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  1. Just some random thoughts that I believe would enhance the game's direction. Let me know what you think! Military Set military gear to spawn at all military bases but in rare quantity. This decentralizes NWAF and makes every military area that much more appealing, it provides the setting that getting a military set is highly rewarding and proves to others that you're competent in survival, and it makes common civilian and police armament that much more common. Guns Shotguns placed in General Stores. AK-Variety/Hunting Rifles placed in cars centered in the middle of large Cities. This allows players more places to find reasonable armament and also provides a risk/reward for players to venture to middle of larger cities for their high chance of having a AK or Hunting Rifle rather than Military bases. Cars Assign a fully functional car at NWAF, NEAF, and Balota. Placing vehicles at these military sites increases the value and risk/reward of the location, tempting players to attempt to get the car out of a hairy situation.
  2. Contents This Week: Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Community Spotlight See all the images of the Bumblebee airplane here: http://trello.com/c/607yllpt/133-crop-duster-airplane-bumblebee Dev Update/Hicks Greetings Survivors, First off let me apologize for the status report being pushed a day, I was unfortunately ill over the last few days - and wanted to ensure that the data in the Status Report reflected the most up to date state of our 0.61 branch, and where we were with it. Yes, we are still working on destroying the last few remaining issues preventing us from pushing 0.61 to experimental. As is usual, I'm going to walk you all through what those issues are in this Status Report so you're aware of what they are, and what it is that is keeping 0.61 from hitting the experimental servers. Once we go over those, I'm going to spend some time discussing points made over on our forums in regards to status reports, and feature set backlog so as to address some discussion I've read on the community side regarding those. In addition to that, Peter will spend some time sharing his excitement for future changes to the animation system, player controller, user actions, and so forth, Miroslav will discuss some of his teams current tasks, and Viktor will elaborate on some of the work the animation team is focused on for builds past 0.61. As of this morning, we're looking at approximately 11 open must fix issues, are regression testing 5 other issues that have been flagged as resolved by the developers assigned to the issue(s). Taking a look at what exactly that means: Current Must Fix Open Issues: Client crash after exiting title Player SFX sounds near silent Players can become severely out of sync Some firearms not firing on first mouse click Player position stuttering under 100+ ms network conditions Some lighting conditions not casting proper shadows Known 0.60 item duplication methods Magazine capacity issues New methods for players swimming in ground UI Zeroing not present Glock muzzle flash / SFX not present for other players Obviously some of these issues are far more critical than others, and some are new. Over the last few weeks we've been fairly aggressive with some of our bug bash sessions, and while it is most definitely frustrating for all of us - I'm very pleased with the fact we've been able to track down some of these critical issues. For example, the players out of sync issue (#3 on the above list) took a good deal of time to find a proper repro on, but the behavior it caused makes for a total break down of network messaging between two players. Causing some animations, and sounds caused by other players to not show up properly for several minutes. (Think gunshots, or player position) which will only lead to incredibly frustrating gameplay and is something I absolutely do not want to see on the Steam branches. Tackling known methods for duplication, animation glitching, and so on are also absolutely critical to get resolved - and left unchecked will do damage to both the economy, and player experience in the time between new builds being pushed to Steam. In addition to those, the issues we're currently regression testing include issues with player temperatures / modifiers, player sounds, and several serious client crashes. The player temperature issue is something I've spent a good deal of time focusing on, and discussing with Peter's design team on. As I feel that both resolving the issue present on 0.60 stable for hyperthermia, and pushing towards providing players on 0.61 an actual environmental risk (more towards hypothermia being a risk when wet and or dealing with severe cold and improper protection against those elements) is absolutely important. While those above issues are regression tested, and fixed by the appropriate developers, Peter and I have also gone over behaviours of per player dynamic spawning, and what the technology of the Central Economy will allow us - and have pushed for changes in that area to switch to a more area based trigger rather than per player, to reduce player ability to try and meta game the system. Recently I've been pushing myself to have more of a presence on our official forums, and engage actively in discussion on the project, gameplay, mechanics and so on with the users over there. As well as sharing experiences and details of the ongoing 0.61 internal testing. I hope at the very least more of you will read the posts over there, if not actually register and participate. Speaking of the forums, I want to revisit some key points I've made over the last few months in the "A Few Thoughts On" posts. Specifically, in regards to Status Reports, and Pending Feature/Content updates. As many of you may recall, or have noticed - we made changes to how we communicate "new things" in the Status Reports. From the old method of talking about whats to come in DayZ as soon as we've settled on a design, or may have a model ready, to specifically focusing on what is upcoming in the very next build to be pushed to Steam. I know some of you haven't necessarily enjoyed this change, but I honestly feel it is a much safer approach to managing hype, and not giving people false hope on how soon they might see something in game. Now, I do feel there is however some compromise on our part that can be made - which is why I'd like to compile a 1.0 feature set we can keep on our forums that will give people an idea of exactly what to expect of the final version (within a margin for error of course), and I hope this will help reduce some of the confusion. I'll need to sit down with Eugen, and the leads responsible for each department before publishing this, but I hope it will serve to answer some of the questions I've seen out there. Which brings me to my next point. Just because Status Reports are not touching on a major technology change, or new pending feature set does not mean it is not being worked on. As I mentioned above, we focus the Status Reports on progress towards the next major build to be pushed to Steam - and does not cover changes that are slated for builds to be pushed to Steam past that. A perfect example would be the new animation system, player controller, and user actions. The developers responsible for this have been working their fingers to the bone day in and day out, and we *will* be talking about it and showing off examples once we reach the point in which we are focusing on those updates for the next major build update for Steam. In addition to that, we have a *significant* content and feature backlog that is dependant on these systems - and as Peter will discuss below, we are at a point in which it does not make much sense to create systems, or address non game breaking issues in the old SQF script and hierarchy. I, and the rest of the team are all very aware of how frustrating this might be for many of you. We're all right there with you, but the work we are doing and have been doing this year represents *massive* changes and the introduction of the major key points for DayZ's new Enfusion engine. We're not going anywhere. The developers who work on DayZ are some of the most passionate, dedicated, and hard working folks I've ever had the pleasure of working with. We love this game, we love the stories you all create in the world of Chernarus, and I believe I speak for all of us when I say we have the most absolute faith that all of our hard work is going to make DayZ a game that is truly worthy of the dedication and love you have all shown it throughout the trials and hardships of public development. We might not always agree - all of you that make up the DayZ community, and I - but I don't think I could ask for more amazing, and dedicated fans for the project - and I wouldn't trade you all for the world. Truly, thank you for being there with us through the ups and downs. I can not wait for the adventures we will all have together. 0.61 Milestone Goals: Server Login Queue Ready for experimental branch testing - no current issues preventing this at this time. Merge of New Audio Technology from Arma 3 Eden Update. Technology successfully merged into DayZ branch. Ready for further testing on experimental branch. Update of Weapon Sounds for New Audio Technology. All current firearms configured - Audio team is now focused on addressing must fix issues for 0.61 Dynamic Spawning of Infected. Testing complete on initial implementation, Programming team is now making the requested changes described above to area triggers in order to provide the Design team with the requested functionality. Predators (Wolves) Internal Testing is very optimistic, several fixes to behavior have been merged over - and programmers are focused on addressing several server crash issues potentially tied to the predator AI. Dynamic Shadows Last few issues related to proper shadow projection are being focused on now, once these are resolved we should be ready on this specific feature. Network Synchronization Improvements The gameplay programming team is currently focused on addressing the previously mentioned issues with 100+ MS connections having jittery gameplay in some situations, as well as tracking the recently discovered repro steps for causing player to player sync to fail. Once these issues are resolved, we should be good to go. New Server Browser Functionally this is ready, however while the must fix issues are addressed, several small UI changes have been made to make the new server browser easy to use and understand. - Brian Hicks / Creative Director Dev Update/Peter We are getting very close to that big moment, I would say kind of a milestone for DayZ we all are looking forward to, of saying farewell to the good old character. We had a love and hate kind of relationship with this; while reliable and proven by years, it was clunky and absolutely not suitable for our intended purposes, lacking behind the current standards of the game industry. It's no secret that we are no longer supporting (unless there are some game breaking issues to fix) the former SQF scripts nor writing new features in SQF. In the meantime, while programmers were implementing the new animation system, all scripted systems and mechanics were refactored and rewritten into Enforce script. You will also see all the postponed features you had been waiting for to pop out as they are now being, step by step, plugged into the mix as everything is getting together to form the mythical new character along with new behavior, animations, physics, player controller and damage system. Ranged combat (as well as melee combat) is being re-evaluated as now, with the new systems pouring in, it's finally the right time to revamp it. Apart from the configuration side issues of ammunition types and materials leading to improper ballistics and penetration outcome as well as the current use of the wonky old damage system, the most unpleasant parts which makes it hard to enjoy gunfights are connected to handling firearms themselves. Examples of handling issues would be stealing control over weapons from players during movement animations, guns lagging behind the crosshair while taking turns, difficulty controlling recoil, enormous sway and nearly negligible "hold breath" effect. We are aware there is plenty of space for changes and improvements which can be made to make gunfights enjoyable again. With upcoming dynamically triggered infected and some changes to how Central Economy handles zones, we are playing with the idea of decentralizing high risk high reward areas across whole Chernarus. The former state didn't differentiate between zones and tiers, as both of them are just some areas in the system but with different meaning for us. Zones defines usage of items while tiers define their value. For example, until now it was impossible to make a military zone with tier 4 loot since the CE spawned loot with military or tier 4 flags, that's why you were able to find FAL in some villages which fitted in tier 4 even without them being in a military zone as well. Now there is AND operator between tiers and any other zones which means we can start tiering those military zones, so you will be able to find let's say AKS at Balota. With such important change we are also free to tidy up configuration of categories and tags of loot items and their spawn points in structures which in some cases went out of hand when trying to bend the system. For brighter tomorrows... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Half of our team is focused on issues blocking experimental release, which are mostly crashes, animation desync between client and server and some server fps drops. The rest of team members is working on improving vehicle physics and synchronization, networking optimizations and new character controller. Some of you are complaining that there are not any information about character controller in our status reports. Be sure that character controller will be mentioned often later. For now I can say that we have basic movement and shooting done, but there's a lot of things which we have to implement and the next major step is preparation for network synchronization (from server to observing players). When this will be done, we will move to implementation of other animation states, like swimming, moving on ladders, vehicle driving and a lot of item manipulation. There's a lot of things which player can do in DayZ, so character controller is quite complicated and even current player has a big amount of animations and actions, which means rewriting of whole player controller needs a lot of time. Once we move over network synchronization, I believe that adding new animation states will go much faster and you will also see it in status report. Until then, please be patient. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Viktor In this short update from animation team I would like to share some news with you. In past days and weeks we have went through couple of polishing passes of player character graph and animations. Just recently we have reviewed infected attack animations and created missing ones. Now we are adding them to the infected animation graph in the upcoming animation system. A new big task we have started working on is related to combat. We are now reworking basic combat poses and after they are finished we will start with prototyping the combat locomotion and attack animations. As usually it involves many talks and discussions how the combat should look like. Last but not least, there are now the first prototype poses for aiming from vehicles. Keep in mind this is very experimental at the moment so it is very unlikely we will see this ready any time soon. - Viktor Kostik / Lead Animator Community Spotlight Going back to highlighting some of the awesome communities out there, it seemed like a good idea to turn your attention to one of the bigger ones out there. This one simply goes by the name of "DayZ Standalone Community". DayZ Standalone Community has a strong member count (12.000+ members) and they have held plenty events, as you can see in the Events section of their Facebook page. Even though it's been a while since the last event, there is a really nice feed on the Facebook page from users wanting to share their experiences and stories from Chernarus, and I'm quite sure that if you're looking for other players to team up with for random sessions or for setting up new events, this would definitely be an excellent place to come looking! Also, the "DayZ Standalone Community" group is running a Facebook page called "DayZ Standalone News" where they highlight status reports, Trello updates and such, and if you're interested you can always have a look at their page at http://www.facebook.com/dayzsanews/ or contact them via their Twitter account: http://twitter.com/DayZSA_News. Still, for discussions on topics related to status reports and other news, we do recommend that you visit our official forums as mentioned above by Brian: http://forums.dayz.com As always, in case you are part of a community that you would like to see highlighted, or if you are a contect creator looking to share your stories and footage, just send us some info at [email protected] and we'll be happy to have a look. Header image credit: Just λ Guy - SMoss / Community Manager
  3. I'll take fixing vehicles over your petty little boy problems young douchenozzle. I'll also pay 40 dollars tonight to get drunk. The investment will last only a single night and still not entitle me to talk to the bartender like a twat. So how about you cool off and go run along the rocks north of Severograd for awhile... see if that trims your fur a little.
  4. Count me in as one of those 15. I stay particularly clear as patches grow stale. Hacks start to make their way mainstream and further upset the balance of time versus reward. I remain somewhat optimistic that it'll play out reasonably well eventually but I'm extremely hesitant to get excited about base building and helicopters considering how successful vehicles have been so far.
  5. FlimFlamm

    Desync - When should I expect for it to be a minor issue

    @zemos (DayZ) Surely vehicles will be in experimental .61 at some point. There's only speculation about when, and I myself would hazard a speculation that we may also have vehicle persistence by the time .61 is released to the stable branch. @Morten Søgaard Right now they are actually working directly on desync issues. It's actually what they are working on right now and is the main thing holding back the next experimental drop. If you want to see a tangible entwork difference in terms of lag or desync, wait for a few experimental patch updates after .61 gets released, which is going to happen sometimes in the near future.
  6. zemos (DayZ)

    Desync - When should I expect for it to be a minor issue

    So with the latest SRs they have been talking about this issue and that they are working on it, to get the player dsync fixed. If not fixed, at least a lot better in 061. They also said that, for the vehicles, they might not even be in 061 when it get released(The first iteration of 061 experimental). So they can working further on that. But who knows, maybe they are on that as we speak! Quote: "When should we expect desync issues to be a minor factor in gameplay?" My guess is, a lot better if not done with 061. If not then, than 062, i really think they want it to be good, combined with the new animation/player controls. Which I belive is the next big thing to the game! But with that said, I hope that want break it again.. hehe
  7. It's really not that hard to get a big base like that. It depends on a couple things like what kind of playstyle people have; obviously people who never leave the coast, or run straight up to NWAF to get killed will have trouble accumulating this much stuff. Some things that I do to make stockpiling a more natural and easy process is to set up a couple drop tents in about 5 key locations between major points of interest that I frequent. Once the tents are there, use them frequently to drop off anything you don't absolutely need to take with you. Carry a burlap sack and rope, in case you happen to run across a particularly tasty helicrash while your inventory is full; you can hide your manufactured backpack safely for up to four hours, while using the improvised backpack to stuff full of goodies, also freeing up your hands to double-carry any spiffy new guns you may find. In previous patches, maintaining a few vehicles scattered across the map was a great way to improve efficiency when trying to stock up a camp. Nowadays, I'll use them as temporary stashes to hold my extra stuff for a half hour while I deliver the meat from a herd of cows to the nearest camp. Recruit a couple of newer players who may have never even seen an M4 yet, and give them one of your many extras in exchange for their services as a mule. Keep moving. Cover lots of ground. Avoid high risk areas when you are hauling a valuable load. Then watch it all disappear after 45 or so days...
  8. www.DeadCellGaming.com Teamspeak @ TS.DeadCell.US DayZLauncher - Mods Required for the server are DayZ Epoch 1.0.5.1 and Overwatch 0.2.5 Overpoch Chernarus @ 158.69.122.89:2402 Server Features: • Custom Anti-hack • Instant Respawn • 24/7 Day • Enhanced Spawn Selection • Group Management • Plot Management • Door Management (Eye Scan) • Advanced Trading • Custom Loadouts (Based on humanity) • Ear Plugs • Locate vehicle with GPS • Custom Missions. • Custom Airfield edits • Custom South Side Trader located in Chernogorsk • Roaming Trader that spawns in a new location every restart • Single currency (Cash Money) • Global Banks/ATM's • Fast Trading • God Mode, Anti BP, Zombie Shield & disabled guns in trader cities • Self Blood Bag • Deploy/Repack Bike, ATV/Dirtbike/SUV & KA137 • Auto Refuel/Rearm/Repair @ trader heli pads & gas stations • Logistic Tow & Lift. • Right click Binocular/Rangefinder view distance modifier • Snap Build Pro • Build Vector • Plot management • Indestructible Cinder and Metal • 1 Step Build • No Weight • Locked vehicles have God Mode inside 50m plot pole radius • Custom abandon safe mission • Impound lot for abandon vehicles in safezones • Custom humanity system • Six month wipes • Much much more Player Reward System • Most Wanted: Is rewarded to the biggest bandit on the server. On the 1st of each calendar month we will contact the player with the most negative humanity change from the previous month. This player get to create there very own custom loadout for the month. Choice of weapons and skins. For more info click HERE Players that play over 55 hours on the 15th and 120 hours on the 1st of each month on the server get access to CAMP VIP. Camp VIP has all traders minus hero/bandit/black market traders and everything is 20% off. You can buy half cinder walls, cinder door/garage doors and metal panels, this lets you skip a full step when trying to build a base. Roaming trader is here also but static and sells the best stuff on the server at 20% discount. For more info click HERE What you get from us: Dead Cell Gaming hosts one DayZ mod server. Our server has fully customized AI missions and scripts. Our script writers are very skilled and have been on our staff for over 3 years. We have experience with just about every possible map/mod/script and work around the clock to be sure everyone has the best experience on all our servers. Our admin team is active, they do not play on the server and will respond to issues promptly once contacted in team speak. What we want from you: All we want is that you get a exciting experience in our server. Whether it is infantry combat, dog fights or base building - We have something for everyone. As a player we suggest you have a look at our rules located on our site. We also encourage you join our team speak to further your experience when playing on our server. Important Notes: • Two hour restarts. • Strict base maintain set at 8 days. For more info click HERE • Decayed Safe Mission: The safe will get permanently unlocked if untouched/unused for 8 days. Our script will pick a permanently unlocked safe at random, teleport it from the base to a random location, place some cover objects around it and place a marker on it. Then let everyone know about it. • Strict vehicle cleanup. For more info click HERE • DeadCell servers are protected by a custom written anti-hack and battle-eye filters. This means our servers are 99% free of hackers. • By joining the server you have read and understand the full rule set located on our website. CLICK HERE We hope you enjoy playing on our servers!!! Our dedicated box specs • CPU: Intel Xeon E5-1650v3 6c/12t 3.9GHz (OC) • RAM: 128Gb DDR4 ECC 2133 Mhz • SSD#1: 480GB for OS/Storage • SSD#2: 480GB for servers • OS: Windows Server 2012 R2 • Connection: 1 GBit/s (1000 Mbit) • Location: (Canada) Beauharnois, Quebec
  9. emuthreat

    New Aimspaces

    Now if only they would let us move around some inside vehicles. I can see this feature making the bus a humongous disappointment if we still have those pieces of window frame obscuring our vision in 1pp. Fingers crossed for new player controller + animations.
  10. veshcula

    New Aimspaces

    so where did you find this 'treassure' because certain people on this forum... when you mention things like dayztv (who do the exact same thing: dig through the dayz data files) are labeled 'data miners' thus non-reliable sources because they dig up stuff from the actual DayZ game files, ranging from new guns/vehicles/character stances/new animals data which aren't in the game (yet) just wondering because this sounds like the exact same thing to me regarding 'finding new stuff' on that website
  11. I agree in practice. In principle, I'd remove the 3rd person, but that's not realistic (remove the mode 95% of players prefer? *snorts*) Yet apply this laissez-faire attitude to other areas of the game, and what would you end up with? MAX LOOT / MAX VEHICLES / SPAWN WITH RIFLE / DEPLOYABLE BIKE / AS50 / THERMALS / CUSTOM LOADOUTS / AI TRADER / SAFE ZONES / CUSTOM BASES It's indisputable. Look at the mod. By late 2013 I could count the remaining vanilla servers on my fingers, while the custom Epoch/Overwatch/Overpoch servers numbered over 3,000, the rest were heavily customized 1.7.X or 1.8.X. Standalone's player base is no different. Is that a problem? Depends on who you talk to. My point is that many say "let people play how they want" when it comes to 1st vs 3rd person, yet a great number of those same people are against modding because it may lead to the proliferation of the MAX LOOT-type servers, drowning the vanilla game they would prefer, just as their preferred 3PP servers drown 1PP. (and don't even think about suggesting "MAX LOOT / SPAWN WITH RIFLE" be incorporated as an official server type/game mode) 1st vs 3rd is a valid discussion, but one that will not change anything.
  12. svisketyggeren

    1st person perspective only (Message to devs)

    Im pretty sure most players dont know how easy it is to get used to either perspective. I played 3rd in Dayz mod, but switched to 1st along the way. At first it was uncomfortable with 1st, but after a couple playsessions 1st felt natural and 3rd had become uncomfortable. But lately ive been playing ARMA 3 and switched to 3rd again because of all the vehicles and tanks, and now its feels natural with 3rd again (not taking into consideration the obvious flaws of 3rd)
  13. IP: 50.98.40.247:2032 Hey! We've started a 100% original DayZ server for everyone who misses what DayZ used to be. All original settings and content UTC - 10 35 vehicles (can be changed in the future depending on the playerbase) We're having issues with the server not appearing in any server browsers so the only way to connect is via direct to the ip (50.98.40.247:2032)
  14. An example how things could be interesting an special ( 28 days later style) : daytime : A few ( inactive) zeds randomly spawn across the whole map ( zeds would just idle, sit or slowly walk around) A high chance to have zeds spawning inside buildings if player enters the building Additional zeds will only spawn if there is a lot of noise ( gunfire, vehicles, zombies screaming etc.) zeds would spawn out of sight and then moving towards the noise ( depending on player count and zone) nighttime (including dusk and dawn) : A few (active) zeds randomly spawn across the whole map ( zeds would wander and run around) a small chance to have zeds spawning inside buildings if player enters the building Additional zeds will always spawn around the player (depending on player count and zone ) random events : there should always be a very small chance to spawn no zeds at all or a large group of zeds not depending on any other variable. ( for example no zeds in Elektro but a large group deep in the forest or a small village) when at least one player is around that is :)
  15. again.... the infected ARE based on player numbers (I thought around 13 zeds vs 1 player if i'm correct) so you're outnumbered 13/1 and I think thats the case.. if players come through the town your in.. more will spawn... that would probably also happen with gunfire... not to sure about vehicles yet... but could be an option.. again.. it all depends on the engine .. how well can that handle the 'strain' of having to spawn in 39 extra zeds because 3 players run into cherno.. and anothter X amount because a car drives through that exact town at that same moment. again... that leads to my answer of: overall performance atm (with midrange GPU's) is about 35-50 fps on average... now imagine walking into cherno or elektro and the server has to spawn in 200 zeds in cherno alone.. RIP FPS... regardless of your system have you ever played H1Z1? build a base in that game.. and just linger in your base for about 20 min.. then peak outside... there's a MASSIVE amount of zeds outside just fumbling and stumbeling around.. waiting for the chance to eat you.. 40-60 with ease..
  16. Also spawning should not depend on player numbers only but also on the noise they make. ^ would you care to explain? because the infected ARE based on player numbers (I thought around 13 zeds vs 1 player if i'm correct) Simply spawning a given amount of zeds per player and depending on the location seems too simple. Gunfire and vehicles for example could increase the number of zeds spawning in a specific zone. Also there should be a random chance of spawning no zeds at all even in a hot zone but also spawning a large group even in a small village with just one or two players around. Also there should always be a small chance to have zeds spawning inside buildings if a player is around or in remote areas... just my thoughts
  17. igor-vk

    New stuff on Trello

    Since the official dev fart of forum is dead for months, lets start discussion on new stuff from Art dept showed on trello in last few days. I was personaly very plesed to see which cars were selected for future vehicles. Golf mkII was very popular here and there are lot of them still driving (ones that didnt rot). Škoda 120 is also cool, its iconic Chehoslovakian car and also was in mod. I dont like Multicar, Id prefer some kind of pick up truck or van. What will be difference between CR550 and Winchester 70 we already have? But I wellcome any bolt action rifle in future.
  18. Killawife

    Random loot spawn

    If you played in recent patches, in 0.57 they made a loot of military loot spawn at the guard houses around the map, at humvees and wrecked military vehicles. If you were lucky, you could get an Ak and vest really quickly. It was fun sometimes but mostly it made people not need or want to go anywhere else, which was not so fun. I do miss it though and wish there was a day of Beach-romp every week with loot just like it.
  19. Contents This Week Dev Update/Hicks Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on intended .61 milestone goals. Not to mention a few additional improvements not listed on the milestone goals, such as dynamic shadows, network sync improvements, and expanded improvements in the audio technology side of Enfusion. The test / fix / regression process between when a build is feature ready for experimental and functionally ready for experimental can be a bit of a grind here in the office (especially when you consider the branching that occurs so that the stable candidate can be worked on, while the rest of the team continues work on .62 and forward), but as always I'm proud to say the team has been relentless. To give you an example, just over the last week the QA, Programming, and Design teams have squashed bugs such as: Client freeze on server connection Isolating remaining issues with new synchronization system Audio configuration issues w/ interior and exterior surfaces Infected hit detection issues Reload / Chambering not occurring when player initiates animation Chambered ammo not being depleted when firing (ooh boy that one is nasty!) Dynamic shadows not behaving properly with certain geometry within Chernarus Client side control failures under certain animation states (clients locked into one direction after jumping off of certain terrain) NavMesh problems with Infected (ignoring some structure geometry) Character gear loss under certain crafting, and connection scenarios Client crashes when using Exp Debug window Dynamic events not showing on client side Virtual Machine exception related to containers Infected being blocked by collision with corpses Server crash caused by animal behaviour Server delay registering clients after initial connection This is just a brief look at some of the issues tackled over the last week - and does not include issues the team is still working on. Countless issues are tackled before the player even sees the next testable build - and I hope this gives you all at least a small example of the work that goes into getting a build to experimental. Unfortunately the reality of development is its never quite as easy as just making the desired functionality, and pushing it to the experimental branch. Past that - Miroslav will be talking to you guys this week about exactly what he hopes to see from the upcoming improvements to network synchronization, and while I might have a bit more caution to my optimism I can safely say I am excited to see how it will behave under a larger testing pool. Keep in mind as well, he specifically calls out that there is a high chance the initial experimental builds for .61 won't be spawning vehicles - as he and his team are currently working on the synchronization improvements for them specifically. Looking at the .61 milestone goals for this Status Report: 0.61 Milestone Goals: Server Login Queue Ready for experimental branch testing - no current issues preventing this at this time. Merge of New Audio Technology from Arma 3 Eden Update. Technology successfully merged into DayZ branch. Ready for further testing on experimental branch. Update of Weapon Sounds for New Audio Technology. All current firearms configured - Audio team is working on completing SFX for future firearms, as well as working with design and programming team to tackle configuration, and surface effect issues as they pop up in QA. Dynamic Spawning of Infected. Programming team is currently working on plugging animal spawning into this system. Once this is functioning properly they will continue working on adding the additional functionality of per-player impact on the quantity inside a defined area. Predators (Wolves) We're cautiously optimistic here. While we're seeing improvements on our end, there is still a high chance this milestone goal will be pushed to a future build. Network synchronization improvements could make this viable for .61. Testing, and regression will give us a better idea. Past the milestone goals for .61, as you all know we have several improvements we're aiming to also be present for that build. Including but not limited to: Experimental Branch Debug Monitor Network Synchronization Improvements Dynamic Shadows And for those who don't keep an eye on our development board - we've pushed a few updates there to give you an idea of what some of this can be expected to look like: Uploaded via our Trello account: http://trello.com/c/pYtKJ7y9/123-experimental-branch-debug-monitor Lastly, I completely understand the frustration many of you may feel in the lull between build publishes to experimental, and stable branch. There is a saying that goes around the community that after two months of a build being available, it starts to get long in the tooth and the community is eager for the next, and this is entirely true. However, it is not just the community - we (the developers) are just as eager as all of you out there playing, and participating in DayZ's development, as hard as that may seem to believe. As we move closer to beta, the builds we push out are less about initial prototyping and more about large changes to DayZ's engine. Enfusion is a massive change for us on so many levels, and it is because of that that these builds seem to take longer to push out. We're all massively grateful for those of you who continue to ride through the storm with us, and help to shape the final product that DayZ will become. I'm personally very excited to jump into .61 experimental when it goes live, and start a new series of adventures in Chernarus. - Brian Hicks / Creative Director Dev Update/Mirek As we are moving closer to 0.61 experimental, we're mostly stabilizing the build (catching crashes, tweaking character selection from the main menu and new infected/animal spawner). But there will also be one big thing we would like to enable in 0.61 experimental which Brian mentioned in the last status report a bit. We were reworking major parts of the network code and completely changed synchronization of player controlled entities, which should deal with position desynchronization. This means that there won't be any weird deaths (on stairs, near the edges of roofs, etc.), character won't be blocked somewhere else on the server side (infected or other players won't hit you from large distances and if the player is inside a building, he won't be blocked outside), the game should behave much better under stressful network conditions and it should deal with a lot of issues that were present in the game since EA release. I have to admit that these changes aren't applied on vehicles yet, so vehicles won't probably spawn in the first iterations of experimental builds, but once we will enable them for vehicles, they should fix most issues like lagging and freezing, when a vehicle is in proximity of another vehicle. Also, please don't expect everything will be amazing, we still have some animation issues and a couple of other bugs, especially related to ladder movement and it's very likely that more will appear after the experimental release. It's even possible that the network changes won't hit stable if a lot of issues appear and instead will be postponed to 0.62, because we don't want to block 0.61 stable release for too long. - Miroslav Maněna / Lead Gameplay Programmer Community Spotlight Kind of like the last time around, we'll see if we can help players who are looking to join a community which is not necessarily english speaking. We were approached by Dopeyferes who asked if we would have time to look at a couple of his videos as well as showcase his channel, and of course, we were more than happy to do so. Outside of having really nice videos of DayZ on his channel, he is also part of a larger hispanic community that plays DayZ among other titles. So, if you are looking for a spanish speaking community, I'm quite sure that he'll be able to help you out if you contact him via his Facebook page, or if you for example join the Steam Group that he is a member of. Of course, Dopeyferes also has a Twitter account where you can follow his updates and he streams from his Twitch account as well. We do have yet another community lined up for the next status report, but in case you are part of one that you would like to see highlighted, just send some info to [email protected] and we'll be happy to have a look. - SMoss / Community Manager
  20. sneakydude

    New stuff on Trello

    Could be, but there is two currently working semi decent. The rest are not so good at all. Adding more vehicles to the game, is great loads more assets to mod with. Soon should be able to port 99% of the arma 3 stuff too :)
  21. emuthreat

    New stuff on Trello

    It think you may have picked up on a bit of facetious predictions. Much in the way that we are functionally seeing .60 having no vehicles; for all practical purposes, vehicles may be understood not to exist in .60 in any persistently usable state; it is also understood that there is a high likelihood of .61 being left in a similar (or worse) state. A number of people, myself included, could no longer find enjoyment in the game after a few weeks of stocking up and stalking down. This was largely because of the Sisyphean feedback cycle that came from vehicles not being persistent, and locking up when near another vehicle. So when people say "no vehicles in .61," They often might mean " vehicles are there, sure, but why bother?"
  22. joe_mcentire

    New stuff on Trello

    our army uses a similar vehicle. Do you already have special fields of use in mind? special perks in comparison to other vehicles e.g.?
  23. So - a week or so back I was talking to a survivor outside of Grishino, and I realized that he (and probably many others) weren't exactly sure what DayZ's new animation system, and player controller really effected via way of the development pipeline. I wanted to take a moment on the forums to give people exactly what changes are pending the useable state of the new animation system, and in tandem the player controller. First off - straight from our animation department, Adam will give you guys a brief explanation of what and why in regards to the new animation system. "Why switch to the new animation system versus the old animation system We switched to the new system because it became necessary with the things that we wanted to do with the player character in DayZ. Over the years, the older animation system has seen a lot of use, but with such a company wide use, there's a lot of features that get added to the animation system. Those features often don't have a thought out design behind them, and after a couple of years you end up with a less cohesive system that has a lot of small quirks. The issues that we started to encounter quickly rose in numbers and they become increasingly hard to iron out, since something essential might be dependent on a smaller, but seemingly unimportant, feature. As the new player character required more actions, gestures, guns, vehicles, and other functionality, those quirks gets really hard to get past for us animators. In other words, everything was being kept together with glue and duct tape. On top of this, the old system also consumed a lot of network traffic simply because of how it works. While 2 kilobytes of data seems insignificant over networks, any desynchronization with that much memory hinging on the player character being properly animated and responsive is dangerous. You can see the limitations of this in DayZ at the moment, as the animations don't feel responsive, and rather laggy most of the time. In contrast, the new system has been through a heavy trial by several animators to see if we could do the same things as in the old system and how fast this system can operate in comparison. Within just a few months of us working on the player system we've been able to get most of the player functionality in, plus the additions of being able to arm/disarm yourself while moving and changing stance, or walking around and eating and still breaking into a sprint which then interrupts your tactical bacon feast." From a design perspective, there are countless areas that are dependent on, or will touch the player controller itself - and thus on hold pending the new system being in game and functional internally. - 3rd Person toggleable UI overlay - 3rd Person overlay when in vehicles - Character Soft Skills - User Actions (change from the old style "start anim - finish - success" style to a more fluid per-time style system) - Character Lifespan (Weathering / Beards) - The move and rewrite of all base game actions to Enforce Script - User controls balancing / audit pass - Weapon Handling / Character Stamina To name a few! In addition, I frequently get asked why a specific bug might not be resolved yet, or why something hasn't been addressed yet in development that from a players perspective might seem critical. There are a lot of things to take into consideration in development when weighing a bugfix, not to mention when you're dealing with a title transitioning from one engine, to another one that is *in development* Lets take a quick look into a brief break down of how the thought process goes: - First off - what is the risk of this fix at the current time? What are the goals for the upcoming build? Does this potentially represent larger issues that will push the build back? Is this issue tied to a technology that is going to be replaced? For example - Is this an issue tied with the legacy renderer? Is this issue related to ongoing investigation of a larger issue with wider sweeping impact on the title? If this issue IS tied to a system scheduled to be rewritten or replaced - what is the estimated time involved in: Work resolving the issue itself Test pass on the issue Overall BVT test pass to ensure related issues are not encountered Regression testing on the issue A lot of issues consumers see in the way of: Duplicating (Old action system) Glitching into models Damage / Projectile cheats Balancing / etc Are all things that are slated to be resolved, or at least mitigated with new technologies that are being worked on *right now* - so the hard decision has to be made - Do we potentially waste valuable development time and resources on something that will *not* end up in the shipped title? Honestly - we try to do that as little as possible. We still end up going a very large amount of it to try and keep the consumer steam branches as playable as possible, but frequently the unpopular and hard decision has to be made to stay the course, and dedicated those resources towards the final product / final systems / final technology.
  24. sneakydude

    New stuff on Trello

    Great, then people need to be more educated and stop spewing bs around forums :( many understood no vehicles in .61
  25. Hicks_206 (DayZ)

    New stuff on Trello

    We never said .61 would not have vehicles sneaky. We said the first few .61 experimental patches might not have vehicles as we work on their network sync. Plenty of times we have said vehicle physics, network sync, and functionality is far from where we want it.
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