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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

 

 


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