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Found 41870 results

  1. There are several vehicles scattered around the map that do not work and cannot be repaired. Some look like they are wrecked, others I am not sure. It would be great if there was a way to repair or despawn them. I have heard that if you take all the items & attachments off, then blow up or shoot them until they blow up that they will despawn. I haven't seen a single vehicle despawn since they were released about a week ago, and it's getting to the point that all the vehicles in the server are wrecked. It also seems since the damaged vehicles aren't despawning, new ones aren't respawning either. Does anyone have any helpful tips or information?
  2. This weeks event is the Chernarus Derby, putting vehicles to the test! http://binarycombat.com/community/calendar/event/12-chernarus-derby/
  3. Mad Scientist

    Day Z Is Going In the Right Direction

    Indeed, that 1% is the path that HIHBgaming.net has always been and will continue to be. We will always allow PvP anywhere, with light RP (but not enforced) and where everyone can do what they want. However, once server files are available, our 1pp Hardcore for the Hardcore servers will be going the other way from the 95%, with environmental effects maxed (its going to be cold and raining), infected and wolves (and hopefully bears) maxed, and with vehicles, food, guns, ammo reduced so it will be a true hardcore survival game! We will still have the true vanilla experience on our Regular servers.
  4. Sqeezorz

    Don't Make Steering Wheels Props

    The whole make so synonymous sense, if the character in the future a "gentle movement" control gets. This is also transferred to vehicles and does not have to be programmed twice.
  5. -Gews-

    Don't Make Steering Wheels Props

    Uh... there are no rack and pinion physics, it's just synced animations. Seems like you misinterpreted this quote: Status Report, 24 January 2017: "About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding." By "response time" I assume you are referring to the delay as the character turns the wheel. I believe that is there to allow users of WASD or arrow keys to drive a bit more smoothly (in theory). From ARMA 3 devs: "[. . .] pressing turn keys gradually turns the steering wheel, which prevents over-steering the vehicle." If I understand correctly, you have assumed the player gives the input "steer" to his character, and the character then steers the car's wheel, and that is the reason for the delayed steering—but that's not the case. Hopefully the end result is more controllable. A party bus is supposed to be fun!
  6. MadMcardle

    [OFFLINE] Twitch.tv/MadMcardle | !giveaway | BinaryCombat.com

    Enjoyed tonight guys, thanks to the new followers! Great to have vehicles back in DayZ, love my tour bus! Lol
  7. BAHADIR

    Saw a vehicle in .61

    Vehicles are lie. Dont believe everything you read on internet...
  8. yazar8

    Saw a vehicle in .61

    You and your friend saw an illusion. It was probably a cow riding a player. Yes, a cow riding a player. We all know vehicles are not on stable branch. Please, please, don't misinterpret people.
  9. plasma (DayZ)

    Are vehicles back in stable?

    I've seen a few people post in the Steam forums that vehicles are back in Stable. Can anyone confirm/deny this?
  10. GaryWalnuts

    Rainbows and "the end of the world"

    @goateswyn that's all debug plains out there, there's no end. You got pretty far if you drove 1.5 hours. Welcome to the debug explorer club, some of us enjoy doing this occasionally. I'm not sure why, probably a combination of boredom and desire to explore the uncharted nothingness. Before vehicles were in I ran about 9 hours north/east along the coast, spammed a gasoline can and planted pumpkins to stay alive. We used to do regular excursions to debug island too, on some patches it's possible and sometimes it's not. It's very dependent on the current calorie, thirst & hypothermia settings. Here, you'll probably enjoy this video from @Weyland Yutani (DayZ)
  11. igor-vk

    Status Report - 21 February 2017

    I wonder how will Enforce effect on vehicles and infected performance.
  12. Greetings Survivors, Creative Director Brian Hicks will share the latest info on where we are at in the development process, Mirek and Peter are talking about removing SQF and Adam wants to share with you our progress with trees - biggest change Chernarus has received for the past years. Contents This Week Dev Update/Hicks Dev Update/Peter Dev Update/Mirek Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, I don't have too much for you this Status Report, fortunately Adam from the Environment team, as well as Peter (Lead Designer) and Mirek (Lead Gameplay Programmer) are joining us this time around - so there should be plenty of new info for everyone to dig into. Recently I sat down over on our forums to discuss some of the questions or confusion we get around addressing issues on the Steam branch while development moves forward internally on upcoming builds. I encourage everyone to take a look at it - as it might serve to relieve some confusion around what gets fixed, when, and so on. In addition, our Producer Eugen wrote up a forum post covering the internal milestone we recently reached towards Beta, eliminating support and dependency on the old SQF scripting language that so much of the DayZ Alpha had throughout it. This was a huge step for us internally, and something many of us have been talking about and looking forward to for years. I'll make sure to link both forum posts at the bottom of my portion of the Status Report. We're continuing to push new builds through Experimental/Unstable branch and on to Stable branch as we try and address the remaining critical issues with .61. Since the last Status Report we've been able to address several issues with memory management on the client, pushed several improvements to server performance, resolved a few known server crashes, resolved several of the performance issues tied to light sources, and we are continuing to address: Invisible Infected Additional Client Crash issues Server Memory Consumption (Which can sometimes cause issues with player stuttering, battleye time-outs, and so on) Server crashes tied to vehicles and/or AI We're hoping to be able to show some teaser video content at PAX East over at the Astro Booth showing off some of the progress on the visual overhaul of wild Chernarus for .62, rest assured this will also be shared through our standard channels if we're able to have this available in time. As I mentioned earlier, both myself and Eugen made two forum posts that are very helpful reading to understand what our priorities are internally, as well as the impact the internal milestone of finally being able to move away from SQF has on development. Check out these posts here (you do not need to make an account to view them, don't worry :) ): We know the road to the next few major builds hitting Steam might seem long, but the work going into reaching Beta is extensive - and a major change for DayZ as a whole. I know I personally (and I'm certain the whole team as well) appreciate everyone's patience, and feedback as we move towards it. I'll see you all in Chernarus - and remember, gunshots attract attention ;) - Brian Hicks / Creative Director Dev Update/Peter Last week we reached one of our internal milestones, specifically the removal of SQF, high level scripting language which was introduced back in days with Operation Flashpoint. When we started to work on standalone DayZ we heavily relied on SQF with its rich API of commands built over years of usage across Arma series. Original plan was to prototype and implement systems and mechanics we wanted to have in DayZ in it, then hardcode them to Real Virtuality engine directly to gain performance back. This changed once decision to build new Enfusion engine, based on previous RV and Enforce engines was made. Latter one used powerful and fast low level object oriented scripting language with its own IDE and therefore it was logical step to carry it over and improve it. Once it was production ready, we start to rewrite all gameplay and support scripts from old SQF script to newly established Enforce script, which offered us to become largely independent from programmers and to keep game open for modding. This process was quite difficult and tedious, mainly because of missing backwards compatibility, specific design and technical dependencies, limitations found down the road, and all that mixed together with our commitment to release playable version of DayZ in Early Access program. All these led us to maintain and develop basically two versions of game side by side - obsolete one for public to play in meantime and new one for us to make game as best as possible for public to enjoy later. Recently, new animation system began to be synchronized between server and client, which was long awaited impulse for us to switch exclusively to "all new" mindset to push things forward internally. Now every piece starts to finally fall into place, forming something I like to refer to as DayZ 2.0. The King is dead, long live The King... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek In the last status report, I mentioned that we started removing the legacy scripting language. We're done with it now, so Enforce Script is the only scripting language which runs on our internal version. We will continue removing other legacy systems: the next stop is the animation system. Synchronization of the new animation system is done, now we have to apply new synchronization rules to the user action system and to events performed only on server side. New player controller is now receiving support for melee combat, which will allow our animation team to tweak the combat animations in-game. Also, it's important to note that our Bratislava team is applying the new animation system to AI units. This will allow us to have much better interactions between players and infected/animals. Otherwise, we are still working on some major issues for 0.61, which we also need fixed for the 0.62 update, so every important fix is directly merged into the 0.62 internal branch, too. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Adam As many of you already heard, the upcoming 0.62 update will introduce a first set of audio-visual changes to the environment of DayZ. You may remember that we've already shared some progress on this matter last year. In this status report, I would like to touch on the subject of updating forests in Chernarus a little bit more. This is by far the biggest change Chernarus has received for the past years of its existence within Arma 2 and DayZ. This would be really tedious and unwise thing to do manually (there is a lot of forested areas), so we have internally developed a forest generation tool that will allows us to generate most of the forested areas on Chernarus. While the whole process of getting generated forests on top of anexisting map (that has all kinds of other objects already placed) requires some polishing work of course, we are very satisfied with the results so far. One of the most important things for new forests was to have enough variety. There are four key features that allowed us to have more varied forests. First, we have got roughly 6 different generation templates for each tree species (you can imagine this simply as young, mixed, older forests and so on). Achieving such variety would not be possible with the old models, so we have got at our disposal a completely new set of vegetation that contains roughly 3 times more models than the old one (and it is still growing). To give you an idea, lets take a look at the standard beech forest case (Fagus sylvatica). Following picture shows an example of available models for beech forest. This is quite a big change when compared to the old vegetation set (where we had like 3 available models for this specific species) and the picture is not even showing all models (we also do have dead tree variants). I should also mention that this is not just the case of beech trees, we do have similar-sized sets for oaks, pines, birches, larches and spruces. Just imagine combinations that can be done within just one species alone, not to mention what can we do when we combine them. We of course have some other types of species prepared too (for rarer use within forests and of course for solitary ones within fields and settlements). The third thing (that helps us achieving forest variety) is the tree colorization feature, which we already announced in one of the last years status report. This feature enables us to differentiate individual trees by changing their color ever so slightly to achieve a better autumn feel. And finally, fourth is the addition of 8 forest surface textures. This allows us to greatly increase variety on the ground level, because configuration of randomized miscellaneous objects is done per one surface texture (we can have one with more grass, one with taller ferns, etc.) Before: After: Please keep in mind that what you see on this picture is still work in progress and does not represent final look, these two are here to give you an idea how the transformation from old to new forest look on a small patch of forest within Stary Sobor fields. We are well past of setting up the generation process of the whole map and tweaking the visual feel of individual forest templates (assigned to forest parts on the whole map). Our primary focus now is to make sure we won't introduce any major performance problems. There is no question about the fact that while the new vegetation models were done to be much more performance friendly, we won't just aim for the same density as the old forests were. The introduction of Enfusion renderer with .60 provides us with an opportunity to go further. We are currently working with roughly doubled object count (that equals roughly 2.6 mil of vegetation objects). Our PCs are running map benchmarks overnight (multiple times on multiple machines if necessary) to get an overview of how does the current version of Chernarus with new forests perform. We can then use this information to make additional changes to the generation (forest density). Following picture shows what kind of results we get from one type of benchmarks that we do. There is still lot of work ahead of us, but it is awesome to see that things are finally coming together. We cannot wait to share more info about things to come with 0.62 update (yes, there is definitely more to talk about). - Adam Franců / Lead Map designer Community Spotlight Valentine's day is behind us and some love went to Dayz as well! You sent us some nice and creative love poems on the "Roses are red, violets are blue…" theme and we want to share them with you. This poem is made by Pedro Silva and it is not romantic at all. But love is not missing here! The love for weapons. Roses are red Violets are blue i love winchester but i like SVD too Jordan Strang send a poem where he talks about his love for killing enemies. Roses are red Violets are blue I have a mosin And your head too And short and clear one from Armin Cortez. Roses are re-- bääämmmmm Dave M. Seybert is sad because his PC is no good for playing DayZ :(. He made a poem about it. My eyes are red, my heart is blue, my computers too old, to play DayZ with you.... :( And an amazing last one by Stefan Asseryd. Militarytents are green To the right or left you can lean... Fireaxes you can colour black Remember you can make a backpack from a sack... If you get hurt it splashes some red Beware of enemy players, wolfes, rain or you will be dead We need to share a love story from our Facebook page by Sara Kpoint who met her love in DayZ as well. Awww! Actually over 2 years ago I found my valentine up in the north in the wilderness of DayZ :3. He was the kindest one I´ve ever met: He made a market with his friends, shared pullovers, apples and even a weapon, when I had absolutely nothing... 2 hours later a guy came and shot the whole group :D. But fortunately I had the same Nickname ingame and in Steam <3. And finally we have an older love song by the famous Team GEO. It is a survivor singing about his true love. Enjoy if you don't know it, because we love it! If you have some video, screenshot, poem or your own artwork you'd like to share, send it to our official Twitter account. Header image by: S3X - Baty / Community Manager
  13. FlimFlamm

    Day Z Is Going In the Right Direction

    Having only the rudiments of a thing doesn't mean you actually have a functional thing. For example, persistent vehicles alone means little to long term players if you cannot park it behind a locked door or some other such obstacle. It's as insane as loading up barrel after barrel when any fresh spawn with the location can turn it into their personal cache with zero effort. Having a chicken in your pot and a car in your garage is valuable in and of itself (or will be when vehicles actually work right and nourishment/food scarcity is balanced right), but being able to build a base around that home and garage (your tent and barrels) gives way to a much more interesting end-game: Designing, building, expanding, fortifying, improving, and defending that home, whilst managing it all in the changing and dynamic server/community it happens to be located in. The reason why there is not much long term play right now is very simply because there is no way to create adequate security to make that kind of play stable enough on the whole.
  14. Mad Scientist

    Day Z Is Going In the Right Direction

    We had persistent vehicles and the rudiments of base building (true, just tents and barrels etc) from 0.51 (IIRC) to 0.59 and that did absolutely nothing to change how the majority of the player base played the game. They still geared up, went to the coast, PvP'd, died, rinse, repeat. Groups had the ability to look for food, etc but they didn't, beyond getting gear for more PvP'n. Will there be some servers where what you suggest is happening? Sure, we are currently doing that on hihbgaming.net servers in AU, US and EU (and no, we are not PvE, RP or PvP promoting server, we are just vanilla DayZ with no rules except don't be a d*&khead) where we have multiple factions/clans running around looking for food, tools, medicines, and new recruits AND yet still the majority of the server just do it for the PvP. If we are doing that now, on multiple servers across all regions with the way the game is now, what makes you think that it will change with more features?
  15. FlimFlamm

    Day Z Is Going In the Right Direction

    Absolutely. Everyone is out killing everyone else right now because that is the only existing end game. That's the entire reality of it. With base-building and vehicle permanence the kind of group play that inherently stifles PVP will emerge. People will have a reason to group up and cooeprate. Instead of running around looking for pvp ation these groups will run around looking for food, tools, medicines, vehicles, vehicle parts, building materials, and new recruits. These groups will PvP with eachother once multiple groups emerge on a single server, but the good news is that it's entirely possible inter-group alliances will form when these groups get tired or think better of constant mutual destruction.
  16. Weyland Yutani (DayZ)

    [0.61] 34 Updates?

    Stupid? Hicks has said DayZ will be feature complete by Beta. We're no way near feature complete. Do you still think the game will be “feature complete” by the end of this calendar year? Brian Hicks: When you say feature complete, it means the implementation of these features, the first, the basic flesh out, as we say, that’s the first iteration of vehicles. I still think we have a good chance of by the end of this year, being in what we consider beta, which is where we stop focusing so much on core features and switching to bug fixing and small content. SOURCE: http://www.dayztv.com/post/dayz-interview-brian-hicks-engine-mods-hordes-beta/ There are a ton of new features coming in. Bug fixing and small content doesn't mean: base building, new player controller, new animation system, choppers, new vehicles, new guns, new map, modding, horses, animal companions, bears, diseases, improved cooking and horticulture, advanced anti-hack system (dynamic BattlEye), advanced vehicles (repair and modifications), player statistics, player stamina, new physics system, steam community integration, advanced barricading, character life span + soft skills, animal predators + birds, aerial transport, advanced communication. Look man, all of this stuff mentioned ^ is BEFORE BETA. SOURCE: http://www.dayztv.com/standalone/dayz-2015-roadmap/ I've been really supportive of the project, staff, development, but this is a joke. I like Hicks, but this lack of transparency thing is starting to look like deception. The complaint argument is looking like smoke & mirrors, lets get a proper road map please. They owe it to us that have been patient. It's wrong not to. Population is dropping back to all time lows again. At the rate we've been going lately the community can't do another year+ for 1.0 SOURCE: http://steamcharts.com/app/221100 If this is going to take another two years there needs to be a drop in GSP pricing. Why should we pay full price to the GSP's for a game that's not fully done? I understand the game is in development and the disclaimers blah, but it would be nice if communities got a break considering the Top 20 servers are community driven. If the Top 20 vanished, do you really think they would move to pub servers? Doubtful. The game isn't being sold for full price (you know the game price will go up at 1.0), why are the servers full price?
  17. FlimFlamm

    Day Z Is Going In the Right Direction

    I can see what you mean, but at the same time it must be noted that the original charm of the DayZ mod only lasted for so long; there's only so many times you want to gear up, load up some tents, and just survive. In the end the DayZ mod could not offer what is required to make it a highly playable game over long periods of time. Admittedly the original mod itself wasn't really a mechanically polished or content laden game whatsoever, but it provided the bare bones for seemingly new kinds of player interaction, and that is the singular crux of what truly makes DayZ great. Mods like Epoch and Overwatch added much needed content to the game but more importantly provided a stimulating and rewarding reason to play DayZ over longer periods of time: base building/ownership. Without them, it's popularity would never have lasted so long. It might even be the case that the popularity of the mods were essential to drumming up interest in the DayZ standalone Discounting what are going to be invaluable quality of life improvements to the game in terms of animations and how we interact with the world, the new medical and injury system, the vehicle maintenance system, wolves, et cetra, already drastically alter the ways DayZ can be played. Since there was very little to do in the original DayZ other than kill people it was rather natural that this became a trend simply because it's stimulating. But in DayZ SA... People are going to be too busy building a fire to warm up and dry their clothes when they get wet because their raincoat got destroyed when the zombies attacked when they were eating the pills to cure the disease they got from the pond they had to drink from due to dehydration caused by an extended wolf chase which began with the necessary shooting of a hoard of zombies which had them cornered in the now looted remnants of their destroyed base. This is in my opinion a more fleshed out and detailed version of what the original DayZ sought (and party achieved) to be. It created a whole new genre of video games, and we complained constantly (we never stopped actually) in our thirst for better and more content, less lag, better mechanics. Some of the original DayZ mod mods took the easy route and more or less turned DayZ back into a pvp military simulator feat. sky-towers. I'm not gonna deny they had their place in the shortage of good DayZ content, but there were many thriving servers which managed to resist the allure of allowing cinder-block sky-scrapers and having [1000+ VEHICLES BONANZA SERVUR LEL KEK!!!!] mode turned on while still furthering what DayZ is great for: player interaction (beyond pvp in this case).
  18. Mad Scientist

    [0.61] 34 Updates?

    Hi Weyland, 0.63 = Beta This was first mention by @Hicks_206 (DayZ) at a Gaming convention panel in November/December I believe. The latest status report 7 Feb 17- "I'll touch briefly on .62 - and then I'd like to give a little perspective on the work currently under way for the bulk of the team (Beta milestone)." Also this quote ".....as we're working on the .62 and Beta milestones now..." and this quote "...eagerly awaiting visuals and news from .62 and Beta...". From Status Report 24 Jan 17 - "...With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62,...." and "...As we get further into 0.62 and Beta development...." From Status Report 10 Jan 17 - "...As work on 0.62 and the Beta milestones move forward,..." and "....and pushing forward into 0.62 and Beta." From Eugenes post this morning - "....we only run version 0.63 which is BETA for us." Features that are being implemented in Beta (0.63) Now that all scripting in DayZ has been changed to Enforce from SQF, this will allow pretty much all the features you have mentioned to be implemented, including: Character Controller - everything being added is pretty much dependent on this New animations which are all done New weapons - most of them are ready to go I believe, just waiting on the new controller and animations Animal AI - we already have wolves and bears are coming, not sure when though for bears Features that we don't know much about Maybe Advanced vehicles (i assume you are talking about choppers) as this was linked to the new animation and controller. The vehicles that are currently in 0.61 exp (Lada, sedan, trucks and bus) need further work before they are back in stable, hopefully this is done before Beta Base building and barricading - there are already base building materials in the game files, however we haven't heard much lately on progress Companion animals - haven't heard much on this front as well Modding - couldn't care less when this happens, that can be part of the 15% Hicks was talking about Hordes of Infected - This I do care about but we haven't heard much lately on this front (still loving the mini hordes you get when you shoot in Elektro!!) Basically 0.63/Beta is going to be the biggest change to DayZ ever. All the legacy issues/glitches will be gone (with new ones springing up of course!!) with all new systems and measures coming into play. Is it going to be buggy? Hell yes!! Will they still need to add content? Hell yes!!!
  19. Weyland Yutani (DayZ)

    [0.61] 34 Updates?

    Whoa really? I've heard Hicks say time and time again that the Alpha phase is made up of 85% new features and 15% bug fixing and when Beta hits it'll be 85% bug fixing and 15% new features. Not sure how this new development makes sense when we have a new animation system, player controller, new weapons, advanced animal AI, animal companions, modding tools, new basic vehicles, advanced vehicles, base building, advanced barricading, and much much more along with all of the other bells and whistles that still haven't been discussed. That's a lot of features to fall into a 15% category. EDIT: Just read over https://dayz.com/blog/status-report-7-february-2017 and I don't see anything that says we're moving to Beta after .62. I read every Status Report and can't believe I would miss that.
  20. I recently made a post commending BI for their work with the new zombies, while acknowledging that in general I am not satisfied with Day Z. As I've had a little more time with .61, I've really come around to it. I recently had my first wolf encounter and it was amazing. I killed their pack leader and they split up and ran away. About 20 minutes later I found the same wolves in the next town and had to deal with them. I've seen some complaining on these forums about wolves and the new difficulty their presence adds to the game. I am frankly surprised that people aren't overjoyed by these new threats. Players seem to have gotten accustomed to the ease with which they can just run for miles without a care in the world. I for one think that's maddening and I've always hated it. I love that there are finally reasons to be cautious. There are actually things to survive from now in this survival game. Dealing with zombies, wolves, and even weather has been a blast for me. The clothes you chose to wear actually matter now. Finding water resistant and warm clothing can actually be the difference between life and death. I've had to craft multiple fires to dry my clothes and warm up to avoid dying of hypothermia. Locking myself indoors with lock picks and setting up fires has become a pretty regular thing for me. In fact, I think my cooking is what drew the wolves to begin with, which is awesome. Another thing I've really come around to is persistence, now that everything isn't always spawning in the same spot with mostly nothing everywhere else. I know this still happens sometimes, but the last time I tried playing Day Z it was so bad the game was literally unplayable. I've also really come to appreciate walking as opposed to running, similar to how Arma 3 is played. Somehow slowing down has made me more patient while exploring, because keeping my breath down has become an objective, like the objective of getting to my destination. Soon enough when vehicles are implemented again BI will be adding new, more punishing, stamina features making it so that we can't run forever. I'm really looking forward to that. Stamina management can be a game in itself, and it can really break up the monotony of endlessly running straight for miles. The way Day Z has been up until now, and the way some have become accustomed to, the fun needed to be sought out at far away loot locations that took endless running to get to. The way Day Z is going, the game will be fun wherever you are. That is a better game. That is the Day Z we want, meaning we should be more receptive of new challenges in my opinion. Day Z is certainly deserving of some criticism, but I think it's important to criticize the right things. Getting used to a survival game with nothing to survive from and then being put off when the developers actually deliver on survival features doesn't really make sense. What does make sense is that Day Z has taken so long to develop that it has already cultivated a community who have come to prefer Day Z the way it was. While I think this is a mistake, it's hard to blame them. However, it is reasonable to assume that many changes to come are going to be hazardous to your survivor's health, so it makes sense to embrace these new changes and adapt now. What Day Z has been up until now is quite poor; don't cling to it. There is so much better to come. Anyway, I just wanted to express how much I am enjoying myself right now at a time when it seems a lot of people are taking a break. For the first time in a long time I am excited and confident for the future of Day Z. The 64-bit client, along with the new Enfusion engine, has made the game more smooth than I thought would ever be possible. I am delighted by how smooth even the mouse is on the main menu screen, a true hallmark of optimized games lost even to Skyrim. Things also look incredible. I sometimes marvel at the detail of forests, unlike anything I've seen before in a game, with so many individually placed trees of different species. The new sound is fantastic as well. I remember when sound was so broken it was more likely that any sound you heard actually happened hours ago, and I'm not exaggerating that time frame. Sound is now very reliable as a form of defense and also as a way of seeking out any hidden threats. That may seem rudimentary, but it's something Day Z didn't have for a long time (it had it in the very beginning, but then lost it). And they finally got rid of that damn ambient noise audio loop they had for years; the one that would play random chain link fence sounds every ten minutes regardless of whether you were swimming in the ocean or in an empty field. The ambient noise is actually appropriate for the situation now. When it comes out, the new player controller, with it's new animations and features dependent on those animations, will significantly improve the overall presentation of the game. It is the last major piece of the puzzle to make Day Z what it needs to be, and it's the next thing on it's way. Then new physics will be the icing on the cake, and it's just smooth content releases and optimizations from there. I expect content will be released quickly then, with BI finally having put in place the main infrastructure they plan to build on, which is a goal they set years ago. The majority of the development team is working on beta as I write this, as I'm sure a lot of you know. .62 may be the last update before beta. We are coming into the home stretch! edit: It is now cofirmed that .62 will be the last update before beta
  21. That is usually how the weight system works, but to make it much better i agree vehicles to carry large sheets of metal, either raw materials such as sand, steel, wood, etc.. No way we can carry this in our backpacks. So if they do decide to make vehicles a primary tool to carry items, then i defiantly want the vs3 truck, to load everything on. If we can adjust any of the loots, i agree most of it should be sub categorized to each of the builds. We can do that if the loot adjustments are available on private. If public they will be hive controlled by the hive. I honestly think each non official server should get off of the hive, and run a local sql database. An official server has to be either box rented, directly contracted through bi first. Other servers are not hooked to it, not contracted with BI. When the time comes to install on a dedi box, that is. So you can adjust loot, adjust locations and script whatever you feel you want your server to look like. I am just so eager to get started.....
  22. Archon DayZ | 150 Veh | DZAI | DZMS Missions | GMT+10 Time zone is GMT+10 with full-moon nights on 150 vehicle max. Most newly spawned vehicles are likely to need work and gas before they’ll move. 150 is the theoretical maximum number. Typically, there will be less than the max. The average number seems to be around 130, give or take. Side-channel is on and intended for text chat only. Voice chat is not allowed in side-channel but can be used either direct or vehicle channels. Join our Discord at https://discord.me/ArchonDayz DZAI Roaming AI Air, wheeled, and dynamic foot patrol AI Bandits groups are on the prowl. Their skill level and gear varies. If you’re in or near a town, there’s a decent chance you’ll see them. However, they can literally pop up anywhere. Even if you are in the middle of the woods no where close to any town, they could still show up. Nowhere is safe. DZMS AI Missions Recently added and somewhat customized. The Mission AI are more skilled/deadly than the roaming AI. The mission objectives can be found anywhere inside the red shaded area on the map that shows-up when there is an active mission. The AI do patrol a pretty wide area around the actual mission objective. Use caution even if you don’t see them at first. Other settings: 3rd Person: On Death Messages: Off Tagging: Off Waypoints: On if you have a GPS Crosshair: Off Map Plotting: Off Spawn Selection: On Archon DayZ is NOT a Vanilla DayZ Server, just to be clear. Our goal is to strike a balance between ‘reality’ and fun. There are plenty of vehicles to be had across the map, but most will need some work before they run. The AI has proven to be challenging even for skilled DayZ players. Low player count does not necessarily guarantee safe looting. The lower the number of players, the more likely AI will pop up in your neighborhood. Also, we do have nighttime on our server, which will make it nearly impossible to see without a light source or NVG if it is a cloudy night. Visit our Discord for full list of server rules and feel free to ask admins whatever questions you might have.
  23. I hope major base construction is no simple task and with new player controller/weight/stamina it should require a vehicle to haul a lot of materials around. IMO to regain balance to the coastal cities and make them viable assuming current loot economy/heat map is roughly wht to expect at 1.0. Those random scrap piles/wood piles should be lootable in the Factory/Industrial areas. Having vehicles in Cherno for example to load up wood/metal + zombies particularly a zombie herd and the threat of other people there to do the same or to simply ambush is a wonderful scenario.
  24. O_HellFire

    How was your Day(Z)?

    Had an exciting time on experimental servers over the weekend.. Began with picking up a friend in Electro Friday night after he ignored hypothermia until well past the point of no return. Driving a V3S along the south coast in heavy rain, I continue down towards the police station and as I reached the roadblocks I see lights through the dark haze ahead of me (Looked frigging awesome by the way devs!) . Turns out to be a vehicles headlights and just as Im about to say something in TS, shots ring out! Had practically stalled the truck and so am pretty much a sitting duck and soon looking at the unconscious screen! Thinking I'm doomed, I prepare for the final shot to hit home... waiting...hold on, I'm back! Knock the truck down a gear and high tail it out of there counting my lucky stars, meet up with my friend shortly after. He tells me he heard shooting after I'd blacked out.. saved by the infected maybe?! Following day.. another friend gets jumped by bandits at a heli crash and wouldn't you know it.. almost the entire crew are in the area preparing to slaughter a herd of cows! I'm closest in my cargo V3s that we had intended to fill with beef.. i disembark and move forward on foot hoping to exact revenge for our fallen comrade and retrieve the FAL he was carrying.. heli and bus look clear as others begin to arrive and secure the area. Thinking the culprits had heard us advancing and fled, I move towards the body and salvage what I can from the corpse as geared players and a speeding hatchback patrol the surrounding area. Just as i finish loading the gear in the bus I'm shot in the back by a high powered rifle.. here's that unconscious screen again! Minute later I'm back on my feet and whats this.. don't even need to bandage? Saved by my Alice backpack perhaps?! Players take care of my attacker and retrieve the FAL as more shots come from the northwest.. the stranger firing decides to make a run for it and our hatchback chases him, as we fire shots while he serpentines towards a forested area nearby. We spread out and attempt to encircle the aggressor.. then over comms, we hear there's contact on the left flank! As I ADS towards the area.. I'm hit by friendly fire from a FAL just behind me.. again in the back! Bandaged and given saline we then continue the chase through the forests in the west of Chernarus towards an old military base, but as its night we lose sight of our prey and abandon the hunt eventually.. I take stock of my equipment and discover everything in my Alice pack ruined except a FAL mag from our comrades dead body and somehow manage a smile. Talk shifts to recovering our many vehicles in the area.. then onto hunting the herd of cows that are very close still.. stubborn friends I am blessed with it would seem! Drawn by the many non-suppressed shots required to take down the herd or maybe just our friendly bandit returning back to the scene of the earlier engagement, someone takes fire and is hit in the legs.. players are uncertain of the direction of the shots, so after the nearby hills and town are swept and no-one found, the decision is made to leave the area and get our vehicles full of meat home and cooked.. Nothing like coming down from the rush of a prolonged firefight with the satisfaction of a stuffed stomach fulled with cow steak with the added bonus of regenerating the blood spilled in the field! Its a pity scars from wounds survived aren't already introduced.. I'd be one hard looking son of a bitch after this weekend!!!
  25. boggle

    Q&A with Lead Animator Viktor Kostik

    Thanks for doing the Q&A #1 With the new animation system, how many simultaneous actions can we perform? (ex1: walking while eating beans->go to crouching animation while walking while still eating beans? ex2: drinking a kvass while driving? :) #2 regarding driving vehicles. Is the system for turning the vehicles as complex as: press "A" to move character hands/arms left/counterclockwise on steering wheel. Angular velocity of steering wheel accelerates from 0 to a maximum the longer the key is pressed, translated into the corresponding angular velocity of the steering shaft which is then translated into linear movement of the tie-rod that in turn moves the wheels? Or is it much simpler like the longer you press A the faster the vehicle begins to turn in respect to the world? Just curious how detailed and integrated the physics are, sorry if that is out of place here. Thanks!
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