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Found 41868 results

  1. Sqeezorz

    Vehicle sound systems

    Ok, I agree, a noisy, crisp radio can create atmosphere. What kind of vehicles? V3S rather only talk radio. Lada? Sedan only music radio. Bus music / talk radio. Ok, there are even more vehicles, maybe I see this too narrow and stubborn.
  2. JBURNS489

    Vehicle sound systems

    I actually like the idea...just because its an apocalypse, it doesnt mean CDs and cassette tapes vanish or dont exist. If you dont like it or dont care about it, you should be able to just leave it off. It's little things like music that make the world feel alive and lived in, which iverall make the game more immersive. I always compare open world games to witcher 3, because they nailed the little details of things and people who would actually exist in the world. +1 for music/recordings in vehicles
  3. Get_in_the_house_Carl

    Vehicle sound systems

    I believe, now that vehicles are taking a bigger role in the game, it would be nice to see some extended functionality to vehicles. I mean in the sense of the workable stereo systems, such as radio stations, listening to music cd's and cassette's while driving. To make these work you would find and attache the stereos to the the desired vehicle like you would with a tire or headlight. Their functionality could merely consist of listening to music and radio chatter from the short range radios you are later adding (not the walkie talkies). Maybe add cd's and music cassettes to the loot tables as well. Perhaps audio diaries containing stories of citizens during the beginning of the outbreak. I could imagine myself maybe others enjoying this feature if it were to be added.
  4. It's still on their Trello and the latest video Baty threw up showed they were still working on the Network Synchronization for the vehicles - I'm assuming that means other kinds of vehicles as well, such as Bicycles and Helis.
  5. ted striker

    About persistence and world containers

    Is there an official list of current persistent times for: Tents, Barrels, Ammo Cans, Protector Cases, Medical Kits, Dry bags, Backpacks and Vehicles and how exactly they work. It would be nice if the persistence worked flat across, but it seems there are massive variations... Also, I remember before that Tires would last several days if placed in a camp or out in the woods, is this still the case? I would like to trust player experiments, wish I had the time and patients to run a test... And yes, giving a private hive the option to adjust times and all containers and items would be interesting.
  6. sneakydude

    About persistence and world containers

    I completely agree, but was not going to speak on the matter until we got past alpha. anything below 14 days is too low for many players... but i would suggest we allow private hive players to adjust these times. 14-30 days for barrels seems fair enough. 8 days maybe for a backpack stored in a tree?? I usually would up anything to do with arma 3 exile, when it came to virtual garage, base storage, safes, vehicles, etc... because we knew players could not always log into your server, almost all servers would increase the time for when your stuff starts to disappear.
  7. ted striker

    About persistence and world containers

    So vehicles are back in? Is there a list?
  8. emuthreat

    About persistence and world containers

    I've been building a camp on an Experimental server with a few people since Vehicles were added on Dec 23. The camp is still there, and growing. Persistence seems fine, on Exp, at least.
  9. emuthreat

    Status Report, RE: soft skills

    Combat logging will always be a thing that people with no honor will do. No use avoiding game elements because of cowardice of the meek. Had a guy combat log just today, after he told @Thurman Merman his name, and it just happened to be the same one that KOS'd BioHaze the other day. The experimental servers have been super low pop lately, so besides ruining all the vehicles on the map, we have been feuding with the other locals. Maybe @Hicks_206 (DayZ) Should add a new machine gun to the Experimental Branch so people will actually play it. For now they seem preoccupied with stockpiling loot that will most likely be wiped when the vehicle patch goes stable. Haven't had any more that 15 people on SC 0-2 at any one time, so far.
  10. emuthreat

    Status Report, RE: soft skills

    In my opinion, the entire concept of soft skills meant is to discourage players from so easily throwing away a character's life, by adding tangible value to the experience of that character's life. To really flesh-out a meaningful skill system, everything but weapon sway, reload speed, driving vehicles, and melee, should have some element of progressive and permanent (until death) character growth attached. The benefits of improved character skills should be significant enough for people to want to pursue improvement, useful enough to create real value attached to the character, and take a fair amount of time to accomplish. This proposed polar separation of fine and rough skilled actions appears to only hit one of these points, the time sink. I would hate for it to end up with players committing suicide because they have become too far specialized in fine skills, and want to start with a clean state, because that is somehow better than both of the end results of this "either-or" skill system.
  11. Tatanko

    0.61 Experimental: A V3S Adventure

    Our journey begins just outside Gorka. A friend and I are on a mission to find a vehicle -- any vehicle -- to do our part and test this critical component of the 0.61 build currently on the Experimental branch. In 136887 (r: 23 Dec 2016), vehicles spawn complete and ready to drive; not necessarily scratch-free, but whole. This means that upon finding a vehicle, you are free to begin driving it right away so that the experience of driving can be evaluated and quantified. This is the type of feedback the development team is looking for right now. I happened upon a V3S Cargo truck to the west of town and met up with my friend who was approaching town from the east. I marvel at how well the truck's headlights work (and how well they look) in 0.61. Since the truck is a very noisy vehicle, it's only natural that I attract the attention of some infected. Driving through Gorka, I eventually collect about a dozen even just sticking to the main road. I was impressed with the headlights, but I also take a moment to appreciate how pretty the gauges in the truck look at night. We head north and make the long, winding trip through the expanse of the middle-north. Apple trees dot the road along this path, and I have several opportunities to crack 60 km/h in this lumbering elephant. About halfway to Severograd, we happen upon another truck parked in the road with its lights on. We never did see another player, but we had the odd feeling we were being watched so we didn't stick around for too long. Eventually we reach Gvozdno, and we decide to make a turn to the west to see how far we can make it before we both need to log off for the night. Note the severe weather warning in the lower-left corner of the screen :p The northern highway is empty on this night, at least while we pass through it anyway. It's oddly calming, but we're still on our toes. The truck has been a nice, quiet ride so far. Passing through Topolniki now. My friend remarks that it feels as through we just missed... something... but he can't quite put his finger on what. I agree. I love what this game does to your head. Making our way north from the area around Sinistok. The new shadows in 0.61 do an excellent job of leaving you to wonder what might be lying behind those stone walls where your headlights don't shine... The first of many littered vehicles on our way to the Tisy base. Some were complete and had obviously not been touched, and others had very clearly met an unfortunate fate at the hands of a careless driver. Finally, we arrive at the Tisy military base. I park at the front gate and take a seat to admire my accomplishment for a moment before logging out. Overall, the experience was primarily good. There were some hiccups when driving near other vehicles, but nothing that would have resulted in anyone's death or the killing of a vehicle either. When not near other vehicles, the ride was excellent the vehicle behaved predictably and without fault. I very much enjoyed my trip.
  12. p4triot

    3PP vs 1PP - I finally have an opinion

    Not allowing people to shoot when in 3PP goes againts those who prefer 3rd person view. I myself hate 3PP when shooting, I would miss everything, but I both love/need 3PP for everything else, cuz in this game for some reason 1PP is unplayable. It must be model proportion, FOV, head movement (tho I have it disabled). I don't know, but I always end up resorting to 3pp when playing, also because I like watching my character. But for me, the solution is rather easy - conceptually speaking -. Make every interactive element on the map (players, zombies, vehicles, items...) invisible to the player if not in the eyes field of vision of the character. I've seen some mods already doing this though in a bad way (with latency at appearing/disappearing stuff cuz they're mods and can't modify the graphics engine itself), but it's doable. Integrating it with the engine would also make it 100% effective and not performance costly (for those who don't know the number of operations behind EVERY pixel of your screen for each frame rendered is asthonising, adding this to the math wouldn't affect your fps at all).
  13. zin0

    Your .61 Experiences

    Zombies are stronger which is a good thing, and they are all over the map. I've never been attacked by wolves, but the whole idea is pretty cool. I don't mind the new spawns, even though it does get a little boring going hours without any interaction, just searching for scraps in camps. Overall this patch is the most broken one ever released to stable. Between getting stuck in door ways, pulling your gun out and getting jerked all over the place, frame drops, stuttering, game crashes, graphic glitches, at times i can't put my gun away during PVP due to player lag, players dying in 15 minutes after it rains(which doesn't make any sense), status indicators are broken, zombies hit you without swinging, some sounds are too low, no vehicles, ect.. I like the patch in a sense, but holy shit, so much shit is not working properly. I thought after 6 months working on a patch we would get something decent here.
  14. There are too many threads, different videos on youtube, some standalone versions some with numerous mods. I cant understand after all, does current DayZ 0.61 Standalone version have following features or not: 1) Driveable vehicles; 2) Base Building (Basic Shelters, or Complex Structures?); 3) Dynamically Changing Weather( rain, wind, tornado etc.); 4) Servers with different rules (Role Play style servers?); Thanks in advance for answer!
  15. IMT

    Vehicles are back and better than ever!

    Thurman Merman, Starvingart and me already tested it. The desync problem with 2 vehicles near each other has been resolved. Although I noticed indeed some frame drops which people mentioned, specially if you look towards a vehicle but looking the other way you'll be fine. I think this might because of the items in the inventory of the vehicle but I'm not sure. I might hop on later but I'm not sure yet.
  16. IMT

    Is DayZ still too easy ?

    Alright, first of all on the topic of apples, in the future the apple trees and probably berry bushes will change into an inventory based system. Which means you will need to press TAB or search for apples and you will get an inventory menu and you can take the apples out of there. This means that apples aren't going to be infinite anymore and spamming doesn't work. You will be able to get a few apples but if the trees empty, it's empty. At least this is how I think it will work and I hope it will be balanced where apples are not the main source to get yourself energized, hydrated and healthy. In Experimental I tried to get healthy without the use of apples and I started to loot Berezino. Finding food was hard so I had to resort to farming which also didn't help that much but I could keep myself from starving by the bit of food I found and the crops I farmed. I finally got to healthy after I started fishing and that's how I like to see it. Loot the town for supplies and optionally farm crops to keep yourself from dying of starvation until you can hunt or fish which is a way better energy vs. stomach content ratio. Also, the developers are reducing loot or at least canned food with each build or patch. I think there are two reasons behind this. The first reason being that they need to analyze the data they get when they tweaked the loot. This takes time and after they analyzed it they can tweak it again and rinse and repeat. The second reason is to push the players slowly but surely towards the end game. If they suddenly reduce the loot severly there are going to be a lot of deaths and a lot of tears suddenly which results in gasoline cannisters full of tears to keep me hydrated (yeah, I live on those tears). The developers mentioned many times that DayZ isn't supposed to be easy but rather hard. And in the endgame we will see if they keep their words and in my opinion I'm sure they will and I'm seeing it happen even though it's slowly. Wait until the stamina system comes in with weight and no more endless running. In the latest status (or was it the 2016 review topic?) they mentioned that sprinting everywhere is going to be history because that's why there will be vehicles. On the topic of diseases, there already some diseases in and I peaked through the game files and there are already more diseases in but I don't know if they're active at the moment. But I saw someone mentioned cholera and that drinking from ponds need to have an higher risk. Perhaps you don't drink a lot from ponds but if you're not healthy and you drink from a pond without purifying your water there is an high chance you will catch cholera. And I believe cholera is at the moment the worst disease you can catch. Just like when you're soaked or drenched you need to act immediately or you'll die when you catch cholera. The problem is, cholera is a slow and torturing disease and it takes multiple hours to get rid of it. As soon as your get the red status messages all you basically can do is sit still because you're losing blood slowly and your hydration goes down hard which means if you move you'll lose even more hydration, speeding up the process of your death. I do hope they make wells a limited source of waters which slowly regenerates again just like I think how the apple trees are going to work. This will make it also harder to stay hydrated and you need to plan carefully with your hydration. In conclusion: at the moment DayZ is easy to survive although slowly but surely you can see they are pushing towards the PvE and survival aspect which is great. We will see survival getting harder and harder going towards the release of the game so I shouldn't worry about it too much now.
  17. Try looking at the military road block, located directly at far west of Lopatino. There is a long road which directly going towards out of map. End of this road you will see mil tents and lots of vehicles. I found 3 in this place.
  18. GaryWalnuts

    Vehicles are back and better than ever!

    I logged on as IMT was signing off for the night and I got to go for a drive later on. For the record the server was low-pop for most of the night, I didn't see anyone but Biohaze and Emuthreat all night. Biohaze and I met up around Ratnoe and went on foot to Kamensk Mil base then on to Stary Yar where we found a Lada. The doors were a bit glitchy for Biohaze at first but after we got that figured out the drive was very responsive all the way to Tisy. The gear indicators might be helpful to new players trying to figure out driving and the speedo was a novelty too. We got her up to about 80 kph along the northern edge of the map and drove right through a zed - so no zed clipping confirmed for now. Emu joined up in TS and he found a V3S right away and worked his way north, he mentioned he crossed the river near Grishino without a problem and I believe he switched over to a Party Bus which he eventually got stuck teetering on something - a guardrail maybe. Emu then hoofed it to Sinistok where we drove the Lada straight into town to meet him. No desync approaching Sinistok where Emu was waiting although we caught some zed aggro and had to dispatch a few when we exited the car. We weren't able to test another car within the network bubble proximity but there seems to be enough vehicles spawning to do that. I'm hopeful that the devs have that one worked out already. edit: driving in 1PP is still very loud, I had to turn down the sound effects to hear myself steer
  19. IrokGaming

    2016 In Review

    Hello boyz and girlz! This year have seriously been amazing!! I mean.. there is just so much.. New engine, new rendering system, new sounds, wolfs and so much more.. Its litrally insane!! Im so happy for all of this! Every update have been better then the last :) I have one small consern when i saw "what have been going on behind the scenes" Stamina in Dayz? I mean i get that you want to give the vehicles a more importent roll in the game. but i think some people just dont want to be in a vehicle.. it sounds lound, you feel vulnerable.. I like to travel by foot.. see the nature, taking long runs, run from town to town.. But then again.. What do i know, I havent even tryed it.. Right! It might be awsome. who knows.. Everything else in Dayz is awsome so why wouldent stamina be that. :D Merry Xmas! /Irok
  20. igor-vk

    Vehicles are back and better than ever!

    Now you need to assemble experimental crew and test with other vehicles and players near.
  21. Buakaw

    Vehicles are back and better than ever!

    How full was the server? I was impressed by 61s performance a couple days ago, everything was so smooth on full pop. First time that smoothness was carried over from exp to stable. I wonder how its gonna be like on a full pop with at least a couple dozen playercamps and vehicles.
  22. For those who don't follow Experimental/the Experimental forum, vehicles made their comeback on the latest Experimental patch. I have to say they did a pretty damn fine job because there was almost no desync (as driver and as passenger) and handling the car also felt better. Vehicles are back and they are better than ever! Here are two clips showing the improved vehicles. The first clip is where I drive and the second clip is where BioHaze drives.
  23. NicKardasis

    2016 In Review

    2016 was DayZ SA's best year thus far. I really cannot wait for the new animation system/player controller. Can't wait for the Beta phase with vehicles, barricades and modding tools. I really do hope DayZ is gonna be the game we all've been dreaming about for years. Merry Christmas and best wishes to the whole Dayz Dev team, you guys are great and your hard work has started to show. #MDAYZGA
  24. I agree with you Bororm. However since this game isn't finished yet the loot distribution is most likely not set yet and will change. But I'm also thinking that the way the map is currently layed out is also screwing up loot distribution. When south/southwestern spawns were in the best spawn without question was kamenka. And everyone who wanted the best gear in the shortest time would suicide until they'd get a Kamenkaspawn or close to it. That wasn't fun. I like that spawns now are limited to the east and just west of Electro however I would even limit it to only eastcoast but thats me. But like you say, now Berezino or Svetlojarsk are the goto spawnpoints. And I think these problems are not only because of loot distribution but of the map layout. Either like you say civ loot needs to be increased (not only guns/ammo mind you) and/or map changes to prevent best routes from emerging. I hope that DayZ will end up where coastal loot is limited to farming/vehicle/storage loot so the coast is actually a place where you spend some time before you venture further inland. The further inland you go less canned foods, more wildlife to hunt, perhaps harsher weather conditions, more civ guns/ammo, more predators, more infected and when you actually get to military locations they will be swarming with infected so it becomes a real challenge to loot them. And then Tisy being the endgame military location with tons of infected, poisonous gas, gasmask/hazmat suit requirement, predators and whatever else the devs have planned for it. It should be a really hard challenge to survive, get guns/ammo to defend yourself/your friends, build a base somewhere, protect that base, get working vehicles there without getting killed or robbed and finally getting the best loot from Tisy to your base.
  25. Baty Alquawen

    2016 In Review

    Greetings Survivors, As we wrap up 2016, we'd like to take a moment and look back on what has been done so far, and what is to come. 2016 has been a pivotal year for DayZ development, both on the public Steam branches, and internally. For those who haven't followed development closely, lets start with the changes that have made it to Steam this year. New Renderer: Anticipated for a long time coming, 2016 saw the introduction of the new renderer for DayZ onto Steam's stable branch. An ongoing task throughout DayZ's development, this update to the engine powering DayZ was one of the most complex changes for the development team. The legacy renderer was originally intertwined with the engine side simulation going back to the earliest dayz of Real Virtuality. Seperating this, ensuring that no core systems or mechanics were broken, and introducing the new renderer technology to DayZ while ensuring a 1:1 visual fidelity was the base goal for introducing this to Steam. With the addition of volumetric fog, and the massive improvements to client frame rate the whole team was elated. 2016 took that one step farther with .61 tackling the issue of dynamic lighting and shadows, finally removing the thorn in the side of night time gameplay by preventing light sources from ignoring structure geometry, players, and so much more. Add into this dynamic lighting changes to .61, and light sources such as camp fires, flares, and more finally became viable for night time survival. Randomizing attachments, loot spawned in containers, and on infected: While it may seem like a small part of the larger puzzle, the "looting" side of DayZ's gameplay is integral to the experience, and should not be ignored. Adding in support within the Central Economy and item configs for arrays with multiple classnames, as well as having the infected themselves be a potential source of loot added a much needed boost to the search for those critical items survivors need to deafeat the obstacles within Chernarus. Dynamic Spawning of Infected: Throughout DayZ's development we have spawned a large amount of infected globally, spread throughout the world in an effort to reduce the meta-gaming and systematic learning of the mods script based trigger spawning based upon player proximity. Unfortunately, this led to us never really creating a feeling of dread or danger from our infected, as while they massively outnumbered players - they were spread throughout a huge 256km2 landmass. Utilizing the dynamic event system that powered things like helicopter crashes, and police car spawns to increase infected density in cities, towns, and villages that are within the 1km network bubble of players has reintroduced that long missed feeling of the infected citizens of Chernarus being a true threat within gameplay. While server optimization moving forward into beta will allow us to slowly increase these amounts, as well as beta itself allowing us to continue to improve the threat they offer - 2016 saw a reintroduction of a core element of DayZ gameplay. Network Synchronization Improvements: As long as DayZ has been on Steam, one of the most frustrating bugs for users to encounter has been the seemingly random breaking of legs, death from running over a small rock, or experiencing crippling desync within a player versus player encounter. Our gameplay programming team introduced with the first builds of 0.61 an architecture change on how our client/server networking communication occurs. Addressing approximately 90% of all known issues related to client/server position desync, and finally putting a nail in the coffin of the sudden "broken legs" while navigating larger structures. In addition, overall client/server communication throughout gameplay was improved, and a significant improvement of responsivity was the result. While beta will see continued iteration and improvement in these areas, this is arguably one of the largest and most impactful changes to the playability of DayZ Early Access, and we think you'll all enjoy it. Predator AI: Talked about initially in the early years of DayZ development, 2016 saw 0.61 introduce the first of DayZ's predator AI in the form of wolves. Known to roam the northern and far western reaches of Chernarus, wolves have introduced an off-road threat present even when no other players, or infected are to be seen. Traveling in packs, and stalking vulnerable players these enemies have quickly become a reason to save your shotgun ammo. Eden Sound Engine: Thanks to close cooperation with the fantastic team working on Arma 3, the DayZ development team were able to introduce the new audio technology that powered the Arma 3 Eden update. Allowing the DayZ Audio team to begin work on expanding the impact of sounds of gunshots within Chernarus. Beyond just proper volume attenuation, this update allowed a massive injection of immersion and paired with cooperation of the gameplay programming team, a much needed focus on addressing issues with gunshot sounds playing for all players, and a fantastic side effect of drawing players towards each other through gunshot sounds resonating through the hills and valleys of Chernarus. Moreso in 0.61 than ever before, the choice to fire a weapon in Chernarus has become a multi faceted one. Concerning both attracting large numbers of infected, and the unwanted attention of other and potentially more dangerous players. Moving into Beta and onto 1.0, this technology will allow continued improvement in all areas of the DayZ soundscape. Server Login Queue & New Server Browser: At the tail end of 2016, 0.61 saw the introduction of both the first iteration of our new server browser, and the much requested server login queue system. The new server browser is the first step towards our drive to properly presenting the official, vanilla experience as the first thing new players see, and will continue to evolve as we move into beta. On the ease of use side, the new server login queue removes the need to hammer that connect button, and beyond that - addresses critical vulnerabilities present in previous builds when large amounts of players try to connect. A huge gain for server side performance (and thus stability, and playability) the server login queue was originally slated for beta, but pushed up to address server stress after the 0.60 experimental push. As exciting as the changes that made it to Steam are, even more work was done internally behind the scenes that aren't quite ready to hit Steam. Lets take a look at the things that were done behind the scenes internally on DayZ development in 2016: Design Team: Its no secret that the development team halted the addition of new mechanics, weapons, and most content on the old SQF language, animation system, and so on. While work pushed forward on mostly engine, and infrastructure changes (as well as the design work required to properly configure them), the design team have been hard at work on both moving over all of the gameplay systems written in the old SQF scripting language (Approx 90% completed so far!), as well as creating and supporting new mechanics flagged to come in our beta milestone such as electricity, base building objects, and more! Animation Team: The animation team has had a mountain of work in front of them for 2016. From working hand in hand with the programmers responsible for creating DayZ's upcoming new animation system, to collaborating with designers and artists on all of the required new animations for new content, mechanics, items and so on. Not to mention redoing all the animations for existing gameplay mechanics, and items created on the legacy system from 0.28 to 0.60. With progress examples including but not limited to: 90% of all required animations for our Beta milestone completed 44 Weapons redone (Each about 10 anims per weapon) 24 new weapon unjamming anims (2 anims each) 2 New Vehicles (Approx 35 anims each) 2 New Gestures (Approx 9 anims each) 30 New Combat Anims 24 New Action Anims 1,744 Adjusted, Refined, and Exported Anims As we move past 0.61 in the tail of the year, and the bulk of the team is focused on our beta milestone, their work internally has paid off extensively, as the team can now begin working with our final animation system and the fruit of their hard work over the last year finally begins to make it to the main DayZ internal branch. Sound Team: Over 2016 the SFX team have been working hard collaborating with gameplay programmers, and support from the Arma team to introduce our new audio technology, as well as hand in hand with Art and Design teams to further the depth of audio simulation across the terrain and inside the buildings of Chernarus. From everything to new ambient SFX, infected audio, user actions audio, and so much more. Within 2016 the Audio Team were able to complete over 95% of all new player sound assets, introduce new gun SFX tied with the new audio system, internally complete new ambient sounds, prepare for additional improvements on melee SFX, and focus on new vehicle sounds in preperation for completion of new audio technology support for vehicles. Beyond that the team has plans for improvements to footstep sounds, and foley SFX based upon player gear as we move past Beta and into 1.0. Art Team: The art team is leading the charge into beta, and over 2016 has created a large amount of new content for the beta milestone. Including, but not limited to the CR 550, Mini Uzi, OTs-14, PKM, PP-19, Scout, PB 6P9, Saiga 12, Improvised Fence, Electrical Generator, Watchtower, Crop Duster, ALICE Pack, Recurve Bow, Biohazard Showers, Metro Police Station, Civilian Sedan, over 20 new characters for the new player/animation system and so much more! 2016 also saw significant improvements to the layout and structure of Chernarus as a whole, with extensive map changes and redesigns throughout the year such as the cities of Cherogorsk, and Elektrozavodsk, as well as villages like Tulga and Staroye, and railways throughout the country. In addition, they wrap up the new year working on finalizing the revamped "Chernarus HD" wilderness with the environment team for 0.62. Engine & Gameplay Programming Team: DayZ's Programming teams have had a massive amount of work on their plates for 2016. With a massive amount of the technical responsibility of preparing for Beta and 1.0 milestones, they've tackled the implementation of the new renderer, iterative improvements including dynamic shadows, improving client side performance, supporting increased view distance for light sources, and much more. Beyond that they've taken on introducing the new sound technology from the Arma team, addressing legacy peer to peer issues from Real Virtuality, Transfering ownership of every entity within the gamespace to the server, transfering to fixed time step simulation (which helps address synchronization of player position enabling much more reliable server responsivity to player input), Removing legacy mechanisms in player simulation and entity updates (allowing the simulation of more entities in the same frame), Introducing the first 64 bit client builds to Steam, Improving physics and vehicle simulation, implementing dynamic AI spawning, introducing the server queue system, and focusing a significant amount of work on the new player controller, animation system, and damage system. With even more plans for impovement, and optimization in these areas moving into the new year. In closing, 2016 has been a difficult but fruitful year for DayZ and the development team. We've overcome many obstacles, and the successes we have achieved have been a huge step in the direction we'd like to go with DayZ. The support of the community, and engagement through our official forums and feedback tracker have been a massive assistance in the march towards Beta and 1.0, and we couldn't be more excited to share that journey with you all.
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