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Showing results for 'Vehicles'.
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Although we know base building is coming, there isn't any info on what exactly they're doing for it. Personally, i'de like to see boarding up houses being the main thing. So you could board up a cabin, and once you do that no loot/zombies will spawn in/around it. In addition you could put a small amoung off loot in/on the cupboards, tables, dressers, ect.not a ton of loot though. If you want more space you can set up some crates or something. However the only way to lock it would be to board it up from the inside, or you could lock people in by blocking the door from the outside. The only way to get in a door boarded from the other side is 15 minutes of axeing it or explosives. For those who don't want that, good old fashioned tents, but with a twist: civilian camping tents. No more surplus camo tents, this time, white, orange, blue, red, ect. An extremely rare military tent could also be found. And now, you should be able to burn the tent (abd all it's gear) down with matches. For higher-level, maybe some wooden fences, a small shed-type thing, ect. But that stuff would take weeks to build. And no stashing vehicles/tents in the debug plains! Anyone elses thoughts?
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Meh, this is what vehicles are for. Having to haul a Wheelbarrow, Wagon, Hand Cart, or even just a plywood/metal sheet to be used as a stretcher would still have to be quite tiring, make you slow and vulnerable.
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This week, Brian and Mirek are explaining our decision to push vehicles to Stable branch early, Peter is teasing bits and pieces about our recent effort to improve the melee weapons combat, and Viktor reports on the progress his team made on animations used with that new melee combat system. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Dev Update/Mirek Community Spotlight Development Board Spotlight New addition to DayZ weaponry - Bizon submachine gun chambered in 9mm, coming with new AK compatible Kobra sights. Dev Update/Brian We appreciate everyone's patience with this Status Report coming out a day later than normal as our Brand Team works on recording the next of our Dev Spotlight videos for Viktor Kostik, our Animation Lead (Baty shares more on that in the Community Spotlight). For this Status Report I'd like to lead off briefly talking about vehicles on the Steam stable branch, then take a quick look at the critical tracked issues on 0.61 and hand off to Peter, Viktor, and Mirek for the rest of this report. As many of you may have noticed, we went ahead and re-enabled the spawning of vehicles on the Stable branch servers. We've gone through a good deal of iteration on these over the last few months on experimental branch. While we've been able to tackle a great deal of the issues discovered in testing on the Exp/Unstable branch, there are still obviously critical issues with the existing implementation. Vehicles are a pillar of the DayZ experience, and one that we're far from being happy with in their current state. Their push to Stable was a measured decision based upon the limited number of active players on Experimental/Unstable branch (to be fair, the draw to participate in Exp/Unstable is obviously lower on hotfix builds compared to full updates) and the data we received through the feedback tracker, and repro steps provided. Not an easy decision to be sure, but given the option of leaving them on Exp/Unstable only and not getting the larger pool of users getting hands on with it - the call was made. Mirek will elaborate upon some of the technical points below, but I want all of you who are concerned about the operation and systems behind vehicles to rest assured. Where we are now, and where we want to be are two separate points and vehicles -will- get the attention such a core pillar of DayZ deserves. Like many things right now, all that is required is patience - as the push to Beta is a massive undertaking for us, and every in game mechanic and gameplay system is impacted by it in one way or another. As far as 0.61 work goes - we've continued to push builds through the Exp/Unstable branch over the last few weeks - and today we should be pushing another update to Stable branch from Exp/Unstable. For today's Stable update we're looking at changes that should hopefully address: Characters/Infected not dying under certain conditions (Eg: Unconscious players & headshots) Disappearing bodies of unconscious players when disconnecting In addition to these, we are still investigating several issues related to the reintroduction of vehicles onto stable branch - such as but not limited to: Server Performance Degradation (potentially related to vehicles) Reports of invisible players It's critical to understand that poor server performance can be the root cause of a significant amount of issues that you as players encounter. While this may seem concerning, as we are approaching the limit of what we can do with 0.61 and the legacy technology - the Beta milestone, and introduction of new technology on the Enfusion side opens up a lot more opportunities for us. Not to mention being able to move the server away from having to track two physics systems, which in and of itself is very resource intensive. - Brian Hicks / Creative Director Dev Update/Peter Since new player character got on stage, we started to prototype a new melee combat with animators and programmers. Through the time, whatever we did with the melee, it still ended being just unsatisfying. In past, we bet everything on tracing actual swings and finding their collisions with geometry. While this system has its own positive aspects as it simulates real trajectories, it just doesn't behave well in such broad multiplayer environment that DayZ offers, where you need to fight server-client synchronization foremost. Even if that side of things worked flawlessly, there are other issues connected with such system. Most notably it's very difficult to predict where hit lands, or even if it reached its target, which results in uncertain behavior and ends up as frustrating for players. With all that in mind, we decided to look at it from a different perspective and build a new melee combat from scratch. Instead of simulating trajectories, we'll experiment with evaluation of successful hit, right after attack is initiated, based on variables such as distance and direction to target, speed and others. Everything in that system is reevaluated throughout the action to avoid possible misinterpretation (e.g. opponent being hit and thus receiving damage, even when he fell down from cliff before action was finished). This approach should ensure fair hit detections, and also when combined with new full body animations of melee attacks, where character is moving forward during attack, it will allow us to utilize slight rotations and drags of attacker towards his opponent, which should results in proper visual contacts of hits. What remains the same is the rule 'every item is a melee weapon' with some exceptions applied. Especially heavy items as vehicle wheels or barrels with their separate set of movement animations will be omitted from that rule for logical reasons. It's also still valid that there will be possibility for melee attacks with ranged weapons like pistol whips, buttstock hits and bayonet stabs. More attack animation with same melee weapon were added, resulting in more visual variety and combos, however we don't plan to take advantage of combos from the gameplay perspective yet. On the other side, we want to add dashed attacks from sprint. We are considering to add charged attacks and eventually a push move in case it will be doable (do not confuse with current issue of infected pushing player characters around, which is caused by interaction of two independent physics simulations), to deepen melee combat mechanics. New animation system also allow us to play proper impact animations when character being hit. New damage system has already been deployed and it's used exclusively with the new character, providing straightforward configuration and clear damage outcome from hits per weapon, properly affected by clothing. I bet new melee combat will prove to be worth the wait and it will yield satisfying results for you, players, and together with other systems which are being worked will create best possible overall experience. Don't lose your grip on the dreams of the past... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor New player character is progressing well. We are now testing and iterating the new melee combat system in game. This includes cooperation between animation, design and code departments - designers are giving us their thoughts on how the combat should look like, we are adjusting attacks to that, and programmers are taking care of controls and giving us features we ask for. We are still testing on a basic set of attacks for bare hands and two handed item though, so we are still rather prototyping, but once we are satisfied with the results we will add more variations to attacks as well as unique animations for some items. Of course a lot of polishing is also expected. As the player actions are now working in a new system with new scripts, we are changing some of the old "one time" animations to looping ones. We have also started to work on more unique animations for interesting actions. To name few, we have recently created stitching, animal skinning, starting fire, washing hands and other animations to improve overall experience when interacting in the world. - Viktor Kostik / Lead Animator Dev Update/Mirek Today, I won't have anything new about 0.63, we're still working on tasks which I mentioned two weeks ago, but because we enabled vehicles last week on 0.61, I would like to clarify and describe issues which they have and how we will solve them. First, I would like to describe how vehicles are different than vehicles in Arma 2 / DayZ mod. There are two major changes: 1. Physics DayZ Standalone is using Bullet Physics Engine, which allows us to create better vehicle physics behavior, but on the other hand, simulation is much more complicated. We're still working on better vehicle simulation which we would like to introduce in 0.63. But the worst issue about vehicles in 0.61 is collision detection of dynamic physical objects and terrain (you can also observe this issue when you throw some item to ground) and engine programmers are currently investigating this issue. 2. Networking DayZ Standalone is using a client-server architecture instead of peer to peer and since 0.61 there is full server authority over player/vehicle transformation, which is preventing against cheating (teleportation/flying/speedhacking). In DayZ mod, vehicle is simulated on player's client and results (position, orientation, etc.) are sent to other clients, but in standalone version, player/vehicle is simulated on both (player's client and server) and server sends results to other clients and to player's client as well for correction. When simulation result are different, player's vehicle is corrected and that is the stuttering you are observing. This can happen when some vehicle state between player's client and server is desynchronized (f.e. gearbox state) or when server performance is too low. We're looking for state desynchronization now and as I wrote in past status reports, server performance optimizations are a long term process (we already have some improvements ready for 0.62). Anyway, we will implement better smoothing algorithm, so the correction wouldn't be so aggressive. Now, you can see that vehicles in Standalone are completely different than in Arma / DayZ mod, so a lot of issues can arise. Vehicles hit experimental on December 23rd, several days after 0.61 hit stable. We thought that vehicles would be the reason to stay on experimental branch for a larger number of players, but the result was that experimental servers were almost empty. That means we didn't have enough data of how they behave on full servers or in different situations. We've fixed some issues which players had found on experimental servers (server crashes and some bad behavior of remote vehicles) and then we needed more data, so we enabled them in central loot economy (we can always disable them again without any update) and are now gathering more data to fix / improve the vehicle simulation. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight This status report was postponed by one day due to filming of a Q&A video with Lead Animator Viktor Kostik. We have decided to use this opportunity and record it in an environment that is very close to animations – the Bohemia Interactive motion capture studio where work was in full swing. The video is being processed right now and we cannot wait to show it to you, because we believe it is very interesting and you will enjoy it! New players may be surprised to find out that Chernarus is based on a real place. It is modeled after a region in Czech Republic around the town of Usti nad Labem, bordered by the river Labe. Many hard-core fans have already traveled there. They wanted to see the real Chernarus and to browse the land they already know like their own backyard, because they spent hundreds and thousands of hours running around it. Streamer TopeRec is one of those guys. He was planning to come to Czech Republic for a long time and his dream was to see the template for Chernarus. First he went to Gorka, followed by Stary Sobor to see the famous red metal shed. And as he said for himself, he knew exactly where to go and did not even need a GPS, because the surroundings were so well known to him from the game. If you are interested in knowing what the Chernarus landscape looks like for real, Ivan Stroganov created a map of Chernarus over the real map of Czech Republic, so you can examine everything in detail. Check it HERE. And if that is not enough, you can check out some pictures from bufkin, who saw real Chernarus with his own eyes. Just click HERE. Should you have any experience with the real Chernarus, we will be glad if you share it with us on our official Twitter account. And if you have any interesting content from DayZ universe, don‘t be afraid to send it to us. Header image by: PuppyMonkeyBaby - Baty / Community Manager
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Hey, gang. I've been out of Chernarus for 5 months, right after .62 dropped, and after two days. I've noticed a few things different than before: CON • damaged mil tents cannot be repaired by leather kit or sewing kit to have worn quality cosmetics • can no longer stow a quick-barred melee weapon from back slot while moving • vehicles appear to have a "bad alignment" issue, and pull to one-side when driving, even when tires are pristine • vehicles drive more roughly/hazardous handling when not on a road ie. driving through grass • toggling VOIP channel text can no longer be read so you have to guess at which channel you have toggled • due to .62's revamped and very loud ambient soundtrack, the more intimate sounds can scarcely be heard, such as eating an apple PRO • infected will pursue a vehicle a much longer distance, and then start roaming once they give up the chase at their new displaced location The one about the zombies not withstanding (as that's pretty cool and dynamic), are any of these other items known issues longstanding or recent developments? What else might I encounter that was different than before, I wonder.
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that point is exactly that... all mr hicks does is refer to beta INTERNAL builds and the 'demo' of beta they had running.. 300 people playing for 5-10 min each doesn't make for good feedback because we all know how the servers work 10 people perfect 20 people good enough 30 people playable 60 people please go home because half of us are having issues.. there was talk of upping the server numbers (100 slot servers etc.) just imagine the carnage that'll bring to the workload of the server.. most of the 'player discussion' happens AFTER people have spend 30+ minutes on exp with full 60 slot servers.. especially if you have your own team on the server (groups of 5-10) that is actively bounty hunting bugs instead of playing GTA/COD because of constant K.O.S. talking about 'we're doing X internally because we're testing for Y internally doesn't spark reactions.. that only IMO says that the game isn't done by a long shot and 'it will take a few more months' the only way this game will generate the hype it used too have is when 300-400 people play on the servers for hours on end and find new stuff/areas/weapons/vehicles/mechanics/bugs like the last 30 something patches please correct me if i'm wrong @Hicks_206 (DayZ)
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If you are looking for interactions, whatever the kind, it is mostly determined by the types of servers you choose. After I hit my "basic proficiency level" at surviving more often than dying from player encounters, I took a strategy of getting set up on boring public servers, with dwindling populations, just to go out and meet newer players who were still weary of being wary. There is some strange reward in contacting a player who is just so grateful that i didn't KOS them, and helping guide them to the place they want to explore, or help them to find or craft that thing they have been wanting to see. More recently, The Vilage has been one of the more rewarding servers I've ever played. You can find pretty much every playstyle extant in some form or another on that server, and the player movements are as diverse and widespread as their intentions. I don't think it is productive to wait for the game to change player behavior, though I am certain that contamination zones and limited spawns for increasingly varied transportation and basebuilding loot will do plenty to mix things up. A large part of the stagnation of gameplay and lack of emergent player behaviors has been directly due to the regression of the average player towards being an asshole--completely devoid of empathy, rational forethought, or goals that go any further than looting your dead corpse or despawning every camp they find. Players choose the destructive option at an alarmingly high rate, almost as a rule in DayZ. Many rationalize it as meta strategy for the good of the server; despawning gear to put it back into circulation, or killing geared players to give them something to do again; and others use the survival strategy of denial, removing batteries from vehicles they cannot take to prevent others from using them as easily, or despawning camps to deprive their potential enemies of the weapons and food. Spending time on the village was a pretty good indicator, that no matter how many people you got to try to contribute to building something special and different, there were twice as many people who would abuse it to get easy kills, or log on overnight and disassemble everything that had been built. So far, no encampment has lasted more than a couple weeks, and not for lack of trying. It is simply impossible to maintain 'round the clock protection effectively and indefinitely, from the hundreds of random players who make it their life's mission to destroy anything that anyone else has made on a DayZ server. So with these things in mind, i find it far easier to blame the lack of interesting thing to do in DayZ on the players, rather than the game; people are trying to make gameplay interesting and emergent, but there are even more people out there trying to stop us.
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Hey All, i’ve got a few suggestions, i know that all of you have probably seen a few of these, but i hope you’re interested in my spin on it. My apologies for some bad Concept Screenshots. Vehicle in Vehicle Loading Dynamic Seasons Sleeping & Caffeinated Drinks Vehicle Customisation Advanced Medical System Military Vehicles More Dynamic Events Wildfires Police, Fire & Ambulances More Tents Junk Loot Vehicle In Vehicle Loading & Inventory Items Appearing in Vehicle Vehicle in Vehicle Loading & Inventory Items Appearing In a Vehicle would be pretty cool, and it could look like This. How will it affect an Average player? Well, it could be used to have a Car and a Bike at the same time, without a base. Eg Carrying a Bicycle in the Trunk of a Sedan Wait? Inventory Items appearing in a Vehicle? Yeah, as you could see in the screenshot, there was medical supplies sitting on a seat. The idea is there is a option to “Place on seat” and you could pick it up while driving and without entering the inventory, so if you get ambushed you don’t have to stand still to pick up a certain gun. The downside is that Players can’t sit in a seat with a weapon sitting on it, but a seat could have multiple weapons and Supplies on it. Dynamic Seasons Dynamic Seasons would be pretty interesting. It could look like this Credit to Reddit User /u/zombieland78 For the Artwork! How would this affect gameplay? It would affect gameplay with Realistic Animal behaviour, such as Bears & Small Games not spawning at winter, but being more aggressive in autumn, as a result wolves would be more aggressive. Rain would be replaced by snow. Temperature would also have to change dynamically, to adjust for both winter and summer. How Could this be Implemented? This is Speculation! Perhaps the systems used for Dynamic Ivy growth could be used to coat roofs of buildings with snow. The main issue would be Dynamically Changing Textures to affect Trees and Grass. Just having all the grass being snowy, but when stepped on being a bit less snowy, would all require Dynamic Texture changing. Sleeping & Caffeine In Our Lord Birans blog post, he speaks about bases and beds, but I disagree. Beds being a place to spawn is nearly a Cliche, Perhaps Dayz should use beds as a way to get the Energised State. A similar effect could be achieved with caffeine, but to a lesser degree to encourage bases. How would an average Player use this? An average player, could use this to rest up before a base raid or going to Tisy, or a long run. The optimal time for Sleeping should be around 5 -15 minutes, so if a player needs to go AFK they could set their character to go asleep so when they return they are fully rested. How will this affect gameplay? I think that this will increase the amount of camps as people will want a safe place to sleep. It could be further encouraged by only being able to sleep in a sleeping bag item. Caffeinated Drinks could be drunk before a base raid so players would be in the energised state when they raid a base, eg, British Players Drinking tea before Heading into tisy. Vehicle Customisation Vehicle Customisation would be a Useful feature, as it could be a endgame for vehicles. There should be 3 Types of vehicle customisation. Camouflage,Upgrading and Customising. Camouflage Camouflaging vehicles would be extremely useful so people with Helicopters can’t fly over finding helicopters. It would probably need Green & Black Spray Paint, with it the paint jobs being Green, Black or Both. It would probably look like this. Upgrading Upgrading vehicles could be Mounting any Gun on a vehicle to make a stable weapons platform, or adding Snow tyres to your offroad. Combined with Junk parts (A later suggestion) you could make a Improvised Turret Wouldn’t that be Unbalanced? I don’t think so, as it could be balanced (Quite Literally) by Changing the Vehicle's Balance, Handling, and Centre of Mass so it’s more likely to roll over when moving, it there’s a person in the turret, meaning that if you wanted to shoot at something accurately, the vehicle would have to stop, making both the driver and the gunner a stationary target. Customisation Customisation is a general term, but i’m referring to being able to place sleeping bags, or stretchers into vehicles so you could essentially have a mobile home , or an improvised ambulance Advanced Medical System A Better medical system that could encourage Player interaction, and make Small Calibre weapons a bit more lethal. This’ll Cover Advanced and Basic Medical Systems. The Option for a Player to choose where to treat another player is important, and they could be aided by Visual indicators, such as Different amounts of blood on each leg. Basic The Basic side of this would be just like the Current system, but the Bandage Option is the Bandage most Wounded Body part. Tourniquets would Slow Bleeding, and would be applied in the menu just like the bandage. I’m calling this Basic, as it only delays and doesn’t fix the problem. Advanced The advanced system would be for after the Gunfight, when you’re tallying up the loot. The idea is that you treat the bleeding, but the bullet is still inside you. You’d need a Scalpel and Tweezers to Pull it out. The cons of not pulling out a bullet would be the wound reopening when taking damage to that area of the body, and a slight limp. Well, how would this make it better? This would make lower calibre weaponry even more lethal, as a fresh spawns (who are more likely to use lower calibre weaponry) wouldn’t have the tools to do more advanced medical care. Military Vehicles Military Vehicles, such as the BRDM-2 and UAZ BRDM-2 The BRDM Would be a endgame Vehicle, with a Powerful Gun, Ideal for Base Raids, but Consumes a lot of Fuel. UAZ The UAZ would be a the Military Equivalent of the Offroad, except with it being easier to access the Back seats, and having more storage. More Dynamic Events More Dynamic Events, such as Destroyed Convoys and Crashed Trains Destroyed Convoys Destroyed Convoys would spawn nearby Tisy, with 2 Bmp’s and 3 Urals, all Smoking, but would have High Tier Russian Gear. It would also be a way for the BRDM to Spawn, as this way groups would have to secure and hold the convoy while repairing it. Crashed Humvee/UAZ Around Chernarus, there is A Lot of Destroyed UAZ’s and Humvees. Turning these into Dynamic events (Like in Minidayz) would be a good way to Sprinkle Gear around the map Crashed Train Crashed/Derailed Trains would have a Variety of Civilian and Military Goods, and would be a good area to find fuel. Wildfires Wildfires be a great thing both gameplay wise, and server side, as it would destroy bases & Supply Caches. It’d only affect a Few Square kilometers at a time, but it would drive wildlife out of the area. Perhaps it could spawn near bases that are going to be despawned, and despawn because of the wildfire? This way players may rush to wildfires to loot bases before the fire gets them. Emergency Vehicles Emergency Vehicles would be great, and have additional uses, such as treating people in ambulances, as well as Fighting Wildfires or moving water to your base in a Firetruck , or locking your prisoner in the back of a police sedan , or Trying Stop a Car in a Police Offroad More Tents More Tents, such as a Greenhouse Tent, or just Hospital Tents, and Reskins of Current Tents would help improve bases, as the Grey, Black, Blue and Grey coulors may get a bit old. Junk Parts Junk parts would be very, very common parts, such as Pipes, Nails, and Wooden Planks and Such. they could be used for fortifying houses, or for upgrading a vehicle, Eg an Improvised Bike rack. Join the Discussion on Reddit!
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chapter 3: The morning after. Waking up late from the sounds rain I felt my belly rumble. I looked in my new backpack I got from the outdoor store and grabbed a ready to go meal. I ripped it open and went outside to the water barrel that was filling up from the rain, added wate and went back inside to put it next to the fire to warm up. Hunter left a note stating he and our new friends were going around the area to loot and hunt and they would be back at 11:00, this gave me time to ponder our situation. It was clear that our equipment needed replacements, and our car needed fuel. At night the woods were extremely dangerous because of the wolves, bore and bears. Not being able to navigate and see in the dark causes a lot of noisy and dangerous missteps. Our current barricaded farm was much safer and warmer, with our own well and trees to harvest wood from close by. The planks we harvested of the fences, and served us well to board of the lower windows and barricade the doors to keep the wolves out and at least give us some time before a bear would gain entry. Knock knock, it's us. I opened the door and saw 4 drenched men enter our living and gather around the open fire place to dry and warm up. How is your leg doing, can you sprint again? "Yes the medic has fully healed it, thank god. When I felt from the roof I was able to find some sticks and tape to splint my leg, but not being able to kneel or go any faster then jogging was terrible." "I reset his leg, and now it's fully healed" the medic added. Great, how did the looting and hunt go? "Well we did not find much that we could use, and the food is also very low here. hunting wasn't a success either, I think bambi has moved on." So it looks like there isn't enough for the 5 of us, we need to find another place, a bigger place with more resources."Well, if we do we need to become more creative to keep trouble away" Well we cannot stay here, so let's pack up and get to the car and head west. Driving along the countryside felt surreal, the sun had broken through the clouds and mist evaporated from the wet land. The pools of water on the road began to melt away and the crickets began to chirp again. We came to a military roadblock blocking an old stone bridge across a shallow river. Across it laid a village, it looked abandoned. Guns at the ready we entered the village, clearing out each house using melee weapons to avoid making sounds that would lure in all of them. No we had cleared the whole village we needed to set up defence. We pushed cars, garbage containers in place, cut down wooden posts to bar vehicles from entering. We also made a few fireplaces to light up key entrances at night. We detached and moved sections of fences to form new barriers. The hospital and fire department had and emergency generator, and some fuel to work. The local supermarket had enough left overs for at least a few days. This town was going to be our base. The next day we spend on cleaning the town burning the dead bodies, gathering materials and food, checking the fencing, we even painted a bit of art on the walls with spraypaint. I was all a lot of work but it made our place feel like home. With the lights on we sat down in the hospital garden enjoying some canned foods and the stars when we heard a sound in the distance rapidly approaching. We rushed to the roof an spotted an helicopter heading in our direction. We were exited and nervous, are they going to help us, or kill us?
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Wire... the pain, why did you have to bring up this, for me touchy subject? But hell yeah, would love to see wire and boar's back in Experimental. I think these things we've pointed out are definitely new things or changes which will be interesting for some or all players. I would love to see a mod which increases immersion, shouldn't Vanilla DayZ provide (enough) immersion. Personally, I'm all for more loot, more weapons and more vehicles... types... definitely types. I'd like to see less quantity of it though.
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Exactly! The implications could be huge for finding that survivor who took your stuff and lied! So many possibilities out of that potential feature for RP, events or just pvp. Vehicles and car parts too!
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this has started with the .62 update. I am unable to drive/ride in running vehicles. http:// As current I have googled the error and followed all the 'help' guides to 'fix' the issue and still nothing has worked... and here is another little twist.. this only happens when I run the 64bit. Odd right? If I stay on the 32bit I am fine around vehicles How ever!! I lose all sound in game when I run 32bit...This is really important considering the type of game Dayz is also because we play mainly on RP servers. My partner and I tested this many times and he can hear me in game but I can not hear him or ANY noises... SO If anyone has any ideas please assist me on what to do next. All drives are current and up to date as of yesterday 11/8/2017 ~512GB Samsung ~850 EVO SSD ~2TB Secondary Drive ~DVD ~16GB DDR4 ~NIVIDIA GTX 970 ~1ms response time 24" ASUS monitor -Windows 10 Enterprise 64-bit -Intel(R) Core(TM)i7-6700 CPU @ 3.40HGHz (8CPUs) -DirectX 12
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It is quite astonishing how all the DayZ "only want easy access to pvp" fans have missed BI's other and somewhat well known title Arma 3, that is constantly evolving with new maps, DLC's and game modes (and the game is primarily focused on straight up pvp action). Arma 3 is not only a far superior pvp-game, with a gazillion different stances, paces, weapons, vehicles (that work!!), ammunition types (all with different characteristics). It also contains various modding tools with which you can literally build a whole new game, if you wanted to. And all of this is already implemented!! Imagine that. Maybe the player controller in Arma 3 is too complicated for the DayZ pvp-fans... well, CS:GO, if they haven't heard of that game, is another fairly big and well known title. Maybe we can enlighten them of that?
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For those complaining about the development time of DayZ
plasma (DayZ) replied to Guy Smiley's topic in General Discussion
It does not take 7-10 years to make a pc game. the engines used now days are pretty simple straightforward plus the differences in tech from day 1 to year 10 would be too drastic. Problem with Dayz is they seem to focus on minor things when instead they should have focused on major.. ie. vehicles. I started playing PUBG and although there are no zombies, no sickness, hunger, thirst and overall not a real survival game, I can tell whoever made it was a fan of dayz. vehicles are what they should be. I seriously doubt I will come back to dayz when/if it ever goes "live". I think they've just taken too long and most have lost interest. -
This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week. Contents This Week Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Andrej Community Spotlight Dev Update/Eugen Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions. I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail. There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else. But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible. The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers. We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include: helicopters shooting from vehicles bicycle/motorcycle barricading bow combat All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually. Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs. Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives. - Eugen Harton / Lead Producer Dev Update/Mirek As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting. If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level): So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on. With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample. As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts. Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release. So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report. Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly. Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45. Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom). We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item. Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other. In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation. That's all from me today. I hope you liked it and I'll show you some more next time. Cheers! - Viktor Kostik / Lead Animator Dev Update/Andrej Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds. With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio. It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below: A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it! It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people. We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus. There have been some questions as to why do we have some 0.61 sounds in our latest Dev Log video. Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now. We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus! - Andrej Sinkević / Sound Designer Community Spotlight Hey Survivors! It is my favourite season of the year - The Halloween time! In Czech Rep, we don't celebrate Halloween - we celebrate All Souls' day, which is not about costumes and pumpkins, and I am glad that we have Halloween at least in DayZ with the latest update! You can grow Jack-o'-lantern by yourself and it is easy! If you don't have any experience with growing vegetables in DayZ, just check out this video by Gaming Junkie and you will know how to do it: You've sent me so many amazing screenshots of your Jack-o'-lanterns and I need to show some to all of you! This one is by our lovely streamer TheRunningManZ. MrsTLB is sharing pumpkins with her friend. Fozzie made this screenshot. It is spooky! And the last one is Halloween at Gvozdno cemetery by ZomboCZ. Since we are talking about pumpkins and screenshots, we have something special for you this time - a screenshot contest! Just follow us on our official Twitter account and send us your Halloween-themed screenshots via Twitter with #dayzhalloween hashtag. You can win some nice prizes. Check all the rules here. And there is more in this Halloween time. I am preparing the next event for the 31 October at 17:00 (CEST). Are you ready for The Big Pumpkin Hunt? It will be a special mission for four teams on a small location around Staroye village. You don't need to travel anywhere and all your equipment will be provided by us. If you want to participate, just sign up here and if you get selected, I will contact you on your email. Enough of Halloween for now. Let's check out more content from the community. Si Holland of a DayZ Facebook community had a birthday a few weeks ago. Check out this awesome cake he got! DannyDog68 shared a clip with us of Lada in rain. And it is beautiful. I love rain, it is so relaxing. If you have more than 1000+ hours in DayZ you can sometimes think about how to entertain yourself in some other way. Thing_On_Your_Shelf made this little challenge game and it looks like fun! I need to try it too. Do you know MC Quakes and his Man's Not Hot? Voyager Yt did a DayZ parody of this rap song. And it is golden. You need to see it. I love it! Videogames are art and an exhibition in Slovakia is about this kind of art. Exhibition is called Phases and concepts / Homo Ludio Artifex - art designs in digital games and you can find a concept of Coyote backpack from DayZ designed by Boris Joanovič there. The exhibition ends on 29th October so if you live near city of Košice, you can visit the Alfa gallery. At the end, I have a challenge picture for you again! In the last status report it was a deer stand on the Veresnik hill and I had a lot of correct answers from you! Little wall of fame for the fastest ones: SurvivorSnazz Spaggie MuzzyMcVeigh totalxq MrTeamDeer JaredSantas BWAFlive LightAmaze killwithpride D0MMYD Uncuepa32 DayzedEmu Hooded2223 And here is the riddle for today. Send me a picture of the building with this inscription to our official Twitter account and you can be on the next Wall of Fame: That's all from me Survivors, these two weeks were really juicy in the community, thank you all for your content and see you next time! Header image by Gaming Junkie. - Baty / Community Manager
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Tent Render Distance can get you killed. I have some questions.
chambersenator posted a topic in General Discussion
Note to mods: I'm posting this here rather than the bugtracker as it's not really a bug to be reported, it's working as it's currently designed, but with unintended consequences. Also, as this post doesn't contain a suggested solution, but is for discussion of possible options, this seemed the logical place to do this. The render distance for tents has a problem. As I understand it, if someone is beyond the view distance of a tent, it's invisible to them, allowing them to see and shoot anyone inside or behind the tent that they obviously shouldn't be able to see. The obvious solution would be to increase that render distance value, but I've been around ArmA and DayZ more than long enough to know that 99% of the time it's never that simple. If it were, it would have been set to match player view distance from the start. This distance was chosen for a specific reason. I would assume the reason it's set so low is related to the lag we often encounter when multiple tents and barrels are nearby. It's a symptom of a larger issue, and this is a way to minimize its effects. If that's true, the current setting is a reasonable temporary solution - frustrating a times, but reasonable. If my assumption is wrong, what is the real root cause? What would happen if the distance was the same as the view distance for other players? Is the problem more of a client-side or server-side issue? Is it related to some attribute about containers specifically, be it anything from protective cases to vehicles? Or is it simply any object that isn't a player, an AI, or part of the map? I would assume that even if the model is not rendered in, the server obviously knows it's there, and at some level the client probably knows it's there too, likely well before it actually renders when the player gets within range. When it comes to unmoving, player-placed objects, what is the difference in workload for the client when that tent is inside the overall object view distance range, but just outside the preset tent render distance vs. inside the render distance? With the advances and optimizations that we will start to see with .63 and continuing onward, in what ways will it address the wider issue (whatever it may be) that necessitated the lower view distance that were not possible and/or practical with the old engine? It seems logical that this draw distance issue would have to be resolved for base building to be even remotely usable. Even if that newly built wooden wall or barricade can, unlike a tent, stop or at least slow down a bullet, having your entire base look like it was made entirely from parts salvaged from Wonder Woman's invisible jet from 500m away is not exactly ideal. I know that many of those questions can only be fully answered/explained by the devs. If they find a moment to do so, great! If not, I hope that they might perhaps consider using this in some form as an example in a Status Report in the future for showing how the new engine is able to handle a problem like this in ways the old engine couldn't. -
My plea regarding modding and the release of server files
billyangstadt posted a topic in General Discussion
The release of the files to modders will inevitably turn this game into yet ANOTHER casual looter shooter. DayZ has set the standard in terms of survival, and harsh environments. The release of server files will lead to full militarized servers, 24/7 day, no weather, and SVD's spawning in supermarkets. For those that are going to say, "if the survival community is so strong, then there will be plenty of population in those servers. This is what the community wants", I don't want to get started on that topic. This game has incredible survival mechanics, and its going to break my heart to see it crapped on when modders remove all harsh elements in lieu of fast paced gameplay for Twitch streamers. Yes, modders would potentially introduce some great scripts or items toward survival, but the mass majority, as history has shown, will introduce modern guns and vehicles which have no place in DayZ. (Remember how ridiculous the Lamborghini Aventadors looked in Cherno?) Although I'm sure that I'm about to be roasted, I'd kindly ask the devs to reconsider their position on releasing server files. I'd rather play the game with the current population, in it's current state, than to watch it get stepped on. For those who will presumably tell me "Go play another game", I will say the same to you. DayZ is unique, the game you want is a dime a dozen. -
Are wounds and puddles still coming?
chambersenator replied to ValentinBk (DayZ)'s topic in General Discussion
It's important to separate the different blood-related elements into groups based around what parts of the code are involved, as each present different challenges to the devs. The player model showing the location and number of wounds. The current 'fountains of blood spewing from your body' animation Blood trails and pools of blood on the ground/terrain/floor. #1 seems like something that seems reasonably achievable, even if it's just limited at first to a generic set of bloodstains and wounds appearing on the particular area that's been hit (limb/torso/head). As time goes on, a greater variety of wound types could be added based on the particular item that caused those wounds. For example, someone killed by an axe or sword might look different than a gunshot wound, or a visible difference between someone shot in the head vs. someone who decided to do so themselves. #2 certainly needs to be addressed, and it appears the devs are working on something to replace it. #3 is something very different from the others, and perhaps the most challenging one of them all. Instead of a change to a particular part of an existing player model, or an animation attached to it, pools and trails of blood are things that would have to be placed into the game as a separate object (for the pool) or a series of separate objects (for the trail). That's a lot of new stuff for the server to spawn, despawn, and track that it never had to before, no matter how long the 'lifespan' of those things are, when you consider that even if the client has to only handle the blood within X meters of the player, the server has to handle it across all clients on the server. If a workable solution were to be found, this also would offer a way to handle other things like tracks and footprints in the snow from players, vehicles, and wildlife on maps with snow. We do already have a very limited form of this with vehicle trails, and back in the A2 DayZ Namalsk mod, those invisible Bloodsuckers would leave tracks in the snow, but they only lasted a few seconds before disappearing. However, I suspect that those methods may not be feasible ways to go about handling blood pools and trails. -
My plea regarding modding and the release of server files
noreaster replied to billyangstadt's topic in General Discussion
History has proven over and over again that modding is almost exclusively tied to making things easier, adding in fun things that destroy immersion etc... Pretty much all the things which are antithesis to the DayZ mission statement. There is a massive hoard of ultra casual gamers out there who blindly follow around their favorite streamers and play whatever game they tell them to. These people don't care about your game, it's long term viability, the cultural origins of it and it's original player base. They come in, in legions and they flood social media, forums, review sites and they complain about this or that and they want things easier and they want Apache helicopters and .50 cal's and one streamer can say one thing and suddenly you have 50,000 people begging for $1,000,000 starting cash, max vehicles and high power snipers spawning in outhouses. Over time, historically, this ultra casual approach to gaming ALWAYS consumes the direction of the game and I absolutely expect without any doubt whatsoever that the official servers will migrate to pander to that player base because, like I said, they are legion and there is money to be made there and let's face it. This is all about making money. Skyrim and Fallout are single player games. The fact they are mod capable doesn't apply as it does to DayZ. Stalker did have multiplay capability But it is an incredibly simple shooter with no comparison to the MMO nature and level of difficulty DayZ has and so I don't think that can be compared in any way either. -
I'm not sure I'm simply writing my guess. The vehicles are not yet physically defined. Weight, performance, inertia all of this is not optimized. because a heavier v3s of the 9kmh / 7mph drive, will need more way/time from its weight to stand still than a slight hatchback. What comes to this is the engine at the moment only 2 wheel axles supported, at a v3s fatal. the other is (it once stood in a SR) that we switch from character to vehicle when we drive. so our character is a doll. in the future we will control the vehicle as a character directly (because I strongly believe that this is all together with the Pl-Ctrl.) I understand the driving system as it is now with a fully loaded v3s with trailer of full stones is at a steep road (I feel the same with the Sedan with 130 ... it is like with bad tires in the rain..aquaplaning.) But as seen in the last SR .. here will come updated systems with the vehicles, they are not yet final.
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Alright, so in the past I have tried to offer my opinions on things like this, and it has came across as, "Flaming" or just rage inducing, so I am going to give it my best shot to be critical yet offer plausible ideas to bring people back. 1. More consistent content patches. (We all know it to be true, we get to nibble on the content-carrot for a bit, then there are three month+ long spans with nothing being added.) I feel like less is more, save the big content patches for down the road when the game is better defined and in working order, for now, just add in simple content ie gun attachments/different ammo/different types of infected ect. because sometimes less is more, and with a game in early development saving the big things like base construction/vehicles/flight ect. could wait till beta+. 2. Revert some changes to thing people loved. (We all seemed to love NEAF and Balota Airfield how they where, they where a good source of interaction/pvp/gear and saved people from trecking all the way from the east coast to NWAF/Military Base in the hopes of gear being there, which was a low chance since those two areas are the most server-hopped areas around.) This would bring people back to those spots, because as is, you see very little people outside of Cherno/Elektro and NWAF/Military Base. 3. Loot table/availability. (Now I fully understand that there is a realism element to DayZ SA, and in a post-apoc world things aren't going to be stacked sky high, ect. However, I feel like the current look table/availability is far too low, and the frequency of finding junk items far outweighs the good ones, and not many people wish to loot up for hours only to be KoS'd by some loon 500+ meters away.) Back when DayZ was first released, you could spawn onto a freshly reset server and within 20-30 minutes be setup and ready to rock in a sense, for whatever reason you are playing DayZ be it for the PvP/Immersion/Interaction/Feel/Survivability ect. being able to reliably gear up and go, was a good feeling, the way it is now, you feel discouraged from traveling because all you're going to find is piles of books, butane cooking tops, and pic-axes... 4. Zombies/Infected. (I love the new look, and other players do as well, however, the glitching/buggy sliding upper-cut that they do now, makes them less of what they where, an annoyance. Before I and others enjoyed that the zombies where slow moving, following, creatures that took a few quick axes to the head/body to take down, now it's a virtual slip and slide with them swinging from several feet away and somehow nailing you in the chest and making you bleed, destroying your gear and in some cases 1hit KO'ing you. Bringing back the old style mechanics with these guys/gals was a lot more better. 5. More chaotic/horrific environments. (An improved look for the games environment, that would give the players a better/stronger feeling about doom n' gloom/post-apoc happenings. would be excellent.) right now the game is far too clean, for a infection outbreak of this size, there are some places where bodies are piled up, and some blood smears, but I feel like more things could be broken down, more so in the cities, but places that where better fortified and outlying villiages/towns could just be rough looking, or have obvious suicides like people hanging from trees, bodies missing heads from shooting themselves, ect. to make it feel a little less like a ghost-town simulator and more like, "People lost their shit, and their hopes, and offed themselves". ect. These are a few things I could think up, I know I will get some people who will defend this game till everyone has left it, and they wonder why everyone left, but, these are some things I feel could be changed/added/reverted ect. to bring back or improve the current flow to keep people ect.
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When there were only V3S in early 0.5x, it was not much worse IIRIC, maybe even slightly better. Whatever the vehicles, the game overall is so not a game... It is like devs where giving us hints not to play the game at all, till it is ready. And it is known that the game "will be ready, when it is ready" :D
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v3s weirdest thing ever ...
Kemal Daniel Bulkat replied to Kemal Daniel Bulkat's topic in General Discussion
Oh well yeah, it is so bullshit. Cars are so slow. I mean. I understand it is alpha but why do you even add vehicles if people won't be able to drive. At least make it like arma 2 vehicles until you do something good. -
This week, Brian is back with some of his early development memories, and a look at the future of DayZ with modding. Eugen is following up doing his best to explain our basic goals for 0.63 Experimental and 0.63 Stable (BETA). We're also welcoming back our Lead Gameplay Programmer Mirek - after months of non-stop hardcore programming, we made him share some of the behind the scenes science happening under his watch. To close things off, as usual, we have Baty taking a look at your awesome community content, and in his short update, we have our Brand Manager Martin offering what could possibly be a dream job for many of you content creators out there! Let's get to it. Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Martin Community Spotlight Dev Update/Brian Greetings Survivors! Apologies on missing the last Status Report - cards on the table, I knew the rest of the team had strong detailed info for you all and I didn't want to keep rehashing my sentiments on public development, or how big the move into BETA is for DayZ as a product. In the case of the last Status Report, I think the video said a lot more than anything I could type. Most of what you end up reading from me at this point in the project is related to postulation, concepts, and struggles and I'm honestly not certain that most of you are interested in that. We're at a stage where I feel like so many people out there are just holding their breath, waiting to get their hands on the first BETA builds and see for themselves how big the change is. Hell, I think I'm right there with you all on that. Back in the summer of 2013 when Dean, Matt, and I were stuck in a tiny room above a laundry room out in Mnisek, we were whiteboarding key elements we thought DayZ should improve on the gameplay of the mod (beyond the obvious). A good deal of what was prototyped over 2014, and 2015 came from those whiteboard meetings. I remember very clearly sitting down with Dean thinking on how we could improve the fresh spawned players chances to survive without basic weapons, as the desire was to make DayZ an experience similar to the novel "The Road" - which is where "punching" came in to play. (I distinctly remember Dean asking me if I thought it would make fresh spawns even more of a threat, and thus have a higher mortality rate when encountering skittish geared players - clearly I was wrong in dismissing this). I'm rambling, but the point I'm trying to make is there is so much that the team, myself, Peter, have worked on throughout the years that just couldn't be done within the limitations that RV offered us - and it killed me to know time and time again that after documenting, and prototyping portions of the key design of what DayZ is to be that we were time and time again limited by the technology that DayZ originally steam with. I can't emphasize enough to you all how insanely fortunate DayZ, and the DayZ dev team have been to have a company behind us that believes in the vision we set forth at the start of development to reach. So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision. It might be irritating to some out there in the user base, but the fact that we haven't had to sacrifice any of the core gameplay features yet is massive. That said, one of the things Dean and I used to stress early on was that DayZ was not just a platform for people to create their own stories - but that like so many Bohemia titles before it, it is a platform for people to create their own vision of the apocalypse (or anything else that strikes their fancy). This specific pillar of DayZ is one of many that will benefit massively from all the work that the engineering team has worked so hard on over the last few years. Ditching SQF alone is a massive step for any of you that have dabbled in modding the Arma titles, and the new animation system, as well as all the work the design team has done to new user actions takes the modding opportunities from what (to me) would feel like more of the same, modding Arma 2 or Arma 3 to a completely new level. I could go on for hours about all the possibilities I see there, and all the fantastic mod authors I hope to see get their hands on it, and bring their own vision to DayZ. Namalsk, DayZ 2017, Taviana, Panthera, DayZero, and so much more. Part of some of the most exciting times as a fan of the DayZ Mod was when we began to see people create mods of the mod itself, and I genuinely feel that what DayZ will offer to the talent of those individuals is so far beyond what was possible before. No, I don't have a set date for you for modding - but as it has been said in many status reports before - it will happen during our BETA phase of development. Obviously, for those that missed the announcement this will have to mean the release of the server tool package. I just hope I get enough notice to stock up on snack food for when the first mods start hitting DayZ, because you can bet your ass I'm going to be losing countless hours of sleep exploring these new takes on DayZ as a player and not a developer. - Brian Hicks / Creative Director Dev Update/Eugen Dear survivors, since there is no concise information on what BETA is and what exactly will happen near its release, I would like to focus on recapping what our current plans regarding these things are. You might have seen our Gamescom video, but there is more to come and lot more things to work on. Because the 0.63 update is bringing all the new technology to you, the players, there will be a very tight feedback loop following its release to Experimental. There will be numerous changes coming in over the course of 0.63 Experimental, and some features might not be available on the first Experimental release, as we slowly ramp up to keep the performance and bug fixing focused. There will be tons of players trying to get in, and we will try and accommodate as many players as possible, because I do strongly believe it will be very hard to go back to 0.62 after this huge change happens. Now once that goes through all of the parts that need proper testing, and you are happy with the stability of the experience, we will start preparing for the Stable launch of 0.63 - the DayZ BETA. At that point in time, it is our intention to make DayZ server files available to anyone for free on Steam, meaning that you will be able to host your own servers. As far as platforms go, we aim to have these for both Linux and Windows. Following that, I know a lot of people will start digging into the data itself and have fun modifying it. It's going to be interesting to see what you guys come up with. However, you might be a bit limited during the initial release, as the current state of things suggests that the modding toolset might be behind schedule, and will be released shortly after BETA comes online. The toolset will be running the new Enfusion tools that you might have seen on different pictures from the office, and will again be available to all our players. But since lot of the data is compatible in some way, I think a lot of models will find their way into the game quickly, and people will start researching the new script as they test it out. Since almost everything you see in game will be written in script, you will have some amazing opportunities to change and bend the game in any way you want. Together with the DayZ server release, we want to provide our back-end technology that we internally call the Srvlet. This is basically our hive implementation in its entirety. With this strong tool, you will be able to set up your own hive, and do anything you might have ever imagined with your servers. Because this is actually quite complex, our intention is to provide decent documentation for the technologies recommended to run this platform. After the toolset gets out, we will look into opening the workshop on Steam, so that you guys can start sharing your creations freely. It's something we are especially excited about! There is more to it of course, like having a DayZ Launcher as a central piece to access all that, and I will try and space out this information and go into more detail as we get closer. With what features we exactly have in mind, what content you should expect and how these things will be handled. Hopefully this has helped you to understand how serious we are about this important milestone in DayZ development. - Eugen Harton / Lead Producer Dev Update/Peter Alongside crucial improvements which affect core parts of DayZ such as movement, ranged or melee combat we often mentioned, there is also other parts which are very important for delivering the best overall experience. You could already see the dynamic target selection in one of the previous Status Reports, and some of you could try it out in action with showcase of DEMO build at Gamescom. For me, together with whole HUD and new user actions, it’s an important part of the game which underlines all these great changes which separate old (0.62 and previous versions) and new DayZ (upcoming 0.63 AKA Beta). From our internal playtests and feedback from players at Gamescom, we decided to improve the HUD part of dynamic target selection and user actions a bit further. Now there is more options related to user actions, usually performed on some kind of target in world, shown directly in the floating widget of dynamic target selection, which makes it more readable for the player. These were previously located in bottom left corner, and they were quite easily overlooked when they became possible to perform (remember new user actions are contextual). In bottom left corner, there are now only actions which are applied directly to your character for now. Another improvement to the bottom left corner of HUD that we've currently made is the addition of item in hands. Its name, actual condition and its quantity or stack is now shown in the bottom left too, above actions. This offers constantly consistent overview of information related to equipped item and items around the character without the need to over-use inventory screen to find out such basic info. While shuffling parts of HUD around, we ended with dynamic cross hair, also. It changes form contextually when needed, to indicate some possibilities or states. Good example is a time progression of currently performed continuous action. Of course, HUD visuals are nowhere near final by any means. For those players who want to be immersed as much as possible in the world of DayZ, there is an option to turn off HUD completely on demand (of course independently from quick-bar). To mention melee combat as well, its state is very rough and basically still in a state of prototype. We wanted to proof the concept out with new system of targeting and full body attack animations which are locking character movement, alongside with hit impacts which can take controls of character completely. Now when we've laid the basics and seen the potential it has, it is the way to go for us, unless something unexpected happens. As we definitely want to add some player skill to melee combat, we need to extend it with possibilities. Currently we are prototyping blocks, which reduce received damaged and influence hit impacts from attack, as well as evades, which helps to get out from line of attack. Next up is adding melee attacks with ranged weapons, like stabbing with bayonets, hitting with butt stock or pistol whips, as there is no worse feeling of helplessness when you are armed and someone successfully locks you into series of impacts and you need to throw gun down to be able to fight. Planned next are advanced moves such as knock-downs, finishing attacks on opponent on the ground or kicks/pushes. Anyway it’s really important for us to make solid foundation first because without it, melee combat won’t work as a whole, and it won’t matter how much depth and added layers will be there. As far as new camera implementation I mentioned in last Status Report goes, it’s from great part done. We just need to promote some functionality to the script, so we can set specific FOV in iron sights and optics. Also we will be able to start toying with naked eye zoom again. Apart from that we are dealing with 3PP camera position in space in different modes like raised, melee combat or sprint. With form following function... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Some time has passed since I last wrote my Status Report. One of the reasons is that we're now working on longer term tasks and it's quite hard to write a Status Report without repeating myself. Another reason is that we're mostly working on things which aren't immediately visible. Today, I will summarise what we have done over the last two months. During August, major part of the team worked on delivering features that ended up being part of the DEMO version for Gamescom. It was quite stressful, because time was passing very fast and we had to stabilise the DEMO build and fix the most visible issues. Anyway, I believe that we were successful and we could return to our unfinished work with a good feeling of accomplishment. Now, we are mostly focused on improving character's movement and combat mechanics, because the entire development team is still not very satisfied with what we have presented at Gamescom. This is a very important part of the DayZ experience and we want to have the best possible implementation before we hit BETA. It's also important for fighting against the infected, because it's almost impossible to tweak and polish AI behaviour without having the player movement finalised - and so this is the reason why work on AI is also a bit on hold for now. One of the major things which were in progress before Gamescom is the game entity hierarchy (which is how the scene is represented for the game - so it is a system you won't be able to see). DayZ has been using an Arma legacy "proxy object hierarchy" - and this technology was limiting us to do some of the more exciting stuff from the DayZ feature list. We decided to switch this scene representation technology to the new one provided by our in-house Enfusion Engine. This will allow us to do things better and in a more optimised manner, allowing us to add more visual effects easily and for example create much better animations for weapons handling. Another thing we're now working on is the re-implementation of vehicles using the new systems. I have to admit that we're still working mostly on the physics part, and the character part is still not ready - but we hope that we will start working on character representation in vehicles soon (probably right after movement and combat mechanics). The entire system around vehicles has changed a lot. They are now composed of several configurable components, we're supporting generic number of axes (not only two like in 0.62 and before), handling is much more responsive and vehicles have a new suspension model, which will help players driver over smaller obstacles. Things which still are not finished are better tires friction model and simulation of some gearbox extreme limits. I wasn't sure if I should show you the following teaser (like I said, the character representation in vehicles isn't ready yet), but here it is. This is how we're testing vehicle physics for now - please welcome Fred Flintstone as a DayZ survivor, testing the new suspension system: (Please note: these are not final values for suspension and current values are serving for demonstration of new suspension model) Also, there are things which I would like to write about the topic of modding and what we are doing for supporting this feature, but it would be a lot of text for now, so I will write about it in next status reports (at least I'll have some ammunition for next time!). - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Martin Hello survivors! As I shared in the last Status Report, creating videos of a game in development is not always an easy task for us. It takes a lot of time from our regular schedules, and the closer we are to major releases of DayZ, the less time we have for recording gameplay. After experiencing the production of the 0.63 Dev Log, evaluating our options, and looking at the upcoming BETA/1.0 releases, we've made the decision that now is the right time to invest into our video production some more. Just yesterday, we've put up a job opening for what we at Bohemia call a Game Capture Artist. Ultimately, we're looking for a content creator that will work alongside me, Baty and Eugen, and spend most of his/her time capturing DayZ gameplay, as well as coming up with concepts of DayZ videos (and, eventually, trailers). It's a job that provides a perfect opportunity for making the hire directly from our community of players and content creators, and we'd be the happiest people on Earth to actually hire a DayZ fan, so please do apply if the job ad sounds like something you'd like to do for a living! I'll just add a personal warning: don't be misguided into thinking that this job is just playing 0.63 all day! It's also a lot of planning and documentation, and you really need to understand the technical aspects of video production as well. That said, we don't need years of professional experience, but a creative, organised and communicative person who's going to drive our video production to a very high standard. We also need you to work directly with us in Prague or Bratislava, but Bohemia Interactive will help you relocate should you feel a bit on the edge about that! Send them CVs in - and come live closer to the real Chernarus! - Martin Čulák / Brand Manager Community Spotlight Hey Survivors! These two weeks have passed really quickly! So, let's see what's happening in the community. I need to start with a letter sent to our forum. It is from our big supporter to the Dev Team. Her name is Baroness, she is an amazing content creator and her message made me cry. She met her husband in DayZ! What an amazing story! Thank you, Baroness, we love you! Hello. You don’t really know me. Well, maybe Baty does, a bit, in a way. I’m just a regular player. When the standalone came out, I was coerced by my brother into buying this game and play with him. I had never gamed on PC ever, had only ever slightly gamed on console when I was 12-13 (I am 34 now). Everything was very new to me. He told me it looked promising, explained what alpha was, and off we went on adventures as I spawned in Kamyshovo for the first time. Being on the creative side I have always enjoyed documenting my travels inside Chernarus. When I had gathered enough friends, we made clans, we built communities, alliances and harbored hate with other groups, as these things usually go. Some are still ongoing friendships that are on a deeper level, and this is amazing to me. About 2 years ago, some friends and I disbanded our group and decided to join a roleplaying community. It was fairly small at the time, and being the creative and helpful person I am, both of the leaders decided to include me on staff, where I developed some community management skills, learned to deal with all the kinds of hate that you guys are getting right now. I mean, I’ve been called Cersei more times than I can count on 2 hands. I’ve sowed many seeds of rapport, friendship, kindness and warmth, and I’ve been able to reap affinities, loyal friends, loving bonds, and even love. I met my husband in this last community, it was called ChernarusRP. My now husband (then-gamer-friend) and I joined forces and nurtured this incredible fellowship of like-minded survivalists with a penchant for roleplaying. All 700 of them. Us working together, entertaining complimentary notions of unity, respect and healthy dialogue, got us thinking; we very quickly found out that, through working so closely together for a long period of time, we just ‘clicked’, and it just ‘worked’. Within the year, our relationship grew steadily towards a goal that we felt was right for the both of us; he moved from Texas to be with me in Québec (Canada). We have been together ever since. It was because of your game and everything that is has to offer, that I was able to meet the man of my dreams, the love of my life, my missing puzzle piece. My everything, really. Why am I writing this to you? Because I’ve noticed lately all the hate that you are getting. Spaggie and I had a long and interesting conversation about everything that you guys do behind the scenes that go completely unnoticed. He told me that he sometimes writes little thank you notes and encouragement in the bug tracker, just for you guys to see that all that you do is greatly appreciated. In my opinion, more people should do this, every day. And had I not installed this game and kept at it, I would not be with this incredible man who I am with today. And I have you guys to thank for that. So thank you. For everything. BETA will be a blast I’m sure. I am following closely. We all are. And screw the haters. You got such a loving fan base and we’re all behind you and cheering you on. We might not tell you every day, but trust me, we all root for you and this wonderful game. Thank you for reading. Baroness <3 And thank you all for all your support, like in this thread. It means a world to us. Thank you! Let's see a new chapter of the Humans of Chernarus series. If you don't know it, it is a collection of thoughts of fictional people living across Chernarus. A people who are facing this post-apocalyptic world and try to survive to the next day. You can find the whole collection here. "Good luck is a funny thing. It always seems like it belongs to someone else. Bad luck, on the other hand, we all have it. We harbour it to convince ourselves that our problems and misdoings are not our own... However, there in truth I’ve learned one thing during my stay on this shitty Earth. There is no such thing as luck, good or bad. There are only those who are prepared, and those who are not.” -Symon, of the Gomorrah Casino I love weddings! And I hope you do as well, because this one happened in DayZ. It may not have been the most romantic one, but it surely was entertaining. Dr. Von Hauer married his wife in Novodmitrovsk church. They said their vows and lived happily until their deaths. Which could not have been too long, as it is DayZ after all. I myself almost got married in DayZ, so I envy the bride for making it all the way. The highlight of the video for me is the flower boy, who throws pieces of ghillie on the ground. Let's check out some art now. Valdark2 posted his newest picture to Reddit and it is pretty cool, what do you think? If you need some large wallpapers, just tell NeuroticEUROtic, he is a specialist. It is sometimes hard to find a really good wallpaper for three monitors but this guy can sort you out. Here is Skalisty Panorama 5760 x 1080 by him and it is beautiful. I have it on my background already :) The last thing that I was looking forward to showing you today is a riddle again! In the last Status Report, it was West Lopatino Evacuation Camp. You sent me a lot of correct answers last time and you said it was toooooo easy. Okey! Here is a challenge for you. Where can you find this deer stand? Send me your answers to our official Twitter account. And thank you for all your answers! That is all from me today guys. Have a nice day and play DayZ! Header picture: WilliamFilms - Baty / Community Manager
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My plea regarding modding and the release of server files
Guy Smiley replied to billyangstadt's topic in General Discussion
Well the sad truth is, it's going to happen whether you like it or not. While the small group of us will play on dead servers that will test our survival skills, the rest will be CoD'ing it up on, as you put, 24/7day servers, starting gear and vehicles galore. Who cares, they will get bored of it and move on to the next big twitch game. -
With Brian missing this week (no worries, he will be back at full force next time!), Eugen and Peter reflect upon the new features and content presented at Gamescom. Eugen is finally sharing our full 0.63 Dev Log video with 16 minutes of Gamescom DEMO gameplay in Full HD, Peter is reacting to some of the community feedback regarding the missing naked eye zoom and new key binds for firearms, and Martin and Baty share some of the good vibes from our community (both the one at EGX, where they travelled last week, and online!). Let's do some reading and watching folks, it's a juicy Status Report once again! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Martin Community Spotlight Dev Update/Eugen The last two weeks had us focused on different issues in the base and core features of DayZ. As previously mentioned, these are tackled through smaller scrum teams that are dedicated to these topics. Currently, we are running ranged combat team with focus on weapons and another one focused on melee combat. More are expected to be set up from vehicles to Central Economy or the infected. These should enable much faster iteration that can deliver on their goals as the technology requires less changes under the hood. This means that we are no longer tied to larger technology changes and can focus on the stuff that’s important to us and players alike: things that tackle immediate concerns that have troubled the game for a very long time. The approach we chose is based around priorities that carry through to other features, so we spend less time going back and redoing stuff over and over. Current priorities started with base movement of the character, which defines a lot of the work that is going to happen in both melee and ranged combat. Once we nail down the details, we can quickly implement and iterate things like player speed changing with rotation or rotation limits in order to cut on the erratic movement that is usually described as "zig-zagging". There are tons of things like these that community cares very deeply about. We take this feedback very seriously. Lot of these things have driven community interaction over these years. Bugs that we didn’t fix, features that didn’t have consistency or detail or were missing entirely. There is a reason behind everything. We spend a lot of time on figuring these out and once we are happy with our solutions we are going to get the discussion going. The process, however, requires you to test them in-game and that is where we go from prototype to full fledged feature. The thing is you try, and go for functionality first before the visuals get polished. It usually does not matter if it looks good if you’re developing the game. But it’s also the reason we don’t show many of these things that are in their early implementation. because they are just functional enough for us to iterate, but not polished enough to present ourselves with. That brings me to the next important thing. Imagine all these great things created with placeholders or skeletons of functionality that we look into and keep iterating on. Ideas are just ideas and they usually change for the better as development moves forward. What seems fun and good on paper though sometimes does not translate well in-game. If the technology used is layered enough to let designers test their ideas, we know we can differentiate the bad from the good. I don’t believe that we always come up with best solutions on the first iteration, and so that's why we listen to your feedback. Even when I look at our 0.63 Dev Log video below, I know (and see) tons of issues that just irritate me. But I’m not alone and this team is the best I had the chance to work with, and I have no doubt we can solve the issues. BETA can not come soon enough! That said, we would like to focus on covering these hot topics and how we solved them in the current iteration, because we bleed passion for what DayZ should be. Thanks for reading and enjoy the video! - Eugen Harton / Lead Producer Dev Update/Peter After DEMO showcase at Gamescom, many of you expressed concerns about missing zoom with naked eye as well as toggling to aim down the sights. First off all, I want to underline that absence of naked eye zoom was intentional as we run into technical problems due interference with switching to iron sights, witch was key-binded to middle mouse button. Time was running out and instead of fixing the old camera behaviour, we decided to cut it completely, so that we can start implementing a new camera from scratch to allow us to have more control over it (which is being worked on right now). Anyway, now when that dynamic zoom is currently missing, we can start asking questions: is it really needed? How does it contribute to gameplay? What are the pros and cons? Eye zoom is kind of a long-term trademark of Bohemia Interactive games, the same way as the free look being independent on character movement. Simulation of mid to long range engagement wouldn’t be possible without such feature, as fluid, on demand changing of field of view from wide to correct perspective is needed there, typically for observing your surroundings and during gunfights. Without it, characters are just small group of pixels in distance, and probably no-one enjoys pixel hunting. On the other hand, we know that in the case we gave the player character some supernatural abilities, we would lower the importance of items which should be used in such situations, like binoculars or scopes (which can be used even while not mounted on a weapon). Currently, these have very limited use among players, as naked eye zoom (or focus if you want to call it like that) is enough for them to observe environment. Also, there is a bit of a problem with continuous switching of object LODs and textures, which puts additional pressure on the CPU/GPU. While this would still be the case with binos and scopes as well, these changes to FOV are instant and not continuous. Missing eye zoom will lead to bringing player engagements to much closer distances - and that’s the most important thing in DayZ - player interactions. Final decision hasn't been made yet - personally, I’m inclined to keeping this feature in the game, but even in the worse case scenario, aiming down sights will maintain correct perspective (with a bit of added zoom while holding breath to simulate focus), to avoid aforementioned pixel hunting during gunfights. I mentioned aiming down sights and we are aware that current keybind (middle mouse button click while raised) is far from ideal as it feels clunky - exactly opposite to real life, where aiming down sights is as simple as just moving your head and aligning the eye with sights. What is really important to me is the fact that there shouldn’t be any toggle into the aimed stance (raised nor iron sights/scopes). Which means character should go ideally to an idle pose when all controls are released. Toggle-able aggressive stance can unintentionally fiddle with character’s body language, which disrupts gameplay and the experience players have during their interactions. Currently, we are experimenting with different approaches of switching to iron sights while raised. Key-bind on keyboard can work, but I’m not a fan of it as it destroys the basic firearm controls between mouse and keyboard. On standard mouse, there is only two buttons which come as possible candidates to use - middle mouse button, and right mouse button. Scrolling up with the mouse wheel to aim down sights is much better than precisely clicking the wheel, also it’s meant for switching between iron sights and scope in case the given firearm allows it (think AKs and other guns from the eastern block, or additional sights mounted on RIS from the side of a weapon) and for cycling through scope zoom levels (for example hunting scope). Personally, I prefer a simple double click and holding right mouse button (basically double click without releasing the button after the second click of button) as a shortcut to switch directly from lowered arms to iron sights. To switch back from aiming down sights (ADS), just release the right button, click and hold it again (same for toggling from raise to ADS). These two methods are far better and we will most likely keep both. Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns). Sprint Turns GIF (I don't know why I can't embed it here...) This solution differs from full-fledged inertia system, which can lead to players feeling like they are driving a tank with all that acceleration, deceleration and stopping after sharp turns. We want to thoroughly test it now, to feel how it plays and if it’s capable enough to achieve our goal of having smooth navigation through environment - as we definitely would like to maintain the hardly earned responsiveness and smoothness of the new character. Without zigzagging... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Martin Survivors! After a vicious editing battle that took waaaay longer than we all had planned, we were finally able to deliver the 0.63 Dev Log today. It's taking a quick (well, relatively quick, it's some 16 minutes of gameplay!) look at the key things that we presented at Gamescom last month. Let me just quickly give credits to Baty and our QA Engineer Dan Fialka for their tireless work on the actual gameplay capture - as I have said in the previous Status Report, it's not always an easy work tinkering with the internal build. I hope you'll all appreciate the early look at 0.63 at least in this format - it's certainly not the same as experiencing the new animation system and player controller first hand, but it's the best we can do now. Suffice to say, this Dev Log was a good learning experience and it made us rethink the way we produce video content for DayZ. Going forward, we want to streamline the creative process behind making development videos, and hopefully find a good, effective workflow for gameplay capture in 0.63. Last week, me and Baty also visited EGX in Birmingham, and boy: did we meet a lot of awesome people! Originally, our visit was really planned as a last-minute trip, as we just wanted to meet a couple of DayZ content creators at EGX - there was no booth involved like at Gamescom, and we only packed a bunch of DayZ lanyards just in case. Somehow, we ended up meeting with some 30 fellow survivors at once, occupying half of the EGX business lounge and demoing 0.63 to everybody (thanks to Matthew and the rest of the EGX organisers for not kicking us out!). Blue and Queenie, M1ndr, SepticFalcon and Dzoana all had their mods and friends there, we've also finally met the Twitter super-spammer Spaggie (and his friend @EssexRockerz!)... well I would like to name everybody we met, but it would make for a really long list. Thanks everyone for coming and chatting with us (and thanks Baty for talking me into the trip!), you all make the best, most dedicated community out there. We'll definitely be back to EGX next year, hopefully with a more official presence and a proper booth! Here's a couple of photos (credits to N-Reid!) and Tweets from the event: - Martin Čulák/ Brand Manager Community Spotlight Hey Survivors! I hope you had amazing two weeks. As Martin mentioned, we were at EXG and it was epic, thanks everyone for coming. It was nice to meet you all! Let's start with the Real Chernarus by BrenUno, who‘s been there and took some amazing pictures for the community. Can you recognize all these places? Streamer DeadlySlob did an amazing and very funny role-play video, where he acts as a drug addicted person. Other players were really surprised by his behaviour. We love it! Let's check out some art. I chose three guys from community today, who are amazing artists and did nice job on their artworks. They have really similar style and we really like this. The first one is Will. He did two artworks inspired by Chernarus. And the second one is by Squad_Crow, who did his view of Novodmitrovsk and Lopatino Castle. AFX was on Rose City Comic Con in Portland as a survivor from DayZ. She had everything that the true survivor needs - duck tape, military boots and a long stick with an apple! I don't know if she killed any infected on her trip but she is definitely ready for it! French server Team Onu is preparing an event again. It is called Manhunt - Dark Walk and it will be tomorrow and you can see more info after you log in to their web pages. Here is a little teaser for it. If you prepare any event for your community, just let me know on my Twitter and someone from our team can be there too. And I have a riddle for you today. Can you recognize this place? Tweet it to the official DayZ Twitter, I want to know how many players we have, who know the map very well! I know it is easy for hardcore players, but I will do a harder one next time. I am so happy to see all your content guys, no kidding. I try to watch all your videos, pictures and everything you post to our social networks or Reddit. Thank you for that and for your support, because we need it. We really appreciate to know that YOU CARE about DayZ. Because DayZ is love, DayZ is life for us. Header image by Sahindi. - Baty / Community Manager