit people who may for whoever reason spawn a temporary vehicle and not want too many vehicle strewn across cherno. Lastly a god mode script would be also beneficial for situations like dealing with hackers but can see how this could be abused by admins. I have more suggestions but what do you think?
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Feels bad man, but the maps 100square miles so saying a guy who shoots you in the back wasn't there just doesn't work. I've followed so many players for upto an hour and never been seen , I could have killed them at any time I wanted. Unless your super vigilant, checking your six & posting up every so often to watch for people or squads shadowing g you then you get dead. Plus if your on the coast 90% of your playtime then your gonna get messed up eventually just because there's so many people who are so bad they can't get past the coast or choose to stay there to kill the people so Bad they can't get up north. Atm there's zero incentive to actually survive, hardly any items or cosmetic choices, no hair or beard growth , no base fortification or vehicles. so it's unsurprising that the majority of players just want to PvP, once the game goes BETA that dynamic will change. Just remember that this is NOT DayZ right now, it's not hardcore survival , it's easy mode to test weapon mechanics, server stability & create heat maps for player routes on foot, etc. This is games testing at work, it's game preview, you pay a lower price and accept the finished games still a year away most of the time
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Well it is already happening. Personally I haven't set foot on public servers since the server files were published and servers with increased zombie spawns started appearing. Why the heck would I? I want a proper zombie apocalypse feeling, you don't get that with two or three dazed infected staggering about a town. With dozens roaming the streets you do... I don't give a flying toss about base building, vehicles or all the missing weapons - or indeed player population to be honest - I just want the game world to be actually challenging in itself. Now if vanilla delivers that I will stick to vanilla servers, but if it doesn't I'll play whatever mod that does it best and never look back. And if vanilla should deliver that brutal, gritty, and scary zombie apocalypse/survival experience, that I so dearly hope it will do, it will probably (hopefully) offend the more trigger happy, KOS-loving parts of the playerbase that have so far been playing the standalone as a deathmatch shooter. Should they migrate en masse to modded deathmatch/battleroyale/whatever servers, that would only benefit the remaining community as far as I'm concerned. I won't set foot on such servers, but since many players enjoy and prefer that way of playing the game, then all the better that there will be mods catering to that playstyle.
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If basebuilding and vehicles might make it into the official version of the game before mods make vanilla obsolete.
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See i dont know about that because i see a game called Ring Of Elysium fps and looting seems to run pretty good already with 60 players all shooting it up with vehicles. COD has 100 approx and runs pretty solid too with looting. I also see a MMO being developed on Unity with 1000s connecting zones though. I am apart of many kickstarter, and pre alphas/alpha/beta/release they run rather well with fixes going into desync as fast as possible. I have also been doing this since the 80s but not once have i ever seen what dayz has done. Like i said my opinions of the whole project. Will i continue funding EA projects and Kickstarter stuff? i dont think so after this year. I am not too happy with all the EA complexity going out there. Id rather invest and be paid for Pre Alpha now. Like we used to in the old days. Plus everything gets shut down to closed forums. I think those days are well past though, with the lack of publishers funding projects. Still here is hoping dayz makes it to the end and outdoes all the products on the market.
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Survivors, has it been two weeks already? We had the first internal multiplayer play-test of vehicles, Eugen is going to tell you more about it. He also talks about the hit registration issue, which is one of our priorities right now. Adam wants to introduce some changes related to gamma abuse, and Boris shows you how to prolong the burning time of torches. Dev Update/Eugen Dev Update/Adam Dev Update/Boris Dev Update/Eugen Dear survivors. Let’s start with something that definitely needs addressing. While I’m happy we've released the PC server files, in regards to the both the PC and Xbox versions, there are some serious flaws that we need to look into. Priority Issues For one, hit registration has been quite a problem recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are) multiple causes to this behavior. From magazines spawning and having ghost bullets (server and client think there is a different amount), through network messages not being sent, to maybe the armor system working incorrectly on specific items and configurations. We’re looking into different angles. So far, with the use of bots, we are able to reproduce the issue when there are multiple corpses around. It seems like a network issue, so we’re starting with this to eliminate the possible low level cause first. It is also the first course of action because if we can confirm some network messages are not being sent in certain cases, it probably causes much more than incorrect hit registration. We’re still in the process of debugging when exactly it happens and how. But having a sure way to see it in game helps us a lot. So if by any chance you know how you get your character/weapon/magazine/bullets in desynchronized state, please do report that through the Feedback Tracker. The second thing I want to mention today is the inventory implementation on Xbox. We know it needs to get our love and attention. We will soon be reaching out to you and we'll be interested in your feedback. Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more. Progress towards Experimental BETA We've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. The rest are going through rounds of intense QA testing to make sure we’re not missing something game-breaking. So let’s get back to work and see you in game once we're ready for further Stress Test. - Eugen Harton / Lead Producer Dev Update/Adam Nighttime in DayZ should be dark and terrifying. It should force you into using any light source you have available. Having an ability to light up your surroundings should be just as vital as having enough water and food. Shutting off your light should only be required in case of an emergency. Also, when night vision goggles make their way into the game (which is something we still want to do in the future, but not in BETA), they should be a rare, powerful thing that can turn their owners into potential predators, not a laughing stock for people avoiding night-time by turning the night into a day by cranking up a gamma slider (be it through drivers or display settings). The removal of the in-game gamma slider was but a first step towards making the very frequent gamma abuse more complicated to do. In today's status report, I'm going to present another step towards making the night-time a en equal playing field for everyone (at least as much as we're actually able to do that). A survivor scouting Myshkino military camp using flashlight mounted on his AKM, unaware of a danger hidden in a shadow. Please keep in mind that this is still very much experimental feature and we will be tweaking it based on your feedback (once it hits public branches). We have also taken a look on the global light config again (adjusting some dusk and dawn values), boosted up brightness of all available light sources and we will be taking a closer look at the CE setup to make sure there is always enough light sources within the game world. - Adam Franců / Map Designer Dev Update/Boris Greetings survivors! Lately, there has been some effort invested into improving night gameplay across multiple departments (Adam will share more on that as well). So I'd like to report on one of the contributions I did in this regards, which is a refactor of the craftable torch. Firstly, the torch now contains an attachment slot for rags, which allows players to prolong its burning time by adding more than one rag on it. You can also refill its stock while it's burning, which means you don't have to craft a new torch after running out of fuel for the current one. The latest Experimental branch on Steam already contains this change so you can try this out for yourself. Additionally, in BETA, refueling will be possible to do through a crafting user action without the need to open inventory. As usual, this will be done through a quick bar or an interaction with a relevant item on the ground. Refueling of a torch 1 Secondly, you'll be able to even further prolong the burning time by coating the torch with animal lard. Such upgrade is mainly useful for base builders, as it allows them to craft a long-lasting source of light that can be placed anywhere without the need of frequent refueling. Using gasoline as fuel is being considered, but currently, it's not implemented yet. Refueling of a torch 2 Lastly, the amount of fuel on the torch will be represented by its quantity bar, so you will always know how much time you have left before it goes cold. With these changes, this basic item is more interesting to use while giving it some connections to other activities like hunting, base building and collecting clothes or rags. - Boris Vacula / Scripter Header image by Sp1kerZ.
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Your bus is driving with 5 mile ph and the driver has to stopp all 5 minutes to fix the engine or change a wheel... It took them nearly a year to release 0.63 ( to experimental) after showing it during Gamescon last year. Since then (4 months) we've got one larger update that needed endless stresstests before it could be relased...to experimental of course. A content patch that was not even that big and brought us first implemantations of different mechanics ( deseases, jumping) and two weapons that were in 2013.... AI spawns on servers with offline DB This is probably one of the last bugs we want to solve on the current Experimental branch. The rest will be fixed within the Experimental BETA update. from Status Report 25.09 .....has it been fixed..?? Priority Issues For one, hit registration has been quite a problem recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are) multiple causes to this behavior. from Status Report 09.10 ... so this a new bug ?? We've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. from Status report 09.10 ...so more bugs ?? Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more. ...Juhuu looking forward for the new patch...( maybe put the SkS in as a small present ....hmmm ok now I am getting greedy) 10 weeks to go until Christmas....
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How fucking long do you plan on waiting for some basic animations and god damned scripting any modder could do? I agree, something has been very wrong. What i don't know is how much the Ukrainian civil war or whatever that was effected this, which i have complete sympathy for. But if it didn't then the ball was just dropped by the dev team, period. "Yes more features have been added", but how many have been taken out? Overall im not sure that this effort hasn't been an over-all bad thing for DayZ. I just still can't believe they didn't add another map, it just boggles my mind. Isn't that exactly what people wanted? They rearranged Chernarus for fucks sake. Why? It all looks the same anyway. Now i hear the most immersion killing thing about DayZ -people on the mic (kids 90% of the time), were just given a FUCKING megaphone? What, so the .001% of players who roleplay a survival experience can have an experience where they "luckily" contact some other survivors? 99% of the time people are going to be making dumb noises and shit talking in it in PVP areas. Think about that. Somebody developing YOUR game, that YOU paid for, decided to put that in the game instead of the millions of other things people have been asking for since day one. How about some wrecked Mig 29s half buried in the ground and other Russian military vehicles in the same state of decay. How about some ivy or other plants making their way up store front walls and such? Some underground section hidden away from players. A big cityscape? Does the game even look better now or is it just the colors being changed? Instead they want you to re-explore areas you already explored like NWAF. Behold the slightly different arrangement of buildings! That should have been on a new map. OLD NWAF WAS ALREADY A COOL AND INTERESTING PLACE THAT LOOKED LIKE A REAL WORLD PLACE!!! They took it out! Why? New NWAF lost any steam it had by being in exactly the same place old NWAF was. Imagine seeing new-NWAF on another completely new map next to a huge mountain or something. That time and effort could have been put there instead but it wasn't. They need new leadership i think. All your money just went into mortgages and vacations and other people's kid's college funds and a new venture called DayZ Xbox version. Guys, i've learned something at my older age, when watching game demo and previews and in cases like this, when dev's mess up something very basic, they aren't likely going to get the more complex things right either. (by "messing up" don't necessarily mean getting wrong, but refer to things differing greatly from what you wanted). Its just not likely. Sure its possible there is some master plan that will work out in the end, but this isn't looking good to me. Not unless their master plan is to have the modders make everything cool, then it may work but modders will have to be there.
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Totally understandable! But it's actually happening now. If it weren't for some serious game breaking bugs that are taking a very long time to fix, I believe we would have seen quite a bit more content and features in the last month. If I'm not mistaken, the latest status report said that the next stress tests should have vehicles.
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You like DayZ? You want to spend hours playing it, huh? You do know that the ALPHA has been around for 5 years now? Did that not clue you into the fact that you might want to read about WHY it has been ALPHA for so long?? Can you be troubled to read about it for a few minutes? It's amazing that most of you seem to have paid money for something you absolutely didn't research or have any real understanding of. Do you have any idea how long people have waited for the features you listed? We're not getting bikes until after 1.0. ^Did you know that? Did you read the latest fucking status report? It mentions that work is happening on vehicles now. Did you know they scaled back the loot variety to keep data logs easier to manage? You would if you actually followed development. I wish you had the objectivity to appreciate what some of you sound like after I've been testing this ALPHA for 5 years. Don't like the current state of the game? Go play something else and come back when you read that a stable client was released with the features you want.
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It's a crazy time for us here at the office, with the release of the Xbox version and the PC server files behind us we're now moving for the PC BETA! Of course, this is not going to happen over night, Eugen will give you an introduction on this. We also have our Leads from the Gameplay Programming, Animation and Sound departments with us to bring you some more detailed information on what's going on behind the scenes of our road to BETA. Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Filip Dev Update/Baty Dev Update/Mirek Dear Survivors, the server files release is now behind us, and I would like to thank all the community members who have patiently waited all the way to this point. We are very happy to see old players coming back to try the new servers popping up. We are aware of the issues currently plaguing the administrators running community servers and your feedback is very much welcomed. We have already deployed a patch with fixes, and there's more coming. We are looking specifically into issues with zombie spawns, logs, configuration and security. Once ready, you will see updates coming directly to the Experimental branch of the game. Now that our Experimental content patch is out in the open, I wanted to talk about the next thing. Some of it has been said previously mentioned in interviews from Gamescom, and I wholeheartedly recommend watching these, as the questions asked by both M1ndr and BarelyInfected have been straight to the point. While there have been some serious delays with the delivery of the first content patch, the work on the internal version of the game has not stopped. This basically means one thing: the next patch arriving to the Stress Test branch will be considered an Experimental BETA and will contain new content and features, including vehicles and base building. We will offer a detailed list of the BETA package later on. The list for both features and content is not exactly short, so we'll need to make make sure everything works. The process for the publishing of this patch will start with Stress Tests focusing on the new content. Currently, we are quite happy about the stability of the internal client and server, and most of the team is focusing on bugfixing. More information on the release will be shared through our official channels, I cant wait for you guys to drive around Chernarus with your friends. Once this patch hits the Experimental branch of the game, it will again be made available with both server and client, and pushed to Xbox as fast as possible. That brings me to our players on Xbox. While we may not seem that active now, we are listening to your feedback and concerns, and we're working on necessary changes and bugfixes plaguing the game. There was a smaller game update pushed earlier today, and whenever possible, we'd love to keep updating at least once a week. The current patch focuses on UI fixes (no major inventory changes yet), server messages and VOIP. This also includes any fixes done to the game on PC. More changes are coming alongside the mentioned BETA patch and features. See you in Chernarus! - Eugen Harton / Lead Producer Dev Update/Eugen I have a very brief overview of the features and bugs we are currently working on. Let's take a look: LODs for the animation system Currently, when playing any animations, the whole skeleton is evaluated (every single bone), no matter how far away from the camera the other entities are. Our new system will improve the client & server performance significantly - especially server-side. Instead of evaluating almost 200 bones, we now need only about 20 or even less to be evaluated on server-side. The evaluation of the entire skeleton currently takes about 75 percent the of AI's simulation time, so we believe this optimization will help to increase AI numbers significantly. Vehicles - physics The gearbox (clutch) simulation and tire friction still need some tweaking, because vehicles still have some issues with riding to hills. Vehicles - animations / camera We improved the 3rd person camera and added more character animations. This includes handling the clutch, brake & thrust pedals. Vehicles - networking We have reworked the networking logic for 4 wheeled vehicle synchronization (and the same logic will work for future vehicles), the next step is network traffic optimizations. Input system We had to rework the input system a bit, due to requirements to simply add new actions (something the modders among you will appreciate!). Currently, the new system is in testing, adding the key binding options will be the next step. AI spawns on servers with offline DB This is probably one of the last bugs we want to solve on the current Experimental branch. The rest will be fixed within the Experimental BETA update. A lot of other bug fixes (bugs which we have already fixed on the internal branch) will also be included in the Experimental BETA. This includes fixes for the iron-sights/optics inaccuracy, damage system issues, attachments rendering in inventory and many, many more. - Miroslav Maněna/ Lead Programmer Dev Update/Viktor Last week, we've had a small motion capture session. This was mainly dedicated to a capture of various missing animations for player character or minor fixes to existing animations. Meanwhile, we were also focusing on bugfixing and polishing of the player actions, vehicle related animations, and item poses. The vehicles now have many advanced animations like switching the lights off and on, using pedals, shifting gears and of course steering. There are many new things and improvements done on the player animation graph side. One example to speak for all, just recently we have reworked aiming with the flashlight, torch and other items. This was always not very convenient to use because the light was not going in the right direction. From now on though, it works just great! The light beam now aims where you are looking, no matter if the character is standing or moving, so flashlight should be your best friend from now on in dark areas. We have also added a small detail in the form of an animation for switching the flashlight off/on. - Viktor Kostík / Lead Animator Dev Update/Filip Hello everyone. The entire audio team is continuing the work on the overall audio appeal of DayZ, and we've created a range of new and updated game sounds. Let's have a look: new rain sounds for tarmac, tile and wooden roof surfaces updated the rain sounds for trees and bushes updated the leave rustling sounds for bushes new sounds for the "empty vessel" and "pour liquid" action (pouring water onto the ground or into another vessel) sounds for jump and landing animations new sounds for various items for pick into hands action new sounds for carrying weapons on your shoulder infected play different footsteps (bare feet, sneakers, boots) according to what they are wearing new sounds for eating fruit, cereals and taking pills - Filip Čenžák / Sound Designer Dev Update/Baty Hey guys, we separated the Community Spotlight and released it yesterday and I hope you liked it. If you have anything you want to share with the community, tweet it to me and I am going to check it! You can find the latest Community Spotlight here: - Baty Alquawen / Community Manager Header image by A1ANNUAKII.
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Devs must be close to something by now. Server files release is already something big IMO Playing in 100 player servers, and different modes and configurations is already pretty great sign of game switching from "leave me alone" to "lets have some good time". And it works rather well as far as I can tell. Vehicles, basebuilding and massive optimisations were mentioned on the high note in last RP, so lets see... And then hopefully modding is also not too far.
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I believe I get the point, but I also believe what you're likely missing most is content that's really quite close to being implemented. Though things look bare bones now, once the rest of modules are smooshed in, content will likely be dropping much faster, and then optimization passes will commence. I've always been critical of the devs when warranted and the 7 month gap without an update that we only quite recently came out of is very poor form to say the least. If you need all the status effects, items, and vehicles, it's going to be at least 2+ more months, and that's very optimistically speaking. With the recent bugs taking so long to fix, I see them falling short of currently promised features but pushing something they call 1.0 before 1/1/2019. The current lull in patches, while not unusual for DayZ dev, is definitely disconcerting when you consider their own current deadlines. I have seen a lot of things re-worked by the devs, and re-done as well. Having to go over or fix old work that crippled your project shows some major weaknesses in their approach to building their own engine. People want to call me a white knight or fanboy, but I'm just patient and passionate and (mostly) pragmatic about my feelings around a game. I have enough faith in the vision, and faith in the modding community, to know that I will get a version of DayZ I enjoy for years. But holy shit, that 7 month drought was an intensely brutal test of that faith....