1378 hasn't seen many. Dj runs it too.
1378 hasn't seen many. Dj runs it too.
Yeah, I have full access to 1378, for restarts, bans, all that jazz. My buddy mike is the one paying for it, and hes actually running additional hack protection for the server that seems to be taking care of a decent number of them per day. I haven't been fucked over by a hacker on 1378 for quite a while now.
Which reminds me... does anyone have any idea why Ventrilo wouldn't work while the game is in full screen? I could use it when I alt+tabbed (which got me killed yesterday) but whenever I tabbed back into game I couldn't be heard.
Run it as an admin, it did that for me with FFXI.
Awesome, thanks.
Hey, if I save a vehicle at a camp, use it to go to a city, log at that city... will I still own that vehicle or does it despawn?
yeah if you want the vehicle to stay where you leave it, you just need to save it, saves whatever is currently in the inventory as well as the vehicles position.
i'd advise against leaving a vehicle in a city on the coast, its pretty likely that someone will spot it and take it.
I was outside Stary and got freaked so I just drove off and now I don't know where I am so when I log in tomorrow I'll be trailblazing lol....
Was hoping to score a compass there but end up with nothing but a couple sd mags.
So what's everyone's opinion on Lingor?
The cities are fun for firefights, but with military loot being handed out every couple hundred meters, it kinda removes the whole looting-for-scraps part of the game. Could use some of the quality of life-fixes on Chernarus too, though.
Haven't tried Lingor but if its focus is on PVP and not on survival-horror I could see the appeal.
Finally got myself a Ghillie, backup Map/Compass/etc, and I noticed all the cars have returned. Next time I get on to play I'll be hunting for sweet stuff.
By the way, shouldn't we be tank-trapping the area to prevent vehicle trolls?
So I spawned in at night on top of someone else and immediately opened fire when I check the backpack and see tons of ammo.
I feel bad but is there any way to be sure he wasn't just knocked out or something without wasting too much time? I feel like if I'd have hesitated any longer I'd be dead. He also dc'd and I was kicked shortly after for a battleeye mismatch.
Thinking of picking this up after i get off work today... Any reason not to? Any suggested server?
Well, the standalone version is coming out by the end of this year. I believe the mod loses support at that time?
How many people here still play DayZ? I'm guessing not a lot since standalone is supposed to be out soon and there's a few other new games that recently came out.
Anyway, if you're still into the game and are into a more hardcore experience you should come try out DayzRedux on the US1 or UK1 servers.
First person only, no peripheral dots.
There's quite a few other changes from vanilla DayZ. Anyone interested in the above two though should come check it out.
Changelog- http://forums.dayzredux.com/index.ph...ist-from-dayz/
And then if you like what you see, sign up, download the mod, and get whitelisted.
in thr process of setting up a private server with the ability for anyone to build bases out of gathered materials. look up base building 1.0 on youtubee
http://dayzdev.tumblr.com/post/39933...se-i-suppose-i
Where is the Standalone Release?
I suppose I should start with the question everyone wants to know… where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said that DayZ had to be out before the end of the year and that’s come and gone. I still stand by that comment, to achieve what we had originally wanted, we did have to be out by the end of the year - and we’ve failed to achieve that.
Put simply, DayZ Standalone isn’t here because we had the chance to go from making a game that was just the mod improved slightly, packaged simply, and sold - to actually redeveloping the engine and making the game the way we all dreamed it could be. This blew any initial plans we had dictated to pieces.
The plan going forward
The plan from here is straightforward. We will be releasing a closed test imminently, during which approximately 500-1000 people will assist in ensuring our architecture is correctly functioning. This closed test will be focused purely on architecture, not the game design. Once we have confirmed fixes for issues arising from the closed test, we will then reschedule an internal date for our public release.
What has been done?
One of the most profound and major architectural changes has had its initial implementation completed, this is the overhaul of the inventory system. In fact, the inventory and item management system was completely removed and rewritten from the ground by Jirka, one of the original engine programmers. The work that has been completed on this groundbreaking, and it going to fundamentally change the DayZ experience.
You scavenge for items now, as individual parts, picking up pieces rather than piles, looking for cans on shelves or under beds. The new system opens the door for durability of items, disease tracking (cholera lingering on clothes a player wears…), batteries, addon components, and much more. If you shoot a player in the head to take his night vision, you will damage the night vision. The changes to this inventory system are huge.
An additional area of change has been to make the inventory system more intuitive along with a key focus on providing visceral feedback on your progress through what inventory you have. The use of drag-and-drop, 3D models rather than 2D pictures, and being able to add items/clothing to your character in 3D in the inventory screen - have all come out of months of design work and research. I’m extremely pleased with the results of Jirka and Hladas, two of the programmers who have been working on implementing the design ideas. I believe the changes to this inventory system will fundamentally change the nature of the DayZ experience.
We are not at the point where we can release meaningful videos or screenshots of the system, but we have now confirmed the base architecture is working in game. Likely, the first that will come out about the inventory system will be during the closed test when people are actually using it.
UI Changes
ArmA community legend kju has been part of the DayZ development for some time, and is now one of your key development members. He has been working with our CEO (Marek) and me to develop the DayZ UI. We have been greatly inspired by Minecraft to make the UI simple and effective, rather than flashy and complex. All our art and code efforts are going into the game, the UI is being designed to be straightforward and functional just like in Minecraft.
Art Progress
A huge amount of work is being completed on art. I’m including some more additional pictures taken from around Chernarus. We have some massive plans now that all interiors have been completed, as rather than moving them on to other projects we are now giving them exciting new things to create.
One of the new artists on the team is a texture artist, and has been working on revising the textures for our new building interiors so they look more post-apocalyptic. Some of these changes can be seen in the work-in-progress pictures I have included.
Map Progress
The lead architect of the revised (and original) Chernarus map, Ivan Buchta, is still imprisoned in Greece on charges of espionage - and is a great loss to the team. Luckily, through letters, Ivan is able to provide some input and insight into the development of the map. Regardless, the continued imprisonment of him and Martin Pezlar has a significant impact on our ability to redevelop Chernarus.
At first I was like nonono don't change item system. But then the thought of it kind of grew on me. I'm either going to love it or hate it, I hope it's the former.
I hope it's nothing like Namalsk has been. One EMP and I was done playing that level.
I'm ok with the delay. I would rather they take their time and not fuck this up than rush the product and release a buggy clusterfuck. This a game that interest will only grow as time goes on imo.
I just don't want them to take so long getting it out that it'll always feel behind graphically and technically. The game already looks and plays like it should have been out in 2007 at best, and I understand that they're improving on the graphical and technical front, but if they take and take and take and keep taking all this time, whatever they come out with today is still going to be antiquated whenever the game comes out tomorrow.
But yes, do it right, not like that other trash cashgrab clone.