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Showing results for 'Vehicles'.
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There are two problems as I see it, hosting providers that show a lack of care and server owners/admins that act out of their own personal interest. imho rented Public hive servers should go because the evidence that I've seen is people cannot be universally trusted. I would also say that the game would benefit from allowing players to only change their character names when a new character is started. That in itself is not enough though because you also now have the user experience of persistence and vehicles. So I would say all servers need to state their policy on persistence wipes and any server due to be taken offline permanently or for an extended period needs to warn players a few days in advance. Its not ok for players who have spent significant time on storing items or preparing vehicles to have that suddenly taken away through the actions of an admin or provider. Yes DayZ is in alpha, yes bugs etc are expected but this is preventable by applying simple good practice. BIS should take control of persistence wipes on Public hive servers imho, providers need to inform players (via message of the day) a little notice before removing a service. Whilst you are considering all of this BIS could update the server rules for Public hive to address: - Servers who change their name on a daily basis - Yoyo servers that come and go offline at someone's beck and call - Persistence wipes without any notice or stating their policy - Servers going permanently offline without any notice - Server naming violations join=kick, impersonating an official server etc
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We're talking about ~ 8 months. A relatively long time. I guess it is still a dynamic process in the Dev team. The '62 team will be rather finished with his part to join the '63 team. It's probably one thing as well it runs the '62 team (no FPS-blockers or other problems or simply loving detail work). It is therefore hard for the management to say WHEN the date is. They learned a lot and did not say anything better than something wrong. In any case, the '62 team will change from the '62 patch to the '63 after completing it and work with the detail work on the building structures. This will probably be necessary since at the moment still HardCode parts in the core program are missing (dynamics / time influence). It does not have to be so hot that the patch will appear the same after completion, a time window is planned. The variable "soon" has now got a value> 8 months. That 63 will not be complete, because not all features are inserted. It may be multi-features, I mean in example not the complete kit set, or contaminated zones, or various new diseases, all vehicles. So can sound worse than it is.
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We have our new SR starting tomorrow and it has been 12 days without an update on Exp so far. It may very well be the week of announcing .62! -- Or it could just be more good information to mull over and possibly a new video. I'm going to have my hopes on .62, though, and can only hope that with the fundamental changes being done, that vehicles also get more love. The more and more I come into contact with them, the more I see that they are a staple of this game. I also have the belief that with many more vehicles, and the Retrievable Car Parts mentioned before, that this game will entice many back to the game - even without the awesome new player controller and such. -- Anyone else feel like it's close?
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Well, The devs DID say they have to overhaul massive parts of this game......ie Coding. Making trees, textures, vehicles is easy.............Programming them is not. Rust, Miscreated, etc. are not coding overhauls...They are coding legos, per se. Try overhauling this game's code.........Try coding period and see where you end up....It's not easy everyone. I want Day Z to continue and Blow up big. Stefos P.S. I'm surprised that Day Z hasn't sued Miscreated for copyright infringements.
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Standalone Modding Forum Category - it's never to early to start talking about it
chambersenator posted a topic in Suggestions
While modding SA is still a long way off, an BI has not released any official info, specs, or tools for modding SA, I think there is value in having a forum category to start talking about the subject. The three main reasons I think it's worth creating now are: To have a place for people interested in any of the different aspects of modding SA (be it concepts, coding, animation, or modelling) to share ideas and info, and to bring together people with different skills to combine their efforts. Modeling discussion. Making quality models takes time. A lot of time. Why not use this time while we wait to consider what kinds of assets can be created and tested in ArmA 3 that should hopefully require little to no conversion? If one avoids weapons, vehicles, and certain types of clothing, as they are probably (AFIK) the assets with the most amount of differences in SA from A3, which would lead to a great deal of conversion/porting issues until we know more, that still leaves us with a ton of possible things to create. Discuss the topic of how the player base and BI can work out the best procedure for submitting, collecting, and distributing mods and asset collections. While the end results would end up in the Steam Workshop, figuring out the most efficient ways to get to that point is worth talking about. Take modeling, for example. If there is a way to have a few 'community asset' packs available of player-submitted models that all mods can use, such as 'industrial items,' household items,' and 'farm items,' we can hopefully avoid ending up with 10 different models of the exact same item. Not only would that make detecting and debugging problems easier, but it would also help modelers make a wider selection of items. While it's perfectly fine to have 3 different kinds of coffee pots, for example, having 16 different models for 'loose wires ripped from an old TV' is overkill. Community asset packs also may help address some of the issues/headaches that involve rights/usage/attribution.- 1 reply
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Well, I guess I could have come across a bit heavy-handed. But it is exploitative, especially the hoarding of vehicles in plain sight. If it is run by the admins of server, I say shame; but only if they don't share. If it's just owned by some cleverly brazen bastards, challege accepted. Yeah @Irish. You might have said too much. Given the server rules, it does pose an interesting question/dilemma. Solution en-route. All good. got some nice emergent gameplay out of the experience.
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What I love is that all of these vehicles have a unique RP potential and would add THAT much more to the game world! Police Cars would allow people to act like cops more realistically, or even give baddies a way to capture others! The Fire Truck I can see being super important in the future when water is limited! Having just one of these at your base would be like having a Well of water. (WATER WARS!) The Ambulance is, again, more flavor, but it would allow a team to truly act like paramedics - or just give people a mobile clinic to heal at! The Humvee is an obvious favorite for it's multiple uses and imagery it produces! Place one of these at a military area and watch as a group becomes the A-Team. And Fueling Trucks are a fantastic idea because then we even get a flavor of Mad Max! (GAS WARS!) because in the future, this resource may be very limited as well. Also, I chose Five Vehicles because they could simply reskin the Sedan and the Cargo :D
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I would love to have a crane to unstuck vehicles on railroads
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Hey guys! In the lull of waiting for more news from the Devs about .62 and Beta, finding it kind of hard to play at the moment! But I do enjoy looking towards the future and still following along a lot of information about the platform and such. A question I'd like to pose to the Forum Community is. . . What is the most desired vehicle with a function? To make things simple, I'm only going to include Five choices to pick from - while others can be commented and considered on. All of these choices will have immense roleplay potential as well as add huge amounts of value to the vehicles, themselves. For a group, even just one of these vehicles could provide a huge boon to their gamestyle - or at least give a potential action to be played upon. Let me know what you think! Take a moment and think of the situations you could be placed in if you had one of these vehicles! -- Regardless if these come in DayZ 1.0, they will be modded in, if need be! Police Car - 4 Seats, Lockable Backseats to transport hostages, Flashing Lights/Sirens. Fire Truck - 4 Seats, Huge Inventory, Can store huge amounts of Water, Flashing Lights/Sirens. Ambulance - 4 Seats, 1 Stretcher Bed in Back that promotes healing, Flashing Lights/Sirens. Humvee - 5 Seats, 1 Gunner Position, Armored vehicle. Fueling Truck - 2 Seats, Can store huge amounts of gasoline.
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Vehicle Desync - Will this be addressed soon?
Storymaster replied to Storymaster's topic in General Discussion
Nothing in the latest developments since vehicles were returned to Stable Branch specifically address vehicle desync being resolved, but rather vehicle despawning, vehicles stuck in geometry, and other issues that are not the primary pain point of vehicles at present. They explained why desync occurs, but nothing was posted about when we would see a fix for it, which was the primary point of my post - a desire to know how much of a priority a fix for vehicle desync is, can we expect it soon, and whether or not there are any large roadblocks holding this up. I am not criticizing development. I am curious as to what kind of priority this major problem has. -
Vehicle Desync - Will this be addressed soon?
Irish. replied to Storymaster's topic in General Discussion
You guys are fun.. its like you forgot how patches and things have gone so far. Vehicles will be fixed before too long, they are working hard on it and discuss it in depth in the patch notes and updates. Maybe read some stuff the devs release on development, no? ;) -
Vehicle Desync - Will this be addressed soon?
IMT replied to Storymaster's topic in General Discussion
Vehicle desync at this moment is poorly because of server performance. It has nothing to do with the vehicles itself because last time I drove a vehicle on a low pop server it was acceptable. On a med to high pop server it's a whole other story. That's because server performance overall is bad, which is a known issue for them and they explained the cause in one of the status reports and are working on a solution. I would like to see these problems fixed just as much as you but there is nothing for us to do then wait. -
Hmm, it's hard to give a definite opinion on this one. The public hive let us play with a character on the server and you can join another server the next day and your character is still there. You might have not your stuff which is tied to the server itself (vehicles, tents, etc.) but your character persists. Should the home server where you play on go dark then you still have your character on another public hive server. With the private hive you have only one character across that hive which means if the server goes dark and you put a lot of effort and time in that character, all that went to waste. At that point you're basically homeless or in this case, serverless. However, the private hive makes it more personal. It will have more regulars and the community is very different and plays very differently compared to the public hive. I also believe that private hive servers are more actively monitored and the admins are closer to its community because it has more regulars. And of course there is the fact that the private hive is less vulnerable for dupers and gear-up servers. Although people can rent 2 servers which are connected to the same hive, one where the admins gear up and the other one where they play so that still will be a thing. Personally I don't rent a server and never have but I understand why someone would pick a public hive over a private hive. At this moment DayZ servers are already very expensive and private hive servers are even more expensive. Now, if I need to weigh the pro's against the con's, I would say yes, get rid of the public hive. Lately I have been only playing on private hives and I very much enjoy it. I also like the fact that I can directly contact the admins and they really want to put an effort into their server to keep it alive.
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Why does it still feel like im 'driving' a tank, instead of a dude wearing a t-shirt.
blackberrygoo replied to stilton's topic in General Discussion
Stilton controller support is not implemented yet , so it's a do at your own risk endeavor . If you want to make a controller work most of the time (depends on the patch) then use motioninjoys ds3 tool to activate the controller under a profile recognized by the game (usually Xbox 360 profile , sometimes you use PS3 profile depending on the patch) and to keybind each and every key to the controller you use Xpadder , a program that uses a bit map image of a PS3 controller and interactive shapes to create a layout of a controller which can then be filled with keybindings on your controller that correspond with the pc controls of the game . New player controller will help make the game feel more smooth , but I share your frustration at this point - the devs are repeating their status reports to a point that no new info has been given in months , they are out doing their fancy game expos and they say that they have all the old legacy systems ironed out of the game internally, but yet we sit in stale mate with these damn desync issues that are all related to these systems that just can't be removed from the public branches yet for some reason . At this state / speed I predict beta ending around April of 2018 , maybe the full game being released a few weeks after , but it definitely has stretched beyond anyone's imagination of a 2.5-3 year development cycle , and every week / month that passes by I lose more and more interest in the game due to it being stale in the state that it's in (vehicles back to stable was nice but short lived for me due to horrible desync) - there's only so many meaningful interactions you can squeeze out in the 2,000 hours I have under my belt and since I've done literally everything pve and exploration wise I'm starting to crave what the game has promised it will be for over 3.4 years now : base building, barricading , advanced vehicles , soft skills , new physics animation and player controllers , electricity , birds , bears, advanced crafting , advanced cooking , full controller support so on and so forth . Cant wait to see all these features and not be frustrated with this game anymore , but unfortunately that still seems pretty far off - here's to hoping the devs get back on the hard work tRain they had been on for the past 3 years - IMO they have been going ten times slower ever since the start of 2017 , they said that at this stage the patches would be fewer but with more content and breakthrough mechanics , so far that hasn't been the case at all :( . -
Vehicle desynch is the biggest issue with vehicles at the moment - an issue that has only grown worse in the past few days, somehow agitated by the geometry hang up fix for vehicles. Vehicle desynch used to give a warning with small stutters, queing the player to log off and reload their entire game before continuing to drive. In the past three days, my friends and I have experienced severe dsynch without warning which has destroyed 8 vehicles and killed 3 of us. When I first reported this bug when vehicles returned to Stable, I was told that this was scheduled for a fix. Do we know when this will be resolved - is it soon, and if not, what roadblocks are standing in the way of addressing this crucial issue?
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Still looking for all this , and : • base bullding • advanced vehicles • soft skills • birds • advanced cooking • advanced crafting I hope they can get this next major patch up and running in the next six months (preferably sooner) but as of right now all I can get enjoyment from is pvp , as I've already done everything there is to do 1,000 times over pve wise , so I unfortunately am in a spot of not desiring to play the game at all - due to its dream not being realized in time for me to "burn out" so to speak ... so I can't wait for .62 maybe it will provide a fresh dayz but so far from the devs words it looks like it won't be a whole lot different , oh well time to wait for the long run .63 style .
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Dev's work Hard on the vehicles pleas thx....
Havrin replied to cedrico85's topic in Troubleshooting
Complaining but not listening to the Devs. Vehicles are on stable, because no one was testing them on exp. Cry about vehicles to put them back on exp, don't test it there and after 2 weeks cry again for vehicles to be put on stable. The devs said, that they put them on stable to recieve more input and data from the community. If you hate the game so much in its current state, wait for beta. -
Dev's work Hard on the vehicles pleas thx....
EdStaffordZombie replied to cedrico85's topic in Troubleshooting
Vehicles sinking in the ground wasn't supposed to be fixed? I am confused... -
Dev's work Hard on the vehicles pleas thx....
ScipioII replied to cedrico85's topic in Troubleshooting
Known issue. And as Orlok said, the dev's are working on the vehicles. They just did not get it done in the 2 hours since your demand. It will probably take a tad more time. -
Dev's work Hard on the vehicles pleas thx....
cedrico85 replied to cedrico85's topic in Troubleshooting
You saw my video ? i think not :) the vehicles are still not fixed -
https://plays.tv/s/LDKfwdlOTX-T It's only what i need to say ... pleas fix this quickly ... the game is fucked more and more like it is now ...
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Hello Survivors, Today maintenance was prolonged because of new Stable update. What is new: fix for vehicles being stuck at low obstacle fix for a client crash what can occur when driving a vehicle security update
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Good evening survivors! This week, Viktor shares the second part of his animation Q&A video, Eugen is expanding upon his recent talk on a game dev conference here in Prague, Peter provides an example of the new car damage visualization for BETA and we've talked Adam into making some new comparison images of the new forests! Additionally, we have Mirek talking about another important milestone we've currently reached with our technology and Baty (among other things!) looks back at a pretty cool April Fools' joke from one of our community members. Contents This Week Dev Update/Eugen Dev Update/Viktor Dev Update/Peter Dev Update/Mirek Dev Update/Adam Community Spotlight Dev Update/Eugen I don't usually contribute to Status Reports, but since Brian is out of office this week, I'd like to change that and touch upon a topic of DayZ development and Early Access development in general. Brace yourselves, as this will be a bit of a long read (but there's also a video embedded below). For the start, I understand that a lot of you have concerns about DayZ development. I also do believe there have been some inherent issues with what is, and what is not viable for Early Access development phase, as this is something that was not tried a lot before, and most of it is pioneered (process-wise) as things evolve. Early Access is a dynamic environment that is quite different from the traditional closed door development. I’m gonna get quite technical, so for those who do not feel like reading a wall of text, I had a presentation at White Nights Prague conference that takes on the subject of this Status Report contribution with less detail: That said, I do stand by the development decisions we made as a team, but also see major flaws in how one can present changes in games’ underlying technology, where most of these changes are actually the base building blocks which, in time, will be able to provide a significant change of the overall player experience. All these engine changes are, in the case of DayZ, developed with the aim to keep the game moddable at all levels, with expanded scope. The engine changes for DayZ include Renderer Networking system Controls Script Sounds Physics Tools Server-Client architecture (in most systems!) Consoles Animations All gameplay systems written inscript (to a certain degree) We need to work on all that while we create data and iterate, while we’re slowly trickling some systems into the live game (the public Experimental/Stable branches of DayZ) to test them. That creates a certain lack of visible progress as things are in motion and need time to settle down. These days, many of the base systems are in-game internally, and we are spending a significant amount of time removing a lot of old systems, while interconnecting the new ones. Let's compare that vision we have for DayZ with the live game that’s out there right now, just so that you have an idea of what it all means in practice. Live game runs old physics system, where collisions are a giant hog on server performance. To replace that, you basically need to replace everything else, as many of these old systems were hard-coded to a large degree. You need to make an originally monolithic application into a modular one, where all these old systems are interconnected. You almost, almost start from scratch. And as small as it sounds, server performance can break anything. Most of the systems above have not been part of live game because of this dependencies in old structure. Every issue in DayZ has a reason. Most of those issues that trouble you are known to us, and have a solution somewhere in all this work that we have done, and want to bring to you. Like the stairs killing you, which is a combination of many, many factors: Issues with data binarization, physics, collisions, server-client architecture and even script and player itself. To fix a “simple” issue like that takes years of work because we really can’t take on any more technical debt and “hack” these fixes into the game to save the day. We play for the long haul, not for the short term gain. And as such, there lies the inherent issue of how to approach early access. Things take time, and you can’t buy patience with a wall of text. You just can’t. And I get that now, when we have to face the truth here, as all these things that we worked for are not in a state to make for a fun game. Yet. That point (where we will present a fun to play game) is BETA for us. Yes, we could probably, eventually set up a deployment to show each different technology change part by part (like we did with the renderer), but unless you have base the game loop present in a game, it’s just a tech demo. Even if we have all the parts ready, these details (bug fixing, connecting pieces together…) matter a lot. I’m going to use a simplified story of a decision making that happened around one simple upgrade. How player sounds should work in the future: Sound in games has a lot more to it than one would imagine at first. Besides the sound data itself (which has to be prepared in context of the technology, as in supporting its data structure, and also allows further data modifications by the underlying game technology that plays the final sound for the player) there is also the important part of letting the game know when it should play a sound. Let's call that an event. You also need to edit all this in some way, to put events in gameplay that plays the sounds, and edit the sounds themselves, and don’t forget the pipeline for building the game that puts all this in some structure. Events have to be called from script, animations, items, environment... There has to be some logic to it. You need tools to visualize the data, a script to play it, have logic that decides how and why… Many of these systems were originally hard-coded - hard to tweak, hard to change. So the goal was (and is) to bring them in line with the rest of the DayZ vision, and to make the game modular, editable (visually, if possible) and expandable in the future. So we’re talking about tons of disciplines that are affected, and you can’t do one part of it and think the whole thing will still function. As you prepare the new technology to be compatible with rest of the new stuff, it is often impossible to keep things compatible. And more than often, you just need to move on and focus only on the new technology. For example with player sounds, we’re now in process of writing the sound event manager, and then we will need to connect the sounds into data structure, and define events that launch them for new animations of player moving. Meanwhile, we’re also reworking all the textures to prepare the game to recognize surfaces better, or to recognize when a sound is played in interior/exterior. At the same time, we’re implementing a way to edit the data in animation editor, in order to be able to set up these events visually, not just by playing a loop like in the old system. At the end of all this, there will be sounds playing when the foot of the player touches the ground. It might sound silly at first, but all these things and changes can expand the scope heavily for us and the modders alike. Its not going to be easy, but as I said, we're not going anywhere. - Eugen Harton / Lead Producer Dev Update/Viktor Our focus in the animation department is still mostly on melee combat and animations for new user actions. We are still iterating and adjusting animations and the game design to make the combat feel good. However, there is the second part of the animations Q&A video that got finished just minutes ago! In the first part, we were filming at our Motion Capture and studio talking about animations in DayZ in general. This time, I am trying to explain our upcoming animation system and how it helps us improve the game. You can watch both parts right here: - Viktor Kostik / Lead Animator Dev Update/Peter After the new inventory was publicly released, we were continuously adding and implementing features to it which are directly connected to our ambitious revamp of how systems works with user actions, crafting, attachments and inventory management (you can check Status Reports from 1 March 2016 and 29 March 2016 to find out more about this effort to unify and simplify different behaviors). As we were integrating all that stuff, current inventory implementation of scripted UI got bloated and finally became unsustainable. Currently, it's being rewritten from scratch, which may seems scary at first, but it's the right step for a better, cleaner, more functional and most importantly faster inventory UI. System of gestures was implemented in Enforce script and it's not a hard-coded part of the engine anymore, which offers more possibilities. Powered by the new animation system, it brings smooth controls and seamless transitions from ending part of gesture animations directly to character movement. As over time number of gestures exceeds available function keys, we started the work on a new radial menu UI for gestures picking (binding gestures to function keys is still possible though). With upcoming changes to vehicle physics and simulations, we are also enhancing visuals for different damage states of vehicles, as well as how to make new abandoned and wrecked ones from all these driveable models we already have. Large attachments like doors, hoods and wheels will be removable from these abandoned and wrecked vehicles, which can be combined with different color and damage states. The fact I like the most is the possibility to interchange all of these per attachment, or on different parts of body, depending on the direction of impact. For more variation... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Last week, another major milestone has been met - we've moved animals and infected to the new animation system, which means the internal build of the game is only using one animation system now. This is great, because we can now focus only on one type of implementation, and can remove a lot of the legacy code, which will make our lives a lot easier. Now we just need to connect existing game features to the new implementations of player and AI entities, and solve issues like AI pushing players etc. Interaction system with game environment is heavily modified, too. In current 0.61 (and future 0.62) updates, the client side is asking the server side for possible interactions and the server returns a list of these actions. In 0.63, we've decided to get an action list on the client side, so there won't be any latency lag and there will be less network traffic between the client and server. Also, there is going to be a client side prediction for each performed action, which means that you will see direct response when you press interaction button and server will be able to interrupt these actions in case of faulty prediction (e.g. two players are picking up some item at the same time) or in case of cheating. Another major change in our internal version was the Voice over Network communication. It's now using client/server architecture as well. This allowed us to optimize voice data traffic, and more importantly, there will no longer be any peer to peer connections between players. Together with these changes, our scripters should be able to begin with the Enforce Script implementation of new advanced communication features (like public address system or static transmitters). - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Adam We've made serious progress on an important milestone task for the release of the 0.62 update - color tweaks for all the new vegetation assets. This task is focused on making sure that all new assets blend together and look just right. In addition to that, we are also utilizing colorization feature that brings much needed local color variety between individual assets. Please consider content of all pictures in this status report as work in progress. They do not represent final state yet as we are still working on additional color tweaks and other things such as configuration of clutter (grass) and surface mask. Following two pictures show how the color tweaks affected the overall feel of the new Chernarus. In first picture, you also have the option to compare it with current (0.61) version of Chernarus: BEFORE: AFTER: WEST: We've also added younger conifer forests to the layout of the new Chernarus forests. In our previous iterations, only older conifer forests were used for all conifer generation shapes. We have prepared a layout and included these younger parts everywhere we thought they would fit. That not only includes denser spruce, larch and pine forest parts, but also clearings with really young trees. This change should give you an idea that many of the conifer forests on Chernarus were actively harvested for wood, and thus many resemble un-natural shapes. Following pictures provides an example of young conifer forest parts near Devils Castle (which is one of the more harvested areas on new Chernarus). Again, you have the option to compare following pictures with current (0.61) version of Chernarus. BEFORE: AFTER: You may remember that I mentioned a western expansion in earlier status reports. This task is still very much active and just last week, we have replaced all prototype forest on the western part by the generation output. This basically means that the western border now has properly generated forests, same like pretty much the rest of the new Chernarus. With this, I can happily say that you will be able to enjoy the whole new look of the whole western part of Chernarus in 0.62 update (time to say good bye to the empty lands with few trees!). That being said, this is just the first iteration, expect many changes with future updates. This picture is meant as a small teaseer of what you can expect on the western border. Direct comparison to the old Chernarus does not make sense in this case, as the terrain is now vastly different: WEST: - Adam Franců / Map Designer Dev Update/Community Spotlight Server Pipsi is preparing an interesting PVP event themed “Australia vs. New Zealand”. Player slots are filling up quickly, but New Zealand still has couple of available ones, so if you are from Dean Hall’s home country, be sure to sign up! This amazing teddy bear from streamers and big DayZ fans Queennie and MrBlue, who've been supporting DayZ for several years, arrived to our office. Many thanks for the beautiful and kind letter that warmed our hearts. When we are on the topic of gifts, DukeTales was showing off a birthday gift from his girlfriend on Reddit. The clock is hand-made and its face is decorated with cans you can recognize from the game. Happy birthday DukeTales! Next, we would like to show you the absolutely brilliant artwork with DayZ theme by IqfishLP, which he published on Reddit. He even recorded the process of creating it. He managed to transform a common screenshot into this artwork worthy of being your new wallpaper. Great job! To finish things off, let’s go back to one April Fools’ Day joke which spread through the community a couple of years ago and was initiated by Duro Bulo. I was not yet part of the DayZ team back then and I did fall for it. Duro Bulo started a hoax about a possible malaria infection being carried by the vicious mosquitos of Chernarus. He even made up a way to protect yourself from this dangerous insect – a bug repellent spray. Duro certainly does not lack creativity. But don’t forget, it is only a joke! Tweet us if you encountered any DayZ April Fools’ joke this year. Did you get fooled? If you have any community content or event which you would like to share with us, the easiest way is to tweet to our official Twitter. Header image by: THE MR POTATO - Baty / Community Manager
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1. Modding 2. Base Building 3. Functional Air/Ground Vehicles
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If the vehicles are in an oblique position are the things to Russian tanks, I trained myself today with an fire-axe at a Sedan to Hulk Holgan ..... just before i exploding in front of the monitor, the Sedan finally ran into ruined ... I Love DayZ. :/ :O ;))) roflcopter