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Showing results for 'Vehicles'.
Found 41868 results
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Cant connect via Internet to the Server
Tranquility1988 replied to Tranquility1988's topic in Servers
Is there anything wrong in this log? i cant connect 19:59:50 Dedizierter Host erstellt. 19:59:50 [Inputs] Loading inputs default "dz/data/inputsdefault/constants.xml" 19:59:50 [Inputs] Loading inputs cfg "C:\Users\Service\Documents\DayZ Other Profiles\Server\Server.core.xml" 19:59:56 BattlEye Server: Initialized (v1.217) 19:59:56 SUCCESS: SteamGameServer_Init(0,8766,2302,27016,3,1.0.149923) 19:59:56 Host-Identität erstellt. 19:59:56 Rollen zugeteilt. 19:59:56 Lade Mission ... 20:00:28 [CE][Hive] :: Initializing OFFLINE 20:00:28 [CE][Hive] :: Loading core data ... 20:00:28 [CE][CoreData] :: 7 root classes, 0 defaults, 0 updaters... 20:00:28 [CE][Hive] :: Loading map data ... 20:00:28 [CE][LoadPrototype] :: loaded 0 prototypes 20:00:28 0 containers, 0 points 20:00:28 0 dispatches, 0 proxies 20:00:28 [CE][LoadPrototype] :: last group name: Rail9... 20:00:28 [CE][LoadPrototype] :: last group name: Land_Wreck_Volha_Police... 20:00:28 [CE][LoadPrototype] :: loaded 0 prototypes 20:00:28 0 containers, 0 points 20:00:28 0 dispatches, 0 proxies 20:00:28 [CE][LoadPrototype] :: last group name: Rail9... 20:00:29 [CE][LoadMap] "Group" :: loaded 11403 groups, largest group range: 34.2 20:00:29 !!! File "mpmissions\dayzOffline.chernarusplus\mapgroupdirt.xml" does not exist... 20:00:29 !!! [CE][LoadMap] "Dirt" :: Failed to read group instances ($CurrentDir:mpmissions\dayzOffline.chernarusplus\mapgroupdirt.xml) 20:00:31 [CE][LoadClusters] "Cluster" :: Loading files... 20:00:31 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 20:00:32 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 20:00:33 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 20:00:34 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 47006 instances 20:00:39 [CE][TypeSetup] :: 365 classes setuped... 20:00:39 [CE][RegisterBind] :: 0 classes binded... 20:00:39 [CE][RegisterConfig] :: 2564 config classes registered, 1 sub-counters... 20:00:40 !!! File "mpmissions\dayzOffline.chernarusplus\db\messages.xml" does not exist... 20:00:40 !!! File "mpmissions\dayzOffline.chernarusplus\db\messages.xml" does not exist... 20:00:40 [CE][DynamicEvent] Load Events:[33] Primary spawners: 33 Secondary spawners: 0 20:00:40 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 166 items. 20:00:40 166 items loaded. 20:00:40 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 763 items. 20:00:42 763 items loaded. 20:00:42 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 1824 items. 20:00:43 1824 items loaded. 20:00:43 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 2628 items. 20:00:45 2628 items loaded. 20:00:45 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 2202 items. 20:00:46 2202 items loaded. 20:00:46 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 1997 items. 20:00:48 1997 items loaded. 20:00:48 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 2083 items. 20:00:49 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 1651 items. 20:00:49 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 1651 items. 20:00:50 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 1546 items. 20:00:50 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 1546 items. 20:00:52 1546 items loaded. 20:00:52 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 2540 items. 20:00:53 2540 items loaded. 20:00:53 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 2941 items. 20:00:56 2941 items loaded. 20:00:56 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 1855 items. 20:00:57 1855 items loaded. 20:00:57 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 226 items. 20:00:57 226 items loaded. 20:00:58 [CE][Hive] :: Initializing spawners ... 20:00:58 entity: 23640, building: 0 20:00:58 no lifetime: 32 20:00:58 [CE][Hive] :: Initializing ... 20:00:58 [CE][Hive] :: Initializing spawners ... 20:00:59 [CE][Hive] :: Init sequence finished. 20:00:59 tests:48, repeats:3 fails:0, overtime:0 20:00:59 [CE][DynEvent] :: 33 types 20:00:59 [00] AmbientHen 20:00:59 Primary Spawner: "Ambient", active: yes, repeat: 1 20:00:59 [01] AnimalCow 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [02] AnimalDeer 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [03] AnimalGoat 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [04] AnimalPig 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [05] AnimalRoeDeer 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [06] AnimalSheep 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [07] AnimalWildBoar 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [08] AnimalWolf 20:00:59 Primary Spawner: "Animal", active: yes, repeat: 1 20:00:59 [09] InfectedArmy 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [10] InfectedCity 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [11] InfectedFirefighter 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [12] InfectedIndustrial 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [13] InfectedMedic 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [14] InfectedPolice 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [15] InfectedPrisoner 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [16] InfectedReligious 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [17] InfectedSolitude 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [18] InfectedVillage 20:00:59 Primary Spawner: "Infected", active: yes, repeat: 1 20:00:59 [19] ItemPlanks 20:00:59 Primary Spawner: "Item", active: yes, repeat: 1 20:00:59 [20] Loot 20:00:59 Primary Spawner: "Loot", active: yes, repeat: 2 20:00:59 [21] StaticHeliCrash 20:00:59 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:00:59 [22] StaticPoliceCar 20:00:59 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:00:59 [23] TrajectoryApple 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [24] TrajectoryCanina 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [25] TrajectoryConiferous 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [26] TrajectoryDeciduous 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [27] TrajectoryHumus 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [28] TrajectoryPear 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [29] TrajectoryPlum 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [30] TrajectorySambucus 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [31] TrajectoryStones 20:00:59 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:00:59 [32] VehicleOffroadHatchback 20:00:59 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:00:59 [CE][Hive] :: Initializing of spawners done. 20:00:59 [CE][Hive] :: Init sequence finished. -
Right, too. But that can only apply to tents and barrels as well as vehicles. How do you know without information or friends how to build a fence? Who knows, knows that there are problems with the persistence.
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Ok. 1.0, at first sights, it was more than OK. I was even ready to defend bohemia Interactive against anyone as I felt like work has been done on things. 1.0... Was that supposed to be a joke or something ? or did I miss anything ? I even wonder... No troll here, just someone that was busy to prepare some RP server. And that took 4 hours to get his car ready to go, to catch wat whas needed to do stuff. I fucking end in middle of nowhere with a car disapeared with all the planks in it, that took me 2 hours to cut. Means in the end i'm without car (that I took time to repair), without planks and fucking without anything I could have put in the car. Wasnt it supposed to be 1.0, a ready game ? even if like about everything is missing ingame, weren't we supposed to have that small amount of stuff at least working ? WTF is wrong with you Bohemia Interactive ? Why put vehicles if they disapear ? WHAT THE FUCK ?
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Oh my bad. So we have thirst, hunger and bleeding. Whoopty-fuckin-do. Still missing, diseases, sickness, weather effects, unconscious state, fractures. You know, shit that should have been worked on and added in before worrying about broken vehicles
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We've Only Got 2*+ Years of Dev Support Left
Weyland Yutani (DayZ) posted a topic in General Discussion
I've removed the word s**tshow from my original post. Orlok, you could have at least let me edit before locking. Now there is no reason to lock this post. Yes, source material is from 2015, but that doesn't mean things are moving in a better direction. QUESTION: The final release is coming 1.0 at some point. Do you see yourself adopting more of the Minecraft model of 1.0 happens and then we just keep going on? Or do you see it more as we hit 1.0, the game is done, we’re going to continue to support it with patches and bug fixes, but do you see the content continuing to trickle out after that? Brian Hicks: What the company does is not specifically up to me, but I and I believe Mark, the CEO, both agree on this, is the development continues on DayZ long past 1.0. I’m not talking just bug fixes. We’ll flesh out more types of vehicles, we’ll implement things that we might not have been able to get to in the early access development. We will continue, but hear me, we’ll continue developing DayZ past 1.0. How far past 1.0? I don’t know, but I know when I’ve spoken to Mark, he was passionate about at least two to five years. Source: http://www.dayztv.com/post/dayz-interview-brian-hicks-engine-mods-hordes-beta/ Mark is Marek Spanel (CEO) and the source material ^ is from 2015. In earlier portions of the same article ^, Hicks also says: I don’t think we’re looking at any severe delays. I think, all in all, when you look at the scope of the project, we were looking at originally a 2.5 to 3-year development cycle. I think if we don’t hit that 3-year, we’re going to be damn close, I honestly believe so. With all of that said, Hicks said Marek Spanel (CEO) is interested in developing 2-5 years past 1.0 when they believed 1.0 was going to happen by the end of 2015. A very valid argument can be made that we've got 2 years left. Devs (Eugen) currently say (Status Report) that DayZ has another year of development left which reduces that figure to one year. Will they go over the 1 year mark of final development? Probably. Predicting the future has never been BI's strong suit so if we look at the bottom of the bottle here: We'll be lucky if we get what was promised on the roadmap(s). I wouldn't expect anything extra. In 2015, I bet sales were much better than they are now which opens another can of worms: is it profitable for BI to development another 2 or 5 years after 1.0 at these buy rates? I know for a fact sales are stale. I've been tracking units sold since the beginning through 3rd party sites (which are no longer available). If I'm not mistaken it took BI ~2 years (March 2017 - December 2018) to sell ~500k PC units (possibly counting console by varying percentages). A company simply can't afford to support an IP when the money dries up. Devs said that since EA on XBL there has been 500k units accessed (using my own word here, can't find source) meaning 500k people is the number of people that have played DayZ for that free week as well as those who bought a copy combined. How many played during the free week that are being pooled into this number that didn't purchase a unit(?)...no idea. But I think we can all agree that it's a significant amount otherwise they wouldn't even mention it. Maybe how DayZ got to 4M units sold is due to console and console alone. Nobody knows because sales tracking has been down for several months and two possibly important articles are currently offline (looking for source on the 500k bit). https://dayz.com/blog/status-report-20-november-2018 https://dayz.com/blog/xbox-development-briefing-30-11-2018 https://dayz.com/blog/xbox-development-briefing-november-16-2018 TL;DR There is a strong air of uncertainty that DayZ will reach the end of the roadmap(s) that's been discussed. We'll possibly be feature complete, possibly not. Sales are down and 1.0 is far less than what we expected (still really buggy), how long will Marek support 88 devs at a cost of 3,500,00 - 5,000,000 (guessstimate based on 50kx88 equalling 4.4M which is how I got to 3.5M - 5M as some are presumably making more or less than 50k/year) annually just for salary (I didn't include other costs which I'm sure are really significant). -
[HICKS] We've Only Got 2*+ Years of Dev Support Left
Weyland Yutani (DayZ) posted a topic in General Discussion
QUESTION: The final release is coming 1.0 at some point. Do you see yourself adopting more of the Minecraft model of 1.0 happens and then we just keep going on? Or do you see it more as we hit 1.0, the game is done, we’re going to continue to support it with patches and bug fixes, but do you see the content continuing to trickle out after that? Brian Hicks: What the company does is not specifically up to me, but I and I believe Mark, the CEO, both agree on this, is the development continues on DayZ long past 1.0. I’m not talking just bug fixes. We’ll flesh out more types of vehicles, we’ll implement things that we might not have been able to get to in the early access development. We will continue, but hear me, we’ll continue developing DayZ past 1.0. How far past 1.0? I don’t know, but I know when I’ve spoken to Mark, he was passionate about at least two to five years. Source: http://www.dayztv.com/post/dayz-interview-brian-hicks-engine-mods-hordes-beta/ Mark is Marek Spanel (CEO) and the source material ^ is from 2015. In earlier portions of the same article ^, HIcks also says: I don’t think we’re looking at any severe delays. I think, all in all, when you look at the scope of the project, we were looking at originally a 2.5 to 3-year development cycle. I think if we don’t hit that 3-year, we’re going to be damn close, I honestly believe so. With all of that said, Hicks said Marek Spanel (CEO) is interested in developing 2-5 years past 1.0 when they believed 1.0 was going to happen by the end of 2015. A very valid argument can be made that we've got 2 years left. Devs (Eugen) currently say (Status Report) that DayZ has another year of development left which reduces that figure to one year. Will they go over the 1 year mark of final development? Probably. Predicitng the future has never been BI's strong suit so if we look at the bottom of the bottle here: We'll be lucky if we get what was promised on the roadmap(s). I wouldn't expect anything extra. In 2015, I bet sales were much better than they are now which opens another can of worms: is it profitable for BI to development another 2 or 5 years after 1.0 at these buy rates? I know for a fact sales are stale. I've been tracking units sold since the beginning through 3rd party sites (which are no longer available). If I'm not mistaken it took BI ~2 years (March 2017 - December 2018) to sell ~500k PC units (possibly counting console by varying percentages). A company simply can't afford to support an IP when the money dries up. Devs said that since EA on XBL there has been 500k units accessed (using my own word here, can't find source) meaning 500k people is the number of people that have played DayZ for that free week as well as those who bought a copy combined. How many played during the free week that are being pooled into this number that didn't purchase a unit(?)...no idea. But I think we can all agree that it's a significent amount otherwise they wouldn't even mention it. Maybe how DayZ got to 4M units sold is due to console and console alone. Nobody knows because sales tracking has been down for several months and two possibly important articles are currently offline (looking for source on the 500k bit). https://dayz.com/blog/status-report-20-november-2018 https://dayz.com/blog/xbox-development-briefing-30-11-2018 https://dayz.com/blog/xbox-development-briefing-november-16-2018 TL;DR There is a strong air of uncertainty that DayZ will reach the end of the roadmap(s) that's been discussed. We'll possibly be feature complete, possibly not. Sales are down and 1.0 is a shitshow, how long will Marek support 88 devs at a cost of 3,500,00 - 5,000,000 (guessstimate based on 50kx88 equalling 4.4M which is how I got to 3.5M - 5M as some are presumably making more or less than 50k/year) annually just for salary (I didn't include other costs which I'm sure are really significent). -
i only like the no stamina cause there wasnt much in the way of vehicles when .63 rolled out
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Is there an official content/feature list for 1.0 release?
drgullen replied to Survivor1431's topic in General Discussion
AFAIK, that graphic is still correct with only two exceptions that I can see: On the bottom left under Specific Content / Vehicles / Definitely in Beta, only the shell of the V3S is in the game. You can't drive it (unless they surprise us with that today with 1.0) Over on the right under Other Features, it lists range finders, bear traps and land mines. They all are already in, but perhaps this refers to new or better versions of them The rest of it is basically correct I believe, again, pending any bonus addition we get today in the official build of 1.0. -
12/12/2018 ADDED Added: Field shovel, farming hoe and ice axe can now be used to dig a garden plot FIXED Fixed: Unable to get servers, Error code: 9 Fixed: Server population showing Empty at all times Fixed: Game soft-locks after refreshing server browser while "wrong password" message is up Fixed: Inventory - Scroll bar collides with HUD Fixed: Inventory - Dropping items on the ground from hands by holding Y button puts the item in the inventory Fixed: Inventory - Splitting does not work properly Fixed: Power Generator and road flare sounds Fixed: Metal wire attachment visibility after gate is built Fixed: Emptying a pack of seeds was not putting the product item into player's hands Fixed: Planting of seeds not working through hands Fixed: VME when unpacking seeds Fixed: Adding attachments to containers Fixed: Client/server crashes Fixed: Client/server errors related to in-game actions Fixed: Infected are having trouble navigating stairs Fixed: Player can make level_3_wall_3 parts on Watchtower disappear Fixed: It is possible to ruin watchtower/fence with single shot Fixed: Power generator looks and sounds on even if its switched off Fixed: Hidden stash can be visible in vicinity Fixed: Strange facial animations that sometimes happen in vehicles Fixed: Bottles and canteens can be filled with fuel TWEAKED Tweaked: Weather Tweaked: Damage system Tweaked: Some item sizes
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Hello Xbox players, we have a new update for you, including important fixes for the current issues: Patchnotes ADDED Added: Field shovel, farming hoe and ice axe can now be used to dig a garden plot FIXED Fixed: Unable to get servers, Error code: 9 Fixed: Server populaton showing Empty at all times Fixed: Game softlocks after refreshing server browser while "wrong password" message is up Fixed: Inventory - Scroll bar collides with HUD Fixed: Inventory - Dropping items on the ground from hands by holding Y button puts the item in the inventory Fixed: Inventory - Splitting does not work properly Fixed: PowerGenerator and roadflare sounds Fixed: Metal wire attachment visibility after gate is built Fixed: Emptying a pack of seeds was not putting the product item into player's hands Fixed: Planting of seeds not working through hands Fixed: VME when unpacking seeds Fixed: Adding attachments to containers Fixed: Client/server crashes Fixed: Client/server errors related to in-game actions Fixed: Infected are having trouble navigating stairs Fixed: Player can make level_3_wall_3 parts on Watchtower disappear Fixed: It is possible to ruin watchtower/fence with single shot Fixed: Power generator looks and sounds on even if its switched off Fixed: Hidden stash can be visible in vicinity Fixed: Strange facial animations that sometimes happen in vehicles Fixed: Bottles and canteens can be filled with fuel TWEAKED Tweaked: Weather Tweaked: Damage system Tweaked: Some item sizes
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Haha all i'm saying is this game could be easier. Most of my friends stopped playing and i'm the only one who is left... because they said dayz is a walking game... youu spend hours on hours of game time and don't achieve nothing. I love dayz tho and hope that one day it will be more player friendly for new people coming in and what not, make the game more of a pleasure to play, with more loot and vehicles and helicopters, itreally would make the gameplay way more enjoyable with some better pvp experiences.
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Good to see some enthusiasm but have you seen how BI is operating this game now ? It’s like paying an Indian customer support operator to do a heart surgery on your favorite celebrity - you know that this celeb is about to die and you’re wishing for a miracle so that it doesn’t happen . Full release is in two days and this is a list of things that will be a nail in the coffin for dayz if they don’t get it fixed or added or at least talk about these subjects within the next two weeks (two weeks with a bad game after launch and it is doomed for good): 1)night time is broken - it’s pitch black and only super fans will defend this broken element 2)keybindings still broken - you cant change them to your own likings anymore 3)persistence broken on mostly all official servers - this causes everyone to quit after experiencing their first base wipe 4)predators are hardly in the game anymore - and where the hell are the bears that were showcased 3 years ago ? 5)Barricading is not in - no sign of it at all and I’m guessing they “pushed it back” again 6)aerial vehicles like helicopters - not in yet , no sign of when they will be 7)bikes / motorcycles - despite being showcased 2 years ago on trello , no news about when or if we are still getting this 8)advanced soft skills (or basic soft skills for that matter) - we don’t have any form of working soft skills , the bar is visible but no progrsss can be made . Whatever happened to advanced soft skills like becoming a medic , a pilot , a mechanic ? Did we just forget about those crucial mechanics that were supposed to make up 1.0? 9)Zombie hordes - ya I’m sure we all remember asking for these on the daily years ago , but now that the devs have legitimately broken us like some wild animal , we have no desire to ask about this to get scolded again with “ITS IN DEVELOPMENT” or “when it’s READY” . Seriously though , where the FUCK are the hordes ? And why can’t zombies jump fences anymore? Overall its one step forward three steps back with this game at this point . Star Citizen is getting things done faster than this game and we all know that that game has 100X more scope than this one . Please don’t ruin your game dayz devs , you’re already in position to do that but don’t pull that trigger just work hard and stop setting up bs deadlines that you can NEVER MEET.
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I'm sorry to say but most people who play dayz combat log/server hop all the time. First thing someone told me when i was playing dayz was that the easiest way to loot up and get geared up with good shit is to go to the military base, loot up, log out and back in and loot up aagain, its genius in my opinion. The game devs make this game very hard to play , especially when you're limited with 2-3 hours a day for gaming. So i really don't care lol... i'm gonna log out if im being shot at cause it sucks when you're fully looted and then you have to go get geared up again. life is life and remember , the game is in development so still lots of bugs, and also remember, it\s just a video game. If it was me making the decisions i would add way more vehicles to the game, and it would actually make the gameplay more realistic and interesting, you'd be walking around and then someone drives by you in a car, makes the game play interesting. People could use cars for storage and great role play opportunities , but instead they're fully bugged out and once you actually get a car running, the engine light just comes on and then you're back on foot.
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Hello guys, i want to annouce you that my new server is alive. I’ve configured it with a special parameters: lot of zombies, lot of animals, insane loot and lot of offroad vehicles. Less night time and more day time. More PVE and Less PVP, but PVP it's permitted. I will be very grate if you want to try it and give me your feedback! 89.40.127.131:2305 https://www.gametracker.com/server_info/89.40.127.131:2305/ Many thanks, bye Remoz
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The night mode is even worse then it was its very fuzzy and you can't see at all, forcing people to just server hop/... Why do the developers insist on making this game harder to play? Why are you guys trying to tweak the night mode so people can't adjust it so that we can see at night? You are losing players in this game and you guys are not in the right state to be doing that... You need to make night mode a lot more brighter, so people don't just leave when night mode is on the horizon... cause that's what I've been doing. And guess what... server hopping? I love server hopping because this game really can waste your time if you don't, there's way too many issues in game to play it normally and not server hop and everyone can agree with me on that. Known issues for me on XBOX ONE S (Also my friends have stopped playing with me because they say the game sucks and pisses them off) 1) NIGHT MODE - broken , unable to play due to grain visuals on screen. ( I just disconnect and join a new server , always try to be close to a base so i can loot everything twice too ;)) 1) Can't switch to items in inventory when item is in hand 2) It's almost impossible to find vehicles/vehicle parts after spending all day playing, only found a door and couldn't even pick it up to bring it back to my car 50 miles back the other way 3) Zombies are still getting into buildings/sheds so be careful, I was hiding in a house had to kill 5 zombies that just appeared inside the building... soo annoying. 4) Compass is unusable in third person view and is sloppy to use even in first person view ( and this is a crucial part of the game since there is no map) 5) Tutorial needs to be fully re done (more detailed) to assist new players so they can learn everything about the game and bring more people to the game 6) Can't use rags to heal 7) Can't find any bandages anywhere( even in the hospitals) even after walking all the way accross the map from east side to west side 8) Server list does not show population 9) Player got kicked out of server randomly 3 times in one day ( was playing all day) 10) No Rain at all in the server?? Seems like after this last update things went backwards, and lots of details weren't mentioned in the update log , so whoever is in charge of that needs to check the list and make sure you are telling people what you're adding to the game... like a truck battery and truck door?? I really want to play this game more and I hope i get a reply from a developer
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No, this specific bug don't seem to happen much although I've had trouble on this type of ladder / radio mast before during beta. It's not so much that I would expect Dayz to be completely without bugs at 1.0 but I do have a hard time understanding that after 5 years we still have to deal with bugs that screw with basics, like movement and simply navigating the terrain / world. If I were a developer I would at least have the most basic player control under complete control before releasing my game to the general public. But what do I know? I disagree to at least a degree. 1.0 or whatever the version number is not really the point here, releasing the game in a state like this to the general public is a bad idea imo. After all, the state in which it is released is not even close to the intended experience (at least I very much hope so). No hypothermia, no hyperthermia (without consequence anyway), no disease, no vehicles (well hardly), unreliable persistence, camps not really secure, weapon bugs, bugged ballistics, bugged stamina system, many many items missing or not working, unbalanced loot economy (how many pea coats do we need?) sadly outdated house models, hardly any wildlife, and so on. I know, we are still not finished yet and who knows how much more will be added in the 1.0 release we don't know about at this time? This game is still not even close to the envisioned game the (original) developers and many of us have (had?). If have rarely been this critical during my time here but I am now truly worried about the end-state of this game, and obviously many with me. I hope I am just too impatient (since march 2014) and very very wrong.
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Come play on NL Windmills! Server name: NL Windmills |Airdrop|Vehicles+|WpnRedux|DayZ+|NoStam|Chopper+ Ip adress: 145.131.32.135:2302 Daytime only (08:00 - 18:00) #All vehicles are fixed, and we have Airdrops once every hour! MODS: Dayz Plus - Weapon Redux Pack - Unlimited Stamina Make sure you subscribe those mods in the Steam Workshop! You can enable the mods by using DayZ Launcher in steam. https://www.gametracker.com/server_info/145.131.32.135:2302/ . . Basic rules: Don't be a dick in chat. You can be a dick ingame. Happy hunting. https://discord.gg/cn6Dfuk
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Looked for a few hours last night found plenty of parts no cars though. Any help would be appreciated.
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For me personally I don't mind bugs that much since I am playing BI games since OP Flashpoint and DayZ since the early days of the mod...I am used to it xD but I am more than afraid that adding more and especially new and fresh and creative content will take forever driving me and I lot of people that I know away from DayZ for good. The problem is that Dayz does not offer long time fun to me anymore. I rather find it boring after a few gaming sessions.It runs and looks nice and it is of course still fun to explore the awesome map (love the hiking trails and the idea of making Chernarus a popular holiday location). Also the wolves....for me one of the highligts of the game ! But that's it ...more or less. Making other players drink desinfection spray or eating rotten kiwis, shoot outs at NWA or running through the countryside for hours meeting then the one nice guy...nice of course but seen and done it a thousand times....Also Basebuilding as it is right now and/or running around the whole map to maybe find a car and all needed parts for it feels more irritating than fun. As it looks right now polishing, tweaking and bugfixing will obviously go on for a few more weeks or even months in 2019. My guess is at least for Q1, including a few additions like fractures and bleeding and/or a new car maybe even a new gun... until XBox leaves preview status that probably will be. Devs also stated that they will share their roadmap for 2019 not before January, which means, work on new content will not start before late January 2019, with the team also still fixing, tweaking and polishing the basics and also preparing Xbox and PS4 releases... Taking into account the massive amount of missing content, of which a lot is very complicated to implement( they stated themselves), I dont expect this game to be feature complete before somewhere in 2020....and I am just talking about the missing feature we all know about, that were postponed and promised for 2019 like, helicopters barricading, ragdoll, throwing items. contaminated zones etc etc etc ... I am not even talking about more creative and sophisticated features and content that I was hoping to see in the final game like random events like blights, snow and frost, floods, storms, fires, blocked roads, collapsed bridges or stuff like boats and ferries maybe even scuba diving...parachuting....advanced cooking...drugs and alcohol ( crimean sparkling wine please)...military vehicles...madmax style vehicle customizing...rollplaying biker gangs ( which require a large number of motorcycles to spawn)....more horror elements like for example rats and birds feeding on dead bodies or having working mirrors inside of buildings....more special locations like an abanndoned asylum ( the craddle never leaves) an amusement park, a cirus (zombie clowns) .....underground structures, caves and mines....anyone remembers Deans awesome idea of hidden player underground bases ? What about world containers letting us rummage through every pile of junk desk and cupboard making looting fun....what about instances or the possibility to travel between different maps....and and and All stuff that has been discussed, proposed and talked about on the forums during 2012 and 2013 a lot btw ( vets will remember) last but not least...I am badly missing the promised lore about the virus, the outbreak...and about Chernarus in general (for the none Arma2 players)
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Nobody here is saying the future of DayZ stops at 1.0. Nobody. What I am seeing a lot of is people who see 1.0 as the beginning of the new DayZ we have all been waiting for. And as it stands, the new version does not have feature pairty with previous versions. Yes, everybody begrudgingly accepts the new status quo of games "shipping" full of bugs, only to be infinitely patched throughout the lifetime of the game. (Hey. Remember the 90's, when they actually shipped physical copies, and couldn't rely on the internet to disseminate patches for gamebreaking bugs? They had to have a working finished product before they released the game to the market, because it would be REEEEEEAAAALLLLYYYY expensive to have to fix things after the fact.) What the above post was concerned about, is the level of internal pressure to add the missing features, fix the bugs, and add even more batches of even more still missing features as time goes on past the official release date of the 1.0 version. I have faith in Bohemia's commitment, but it is a legitimate concern. I mean, they just announced the official release date, and we can't keep a base around long enough to even know if there are issues with persistence itself; because crashes (and even some regular scheduled server restarts--spooky, right?) are causing stored items to be deleted. Does that sink in? The first iteration of the new basebuilding systems cannot even be properly tested as of one week before the scheduled release, because servers are crashing and randomly deleting items from the persistence files. They are going to turn the game loose on new players and media journalists to play and review, by advertising it as finished. Yet just last week, I died after leaving Tisy with ALL THE LOOT, because I got stuck in the hinges of a door and was beaten to death through the wall by zombies, because I couldn't move. That is a gamebreaking bug. And it's not the only one. Have you hobbled a zombie yet, and had them crawl? Have you noticed how you can't hit them if they are on the threshold to some buildings, like those little towers with the ladder to nowhere. Certain death by means of poor game mechanics. Not ready for primetime, yet being labeled and marketed as such. Sure, they left out more than half of the guns and vehicles for post-release content. Who cares? I'm more concerned with new players and professional game reviewers losing progress due to broken game mechanics such as bermuda triangle doors, and randomly deleted persistence files... #feelsbadman
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I'm pretty sure you need a jerry can, but then I haven't even messed with vehicles yet, so don't quote me on this... : /
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So, I've literally done everything by the book here. Not sure where the disconnect is. So far I've; * Forwarded Ports- 2302, 8766, and 27016 * Created a Static IP using the info I pulled from ipconfig/all in my CMD * Downloaded the DayZ Server from Tools in Steam * Set my launch parameters via CTRL+C/CTRL+V in the StartServer.bat file * Created exceptions in my Firewall for said Ports * Managed Exclusions for said Server in my MalwareBytes * Set my DayZ game to Experimental * Repeat all steps at least 10 times so far So there are only a small handful of videos going around on how to set up a dedicated server. I've followed them all step by step multiple times. These guys seems to just have theirs pop up in the Community/LAN server list when they launch the game no issues. Mine, however, does not. I've even tried connecting VIA my IP:Port. Still nothing. I'm going mad at this point. server_console.log 20:13:03 BattlEye Server: Initialized (v1.217) 20:13:04 SUCCESS: SteamGameServer_Init(0,8766,2302,2305,3,0.63.149525) 20:13:04 Host identity created. 20:13:04 Roles assigned. 20:13:04 Reading mission ... 20:13:13 [CE][Hive] :: Initializing OFFLINE 20:13:13 [CE][Hive] :: Loading core data ... 20:13:13 [CE][CoreData] :: 7 root classes, 0 defaults, 0 updaters... 20:13:13 [CE][Hive] :: Loading map data ... 20:13:13 !!! File "$CurrentDir:mpmissions\dayzOffline.chernarusplus\cfgignorelist.xml" does not exist... 20:13:13 [CE][LoadPrototype] :: loaded 227 prototypes 20:13:13 488 containers, 7160 points 20:13:13 0 dispatches, 0 proxies 20:13:13 !!! [CE][LoadPrototype] 5 groups have no points... 20:13:13 [CE][LoadPrototype] :: last group name: Land_Wreck_Volha_Police... 20:13:13 [CE][LoadPrototype] :: loaded 0 prototypes 20:13:13 0 containers, 0 points 20:13:13 0 dispatches, 0 proxies 20:13:13 [CE][LoadPrototype] :: last group name: Rail9... 20:13:13 [CE][LoadMap] "Group" :: loaded 11553 groups, largest group range: 34.2 20:13:13 !!! File "$CurrentDir:mpmissions\dayzOffline.chernarusplus\mapgroupdirt.xml" does not exist... 20:13:13 !!! [CE][LoadMap] "Dirt" :: Failed to read group instances ($CurrentDir:mpmissions\dayzOffline.chernarusplus\mapgroupdirt.xml) 20:13:14 [CE][LoadClusters] "Cluster" :: Loading files... 20:13:14 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 20:13:14 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 20:13:15 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 20:13:15 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 50000 instances 20:13:15 [CE][LoadClusters] :: file: "mapgroupcluster04", 9 types, 17207 instances 20:13:16 [CE][TypeSetup] :: 368 classes setuped... 20:13:16 [CE][RegisterBind] :: 0 classes binded... 20:13:16 [CE][RegisterConfig] :: 2531 config classes registered, 1 sub-counters... 20:13:16 [CE][offlineDB] :: Loaded 33 dynamic events 205 total types 0 total positions. 20:13:16 !!! File "$CurrentDir:mpmissions\dayzOffline.chernarusplus\db\messages.xml" does not exist... 20:13:16 [CE][DynamicEvent] Load Events:[33] Primary spawners: 33 Secondary spawners: 0 20:13:16 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 92 items. 20:13:17 92 items loaded. 20:13:17 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 793 items. 20:13:17 793 items loaded. 20:13:17 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 1740 items. 20:13:17 1740 items loaded. 20:13:17 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 2677 items. 20:13:18 2677 items loaded. 20:13:18 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 2246 items. 20:13:18 2246 items loaded. 20:13:18 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 2113 items. 20:13:18 2113 items loaded. 20:13:18 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 2368 items. 20:13:19 2368 items loaded. 20:13:19 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 1827 items. 20:13:19 1827 items loaded. 20:13:19 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 1704 items. 20:13:19 1704 items loaded. 20:13:19 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 2636 items. 20:13:20 2636 items loaded. 20:13:20 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 3038 items. 20:13:20 3038 items loaded. 20:13:20 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 1989 items. 20:13:21 1989 items loaded. 20:13:21 Restoring [Storage] file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 250 items. 20:13:21 250 items loaded. 20:13:21 [CE][Hive] :: Storage load took 4.58 seconds 20:13:21 entity: 24894, building: 0 20:13:21 no lifetime: 28 20:13:21 [CE][Hive] :: Initializing ... 20:13:21 [CE][Hive] :: Initializing spawners ... 20:13:21 !!! [CE][Point] Removing 13339.060547, 11969.413086 from Land_Boat_Small1 20:13:21 [CE][LootRespawner] (PRIDummy) :: Item [0] is hard to place, performance drops: "BoxCerealCrunchin" 20:13:21 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:171, Nominal:24674, Total in Map: 23684 at 0 (sec) 20:13:21 tests:173, repeats:1 fails:1, overtime:0 20:13:21 [CE][DynEvent] :: 33 types 20:13:21 [00] AmbientHen 20:13:21 Primary Spawner: "Ambient", active: yes, repeat: 1 20:13:21 [01] AnimalCow 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [02] AnimalDeer 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [03] AnimalGoat 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [04] AnimalPig 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [05] AnimalRoeDeer 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [06] AnimalSheep 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [07] AnimalWildBoar 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [08] AnimalWolf 20:13:21 Primary Spawner: "Animal", active: yes, repeat: 1 20:13:21 [09] InfectedArmy 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [10] InfectedCity 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [11] InfectedFirefighter 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [12] InfectedIndustrial 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [13] InfectedMedic 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [14] InfectedPolice 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [15] InfectedPrisoner 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [16] InfectedReligious 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [17] InfectedSolitude 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [18] InfectedVillage 20:13:21 Primary Spawner: "Infected", active: yes, repeat: 1 20:13:21 [19] ItemPlanks 20:13:21 Primary Spawner: "Item", active: yes, repeat: 1 20:13:21 [20] Loot 20:13:21 Primary Spawner: "Loot", active: yes, repeat: 2 20:13:21 [21] StaticHeliCrash 20:13:21 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:13:21 [22] StaticPoliceCar 20:13:21 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:13:21 [23] TrajectoryApple 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [24] TrajectoryCanina 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [25] TrajectoryConiferous 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [26] TrajectoryDeciduous 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [27] TrajectoryHumus 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [28] TrajectoryPear 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [29] TrajectoryPlum 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [30] TrajectorySambucus 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [31] TrajectoryStones 20:13:21 Primary Spawner: "Trajectory", active: yes, repeat: 1 20:13:21 [32] VehicleOffroadHatchback 20:13:21 Primary Spawner: "Vehicle", active: yes, repeat: 1 20:13:21 [CE][Hive] :: Initializing of spawners done. 20:13:21 [CE][DynamicEvent] Save file [mpmissions\dayzOffline.chernarusplus\storage_1\data\events.bin] [33] event types. 20:13:21 [CE][Hive] :: Init sequence finished. 20:13:21 Player connect enabled 20:13:21 Mission read. 20:13:21 Connected to Steam 20:13:21 Steam policy response 20:13:26 [CE][Storage] Saved data file [251] items. 20:13:28 [CE][Storage] Saved data file [2002] items. 20:13:29 [CE][Storage] Saved data file [3064] items. 20:13:30 [CE][Storage] Saved data file [2655] items. 20:13:31 [CE][Storage] Saved data file [1757] items. 20:13:32 [CE][Storage] Saved data file [1828] items. 20:13:34 [CE][Storage] Saved data file [2374] items. 20:13:35 [CE][Storage] Saved data file [2118] items. 20:13:36 [CE][Storage] Saved data file [2250] items. 20:13:37 [CE][Storage] Saved data file [2708] items. 20:13:38 [CE][Storage] Saved data file [1745] items. 20:13:40 [CE][Storage] Saved data file [797] items. 20:13:40 [CE][Storage] Saved data file [92] items. 20:13:42 [CE][DynamicEvent] Save file [mpmissions\dayzOffline.chernarusplus\storage_1\data\events.bin] [33] event types. serverDZ.cfg hostname = "Zurvivor"; // Server name password = ""; // Password to connect to the server passwordAdmin = ""; // Password to become a server admin maxPlayers = 60; // Maximum amount of players verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported) forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1) disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 7; // Voice over network codec quality, the higher the better (values 0-30) disable3rdPerson=1; // Toggles the 3rd person view for players (value 0-1) disableCrosshair=1; // Toggles the cross-hair (value 0-1) serverTime="SystemTime"; // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" . serverTimeAcceleration=12; // Accelerated Time (value 0-24)// This is a time multiplier for in-game time. In this case, the time would move 24 times faster than normal, so an entire day would pass in one hour. serverTimePersistent=0; // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1) loginQueueConcurrentPlayers=5; // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time. loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files lootHistory = 1; // How many persistence history files should be kept by instance, number is looped over during save storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead motd[] = {"Welcome to Zurvivor 1pp server!","Hardcore Zombie Horde Survival!"}; // Message of the day displayed in the in-game chat motdInterval = 0; // Time interval (in seconds) between each message maxPing= 500; // Max ping value until server kick the user (value in milliseconds) timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short) logAverageFps = 300; // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active logMemory = 300; // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active logPlayers = 300; // Logs the count of currently connected players (value in seconds), needs to have the -dologs launch parameter active logFile = "server_console.log";// Saves the server console log to a file in the folder with the other server logs enableDebugMonitor = 0; //shows info about the character using a debug window in a corner of the screen (value 0-1) steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser class Missions { class DayZ { template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName> }; }; Server.bat @echo off start "C:\Steam\steamapps\common\DayZServer" "DayZServer_x64" -instanceId=1 -config=serverDZ.cfg -profiles=Zurvivor -port=2302 -cpuCount=4 -noFilePatching -dologs -adminlog -freezecheck Note: I've also tried -port=2305 in the .bat as well. No luck. Any ideas?
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1.0 implies a finished product. I don't care what BI have said this means in their current internal parlance; what matters is what consumers are going to think it should be based on this labeling, and how they are going to react at what they see that it is. There is an entire profession dedicated to this subject. It's called marketing, and is a very well established concept with tons of industry norms. In fact there are many guidelines for marketing and advertisement of products, to ensure that people who give money for goods and services know what to expect when they are buying. So when a player hears that DayZ just released the 1.0 version, and finds that half of the guns, fishing, and bows and arrows are out of the game, many will feel that they have been lied to. It does not matter that DayZ Devs have made clear what beta and 1.0 mean to themselves. What matters is public perception. Calling the game 1.0 while it is missing most of the guns and vehicles, and numerous other features that people have seen and played in previous versions of the game is an unforced error. It is a terrible mistake of labeling that we could all see coming since they announced beta/1.0 (not the same thing, why are they calling these the same thing) to be released by end of year 2 months ago. I'm not upset about the current state of the game. I understand that all of this is new to them again, and there are lots of complicated things to make work together. These things will take time. That time is called beta. It is not called 1.0 and beyond. I don't know if they can't see the bad reviews and bad press that this proposed labeling of the 1.0/Beta release is going to bring, or if they understand and just don't care. But either way, the DayZ 1.0 steam reviews are going to mention them selling half a game and calling it done, mine included, even if they do plan to finish it later.
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Not all based are unfortunately, already had a few friends & fellow survivors report there tents, barrels etc are wiped by there vehicles have remained. But if yours has remained good sir, then congratulations, hopefully the majority of peoples has remained also.
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05/12/2018 ADDED Added: Camera misalignment during movement in iron sights Added: Sounds for prone injured animations Added: Impact sound for Hatchback Added: Destroyed engine sound Added: Sounds for base building Added: Speaking animation connected to VoN Added: User authentication during loading screen Added: Horticulture FIXED Fixed: Client/server crashes Fixed: Time persistence after server restart Fixed: Gunshots not being heard properly Fixed: Handful of client/server errors related to in-game actions Fixed: Environmental issues (wrong/missing roadways and collisions, incorrect textures/occluders, misplaced widgets) Fixed: Fireplace in a barrel could disappear after closing a lid Fixed: Attaching a headlight box to a car Fixed: Injured crawling animation Fixed: Swapping items from infected's inventory could break a hand slot Fixed: Hatchback windshield transparency Fixed: Heat pack not heating up Fixed: It was not possible to jump over a landmine without detonating it Fixed: Camera did not stay zoomed in when holding RB Fixed: Car HUD was missing button info about changing gears or brake Fixed: Loot tab in Tutorials wasn't fully highlighted when scrolled to Fixed: Couldn't open or close containers in inventory Fixed: Collision detection and triggers for base building Fixed: Missing area damage on mounted barbed wire (base building) Fixed: Infected - attacking through doors/walls TWEAKED Tweaked: Infected AI (WIP) Tweaked: Global light config Tweaked: Temperature effects on hunger/thirst rates Tweaked: Vehicles simulation Tweaked: Input system (WIP) Tweaked: Vehicles damage zones Tweaked: Melee damage to animals Tweaked: Engine damage icon Tweaked: Reduced fireplace geometry collision to reduce stacking size Tweaked: Vehicles fuel consumption Tweaked: Texture cache (performance improvement) Tweaked: Improved cloud resolution KNOWN ISSUES exiting a car while it's in gear (not neutral) can ruin the engine