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Showing results for 'Vehicles'.
Found 41868 results
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Firstly, congratulations on your achievements so far. Looks very promising! Some features which would be good would be firstly be an ESP (Extra Sensory Perception) script. Visually showing players, animals, zombies, vehicles and tents/barrels/stashes. To not get convoluted maybe an option to toggle each of them but also allowing all to be toggled on at once. For UX reasons maybe colour each differently - players yellow, animals red etc. Also an ability to limit/increase the range of the ESP. This would help with server management/testing. Secondly, a script to unarm and/or restrain (when cuffs are added). This would be a good alternative to kicking a player, that way you can limit their movements and explain why they have been restrained or potentially kicked. Thirdly, for events purposes would be great to have a container (barrel/backpack/tent etc) full of items that can be placed somewhere on the map. Maybe design this script in a way that people can edit your script to contain different items for different events. Fourthly, an option to spawn vehicles (as you have already) although when choosing to spawn them could make an option to decided whether it is persistent. This would benefit people who may for whoever reason spawn a temporary vehicle and not want too many vehicle strewn across cherno. Lastly a god mode script would be also beneficial for situations like dealing with hackers but can see how this could be abused by admins. I have more suggestions but what do you think?
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Good morning/day/evening/night whatever everyone! My plan is to make an Admin/SV Control panel that contains all of the essential tools to run any type of servers, like roleplay, PVP, survival etc. For unauthenticated users ,people can check their data on custom gamemodes, values like money, friend list, ownerships etc. I need your help! If you people have any ideas, that you would ever need in an admin panel, please let me know, there is no limit. Video is kinda old, few days (was recorded on a live server, not client/local) and also recorded on a shitty PC so excuse me for the low frames/quality. Some of the stuff that is already done / planned: ~ Admin / Server ctrl. I made the whole system modular, so it's easy to expand, add / remove features, make it easier to use. Server-side authenticated control panel using Steam's hive. Features complete access to the server from the administrator client, allows code excecuting vica-versa (for further development&testing). Controlling other player's client, Built-In server side map editor for working in teams, / better editor perfomance. Database management (using a custom sql schema) > Editing player's data, for example, custom money data, usefull for RP servers. UI animations can be disabled. Inspecting players' information, health, position, inventory content. Environment control, temperature, full date setting, weather. Teleporting specific user around the map to predefined / manual-set position Plans: Kill feed inside the admin panel Inspecting players' character visually. Mass-Control > Teleporting every player to a desirent location > Deleting every vehicle on the map > Manual clean-up for garbage on the ground (Does not affect player tents, vehicles etc)
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Feels bad man, but the maps 100square miles so saying a guy who shoots you in the back wasn't there just doesn't work. I've followed so many players for upto an hour and never been seen , I could have killed them at any time I wanted. Unless your super vigilant, checking your six & posting up every so often to watch for people or squads shadowing g you then you get dead. Plus if your on the coast 90% of your playtime then your gonna get messed up eventually just because there's so many people who are so bad they can't get past the coast or choose to stay there to kill the people so Bad they can't get up north. Atm there's zero incentive to actually survive, hardly any items or cosmetic choices, no hair or beard growth , no base fortification or vehicles. so it's unsurprising that the majority of players just want to PvP, once the game goes BETA that dynamic will change. Just remember that this is NOT DayZ right now, it's not hardcore survival , it's easy mode to test weapon mechanics, server stability & create heat maps for player routes on foot, etc. This is games testing at work, it's game preview, you pay a lower price and accept the finished games still a year away most of the time
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Well it is already happening. Personally I haven't set foot on public servers since the server files were published and servers with increased zombie spawns started appearing. Why the heck would I? I want a proper zombie apocalypse feeling, you don't get that with two or three dazed infected staggering about a town. With dozens roaming the streets you do... I don't give a flying toss about base building, vehicles or all the missing weapons - or indeed player population to be honest - I just want the game world to be actually challenging in itself. Now if vanilla delivers that I will stick to vanilla servers, but if it doesn't I'll play whatever mod that does it best and never look back. And if vanilla should deliver that brutal, gritty, and scary zombie apocalypse/survival experience, that I so dearly hope it will do, it will probably (hopefully) offend the more trigger happy, KOS-loving parts of the playerbase that have so far been playing the standalone as a deathmatch shooter. Should they migrate en masse to modded deathmatch/battleroyale/whatever servers, that would only benefit the remaining community as far as I'm concerned. I won't set foot on such servers, but since many players enjoy and prefer that way of playing the game, then all the better that there will be mods catering to that playstyle.
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If basebuilding and vehicles might make it into the official version of the game before mods make vanilla obsolete.
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See i dont know about that because i see a game called Ring Of Elysium fps and looting seems to run pretty good already with 60 players all shooting it up with vehicles. COD has 100 approx and runs pretty solid too with looting. I also see a MMO being developed on Unity with 1000s connecting zones though. I am apart of many kickstarter, and pre alphas/alpha/beta/release they run rather well with fixes going into desync as fast as possible. I have also been doing this since the 80s but not once have i ever seen what dayz has done. Like i said my opinions of the whole project. Will i continue funding EA projects and Kickstarter stuff? i dont think so after this year. I am not too happy with all the EA complexity going out there. Id rather invest and be paid for Pre Alpha now. Like we used to in the old days. Plus everything gets shut down to closed forums. I think those days are well past though, with the lack of publishers funding projects. Still here is hoping dayz makes it to the end and outdoes all the products on the market.
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Your bus is driving with 5 mile ph and the driver has to stopp all 5 minutes to fix the engine or change a wheel... It took them nearly a year to release 0.63 ( to experimental) after showing it during Gamescon last year. Since then (4 months) we've got one larger update that needed endless stresstests before it could be relased...to experimental of course. A content patch that was not even that big and brought us first implemantations of different mechanics ( deseases, jumping) and two weapons that were in 2013.... AI spawns on servers with offline DB This is probably one of the last bugs we want to solve on the current Experimental branch. The rest will be fixed within the Experimental BETA update. from Status Report 25.09 .....has it been fixed..?? Priority Issues For one, hit registration has been quite a problem recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are) multiple causes to this behavior. from Status Report 09.10 ... so this a new bug ?? We've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. from Status report 09.10 ...so more bugs ?? Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more. ...Juhuu looking forward for the new patch...( maybe put the SkS in as a small present ....hmmm ok now I am getting greedy) 10 weeks to go until Christmas....
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How fucking long do you plan on waiting for some basic animations and god damned scripting any modder could do? I agree, something has been very wrong. What i don't know is how much the Ukrainian civil war or whatever that was effected this, which i have complete sympathy for. But if it didn't then the ball was just dropped by the dev team, period. "Yes more features have been added", but how many have been taken out? Overall im not sure that this effort hasn't been an over-all bad thing for DayZ. I just still can't believe they didn't add another map, it just boggles my mind. Isn't that exactly what people wanted? They rearranged Chernarus for fucks sake. Why? It all looks the same anyway. Now i hear the most immersion killing thing about DayZ -people on the mic (kids 90% of the time), were just given a FUCKING megaphone? What, so the .001% of players who roleplay a survival experience can have an experience where they "luckily" contact some other survivors? 99% of the time people are going to be making dumb noises and shit talking in it in PVP areas. Think about that. Somebody developing YOUR game, that YOU paid for, decided to put that in the game instead of the millions of other things people have been asking for since day one. How about some wrecked Mig 29s half buried in the ground and other Russian military vehicles in the same state of decay. How about some ivy or other plants making their way up store front walls and such? Some underground section hidden away from players. A big cityscape? Does the game even look better now or is it just the colors being changed? Instead they want you to re-explore areas you already explored like NWAF. Behold the slightly different arrangement of buildings! That should have been on a new map. OLD NWAF WAS ALREADY A COOL AND INTERESTING PLACE THAT LOOKED LIKE A REAL WORLD PLACE!!! They took it out! Why? New NWAF lost any steam it had by being in exactly the same place old NWAF was. Imagine seeing new-NWAF on another completely new map next to a huge mountain or something. That time and effort could have been put there instead but it wasn't. They need new leadership i think. All your money just went into mortgages and vacations and other people's kid's college funds and a new venture called DayZ Xbox version. Guys, i've learned something at my older age, when watching game demo and previews and in cases like this, when dev's mess up something very basic, they aren't likely going to get the more complex things right either. (by "messing up" don't necessarily mean getting wrong, but refer to things differing greatly from what you wanted). Its just not likely. Sure its possible there is some master plan that will work out in the end, but this isn't looking good to me. Not unless their master plan is to have the modders make everything cool, then it may work but modders will have to be there.
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Totally understandable! But it's actually happening now. If it weren't for some serious game breaking bugs that are taking a very long time to fix, I believe we would have seen quite a bit more content and features in the last month. If I'm not mistaken, the latest status report said that the next stress tests should have vehicles.
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You like DayZ? You want to spend hours playing it, huh? You do know that the ALPHA has been around for 5 years now? Did that not clue you into the fact that you might want to read about WHY it has been ALPHA for so long?? Can you be troubled to read about it for a few minutes? It's amazing that most of you seem to have paid money for something you absolutely didn't research or have any real understanding of. Do you have any idea how long people have waited for the features you listed? We're not getting bikes until after 1.0. ^Did you know that? Did you read the latest fucking status report? It mentions that work is happening on vehicles now. Did you know they scaled back the loot variety to keep data logs easier to manage? You would if you actually followed development. I wish you had the objectivity to appreciate what some of you sound like after I've been testing this ALPHA for 5 years. Don't like the current state of the game? Go play something else and come back when you read that a stable client was released with the features you want.
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Survivors, has it been two weeks already? We had the first internal multiplayer play-test of vehicles, Eugen is going to tell you more about it. He also talks about the hit registration issue, which is one of our priorities right now. Adam wants to introduce some changes related to gamma abuse, and Boris shows you how to prolong the burning time of torches. Dev Update/Eugen Dev Update/Adam Dev Update/Boris Dev Update/Eugen Dear survivors. Let’s start with something that definitely needs addressing. While I’m happy we've released the PC server files, in regards to the both the PC and Xbox versions, there are some serious flaws that we need to look into. Priority Issues For one, hit registration has been quite a problem recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are) multiple causes to this behavior. From magazines spawning and having ghost bullets (server and client think there is a different amount), through network messages not being sent, to maybe the armor system working incorrectly on specific items and configurations. We’re looking into different angles. So far, with the use of bots, we are able to reproduce the issue when there are multiple corpses around. It seems like a network issue, so we’re starting with this to eliminate the possible low level cause first. It is also the first course of action because if we can confirm some network messages are not being sent in certain cases, it probably causes much more than incorrect hit registration. We’re still in the process of debugging when exactly it happens and how. But having a sure way to see it in game helps us a lot. So if by any chance you know how you get your character/weapon/magazine/bullets in desynchronized state, please do report that through the Feedback Tracker. The second thing I want to mention today is the inventory implementation on Xbox. We know it needs to get our love and attention. We will soon be reaching out to you and we'll be interested in your feedback. Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more. Progress towards Experimental BETA We've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. The rest are going through rounds of intense QA testing to make sure we’re not missing something game-breaking. So let’s get back to work and see you in game once we're ready for further Stress Test. - Eugen Harton / Lead Producer Dev Update/Adam Nighttime in DayZ should be dark and terrifying. It should force you into using any light source you have available. Having an ability to light up your surroundings should be just as vital as having enough water and food. Shutting off your light should only be required in case of an emergency. Also, when night vision goggles make their way into the game (which is something we still want to do in the future, but not in BETA), they should be a rare, powerful thing that can turn their owners into potential predators, not a laughing stock for people avoiding night-time by turning the night into a day by cranking up a gamma slider (be it through drivers or display settings). The removal of the in-game gamma slider was but a first step towards making the very frequent gamma abuse more complicated to do. In today's status report, I'm going to present another step towards making the night-time a en equal playing field for everyone (at least as much as we're actually able to do that). A survivor scouting Myshkino military camp using flashlight mounted on his AKM, unaware of a danger hidden in a shadow. Please keep in mind that this is still very much experimental feature and we will be tweaking it based on your feedback (once it hits public branches). We have also taken a look on the global light config again (adjusting some dusk and dawn values), boosted up brightness of all available light sources and we will be taking a closer look at the CE setup to make sure there is always enough light sources within the game world. - Adam Franců / Map Designer Dev Update/Boris Greetings survivors! Lately, there has been some effort invested into improving night gameplay across multiple departments (Adam will share more on that as well). So I'd like to report on one of the contributions I did in this regards, which is a refactor of the craftable torch. Firstly, the torch now contains an attachment slot for rags, which allows players to prolong its burning time by adding more than one rag on it. You can also refill its stock while it's burning, which means you don't have to craft a new torch after running out of fuel for the current one. The latest Experimental branch on Steam already contains this change so you can try this out for yourself. Additionally, in BETA, refueling will be possible to do through a crafting user action without the need to open inventory. As usual, this will be done through a quick bar or an interaction with a relevant item on the ground. Refueling of a torch 1 Secondly, you'll be able to even further prolong the burning time by coating the torch with animal lard. Such upgrade is mainly useful for base builders, as it allows them to craft a long-lasting source of light that can be placed anywhere without the need of frequent refueling. Using gasoline as fuel is being considered, but currently, it's not implemented yet. Refueling of a torch 2 Lastly, the amount of fuel on the torch will be represented by its quantity bar, so you will always know how much time you have left before it goes cold. With these changes, this basic item is more interesting to use while giving it some connections to other activities like hunting, base building and collecting clothes or rags. - Boris Vacula / Scripter Header image by Sp1kerZ.
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Devs must be close to something by now. Server files release is already something big IMO Playing in 100 player servers, and different modes and configurations is already pretty great sign of game switching from "leave me alone" to "lets have some good time". And it works rather well as far as I can tell. Vehicles, basebuilding and massive optimisations were mentioned on the high note in last RP, so lets see... And then hopefully modding is also not too far.
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I believe I get the point, but I also believe what you're likely missing most is content that's really quite close to being implemented. Though things look bare bones now, once the rest of modules are smooshed in, content will likely be dropping much faster, and then optimization passes will commence. I've always been critical of the devs when warranted and the 7 month gap without an update that we only quite recently came out of is very poor form to say the least. If you need all the status effects, items, and vehicles, it's going to be at least 2+ more months, and that's very optimistically speaking. With the recent bugs taking so long to fix, I see them falling short of currently promised features but pushing something they call 1.0 before 1/1/2019. The current lull in patches, while not unusual for DayZ dev, is definitely disconcerting when you consider their own current deadlines. I have seen a lot of things re-worked by the devs, and re-done as well. Having to go over or fix old work that crippled your project shows some major weaknesses in their approach to building their own engine. People want to call me a white knight or fanboy, but I'm just patient and passionate and (mostly) pragmatic about my feelings around a game. I have enough faith in the vision, and faith in the modding community, to know that I will get a version of DayZ I enjoy for years. But holy shit, that 7 month drought was an intensely brutal test of that faith....
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Like the idea for community building, I want to do something like this with a mechanic shop when we get vehicles
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And? Exactly how would ANY self-respecting PC Gamer know about posts over in "their" Forums? But seriously..... Of COURSE it is not as simple...but it explains why waiting for the Loot at your feet to "disappear" is probably an exercise in futility. Since it can be attenuated at the Server Level then it will be interesting to see how Admins decide to govern this dynamic. Would it be a better experience if dropped loot gets redistributed (cleaned up) in short intervals, or should it remain for longer periods? (seeing as a lot of Admins will probably opt for longer times between restarts (I'm hoping). In the Mod (I know...I know...I sound like the old guy on the porch now) having frequent server restarts was annoying for players who liked to have caches of loot, who wanted to loot a body but wanted to take their time getting to it, or came across loot but merely just noted it's location as a reference for going back to it if they needed it. (heli parts, vehicles left by others, building supplies) I guess having persistent containers is going to be the logical solution to this, but again...it remains to be seen where the "sweet spot" is for the CLE balancing. So...This OP is an interesting one for me...and I cant wait to see how the CLE develops when the game settles in and we all find our happy places.
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What will the next stress tests bring?
Mantasisg replied to Targaryen42's topic in General Discussion
The last DayZ Devs Status Report mentions Vehicles, as well as bse bldng, and I am very curious about bones optimisation: https://www.youtube.com/watch?v=e66T_qKusMc -
Hey yall, just registered. Loving the DM servers right now. Im wondering if the next update will bring experimental beta including content update, right? and what of the stress testes? Will we be able to stress test vehicles? Thank you.
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Hello :) First of all, big thanks for Devs for finally unleashing one bit of entertainment by releasing server files ! I mostly played in DM servers past two days, I really wanted to have good PVP in DayZ for a long time, previously it was too hard to get high gear and then actually get into proper PVP, fail multiple times and learn things. Now it is a great thing for practice gunfights, or quick game if you don't have time to press W for two hours. And it is really entertaining. I am sure many more entertaining server cofigs will be discovered with different PVP/survival balances for each ones needs. So there are three main DM quick PVP servers now. -Chernogorsk 100 players server. No zombies, no loot, bodies despawn quickly, spawning with high end loot. The performance is good, with minor issues, in rare occasions game is crashing, but very playable anyway. Usually the server is never full, but you can say that it is nearly full, as it starts performing slightly worse. -Stary Sobor 35 players server. No zombies, no loot, can loot bodies, spawning with high end gear. Didn't have any issues. Have played in nearly full server when there were more than 35players allowed and it was madness. -Airfield/Prison Island 40players server. Some zombies, some loot, spawning with high/mid end gear. Perhaps best DM server but always full. I would really love to get in it when it runs Prison Island though it might be packed. DayZ seems to cope well with 40 players in area like NW Airfield. From there it would be cool to have many different presets, like spawning with low end gear and having a possibility to loot for better loot. Or having limited amount of ammo, so you would look after each bullet. Spreading Deathmatch in wider area, blending in more survival and less deathmatch madness and so on as game will get more entertaining as a survival mode in near future, or even with some good mature mods... possibilities are huge. I really like new game controls system, easy to learn and get used to, makes sense, and flows nicely. DayZ map has always been nice, but in many places it is next level now. Forests are 10/10 so many features in there. Again renewed Chernogorsk blew my mind when I ran through there for first time. I think it is a bit extreme lol Gunfights sounds are incredible, probably couldn't be better. Would be nice to hear steps better when someone is running close, running through woods where there are no track should be rather noisy as all kinds of stuff sticks under feet breaks, just a thought. Really looking forward for what is going improve with animation bones optimisations, also with vehicles and basebuildings.
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I was really hoping for any kind of content update today. The game is getting very dull with so little to do. Guns, attachments, fortifications, vehicles, anything would be great!
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="0" load="0" respawn="0" save="0"/> <player init="1" load="1" respawn="0" save="1"/> </economy> where to change to 0 for do that?
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Please read the beta status update for more information on vehicles.
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What is your definition of persistence within the realm of DayZ? Persistence in a nutshell is the ability for things to be carried over across server restarts, be it a weapon, a body, a tent, a vehicle, whatever. Items that are persistent do not disappear during restarts. All inventory items are persistent across restarts. as tents, vehicles are not in game there is no way to define that. Character save data including location and inventory is persistent
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Yep always assume someone's hostile, plus due to lack of content, vehicles etc people see each other so infrequently they tend to freak out when confronted with another player. The prevalent KOS attitude will subside slightly when it goes beta .
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Well I'm happy with the game so far and yes I can agree you can walk from one side of the map to the other in 2 to 3 hours but the problems you face like a pack of wolves chasing you down and kill you is quite high and for new players this would be fustrating and you guys suggest most fun is achieved when playing with others there's still bugs of when you get kicked from servers you can't send invites so that's why I suggested vehicles so that if you die you can easily get your stuff back or find your friend's instead of 60% of people rage quiting because they don't want to do that all again myself I'm happy without vehicles I've Brought this game for 6 of my friend's so we can all play together and do this and most of them complain about vehicles not any other issues really due to the fact we know you guys will sort that in due course all I'm trying to do is help grab the customers for the game but thanks for your reply