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Mardi 26 février 2013  
 
DayZ Mod 1.7.6.1 Hotfix

USE THE LATEST BETA: 102285

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.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_code

Changelog

    Updated

      Fixed version issues.
      Updated Spanish String Tables
      Force save updated.

    Removed

      New models by JoeysLucky22:

        Soda

          Long's Island Iced Tea (Clayton)
          Dr. Wasteland (Dr. wasteland)
          Mikhail Made Lemonade (-=PA=-Mikhail)
          LVG Root Beer (LVG)
          Mountain Green
          mZLY yZLY (mZLY)
          R4Z0R soda (R4Z0R)
          Smasht (Smasht)

        Beer

          Rabbitman (Rabbitman)

        Can

          Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
          Chef Boneboy Ravioli (Boneboys)
          Curgon's Chicken Noodle Soup (Curgon)
          Demon Groves Green Beans (DemonGroover)
          FraggleOs (Fraggle)
          Griff Black Beans (Griff)
          Herpy Dooves Canned Muffins (DerpyHooves)
          Orlok Mixed Fruit (orlok)
          Powell's New England Clam Chowder (Powell)
          Unlabeled Can
          Tyler's Kidney Beans
          Conrad's Whole Kernel Corn

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.6 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Lundi 25 février 2013  
 
DayZ Mod 1.7.6 Update

USE THE LATEST BETA: 102285

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.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_code
    dayz_sfx
    dayz_server
    dayz_communityassets

Changelog

    News

      Added a 2 minute delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.
      Added new sfx for chopping wood.
      Started Update for Cherno intro. (map intro)
      Zed attraction, this will draw zeds to loiter closer to players over time.
      BAF_L85A2_RIS_SUSAT - (Heilcrash - HeliCrash_No50s)
      Crossbow Quiver added - 6 arrow mag size.
      WoodenArrow added 6 arrows can be turned into a quiver.
      WoodenArrow can be picked up after use.
      20% of breaking WoodenArrow when firing it.
      Crowbar now attaches to toolbelt.
      Added Anti teleport script. Reported to server's RPT log
      New models by JoeysLucky22:

      Soda

        Long's Island Iced Tea (Clayton)
        Dr. Wasteland (Dr. wasteland)
        Mikhail Made Lemonade (-=PA=-Mikhail)
        LVG Root Beer (LVG)
        Mountain Green
        mZLY yZLY (mZLY)
        R4Z0R soda (R4Z0R)
        Smasht (Smasht)

      Beer

        Rabbitman (Rabbitman)

      Can

        Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
        Chef Boneboy Ravioli (Boneboys)
        Curgon's Chicken Noodle Soup (Curgon)
        Demon Groves Green Beans (DemonGroover)
        FraggleOs (Fraggle)
        Griff Black Beans (Griff)
        Herpy Dooves Canned Muffins (DerpyHooves)
        Orlok Mixed Fruit (orlok)
        Powell's New England Clam Chowder (Powell)
        Unlabeled Can
        Tyler's Kidney Beans
        Conrad's Whole Kernel Corn

      New models by Elvaron

        New melee weapon: Machete - (Farm - Hunting)
        New Food: Pack of pistachios
        New Food: Pack of trail mix
        New Food: MRE military rations (Military Loot)
        New junk loot
        Model for Compass instead of green pouch in loot pile
        2rnd shells for pellet and slugshot shotgun ammunition (no more 8 bullets shown on ground when it's actually 2 bullets)
        New models and textures for FoodBaconRaw and FoodBaconCooked.
        Model and textures for Quiver.

    Updated

      BoltsSteel replaced with WoodenArrows.
      BAF_L85A2_RIS_Holo Removed from crash site's added to Military tables
      loot weighted array generation fixed.
      Updated logout system to check radius of zeds from 50 meters to 35 meters (30 sec count)
      Player range on logout to 6 meters. (30 Sec count)
      Max Range of targets 120 meters down from 300 meters. (this should help long range agro, This is zeds max target range).
      AI behavior updated to try making them zigzag less.
      Added push bikes to the zeds pull from vehilce list.
      Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up)
      Zeds Targets array modified
      Weapon fire sounds divided by 2 (This will help us settle zeds hearing a little more) (107_DZ Zed pull range 450 meters / 2 = 225 meters (capped 120 meters aboue for now))
      Max local zeds per client now fixed at 40 zeds, Global at 40 +10 foreach player within 400 meters and total 500 zeds max.
      Added some Czech language
      Updated zed attraction to dead players from 50 meters to 20 meters.
      Players will now drop empty cans after consumption to nearest lootpile or creates new one.
      Updated Infection to cough, shake camera and loose blood.
      Updated russian string tables.
      Backpack Spawns should now see higher grade backpacks more.
      Deer stands has it's own loot table (Hunting).
      Reduced Zed Running Speed.

    Fixed

      Zeds talk, lowed to 80 meters down from 200 meters this will stop any zeds targeting for sight/noise outside of this radius
      CookedBeef StringTables now added.
      Spanish, French StringTables updated.
      logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.
      Zeds should no longer walk though all objects. (Some objects can still be walked thought)
      Updated refuel to attract zeds. (3-6 Meters)
      EH's updated to work with Battleye filters.
      Ammo counts now fixed on dc.
      Zeds will no longer magically hit players just because they're within 3 meters. ( Zeds can no longer dmg without running the attack animations. (running into zeds will no longer dmg the player))
      Fixed some base class's for vehicles reporting issues with crew
      You can now logout with a broke leg.
      Temperature icon should not disappear anymore.
      Humanity should now work increase again.
      Chemlights and flares now work again.
      time is now set on startup.
      Hatchet and crowbar don't require reload anymore.
      Hatchet and crowbar no longer overwrite each other.
      Exploit when converting Mags into other mags (Example - DMR to M24 then back)
      Blood particles not shown for player.
      Hide body animation not shown for player.

      Combat Roll

        Fixed

          No longer possible to combat roll with broken leg
          Added 4 sec delay to multiple rolls.
          No longer possible to combat roll over player created objects (tents, sandbags so on)
          No longer combat roll in buildings.

    Removed

      Chase combat logging systems removed. (Removed due to ealry warning of agro)
      Debriefing window has started to be cleaned up. (blank box on dc)
      BearTrap Due to issues with the trap still staying active after removal.
      DZ_Patrol_Pack_EP1 Due to us no longer planing to remove backpacks from new spawns.
      All chance based systems for sight and sound from zeds they will now only agro if in view or your making noise. Should allow more freedom to move.

Known Bugs

    Zombies attacking through objects.

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.6 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Vendredi 22 février 2013  
 
De la motion capture pour les zombies

Une fois n’est pas coutume, les développeurs de DayZ nous propose cette semaine un devblog en vidéo.

Il n’y a rien de mieux que ce moyen pour s’apercevoir du travail réalisé sur la motion capture pour l’animation des futurs zombies qui vous chasseront sur Chernarus !

Pour les anglophobes, en résumé, il est dit que plusieurs animations seront travaillées afin de proposer différentes attitudes aux zombies afin de les rendre uniques.

C’est l’un des points chauds sur lequel l’équipe travaille. Ils veulent que ce soit une composante réellement importante dans le Standalone.

Comme d’habitude, aucune date n’est donnée, le jeu sortira seulement quand il sera terminé aux yeux des développeurs.

 
 


Vendredi 15 février 2013  
 
Le point sur DayZ

Chaque semaine, les développeurs de DayZ essaient de nous tenir au courant de l’avancement du StandAlone. Cette semaine, nous avons le droit une nouvelle fois à de nouvelles captures d’écran.

Extension de l’équipe de projet

L’un des plus grands changements de la dernière semaine a été l’agrandissement de l’équipe de projet de DayZ. Beaucoup de gens issus de la communauté sont donc accueillis au sein du projet DayZ, qu’ils proviennent de l’interne ou de l’extérieur.

Les développeurs espèrent que ces nouvelles personnes seront en mesure de les aider à pousser le jeu dans ses derniers retranchements.

Test du multijoueurs

Les tests en interne continuent puis sont mis en pause à mesure que les bugs et autres problèmes sont identifiés. La grande majorité des changements qui ont été apportés sont méticuleusement analysés.

Les développeurs espèrent pouvoir commencer un premier essai à grande échelle dès la semaine prochaine.

En supposant que la version soit assez stable pour permettre ce test. Ce dernier sera réalisé dans un premier temps sur un serveur avec une cinquantaine de personnes et pourra être augmenté jusqu’à 150 joueurs afin d’en définir les limites.

Développement de l’architecture

Le programmeur en chef de DayZ a continué de travailler sur le moteur multijoueurs qui opérera sous un modèle MMO serveur-client. Les résultats ont été remarquables, et cela va radicalement changer le produit final. Au fur et à mesure des changements apportés, l’équipe les filtre en fonction de l’approche adoptée à d’autres niveaux afin de s’assurer que tout soit bien migré au niveau du client comme au niveau serveur.

De nouvelles approches ont été expérimentées comme le fait de ne pas avoir de spawn de loot au niveau du serveur, mais plutôt au niveau de la base de données – réduisant ainsi la facilité avec laquelle les tables de loot peuvent être produites et leurs permettent de mettre en place une forme de système de régulation économique dynamique.

Développement des personnages

C’est actuellement le secteur sur lequel de gros efforts sont faits en terme de conception. D’ailleurs vous retrouverez ci-dessous les nouvelles têtes des personnages féminins exotiques.

Les développeurs ont réellement le souhait de vous permettre de personnaliser entièrement votre personnage afin qu’il reflète au mieux l’histoire que vous voulez lui donner. Des idées inspirées de la communauté ont été incluses. Jusqu’à la sortie initiale du jeu, la grande majorité de leurs efforts seront axés à développer les options de personnalisation de votre personnage.

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Système d’inventaire

En se basant sur les retours et les commentaires, les changements ne cessent de continuer dans ce domaine. Le développeur de cette partie, Jirka, finira peut-être le système de crafting. Il a réellement l’envie de passer du temps dessus puisque c’est une fonctionnalité qui lui tient beaucoup à cœur.

Dans le cadre du système d’inventaire, l’équipe de développement a commencé à travailler sur un système d’accessoires.

Comme pour la personnalisation de personnages, ils veulent autoriser un maximum de possibilités quant à la customisation et le développement des armes au joueur.

Du coup, toutes les armes introduites dans DayZ sont en train d’être re-développées afin de les détailler le plus possible. Le travail réalisé jusqu’à présent est exceptionnel.

Cela signifie qu’à la sortie du jeu il y aura moins d’armes dans la version Standalone, mais cela leur donne la possibilité de continuer à proposer du contenu à chaque mise à jour avec de nouvelles armes et objets.

Développement du monde

Des zones immenses sont en train de changer. Ivan Buchta – après avoir effectué un petit séjour dans les prisons grecques – a travaillé en collaboration avec le world designer SenChi (designer des cartes d’IronFront) pour le réaménagement de Chernarus. Vous retrouvez une nouvelle ci-dessous des captures d’écran prises par SenChi afin de montrer l’avancement des travaux.

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Développement artistique

Nouveaux vêtements, objets, armes, bâtiments, « zones spéciales » font tous partis du développement artistique.  De nouvelles personnes ont rejoint l’équipe artistique, ce qui va permettre d’inclure des centaines de nouveaux objets au monde de DayZ.

 
 


Lundi 4 février 2013  
 
DayZ Devblog 4th February 2013


(french version)


Let’s see some DayZ video! A quiet start for us with a video blog, we’re only detailing a few areas of progress in this weeks update. We show a peek at the new UI, some detail on the new clothing functions available in the engine, and take a tour round a few of the many new areas inside the updated Chernarus map.

We’ve edited out our use of the Inventory system, which we’re keeping under wraps for the moment (covered out with hilarious images photoshopped by forum members on the official DayZ forums at dayzmod.com!)

So where are we at?

Development is continuing to progress in extremely positive ways for us. The architectural decisions we have taken are providing continued dividends with the development of our disease mechanics, and in the ability to create notes in the world.

Inventory is fully synchronizing with the central database, including inventory inside clothing items. Essentially your clothing is like many little backpacks.

We’re getting plenty of bugs coming in from our closed internal testing, and we haven’t moved to our closed external testing just yet. There is still no timeframe for when this will happen, but we’re committed to continuing with these development updates and blog posts.

What is next?

We’re working very hard on the inventory system even more, and it looks like the crafting system is close in next in our development. It would be fair to say that inventory and crafting are the key development objective currently, second only to the client/server architecture (makes DayZ more like an MMO), and new zombie AI mechanics (an ongoing task).

We look forward to giving even more information, new exciting areas, features, functions, and updates in the coming blogs! We’re all confident it won’t be too long before you’ll be able to join in the development yourself.

 
Posté par Griff


Lundi 4 février 2013  
 
DayZ Mod 1.7.5.1 Update

USE THE LATEST BETA: 101480

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.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz code
    dayz anims
    dayz server (server admins only)
    mission file (server admins only)

Changelog

    News

      Ability to flip ATV's.
      Zeds spawn while in vehicles.
      Zeds now have the ability to damage vehicles. This is limited to glass only once glass is destroyed players within will be damaged.
      Zeds now have the ability to pull you from open vehicles.
      New Load screens added.
      Chopper weapons can now be reloaded.
      UH60Wreck added
      New zed & loot spawn systems rewrote Phase 1.
      Revamped GUI icons to now empty as you lose the relevent item (blood,food,water) Thanks Des
      Infection changes when eating food and drinking water. (tin and canned items don't count)
      Epeen monitor added to display player stats. (Zombies Killed, Headshots, Murders, Bandits Killed, Humanity) - Press Scroll Lock to use
      Toolbox is now needed to build Wire,tanktrap.
      Etool is now needed to build Sandbags.
      5 New types of food ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN","FooedRabbitCooked").
      4 New Raw food. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw")
      Bloodbags can now give an infection.
      Added moving combat roll (KK's Volt).
      Survived Dayz added to Epeen monitor.
      Cutting down trees now attracts zeds.
      After you have eatern a canned product you now get an empty tincan back.
      Added definition of arrays for meatraw / meatcooked
      You can now eat raw meat (low hp add + possible infection), and Cooked meat (high hp add w/o infection)
      RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100).
      Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400).
      You can now boil water using a fire,TrashTinCan or ItemSodaEmpty and fullwaterbottle
      Water (possible infection), and Boiled Water (w/o infection)

      Weapon

        Sa58P_EP1. (Military)
        Sa58V_EP1. (Military)
        Sa58V_RCO_EP1. (MilitaryS)
        Sa58V_CCO_EP1. (MilitaryS)
        G36C. (HeliCrash)
        G36C_camo. (HeliCrash)
        G36A_camo. (HeliCrash)
        G36K_camo. (HeliCrash)
        M40A3 (MilitaryS)

      Vehicle

        HMMWV_DZ.
        MH6J_DZ.

    Updated

      BAF_L85A2_RIS_CWS replaced with BAF_L85A2_RIS_Holo. (HeliCrash)
      Added a much faster login process. (Advantages: Login Speed up)
      Limted amount of ammo found with weapons.
      Gender selection images updated thanks Des.
      Updated infection chance during zed attacks from 1/1000 to 1/500.
      Changed Loot tables to increase the supply of Antibiotic drops.
      Combat Mode is now affected by everything you do and everything done to you
      Updated Mi17_DZ and UH1H_DZ to max ammo Max 100 rounds per gun.
      UH1 Crash sites no longer all spawn on server start but throughout the game.
      Damage processing for zombieattacks with prebuilded weighted arrays. (Advantages: speedup and saves a lot of cpu cycles)
      Much faster fn_instring.
      Cargo space redo.
      CZ_VestPouch_EP1 to be more useful 12 slots 0 weapon slots.
      Zeds will talk to other zeds within 80 meter.
      Combat Logging is now active during Zombie chase.
      Backpacks updated.
      Animal Meat reset. 6(cow),4(goat),4(sheep),4(boar),2(Hen),1(Rabbit)
      Epeen monitor moved to scroll lock key and work started on moving to diary
      Massive cleanup remove all useless files.
      Redone all public EH's
      Combat/zombie logout + anti-duping overhall
      String tables to include = English, German, Russian, Spanish, Dutch, French
      All base class's have been updated to match the dayz removal proc's (weapons)

    Fixed

      Zeds hearing should now be fixed.
      Temperature icon color now ranges from iceblue (cold) to red (hot)
      German Tranlations updated.
      mi17 gunner seat is now fixed (you no longer stand outside)
      Bloodbag glitch fixed.
      UH1Y_DZ animation issues.
      Infection is now fixed loss of blood 3 per sec (will not drop below 3k blood)
      Epeen monitor animation should now work correct without the fps drop.
      DZ_Czech_Vest_Puch backpack class config.
      Variable spelling mistakes hsould be corrected now.
      Moved all new foods to stringtable.
      Fixed infection chance when giving blood.(No longer applys to player giving blood) :-(
      ALT F4 Sync issue now fixed
      Pause menu can no longer be assigned to mouse keys to bypass respawn.

    Removed

      BAF_L85A2_RIS_CWS (Based on poll)
      Banned m136 as it never really worked and served no real purpose.
      In Combat bot removed while we work on speed improvements.
      Peripheral Vision. (Peripheral Dots)
      MPTable Removed.

Hotfix Changes 1.7.5.1

    Updated

      STR_ITEMWATERBOTTLEBOILED_CODE_DESC - German (Eine Flasche mit abgekochten Wasser)
      STR_ITEMWATERBOTTLEBOILED_CODE_DESC - French (Une bouteille a été remplie d'eau bouillie qui peut être consommée.)
      HMMWV Cargo space. (transportMaxWeapons = 4;, transportMaxMagazines = 12;, transportmaxbackpacks = 4;)

    Fixed

      HMMWV Should now be able to be repaired fully.
      Gut object should be working without errors.
      Repair option should now only work on vehicles.
      AS50 was mistakenly banned now unbanned.
 
Posté par Matt Lightfoot

 

 


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