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Samedi 29 décembre 2012  
 
The Mod of the Year 2012 - DayZ

If XCOM reminded us of the value of loss in 2012, DayZ was a valuable lesson in hardship. The Arma 2 mod was one of the least-forgiving and most intimidating games of the year. It was a shooter that you entered without a gun. Arma’s control scheme made actions such as inventory management a hassle; its 225km2 landscape asked you to run mini-marathons to get around, often without a map. Permadeath and persistency lent consequence to every action. And in its alpha state, DayZ was buggy and vulnerable to hackers.

1.3 million people played it.

DayZ is heartening; it reinforces what players are willing to put up with in exchange for novel, self-authored experiences. It’s a rare shooter that gives banal tasks such as searching for water or riding a bicycle as much meaning as firing a gun.

Among bandit pursuits, lucky loot runs, mourning the death of friends, and castle raids, one of my unforgettable moments is when my friends and I accidentally orchestrated our own sniping mission. We’d arrived outside Chernarus’ Northwest Airfield: treacherously naked terrain with the potential for military loot.

With empty backpacks, two teammates moved in. If they fired a shot, they’d ring a dinner bell for the undead. But 500 meters away, atop a hill, my sniper rifle was out of earshot. This was an escort mission: their lives were my responsibility, and Arma 2’s ballistics meant I had to lead targets on two axes, manually dial-in my scope, and read my map to estimate ranges. It was a pure and exhilarating shooting experience, but more importantly, an expression of our teamwork. Moments like this in DayZ arise simply as a result of the mechanics, vulnerability, and players’ natural storytelling ability. By being so hands-off with us, DayZ gives us ownership over every moment.

 
 


Mercredi 12 décembre 2012  
 
Des nouvelles sur le standalone

Alors que plus d‘un million de joueurs attendent avec ferveur la date tant attendue de la sortie du standalone de DayZ, Dean Hall, alias « Rocket« , nous fait l’annonce d’un retard malheureusement nécessaire, par rapport à la sortie du jeu.

« Nous ne sommes pas certains que cela soit toujours notre cible (sortie du jeu fin décembre). Cependant les changements d’architecture devraient être terminés la semaine prochaine. Ceux-ci sont toujours bien partis pour. Malheureusement, on ne sait pas précisément quels effets ces changements auront, s’ils en ont, sur le reste. Il pourrait donc y avoir une grande quantité de travail non prévue à l’origine, on ne saura qu’une fois ça terminé et testé. »

Si cette annonce laisse une couleur pâle sur le blanc de Noël, sachez que Rocket a toutefois publié un état d’avancement de son travail très récemment :

Tout d’abord, par rapport au moteur graphique du jeu

Nous savions tous bien que le moteur du futur bébé du studio se révèlerait utiliser celui de son prédécesseur, à savoir Arma II. Mais la grande surprise est la refonte totale de celui-ci pour les besoins du jeu. Les besoins matériels étant si important que le moteur graphique se refait une beauté. Les animations ont été refaites sans exceptions, et les textures ont été simplifiées.

Mais alors ? Au niveau du gameplay ?

Oui, toutes leur promesses annoncées seront tenues, avec plus ou moins de retard par rapport à la sortie du jeu.

Voici cependant une liste non exhaustive de ce qui en ressortira:

    De nouveaux vêtements entreront en jeu, vestes, pantalons, casques, etc.. Nous ne savons pas encore s’ils auront un effet sur le gameplay, mais ça nous changera un peu.
    Les armes seront 100% modifiables, et la durabilité de l’arme fera son apparition dès la sortie du standalone.
    La carte Chernarus Plus sera plus grande et modifiée pour la sortie !
    Les zombies sont terminés, et en cours de beta testage.
    Les contrôles du jeu ont été refaits à 100%, afin de les rendre plus intuitifs !

Voilà ce qui ressort du peu d’informations qui filtrent des forums officiels et annonces. Mais des screenshots arriveront bientôt, et sachez que Rocket s’engage aussi à  faire évoluer le jeu pendant 12 mois après la sortie du standalone minimum.

Nous aurons normalement plus de nouvelles lors de la semaine qui arrive.

 
 


Mercredi 5 décembre 2012  
 
DayZMod wins GoodGameTV Best Quiet Achiever 2012

For those that have never heard of it, Good Game is an Australian TV series dedicated to video gaming, covering news, events, interviews, reviews as well as a lot of smaller indy titles and mods across all platforms.

Best Quiet Achiever 2012: DayZ

A great game from a small or independent studio, or an underdog with minimal marketing push that managed to rise above those odds to steal the limelight
http://www.abc.net.a...es/s3647436.htm

You can watch their review of DayZ (from back in June) below:



http://www.abc.net.a...es/s3518736.htm

It was was also the Good Game viewers’ top pick!

Game Of The Year went to Mass Effect 3.

 
Posté par SmashT


Jeudi 29 novembre 2012  
 
Dev Report - November 2012

The current phase

Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team.

Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten.

Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works.

I want to confirm the following

    Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.
    Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
    In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.
    The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment
    Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)
    Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
    Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.
    The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.
    A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.
    The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.
    We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.

The future

We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that.

Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships.

 
Posté par rocket


Mercredi 21 novembre 2012  
 
Build 1.7.4.4 Rolling Update

The next community update has been approved for release. This has been entirely developed by the community, my involvement has simply been oversight. Please direct your support for this update to them, as they deserve it. Some great work has gone into this, and all involved should be very pleased with their efforts. The update requires the latest beta, an update to the client mod files, and also an update to the server mod files + HiveEXT.

How do Install it?

    Recommended to use PlayWithSix or DayZCommander to update your files.

Credits

    Community Dev Project Sponsor

      Rocket

    Community Dev Project Manager

      R4Z0R49

    Communtiy Devs

      Alby
      Ander
      Ayan4m1
      f0rt (ashfor03)
      R4Z0R49
      Rajko
      Stapo
      Venthos
      Pwnoz0r

    Contributions By

      fred41
      Tansien
      Killzone_kid
      VRShiva
      Inch

    Art Work

      Alexander (G17 incombat Icon)

    Testers

      AJ (Leadz)
      Alakakala
      Facoptere
      HumbleUk
      IMF2000
      Sumrak
      TheLaughingMan
      Cammo
      Max
      DzAirmaX

Build Notes

    New

      Class Mi17_TK_EP1 Now Unbanned. (Mi17_DZ)
      An2_TK_EP1 Now Unbanned.(AN2_DZ)
      AH6X Now Unbanned. (AH6X_DZ)
      BAF_Offroad_D Now Unbanned.
      BAF_Offroad_W Now Added.
      Fully Removed Save button from action menu.
      New combat mode icon (G17) thanks Alexander.
      Gender section screen thanks F0rt.
      You can no longer place tents in ponds.
      Disabled greeting menu .
      Disabled radio messages to be heard and shown in the left lower corner of the screen.
      General speed up of the login process.
      Street Lights now active in towns. (will be removed in hotfix)
      (*.2 Hotfix)Added some Anti-cheat.
      (*.3 Hotfix)Added local copy of cert if it cant get one online, version checks.

    Updated

      Combat Logging "Fired Near" checks are now limited to 8 metre radius.
      Combat Logging "Projectile Near" Have now been removed while we look for a less intensive way to track projectiles.
      Combat Logging is now removed on death.
      Corrected legs and hands fractures they must be set with actual value.
      (*.1 Hotfix)Updated hive .dlls to fix a reconnect issue with prepared statements.
      (*.1 Hotfix)Increased m107 loot chance to 0.02.
      (*.1 Hotfix)Lowered As50 loot chance to 0.01

    Fixed

      Adding checks for female skin humanity/login.
      Adding female skin to variables.
      Fixed Parachute so jumping out of choppers won?t kill you.
      Event Handle for wrecked choppers this should allow the smoke on wrecks to work all the time.
      Event Handle for Vehicles this fix's problems with local vehilce damage calls..
      Remove objects from DB by objectID and objectUID only. (Should fix Deployable problems)
      Debug menu options are no longer editable.
      Locked Singleplayer Menu
      (*.1 Hotfix) Players with high CharacterID weren't dying properly.
      (*.2 Hotfix) Fixed 2nd Parachute removal issue.

    Removed

      Damaged logging to .rpt removed all traces of dmg to a player.
      An2_1_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game.
      An2_2_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game.
      MV22 Got removed during testing devs felt it lacked perpose in the game.
      S1203_ambulance_EP1 Got replaced during testing to a hmmv class vehicle.
      BAF_L85A2_RIS_CWS From Loot table.
      UH60_wreck_EP1.
      HMMWV_Ambulance_CZ_DES_EP1 Removed due to its heal abilty.
      Dogs Removed while we rewrite the hud and correct a few other issues. (attak, Getin/out of vehicles)
      UH60M_MEV_EP1 Removed due to its heal abilty.
 
Posté par rocket


Jeudi 1 novembre 2012  
 
1.7.7 - Rolling Changelog

Version 1.7.7

    Releasedate XX June 2013

Affected addons

    dayz_anim
    dayz_code
    dayz_communityassets
    dayz_sfx

Serverside affected addons

    dayz_server (server admins only)
    Mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy...sion-generator/
    SQL Files (server admins only)
    BattlEye-Filters (server admins only)

Changes

    New

      Removed annoying "re-arm" option from actions menu.
      Models and textures for mutton.
      Separate meat for goats, same blood regen as mutton.
      Can now combine magazines.
      Added new loot & loot table for church.
      Added new food and drink items (only found in supermarkets).
      Added model for a dropped map and watch.
      Weapon MakarovSD (Military and Military Special).
      Weapon RPK_74 (Mi8 Helicrash).
      Vehicle damage displayed in percent (With a Toolbox).
      5L Fuel can takes 1 inv slot.
      Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
      Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
      Mi8 crash site model.
      2 New background tracks.
      6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)
      Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
      "Sleep" at tents changed to "Rest".
      Remote exec security. Should prevent all major RE exploits
      Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pile

      Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks).
      Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
      Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
      New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
      Servers date has been locked to give full moon nights.
      Zeds hitting through Walls/Buildings should now be fixed.
      Mainmenu Intro.
      2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium)


        Small Stash = 12 object slots, 0 Weapon, 0 bags.
        Medium Stash = 25 object slots, 1 Weapon, 0 bags.

      Infected survivor camps. Three types (small).
      FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
      1 New Melee weapon (Baseball Bat).

      Wild Spawning of zeds has been redone and readded.
      Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
      Zeds can now tackle players to the ground when attacked.
      Epeen UI has now been updated and renamed journal.
      Blood from food and transfusions will now generate over time (no longer instant).
      All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
      Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
      Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.

    Fixed

      Vehicle repair should now work correctly.
      Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
      StudyBody should now work. (Describing wounds accurately)
      Crashsite loot should now spawn correctly for all types of Crash model.
      Hero Skin teleport issue.
      BAF Bags so they don't set on fire. :-) (no moaning it was a bug)
      Updated timeout timer from 40 secs to 60 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
      Zeds spawning underground.
      Loot spawning underground.
      Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
      Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
      Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters(WIP). (Server performance boost)
      Gear menu exploit to force respawn.
      Optimized some destruction effects for security and performance.
      Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
      Dayz Date/Time public var will now end mission on failed attempt.
      Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
      A lot of dupeing issues should now be resolved.
      Most wallhack exploits should now be resolved.

    Updated

      Zed sight limited to 100 meters.
      Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
      Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
      Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
      ALL loot table weights have been updated.
      ALL loot table weights have been rebalanced.
      Updated Czech, German, Spanish, French and Russian stringtable.
      Mac and 1911 Pistol dmg updated.
      CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
      Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
      Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
      Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)
      Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
      Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
      When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
      Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
      Sight and sound rebalanced to make them a little more even from movement.
      Call extension calls for vehicle damage.
      Zeds will no longer spawn for air vehicles.
      Hunters loot table adjusted with more weapons.
      SQL files working on Linux.
      Add crawl animation damage. Players will now take dmg from crawling zeds.
      Updated zed speed to default.
      Melee systems updated.
      Old Bandit skin for male characters.
      Lowered action sound for refuel from 10 meters to 5.
      Lowered Direct comms action sound.
      Vehicle damage syncs updated to reduce call extension spam.
      Lowered Transfusion infection rate.
      Quiver acts as a quiver, you now have to take an arrow out of the quiver.
      You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
      Melee range has been updated.
      HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
      AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
      Fire Places will no longer act as storage systems.
      Fireplace can now only be lit once without adding new wood inside the fireplace.
      Fireplace can no longer be picked up after lighting.
      Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
      Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
      Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
      Refuel now locks the player in place for the time to fill.
      More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
      2 Chopper crash sites spawn on server start + 2-3 infected Camps.
      Sickness(Infection) can now cause death.

    Removed

      M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in.
 
Posté par R4Z0R49


Mercredi 31 octobre 2012  
 
Build 1.7.3 Rolling Update

This is the first community + development team generated update for the DayZ mod. It is the culmination of a huge amount of work by both the community and the development team. The half-done 1.7.3 patch was made available to the community, who included many of their own fixes and updates. While dogs are "in" there are some mechanics missing so they cannot currently be used. Both myself and Matt spent a significant amount of time playing this today, and it was a lot of fun.

Credits

A small summary of those involved in actual development of the patch are as follows (visit https://github.com/R...n/Developers.md for the latest list). Many others helped with testing and such. Please get involved with the community development project! There is much being done, new features and content. Official support is also being made available to community development team members for some requests, where possible.

    AJ (Leadz)
    Alakakala
    Alby
    Ander
    Rocket
    f0rt (ashfor03)
    Ayan4m1
    Facoptere
    HumbleUk
    IMF2000
    Tansien
    Killzone_kid
    Stapo
    Sumrak
    Pwnoz0r
    R4Z0R49
    Rajko
    TheLaughingMan
    VRShiva
    Venthos

How to install

    Clients

      Use SixUpdater or DayZCommander to install the update.

    Servers

      Server hosters can get the new Hive files from (link was wrong version... will post shortly!). Only install this if you run a server! You also need the other 1.7.3 files (dayz_code.pbo and dayz.pbo).

Patch notes

    Client

      New

        Vehicle menus now list all damaged parts no matter if you have the item or not.
        Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts.
        Tents can no longer be placed on concrete.
        Toolbox is now needed for all repairs.
        Alt-f4 is now locked and will only open your status menu.
        New Combat System If you fire a weapon, then you go into combat. During combat, "ABORT" is disabled. (Need to look at the effects with high player counts)
        Combat 30 sec timer on all combat actions.

      Fixed

        Building checks for tent placement (No longer place tents in buildings).
        Tents now are one click place.
        Fixed function for checking if in buildings.
        Vehicle Damage is now fully working.
        Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db.
        Tents Now add and remove from db.
        Food can no longer be consumed if the player does not have in inventory.
        water can no longer be consumed if the player does not have in inventory.
        No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item.
        No longer possible to create axes out of thin air if you already have one
        Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo
        Duping no longer possible through zombie corpses/etc
        It should now be impossible for a new players spawns to spawn unconscious.
        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
        Zombie death animation is delayed (now it plays instantly)

      Updated

        ItemWire reduced from 0.06 to 0.01
        PartEngine updated from 0.01 to 0.06
        Version info is now displayed correct
        Vehicle repair menus now all replaced.
        Updated UI control bug.

    Server

      New

        HiveEXT.dll now replaced with our new version.
        Official Hive login is now hard coded into the .dll
        New Hive can now set ingame time to custom, local(local server time), static

      Fixed

        Object Gear syncs happen based on radius not just on menu.
        Vehicle Position is now updated with client position.
        Vehicles save fuel properly
 
Posté par rocket


Vendredi 19 octobre 2012  
 
Work-in-progress interiors continued

I was a little reluctant to post another screenshot update, as I hadn’t expected such a huge response to what was really just a quick drop of a few basic screenshots! But I figured sitting on these screenshots was rather pointless, so here they are.

One caveat I forgot last time, the interiors do look very clean. Adding gore or deterioration can quickly be overdone, so we feel our first task is to create the interiors and ensure we are happy with the gameplay and quality of the basic texture work - then we will go through to add elements more authentic to the situation.  Overall, we believe the experience should have a style more akin to “The Road” rather than gore for gore’s sake.  When you find gore in DayZ, it will mean something and have impact. In fact, it will be most likely due to tragedy or betrayal involving a human player. This way, we believe what happens in the world matters, instead of simply adding some crashed buses and blood everywhere.

In these screenshots the greater range of buildings that now have interiors is displayed, from the large office buildings, to the hospitals, metalwork factories, through to small cottages. Certainly, we think there will be some compelling events occurring the stairwells of the Hospital’s and office buildings!

The first shot is a sneak peak at an entirely new area created on the map by Ivan and Martin, the two developers at Bohemia who are currently being held in Greece. They conducted a revamping of the map to add some new areas, tidy up bugs, and rebalance the placement of ponds, fountains, and such. Ivan was a big fan of DayZ, and the key architect behind the original Chernarus map - so we’re excited to get the map back out into everyone’s use.  The usable area of the map is actually extended by their work.

Next week we start the final phase of our data migration, which will then result in some new screenshots demonstrating some Take on Helicopter vehicles ported over, giving DayZ access to many types of vehicles from military helicopters, to fire engines, police cars, and all the military and civilian vehicles you are used too from ArmA2.

Over the coming weeks, we expect this tumblr to get even more busy.









 
Posté par rocket


Lundi 15 octobre 2012  
 
New Standalone Screenshots released

Interior work in progress screenshots taken from inside DayZ standalone.

Please note these are work-in-progress shots, with only basic texture work and initial lighting passes. I picked a random town in the game and took screenshots of a few of the houses. The screenshots are taken on “Normal” graphic settings (medium texture resolution) and are unaltered and uncropped.

Our artists have been very busy, methodically going through all buildings in Chernarus and adding interiors. The task can be pretty difficult, when the buildings where made interiors were not considered so it an be a challenge for the artists to make the interiors both look correct and work properly.

The village I used to take the screenshot in now has all its buildings enterable, including the sheds. Most focus has so far been on the buildings that are situated outside of the center, but focus now is turning to doing interiors for the city buildings. This is complicated by our desire to dramatically increase performance, and given the scene complexity inside cities we need to balance this with the desire to increase building scavenging opportunities inside the cities.

This was really just a very quick drop of a few screenshots, I’ll try to put forward some more screenshots of our artists work in the next few weeks.








 
Posté par rocket


Vendredi 28 septembre 2012  
 
EuroGamer - Sep 2012 - DayZ Developer Presentation / Article

Posted Image

DayZ developer Dean “Rocket” Hall has been going over his plans for DayZ at the Eurogamer Expo. “It has to be out before the end of the year,” he said. “Not just because we’ve committed to it but in order to achieve what we have to do. It has to be. There’s no ‘we hope it is’; it has to be.

“And it’s going to be cheap. We’ve decided that we don’t need to sell a heap of units in order for us to be OK with where it’s going. The more units we sell of it the more ambitious we get, because the project has the better resources.”

Hall mentioned that Valve, Eve Online developers, CCP, and Notch have expressed interest in helping out with early code, but the project has experienced a setback. The two Bohemia Interactive developers arrested for espionage in Greece were responsible for building the updated version of Chernarus that’ll provide the setting for the standalone version of DayZ. “I just want to see them home,” he said. “Whatever I do to see them back is important.”

The fear of copycat games is one of the factors driving Hall’s determination to get DayZ out quickly. An audience member asked Hall about his thoughts on WarZ, which features many obvious similarities to his mod. “Should I sue anyone who ever mentions something to do with zombie horror – will that make a better game? And the whole premise of of DayZ, and the whole premise of our development is we’re going to make an awesome game. That’s what we’re selling. We’re going to price it low and lots of people are going to play it. If we compromise on that, we’re screwed.”
http://www.eurogamer...-says-dean-hall

EuroGamer hasn't uploaded the presentation yet but as soon as they do I will add it to this post.

You can find a video below from someone that recorded it on their phone.
http://www.youtube.com/watch?v=iwNSqgloBt8

Big thanks to smasht_AU for provding me with the video above.

Italian translation: Click

VG247 did an interview with Dean at EuroGamer (September) but has only just uploaded it now in January.
http://www.youtube.com/watch?&v=APkM-YGkcdQ



 
Posté par J.D


Mercredi 12 septembre 2012  
 
The integration begins

It has been a long time since we announced the standalone project, and much has happened. In many ways, DayZ is an “accidental project”, which brings about great opportunities for it but also with some real challenges. Most of the planning has to be done as it goes, with much of the project simply reacting to things that have happened. This is not a good way to start a development project.

Much of the effort has been spent establishing the project, getting the right people setup, a new build process, art pipeline working, contracts and agreements made, legal stuff sorted - all the stuff that is necessary to enable the project to work. During this time I completed a very heavy and protracted public relations tour - I could almost make a fulltime job simply out of doing interviews.

Now for a SCRUM style update:

What has happened

We have setup all the required pipelines to best push the project forward. The standalone engine we are using is a branch of Take on Helicopters, which itself is a branch of ArmA 2 Operation Arrowhead. We chose this because of its stability, ease of development, very achievable optimization, and the fact that our programmers are the architects of the engine - the very people who built it from the ground up over ten years.

Art has been very, very busy. Chernarus has been revamped, with bug-fixing and a great deal more buildings have been made enter-able with a very high standard of work involved.

For design I have spent much time listening, reading through the posts on the forums and the suggestion thread on Reddit. Some outstanding ideas have been gleamed from there.

What is happening now

Now the fun stuff begins, all the data from Bohemia projects is up for grabs - so I am going through and collecting the best assets from the projects and mashing the data together to get it loading into DayZ standalone. With this complete, the mod itself will be ported over and integrated. This then gives us a very solid basis for further development.

Our programmers have been reviewing the way forward on the critical issues, such as bugfixing, hacking, and security. These areas are proving straightforward areas for significant development as a standalone, and as a basis in the next few weeks we will have DayZ fully integrated, with all its required data, secured, and packaged. From here we can then test and begin the more exiting things.

Art is continuing with reviewing all the buildings, making them enter-able, and tidying up the interiors to make them look nicer. Once we have this done, they will look at making the environment much more authentic to the scenario (but first we aim for the functionality!). We are now commencing work on the redevelopment of the infected people (zombie) models themselves. This will be an exciting area of work for our artist who is dedicated to this task. Initially we will be producing male and female, I would like to look at the possibility of children infected - but there are technical (required new skeleton and baked animations), possible legal (rating issues), and even moral (shooting children) issues that need to be faced.

What is blocking us

Probably the biggest stumbling block, is me (rocket). I need to stop doing interviews and focus on making the game. Really, there is very little left to say - now it is up to me and the team to deliver this. Really, in many ways, this is our project to lose. We have great support from the community, developers, and the industry as a whole - it is up to us to deliver for that promise. I think we will, but the next month is going to be really telling for our project.

Beyond that, I simply need to push forward with the integration. Once that is done, I will post some content through on the tumblr so that people can see how the development is progressing.

 
Posté par rocketkiwi


Jeudi 6 septembre 2012  
 
Hotfix Build 1.7.2.5 Rolling Update

USE THE LATEST BETA: 96584

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Torrent File (Full Install)

Affected addons

    * dayz 1.something.somethingelse
    * dayz_code 1.7.2.6
    * dayz_server (server admins only)

Developer's Note

    To change your DayZ UI options, go to OPTIONS > GAME OPTIONS > DayZ UI. This will only affect the DayZ UI elements, unfortunately it is not saving to the config file so each time you restart ArmA2 you will need to change this setting.
    You will receive a serialization warning in game when changing the DayZ UI option, just ignore it by clicking continue it will be gone in next update.
    DayZ UI Debug option is not working properlly (no debug indicator at the moment). deal-with-it.jpg

Changelog

    Fixed

      Graphical glitches with dead bodies (Bodies should now not display graphical glitches)
      Converting between magazine types resets ammo count (Now only contains previous number of rounds)
      Vehicle and tents not saving (Now they save correctly) (* Missed from original build notes accidentally*)

    New

      Bear trap has chance to spawn on infected hunters
      Three UI options available: Default (indicators only), Debug (indicators + debug window), None (only base ArmA2 UI)
 
Posté par rocket


Jeudi 6 septembre 2012  
 
Pending Update - Build 1.7.2.6

This topic is for information of the status of the next update.

Affected Addons

    * dayz
    * dayz_code
    * dayz_server (server)

Target date

    Thursday 6 September 2012 (GMT)

Confirmed Changelog (WIP)

    Fixed

      Graphical glitches with dead bodies (Bodies should now not display graphical glitches)
      Tents and vehicles not saving correctly ( https://dev-heaven.net/issues/41502 )
      Converting between magazine types resets ammo count (Now only contains previous number of rounds)

In Process Changelog (WIP)

    New

      Option to flip vehicles that have rolled
      Bear trap has chance to spawn on infected hunters
      Three UI options available: Default (indicators only), Debug (indicators + debug window), None (only base ArmA2 UI)
 
Posté par rocket


Vendredi 10 août 2012  
 
Hotfix Build 1.7.2.5 Rolling Update

Hotfix only to fix issues for the weekend

SixUpdater will only host the update once we have confirmed we are satisfied with the update

Please do not grab this update, and then QQ because you can't find a server. Install to a new @dayz mod folder and use when servers become available

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Torrent File (Full Install)

Affected addons

    * dayz_code 1.7.2.5
    * dayz
    * dayz_weapons
    * dayz_equip
    * dayz_anim
    * dayz_sfx
    * dayz_server (server admins only)

Changelog

    Fixed

      Ammunition amounts not loaded in properly (Now records used ammunition correctly)
      Graphical glitches with barbed wire (Rebinarized file should no longer produce graphical artifacts)
      Respawn button not enabled when legs fractured (Now enables for fractured legs https://dev-heaven.net/issues/39161 )
      Excessive logging of player data in server logs (Disabled https://dev-heaven.net/issues/38784 )
      Graphical glitches with dead bodies (Rebinarized file should no longer produce graphical artifacts)

    New

      Additional optimizations to login process (further use of publicVariableClient to reduce network transmission)
 
Posté par rocket


Mercredi 8 août 2012  
 
DayZ Standalone has been confirmed.

Posted Image

Facts

    The game will be released in an Alpha build for a low price point.
    DayZ will be available on Steam.
    Rocket is project lead for DayZ at Bohemia Interactive.
    DayZ is set to follow the Minecraft pricing and development model.
    There will be continued support for DayZMOD alongside DayZ game.
    Running on "Arma 2.5" engine. Will include an updated Chernarus map.
    DayZ Standalone will be released on Steam

Release date

    Unknown

Price

    ~ $24 (USD)

Minimum Requirements

    Same as Arma 2 for the time-being

More information at:

 
Posté par Griff


Lundi 30 juillet 2012  
 
Pending Update - Build 1.7.2.5

This topic is for information of the status of the next update.

Affected Addons

    * dayz_code
    * dayz_server (server)

Target date

    * Wednesday 1 August 2012 (GMT)

Confirmed Changelog (WIP)

    Fixed

      Ammunition amounts not loaded in properly (Now records used ammunition correctly)
      * [FIXED] Graphical glitches with barbed wire (Rebinarized file should no longer produce graphical artifacts)
      * [FIXED] Respawn button not enabled when legs fractured (Now enables for fractured legs https://dev-heaven.net/issues/39161 )
      * [FIXED] Excessive logging of player data in server logs (Disabled https://dev-heaven.net/issues/38784 )
      * [FIXED] Graphical glitches with dead bodies (Rebinarized file should no longer produce graphical artifacts)

    New

      Additional optimizations to login process (further use of publicVariableClient to reduce network transmission)

In Process Changelog (WIP)

    Fixed

      Converting between magazine types resets ammo count (Now only contains previous number of rounds)
 
Posté par rocket


Vendredi 27 juillet 2012  
 
Hotfix Build 1.7.2.4 Rolling Update

This update has been subjected to only closed testing with around 50 players, it is released to players who want to help check if this is a good update under capacity

SixUpdater will only host the update once we have confirmed we are satisfied with the update

Server Owners: PLEASE update your builds to the latest (95389) beta

Please do not grab this update, and then QQ because you can't find a server. Install to a new @dayz mod folder and use when servers become available

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Torrent File (Full Install)

Use Beta patch 95389 or above

Affected addons

    dayz_code 1.7.2.4
    dayz 1.3.2
    dayz_anim 0.5
    dayz_server (server admins only)

Developer's Note

    Should be used with Build 95389 and above on 1.62
    5 second timeout on disconnect is NOT implemented, as the engine is preventing it currently

Changelog

    Fixed

      Infected cannot hear weapon firing (now they actually hear again)
      Clothing no longer spawning (now it spawns as it used too)
      Tents and items with ID's above 1 million don't syncronize (now it should syncronize, players to confirm)
      Players switched to non-player skins (by hackers) sync to database (updates no longer saved for objects non-authorized skins)

    New

      Respawn button is disabled during DayZ play
      Optimized authentication process on login
      Singleplayer mode disabled when DayZ is loaded
      DayZ Logo and Version Number appear in game when DayZ is loaded
      Hive now tracks login/logout (to assist in analysis for an ALT+F4 solution)
      Respawn button is enabled if the player has a fracture
      Players spawning in debug area or "water world" will spawn on beach on next login (with their gear)
      Client will automatically spawn player out of debug and waterworld to last known position
      Radar removed from helicopter (UH1H will be added back to vehicle spawns)

Edit

Also server owners note: If you do not have battleye enabled your server will not run, and will report this to the central server for blacklisting.

 
Posté par rocket


Vendredi 13 juillet 2012  
 
Hotfix Build 1.7.2.3 Rolling Update

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Torrent File (Full Install)

Use Beta patch 94444 or above

NOTE: 1.7.2.2 WILL APPEAR TO BE SKIPPED. THIS WAS BECAUSE THERE WAS AN ERROR WITH THE BUILD, SO IT JUMPED TO 1.7.2.3

Affected addons

    dayz_code 1.7.2.3
    dayz_anim 0.4
    dayz_server (server admins only)

Developer's Note

    Make sure you run ArmA2 Beta build 94759 or above

Changelog

 
Posté par rocket


Lundi 9 juillet 2012  
 
Build 1.7.2 Rolling Update

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.
Torrent File (Full Install)

Use Beta patch 94444 or above

Affected addons

    dayz_code 1.7.2
    dayz 1.3.1
    dayz_equip 1.3.4
    dayz_anim 0.3

Changelog

    Fixed

      Infected hear perfectly through objects (noise reduced by 50% through an object)
      Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
      Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
      States where animal might stop walking around (now should walk around more)
      Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
      Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
      Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
      Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
      Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
      Dead bodies still have the heart beat for low humanity ( https://dev-heaven.net/issues/35050 )
      Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
      Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
      Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
      Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
      Error reports are almost invisible (has now been fixed)
      Daylight calculations causing slight FPS issue

    New

      Player Syncing system replaced (increased performance and ammo quantity tracking)
      Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
      Aubility now dampened in rain and increased by fog
      Exponent driven probability introduced into visibility calculation
      Set Bear Traps that break player and infected legs, kills animals, when activated
      Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
      Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
 
Posté par rocket


Vendredi 22 juin 2012  
 
Pending Update - Build 1.7.2

Target date is Monday. Backup is for Saturday during offpeak time.

The update will include some new functionality. Currently, it includes some leftover fixes from the end of 1.7.1

But I will be updating the progress here. 1.7.1.5 will remain all weekend, unless something serious happens.

This is the completed changelog so far:

Changelog

    Fixed

      Infected hear perfectly through objects (noise reduced by 50% through an object)
      Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
      Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
      States where animal might stop walking around (now should walk around more)
      Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
      Error reports are almost invisible (has now been fixed)
      Daylight calculations causing slight FPS issue
      Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
      Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
      Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
      Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
      Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
      Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
      Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
      Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )

    New

      Player Syncing system replaced (increased performance and ammo quantity tracking)
      Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
      Aubility now dampened in rain and increased by fog
      Exponent driven probability introduced into visibility calculation
      Set Bear Traps that break player and infected legs, kills animals, when activated
      Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
      Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
 
Posté par rocket


Mercredi 20 juin 2012  
 
Hotfix Build 1.7.1.5 Rolling Update

Please do not post messages of support or abuse. Please only post your feedback from having tried the update, or any serious issues.

The ideal place to load bugs is at the community bug tracker : https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur.

Use Beta patch 93825 or above

Affected addons

    dayz_code 1.7.1.5
    dayz_equip 1.3.3
    dayz_weapons 1.3.2

Developer's Note

    A designation of [NEW] doesn't necessarily mean a new feature, 4chan, it means a change in operation not directly related to a bug. Could be for better performance or rebalancing.

Changelog

    Fixed

      Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
      Raycasting being taken from wrong body position (ensured it is from eye level)
      Infected sometimes spawn close to a player (previous check once, now up to ten times)
      Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
      Can dupe tent's by right clicking (forgot to close the window)
      Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
      Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
      Can dupe food during cooking if click really fast (now you cannot)
      Trying to pick up a hatchet would create fake ammo (now will not)
      Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
      Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
      Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once)
      Melee weapon sounds non-existent/terrible (now has placeholder sounds)

    New

      Infected raycast for line-of-sight less often (improves performance)
      Infected bodies will despawn after 5 minutes of their death (improves performance)
      Flashlights can now be packed to toolbelt also (gear action)
      New players will spawn with flashlight added to their toolbelt not backpack

    Revert

      Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
 
Posté par rocket


Mardi 19 juin 2012  
 
Pending Hotfix - Build 1.7.1.3

Please do not post messages of support or abuse. You are requested to post only brief, short, messages requesting bug updates that have not already been posted by someone else. You can ask questions I'll try to answer.

The ideal place to load bugs is at the community bug tracker : https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur.

REMEMBER: The majority of the bugs identified in builds only become apparent under large-scale testing with significant load.

All our builds go through a closed test procedure, but we know there will be issues when introduced to ten thousand players. Many of the big bugs relate to things that need to be adjusted in the engine - they are not mod issues. Nevertheless they do get looked into to see if there are options.

Affected addons

    dayz_code 1.7.1.3

Developer's Note

    * Requires ArmA2 Beta.

Changelog

    Fixed

      Melee items causing magazine glitching and eventual server death (fixed)
      Unconscious UI Image displays incorrectly
      Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
      Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
      Speed not correctly utilized for checking stealth levels (https://dev-heaven.net/issues/33630 )
      Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
      Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
      Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
      Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
      Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
      Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
      Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts)

    New

      Once infected lose line-of-sight they will try investigate where you are
      Significant loot rebalancing

    Revert

      Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
 
Posté par rocket


Mardi 19 juin 2012  
 
Hotfix Build 1.7.1.2 Rolling Update

Affected addons

    dayz_code 1.7.1.2
    dayz_weapons 1.3
    dayz_equip 1.3.1
    dayz_server (server admins only)

Developer's Note

    YES: I know this hotfix has content in it. It was content that didn't make it into the last update, and some of the fixes are bundled with this content, so it was easier to release the content than try to remove it.
    Requires ArmA2 Beta.
    NOTE: VERY IMPORTANT: MELEE WEAPONS ARE QUITE UNDER POWERED CURRENTLY. THEY WILL BE ADJUSTED UPWARDS OVER THE NEXT FEW WEEKS. EACH HAVE DIFFERENT DAMAGE VALUES.
    ALSO NOTE: Melee is just in testing. They may not stay, they are just being tested to see how they perform. They are missing their sound effects, and tweaking of effects also.

Changelog

    Fixed

      Generic Loot not spawning (such as food etc...)
      Animals stand still and HURR DURRR (they now walk around)
      New blood values not being saved when a player eats (they do now)
      Duplicate players not being removed (should now be removed on login)
      Gender assignment broken (working correctly)

    New

      Tone Mapping to enhance nightlighting conditions
      Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
      Maximum animals increased
      Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)
      Double Barrelled shotgun sound
 
Posté par rocket


Dimanche 17 juin 2012  
 
Hotfix Build 1.7.1.1 Rolling Update

Affected addons

    dayz_code 1.7.1.1
    dayz_server (only for server admins)

Developer's Note

    Performance issues were associated with loot cleanup not working. This has been fixed.
    Each time you start a new character, you will get the gender selection dialog.
    INFECTED AND LOOT RESPAWN IS STILL QUITE BUGGED. NEEDS ALOT OF WORK. BUT IT SHOULD BE MANAGEABLE NOW.

Current Changelog

    Fixed

      Server item cleanup error (thanks Dwarden for identifying)
      Server weighted random object error (thanks Dwarden for identifying)
      Area not checked for existing infected before spawning new ones ("blind faith" that it had not made a mistake didn't work)
      Crippling performance issues caused by loot items never being cleaned up (loot now cleaned up)
      Tent pitching (Who the hell codes tent location checks TWICE before pitching? Oh apparently I do)
      Converting magazines didn't work if you had MORE than one of that magazine type (now works as intended)
      Toolboxes aren't spawning (classname error in loot table)

    New

      Marakov spawn rate increased
      Small chance Mararov ammo will spawn on an infected
      Tweaked audibility and visibility values for kneel walking
      Can select gender for each new character
      Small tweaks to AI zombie routines to improve performance

    Revert

      5 second delay for disconnecting (will need to wait till new method developed)
      Disabling of interior raycasting (will mean some buildings you will be invisible/can't be hit in for the moment as they don't have view LODs)
      Infected sight based on head not body direction (infected glace around alot, this meant that they had super view directions. Now locked at body direction)
      Secret nerf of prone (you noticed)
      New spawn timer mechanism (back to the old one for now)
 
Posté par rocket


Dimanche 17 juin 2012  
 
Build 1.7.1 Rolling Update

Notes

READ THESE NOTES : PARTICULARLY - RAY-CASTING DOES NOT WORK INSIDE SOME BUILDINGS SO IT IS DISABLED INSIDE FOR ALL. PLEASE DO NOT COMMENT ON HIT THROUGH WALLS IN BUILDINGS, BECAUSE RAYTRACING IS DISABLED INSIDE THE BUILDING. IT IS A KNOWN ISSUE, AND IT IS OUTLINED IN THE BUILD NOTES.

    This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it. It's pretty easy.

      Server Admins

        You need to update dayz_server.pbo. File has been updated.

Current Changelog

    Community Shout-out this update

      www.armaholic.com
      One of the community websites hosting anything and everything ArmA2. You thought DayZ was good? Well, it is just the top of the iceberg.
      You can download missions, vehicles, addons, even other total conversions. And it's all FREE!
      Run by foxhound who also happens to be a cool guy

Affected addons

    * dayz_code 1.7.1
    * dayz_sfx 1.2
    * dayz 1.3
    * dayz_equip 1.3
    * dayz_weapons 1.2
    * dayz_anim 0.2

Developer's Note

    * Requires ArmA2 Beta.
    * Raytracing doesn't work so well inside some buildings at the moment so interiors will ignore raytracing
    * Infected sprinting animation not included yet
    * On respawn, your flashlight spawns in your BACKPACK. I did this because nothing would have said NOOB more than all the new players running around in the day with torches with no idea what the fuck to do.

Changelog

    Fixed

      Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
      Bodies still being deleted too quickly sometime
      No backpacks or medical boxes spawning
      "No Speaker..." debug report spam
      Infected spawning too close to players (minimum 30m now)
      Infected not spawning inside buildings any more
      General Server Script Errors (big thanks to Dwarden for fixing these!)
      Loot/Infected spawning time delay desync'ing with server
      CZ550 spawning far too often in farms
      Winchester decreased spawnrate (% given to double barrel shotty)
      Tent placement is completely screwed (now can place anywhere except in building)
      Items for Eating and Drinking not removed instantly (allowed some duping)

    New

      Infected can't attack through walls
      Infected can't see through objects any more
      Infected visibility increased (but limited by LOS)
      Infected attack range increased (but limited by LOS)
      Infected can cause greater damage when they hit you
      You can hide from an infected chasing you
      Optimized server cleanup routine
      Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
      Infected see based on eye direction, not on body direction as before
      30Rnd_545x39_AK added to loot table
      More infected attack animations
      More infected feeding animations
      Replaced monkey infected crawing run animation
      Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
      Humanity GUI indicator removed
      New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
      Initial version of double-barreled shotgun added (by Artyom)
      Recombine shotgun rounds between 2 and 8 rounds
      Recombine 45ACP rounds between M1911 and Revolver rounds
      DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.
 
Posté par rocket


Samedi 16 juin 2012  
 
Vehicle update (database side)

Changelog 2012-06-16

All vehicles locations will be reset after server restarts. This is required to implement respawning.

    Fixed

      All land and water vehicles will now spawn in a repairable state .

    New

      Vehicles can now be tracked on database level, they will respawn or be reset at secret intervals once they have been destroyed.
      Vehicles left unused too long (hidden, placed in unreachable locations, bugged) will be reset after a minimum of 7 days - this exact time of respawn is also secret.
      Vehicles are spawned on all new servers.

Future implementation

    Vehicle models will be mixed up (randomized) a little depending on which type of vehicle that can spawn at a certain area. This means some vehicle models might become rarer.

Known issues

    Helicopters are still very dangerous to fly due to desync issues. These type of vehicles will only be available on some very old servers until this issue is fixed. Your safety as a pilot or passenger is NOT guaranteed. (hopefully fixed with release of 1.7.1, need more testing)

Note to server admins

    Serverside recommendation: Please update your arma2 server version to latest beta in preparation for 1.7.1 release.
    Also make sure your battleeye files are up to date or players will have troubles playing on your server if their client version is later than 93825.
 
Posté par Ander


Mardi 12 juin 2012  
 
Pending Update 1.7.1 Details

Rough outline of what to expect in the pending update.

I will update this as more stuff is put in. Changelog will then follow it.

Performance and Optimization

    Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database.
    Bugs fixed that were possibly causing very significant netcode overhead (will need mass-scale testing to verify this).

Infected Behavior

    Infected can no longer see/attack through walls.
    Entirely new mocap'd attack and running animations

Content

    Additional Idle Infected sounds
    Revised Attack sounds
    Many new action sounds, including IV, bandaging etc...

Notes

    This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it.
    Read up at the BI Forums about the beta patch install. It's pretty easy.

Current Changelog

    Developer's Note

      * Requires ArmA2 Beta.

Changelog

    Fixed

      Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
      Bodies still being deleted too quickly sometimes
      No backpacks or medical boxes spawning
      "No Speaker..." debug report spam
      Infected spawning too close to players (minimum 30m now)
      Infected not spawning inside buildings any more
      CZ550 spawning far too often in farms
      Winchester decreased spawnrate (% given to double barrel shotty)
      Tent placement is completely screwed (now can place anywhere except in building)
      Items for Eating and Drinking not removed instantly (allowed some duping)

    New

      Infected can't attack through walls
      Infected can't see through objects any more
      Infected visibility increased (but limited by LOS)
      Infected attack range increased (but limited by LOS)
      Infected can cause greater damage when they hit you
      You can hide from an infected chasing you
      Optimized server cleanup routine
      Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
      Infected see based on eye direction, not on body direction as before
      30Rnd_545x39_AK added to loot table
      More infected attack animations
      More infected feeding animations
      Replaced monkey infected crawing run animation
      Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
      Humanity GUI indicator removed
      New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
      Initial version of double-barreled shotgun added (by Artyom)
      Recombine shotgun rounds between 2 and 8 rounds
      Recombine 45ACP rounds between M1911 and Revolver rounds

        DayZ

          Now with additional cruelty!. Spawn with only a bandage, painkillers, and a torch.
 
Posté par rocket


Dimanche 27 mai 2012  
 
DayZ Build 1.6.0 Rolling Update

Affected addons

    dayz_code 1.6
    dayz_equip 1.2.5
    dayz_weapons 1.1.2
    dayz 1.2.6
    dayz_sfx 1.1.2

Developer's Note

    To collect firewood, you can either find it in loot piles, or go into a forest and use the hatchet (gear > Right Click). I will expand this mechanic but its enough for now.
    You get a ONE TIME OFFER to change your player gender!
    Only two types of new skins are available in this update, "Camo" and "Ghillie Suit" in addition to normal survivor
    Skins a player is wearing are NOT lootable.
    When you change skin (right click on clothing package in inventory) your old skin will appear in inventory
    If you want a players skin, you will need to make them take it off first

Changelog

    Fixed

      Bodies being deleted immediately (now will stay around for 15 minutes)
      Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine)
      Temperature listed in percent and not degrees (now displayed in degrees)
      Loosing temperature inside vehicles (now will slowly gain or be static in vehicles)
      ItemPainkillers popup error (no longer happens: thanks Norbert!)
      Spawning in Ocean when switching models (player morphing optimized by TeeTime)
      Loosing gear when switching models (player morphing optimized by TeeTime)
      Wrong M107 is spawning on occasion (Correct one spawns)
      Crashed heli uber-loot not spawning (does now thanks to GhostBear!)
      Wire Fencing Kit caused graphical glitches (new model)
      Tank Trap Kit caused graphical glitches (new model)
      Invisible character models occuring (No longer invisible models)
      Panic not being activated (Your character will sometimes panic)
      Blood washout sometimes not being displayed (now will always wash out color depending on blood level)

    New

      Hatchet for chopping wood in forests
      Wire Fencing kit model by Artyom Troshin
      Tank Trap kit model by Artyom Troshin
      Construction options moved to items in gear menu (right click wire fencing kit to use etc...)
      Hospital Loot Spawn probabilities changed
      Players can choose to be a female survivor (once only per CD-Key)
      Heat packs for increasing temperature in an emergency
      Bandit Skin transition for low humanity is removed
      Players will receive an error message if the server they are on is running an incorrect HIVE version
 
Posté par rocket


Vendredi 25 mai 2012  
 
Pending Build Progess - 1.5.9

Here is the current changelog, I'll update it as I go

Changelog

    Fixed

      Bodies being deleted immediately (now will stay around for 5 minutes)
      Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine)
      Temperature listed in percent and not degrees (now displayed in degrees)
      Loosing temperature inside vehicles (now will slowly gain or be static in vehicles)
      ItemPainkillers popup error (no longer happens: thanks Norbert!)
      Spawning in Ocean when switching models (player morphing optimized by TeeTime)
      Wrong M107 is spawning on occasion (Correct one spawns)
      Crashed heli uber-loot not spawning (does now thanks to GhostBear!)
      Wire Fencing Kit caused graphical glitches (new model)
      Tank Trap Kit caused graphical glitches (new model)
      Invisible character models occuring

    New

      Hatchet for chopping wood in forests
      Wire Fencing kit model by Artyom Troshin
      Tank Trap kit model by Artyom Troshin
      Construction options moved to items in gear menu (right click wire fencing kit to use etc...)
 
Posté par rocket


Mercredi 23 mai 2012  
 
Hotfix 1.5.8.4 Rollng Update

Affected addons

    dayz_code 1.5.8.4

Changelog

    New

      Support for more than 1,000,000 characters
 
Posté par rocket


Mercredi 23 mai 2012  
 
Build 1.5.8.3 Hotfix

Affected addons

    dayz_code 1.5.8.3

Changelog

    Fixed

      Temperature not increasing in sunshine
      Cleanup not occuring on servers for loot (causing massive lag and FPS issues)
      Fires can't be placed in buildings
      Tent's cannot be placed easily (reduced object checking zone area)
 
Posté par rocket


Mardi 22 mai 2012  
 
Build 1.5.8.2 Hotfix

Affected addons

    dayz_code 1.5.8.2

Changelog

    Fixed

      Loosing temperature way too fast
      Not enough wood available for spawn
      Matches way too rare
      Reduced impact of infection (coughing amount and blood loss, will only loose 2000 blood)
 
Posté par rocket


Lundi 21 mai 2012  
 
Build 1.5.8 rolling update

It's here!

Patch 1.5.8 a.k.a. "More New ways to get fucked up"

So before it was zombies + players + ladders vs. you.

!!!!!!!!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!!!!!!!!
THE CONTENT SERVERS ARE BEING MAXED OUT SO DO NOT REPLY BACK WITH 500 SERVER ERROR!!!!

Now its zombies + players + the environment vs. you.

Good luck.

Changelog

    Update - 21 may 2012

Affected addons

    dayz_code 1.5.8
    dayz_equip 1.2.4
    dayz_sfx 1.1.2
    dayz 1.2.5
    dayz_weapons 1.1.2

Developer's Note

TO INTERACT WITH MOST ITEMS: YOU NOW NEED TO OPEN GEAR MENU (G) THEN RIGHT CLICK ON THE ITEM! SUCH AS BANDAGING AND EATING AND SHIT

    This is a pretty major update. I don't really know what affect the new sickness and temperature system will have on player behavior especially with antibiotics being so scarce.
    It is the genesis of an idea, so please remember this might cause havoc. You need to be careful.
    To light a fire, you need matches and wood in your inventory. Place more wood in the inventory of a fireplace to keep the fire going.
    A fire that does not have wood in it will go out when you try to light it.
    You can tell you have an infection, because your character will start coughing. The infection causes you to loose blood down to a minimum of 6000. This leaves you with reduced blood until you take antibiotics.

    New

      Server cleanup system replaced with a more agressive one
      Inventory Interaction system (right-click on items in gear screen to bring up interactions)
      Temperature System now implemented (effects are limited)
      Chance of catching an infection the lower your temperature
      Chance of catching an infection from already infected players
      Water can be filled in ponds, all water pumps, wells, but not the sea
      Forced disconnection saving for abort and alt+F4
      Zombie's will investigate player deaths
      Adrenaline rush from panicing causes greately increased hunger for a while
      Bandaging Sound when bandaging yourself/someone
      Coughing sound when you have an infection
      Camera Shake when temperature drops extremely low
      PROTIP: Use Global Chat/VOIP in populated areas
      Fire requires wood to keep burning
      Various Loot spawn balancing changes

    Fixed

      Should not be pellets for the Winny
      Whinny is way to powerful and quiet (mmmm your tears will be delicious)
      Helicopter loot despawning too fast
      Too many zombies for the Carebears to be able to play
      Fog is way too thick
      Climbing a ladder with a pistol will cause you to fall
      Zombies not attracted to Flares and Chemlights
      Panic noises going apeshit all the time
      Zombie spotted alert far too quiet (increased slightly)
 
Posté par rocket


Lundi 14 mai 2012  
 
Update 1.5.7

Affected addons

    dayz_code 1.5.7
    dayz 1.2.4
    dayz_sfx 1.1

Developer's Note

    ITS MY BIRTHDAY. I AM 31.

Changelog

    New

      Zombie Script converted to Finite State Machine for performance improvement
      Zombie Numbers drastically increased
      Amazing Draft Zombie sounds provided by Michael Manning (www.manningaudio.com)
      Terrifying Zombie face provided by GenesisCrys (www.lostpoly.com)
      Panicing sound effect

    Fixed

      Death when entering crashed heli's
      Hardly any zombies spawning (Lol... uh... like there is lots now)

P.S. Re: Zombie Numbers.... hahah... you're all fucked. deeply fucked. Good luck.

 
Posté par rocket


Mercredi 9 mai  
 
Update 1.5.6

In lieu of any dev post...

Affected addons

    dayz_code 1.5.6
    dayz_equip 1.2.3

Developer's Note

    Vehicle readded (disappeared due to code error)

Changelog

    Fixed

      Loot spawn taking alot longer than it should
      Force Save vehicle option contains %1 and not name
      Graphical glitches with Wire Fencing Kit and Wire Fence (sometimes)
      Zombies often spawning very close to other players (may still happen but now much less)

    New

      Zombies won't knock you down if you have nearly full blood pressure
      Server will sometimes remove a partially used magazine on disconnect
      Field Hospitals now lootable
      Sound alerts added to construction
      Military Pilot Zombies
      Berezno has 300 new environment items
 
Posté par Griff


Lundi 7 mai  
 
Update 1.5.5

Dayz Update 1.5.5 is out!

Affected addons

    dayz_code 1.5.5
    dayz_equip 1.2.1

Developer's Note

    Tents and Vehicles reset

Changelog

    Fixed

      Vehicle Update Management
      Tent Update Management
      Player Skin Transition System
 
Posté par TheKaing


Jeudi 3 mai  
 
Update 1.5.4

1.5.4 is out!

Developer's Note

    Old tents have been deleted, but new ones should work. Sorry.

Changelog

    Fixed

      Tent updates not occuring due to incorrect Key reference
      Zombies spawning right next to players
      Hard to build tents and fires (radius check reduced) [for Dwarden :P]
      Major inception-like time Desync'ing (forced time sync every 5 minutes)

    New

      Character saving now ever 2 minutes, not every 30 seconds (still forces save on disconnect)
      Building sandbags, tank traps, and wire are persistent
      Players no longer consume food/water offline BUT can still become starving offline (just eat when you login) P.S. you guys are pussies
      Toolbox added. You need it to setup/takedown wire and tank traps
 
Posté par Adam


Mardi 1 mai  
 
Update 1.5.3

New DayZ Update! Get it today!

Affected addons

    dayz_code

Changelog

    Fixed

      Morphing to new character causes empty backpack
      At least some instances of players not able to load
      "Monkey" Zombies weren't spawning
      Bandits could not get in vehicle with other bandits/survivors

    New

      Sync of player now entirely player driven to reduce server load and hangups
      Server database sync of characters heavily optimized to reduce load
      Server database sync of vehicles heavily optimized to reduce load
      Server item creation optimized to reduce change of vehicles/tents not spawning in
      Management of tent/vehicle inventory sync by server rewritten

      External script

        Dynamic Weather Effects Script by Engima
 
Posté par Sam Maunder


Lundi 30 avril  
 
Update 1.5.2

New DayZ Update!

Affected addons

    dayz_code 1.5.2
    dayz 1.2.2

Changelog

    Fixed

      Nobody would change into a bandit (this time its REALLY fixed!)
      Fireplace placement irregular
      Study bodies broken
      Environment updates from Cherno and temporary camps disappeared
      Vehicle Repairs sometimes do not work

    New

      Object creation completely recoded (tents working 100%)
      Vehicles added to every instance (Helicopters, Boats, Cars, etc...)
 
Posté par donp


Samedi 28 avril  
 
Update 1.5.1

New DayZ Update!

Affected addons

    dayz_code 1.5.1
    dayz 1.2.1
    dayz_weapons 1.1.1

Developer's Note

    We removed out eventhandlers mapped to VOIP some time ago, we don't know why is not working sometimes now.

Changelog

    Fixed

      Nobody would change into a bandit
      Disconnected clients zombies would stand still and do nothing
      Freezing at screen on death

    New

      Rebalancing of spawn probabilities for Many building types
      M107 TWS removed from spawning (will be achievement/side mission item)
      Sandbags activated as loot (built sandbag walls are NOT persistent. well... not yet anyway)
      Entrenching tool activated as loot (sandbag + etool = ?)
      Thrown Grenades, Empty Soda Cans, and Empty Whiskey bottles distract zombies (briefly)
      Walkers may investigate thrown items depending on day/night
      Walkers may investigate noises (any noise)
      Minor optimization of Local Zombie Management while loitering (client-side)
      Start weapon changed to Makarov
      More buildings added to loot/zombie spawning
 
Posté par Sam Maunder


Vendredi 27 avril  
 
Update 1.5

New update for DayZ Alpha! BIG update!

Affected addons

    dayz_code 1.5
    dayz_equip 1.1
    dayz_weapons 1.1

Database

    Notice

      Everyone's Medical, Bandit Status, and Humanity has BEEN RESET (As long as you weren't logged in!)

Changelog

    Fixed

      Bandit morphing occuring at really bad times (although can occur at bad times)
      Can be killed while waiting to turn into a bandit
      Cans of mountain dew spawn causes an error and do not spawn
      Satchal charge spawn causes an error and do not spawn
      Humanity doesn't increase passively (increase: 150 every 5 minutes)
      Antibiotics not spawning
      Bug in spawning propabilities not recognizing higher probabilities
      Players sometimes start with broken legs
      Too many chemlights in a pack (Changed from 10 to 5)
      Morphing to a bandit removes all stuff in backpack

    New

      Study bodies for their cause of death and name
      Deaths from blood loss count as murders/kills
 
Posté par Sam Maunder


Jeudi 26 avril  
 
Update 1.4.17

We have put out the new 1.4.17 update.

Affected addons

    dayz_code 1.4.17

Changelog

    Fixed

      Clean-up bug for groups/corpses causing some issues.
 
Posté par Adam


Mercredi 25 avril  
 
Update 1.4.11

We have put out the new 1.4.11 update.

Affected addons

    dayz_code 1.4.11

Changelog

    Fixed

      At least some "stuck at loading" will now be fixed, but possibly not all

    New

      Morality will regain slightly over time (+500 every 15 minutes to max of 2500) but not if you're AFK
      Additional debug systems to try and figure out why clients don't load usually in JIP
      Reduced chance a zombie hit will knock you out from 10% to 5%
      Slightly reduced chance a zombie will cause a fracture
      Client will not give up if it cannot find player unit (infinite retry)
      Transfusion now gives +250 humanity
      UI indicator for current Humanity level (images made by Dekret! thanks!)
 
Posté par Adam


Mercredi 25 avril  
 
Update 1.4.9

We have put out the new 1.4.9 update.

Affected addons

    dayz_code 1.4.9

Changelog

    Fixed

      The server was killing everyone that wasn't at 100% health.

PLEASE EMAIL dayzdevteam@gmail.com to recover your dead character

 
Posté par Adam


Mercredi 25 avril  
 
Update 1.4.8

We have put out the new 1.4.8 update.

Affected addons

    dayz_code 1.4.8

Changelog

    Fixed

      Server getting hung up on client logins
      1.4.7 signature problem

    New

      Login System (server)
      Character Authentication System (server)
      Feedback on login progression to clients
 
Posté par rocket


Mercredi 25 avril  
 
Important Notice !

An entire refactoring of the login and authentication process has been completed, styled as 1.4.7, and will be released within the next hour.

Hopefully this will alieviate the massive issues we have been having with hung logins. Please bear with us for the next two hours while this is rolled out on the servers.

AFTER 1.4.7, if you have a hung login, PLEASE email your RPT files and a description of the text that the computer gets hung at (I have added descriptions on screen for each phase).

 
Posté par rocket


Mardi 24 avril  
 
Update 1.4.6

We have put out the new 1.4.6 update.

Affected addons

    dayz_code 1.4.6

Changelog

    Fixed

      Some people not being able to login, there is now a seperate, dedicated channel through which logins are handled.
 
Posté par Adam


Mardi 24 avril  
 
Update 1.4.5

We have put out the new 1.4.5 update, that fixes a few bugs that were brought in by 1.4.4.

Affected addons

    dayz_code 1.4.5

Changelog

    Fixed

      Medical actions not giving a boost for morality.
      Infinite loop stopping all saving on server when someone dies.
 
Posté par Adam


Mardi 24 avril  
 
Update 1.4.4

We have put out the new 1.4.4 update, that fixes a few bugs that were brought in by 1.4.3

Affected addons

    dayz_code 1.4.4

Changelog

    Fixed

      Some people were having problems logging in and accessing their gear.
 
Posté par Adam


Mardi 24 avril  
 
Update 1.4.3

We are rolling out the new 1.4 update over the next hour that brings a few major changes.

Affected addons

    dayz_code 1.4.3
    dayz_code 1.2

Changelog

    Fixed

      PVP cooldown still activated on death (should be cleared so can respawn)
      Backpack exploitable on disconnect
      People can exploit unsaved states by disconnecting or alt+F4 before save
      Characters with alot in their backpack/inventory not able to connect (stuck at loading)
      Fires can be placed in really screwed places
      Tents require too long distance from other items
      Multiple people can gut one animal

    New

      All statistics now syncronized on disconnection, as well as regulary
      Players now have lower humanity when they kill survivors (-30) and bandits (-5)
      Players will change model to a Bandit when their humanity drops below 100
      Removed Space Bar binding
      Removed automatic respawn (more trouble than its worth) - players must go to player selection and back
      PTT is disabled for "All, Side, Command" and enabled for "Direct, Group, Vehicle"
      Offline Hunger/Thirst removed. You will still consume food/water, but running out will not screw you
      ~200 static objects added to Chernogorsk
      ~100 static objects added to Stary Sobor
      Tented camps now may spawn loot

Important Notes

You will need to Bind a key for Direct Communication Push to Talk (PTT) if you want to use PTT, as it has been disabled for every use except direct, group, and vehicle. To do this, go into controls and set Push to Talk Direct to the key you wish to map (such as the CAPS LOCK key)

 
Posté par Adam


Lundi 23 avril  
 
Update 1.4

This update has been replaced by 1.4.3.

We are rolling out the new 1.4 update over the next hour that brings a few major changes.

Affected addons

    dayz_code
    dayz

Changelog

    Fixed

      PVP cooldown still activated on death (should be cleared so can respawn)
      Backpack exploitable on disconnect
      People can exploit unsaved states by disconnecting or alt+F4 before save
      Characters with alot in their backpack/inventory not able to connect (stuck at loading)
      Fires can be placed in really screwed places
      Tents require too long distance from other items
      Multiple people can gut one animal

    New

      All statistics now syncronized on disconnection, as well as regulary
      Players now have lower humanity when they kill survivors (-30) and bandits (-5)
      Players will change model to a Bandit when their humanity drops below 100
      Removed Space Bar binding
      Removed automatic respawn (more trouble than its worth) - players must go to player selection and back
      PTT is disabled for "All, Side, Command" and enabled for "Direct, Group, Vehicle"
      Offline Hunger/Thirst removed. You will still consume food/water, but running out will not screw you
      ~200 static objects added to Chernogorsk
      ~100 static objects added to Stary Sobor
      Tented camps now may spawn loot

Important Notes

You will need to Bind a key for Direct Communication Push to Talk (PTT) if you want to use PTT, as it has been disabled for every use except direct, group, and vehicle. To do this, go into controls and set Push to Talk Direct to the key you wish to map (such as the CAPS LOCK key)

 
Posté par Adam


Lundi 23 avril  
 
DayZ Forums Open!

Welcome!

The DayZ Forums are now open for business. You can now keep track of your favourite zombie mod and share all those wonderful horror stories you know you have!

Check the forum for updates on DayZ and to just hang out with the ever growing DayZ community.

Well Done Adam for creating not only the forums but the entire DayZ website; without you none of this would be around right now!

Sam Maunder, DayZ Development Team

 
Posté par Sam Maunder


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