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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. Hey, normally a lurker on this forums for years already. But this made me remember that a few years ago while I was in service and was working a year together with Bohemia mainly with Arma 2 for out simulation center. If I understand correctly you now have "bubbles" around each and every player, yes? And the issue is that when you try to delete an item around a certain player, the server can't find it. Resulting in an infinute loop of the delete function called from scripts which will go over every single coordinate on the map? I had a small similar issue, which we cleared with a threshold to delete items around a player. Much like the bubble you are using to spawn items right now. It would search for the item in the last location and if for some weird issue it can't find this said item, it will expand its search function by a certain amount (always in a circle around the player) each time. if the item is still not found, and the script has reached its said limit to search for the item. regard it as destroyed and/or missing. If necessary put the item in a new list or a vector where the last known location is stored of the item. where the server will check for the item each X amount of time for X amount of times. This way you get the loads off of the player based locations and can quickly notice if the issue is with a few items alone or that it can happen with anything. Our issue was tiny server lags resulting in the server looking for the item at its last known location at a certain time, if the server would have a tiny lag incident it could result in the server not finding the item. Thus the server thinking that the item must have been moved. Which makes it search all around the world to finally delete it. I know, this is easier to write down than to make,and the way I wrote it down is not completely the way it would work while coding this. But this is how i worked for a whole year fixing our arma 2 bugs and I was really good at it. PS: I used to work on vehicles as well. I remade almost all of our military vehicles and recoded the whole codes to make them as realistic as possible. I was wondering if you guys were still making them the same way as in Arma2 because I was popping out new vehicles each week sometimes 2 weeks. All working well with gear shifting and aiming, different gum mechanisms and handling etc. If it is still (or almost) the same. feel free to hit me up. I'd be glad to help if nessecary.
  2. I'm sure DayZ will eventually have a battle royale mode, even if it is just increasingly dense infected, wolf and bear spawns; to avoid any kerfuffle over who owns the "shrinking survivable zone" mechanic. I'd be happy to play that too, but I don't think anything will replace the vanilla experience of DayZ. Maybe implement some sort of GPS as an endgame item that players have to find, repair, and install the proper codec; which would then ping out other players' locations in 20 or 30 minute increments. Or maybe give it a more organic feeling, and have vultures circling over players for the last couple hours of the match. The question is, how long should a DayZ Chernarus+ match last on such a large map; 3 hours, 6 hours perhaps? Maybe make servers where they broadcast a city or area to control over the radio every two hours, with a respawn and join lockout for the last half hour of the session and the last person standing after the deadline gets points. In this manner, a player could potentially play for 8 hours and dominate 4 different locations in one life for epic prestige. It would also be cool to see servers where they wipe the server daily or weekly for some sort of long-form king of the hill game type, where players scramble to dominate vehicles, resources, and areas of control.
  3. emuthreat

    Where is the DayZ population?

    This has been my gripe since I started first started playing. It would be so nice if they could designate a couple of the official servers as permanent playably persistent servers, with perhaps one staff member assigned to monitor a thread about performance and glitch abuse on these few servers for the regular players. I used to enjoy it quite a bit, picking a random official server to call home. It was interesting to litter the map with tents and try to track down and make contact with other regular players based on activity of vehicles and tent inventories over time. What I consider an organic vanilla experience.
  4. Baty Alquawen

    Status Report - 31 July 2018

    Today we have a quite exciting Status Report for you guys as we have several topics to cover. To start things off, Eugen is talking about the long-awaited content update for 0.63. Next, our Brand Manager Martin Culak will finally reveal some information on how we intend to deliver on our promise to bring DayZ to our fans on Xbox this year. Peter is talking about the introduction of scopes, the continuing debate of "Aimgate" and shotguns. Plus, there's a first glance at the return of vehicles. So, buckle up, and let's dive into it. Dev Update/Eugen Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Filip Community Spotlight Dev Update/Eugen Dear Survivors, let's talk about the hot topics first. The content patch -while delayed- is shaping up nicely. During the extra weeks spent on the stabilization of its features, we have solved quite a large number of issues, while the main three that were blocking the release are confirmed to be fixed as well. Three main reasons that the patch has not been released sooner are : 1. Client Freezes (Happening in random intervals causing 10+ seconds of no response whatsoever) The issue manifested itself in specific situations and actions of multiple players in a single bubble. We have found the cause and were able to confirm last week that it's no longer happening. 2. Stability issues (Crashes, VME and asserts on the branch) While important, these are definitely considered less damaging on the whole gameplay experience. However, we should be good to go! 3. Scopes During the implementation we have come across a large number of issues from animations, clipping, shaking and more that needed to be solved. Now that we have talked about these, I wanted to confirm that the content patch is getting released on the Stress Test branch tomorrow and that it will be focused on Player vs Player interaction. During this period we might try to raise the player numbers per shard and see where the additional optimizations can take us. After the Stress Test period is over, we will port the patch over to Experimental and enable the switch to do the same for server owners. I'm looking forward to the vanilla experience as there is so much more to explore with these new features. While all this was happening the team was working on the BETA features. We're running several work groups focused on important parts of DayZ, specifically weapons, infected, vehicles and actions. As of now, the general production is running two weeks behind and we are ready to get back on track. - Eugen Harton / Lead Producer Dev Update/Martin Survivors! I've got a couple of great news to share with you all! There's something with DayZ on Xbox that caused some surprises and confusions, so let me start with that! DayZ on Xbox - The road to Xbox Game Preview begins! The rumors are right! Our guys in Bratislava and Prague have managed to get the first series of builds through the Xbox certification process, and have already made them available for preliminary testing to a closed group of players enlisted in the Xbox Insider Program (basically a community of super hardcore Xbox One players and fans, as well as Xbox employees). While this is truly a smaller-scale test with only a handful of servers running, it's hard to hide our own excitement, as this is the first time we've let anyone outside of the office play the "full" DayZ experience on a console! For obvious reasons, this also translated into a lot of excitement (and outrage) in the DayZ community, so it's time to share some update on where we are with DayZ on Xbox. Current State of DayZ on Xbox The first important thing to say is that the build that some of the Xbox Insiders are playing is pretty much on par with our current 0.63 build for PC, and shares the same features and content. The way our development pipelines are set allows for most of the progress with PC development to beimmediately used in the Xbox build, and since we've recently done quite a lot on that front, the Xbox version is already well playable. This will only get better as soon as the 0.63 content patch goes out on the Stress Test Branch. Of course, if it was all sunshine and roses, we'd probably just release the thing already, so unsurprisingly, there's a catch. A few of them, actually: we're still applying some minor changes to the controls scheme we're getting our server infrastructure ready we're awaiting fixes for some Xbox specific issues (UI, some user actions missing etc.) Despite these issues, the progress with PC builds, and some platform specific optimisations already bring a good enough gameplay to Xbox, along with a generally very good client and server performance, so as soon as we get ahead of the listed issues (and as long as there aren't new ones appearing), we will proceed to the next step! Closed Preview If you've been following our friends from the Vigor team (they have released Vigor into Game Preview just yesterday, go check that out!), you'll get a decent idea about what that next step is going to be for DayZ - a Closed Preview. Ultimately, that's where we'll get together a bunch of the most excited Xbox Survivors among you, and give you a chance to secure access to pre-release builds of DayZ. In return, we'll ask you to provide us with feedback on your experience, and we'll also use the traffic created on our servers to further evaluate the performance there. Even in the Closed Preview phase, we're probably not going to be ready for any large scale testing, so we'll pick our first bunch of Survivors very carefully, and try to involve some content creators at Mixer and Twitch to spread the excitement for others waiting to get their hands on DayZ. We should get to that part rather quickly though, so be prepared! For Xbox fans around you, also one more clarification: we're currently not planning on expanding the Xbox Insider build to further rings, so the Closed Preview will be your only chance to get some early hands-on time with DayZ! Game Preview We're probably a bit further away from the last step - releasing DayZ for everyone in the "Xbox Early Access program", the Xbox Game Preview. As we've been saying at press events over the past months, we'd like to bring DayZ to Xbox Game Preview at the end of this summer, and currently, it looks like we should be able to deliver. For the final confirmation though, we still need things to settle down a bit more, so your best bet is to wait for Gamescom (starting August 21, more on that below!) - by then, things should be more clear, and it's also a good opportunity for any release date announcements, so please cross your fingers that everything works out just fine! As with any Game Preview title on Xbox, there will be a trial version available that'll help you decide whether DayZ is already a fun game to you in its current state. We're considering the trial to be limited to one hour of gameplay. I'd like to clarify one important thing - the general timing of the Xbox One release. Up until now, we've been counting on releasing the Xbox Game Preview shortly after DayZ hits BETA on PC. Since we're able to come up with Xbox version of our PC content rather quickly, and we're also enjoying tremendous support from Microsoft, we'll probably take a turn on that position. If things keep going well, we may see an Xbox Game Preview release happening before the PC BETA. And as a last bit: I know some of you are worried about this entire console thing slowing down the PC development. We've already said that on a couple of occasions, but let me repeat this again - our primary development, where most of the work is happening on daily basis, is the PC version, and that's where any progress with Xbox builds always comes from. While we have certainly grown beyond just having 2 programmers working on things related to Xbox releases, our primary focus is, and will remain on developing the PC builds. I may let Peter expand on that, but also the overall game design vision of DayZ has never been changed or strongly influenced by the fact that DayZ will eventually be released on consoles. Even in Game Preview, and later on on PS4, DayZ will remain a hardcore, authentic survival game. We're going to Gamescom (and maybe, just maybe to PAX West and Australia) Brief update on upcoming events: we'll be at Gamescom again, yay! Gamescom is taking place between August 21 - 25, and we're bringing a much bigger team this year, with all the usual suspects (Baty, Eugen, Peter, Dan), and a very welcome addition of our Senior Map Designer Adam! Altogether, there will be 11 DayZ developers at the event (including our new Community Managers - Tim and Bestius), ready to meet you all and show you the game on all three platforms - PC, Xbox One AND PlayStation 4 (yes, that would be a premiere!). We're also doing our best to answer the many invitations (yes, that's you too, Boydy! ) and arrange at least a brief visit of PAX West in Seattle, and PAX Australia in Melbourne. We'll keep you updated! That's all for today - see you at Gamescom, Survivors! - Martin Čulák / Brand Manager Dev Update/Peter As mentioned in our last Status Report, when it comes to firearms we are focused mainly on the scopes right now. In the following GIF you can see the new PSO 1 scope in action together with the new post processes. Aiming down the sights uses depth of field to blur the firearm while keeping the front sight focused. The scoped-in view is using a circular mask to blur the surroundings and creates spherical distortion to make the magnification effect more prominent. The next GIF shows how the combination of ADS and scope is operated in a case where such possibility of firearm and scope allows it. The last mode used for precise aiming (sights or scope) is remembered and the next time the aiming action is called it switches right into it. Regarding point shooting (not precise aiming, in other words hipfire from raise), there was sway applied from the very first implementation. However, it used the same strength as in ADS which isn’t enough for such a situation. It lead to the belief that the projectiles are always landing in the exact center of the screen. Now, we have a multiplier for sway implemented, to make it harder to hit targets further away. On the screenshot below, the left target was fired at with point shooting, the right target was fired at with ADS, both using a pistol at 25 meters. You see the results displayed by the trajectory lines and their bullet impacts. By the way, due to the controversy revolving around "Aimgate", it’s also a common belief now, that the projectile direction when fired while point shooting is drastically bend, which isn’t the case. The angle is getting smaller with larger distances. You can see two lines on the following screenshot, the white line is the direction from the camera, the orange line shows the actual direction at which the projectile was fired. Using the 3PP camera, which has the largest offset from the axis of the weapon barrel and with the target in a distance of 10 meters, the angle between the direction of the gun barrel and the fired projectile is around 2 degrees. And to display even this minimal change in projectile direction to the players, we plan to have the weapon visually realigned towards the center of the screen. Last but not least, alongside with the implementation of the pump-action shotgun in the new weapon system, we found what was wrong with buckshots all the time. After a rewrite, buckshots are now spawning the set amount of independent projectiles which are getting dispersed with distance and can penetrate materials. I’m excited this change will make shotguns finally valuable and deadly - exactly how you would expect. Come get some... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor In the past two weeks our animators have been working on: vehicles: steering wheel poses so the character can steer the wheel nicely. This includes animations like starting the vehicle, adjustments of enter/exit animations and idles. Please be aware that everything you see here is still WIP and subject to change: Getting into V3S Starting V3S Turning Jumping out of the vehicle / Getting back in surrender/restrained: implementation and missing animations hit reactions for crouch and prone for when player character gets hit bugfixing related to firearms - Viktor Kostík / Lead Animator Dev Update/Filip Čenžák Just a very brief update from the audio team: new reload sounds for the MP133 new sounds for falling trees and bushes (after hack tree and bush action) shooting controller for ambient sounds. Birds and insects go quiet for a while after shooting Coast ambience is positional now. You hear the ambience from the direction where the coast is. Sound Occlusion for gun shots. Gun shots are attenuated if there is any obstacle (like wall or structure) between the shooter and listener - Filip Čenžák / Sound Designer Community Spotlight Hi guys, I would like to dedicate my first post to server admins. As development towards BETA is progressing, and more players are interested in permanently playing on 0.63 Experimental, we want to extend our communication when it comes to server owners and communities. We know how much time, passion and resources go into the proper management of a DayZ server, and with the upcoming changes we want to keep you in a better loop on what's coming next. This information starts with the upcoming optional switch for community servers from 0.62 Stable to 0.63 Experimental and will continue covering further changes that will affect server management. Please be aware that we are not talking about access to "exclusive information" or a "direct line" to the development team. This newsletter will be designed to keep interested server owners informed about all changes and events coming to the very backbone of our community. If you are a server owner, you can register HERE for the newsletter. Sometimes I am very surprised how the community can help each other. For example XAMpew, who wants to help all poor lost survivors with an interactive online map of 0.63 that is currently on the Experimental branch. It is still not ready, but he has done a good job so far. Thank you XAMpew! You can find the map HERE. We have already received several packages from you. Blue and Quennie sent us a teddy bear, Boydy a big bunch of Australian goodies, but one day there were seven boxes full of scotch beer in our office and we were pretty surprised! We would like to thank you Spaggie again because you made us come together in the evening and just talk about other things than just work after a long time. After all, we are not only colleagues but also friends. I would like to introduce you to these two players who love to make wallpapers and screenshots. One of them is Harold Palmer, who has been supplying us with his great screenshots for years and he has his own web page. Check out his work HERE. The second player is called Squad Crow and Chernarus is so beautiful through his eyes. You can find his work HERE. Let me introduce you MrOG, the streamer who is known (besides for his fear of wolves) as an excellent sniper. And if I didn't add his clips to this Status Report he is going to snipe me too. IS DAYZ TRASH? This question has been asked by Polish streamer TopeREC in this video. Okey, it is just a click bait header but the video is hilarious. Check it out! SepticFalcon started a new series called "How To Survive DayZ 0.63 & Beyond!" and it is really handy for new players of 0.63. So if you are a 0.63 newbie, check it out, it is worth it. I want to show you a picture of a bug we found during our internal testing. I am not an expert but I am sure this is not the way how to aim correctly with a weapon. And it is time for another riddle! I found only three correct answers this time: Matt MisterrKain Andi Carpenter Here is the location: And here is a new one. Where is it located? Send an answer to our Twitter account with the #DayZriddleTime hashtag. And this is all from me, see you in two weeks, Survivors! I am looking forward to see your content! - Baty / Community Manager Header image by apd23.
  5. On a note about the title of the thread, though... I really wish the devs would hold off calling these releases "content updates". "Content" for me means vehicles, animals, structures, and character-driven activities... Maybe use "foundation updates" or something less tantalizing! ;-)
  6. blackberrygoo

    Internal testing of the new content update 19/07/2018

    Any word on when this next update will hit stress test ?? We need vehicles back soon walking is legit killing my dayz vibe , also soft skills cuz fun .
  7. philbur

    Status Report - 17 July 2018

    Ideally, Yes... But the devs have been guilty of getting ahead of themselves in the past, and the limitations of the old tech created a real crap show with trying to get the vehicles working right. Pulling them completely was the best decision as it probably would have taken a lot of resources away from the larger core development and would inevitably been a bit of a waste of time seeing as how they evolved to the .63 state. I was not happy to hear the vehicles were being removed and initially was critical of that decision..as I thought this was a sign that the team simply couldn't figure out how to make them work...and that they were getting in over their heads. This was, again, the smart move...so I am very keen to see if they have learned from the previous mistakes and difficulties when rolling in content as complicated as vehicles and helicopters. I still would prefer to see bicycles in game before vehicles...as I am sure this would help them sort out some of the initial performance, character, animation, and server issues that might need attention...but it seems they are not even considering the bikes yet… I personally think this is a bad idea (or maybe just an oversight) so once again I look forward to being wrong! ;-)
  8. LordBlackwolf

    Status Report - 17 July 2018

    When vehicles are implemented again, I am sure they will be able to be driven without having to hunt for parts as they were in 0.62. We probably won't have to worry about having to fix them before driving them until possibly they hit stable or until they've got the game where they want it to be.
  9. philbur

    Status Report - 17 July 2018

    And remember, Dev Team... Less is more, when it comes to getting the vehicles implemented...I don't want to be scouring the countryside looking for a hundred spare parts just to get my trusty Uaz up and running! If we get fully-functional basic vehicles to play with you will be able to track the rubber-banding and desync better and balance spawns easier because we will have a bunch of Mad Max's out there busting stuff up! You can add the realism and loot grind later. (please!)
  10. Espa

    Status Report - 17 July 2018

    Happy to read Development is still churning out and .63 is coming along swimmingly. . Still VERY excited to mess around with Vehicles once more, as well as see the eventual-rise of Helicopters/Planes that'll bring the game to the level and passed of the renditions of DayZ on Arma 3 and such. Maybe next SR we can hear how close cars are to experimenting with?
  11. exacomvm

    Avoiding boredom in DayZ 0.63

    I am not sure what you mean by city boy, irl i was both "redneck" and "city boy", but in-game i like various gameplay styles even being farmer it just depends on the mood. Yes vehicles was added, but still extremely glitchy and hard to find unless its a complete server reset. They removed more than added ( talking about .62 since .63 is like a fresh start of the game dev ). Remember these days when there was rotten food ( in case u dont have normal food u had to use it and later search for cure etc ) or even option to poison food etc trolling other players that way? Every building had loot etc ( for example why on earth they had to remove+reduce loot spawns from every military building making whole NWAF+Tisy empty in .62 even on private hives? ) they got rid of that and replaced with what? Wolves? I've seen the wolves like only 4 times in 300hours of gameplay, thats good to have, but it doesn't make huge impact to the gameplay, unless you want to die faster in the forest. Talking about .63: Bicycles/Cars/Helicopters/Crash sites with good loot is a CORE and must have features of DayZ, its shame they're not focusing on it ( atleast they could bring single sedan or something like that with some placeholder animatons and basic physics and revise it later ) I personally miss the part where you have to search for car parts to fix a vehicle or just silently travel w/ bike like in old good dayz mod. However i really love the new animations and especially how much they've improved the overall graphics/map. If i had to describe mod: Intense zombie apocalypse military pvp shooter/survival with base building, helicopters etc. If i had to describe .62: Immersive looting for 6 hours and still dont find a mag for ur AK with rare PvP and no vehicles but decent survival. If i had to describe .63: Immersive do nothing and die miserably simulator ( however doesn't mean i dislike it, it just lacks stuff and its WIP ). As you can see in these years dayz has less and less things to do, but imo that reached its peak and its going to recover back to the level of Mod + more.
  12. This week, we are moving to push our first content update to the public Stress Test branch. To start today's report off, Eugen is going to talk us through the remaining issue of the week as well as last weeks challenges for the team. Our leads from animation, sound and map design share a few insights on their past work. We close everything with our beloved Community Spotlight. Dev Update/Eugen Dev Update/Eugen Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Eugen Dear Survivors, it's been quite busy around the office in the last two weeks, and there is a lot to talk about in general. I wanted to cover a couple of topics: the first content update for 0.63, and issues you have been experiencing in the past few days. Database issues with 0.62 The problem with the legacy 0.62 Stable branch had manifested in two different ways: a) an infinite spawn timer b) by loading a wrong character During the last maintenance, we switched to a temporary database to figure out a solution, making sure the issue does not repeat in the future. Since then we have identified the culprit, fixed it and will be moving back to the Stable hive during our next regular maintenance tomorrow morning. Most of you will be getting your old characters back as the data itself has not been tampered with. Blue Screen of Death crash issues This issue was quite rampant - luckily, we managed to get it identified and fixed in a patch released last week. The problem was caused by an interaction of multiple external factors that we have since looked into and found a workaround that will keep us stable going forward. New content and features for 0.63 I'm happy to say that we no longer track any major gameplay issues with the upcoming 0.63 update there were assigned a priority of blocker/critical. There is a number of issues being tracked, and on schedule to get fixed, but most (if not almost all) of them can be described as visual glitches. As of now, the patch is scheduled for a large internal playtest tomorrow and if we don't run into any more issues, we will release the update on the Stress Test branch. One thing we're quite excited about is not only the features that we're bringing back but also the huge number of bugs that have been fixed. All this together should bring a more stable and interesting DayZ experience. As we're seeing the comeback of the unconscious state, as well as everyone's favourites - the M4A1 and Mosin, alongside numerous scopes - we will consider using a specialized mission for testing these, probably switching back and forth from the regular survival gameplay to a more action packed combat scenario. I'm extremely excited to see those unconscious clutch situations getting back to DayZ, as saving people and playing a hero has always been my thing a lot more than being a bandit :) I don't want to spoil everything, but I do believe it's going to be tons of fun! See you in Chernarus! ;) - Eugen Harton / Lead Producer Dev Update/Peter The implementation of the firearms scopes back into 0.63 version is ongoing for some time now. Long range combat has always been a staple of DayZ and you can count on the fact, that it will be in the future as well. The focus is to bring back scopes for firearms currently in the game and those which are coming. Switching between iron sights/scopes The new implementation introduced the ability to use iron sights along with scope view. Of course, that’s possible only when a given firearm and scope combination allows it. If you are curious, we are not planning to do slanted sights for now. Zeroing and accuracy With upcoming scopes, allowing encounters over long distances, it’s time to utilize zeroing to compensate projectile ballistic trajectory. Similarly, you should be aware of the accuracy of different firearms to choose the best tool for the job. As a side note, barrel dispersion is already back in Experimental 0.63 version for quite some time, however it seems it’s not that noticeable without magnified view of scopes. While aiming down the scope, projectiles should be fired directly from a barrel of a gun, same as it’s while in iron sights. This will prevent the possibility of some additional angle to be added to the trajectory. Unfortunately, we found out that there is a divergence between actual projectile trajectory and directional vector of the barrel, which is definitely an issue on longer ranges. We are currently going through all aspects of range combat as we are trying to isolate and fix the underlying problem. Revision of scopes Reimplementation of scopes is also a good opportunity for us to revisit individual scope models, as well as their configuration. Especially their camera positions, reticles, magnification levels and zeroing ranges. For some of them, it’s needed anyways, for example the PSO 1 can be used along iron sights, and it’s being turned into a 3D scope now, instead of just a 2D texture. This change alone requires a removal of the eyepiece to avoid the first person camera clipping, and will allow for a in-scope view as large as possible. We don’t have a picture in picture rendering, so we're looking into adding some post-processes such as depth of field, sphere distortion and colour tints to make scopes more visually pleasing. I believe that scopes will now be be easier and more fun to use. Zoom in... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor The animation team has been quite busy over the past two weeks, creating some completely new animation and improving existing ones. Let me go over a few of those. New usage animations for items like a shovel, pickaxe, or hoe These should provide more variety in animations and a better representation of each item in general. Improved holding of items emitting light We have added a new animation instance and a new set of animations (walking, running, holding) for flashlight, torch, and a flare. Players are now able to have the light in better positions. Animations related to vehicles We are testing and finding the best way of adding animations for changing gears, starting the engine, and other related actions. Improvements to existing animations and systems We created new animations for when the player gets hit and added more unconscious variations for different items and stances. Additionally, we polished attacking animations and fixed bugs related to firearms animations. We've also made a bunch of new holding poses for various items, so your character can now hold items in a visually more pleasing way. - Viktor Kostík / Lead Animator Dev Update/Adam Franců This time around I won't be sharing anything brand new, as I have spent most of past few weeks squashing bugs all over the Chernarus terrain. While the 0.62 update has definitely brought Chernarus up to whole a new level, the vegetation swap also introduced a lot of issues with the object placement. This trend continued with the update 0.63, which introduced a revamp for rocks, stones and bushes as well as a number of model updates to the environment assets (be it a complete replacement or just smaller changes to the doors and ladders). It has been a long time since a proper bug fixing passed and as the updating of 0.63 is progressing, Chernarus should definitely receive some bug fixing love from us. Over the past weeks, I have squashed literally thousands of issues (major issues like getting stuck somewhere, problems with swimming, ladders, but also minor ones such as frequent object clipping). I am certainly not done yet and plan to continue this bug bash in the upcoming weeks before returning to the general map updates (for example we have got buildings like the city police station to add to the major towns). There is one more thing that I would like to mention, as it is kind of tied with the topic bug fixing. Everyone knows (and loves ) the all-Cyrillic directional and settlements signs (did anyone say KAMYWOBO?). For a very long time, a number of settlements, railway stations and road intersections in the new (non-Arma 2) parts of Chernarus were completely missing these features. As a part of this bug fixing pass, we have re-added them along with fixing many issues with the existing signs. These changes along with the already mentioned bug fixing pass (or at least a part of it) will be available in the Content Patch #1. I hope that you all have a great time exploring Chernarus, see you there! - Adam Franců / Map Designer Dev Update/Filip Čenžák The last couple of weeks brought a number of updates from the audio department - we don't have any samples for you, but most of the things should make their way into the game soon enough. Let's go over a couple of examples: female character voice support has been added some new character sounds have been added hacking down trees cutting bark off of a tree digging mining for stones cooking (boiling, baking, drying) thunderstorm sounds were improved to capture the atmosphere of DayZ just right For the upcoming new features and content for the Experimental branch, we've mostly contributed in terms of weapon sounds: a sonic crack of bullets has been improved impact sounds of bullets have been improved Mosin and M4 sounds have seen some updates we have a brand new set of reloading sounds for each weapon we've managed to fix a bug with weapon reload sounds while on the move - Filip Čenžák / Sound Designer Community Spotlight Hello guys, At first, I have a news for you. Our name on social channels has been changed. We were known as DayZDevTeam on our Twitter and Facebook for a long time, but now we are just DayZ. So no more weird tweets like "I am playing @DayZDevTeam right now, come and join me!", I am so proud of Martin, who managed to change it, it is not that easy. Don't forget to tag @dayz next time! Let's check the community content. Do you have a Samsung Gear S3 watch? Flip-Gaming.de has an inspiration for you. He made the most perfect Watch face ever and of course it is in DayZ style. Some of you went to real Chernarus and sent us nice pictures from your trip. Like NiloxCSHO from Reddit, who didn't need a map to travel around this area. He knows Chernarus very well. Check out the gallery here. I want to show you a talented player, who can make really nice screenshots. His nickname is Sp1kerZ and you can follow his work on Twitter. Keep it up, man. Streamer Reece McDowall shared a screenshot with us. It is about resolving struggle between players. The king is dead, long live the king! Love is everywhere, even in Chernarus. WineDaddy captured a picture of two lovers who don't care about the apocalypse. I have no idea how you made it, WineDaddy, but you did it right. And the last thing from your content is a story made by M1NDR. He infiltrated a group of cannibals and tried to destroy them from the inside… And we want to congratulate M1NDR because he hit 100 000 subscribers on his YouTube channel today! You are amazing, man and we <3 you. You've sent me so many answers to the last riddle, I was really surprised! But only a few were correct. Here is a wall of fame! Puddin_TheKrow D. E. Parry Rustycaddy CanisDirus Go Up Setup Jacob_Mango And here is a next one. Can you guess where is this location? It is not so hard this time! Tweet your answer to our official Twitter channel with a #DayZriddleTime hashtag. Don't forget, our Twitter is changed to @DayZ now. Thank you for reading today's Status Report till here and see you in two weeks. - Baty / Community Manager Header image by CMDR_sunny.
  13. Richard III in Leicester

    Every 3 mo over last 5 years I try Dayz Again...

    Another one who, like you, returns every few months to get my Cherno fix. Same as you I have the same conversations with friends who all used to play it and now say it just needs to die. But, I'm sure all those guys would love to revisit if/when it finally gets to a point where it works...... Maybe. I just wish they'd add bicycles already. It would instantly bring a new element of [dareIsayit] fun to things. The current vehicles imo are pointless. I've never bothered to fix a car or truck as there is no reward from it after all the hard work. Maybe that's because I'm lone wolf and antisocial lol. An ATV hunt used to be one of my big early game milestones back in the day. I'd love it if they put some of those back in. Controls are being declunked-reclunked and fit in to suit a control pad aren't they? For consoles? Or is that just in my head? I agree with Ninefingers, I actually prefer the zeds from the Mod still. Just stop them from glitch hitting through walls pls. But landing a headshot with a G17 on a zig zagging bloodthirsty mutha f*cker , that felt good. Putting down a pack of zombies with a pistol, saving your mates who were lagging or panicking lol that felt like you were a hero. Where as SA shooting still feels completely random in comparison. So it isn't satisfying at all, which is a huge shame. There's so many good things they've done, the map and the buildings improvements. Just the gameplay that has to become far better.
  14. Hello Guys, i'm player of DayZ since 2013, i waited anxiously the release of 0.63 version, and i notice lot of improvements under various game aspects, but.... after 3-4 weeks of play, i'm getting bored! No more animals, no more vehicles to repair, no base building, reduced crafting capabilities, i'm living, running, roaming over the entire map, but the only thing that can break boredom is an encounter with another player... PvE it's dead? I think this is the time to release some real improvement like base building, vehicles (not too luxurious, a simple bike maybe a good starting point!), events, heli crashes, animals, hunting, farming... where are all these things?? Some of these has been removed from 0.62... Having you some tips to avoiding boredom waiting for some new release? Many thanks, see you in game guys! Remoz
  15. Private Evans

    Where is the DayZ population?

    Being around here since the early days, I am checking the BI forums regulary but stopped playing DayZ a good while ago... until zeds, animals, vehicles and base buidling are feature complete that is :) I also defenetely know a lot of people that are waiting for the final game. Modding and hopefully some nice dlc's like in Arma series will then keep this alive and kicking for years ...that's for sure :) cheers
  16. JimmyJennkins

    Training required

    I find myself trying to get back into Dayz seeing the game being turned now into the relic that it once was, as well as following suit with the dream I have had for the past six years. The mod I loved so much, turned standalone game, is a beautiful land to explore with friends and interact with new players, though more and more I find myself frustrated with my inability to do so. The skill and knowledge required to play Dayz without third party apps (ie. DayzDB) is very high which can be a daunting task for new players to confront without the knowledge to use these apps or just the game knowledge to play the game players can find them self lost in a very unforgiving world. But there is hope an idea or a proposition; a train. How would the train work well simply it would move about coastal cities and towns, but how it is controlled a simple AI told to go from point A,B,C along a designated route, give it the ability to make it up and down the coast in reasonable time make it stop and wait at the train station of every city for some time and have a whistle so players can know it is coming. The problem I see is the camping and premeditated murder of those planning on taking such a ride but with risk of dying comes reward of seeing your friends and having a meaningful game play section. This is the idea I have thought of so that the implementation of complex vehicles could be pushed back so that focus could be diverted elsewhere, let me know what you all think.
  17. I disagree In stable I prefer to play like it does, for future readiness. In experimental builds and stress test builds where I know my character won't last more than a week I usually play a bit looser. If you agree with the basic concept that DayZ aims for authenticity, then you must agree that having an invisible drone is anything but authentic. It's a survival horror MMO that most people exploit the feature pour versions to play as a shooter. You are in a tiny minority playing this way. I have a very good average of "friendly" and neutral encounters in 1PP by nearly running into another player and talking through the situation. Where do I even begin to unpack this? The developers vision is carried into Vanilla. Modded versions of DayZ will fulfill the enlarged bold faced type I highlighted. I firmly believe that most people will not play Vanilla, or hardcore survival mods and DayZ will have PuBG/CoD/BF style mods which I would guess 75% of players will gravitate to. PERMADEATH will be very real on private servers, private hives, and single server based mods. The "moral" consequences are up to the player who can choose to project themselves into their character and act accordingly as a survivor might or be a disaffected rambo asshole in an apocalypse. Modded versions will settle all of these concerns, from 3pp to KoS. I imagine there will be certain versions with 0 survival elements at all and are basically Arma with a DayZ skin. Base building, camps, and vehicles, alone will provide a lot of goals and "endgame" that require little interaction outside of maybe joining a clan or group. Some of my favorite memories of DayZ are the interactions but I very much enjoyed playing 600+ hours of the mod almost completely by myself and proving I could thrive that way. For me, logging into the mod and seeing how many days I've survived typed across the screen was a big incentive to play everyday. I knew I had avoided or killed many murderers and killed hundreds of infected and traversed the map many many times, having built vehicles and established camps and stashes, eventually banding together like minded survivors and pooling resources. In a sandbox the endgame is essentially up to the player, to some people that's being a coast rat, to others that means living off the land in the North, and to even more people it's some kind of quasi-CoD experience. Which are all "valid", though I might argue some styles are more fun for the entire player base than others. The "point of DayZ" is just as the tagline says, "This is DayZ. This is your story.". I can RP any number of characters, serious or not, all under the context of a zombie apocalypse. You've found your preferred play style, and that's fine, I mean, in real life I value experience far more than material items as well... but I fear you've steered me too far off topic.... Again, you are in the tiniest of minorities with this use of 3pp drone cam. You're also tying KoS in too closely here. 3pp drastically effects any form of PvP and PvE experience, whether talking comes first or not. I do not believe that the concept of immersion is subjective at all. There can be clear and logical definitions of what's immersive and why. I've known for a long time that removing 3pp isn't going to happen, and yeah, it's a business decision, but the devs would not have publicly encouraged the player base to try 1pp if they did not believe that 1pp was more true to their design vision. A vast majority of people play 3pp because it's easier and that's where their friends play on, period. I almost always ask new players this question and the answers are almost always the same. I thought I had?
  18. I think it is time for the world of Dayz to get a very basic facelift. 1. Out with the old, in with the new... : The world of Dayz has always been one of cold war era cataclysm and decay. Decay is cool and all, but let's be real, the environment of Dayz has decayed to the point of turning white *insert poo emoji here*. Dayz could be brought to life (yes I get the irony) if its environment were to be shifted from one of years of decay, LONG POST INFECTION, to one of mere DAYS or WEEKS after, or even a combination of the two. I think Dayz could get a major environmental boost from transitioning to showing players the world of DAYZ in the midst of ground zero. Buildings and streets could look fresh (still strewn with chaos in the midst of the very recent collapse of society), vehicles shouldn't be rusted very much, supermarkets and stores can still be found stocked (somewhat significantly) with various food items and the like. SURVIVAL IS HARD. But for the longest time, the world of DAYZ has felt beyond picked clean. And it is boring. It is time to freshen up zombie Armageddon. 2. Longer-term environmental goals: One thing I would love to see some day, either done by the devs or modders, is a complete "fast-forwarding" and setting transplant, of Dayz, from the Cold War era to more modern times. Vehicles which look more modern, like how Arma 3 set its timeline in 2035 (Dayz could shoot for 2020, for example), along with fresher looking weapons, attachments, items, clothing, and buildings....would simply...be BEYOND incredible. I think it would be cool if the dev team could really consider what it might actually mean to "breathe new life (or death)" into the world of Dayz Standalone.
  19. Whyherro123

    The state of current gameplay

    What is it *this* time: lack of food and water, lack of guns, or lack of vehicles? -reads first few sentences- Ah. Welp. Nothing new, i see. It **really** seems like Day Z isnt the game for you. It is **supposed** to be hardcore.
  20. WELCOME TO THE DAYZ COMMUNIST FACTION; CHERNARUS MOVEMENT OF THE RED STAR! We are a Tactical Softcore Milsim Unit, within DayZ: Standalone, that hopes to bring Military Realism & Roleplaying to this Zombie Survival game. We are one of many Factions within the "New Dawn" Roleplaying & PvP Community that play and battle on the New Dawn RP Server and hope to bring a similar buzz of Military Realism that you can get on Tactical Shooters like ArmA 3 and Escape from Tarkov in a DayZ Community. so pull up a chair for Socialism in this DayZ RP Faction; join a Combat Unit or just Support us Bringing Communism to the South Zagorian Region all the while purging the Z-Virus and those that do not stand for our Cause from the Motherland!!! URRAAAA~!!! Rules & Requirements of the Red Star Army: 1. Must be at least 16yrs old to enlist. Exceptions can be made. 2. Must understand this is a Military Realism Faction and that Maturity and Respect for the chain command must be maintained while on duty and off-duty with your fellow Comrades. 3. Must understand that we are a roleplaying group, while also a Military gaming Faction, that plays the part of Communist Soldiers in-game. We do not promote true communism IRL. 4. When conducting ChDKZ Operations, Training or Mini-Ops or utilising the ChDKZ's Arsenal at any time at no time should members be shooting friendly forces, shooting unnecessarily, blowing sh*t up, crashing vehicles/air intentionally or generally being disruptive. This includes pre and post ops and all use of the ChDKZ equipment at any time. 5. During ChDKZ Operations, Training, Mini-Ops or general RP scenarios immersion is very important to a lot of members and therefore for the respect of other members we ask that you maintain this immersion. ( Definition of Immersion: 2. deep mental involvement in something. ) 6. Any member that fails to operate to these few basic rules or are not able to achieve the level of required maturity may receive a warning, Formally Court-martialed & Executed (Perma-death) by the Political Officers or be asked to leave the Faction, not necessarily in that order and potentially without prior warning. Thank you for taking your time in considering our group. We hope to see you on the Frontlines, fighting bravely, Tovarisch Soldaty! If interested, please join our Forum page or Discord: http://newdawndayz.com/showthread.php?tid=623&pid=2360#pid2360 https://discord.gg/NuSBnzC
  21. Higher7Self

    Feedback on 0.63 Exp.

    Hello, I just want to add a few my thoughts.. I know things are still progressing and tweaks will be made. Currently I have mixed thoughts about the changes implemented or direction this game we love is headed. In my time playing Dayz, while not perfect, I had the most fun playing during .59 and .60. Simply put a lot of what was in the previous versions i feel should have been left the same. I'm speaking of the UI, default key settings, the shooting mechanics, animals, vehicles etc. Again let me be careful and clear as I'm not bashing the Devs or Dayz. I'm just passionate about the game as much as everyone else. The only things .62 and versions before were missing was the new engine and player controller/animations. Last year sometime I stated to some friends that I was excited for .63 and nervous at the same time. Worried that the game would change so much, that one day we would be saying, "We wish that we could go back and play the earlier versions of dayz sa somehow." Currently in my humble opinion, this does not "feel" like Dayz SA. Never thought I'd ever be the one to say that. I hope the ability to play modded Dayz SA vanilla versions will be possible somehow.
  22. emuthreat

    Going Hardcore is "how to expell"

    I think the problem is that too many people got used to playing a placeholder that was going to be more or less completely scrapped and reworked. Lots of the new content that made it into pre .63 builds was a waste of time just to keep the project alive. Some things like the CLE and tents and vehicles were likely added both to give us something to do, and for the devs to gather data about player habits.After a certain point, they had to have known that it was all going to be scrapped, yet added and bugfixed more stuff for us anyways. To all of those who are disappointed that the new experience doesn't line up with the crappy, bug-ridden, placeholder experience: Oops. They got me too. I don't like the new inventory; locking out hotkeys while tabbed open is unnecessary, as is forcing a stop when inventory is open--instead of slowing to a walk. Having to use the "F" key to pick stuff up, and not the mouse is frustrating; but not as frustrating as having to hold down LMB and not even have the option to use "F" key to perform continuous actions. Stamina needs balancing. The system for raising weapons likewise forces the player to hold down a key tediously long, while also having to use yet another key to ADS. This part about having to hold a key to raise weapons they explained was because someone was annoyed that players would constantly walk around with their fists up or thier gun raised. So why not just leave the controls alone, aside from making spacebar a hold instead of toggle function? I am VERY curious to see what the default XBOX control assignments are. Hopefully they make some quality of life adjustments for these things that have been made arbitrarily more difficult and offer no compelling benefits to how the game is played.
  23. Hello Guys and Girls, my 3rd Post and I hope you don't expell me because of this dramatic post. ;-) I want to explain and take care of what is given to us by the devs right now and how it is not good. But I won't discuss the stress-test situation, that's a tick to dramatic. This post is about the direction DayZ is going in which is calling hardcore gamers for traveling, hiking and just looting. In my opinion, that's a totaly wrong way. If we look closer in the very small view the devs gave us actually in the playable exp version, we can see a loot things had changed in difference from 0.62 to 0.63. There are a few main parts beside the technical stuff like engine, that makes it a completly game changer. - Why it has to be a game changer? It don't has to be, the devs just want it. I think they are in aware of what they are delivered in the past, which is not good, which is not much, and now want to get recognition from players. At this moment this game, in going further, will be destroyed. The game itself, its gamedesign, in 0.62 is not the problem, that massive amount on bugs and misslead communication (if there was a communication at all) from devs. 0.63 game design, as we can see it by now, is completly driven away. - Inventory That's the most actual point I can deliver from my point of view of how they are trying to change the game by making it way more, as they would call it, "innovative". In real it's just way more complicated. There is no argumention that this in need because of that new crafting system. That's just a bad implementation that frustrates players. If I have a complicated system in a game, I would try it because i'm interested, or it's to cheesy to try it. Mostly it's too cheesy, that's where good game-designs comes in handy. Or not. - Stamina Okay, now we got a stamina system, that's not bad at all. It's a realistic consequence for DayZ. But, the stamina system at the moment is just blocking any good movement feeling yet. There is no big difference between no backpack and a backpack and of course it is not in a realistic setting yet. If you don't want players run all over the map, you can do it by setting the max to 3-4 minutes running, not 20 seconds. Than you feel good moving. Even with vehicles that aren't available yet. - Communication That's by far the worst a dev team every delivered on a half-way mid-stopped project that is like 50% but nevery reaches 51% of releasing. Even after every stress test there is a sentence like "finished soon". That was about 2-3 month ago. The devs are doing "community streams" or "dev streams" in which they are showing the already known status. Do this on every other product in a real economy and the people are going rage. The devs do not take the customers serious because they can't or they won't. Both options are not good looking. And this is how you expell casual gamers, gamers that played DayZ 250-500h which is already much, by doing everything for the 3000 players that are actually playing. The devs, in summary, just ignores which makes them popular, gave them money to do their work, to live their live, by ignoring the thousand of players NOT PLAYING DayZ right now. No thank you. There are still a lot of other things that could be discussed, but I'll just leave this here. My planet needs me! PS: My Person: DayZ played since 2014, over 2200 hours, playing 0.62 nearly every evening.
  24. DannyDog

    Status Report - 19 June 2018

    They already function to a degree if you enable them on the unofficial offline mode. But it's just a matter of server synchronization, user actions and simulation configuration. Because they're not really starting from scratch it shouldn't take as long as it did last time vehicles were implemented. But i'd expect vehicle work to start after they complete the movement system. (jumping, vaulting, user actions)
  25. Espa

    Status Report - 19 June 2018

    How much longer until we're given back vehicles? With the new game engine, I think vehicles will reintroduce a lot of fun encounters.
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