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Lundi 16 septembre a 2013  
DayZ Mod 1.8 Update


The ideal place to post bugs is:

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

Patch Download

Full Download


Build Notes

Affected addons


Serverside affected addons


    Fishing - The fishing rod is the wrong way around, we are aware of this issue.
    Reality private hive - Is also updated to work with 1.8. Thanks



      New Player UI (Eat, Drink, Blood Icons, Sound/Sight icons).
      Combat Mode System. (Disconnect in x secounds has been removed. Combat icon has been removed. Countdown is now on the abort button itself)
      Completely reworked inventory design.
      Spawn selection. (Balota, Berenzino, Cherno, Elektro, Kamenka, Solnichniy and Random) Server admins can choose to enable/disable. (Default: disabled)
      You may now access another player's gear if they are unconscious.
      Medbox1 and foodbox1 found at infected camps.
      Medbox1 added to hospital.
      Compass is now twice as big.
      Now possible to siphon the fuel from vehicles.
      Weapon - SVD (MilitarySpecial)
      Backpacks have a new sound on opening.
      Bear trap has been re-added to loot tables. (More information down in the Changelog)
      Object orientation system for better placement (will allow more control on object placement tents, stash, camo nets, tanktraps, sandbags, wirefence)
      Added item Camo net. (Helicrash, Military)
      Camo nets will be removed within 24 hours of owners death.
      New Loot locations (Land_a_stationhouse, Land_HouseV2_04_interier, Land_Mil_Barracks_i, Land_SS_hangar)
      Logs Suspicious weapons, kills with local vehicles and one shoot kills.
      Hold/carry functionality to gear.
      Weapon switch 1, 2, 3 keys function as hotkey. (1 => rifle, 2 => pistol, 3 => melee)
      Added plants model antihack.
      Death screen function. (Player will be moved to lobby after a 5 second timeout.)
      ShackTac Movement addons - This addon causes your weapon collision with the environment to be significantly toned down, meaning that you can now move sideways through doorways and generally find CQB to be enjoyable, versus feeling like a rusty robot trying to navigate a terrifying alien world called 'indoors'. Try it out and see, it's simple and very noticeable.
      Crafting system implemented (All recipes must be discovered by crafting).
      Sea Fishing has now been added. (Fishing only possible in the sea).
      Simpler Server Settings for Server admins.
      Ingame Map is now Clear (Unnecessary Arma Menu has been removed)
      1 new food item (cake), 1 New melee weapon, 6 New fish models, Many new crafting models.
      Crafted Traps. (Tripwire (Flare), Tripwire (Smoke), Tripwire (Grenade), Bear Trap (Flare), Bear Trap (Smoke))
      Crafted Medical items. (Makeshift Bandage)
      Crafted Weapons. (Nailed Bat, Barbed Wire Bat)
      New delayed infection called Sepsis is now active, based on blood percentage & damage done on all Zed attacks.

        Stage 1

          The first 15 minutes
          You cannot pass the infection to others
          You do not take blood damage
          You have a warning blood icon to show infection

        Stage 2

          15 minutes - 22.5 minutes
          You cannot pass the infection on
          You lose 1 blood per second
          You have the normal blood loss icon

        Stage 3

          22.5 minutes to 30 minutes
          You cannot pass the infection to others
          You lose 2 blood per second
          Normal blood loss icon

      After 30 minutes you become fully infected, you can transmit the infection to others, you lose 3 blood per second and your screen will shake. On disconnect you will become infected.


      Bear Trap is now synced with the Server and won't disappear after server restart.
      Zed direction issue when under chase condition. (should stop them continually turning)
      Issue where you would get stuck after the tackle animation.
      Updated all zed movement systems to fall in line with the re-added LOS and Angle of attack checks. (This should improve zeds reaction times & make sure target is in hitting range)
      Small update to overall damage output.
      Major dupe, reconnect dupe and body dupe.
      DayZ Loading screen if people have ACR.
      Eating and drinking in vehicles.
      Infection will now be properly removed at tents after logout
      Dead body doesn't disappear any more if the player disconnected too fast.
      BattleFieldClearance antihack.
      Hospital wallhack.
      Removed benches in the middle of the NWAF barracks entrance.
      Loot will now be more random within the weaponholders. (We wont allow two items of the same type in each pile)
      Medical actions performed in vehicles now work properly.
      BIS_Effects AirDestruction bug that sets the world on fire.
      Some 'No entry' Error's has been fixed.
      Refueling while swimming.
      Not being able to administer antibiotics to infected players.


      DMR and SVD have been balanced. (lower fire rate)
      Quick switch now has action menu swapping.
      PV optimization. (should remove some unwanted traffic)
      Czech, German, Spanish, French and Russian stringtable.
      Missionfile is now much smaller.
      Replaced combat roll with Shacktac Bunny Hop.
      Removed attack call from FSM due to latency. Player who spawned the zed may not be the player the zed is attacking.
      Security updates.
      Updated hospital loot.
      Increased angle of attack.
      Removed all trash items from building loot tables and replaced with a generic table (better organisation)
      Viral Workers have now been assigned home locations. (MilitarySpecial, Military,Industrial) (harder to spot)
      Viral Villagers have now been assigned home locations. (Supermarket,Farm,Residential) (easy to spot)
      Max smoke target range to 50.
      Loot spawning radius increase from 120 to 125. (takes into account run speed from start to finish)
      Humanity gain over time for bandits.
      Auto continue when mission loads for first time.
      Land_Mil_Guardhouse Now spawn's a max of 3 zeds down from the default of 6
      Players may now administer antibiotics to other players
      Players may now switch seats while in a helicopter (back seat, gunner, pilot).
      Removed some non SD mags from SD weapons, Removed some SD mags from non SD weapons.
      Melee weapon damage updates (Machete > 15, Hatchet > 12,Crowbar > 10,Bat > 9,BatBarbed > 12, BatNailed > 12)
      You must now press the gear button (Default "G") to open gear while in a vehicle


      Vehicle damage spam log.
      Collision system from tents, stash's, camo nets (Should allow storage system to be placed in better locations)
      Difficulty system due to issues with official hive. (Official hive cant hold multiple difficulty levels)
      Removed ArmA 2 squad command menu (0-9 or F1-F12)
      Map markers for other players and empty vehicles (blue/orange/green dots & vehicles)

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info


      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8-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


      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8-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


      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.8 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal

Dimanche 8 septembre 2013  
Rentrée fructueuse pour les développeurs

Avec les Daily Blog (DayZ Daily) de twitter, Dean Hall essaye de rendre plus régulièrement des comptes sur l’avancée du jeu à la communauté, et aujourd’hui, ce n’est pas un DayZ Daily mais un DevBlog complet ! Au menu, la progression du développement du jeu, l’inventaire totalement revu, la simplification des actions et bien d’autre encore !

Le retour des utilisateurs

Durant la Gamescom, de nombreux joueurs ont eut l’occasion de tester Dayz Standalone, du moins une version pré alpha, sur la vingtaine de PC alloués au jeu. Fort de ce succès, Dean Hall en a profité pour demander leurs avis sur le jeu, le gamplay, la maniabilité, en sommes, leur ressenti après cette prise en main.

Il en est ressorti que les zombies était tout simplement … injouables, du fait de leur ancienneté (basé sur Arma II et les déplacements des PNJ du jeu).

Également, le système d’inventaire présent dans les versions précédente du mod à totalement été refait, assez complexe à prendre en main, le mot d’ordre était de simplifier et de rendre visuel, tactile chaque mouvement et chaque interaction avec la gestion de l’équipement, c’est désormais chose faite, un système de glissé/déposé est en place à présent.

Les ajouts et nouveautés

Un système de pondération des objet sera désormais en place, sous forme de slots occupés dans l’inventaire du joueur, une arme occupant logiquement plus de slots qu’un chargeur. Les chargeurs seront totalement dissociés des munitions, vous pourrez recharger vos armes comme bon vous semble, en fonction de vos besoins. Cependant, un système d’usure des objets sera implanté, désormais plus vous utiliserez un item, plus il se détériorera , les performance de ce dernier dépendantes directement de son état.

Des améliorations ont étés apportées aux mouvements, aux déplacements, l’aspect fluide prime et doit primer pour Dean Hall, casser avec la rigidité du mod semble être important aux yeux des développeurs.

Un gilet par balle ainsi qu’un ensemble de protections voient le jour, plus ou moins résistantes aux impacts et aux calibres utilisés, à noter que si un joueur décide de tuer un autre joueur, l’équipement du joueur agressé pourra être détruit ou partiellement endommagé par l’attaque.

Pour le rôle play, nous l’avions déjà évoqué, vous pourrez lier les mains et capturer un joueur, cependant, nouveauté, celui ci sera apte à se débattre et à tenter de se détacher, en fonction du type de lien utilisé (corde, menotte, fil de fer …).

En ce qui concerne la nourriture, le système sera un peu différent, la notion de contenance sera implémenté, vous ne mangez que ce dont vous avez besoin, vous pourrez ainsi avoir une boite de conserve à moitié pleine car vous vous en serez servit plusieurs fois.

Les zombies

Et bien … c’est assez succin, en réalité, les développeurs ont annoncés avoir engagé un nouveau membre dans l’équipe, avec qui ils vont reprendre l’ensemble des zombies, jugés trop vieux et non conforme aux besoins du Dayz Standalone.

Le résumé vidéo





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