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Showing results for 'Vehicles'.
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WELCOME TO UK420 The UKs Number 1 Vanilla+ DayZ Mod server! IP;54.36.126.208:2302 How to join: 1. Make sure you have Arma 2 and Arma 2 OA installed. 2. Download Arma 2:DayZ Mod and launch it. 3. Once in-game, press Multiplayer to see all vanilla DayZ Mod servers. If you encounter errors when trying to join, check our discord for a trouble shooting guide. UK420 is a "NEW" DayZ experience. No Admin tools! We offer some very unique features that NO OTHER SERVER has! Added Humanity system spawn loadouts. (Bandit or Hero, each is a different path!) Added New buildings (Military camps and added barracks all over the map!) Added more vehicles. Added Heli and Plane spawns. 64 slot server running on a dedicated machine = Very high FPS! 3 hour restart Cycle DayZChernarus - 1.9.0 3rd Person: Enabled Cross hairs: Enabled Death messages: Enabled Spawn selection: Enabled Side Chat: Enabled We run the biggest Arma 2 DayZ Mod server to date and I hope to see you there! Term - Owner of UK420 DayZ Discord; https://discord.me/uk420dayz
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I think that players that are tied up should be able to be forcefully moved by another player, and also be able to be forced in and out of a vehicle if still tied up. This would support more realistic bandit play styles, and even hero play styles. While the player is tied up and being moved he should be able to attempt to struggle and break free of his captors grip but will still be tied but now able to move freely. If he is tied up and was forced into a vehicles seat, then while sitting in the seat, they should be able to wiggle out of the cuffs,rope, or whatever is keeping them tied HOWEVER while wiggling, there is an animation for it and anyone can see it, so once they add the ability to aim inside of vehicles, someone could sit next to the prisoner and have a gun to their head making sure they don't wiggle. This whole idea would work great with the ability to gag players typing and mic ability with duct tape over their mouth! This would make for some amazing kidnapping scenarios in a non lethal way. Please tell me what you all think!
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I really liked last few updates. I love how they divided them in small, but very important updates. 0.59 had tons of vehicles, 0.60 new renderer, 0.61 audio and predators and now 0.62 vegetation. And now they are adding animations and player controller. I really like how they managed to get on the right track, before they added some new fixes, weapons and nothing important.
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Well I kinda agree with the Radio's but I feel like there are 2 options; you go full hog and basically do something like ACRE/TFAR or just keep it plain and simple, anything in between would be a waste of time and effort. Personally, I think radios should be properly simulated because radios would be hugely important in a post-apocalyptic situation. So for civilian's, you could just have things like: Walkie-talkies which work on a fixed frequency and have a short range and low output power Portable (Handheld) radios which are more advanced and can be programmed and have a better range. You could have 2 or 3 models which have different maximum output power, frequency ranges and memory sizes (for saving frequencies as channels) Mobile radios for vehicles and structures which have much better ranges and output power plus maybe have 1 model that can support dual channel. These would need big batteries and separate antennas but obviously be more useful [Up Military radios would be more powerful but much more difficult to find and to upkeep: Portable radios have limited channels and power with some models offering encryption and some not, mainly used for "squad net" so talking as a group. Mobile radios for vehicles and backpacks with much larger ranges and power and all support encryption but are able to toggle encryption when outputting (always accept encrypted radio traffic) All civilian radios would be unencrypted so you could scan through frequencies and pick up other people's signals. You could also use different batteries, you can get larger batteries for handheld radios at a cost of weight and size, having the option would be nice. Also, the more advanced handheld radios and the portable radios should be able to set their output power so you can balance battery life and range/penetration. You could also find headsets to use with the higher end portable models and mobile radios so someone can't hear your radio when they walk past. Military radio encryption would work by faction when they spawn but with the ability to find a reprogrammer (small device with a cable to connect to radio) to change the encryption so only the radio's you reprogramme can work together when encrpted. The frequency they should do is HF for long range, VHF for a balance of range and penetration (trees and building) and UHF for short range. Radios should interfere with each other if their frequencies are too similar. I know this would be complicated and I wouldn't expect this until very close to release but DayZ needs a commitment comms system or everyone will just use Teamspeak which, in my opinion, would damage the gameplay. Imagine a person tracking your group down by listening into your radio frequencies or calling a server event by getting to one of the large radio transmitters and sending out a message. The dev team could work with the ACRE team as they seem to have done a lot a ready and could impart some useful knowledge and experience to speed up the process or ensure the implementation is well done.
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Welcome back! Boy oh boy, where to start~! SO, vehicles are really really buggy right now, both on Experimental branch and Stable Branch. We are on the cusp of all physics engines becoming unified as Beta gels. Short version is like this, the stable version of vehicles available are running on older tech than what's found on experimental, but both are buggy for different reasons, and in different ways. Searching for tires isn't necessary as you can repair all but double wheels currently with the repair kit found in the vehicles inventory. With any damaged tires you will find climbing hills to be near impossible in a truck or bus. The top speeds of the truck and bus are 70-80km an hour currently (if I'm not mistaken), and you can shift a bit earlier than your instincts might dictate, especially if you have some downhill or level terrain. Eventually we are supposed to see many more engine and body parts, and huge improvements to physics and traction performance, which will make vehicles much more sought after for groups, and a challenge to maintain. They are basically ready to go when found now for testing purposes (and this is why the ruined battery worked, or it's a bug). Dirt bike, ATV, pick-up truck, crop duster, helicopter? In time. Please, and working well.... thank you.
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Returned to DayZ yesterday after like 2 years not playing, and I got a surprisingly good experience out of it. Kind of. I found a bus in semi working condition and after scavenging in the area, found enough wheels to get it going. Damn, driving that thing was impossibly difficult, but I'm not sure if its intended to be this way, or if it was damaged in some way that made it worse. I actually really like the manual transmission, but it seemed the bus was completely incapable of making it up inclines that were too steep, even with a lot of momentum going in. The bus also seemed prone to being "beached" on any hills or bumps. I had to completely remove and reattach the wheels a few times to bounce the bus out of the ground, and at one point, when it had become stuck on a train track crossing, it suddenly disappeared altogether. So are vehicles still a bit buggy, or are busses not intended to be able to make it up certain inclines at all? It did have a "ruined" truck battery in it, so that could have had an impact, but its speed on level ground seemed pretty good.
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I give all of this all four thumbs up and parts of the above have been the content of my prayers ever since I spawned for my first time in Dolina. The only issue is - where are the gods we pray to? I don't even know if the devs read these forums or care about the players' input and I wouldn't be surprised at all if the didn't, considering the fuckloads of shit they get virtually every day. Can someone tell us if the final version is something already on a drawing board or is it still just a vague concept? I read every now and then how the end result will be a 'deadly survival experience', with harsh conditions etc., but these words can mean anything. I read status reports only occasionally but I've never seen the devs address the main and real issues like the pointlessness of interactions (survival-wise, at least), less-than-fascinating looting experience, etc. Like the OP said, you can add millions of features like vehicles, scripted events or fancy graphics, and this all can still mean squat for the gameplay - in the end, boys will loot and then go die at Cherno/NWAF/Tisy. Taking down everyone encountered with them. Re: the psychology of war - just yesterday a friend of mine was attacked/KOsed three times in Elektro and Bere, all by freshies with fists or screwdrivers. No, it didn't feel dangerous or exciting, don't teach me with a smug smile how dodgy Chernarus is. Rather, it felt like my friend could have a more interesting interaction with a voice-activated Google service and I mean it literally. Nothing what I followed in the development seemed like be designed to address this issue at least in a small and partial way. These are all very legit concerns so don't you alpha me, because like said above, no amounts of base building and choppers will ever solve this issue. It seems I'm not the only one concerned with the development. The other day one dev told me 'the first priorities are not the first deliverables'. Fine, but what are actually the priorities? Where can we read about that or even reach the devs themselves? Let me start with a simple question - is the 'berserk bambie' strategy fine with people responsible for the development? Do you just 'hope' it will go away when you add more stuff and what's your plan B if it doesn't?
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How many people here do legit real banditry?
Kirov (DayZ) replied to The_Lonely_Bandit's topic in General Discussion
I hear but I can't agree. Game design wise, it's gameplay not culture which shapes people's behaviour. If there's no benefit in teaming up, you can't expect people to do so and it's in fact strange if they do. It's like you had a board game and you could buy a special card which does completely nothing. Sure, a family or two will try to have these one each, but the majority of players will just shrug and give it a wide berth. People behave more or less rationally and I don't think that the community has much to do with it. People KOS because there's no endgame, gearing up in itself is boring, ammo is abundant, etc. Sure if you raise the difficulty level, a lot will complain and quit, but the remainers will adapt their behaviour. Others will come in and enjoy the game like it was supposed to be, i.e. a post-apoc horror survival. Also this specific current kind of gameplay (i.e. focus on early weapons instead on PVE aspects) attracted a specific kind of a player base and I think that's where the devs made the biggest mistake which is now biting them in the ass on various forums. They should've started with the campfire mechanics not the M4 modular assembly. Crafted bolts should be priority over SVD or even vehicles. Small wonder people are surprised now that there is a cold weather. I'd love to have meaningul interactions in DayZ but I just can't see how I can get that. I don't need a partner for Tisy raiding, hunting, car driving, zombie killing etc. And there's too much risk that I've just run into another bored kiddie. Usually I tend to keep my distance from other players. I have a lot of fun on my own and when I get bored, I just quit DayZ for a while. But give me a reason to approach and I will happily do just that. -
Good Tuesday Survivors, While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available. For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things: Separating Official, Community, and Modded servers into their own tabs Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth. The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent. - Brian Hicks / Creative Director Dev Update/Eugen Hey Guys, 0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it! The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live. While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way. Its hours of research and digging from unknown code. And some of you might have a experience doing that. On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. To give a glance at the currently open development items in our teams: Programmers • UI Inputs bugfixes • Communication systems optimization • Weapon handling and aiming • Vehicle physics refactor • Vehicle controller refactor • 3rd person camera collision changes • FNX basic state machine and script class tweaking • IZH18 basic state machine and script class tweaking • Animation events for player • Physics collision system refactor and optimization • Melee damage types • Different damage levels in selections • Attachments refactor • Animals spawning • AI hierarchy refactor • Tons of crash fixing • Tons of bug fixes Animators • Throwing animations • Two handed hit reactions • Player turns for pistols • Rifle hit reactions • IZH18 animation tweaks • Combat player graph Designers • Fireplace new particle system implementation • Traps with grenades • Drag and drop for final inventory design • Player action targeting and floating cursor • Communication systems • Quantity refactor • Advanced placing system tweaks • Construction watchtower • Animation events for player • New zombie models • New player models • Animation events for player • Server browser separation • Area damage • Crafting framework • Vehicle tweaks Audio • Positional environment audio tweaks • Infected audio recording preparation • Player and weapon animation events setup QA • Playtesting the 0.62 update • 0.62 feature testing • Internal client stabilization Art • Old assets rework • Buildings optimization • Doors unification • Weapon tweaks for new gunplay • Car wrecks • New rock formations • Color tweaks for Chernarus - Eugen Harton / Lead Producer Dev Update/Peter As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users. Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports. Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition. Believe what you see... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well. On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report. Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking. 3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff. Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good. Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it. We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game. Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community. - Viktor Kostik / Lead Animator Dev Update/Adam As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE. - Adam Franců / Senior map designer Community Spotlight Hello Survivors, So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it. First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: Some of the participants in a group photo before start of the battle. Photo of the winners who conquered the castle by Redseven. Thanks so much to all who attended and we are looking forward to seeing you again on another event. We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel. We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes. I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ folder to help to solve the crash problems. We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker. Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you. And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us! Original screenshot. Waiting at daytime. Alternative edit. Final edit. And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures. Thank you for your content survivors and see you in two weeks! Header image by Harold Palmer. - Baty / Community Manager
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How many people here do legit real banditry?
Kirov (DayZ) replied to The_Lonely_Bandit's topic in General Discussion
I believe I raised this issue several times and I was far from being the only one. I hoped all these problems will go away with the final release, as 1) the sprinting speed is set to be reduced when working vehicles are in (can't wait for that bicycle!), 2) the stamina system is in, 3) the weight system will further slow down all those tanks on foot which come out of Tisy/heli guantlet; fully-geared people will be hopefully sitting ducks. As for the difficulty, I think we start to see some progress - in 0.61, it was perfectly possible to spear the zeds without a scratch. In 0.62, they tend to land their punches even so (although maybe it's just a bigger desync). The bow still despatches the zeds like a dream. But maybe it will only get better? The devs must have something up their sleeve, besides it's not actually that hard (design-wise) to greatly increase the zed difficulty. First and foremost, I think they should be attracted to each other's yells. Second, give them more hit points. Then you can add some other zed species like ultra-runners, jumpers, wall-crawlers, door-smashers, etc. but this is probably much harder. Do you think maybe we should contact a forum mod and ask if the devs are aware/care about this problem? Because now you got me worried. I fully agree that the final release will be unplayable in the long run if this is not all solved. People shouldn't look for interactions "to make finally something happen in this boring game", it should be a game-induced necessity or at least a huge benefit. -
Haven't tried driving vehicles yet , most likely not my rig .... it's easy to tell when before the patch I had 45-60 fps in towns and now it's down to ~ 30 fps everywhere except the woods .. clearly plenty of optimization to be had with the new lighting and such , I'm not going to complain too hard due to the fact that I'm not really playing dayz like I used to ; it just doesn't have much to it still and isn't enjoyable with even less frames . I can't wait until .63 debuts and brings some content with all this fancy eye candy .
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Has the patch halved peoples frame rates? Probably to do with your rig. My game feels practically the same as .61 What fps do you get? Perhaps you're referring to the huge fps drop you get after driving vehicles for awhile which is most likely the cause of numerous memory crashes people have been getting.
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Hey guys, After seeing the night vision goggles in the work in progress section I'm getting a bit worried they might take away from the game a bit. I remember in the original mod they were pretty hard to get (maybe only at chopper crashes) and running around in the dark with chem-lights and flares etc was still a thing. That was cool. Then pretty soon every hacker and his dog had them...that sucked. In Epoch mod NVGs were replaced 10 minutes after you died by a quick stop at the trader or your personal safe. So basically everyone had them, every night. Although I did enjoy Epoch (mainly for the base building,PVP, and vehicles) the NVGs totally ruined the survival aspect of the game for me. I love in Standalone how we have to use crafted torches, lamps, glow sticks etc. It puts everyone on an even playing field, where staying hidden in the dark sneaking around but potentially missing out on loot, or lighting up a house while waiting for the rain to stop are heavy choices. If we all have NVGs, all the torches and other cool lighting in the game wont really get used much. Im not complaining or hating totally on NVGs as i see them as a possibility of making the game bearable for those that cant stand playing in darkness (and I cant deny they are lots of fun), however i really hope they will be hard to find and keep powered (if at all) as DayZ is the best survival game there is, and if everyone has NVGs..well..it might become more PVP fest that survival. Anyways, just my 2 cents...hope everyone has a good weekend...
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It's pretty obligatory that will happen. Because tents and vehicles would get penetrated by the newly replaced trees.
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I still like the Idea of a mental health state of mind level... This is a real-life obstacle after all... Some people can crack under enough stress or series of stress events and unlogical paradigms Just as a reference point- EXCELENT JOB WITH THE NEW SOUND AND GRAPHICS IN THE EXPIREMENTAL BRANCH! I AM THOUROUGHLY IMPRESSED! Outstanding! AND the vehicles are working smoothly... Except that they get stuck easier now.. well the bus does. This game still kicks in Playerunknowns balls in means of charector movement and realistic limits to the human skeletal and muscle operation in physics... Only thing though,, You really need to make it where you cant turn on a dime (faster you run the wider your turn. and if you perform an immediate stop from a sprint you fall flat headfirst. and tripping on low obstacles instead of just clipping the avatar and making it come to a dead stop. These three things... Phenomenal work gentleman!!!
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I'm not an expert in the editor, but I suspect that dayzmod is basically blocking things that you are trying to access vehicles - dayzmod has banned/blocked many of the military vehicles. crates - similar to vehicles, only some are allowed zombies - I think you are just placing the model - the control of the zombies is part of the dazymod code.
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Lets talk about easy stuff that we would like to see for spawning, like the clothes, the gear and locations et cetra. I personally would like to see themes to certain spawn points. Like spawning on prison island with prisoner clothes on or police uniform, same for police stations. With the minimum amount of locical gear, like a lighter or a shiv, improvised rope for inmates flashlights, radios, expandable batons, cuffs for police. Not necessarily all of those but one or two. hospitals can have people start as Doctors or nurses, right now there arent any patient gownds so that would need new items. firefighters in fire stations. making this a rare instance to avoid playing the death lottery where people kill them selves like pulling the arm on a slot machine. It would add a great narrative to a persons playthrough. They can spawn and be like "okay i guess i was a farmer when this happened because i have overalls work gloves and a straw hat and seeds" people getting into thier story "i was an X before the outbreak and now im trying to survive in the woods" or "im ambusing vehicles in zelenogorsk, i used to be a police man but now im a marauder" any one else have ideas on how spawning can be better?
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Hi all. Im new to the DayZ mod, but used to mess with ARMA 1 and 2 a long while ago. I never got too heavy into the mission making, but I used the editor sometimes to make very simple missions so I could test out things, practice shooting, driving, flying, etc. So I decided to mess with the editor for DayZ as well to test things out. But I have some questions I need help with. 1. Is there a way I can use or download a big pre-made mission to populate the entire map with active zombies, vehicles, ammo/weapon crates and loot?? Or do I have to do it all manually for the whole map? 2. Why cant I add ammo and weapon crates to my test missions in DayZ like I used to in ARMA 1 and 2 before?? I thought maybe my DayZ game was messed up, so I booted Operation Arrowhead, dropped an ammo crate, did preview, and boom it worked great. But when I try to find the ammo crates to add to DayZ in the editor, they arent there?!? 3. When I place zombies in the editor then go to preview they just stand there, I thought I had the faction stuff set up so they were enemies but they dont attack. What did I do wrong? 4. If I place certain things on the map in the editor, they dont show up as the little circle like they are supposed to. Zombies and ammo crates for example after I place them, dont show on the map as a circle or ammo crate icon which makes it very hard to know where they are. Do I need to reinstall the game or something? 5. Why cant I add certain vehicles such as M1 tanks, T90 tanks, etc? Every time I try, the mission wont load. 6. Ive tried hitting alt e to open the 3D editor, and it just wont open. How can I open the 3D editor for working on DayZ mod missions? Thanks in advance for any help on these questions.
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Does anyone know if using an offline editor for stuff like testing weapons, vehicles, looking cool in an ghillie suit and so on is allowed in DayZ SA?
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Hi all. Im new to DayZ, but used to mess with ARMA 1 and 2 a long while ago. I never got too heavy into the mission making, but I used the editor sometimes so I could test out things, practice shooting, driving, flying, etc in the preview. So I decided to mess with the editor for DayZ as well to test things out. But I have some questions I need help with. 1. Is there a way I can use or download a big pre-made mission to populate the entire map with active zombies, vehicles, ammo/weapon crates and loot?? Or do I have to do it all manually for the whole map? 2. Why cant I add ammo and weapon crates to my test missions in DayZ like I used to in ARMA 1 and 2 before?? I thought maybe my DayZ game was messed up, so I booted Operation Arrowhead, dropped an ammo crate, did preview, and boom it worked great. But when I try to find the ammo crates to add to DayZ in the editor, they arent there?!? 3. When I place zombies in the editor then go to preview they just stand there, I thought I had the faction stuff set up so they were enemies but they dont attack. What did I do wrong? 4. If I place certain things on the map in the editor, they dont show up as the little circle. Zombies for example after I place them, dont show on the map as a circle which makes it very hard to know where they are. Do I need to reinstall the game or something? Thanks in advance for any help on these questions.
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This week, we're looking back at the release of 0.62 on Exerimental, outlining some of the issues that we'd like to see resolved before going to Stable (both visual and audio oriented). Peter and Eugen are sharing some of the work being currently done for BETA, and Baty is sharing her top picks of all the amazing content you created since 0.62 releleased last week. Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Adam Dev Update/Peter Dev Update/Andrej Community Spotlight Dev Update/Hicks Greetings Survivors, This Status Report, I don't have a whole ton for you. Obviously, 95% of the team is focused on 0.63 and getting it to a point in which we can begin testing on Experimental branch for that build. As some of you may not be aware, 0.62 recently hit Experimental, and the team has pulled a lot of good and actionable bug data from that build, as well as some strong feedback in regards to the first iteration of the new ambient audio. You'll all be pleased to know that every bit of feedback regarding said new ambient audio is being investigated, and the audio team will be able to iterate upon some of that feedback. Any up to date progress we make will always be posted by Baty in the Experimental Patch Discussion section of the forums. The team is currently tracking feedback in regards to the following on 0.62 Experimental: Misc feedback in regards to audio volume, general audio system behavior Behavior of some trees in the wind There are also some attempted fixes included in today's Experimental update regardin: Collisions with some tree models Ironsights sometimes backing off after a few seconds Issues binding some mouse keys I'm sure Eugen will have some more meat on the bone when it comes to the progress on 0.63 itself. I for one am really, really anticipating being able to share the functionality of 0.63. Stay safe out there! - Brian Hicks / Creative Director Dev Update/Eugen Hey guys! So 0.62 Experimental happened and I can't thank you enough for the amazing content that you created with the new visuals for forests. There are many improvements that will still be coming to visuals over time - like reworking old low-quality assets and adding new features to the map as mentioned in Adam's Q&A video. It is a good showcase of the quality we aim for in both the visuals and gameplay for the 0.63/BETA release. I mentioned a couple of things here previously that have now come in motion, full force. We have progressed and started working on smaller feature sets that will define gameplay of the BETA. One of the largest topics of discussion in the offices have been weapons and their handling for the new player. To understand what that means I have to sadly hit you with a large wall of text. When you look at the live game, and what is happening on stable/experimental, you still see (for the most part) a content that is running on old technology. Since for BETA release, we have expanded the gunplay beyond what was possible previously, it means many things will be changing, and many have been mentioned here. However, to give you a sense of scale. The work on the new animation system and all of its features took almost a year and a half of work. Animations for all of your weapons, with variations from continuous reloading, chambering, magazine manipulation, jamming, and more, took probably over a year in itself. All that culminating with implementation of aiming model that will support better implementation of recoil, sway, player turns, and even heavily improved manipulation of weapons in different stances. A whole lot of our content is starting to get implemented - as I said before, we're finally making a game, instead of fully focusing on the technology. In the list below, I mention FNX and IZH18 - two weapons that are the first to be handled using these new systems. And I can't wait to have a shootout here with the guys once these are fully working internally. For all these things: User actions that enable player to interact with items and objects, weapons included Synchronization setup that is largely inspired by what Overwatch did for their networking Animation system that will make your avatar a living breathing human Damage system that is easily tweakable and supports all sorts of hitzones, impact animations New particle effects and sounds New character representation with all the things actually creating a survival experience It's not that we don't expect bugs from their first iterations, but the reality for us is, that we have been working for 4 years now on things that you couldn't get your hands on in-game as of yet. And as the list of features above shows, all these systems can't really work without each other. Even the new network synchronization is optimized for the new player and new physics. It makes me sad that it couldn't happen sooner, but I believe we will have a great game for you with 0.63/BETA. To give a glance at the currently open development items in our teams: Programmers • UI Inputs • Communication systems (megaphone, static radio, public address system) • Weapon handling and aiming • Vehicle physics refactor • Vehicle controller refactor • 3rd person camera collision changes • FNX basic state machine and script class • IZH18 basic state machine and script class • Animation events for player • Performance optimizations for item spawning • Physics collision system refactor and optimization • Tons of crash fixing • Tons of bug fixes Animators • Weapon mechanics animations polishing (unjamming, reloads) • Inverse Kinematics poses • Hit reactions on player • Ranged combat prototype • Player turns tweaking Designers • User actions in multiplayer • Player representation • New player and item spawn definition • Player action targeting and floating cursor • Communication systems • Tree collisions fixes • Advanced placing system • Construction watchtower • Diseases refactor for new player representation • Animation events for player • New zombie models • New player models • Animation events for player Audio • Positional environment audio tweaks • Infected audio recording preparation • Player and weapon animation events setup QA • Playtesting the 0.62 update • 0.62 feature testing • Internal client stabilization • User actions for 0.63 testing Art • Old assets rework • Buildings optimization • Doors unification These are thousands of hours spent on our side to bring a dream that is yet to be fully realized. Curiosity, Creativity, Community. Three pillars of Bohemia Interactive that we want to uphold. - Eugen Harton / Lead Producer Dev Update/Peter Among plenty of other issues we face, picking items from the world is another one which is far from ideal in its current state. Aiming precisely with cursor on items could be fine, unless you run into some annoyances. Some items are rendered too small on the screen because of their close-to-real-life dimensions, and they are often being obstructed with other objects in world like dense grass, and tend to mimic underlying surface textures. You know the drill, many times it's difficult to find a pistol, or even a rifle in some cases, and pick it up (I don't even want to mention special cases like ammo piles). At the end, such frustration leads to the use of the vicinity part of inventory screen as the path of the least resistance. Each open of the inventory screen disrupts the immersion of being right there for you as a player, and if I count in movement during opening the inventory (leading to jogging in chaotic patterns to find that damn ammo pile), it's breaking immersion also for all observers who had to look at your misery. Along with restriction of character movement while in inventory, we added dynamic selection of target, which evaluates conditions such as distance from player, screen center and angle. Selected target is then visually marked by snapping interaction icon to it in screen space. We went beyond items and similarly, we applied this system also to interaction with vehicles and static objects in world like doors or ladders. I like fluid interconnection of a gven item and the action which it brings to the table. It feels natural and adds to the physicality of the world - it even feels closer to hand to use your eyes for coordination, instead of rigorous movement with whole head around. You can see it in action on examples below. Maybe you are wondering now, why we just simply didn't apply highlighting to items and objects? Apart from highlights being quite artificial and also immersion breaking, they are not solving one of the problems mentioned above - frequent necessity to pixel hunt with your center of the screen. But never say never, maybe there will be some very decent version of highlighting in future to make it more seamless and to pop up items a bit, even when I'm not kinda fan of it. Dynamic target selection is still in progress and there are some small issues we need to solve, for example shaking of icon caused currently by insufficient frequency of UI updates on client side. However, from first tests of its current iteration, it feels really good, and what matters the most - it's very helpful! They will not hide anymore... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam Almost a week since 0.62 update release on Experimental branch - I hope that you are having a good time exploring the new Chernarus! First, I would like to give you a small insight into what is happening in our department, mainly what are our plans towards the Stable release of update 0.62. Additional improvements and fixes to the surface mask - to resolve issues such as forest clutter appearance in the middle of industrial area in Solnichniy Satellite texture and ground clutter changes - decreasing overall brightness along with other tweaks (aimed at improving visuals of short and tall grass) Lighting config tweaks Map improvements and fixes Now I would like to talk a bit about client performance on the new Chernarus. So far, we have observed quite positive reception from the experimental branch testing - everyone is welcomed there, please report if you encounter any issues on feedback tracker. As I already mentioned in previous Status Reports, the introduction of Enfusion renderer back in update 0.60 gave us quite a big room for possible landscape improvements in many parts of Chernarus. Goal of update .62 was to use this room (where possible) to improve visual fidelity of Chernarus. Many of the existing locations on Chernarus increased in detail drastically and while the new vegetation assets are much better optimized than the old ones, it will still most likely end up with the same or slightly decreased performance. Now I would like to say that nothing is settled at this point. From the data point of view, we are still using some legacy vegetation assets (such as bushes and few selected solitary trees). This is however just a temporary arrangement, as replacements will be coming in future updates and will of course result in performance increase in almost all areas (old bushes are used around the whole map even in update 0.62). There are more optimizations on data side planned (mainly related to buildings and the use of textures). For update 0.63, we have changed completely the whole structure for environment assets, which mainly makes loading faster, but it also makes data more readable, and this will ultimately make the lives of future community modders simpler. On the programming side, there are optimizations on their way (starting with update 0.63), from which both PC and console versions will benefit greatly. Unfortunately, given the current differences between internal and public branches, it is not feasible to merge any complicated code in short time, and while we are already observing a better performance on internal branch, none of those improvements can be merged back into 0.62 branch. - Adam Franců / Senior Map Designer Dev Update/Andrej We're happy to say our new ambient audio is finally out on experimental. We have rebuilt all ambient sounds and added positional sound effects on the vegetation. We are now testing the mix, repetition cycles and we're listening to feedback from you and the QA department, so expect a lot of tweaks before the stable release. We are also preparing positional SFX for the buildings but that will have to wait till 0.63 because of some subtle changes to building models. Apart form ambient sounds, we're actively working on BETA preparation where we have thousands of new sounds for the new player and user actions. There is an audio recording session planned for next month where we're gonna record new sounds for players, as well as infected. We're also working closely with animation department, so you can expect many new SFX for every new animation that will come with the 0.63 update. - Andrej Sinkević / Sound Designer Community Spotlight Hello guys! We released the update 0.62 to Experimental branch in the night hours last week and we were holding our breath waiting for your first reactions. When we checked first streams to see your impressions, we were very happy and relieved. You were excited by this new update! New trees, ambient sound, wind - you loved it and you were sharing your experience with us on social networks, which we really appreciate. When you work on something like this for a long time, you are happy when people like your hard work. We really appreciated your feedback. It is helping us to move closer to the release of the 0.62 to Stable branch. We are still looking for issues, if you find any bugs or if your game crashes, please report it to our Feedback Tracker, our QA guys will take care of you. If you never tried an Experimental branch and you want to play on unstable servers, we have instructions for you on our official forums: If you never heard about new 0.62 update and If you want to know what is new, here is the list of the most important things: New tree models Denser forests New clutter (grass, small plants) New surface textures - plains and such Improved wind behavior New shader for the wind, affecting trees and grass Tweaked and changed lighting for the world Small improvements to satellite textures Rain affected by wind and refinement of its behavior in general Many reworked locations on Chernarus Reworked ghillie (to be consistent with new tech) Small bugfixes to some issues from 0.61 New ambient sounds We are talking about the new update in depth on our forums, join us and tell us your feedback, positive or negative, it's up to you: With the arrival of 0.62, a lot of videos started appearing on YouTube, introducing the new update. I admit that so many of them were so good, I was having a hard time choosing the ones to show you today. Finally, I picked a great story by Rene a.k.a. Barely Infected, which contains exploration of new locations in the west, telling of scary stories at dark night as well as creating new friendships. It is a bit longer, but believe me that it is worth it. Another video I wanted to show you is a snapshot movie from a smaller, but very skilled YouTuber called uncuepagamer, that shows the beauty of the small village Nizhnoye and its surroundings. Those few shots are enough to capture the great looks of the new update. If you like events, do note that there will be one taking place on the 7th June 2017 on French server Team ONU. You can find more info about it here. At the end, I would like to remind you about the video from last week which some of you may have missed due to the hustle around the new update release. It is the first part of Q&A video with our senior map designer Adam Franců. Make sure to check it out, you will learn a lot of interesting information and you will find the promised scenes from "real Chernarus" I mentioned in the last Status Report. That is all from me for today, if you are preparing an event on your server, or if you have any interesting content for the next Status Report, send me a Tweet on our official Twitter and you may find it here the next time. Header image provided by Gordon Freeman. - Baty / Community Manager
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DayZ 0.62 Showcase #2 - New Areas, Vehicles, Lighting, and more (Experimental Build)
Irish. posted a topic in Gallery
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I just hope they do not make it impossible to break in a base nor do I want it to be easy as hell. I want to have to acquire tools to break in like wire cutters for barbwire, C4/semtex or some sort of explosive for thick walls. molotovs or flammable substance for burning wooden structures. As well base builder should be able to place traps to hinder my advance like tripwires electric fences and the like. I also think resources should not be safe if you store food water or vehicles and I get in I should be able to sabotage all of them with poison, explosives or just destroy. As well you should be able to have a counter offense with locks that I have to pick or cut requiring me to loot tools. My point is I want a challenge I like metal gear solid and this to me will be a blast instead of NPC guards it will be humans one will have to use stealth against. I want brute force of bases to be an option but I also would like to see a person that uses the proper tools and there brain to be able to hinder a large group if they get careless and to big headed. I also do not want people to put all there time into bases for a shithead like me to be able to just wander in and ruin all there work with one attack or bomb or the like. there is a lot of fun that could be had from this mechanic and could really add to the atmosphere and challenge of the game. I want both sides to have fun and I can't wait to find some huge clans base and go solid snake on there asses. I for one will not mess with solo players bases or smaller bases I want to mess with clans.
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Most important thing base building brings, is a reason to keep playing the game, a place for you to store your loot and vehicles, Dayz was at its highest when Epoch released, but yes Its also a reason I am waiting to play DayZ, and why Beta can not come fast enough, as it means modders will be able to add this in (I dont trust SA Devs to implement it correctly) What I dont want is some of these stupid Exile base sky towers, And orogin type of base mod, with the abilty to build walls and gates surrounding your base, would be best