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Found 37 results

  1. Hello, I'm an old Dayz player and I wanted to get back on it after 0.63 update. I've made a fresh install and switched to "experimental" build, but when I start the game, this error appear: cannot open file 'addon\gear_books.pbobies.ebo' I tried to make a file cache clear (with all 3 option on) but problem is still on. Do you have any suggestions?
  2. Stress Test vol.35

    Hello guys, The new Stress Test is will be online in 15 minutes. We did some changes that should help with a server performance, we tweaked a limb damage and a long wooden stick can now be obtained with a knife, hurayy! 0.63.148115 is a number of the version. So let's test it!
  3. A "little" jump on top of the school in Severograd! This happened on the Stress test branch of DayZ, and it seems that if you jump right before an item, its edge will help your jump, giving you a boost.
  4. Hi, I'm relatively new to the game and dont wont to delete my experimental 0.63 char by accident, so can I still play on the stress test 'branch' and just swap back and forth in steam for stress<->experimental? If you know or think you know please state how sure you are about this and if the info is valid for 0.63, I saw some 'ancient' articles claiming you could have 4 chars: 1 for 3. person + 1 for 1. person on each hive. brgds /M_M
  5. Announcements

    Please read the information on this page fully and with extra care. Don't skip parts, everything here is important! → Play DayZ Survivors, the DayZ Dev Team needs your help! In order to proceed to a 0.63 Experimental release, our programmers need to stress-test the game = evaluate and debug the server performance of our current 0.63 builds. This can only be done in an environment where we have lots of players connecting to 0.63 servers. That's why we've decided to open these Stress Tests to the public and let everyone play 0.63 even BEFORE we can call it an Experimental build. It's going to be a "stress test" for the Dev Team as well, as the game is not yet fully ready to be played normally. However, stress-testing is an important step to ensure stability of DayZ when we reach Experimental. We will usually have about 50 servers running a 0.63 build utilizing a new Stress Test Branch on Steam. However, the number of available servers can be intentionally decreased if we decide to test some specific features (e.g. login queue behavior under heavy load). Servers will only be online when the Dev Team needs to run a specific test scenario. That means you will only be able to play for shorter periods of time (usually about 2 hours) and on an irregular schedule. Since we need to evaluate the tests live, they will usually run during the business hours of Central European Time. What version of DayZ is running on Stress Tests? It is a completely new branch of DayZ on Steam, where we will be running one of our internal 0.63 builds. This is not an Experimental release, and certainly NOT a DayZ BETA release! Why is this not considered an Experimental release? this build does not represent a typical DayZ gameplay experience, and is in general less polished and stable compared to our goals for the 0.63 Experimental some features and content can be switched on / off in Stress Tests, based on the specific part of the game we need to test at the moment we may spawn players with some items already in their inventory to speed up the Stress Tests. The same is true for spawn points, as those can be different for each Stress Test, and do not represent a typical DayZ experience that we aim for Is this the DayZ BETA? NO! What are you, the Dev Team, expecting from these Stress Tests? We mainly want to test server performance and see the number of players our servers can handle. Unfortunately, we are not able to do such large scale tests internally. We will be auto-collecting logs and server crashes for further analysis, as well as profiling the server performance. How can we, the players, help the Dev Team? We would love to kindly ask you to report all issues (except those listed below) that you encounter and provide us with data from potential client crashes. How to report it? We need you to send everything to our Feedback Tracker so that our lovely Dev Team can figure out what's going on. If you don't know how to make a Feedback Tracker ticket, this thread can help you. In case your game crashes, we will require more information from you - please make a Feedback Tracker ticket and add files from the folder C:\Users\PCName\AppData\Local\DayZ to your ticket. Your feedback is important to us, and you can help us release 0.63 Experimental faster! What is the schedule for running the Stress Tests? There is not a fixed day or a specific time of the day when we will run the Stress Tests, but it will usually happen during, or after CET business hours. Stress Tests will run only when they are needed for specific development purposes. We will do our best to provide at least a 2 hour notice before the next Stress Test begins. Please follow our Twitter Channel and make sure to participate on our forums as well to stay up to date. I am a content creator. Am I allowed to stream the Stress Tests and record the gameplay? Is there a server for content creators? We do not prevent anyone from streaming/recording the game, but we advise all content creators to wait for a more stable version of the game. It's also not ideal to stream the Stress Tests because of their ad-hoc nature, and unpredictable behavior. Please get in touch with our Community Manager BatyAlquawen in case you're interested in having a Content Creators Server - currently, there is no Content Creators Server for the Stress Test Branch. Known issues (= please DO NOT REPORT these issues on the Feedback Tracker): vaulting over fences happens automatically, and with a weird animation (this is a placeholder implementation before jumping/vaulting works as intended) using RMB (right mouse button) in some gestures can freeze the character (your character will be fixed after you reconnect to a server) setting key binds does not work properly at the moment the character can become desynced when moving at prone/crouch speed in the opposite stance the character can become desynced animation-wise = plays different animation than it should players are misplaced when more of them attempt to climb one ladder at the same time in rare cases, it might not be possible to exit a ladder when in a close proximity of some the environment objects, your character may be unable to raise hands players may glitch when attempting to prone on top of each other the camera may clip through the ground when in prone other players do not see your chat messages when you have a megaphone switched on ladder climbing animation can be glitched (wrong hand placement) clothing cannot be swapped in some circumstances weapons/magazines can occasionally become stuck in the inventory there are various visual animation glitches the visual representation of sky is incorrect there are various lighting/shadow glitches you may experience brief client-side freezes combining of magazines with ammo piles (as well as firearms with magazines/ammo piles) are working one way only after the spawn, character's camera can be stuck in free-look using free-look camera with a raised firearm (and eventually firing it) can lead to a mismatch of raised hands direction against camera direction while aiming down iron sights, a firearm may become shifted, and can be slightly rotated randomly around its vertical axis, which leads to some accuracy issues after fall impact, the player character is stunned for a while before he can move again the client can freeze briefly shortly after connecting to a server characters can become locked in database, preventing connection (try another server) possible connection issues due to large number of simultaneous connects character animations for hit impacts after being hit with projectiles are missing post process for hit impact is not played properly sometimes gear on players might not be synchronized between them properly What IS NOT to be expected of Stress Tests: authentic DayZ survival experience, this is mostly a PvP stress test to gather server performance data the infected - they are intentionally switched off in Stress Tests intended/final balance across game features, mechanics, systems and central economy intended/final design of GUI of menus, inventory, and HUD features not ready for Experimental features planned for the future releases (Experimental, BETA, 1.0) intended/final item's names, descriptions, sizes, capacities and inventory icons intended/final sound and visual effects like post processes, particles, rain, fog and lighting setup What IS to be expected during Stress tests a new Steam branch - you need to download 12 GB of files 52 stress test servers for 3120 players spawn points in Zelenogorsk work-in-progress iteration of the brand new player controller and some other features bugs and game crashes - servers may crash seconds after their start, be ready for that just in case Please help us manage the expectations of our community and do not share the following Stress Test Branch opt-in details directly with your friends. We would like to kindly ask you to only share a direct link to this DayZ.com page. That way, you will help us in our effort to create a well informed community, and you will contribute significantly to the overall efficiency of Stress Tests. Thank you! right click DayZ in your Steam Library click Properties click the Betas tab the "Stress Test Branch" is unlocked now - select that branch in a drop down menu and let the client files download How to revert back to Stable Branch? → right click DayZ in your Steam Library → click Properties → click the Betas tab → in the drop down menu choose NONE = opt out of all beta programs and close the properties → play DayZ How to find Stress test servers? → click the Change Server tab on the welcome page → write "Stress test" into the Search prompt on the right side of the screen → select a server of your choice
  6. Stress Test Reports

    27/04/2018 Hello Survivors, Thanks for a quick stress test. So far it seems that one of the changes to character locks and/or BE kicks had issues with the Database backend that only shows up during high stress. We will look over the logs to make sure it can scale properly. I`m sorry it was so short this time, but this is also the reason we do these. The changes are done by stress test branch however still available when playing offline. Looking forward to your feedback!.
  7. Me and 1Lt Mike on our journey in the North West airfield, right when we finished looting the north area, we saw two guys. We decided to flank around and have visual from the north area. From there, we started to hear suppress shots close to us. Safe to say, the AKM at the moment is the most used primary in the Experimental branch, mostly because of the lack of guns. Recoil is much easier to control, making it one (if not the best) best gun in this branch.
  8. Tetsting footsteps sounds

    Hello, everyone today I decided to make a video about the different sounds of footsteps so all you sneaky beakys can get some kills
  9. 0.62 After the update the game does not start As far as I understand, the game stopped working after installing the update 7MB on 28.06. Received administrator rights, checked the PC for viruses, reinstalled BattlEye and Steam. Disconnected the antivirus and Windows firewall. Installed game on D and S (SSD) drive. Did not help. Completely reinstalled Windows that just did not help. Installed 0.63. Also error My system: Operating System: Windows10 Pro 64-Bit Version 1803 CPU: Intel Core i7-8700 Motherboard: Gigabyte H370 Aorus Gaming 3 WiFi (rev. 1.0) . The BIOS version of F6 Graphics Card: Gigabyte GeForce GTX 950 Xtreme Gaming 2GB GDDR5 Ram: HyperX Predator 8GB DDR4 PC4-21300 HX426C13PB3/8 HDD: Samsung 860 EVO
  10. Is this even a game at this point?

    Dayz Standalone 0.63 is pathetic. Let attempt to explain why. Wool coats and track suites everywhere. Why? Who in their right mind would pick a wool coat or track suite over their starting equipment? It's super frustrating to find those items in 5 out of 10 houses (then 4 out of 10 are empty). The loot economy is terrible, it is frustrating to walk from house to house and not find useful items. Even more frustrating to walk from house to house and find spawn points taken up by people switching their gear with what they've found. Most important item you can desire is water bottle and a backpack to store water bottle. Forget about making your own backpack out of burlap sack, finding rope is nearly impossible! Chances are, you will find a school or waterproof backpack before you find rope. Hunger & thirst is super annoying. The moment you wake up, your thirst is already in yellow, run a little around and it will quickly get into red, at which point you begin losing health. The icon design and functionality is *insert bad language* terrible. It provides you no useful status update aside from "YOUR THIRST IS GOING DOWN RAPIDLY". Oh really? I *insert bad language* know it because I am *insert bad language* sprinting! I'd rather know how much I have left before I begin losing health then "thirst is dropping less rapidly". I cant believe I miss the old style text in the left corner status updates. Stamina system is probably the worst offender. I understand why we need stamina system, but the way its done, just *insert bad language* kill me. You need stuff to survive, the more stuff you have, the better are your chances of survival. If you are planing a trip to the north, you better stack up on those water bottles boy. Or pop up a map in your web browser and plan a route that takes you through water sources. Looting is very punishing, I happened across a ballistic west and was like "yay", finally a useful item. Put it on and now I can't sprint anymore because it weights 14 *insert bad language* kilos, even more then my full backpack! Let me round this off by asking a simple question, where is the game play loop in Dayz? What is it even supposed to look like? Do you think that going from house to house is fun, that listening to your character wheeze as he/she is trying to catch breath is fun? Do you perhaps think wool coats and track suites are fashionable again? Do you think that occasional joust with zombies is fun while they flail wildly with their limbs? Do you perhaps like being alone for prolonged period of time because none of the players will attempt to interact with you unless it involves punching, stabbing or shooting? Do you really think that we need DayZ standalone anymore?
  11. How long do we still need to wait before the 0.63 Update is released on the Experimental Branch? That's a question we get asked every day. While it's still hard to estimate exact release dates at this stage of development (we've learned our lesson about estimating dates), we at least wanted to provide an overview of the work that remains to be done before the release is a go. Before you start scrolling through the list, we strongly recommend that you take a peek at the detailed Status Report we posted on November 2018 last year - back then, we provided a list of 0.63 goals that served as a basis for this particular checklist. In general, that Status Report contains a pretty decent breakdown of our development plans all the way to the 1.0. release - go ahead and read it if you haven't done that yet! We'll do our best to go through this list twice a week on Tuesdays and Fridays - even if it would mean that the state badges for each feature/system stay the same. With each update that has some new things marked as "Ready for Experimental", we'll also share that information on our social media channels! We hope this will make our development progress a bit more transparent, and hopefully, you'll also get at least some sort of estimate for the Experimental release. https://dayz.com/blog/0-63-experimental-release-checklist#/
  12. 0.63 Checklist Updates

    Not sure If anyone else is keeping track of the 0.63 checklist, but I thought it'd be nice to have a quick reference. I'll try to keep this up to date :) Monday, March 19 - Hit reactions -> Ready for Exp Friday, March 23 - Camera collisions -> Ready for Exp Wednesday, March 28 - No changes Wednesday, April 11 - No Changes "As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here." Tuesday, April 17 - No Changes "Nothing specific has changed from the last team, the dev team is working on tweaking of existing features and getting rid of crashes so that we can start our first Stress Tests." Friday, April 27 - No changes. Thursday, May 17 - AI - Infected - Stealth -> Ready for Exp Thursday, May 17? - Infected - Advanced combat -> Ready for exp Monday, June 04 - New player character - Melee -> Ready for Exp What's left? Vaulting Jumping Melee Evades Blocks Camera Camera Collisions Character Representation Hit Reactions Unconscious States Player Audio Infected Stealth Advanced combat Expanded behaviour Improved movement Main Menu Character Selection Option Screens
  13. Hello Guys and Girls, my 3rd Post and I hope you don't expell me because of this dramatic post. ;-) I want to explain and take care of what is given to us by the devs right now and how it is not good. But I won't discuss the stress-test situation, that's a tick to dramatic. This post is about the direction DayZ is going in which is calling hardcore gamers for traveling, hiking and just looting. In my opinion, that's a totaly wrong way. If we look closer in the very small view the devs gave us actually in the playable exp version, we can see a loot things had changed in difference from 0.62 to 0.63. There are a few main parts beside the technical stuff like engine, that makes it a completly game changer. - Why it has to be a game changer? It don't has to be, the devs just want it. I think they are in aware of what they are delivered in the past, which is not good, which is not much, and now want to get recognition from players. At this moment this game, in going further, will be destroyed. The game itself, its gamedesign, in 0.62 is not the problem, that massive amount on bugs and misslead communication (if there was a communication at all) from devs. 0.63 game design, as we can see it by now, is completly driven away. - Inventory That's the most actual point I can deliver from my point of view of how they are trying to change the game by making it way more, as they would call it, "innovative". In real it's just way more complicated. There is no argumention that this in need because of that new crafting system. That's just a bad implementation that frustrates players. If I have a complicated system in a game, I would try it because i'm interested, or it's to cheesy to try it. Mostly it's too cheesy, that's where good game-designs comes in handy. Or not. - Stamina Okay, now we got a stamina system, that's not bad at all. It's a realistic consequence for DayZ. But, the stamina system at the moment is just blocking any good movement feeling yet. There is no big difference between no backpack and a backpack and of course it is not in a realistic setting yet. If you don't want players run all over the map, you can do it by setting the max to 3-4 minutes running, not 20 seconds. Than you feel good moving. Even with vehicles that aren't available yet. - Communication That's by far the worst a dev team every delivered on a half-way mid-stopped project that is like 50% but nevery reaches 51% of releasing. Even after every stress test there is a sentence like "finished soon". That was about 2-3 month ago. The devs are doing "community streams" or "dev streams" in which they are showing the already known status. Do this on every other product in a real economy and the people are going rage. The devs do not take the customers serious because they can't or they won't. Both options are not good looking. And this is how you expell casual gamers, gamers that played DayZ 250-500h which is already much, by doing everything for the 3000 players that are actually playing. The devs, in summary, just ignores which makes them popular, gave them money to do their work, to live their live, by ignoring the thousand of players NOT PLAYING DayZ right now. No thank you. There are still a lot of other things that could be discussed, but I'll just leave this here. My planet needs me! PS: My Person: DayZ played since 2014, over 2200 hours, playing 0.62 nearly every evening.
  14. Dear Survivors, today, we are releasing the DayZ 0.63 Update to the Experimental branch! With this update, you’ll be able to experience some of the key engine changes brought to DayZ. Developing this new technology backbone for the game took the better part of the past 4 years in Early Access, and we’re very happy that we can finally let everyone play what we call “the new DayZ”. For more information, check out this article.
  15. Hi all Pls devs fix this, This happened to me also one or two times and this is a very critical and frustrating bug because thats why people stop playing... But to end this of course thx for all your hard work <3 :) Cheers, Raptor.
  16. Hello everyone! We have a new Experimental update here. Servers will be down for 30-60 minutes. What is new: further crash fixes fixes for issues with incorrect save and load of character fixes for memory leaks fixes for DB lockouts further fixes for stability and kicking issues No character wipe this time. Thank you for playing on Experimental servers!
  17. I came back to DayZ after a year away from the game to check the fabled 0.63 and after 2 full circles of the map and being fully geared up twice, a couple of deaths I think I can give a personal opinion of the state of the game and here are my thoughts. 1: the engine looks good, graphically solid, the atmosphere is perfect, the ambient and the environmental conditions are really well done. It is also pretty stable. I had only one weird death in the middle of the forest without any reason to die and no crashes during the play. What I don't like is the visible distance, the mist or fog is hiding too much of the distance. I climbed on top of the Altar antenna and you can barely see 300 m away. I hope that is going to change because it was one of the strong points of the game. 2: Gameplay... well this is hard to evaluate since it is so bare bones as it is right now. The infected are good... they should probably see you a bit easier but that i guess will be dealt later. One infected at a time is easy to deal with... a group can be deadly - I LIKE that! They react to shooting and they all get drawn to the shooter. With a bit of stealth action and taking them quietly with a machete or a good knife they are easy to get rid at least until the players bleeding becomes a bigger problem (at the moment you don't even need to bandage or anything - in a few minutes your health is back to normal without any action being required). As usual as soon as you leave the coast and the spawning areas you can easily find basic gear and if you reach the northern areas and the military bases you can easily get fully geared up. Infected still manage to go through walls sometimes... sometimes they are stuck in the floor (I saw them in the small police station and in the small medical centers) but generally they are much much better than before. 3: Future ahead: that is the big question... At the moment the game is really very very basic... there is not much to do apart from getting food and getting a gun and a backpack. Lots of stuff needs still to be implemented and added to the game so I don't expect to see a Beta anytime soon... I hope the development behind doors is at more advanced state than we know, but all considered I don't expect beta before September (I would not be surprised if it ends coming in early 2019) Just my few opinions.
  18. DayZ 0.63 EXP Krasnostav PvP

    https://youtu.be/cbKePdJuDho As I was heading east, I stopped by the town of Krasnostav to check if there was any survivor needing help or some food. As I was going to refresh me by the water pump, I stumbled upon three canned drinks, which made me think that something was fishy. That's when I started to scout the area.
  19. Welcome to New Tishina!

    Since September 2015 a peaceful village named Tishina exists in one of the holiday Camps on the GermanDayZ.de server where I play regularly. It is a pure community project, no modding, no nothing. Just vanilla DayZ and a lot of dedicated gamers. (You can find out more about it here: http://www.Tishina.de ) So imagine my surprise when I found a sign directing me to "Plotina Tishina" along the western hiking trails. And there is a holiday camp, too! <3 <3 <3
  20. General Discussion

    Here is a place for your feedback, guys! :)
  21. DayZ 0.63 Kamensk PvP

    A few new gun animations (reloading mag, reloading gun, emptying mag...), and a preview of Kamensk in 0.63 stress test. Ended up in a PvP with what it seemed to be two guys. I managed to kill one of them, but the second guy was nowhere to be seen. If you look closely where i hit the guy, you can see the new blood animation.Blood was on the ground as well. Skip to 7:57 for the PvP!
  22. Get this page updated to at least 0.62, or even 0.63 discussion? More recent or relavent stickies should be put at the top too. Just makes the forum look a little forgotten about. Cheers, Lasyen
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