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Showing results for 'Vehicles'.
Found 41868 results
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Nah they are static vehicles AFAIK. Always the same spot for me.
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Awesome DayZ Overpoch Taviana Free Build Box,Tanks ,Slow Zeds,High FPS!
AwesomeDayZ posted a topic in Mod Servers & Private Hives
Awesome DayZ Overpoch Taviana IP Address: 208.115.125.194:2302 Launch Para: -mod=@Taviana;@DayZOverwatch;@DayZ_Epoch Website: http://awesomedayz.enjin.com Teamspeak: awesomedayz.teamspeak3.com E-Mail: [email protected] --Building Config/Addons-- Plot Pole for Life Plot Pole Management Door Management (w/ Eye Scanner) Snap Build Pro w/ Vector (pitch/bank) Deploy Custom Buildables (i.e Interior Decorations) Deploy Custom Base Items (i.e towers, fortifications, utility buildings) Deploy Static Weapons (M2, KORD, DsKm, AA Cannon, Stinger Pod, etc.) One Step Build No Weight Limit High Build Limit (800 Items) Indestructible Bases (includes deploy build items) One Gold Maintenance (Regardless of Build Count) 20 Day Maintenance Cycle Safe Codes turn to 1111 after 20 days of inactivity Plot Pole Required - Plot Pole extends 60 Meters 30 meter Zombie Shield radius at Plot Poles Precise Build (No Gaps) Accurate Build Count Elevators Craft Wood Walls and Floor/Ceilings from Plywood & Lumber Packs Craft distance from Workbench/Fire increased. --Trading Config/Mods-- Optimized Traders Trade Items from a Vehicle's Inventory Bulk Trading (meds/food/building supplies,etc.) Fast Trading Safe Traders Overpoch Skins (access through Action Menu) Gem Currency System Thermal Weapon Trader Rocket Launchers (Stinger,Javelin,etc.) / 6rd. Grenade Launcher (M32) Custom Traders w/ a lot of build items (i.e Cinder Wall Kits,HBarriers,Fire barrels, Metal Floors,etc.) Overwatch Trader at most Trader Cities Jets - F35, A10, and more! Drones Tanks APCs LAVs Apaches and other military choppers Mobile Mortar Striker --Environment Addons-- Slow Zombies - More Zombies Spawn and Harder to Kill Custom Loot Table - Frequent Weapons (includes Launchers) Custom Vehicle Spawns (Avengers,Strikers,CROW Hummer, Military Vehicles) Laser Designator w/ Batteries Set View Distance w/ Binoculars and Range Finders Bandit AI Sector - Sector P includes 3 Static Boxes (Construction/Launchers/ Weapons/Animated Crashes) DZMS Latest WAI Missions (High value mission vehicles) Custom Epoch Missions - Construction/Supplies/ Weapons/Treasure Custom Map Additions Tow/Lift (just about anything!) Refuel/Repair/Rearm Service Points Bandit AI Bank Robbery (rob the bandit AI of their gems and gold) Close/Open Hatch Animation for Armed SUV --Other Addons-- Group Management - GPS Arrest/Detain/Search/Escort other Players (have a Bear Trap in your inventory) Scroll Help Menu/Action Menu (Has Deploy Info, Gem Info, and basic server/build rules) Spawn Select w/ Halo (Spawn at Base for Donors) Spawn w/ Mats for ATV, Spawn w/ Primary and Seconday Weapon, Spawn w/ GPS. Carepackage - Right Click a Radio (Cost 6 Briefcases [WORTH IT!!!!!]) Suicide - 5 Second Timer Safety. Uses Pistols or Hunting Knife. Opening Credits Dedicated Server Decent FPS 1GB Connection We Are Always Adding, Always Editing, Always Listening to the Players! -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
sab0t replied to SmashT's topic in General Discussion
it makes perfect sense to me to remove the zombies if they're completely broken, especially as testers. they are bugged as hell and capable of killing or maiming you despite defending yourself sensibly, which only gets in the way of playing/testing every other part of the game. if vehicles were implemented tomorrow, would it not be wise to disable unnecessarily impeding (and broken) parts of the game that prevent most testers from using them? if active development was being done to the zombies then they should obviously be present for testers to see what's changed, but (and forgive me for not keeping myself too up to date) as far as i'm concerned, zombies have only gotten worse since i started playing the mod/SA, and i haven't seen any work being done to them since i can remember. -
The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
IkaikaKekai replied to d.walker43's topic in Suggestions
Something I'd like to suggest for vehicles is being able to shift gears and use the parking break, or actually needing to do so. IE you could park at the top of a hill, gas the engine a little to get you moving downhill and turn off the engine and silently coast down to the bottom of the hill and keep rolling till gravity takes it's toll. Or alternately put a vehicle in drive and it'll keep going forward at about 10-15MPH. Could do this to recreate the 'Ambush' scene from Super Troopers (since DayZ already has a history of people hiding in the trunk of cars :P) EDIT I also suggest this so we actually have variable speeds, not just full speed and stop. While I mastered taking the Bus through Vybor at high speed while being shot at with AS50s I'd much rather be able to go slow without having to keep tapping W and S at different intervals (don't have a throttle... :( ) -
Brand New Sever Sparrowsnestgaming Friendly Admins, 40 Slots, all tanks and jets available
silkchris151 posted a topic in Mod Servers & Private Hives
Hi this sever has been up for 2 weeks and so much has been added in all ready plus there is more to come it is a napf overpoch sever and im going all out with it. but just to be safe a few rules are in play i will list everything i have at the moment to make it easy to understand. i am making everthing available except artillery vehicles. the sever is new so base location are every where plus as a starter kit u can ask a admin for a bambi starter pack which is a weapon,side arm, suv and a building pack. Sever IP: 37.59.52.178:4702 Name: 2 Weeks Old [Napf overpoch] 1000+ vehicles,all Jets,all Tanks,Ai + Many Mods. Game Tracker: Sever rules > Play Fair > Do Not Camp The Traders or Attack Within 400m of Any Traders > Do Not Camp Bambi Spawns > No Talking In Sidechat > No Hacking or Duplicating Instant Ban > Only 1 Base Rule Do not destroy Helicopters,Jets or Planes At a players base As players bases go i have made them indestructible so when you are offline your gear is safe how ever you must build well and place a plot pole to stop other players building near or to get into your base you may attack any players base and defend your own as mounted weapons are available e.g Tow missile tripod. (ask admin for help with mounted weapons) Mods Installed on Sever this is a list the coder i work with has added to the sever. Plot Pole alterations - build radius and plotpole object limit increased Day / Night Cycle configured for 3hrs day / 3hrs night re-configured server reboots The Osprey (MV22) can now lift All chopper lift abilities re-worked (Ongoing work in progress) But choppers can now lift more stuff Vehcile towing array inscresed - More vehicles can now tow - (Ongoing work in progress) Maccas Right click system implemented Harvest hemp option added when right clicking on knife Trade Hemp ability added to bandit and Hero traders Smoke hemp option added when right clicking on harvested hemp New Special Mission created: Napf Castle Bandit fortress w/ map marker (You'll need an army for this one) Indestructable base objects implemented - Custom Loading Screen - Snap Build Pro - Walk amongst the dead (Smear Z guts on you to blend in) - Auto Refuelling - Located every fuel station on napf and placed refuel sensors - God mode trader safe zones - Build / Deploy bike - Self Blood Bag - Suicide option - Plot pole 4 Life - Dynamic AI Missions system - Sarges AI - - Custom napf grid for sarges ai created with customizable config for napf - Evac Chopper - Custom Debug Monitor - Single coin currency - Added atm zones for napf and moved all atm map markers - Custom debug monitor modified to display wallet and bank account balances - Take clothes - Epoch Towing improved and added over 100 Vehicle classnames to the towable lists - Epoch Lifting modified to include more classnames and split classes into 4 weight categories - Moved traders to mission instead of database (Fast loadng menus + easier trader editing) - Customized all traders to coin currency + added overwatch weapons to traders - Customized loot to include overwatch weapons and ammo - Dynamic random vehicle spawns - Added crap loads of vehicle classnames - No Overburdened - RF3 Realism disabled - Freshspawn paradrop enabled -
I would like all the vehicles to be completely empty of fuel and ammo all of the time. Because the way I see it, armour shows up and decimates hundreds of zombies. Eventually it runs completely out of ammo and has to attempt to run zombies down and flee. Eventually the gas runs out too and with the very noisy engine the zombies quickly show up, and have a good go at it before the soldiers realise no help and food at all is available and have to get out and run. If possible I would like a APC to be a super rare spawn, with heaps of zombies around. The ground around the APC would be viscous mud where a horde of zombies swarmed around for hours. The sides of the APC should be coated thick with the blood of zombies. Tens of metres in all directions from the APC should be the bones of the operators picked dry. Inside the APC should be one or two AKS-74U carbines which I think are used by armoured folks when they have to infantry. One gun and operator corpse should be unaccounted for suggesting he managed to escape, maybe he held off while the other two tried to escape and snuck out at night.
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Sup there. I've made some researchs (That was easy, I live in the Ukraine), and made my own vehicles list. Enjoy. (Since the Soviet Union stopped existing, nearly all of it's countries became poor, and had no "export contracts", so - no new cars since 1991, and the citizens had to use old Soviet-made cars like Volha or exported cars from countries that were USSR's minions, just like Poland, Czech Republic, Serbia and some other countries from Eastern Europe until some new arrivals of cheap russian cars in mid-2000's. I have included this many models because of Soviet cars having a lot of similar parts and statistics, so, if they all get added (sweet dreams, huh) it wouldn't be too hard to find a part you need. It also makes it easier for developers to add them in game. Warning: I am not a guy who masturbates on Soviet culture, I just want everything to look authentic so the game would give a player better atmosphere of the 3rd world Post-soviet country. The amount of different cars can also make the game. A bit more interesting because it will take a lot of time for players to discover whole mechanic of all of the cars. This is just my opinion of how should the vehicle list look at the beta / final release. Enough talking, anyway. Here's the list. If you're interested in the cars that are listed below - just paste the name into the Google pics browser. Some of the vehicles have the AKA's - in this case, they are specific names that have been given by citizens to the vehicle, and I don't know why, but Russian people usually call objects with their AKA's, so, they can be used by the developers to name the object in-game, instead of buying a 1337kk$ license from some creepy Belarussian car company. I really want developers to see it, so, I'll be really apriciated if you will make a comment or an upvote. Anyway, here we go. Soviet cars: ZAZ-966 aka "Zaporozhets"; GAZ-21 aka "Volha 21"; GAZ-24-10 aka "Volha"; GAZ-3102 aka "Volha 1982"; VAZ-2108; VAZ-21099; VAZ-2101 and 2102 aka "Zhiguli" (Regular and hatchback-versions of VAZ); VAZ-2105 and 2104 aka "Modern Zhiguli" (Regular and hatchback-version); VAZ-2121 off-road aka "Neeva"; UAZ-469B off-road; ZAZ-968 aka "Zaporozhets"; ZAZ-1102 aka "Tavria"; MOSKWITCH-2140; IZH-2125 aka "Kombi"; Soviet trucks, vans and buses: LIAZ-677 bus; IKARUS250 bus aka "Ikarus"; LAZ-695 bus; GAZ-53 bus; PAZ-3205 bus aka "Chico"; RAF-2203 van aka "RAFick"; UAZ-459 van aka "Boohanka"; URAL-4320 truck aka "Ural"; ZIL-130 truck; KAMAZ-5320 truck; KRAZ-255 extra-badass truck of ultimate communistic power (sorry); Cars from Eastern Europe: Zastava Yugo; Zastava 850; Zastava 101 aka "Stoyadin; Volkswagen Golf 2; Volkswagen Beetle 1966 aka "Zhook"; Skoda Rapid aka "Salo"; Peugeot 504; Trucks, buses and vans from Eatern Europe: Skoda-1203 van aka "Submarinkah"; Praga S5T truck; Modern Russian cars: VAZ-21213 off-road; VAZ-2110; GAZ-3110 aka "Modern Volha"; VAZ-2113; Modern Russian buses, trucks and vans: GAZel truck; Service / Emergency vehicles: GAZ-24-10 Police car; VAZ-2101 Police car; VAZ-21213 Police car; Skoda-1203 Police van; UAZ-459 Police van; VAZ-21213 ER car; Skoda-1203 ER van; UAZ-459 ER van; GAZel ER truck; GAZel service truck; Service V3S truck; ZIL-130 firetruck; Bicycles, motorcycles, ATVs: Civilian ATV; Old bicycle; Modern bicycle; Off-road bicycle; Old motorcycle; Muravei; Off-road motorcycle; 3-Wheeled motorcycle \ Sidecar moto; Trailers (Can be conneced to the vehicles that have a special hook, that can be installed): Giant cargo truck trailer; Tiny cargo trailer; Camper / Travel trailer (I know, it's hard to realize, but it can have 10 people inside and be used as a "wheeled tent" and store loot); Air: MI-17 / MI-8 helicopter; AN-2 / Colt plane; MI-6 Cargo helicopter; MI-10 Cargo helicopter; MI-26 aka "Holy f#@%ing shit it's bigger than a goddamn apatosaurus" Cargo helicopter; Special behicles: Presidental Mercedes Benz S-600 long; Land Rover Series II 88 off-road; Camper / Travel truck; Mercenay Chevrole Silverado pick-up truck; Note: There are only one spawn of a special vehicle on the map. It is very hard to find them and parts for them. Why? Just read the list.; And, finally. The thing you all wanted to see: Army vehicles! Woo-hoo! As far as we could see, there were 3 armies in chernarus at the moment when zombie apocalypse have started. Two of them were peace-keeping armies (USMC and UN) and another one - Chernarussian army. Note: Most of the military stuff will spawn at the airbases, aircraft carriers and upcoming islands, because balance. It will be extremely hard to repair military vehicle and keep it working. It will also be hard to find ammo and weapons for vehicles. Anyway, enjoy: USMC ground vehicles: HUMVEE (Normal, Pick-up, and Armed versions); Benz G-Wagon 290 off-road; Oshkosh 1070F HET truck; Oshkosh MTVR truck; Oshkosh LVSR truck; USMC armored vehicles: LAV-25. M2 Bradley. Fuck M1A1. I only included these two because I think that Armored stuff is overpowered. USMC air: C-130 plane; Boeing CH-47 Chinook helicopter; UH-60 Black Hawk helicopter; Sikorsky CH-53 Sea Stallion helicopter; Sikorsky SH-3 Sea King helicopter; UH-1Y Venom aka "Yankee" helicopter; UN ground vehicles: GAZ Tigr; HUMVEE; Land Rover Series II 88 off-road military; URAL-4320 truck; KAMAZ-5320 truck; UN armored vehicles: BRDM-2; BMP-2; M2 Bradley; UN air: MI-17 / MI-8 helicopter; UH-60 helicopter; AgustaWestland AW101 aka "Merlin" helicopter; Boeing CH-47 Chinook helicopter; AN-2 plane; AN-22 plane; C-130 plane; CDF (Chernarus Defense Forces) ground vehicles: UAZ-469B; URAL-4320 truck; KAMAZ-5320 truck; V3S truck; CDF armored vehicles: BRDM-2; BMP-2; CDF air: AN-2 plane; MI-17 / MI-8 helicopter; Military bikes, motorcycles and ATV's: USMC military ATV; UN ATV; Military stuff notes: 1. It will be quite hard to find any of these babies. Even more - it will take you a long time to repair it. Because military vehicles require special parts that I'm quite sure you won't find in the nearest gas-stations. Oh, yes. They will also need diesel or specific fuel types; 2. The best military vehicles will only spawn at the military camps, airbases, military bases, checkpoints and aircraft carriers; 3. It will be hard to find ammo and weaponry for it, so, it makes it all less DM-orientated; 4. NO tanks or attack choppers, because this will turn the game into a mess. Armed or armored vehicles will be extremely rare and harder to repair then any other vehicles; 5. You might take the weaponry on / off if there is one. You can also use some special parts that you could not use in mod. Such as - external fuel tanks and lights; The vehicles might be paintable and nearly fully customizable; 6. The vehicles will need specific wheels type, so you won't put a motorcycle wheel onto the MTVR; 7. Trucks must have at least 2 different visual variants; 8. Metal Gear? It can't be! That's it. Sorry for all grammatical mistakes and posting it here. I just don't think that it is a right type of suggestion to post it onto special thread. And I wanted people to discuss it. I know, there might be too much.cars, but i have explained myself already. If you have got any questions, suggestions or ideas - feel free to ask me in the comment section below. I hope that you liked this list more than the previous one. I'm still trying to make the list realistic and balanced at the same time. This is the list of vehicles that i think would look good in game, but not a list of vehicles they should ad IMMIDIATELY.
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Once vehicles are introduced I see no problem with balancing things out with more powerful infantry weapons such as Anti Tank or Anti Material rifles so that erasure of said vehicles is practical and quick. But those critters should be cumbersome and the ammunition take up 4 slots (2 x 2) for a 5 round magazine or 1 to 5 loose rounds. BOYS ANTI TANK RIFLE WEIGHT 35lbs (unloaded) Length 62 inches(standard) or 56 inches (Paratroop model)
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DayZ Development progress makes no sense
Chaingunfighter replied to Doomlord52's topic in General Discussion
Well, yes, they can be boring at times, but I think the problem with releasing an alpha and taking the usual development route is that it's a lot more risky (hell, it's risky releasing an early access game in general, but that's besides the point). A lot of times with games like that it's a hit-or-miss type of thing, if a game is released early and found to be boring, typically people will not come back to it, whereas games that are updated regularly and add new stuff tend to at least keep people interested longer. Yes, it's usually at the cost of slower overall development, but that isn't always the case, and a lot of times people become disinterested or way too hyped for games that take a while to release anyway. I can't say for sure, but completely rebuilding a game with a whole load of new content and improvements while at the same time trying to keep the core feel actually takes a lot longer than developing a brand new game. Black Mesa: Source, for example, took a very long time to finish, and they did quite a good job with it. That was just an HD remake, but the thing is, they were forced to stay within the same boundaries of the original game so that it didn't play much differently while at the same time feeling new, and that's the hard part about re-doing games or creating sequels. Now, I will admit, that DayZ development seems (can't say for sure because we've never had an actual inside look at it) to be a bit unusual, because oftentimes the developers want to have a half-decent (although buggy) version that they're happy with releasing, rather than just releasing what they have when it's ready in the most basic form. Vehicles are taking a while because they want to put a good amount of time into them, and they're not as far off as people think (only a few more big updates presumably). Is it at all perfect? No. The game has it's flaws and I certainly wouldn't run the company exactly the same were I in charge (thank goodness I'm not), but so far I'm liking what I'm seeing. Yes, the waiting and anticipation for the HUGE things really does suck, but seeing how dedicated the devs are to their game, I'm not worried that 1.0 won't be quite the experience -
Tents. What are they good for? Absolutely Nuttin
RAM-bo4250 replied to RAM-bo4250's topic in General Discussion
I was actually contemplating this for down the road. Definitely die from too many causes right now, not necessarily from not so smart play. I have also surrendered and agreed that tents are at least reasonable for all the articulate reasons given. The tents don't necessarily allow you to gear up instantaneously. Too many things can keep that from happening. They are not too easy to hide and therefore can be ransacked. Vehicles are even harder to hide. In the mod I couldn't keep my 4 wheeler from being found 100% of the time. I even found and stolen bikes that people probably thought would never be found. -
Tents. What are they good for? Absolutely Nuttin
rybec replied to RAM-bo4250's topic in General Discussion
I'm on the fence about whether you can access it after dying. In the mod if a buddy hopped on I could say "Hey, there's a DMR with a few magazines the the tent in the usual spot for you." Having insurance after you die because you can go run back to your (vulnerable, nobody's ever guarding it 100% of the time) tent to gear back up will make people reckless because they can afford it, but I would say 3/4 of my deaths in this game don't come from players, zombies, or survival mechanics. They come from a random server restart while I'm in a building causing me to fall through to my death, or evil stairs and ladders. Sometimes random character resets. These are they'll polish those bugs out, don't worry issues, but I'd enjoy it simply to help myself for after that happens. Now, alternatively you could have disappearing tents after you die. You store everything you've worked for whether it's actual playing or hopping servers to die to some BS issue like I said before or to get shot. You're back at square one. Unless you have a partner who also has a tent then no big deal. Groups thrive, individual players suffer. Now how do we deal with vehicles for that? We've been told vehicles are going to be a REAL pain in the ass to get going. Are we going to say the person who put that final nut on the tire has now tethered their life to that vehicle and if they die the vehicle's player vitals sensor connected to explosives causes a large explosion that can be heard for kilometers (if they ever fix the sound)? -
DayZ Development progress makes no sense
Doomlord52 replied to Doomlord52's topic in General Discussion
Oh no, I just realized I typed beta there. You're right, it should be done in alpha. That was my mistake, and it's fixed in OP. What should the artists be doing in the mean-time? Well, there's still tons of art-related stuff to do. Even without the programming behind the vehicles done, the assets needed for that entire system could be made. The mod had 27 vehicles in it, and of course, those all could have variants. Then, as rocket said in an interview a while ago, parts from vehicles need to work on other vehicles as well (to some degree): this would mean stand-alone type parts, such as doors, windshields, etc. Those by themselves could already be in the game as static geometry, with no need for scripting. Other parts which would need to be added to the loot system could also be made: things like the alternator or spark plugs (again, quoting rocket) could be modeled, set to pick-able, created with flavor text, inventory icons, etc. They could even be added to the game as 'junk' pickups, since they would have no use until drivable vehicles were added. Depending on the detail that was being targeted, the vehicles might also need several different states, such as ones with the front-end severely damaged (beyond just a blend-layer over the normal texture....), that would require a different set of models as well. Other than vehicles, you have the base-building type of things. Storage crates, mobile fuel tanks, maybe some kind of BBQ for cooking meat, large tents, sandbags, barricades, etc. also all need to be made. The existing models could be used for this, but personally, I think they would be far too 'military' to suit the survival aspect the game is trying to go for. However, one could argue that new 'civilian' versions of existing props should be done in beta, since it's an art pass. In that case, inventory UI icons are still needed (but that wouldn't take long). Of course, eventually the game may hit a point where the programming back-log is simply too great, and the artists need to be moved into a more 'beta-oriented' production schedule. This is likely. since DayZ does borrow heavily from ARMA2 in many areas in terms of art, but few in terms of gameplay and mechanics. At this point, even something as simple as a statement saying "the art department has begun an art cleanup while the programmers work on new systems" would be extremely beneficial for the community, not only from the standpoint of knowing where the dev team is at in terms of progress, but also because it would signify impending improvements. Such an art cleanup would be greatly beneficial, since many of the assets from ARMA 2 (and even ARMA3, but that's not important) aren't exactly what I would call excellent. Reduced polycount is always a benefit, and replacing objects with more instance-friendly ones would also be great in terms of performance. That's just off the top of my head, and with the information that's been published. Im sure that within BI's DayZ team there is a much better list of things the art team could do, that will be needed in the near future. /edit To alleviate this problem entirely, where part of the community thinks that progress is too slow/random/illogical/etc. you could always make the internal change log (i.e. the day-to-day stuff) public (except for security/anti-cheat). That way people like me would know that "hey, the code for vehicle wheel movement is finally in" or "that missing collider has been fixed". -
[GG] Ghostz Gamerz / Great Staff and Awesome Community
Proxfire posted a topic in Clan / Group Recruitment
[GG] Ghostz Gamerz Server | Website We run a overpoch server. With Most scripts and least lag. [GG] Server stands out from the crowd because of the number of awesome scripts we offer. And also good active admin staff and rules to make the server stable. Scripters work everyday to make the server better. We also offer free teamspeak for you to find other survivors of talk to your friends. We offer free channels for groups and clans. Server Addons and Content>>> Single Currency - Our server is ran off a gold coin system to insure safe and easy trade.Banks and ATMS - All around the map you can find ATMS to withdraw/deposite your gold for safe keeping.TOW&LIFT - Gives you the ability to tow and lift ANY vehicle in the game. As long as you have a certain vehicle.Debug Monitor - By pressing insert a debug monitor will display to give you accurate in-game stats of your character.Overwatch Conent - We have ALL overwatch content on the server. Nothing was left out. All guns, vehicles, and skins have been added in to both traders, and loot spawns.SafeZones - All traders and banks are protected by a safezone border that enables god, activats a zombie shield and slows all vehicles down to prevent accidents.Mission Systems - Not only do we have one mission system, we have TWO. One for AI and loot crates and the other for hidden treasures, airdrops, and carepackages.Snap Building - This will let you snap building objects at angles giving you an edge on base building.Deploy Menu - Our scroll menu isn't clutterd up with custom selections. You right click the item with custom actions. Such as a bloodbag, or toolbox for deploying a bike.24/7 Day - Bright and Sunny all day.No Rain or Fog - Because we care about our players FPS.Refuel/Repair - All gas stations have refuling and reparing stations at them.Adjustable Distance - We give you the ability to set your view distance how ever you would like.Antihack - Our antihack consist of inifstar and custom developed protection by DTG.Mo' Map Features - We have custom map features and bases on our server to add more places to PVP and loot.JSRS - Our server supports JSRS.One Step Bulding - No more waiting around to build objects, do it at a click of a mouse.Suicide - For when you don't feel like walking or cycling. Joining Our Server: Some players can not see our server through Dayz Commander. If you cant see it then just add this IP: 69.64.34.160:27016 to Dayz Launcher. You can also still join it in Dayz Commander if you put it in your favorites. Even if the server isn't showing information. If you join it it will still take you to the load in menu . TS: 69.64.34.160 -
DayZ Development progress makes no sense
Accolyte replied to Doomlord52's topic in General Discussion
I've not read all of your post(s), but let me address this. Vehicle prototyping is something that should definitely be done in alpha, not beta. What you say in your quote above is the same argument that pops up in every single one of the rant threads that get posted here, only you worded it a bit better. Why would the artist and animators not work on fixing stuff and adding more stuff no matter what stage the game is in? Are you suggesting that they should sit in their chairs and do nothing at all while they wait until programming support for say vehicles is finished? Obviously not. Please stop, you're making no sense. -
The fact is that this game is not going anywhere. It's been nine months since release. Promised features like vehicles are still not in, we're only just now getting the easily-exploitable 'centralized item hive' that they raved about as one of the main reasons for a standalone game, cheating is rampant, the game is less optimized than ever, gameplay is still 'get your weapon of choice within 2 hours of looking and some ammo, now you're done forever' with no endgame interests at all, just a pointless deathmatch for no gain. There are bugs upon bugs, and new ones every patch. Rather than implement arma 2 or arma 3 guns and vehicles as the players asked at release, giving a huge and instant variety of content at all levels, they chose to work on low-quality remakes of them for no reason whatsoever. These developer resources could have been spent on fixing the enormous mountain of game-destroying problems and bugs. Zombies are poorly implemented crap-piles worse than they were in the mod, every new gun is some clone of a previous one with near-identical ballistic properties rather than being some unique niche-filling weapon, there are basic amateur idiot mistakes like 9mm doing 900 damage while .45 does almost 5000... the game is a joke, and only the most naive among us still believe they have any interest in making is better. They already have everyone's money, and that's all they intended to get. It's much easier these days to make a cheap scammy cash-grab game and hype it than to make a good game that will satisfy your customers. Worse, just be calling the game 'alpha' for years and years you can have people defend it for you, when even on 'release' it will still have less features and polish than a real game's pre-alpha stage. Only the people who play this game <1hr or less per week argue this, because they don't really care what happens to the game and just want to get a 'good feeling' from defending the developers and pretending they're morally superior. The absolute fact is that at this rate, we will never get a full-featured and polished game - it will go on like this, at a snail's pace of 'development' just to keep the poor saps who bought it complacent, then they will quietly abandon it with some excuses about new projects or financial limitations.
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DayZ Development progress makes no sense
Doomlord52 replied to Doomlord52's topic in General Discussion
2 years professional work, 7 years doing 'mod' work. It's not top-tier "I have my own company and make $200,000 a year" stuff, but I've done enough to know what its like to develop systems, create assets, etc. And also, it is a lot like making a wall of lego bricks, if you're doing it right. Code should be modular, assets should be pretty much interchangable (rigging, scale, etc.). When I do work in CryEngine, I can literally exchange one building (for example) for another (with colliders, lighting, textures, impact sounds, etc.) simply by replacing the mesh WHILE the editor is running. Since the mesh contains the material assignments, it'll pull them from the material/texture library. The materials are pre-set to play the correct impact sounds, lighting will update, and colliders will be set (in CE via materials). You're right about the model re-texture, though. But in this case, it's not from place-holder to final. It's from a texture that looks good to another texture. There's no need - it's not polish or anything, it's just a re-do. The same can be said about the new 55-gallon barrel - why is it needed? The current one is fine. Instead, car parts could be modeled/textured/scripted and added to the spawn system. Right now they would have no purpose, but it would show that vehicles are coming soon, and it would show that the team as a whole is actually focusing on that. I would (as would others) that development has been very slow. The game now is still very, very similar to the one launched back in december, and it's still not even close to what the mod offers, even disregarding the whole vehicles thing. This is what you're supposed to do in a community alpha, and what (as a developer) you want the knowledgable people in the community to do. For example, in Company of Heroes 2, a friend and myself found a rather serious exploit regarding unit veterancy. Instead of just bug reporting it, we wrote a large post covering how it happens, what it affects, and (from what we could tell) exactly why the bug was occuring from a script perspective (in that case, veterancy was being assigned to the wrong entity). We also found another bug regarding the reward of exp from unit kills, where it was simply going to the last unit to do damage, rather than the actual 'killer'. As a result, troop losses to cold (a feature in CoH2) were being attributed to enemy action. Again, we bug reported it in detail, and showed exactly why it was happening. In both cases, the bugs were incredibly obscure, and were really only a rumor up to that point - it was obvious that the developers had no idea they even existed. The developers thanked us, and both bugs were quickly fixed since they didn't need to do any serious investigation. So yes, that's exactly what I'm going to do. I'll look into their render path, see what I can see, and report what I find. Maybe they already know everything there possibly is to know - in that case, I got to do something I enjoy doing: nobody loses anything. But maybe I (or someone else) finds something that slipped by the developers, and the findings actually end up helping the game become better. Is that so bad? No - it's not: everyone wants a better game. -
DayZ Development progress makes no sense
hells high replied to Doomlord52's topic in General Discussion
My suggestion to you would be to learn a skill, gather a team, and build a mod. Not like a retexture, like a complete mod, with redesigned systems, scratch done art assets, etc etc. That is literally the only way you can start to comprehend the complexity of development. Its not a wall of lego bricks, where everything just fits on top of one another until you have the full thing. Edit So reading on in the thread I have learned that you do, indeed have a skill and presumably experience. This is good. However I still don't fully agree. Every once in a while when I create an asset it is needed quickly and thus finishing stages like texturing often require placeholders. Colour the metal grey and the wood brown, poof placeholder. Can be built and tested and whatever. Now, maybe I need to create a new asset. Knock that one out. Now I don't, so what do I do? Go back and do the first texture. Fire that off, inserted into the next build and boom, the changelog reads: -retextured *model* As I'm assuming you know various people have various jobs and are assigned to different things, but it can also be quite fluid especially when you have many employees. You can't have 20 programmers all writing the same system, sometimes extra developers set to work on, say vehicles, instead of the new rendering system. Prototyping vehicles clearly fits into the alpha stage, as its definitely not a feature complete. Like you said, ARMA2 already has frameworks for vehicles. What ARMA2 doesn't have is the expanded functionality of those vehicles. -
I've always kept to the side of caution when military stuff is suggested, and I don't feel any need to restate all the arguments already made. But, having thought about it some, I would say this: 1. In former Soviet Republics and Eastern Bloc countries there's certainly no small number of old Soviet military vehicles. 2. If such vehicles were being operated by Chernarussian forces during the outbreak, there would be presumably little damage to some of these vehicles, as the infected can't exactly use anti-tank weapons. 3. These vehicles, if you chose to use them, should be gas-guzzling monsters, meaning it would be fairly difficult to keep them supplied and running. 4. It would also take quite a few rather specialized parts to repair them, and older Soviet APCs don't have the best track record when it comes to mechanical failures. 5. It would also be rather difficult to find ammunition supplies for vehicle armament, you may be able to find some 73mm shells or MG belts at military depots, but likely not all that many. So I would say that APCs (BMPs, BRMs, what have you) would be ok to have in game, since it would be very difficult to get one to working condition, and still very difficult to keep it supplied with fuel and ammunition. They wouldn't be a real common sight, and so long as they are rare I see no problem, and it could also be quite interesting. It would also be nice to have some wrecked military vehicles scattered about, there's abandoned cars and police cars here and there, but what did the soldier zeds ride to their doom in?
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DayZ Development progress makes no sense
Doomlord52 replied to Doomlord52's topic in General Discussion
It is important to distinguish between 'stuff' and system features. A new barrel (or AK skin, or jacket #342) is not a feature, it is a new art asset. Art passes are for betas. Vehicles (and the associated mechanics) are a new feature, these get added during alpha. -
DayZ Development progress makes no sense
Doomlord52 replied to Doomlord52's topic in General Discussion
Wow, the response to this has been quite... interesting. I thank those who welcome the discussion, and actually posted real feed-back. The people with the 'other' comments: yea, thanks. So, let me get a few things out of the way: People seem to dislike the wiki-quotes. That's fine, and yes, it's not an academic source. However, the definition of alpha/beta/rc/release is pretty much set in stone, since it's been just about the same throughout all of software development. If you disagree with the definitions I posted, you're welcome to look them up yourselves from whichever reputable source you choose; however, I am certain that they will all say effectively the same thing. In Alpha you add features, in beta you are feature-complete and begin to debug/optimize/etc. I will likely do this when the new renderer comes out. I spent the last ~2 years doing some small game-dev work, mostly related to final render path, so I've got a few useful tools I can put to use. For example, RenderDoc is a great tool for tearing into the draw calls and buffer passes used to create a frame. Hopefully, the new DX10/11 engine is better than ARMA3's, which uses about 7 depth passes, spaced between 4 color passes (why would you do this?). SImply combining the depth passes into one, after an initial color pass, and then using that depth-pass info in a second color pass (for things like SSAO) would cut down on draw time by a massive amount (it would likely double or tripple FPS in gpu-bound situations). Interesting. Care to elaborate on why you don't agree with my statement? I don't even mention beta, or moving to beta, in my bit about vehicles. I simply stated that releaseing vehicles in essentially a 'feature complete' stage all in one go is not how one should approach a public alpha. Of course, adding features post-release is a normal thing to do. Often, the community will suggest things the developers never even thought of. However, during the initial release, the developers should set out a 'minimum viable product' goal, which contains all of the major mechanics and systems they wish to have for "1.0" release. This is an interesting approach, but is is valid. However, your last sentence brings up essentially what I was talking about in my OP: this isn't a true beta. Worries about a 'loot economy' are not worries which should be looked at during alpha. The mechanics behind it are, such as limiting the number of specific items across the entire hive, but tuning this to the point where food and ammo being too comon, vs. other things being not common enough (on a per-server basis) is a purely beta-related topic. I agree, that if the devs wish to implement vehicle parts before the actual vehicles, a system for cross-hive spawning should be in place first. However, this system is fairly unrelated to loot spawning density on individual servers. I agree: DayZ is NOT feature complete, and is in Alpha. However, spending development time on 'beta' features such as new 55-gallon drums and re-texturing the AK101 indicates a split in the development team. Changes such as those should all be happening in beta - not alpha. This exactly. It's good to hear another game dev agree with me on this. I hope that clears some stuff up. -
This may be implemented when vehicles are, because there has to be a way to sit in the vehicle. of course then there will probably be people driving chairs around.
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The Communitys Official Vehicle/Vehicle Idea Thread Version 1.5 (Now with constantly changing polls!)
d.walker43 posted a topic in Suggestions
Hello all, this is the official thread for the community to make suggestions regarding vehicles and vehicle suggestions/ideas. This post will include confirmed vehicles, wanted vehicles, ideas, suggestions, etc. This post will constantly be being edited to attempt to stay up to date. Also, I will be posting these vehicles official names as much as I can, but due to copyright or whatever in-game they may have a nickname or similar sounding name, like in GTA 5. NOTE: NOW INCLUDING POLLS! These will be constantly changing, and the votes will include thoughts on vehicles listed here, features that are undecided, and many other things! make sure to cast your vote, and keep the ideas coming! Last Updated: 1/16/15 at 6:32 AM Already Implemented Vehicles-any vehicles that are already in the game, and what build they are in. (if it is in stable, then obviously it is also in experimental.) ~V3S transport truck (stable) Confirmed Civilian Vehicles-civilian vehicles that are for sure confirmed by devs or Dean. ~small cars ~bicycle ~ATV (4 wheeler) ~police car ~fire truck ~ambulance ~motorcycle ~SUV Confirmed Military Vehicles-military vehicles confirmed by devs or Dean. ~hum-vee ~V3S transport truck Confirmed Air Vehicles-air vehicles confirmed by devs/Dean. ~military heli ~civilian heli ~small Cessna plane Other Confirmed Vehicles-vehicles confirmed by devs/Dean that don't fit into any other category. ~small civilian boat ~large civilian boat Below are vehicles wanted by us, the community, but are not confirmed yet. If people vote in favor of them I will make them dark green (to differentiate between confirmed vehicles) and if voted against I will make them red or add them to confirmed as no list. Wanted civilian Vehicles- these are vehicles that are not neccesarily confirmed, but are wanted in the game by us, the community. ~Volkswagen Beetle ~limo (GAZ13/14) ~minivan ~mini-truck ~Porshe sports car ~civilian hummers ~3-wheeler ATV (predecessor to 4 wheeler, literally 4 wheeler but only 1 wheel in front) ~riding lawnmower ~tractor ~backhoe ~steam-roller thing ~Ford Mustang ~Chevy Camaro ~Dodge Challenger ~pick-up truck-Chevy Silverado, Dodge Ram, Ford F150 ~dirt bikes ~mopeds ~jeeps (off-road and on-road versions, could change out tires for offroad or normal, also could change out the top/doors like on a real jeep.) ~Jeep Wrangler (2 door and 4 door versions) ~moving vans (basically a moveable tent) ~Volkswagen vans ~windowless white vans ~Betty vans ~tandem bike (2 seated bike) Wanted Military Vehicles-military vehicles wanted in-game by the community. ~BA-30 half-track (turret for cosmetic purposes only) Wanted Air Vehicles-air vehicles wanted by the community. ~none Wanted Other Vehicles-other vehicles that are wanted by the community ~john boat (small fishing boat) ~RHIB boat (no turret, can add assault rifle mounted or something) ~skateboards Anti-Confirmed Vehicles- vehicles that for sure will NOT be in the game for whatever reason. This is based on what devs will be adding, im not counting what modders will inevitably add in. ~tanks Vehicle Suggestions- ideas that have to do with vehicles, if they are green they are confirmed, orange community votes in favor and red means the community does not want, blue means undecided. ~driveable RV's ~trailers that attach to cars with a hitch, trailers for boats, ATV's/dirt bikes, more supplies, etc. Making it so you could have a boat or a dirt bike or something at the ready depending on the terrain you must cross. ~ability to make a car out of ramshackle parts, for example a red car with a blue door, or a Prius with off-road tires :P ~spraypainting cars, to either change color completely or airbrush designs on to them, probably need more colors of spraypaint before this is added. ~ability to shift gears, use parking brake, etc. in order to coast down hills and such, also to add realism to driving. ~similar to above, ability to shift car/ATV/whatever into neutral, and have 1 or more people push it. would be obviously easier to push something like an ATV then a full size truck. would be good so you could push back to base in event of mechanical breakdown or fuel shortage. ~ability to add tape or other material to damage in body of car, in order to make her look perty again ~gasoline rare, cars common ~working train that goes around map ~tons of islands ~siphoning gas most common way to receive it, could also find jerry cans/gas cans at certain places. ~functional car radios, people on walkie talkies on same channel could talk and it would be broadcasted from car radio, but car radio cannot respond. Also could be used for jamming to some tunes while your on the way to your next location. Several people could stand nearby, listening to a broadcast from a clan or something. it would have many purposes. ~jump starting cars ~will add more as they are suggested/thought of. PARTS LIST-this is the list of parts that are changeable and could go bad on a vehicle. The communitys wanted level of rarity for finding the part will also be included. The categories will include very common, common, uncommon, rare, very rare. Every part can also be found in different conditions, and the part will work better and last longer the better condition it is in. ~gasoline (uncommon) ~spark plug (very common) ~tire (common) ~battery (rare) ~electronic circuit (rare) ~brakes (rare) ~air filter (very common) Thats it for now. This thread will grow as more vehicles and ideas get confirmed/rejected, ill try to keep it up to date. Thanks for reading, and post your ideas you would like me to add to the list below! -
Dayz Of the Dead - EPOCH Napf - with more than a few basic's
cashaber posted a topic in Mod Servers & Private Hives
Dayz of the Dead Server Details 50 player Server DayZ Epoch Napf 1.0.5.1 IP: 192.254.71.229:2302 NOTE Dayz Commanders is having a problem finding some servers an alt to this is to get Dayz Launcher http://dayzlauncher.com/ Features! ======================== * Map, Napf by MoMo Map is 4x the size of Chernarus. * Tons of new buildings * New custom central Hive system * Customized Base Building * DayZAi .. Spawns in Towns/Cities etc.. * House lighting ** Feature plan * Towing * Trader Safe Zones * Safes (Lockable) * Lockable Vehicles * German and Swiss weaponry * Tons of new vehicles about 150 on the map. * Vehicle Scavenging/Fuel Siphoning * Crafting * AI Missions *Donation Perks! Every week goes buy we are constantly adding more features The admins play activly and are here to help.. just starting out? find the admin camp and we'll give you a boost :) come join us and find out why people love this server! :) Server Details 50 player Server DayZ Epoch Napf 1.0.5.1 IP: 192.254.71.229:2302 NOTE Dayz Commanders is having a problem finding some servers an alt to this is to get Dayz Launcher http://dayzlauncher.com/ -
I know this post is old, but it is still a problem and it is better than making a new post I suppose as its still on the same topic..ish, and what you just said reminded me of a real world problem right now. As an exmaple - The Cane toad was introduced to counter the cane beatle, now the problem is far, far worse. To counter getting to end game quickly they have changed the spawns or so it seems, but the problem of walking 30 minutes everytime someone with a mosin in the hills rudely interupts your arrival to cherno or an airfeild is annoying and is why I stopped playing. It became more of a walking simulator than anything else. In my and many other's opinions there should be spawns in many places but still have them at electro or cherno..or even a little further out but the walking is so stupid in DayZ and that with no vehicles makes it boring as....DayZ Standalone.
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DayZ Development progress makes no sense
frozenjaws replied to Doomlord52's topic in General Discussion
hmm let me be the first to justify your logic with a response. "The first topic is loot distribution and adding "more granular control over the quantity of each type of item that spawns". This isn't a feature, this is feature refinement - balance adjustment. Fine tuning the amount and types of loot that drop isn't a new feature, it's a variation of an existing feature, and a minor one at that." Here's where you went off a little, in fact dean has stated many many times that vehicles are going to be very rare, having some parts for advanced vehicles like choppers be extremely difficult to procure. And with the loot system as it is, this is not possible. You would have an item with a certain spawn chance and it would spawn every so often, even after say maybe an advanced vehicle is already built or the parts are well distributed, which is something he has mentioned he doesn't want. Now with the central loot economy the plan is for them to be able to limit the amount of an specific item to a number for the entire hive and so in fact central loot economy is a absolute must have BEFORE vehicles are introduced.