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Dayz Redux

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http://forums.dayzredux.com/ The redux on dayzcommander is the old version so make sure you get it from the website. Once all the hot fixes are confirmed working then the new version will be up on dayzcommander.

Come to US1 IP: 74.63.224.74:2302

This is a great mod of a great game.. All the info is on the redux site, Come check it out.. Whitelisted servers, so apply on dayzredux.com For the most serious dayz players, Noobs be warned YOU WONT SURVIVE!!!

Check the server version needed before installing the files, not all are on the same version US1 for exaple in on version 1.1.2 while most others are on 1.1.1

Go to downloads on dayzredux.com to get the correct versions. Come check out redux we need more players..

These are most of the fixes but there has been an update so not all fixes and changes are on this list..

[ Vanilla DayZ Bug Fixes ]

  • No longer possible to drink/eat without consuming the food item
  • No longer possible to pitch a tent without consuming the tent
  • No longer possible to put on clothes without consuming the clothing
  • No longer possible to build sand bags/cat wire/hedgehogs without consuming the itme
  • No longer possible to consume medical supplies (bandages/etc) without consuming them
  • No longer possible to generate free filled water bottles with an unfilled water bottle
  • No longer possible to create axes out of thin air if you already have one
  • Switching skins no longer repairs pain shakes/broken legs
  • Switching skins no longer resets/dupes/screws with your backpack
  • Switching skins no longer resets ammo
  • Duping no longer possible through zombie corpses/backpacks/etc
  • Vehicles save fuel properly
  • uicontrol UI error fixed
  • It should now be impossible for a new spawn to spawn unconscious (wasn't too uncommon when dying/respawning in vanilla DayZ).
  • You can no longer cook infinite free meat from camp fires
  • Survivors should no longer pickup a single item at the same time and both receive it.
  • You can no longer generate multiple tents while packing up a deployed tent.
  • You can no longer change clothes/eat/drink/etc. while in a vehicle (exploit related)
  • Fixed zombie death animations (no longer sprint forward before dying)
  • Exploit/dupe involving disconnecting fixed
  • Bear traps work properly and do not leave behind invisible traps when picked up
  • Vehicle bug that "insta-repaired" vehicles no longer happens
  • Tents no longer creep on each restart (just once on first restart, then never again)
  • The "bend down" animation will now only play when attempting to fill a water bottle if you are actually able to fill it.
  • Can no longer abuse blood bags to spam infinite humanity
  • Syncing to the database is no longer possible if you're at the debug spawn location, meaning if you somehow go there a relog should address the problem.

[ New Mechanics/Features ]

  • Combat System. If you fire a weapon, someone fires a weapon near you, or a bullet/object impacts near you, then you go into combat. During combat, "ABORT" is disabled. If you ALT-F4/close anyway, your character is considered "combat logged" and instantly killed and leaves a body. A timer in the upper right (will be removed eventually) and a G17 gun icon near your temperature icon indicate whether you're in combat or not.
  • Chloroform. In an experiment to see how heroes and bandits alike use it, Chloroform now rarely spawn in hospitals. You use it just like a blood bag, and it will knock the person unconscious for 3.5 minutes. You can drag them around, load them into a vehicle, or whatever else sounds fun!
  • Vehicle flipping. You can now flip any vehicle over that has been flipped (despite it being unrealistic for cars/trucks, the whole reason this feature is really necessary is because of how buggy things can get in the first place). Just use the scroll action menu on a flipped ATV or what not and flip it back over.
  • Vehicle inspection. Shows up during the same situations "Save Vehicle" does. Pops up an interface with any and all damaged parts (0% meaning destroyed) as well as the vehicle general health. I would advise ignoring the in-vehicle HUD for anything but gas, as this new interface is substantially more granular and helpful. No more chopper leaks because now you'll know exactly what needs fixing!
  • Crowbars can be "tool belted" just like hatchets. Yay! http://forums.dayzre...ult/biggrin.png
  • Tents can no longer be placed in or near buildings. They must also be placed on grass or forest (not, for example, concrete)
  • Zombies can now hear weapons fire 15% further than in regular DayZ
  • 1st person is now enforced while inside of any vehicle (both for the survival experience improvement and to make locating tents/camps from vehicles more difficult)
  • If you have a "Box of Matches", you can set tents on fire. This destroys their contents and deletes them from the database so they don't return on restart.
  • You can no longer force feed yourself. You must be at least 1/4 of the way to blinking food/drink before you can consume food/drink.
  • The last thing to damage you when you die should now be logged server-side for review (player + ammo used)
  • Introduced entirely custom "construction" logic, of which the new Storage Box and Nails uses (idea inspired by Stapo's construction system, although mine is entirely custom from scratch)
  • Any entirely brand new and custom vehicle spawning mechanic was custom written for DayZ Redux. There are 504 potential spawns all over the map. Literally every labeled town has at least a few potential vehicle spawns. However, the total active vehicles on the map is still relatively similar to vanilla DayZ. The intention is just to spread vehicles out. The only exception is that there is a substantial amount of bicycles that will be available at any given time map-wide (about 25-30). Vehicles spawn based on "type" versus always being a "green skoda" or "hatchback".

[ Chernarus Changes (ChernarusRedux) ]

This is a modification of Chernarus to make more towns worthy of being visited and not just bypassed. This will be done by adding enterable buildings to most towns that have none or a severe lack of them. The following towns/areas have at least their initial preview/test of ChernarusRedux changes live:

  • Kamenka (more residential, more industrial, a supermarket, and two military tents off in the field west of Kamenka)
  • North East Airfield (one barracks, fire station, two more hangars, a single medical tent, and a few other flavor items)
  • New factory located on the West end of the map. Custom designed by Alexander.
  • New survivor style defensible "base" located at Klen mountain. Custom designed by Alexander. Deer stands don't spawn loot, but there are two fortifications that spawn hospital gear and two fortifications that spawn military gear. Their spawn is geared down substantially, though, to account for the fact that we made the base zombie-free. The C130 spawns Barracks loot but has plenty of zombies around it.

[ Backpack Changes ]

  • You no longer spawn with a backpack of any kind.
  • Backpack spawns rates adjusted to be in line with smaller backpacks being more common and larger ones being more rare.
  • Residential spawn backpacks are now: Czech Vest Pouch (6), Patrol Pack (8), Assault Pack (12)
  • Military spawn backpacks are now: Czech Backpack (16), ALICE pack (20), Coyote backpack (24)

[ General Loot Changes ]

  • Loot piles across the board are slightly more rare, with some areas having trash/general piles have a higher chance of spawning. Generally, good stuff is more rare.
  • The loot spawning mechanics have been adjusted slightly to hopefully spawn a bit more intuitively and require less attempting to "game the system" just to get loot.
  • You are rewarded for NOT loot cycling/loot piling buildings by making chances for new loot piles more likely next cycle if you leave loot piles alone that you don't want.
  • Loot (and zombies) spawn even if you're in a vehicle, negating the "park'n'walk" requirement for getting loot.
  • Cat wire and Hedgehogs removed from game. Their consistent use of "griefing buildings" with inability to affect zombie pathing made them unattractive. Sand bags remain.
  • Both existing ammo boxes have been removed and replaced with a 10x STANAG, 10x AK, 10x AKM ammo box
  • The "Map" no longer spawns by its lonesome, but with other general loot around it just like all of the other tools.
  • GPS removed from military loot (only spawns in barracks/heli crashes now)
  • Ghillie/Cammo removed from residential loot (only spawns in military/barracks/heli crashes now)
  • Assorted loot piles now spawn with 1 less item (3 instead of 5).
  • Introduced new loot item called "Nails". Rare spawn in industrial areas.
  • Introduced new persistent storage container called "Storage Box". Created using nails, a toolbox, and wood pile. Holds 4 weapon/tools and 20 items. Can be placed ANYWHERE (unlike tents)

[ Helicopter Crash Changes ]

  • Helicopter crashes no longer spawn instantaneously on server start. They are randomly spawned at random times during the "life" of the server (the time until its next automated restart). This means nobody can instantly farm them if they play during restart hours, and there is no period in time that is more advantageous than another to look for them. I won't reveal the specifics of how this works and how many helis per life cycle spawn.
  • Loot piles per-crash type vary, and smoke persistent varies per crash type.
  • "Good Heli Crash Loot" is more rare, with military/medical supplies/ammo boxes being a bit more common.
  • Rangefinders, GPS, M4A1 Holo, M16A4 ACOG, AK107 PSO, and M24 added to loot table.
  • 5 new crash site designs have been added to Redux. All of them are of varying models (UH-1Y, AH-6J, BMP2, HMMWV, UH-60, Mi-8) with unique loot tables (from basic med supplies/food to medium level weaponry). Some have smoke, some don't. Have fun discovering them.

[ Weapon Spawn Changes ]

  • All weapons now spawn with 1-2 mags instead of 0-3 in vanilla. Helicopter crash weapons are an exception and always spawn with 2-3 mags.
  • All sniper rifles removed EXCEPT for the CZ550 and the M24. The CZ550 now only spawns in Deer Stands and the M24 only with helicopter crashes. Both are very rare. Ammo for these rifles does NOT spawn organically in the game and you only get what you find with the gun itself.
  • All silenced weapons removed EXCEPT for the M9 SD and MP5 SD. Both spawn only at helicopter crashes. Both are very rare. Ammo for these weapons does NOT spawn organically in the game and you only get what you find with the gun itself.
  • One LMG removed (M240), the rest (Mk48 Mod 0 and M249) now only spawn at helicopter crashes. Ammo for these guns does NOT spawn organically in the game and you only get what you find with the gun itself.
  • Some rifles just flat out removed: FN FAL AN/PVS-4 and L85A2 AWS
  • Added one rifle: AKS 107 PSO (the closest analog I can explain it as would be like the AK version of the M16A4 ACOG)
  • All weapons with optics moved to Barracks and/or Heli Crash loot only. For regular military spawns, you will only ever get iron sight rifles. This means the M4A1 CCO, M4A3 CCO, and AKS 74 Kobra are now barracks only loot.
  • Lee Enfield and Winchester removed from residential loot. Farm Only.
  • M136 replaced with RPG7V

[ Zombies Changes ]

  • Zombie density should be slightly higher and therefore cause zombies to become that much more of a nuisance more quickly.
  • Zombies will still spawn even if you're in a vehicle.

[ Vehicle Changes ]

  • Getting in or out of a vehicle auto-saves everything about it
  • Adjusting gear contents of a vehicle or tent auto-saves it (Prevents duping)
  • Vehicles now save upon taking damage and take proper damage (no insta-repair on getting out/in; some situations still need fixing though)
  • Ability to flip vehicles right side up
  • When repairing a vehicle, the selectable parts in the action menu to repair are now limited to parts that actually have at least 1 point of damage. Pristine (100% health) parts will not show up.
  • A toolbox is now required to repair any vehicle. As a result, toolboxes are slightly more common. The intent is just to make sure you have to go look for a toolbox. It's not intended to bottleneck things and make toolboxes the NVGs of vehicles.

[ New Vehicles]

  • MH-6J (non-combat 6-seater littlebird; flares removed since they can destroy buildings (what the heck, arma?))
  • HMMWV Ambulance added. The closest analog to it would be a UAZ.
  • Vodnik MedEvac added. The closest analog is an armored Ural/V3S that's amphibious. 1 per server.
  • Old Moto added. Identical to the existing motorcycles, just looks different.
  • GAZ Limo. Identical to the existing GAZ, just has a snazzy black paint job.
  • HMMWV added.

[ Miscellaneous ]

  • Switching skins now properly remembers your chosen weapon vs. switching to the first 'weapon' item you ever obtained
  • Picking up a "weapon" form of a crowbar/axe no longer switches you to the first 'weapon' item you ever obtained
  • Debug Menu removed entirely from game. Not even a toggle.
  • Disabled automatic player body cleanup (will leave this to scheduled restarts to give players a chance to get their stuff)
  • All tents use the new dark green camping tent model vs. the old original DayZ model.
  • There is now an enforced "play area". The coordinates are X: 0 - 147; Y: 0 - 153.6. If you exceed this boundary, you will be instantly killed. If you're in a vehicle, the vehicle will be exploded as well.

Edited by RecklessJoint

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Redux is, in my opinion, is one of the best dayz mods. Very challenging and alot of fun.. Loot spawns are limited so you actually have to try to find quality gear. I posted this here hoping to get some more players in the server. Come try Redux out on US1 IP: 74.63.224.74:2302 ( US1 runs the lastest update so remember its 1.1.2 under downloads on Dayzredux.com )

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It will just die again. Not enough to keep it sustainable as a mod..

actually there is a still a core group of at least 10 regular players, we do need more but the nature of the mod (intense squad fighting) supports a smaller number of players and is still interesting

come play here if you want to experience what DayZ is really all about. Ive been playing DayZ for a long time and this is the only mod I really like and is a great server and community to boot :)

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Well said Shago.. I to have been playing dayz for a long time and redux is the only mod i can get caught up in for hours on end. Vanilla dayz gets boring when you get killed and can gear up with strong/higher end gear with a simple 15 min pass threw cherno or electro. Thats why when i do get killed in vanilla dayz its like, eehh, oh well, ill have all that back plus some in no time at all, dont matter. Redux really gets your heart pumping, knowing that any minute can turn into an all out blood bath in which your going to kill and and be greatly rewarded with your victims gear, or your going to be killed and lose it all..!! Aslo the fact that there is no snipers except for cz550 and m24, which are both pretty rare, keeps all the pvp action up close and personal, which is my favorite part of redux. I've only heard/read about people getting caught hacking on the redux forums and that was only 1 or 2 dick lickers caught using esp, its great not getting hacker fucked by some teleporting asshole with god mode and automatic sniper rifles every 20 mins, like what seems to be the norm is vanilla dayz and non whitelisted/ or poorly admined severs. Redux admins are on top of everything!! in the past couple months i've been playing redux i have yet to personally come into contact with someone who was hacking. Come join us on redux US1!!!!! you wont be disapointed... but i can promise you this.......... YOU WILL NOT SURVIVE!!!!!!!

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