sirdayz
sirdayz
We Stand Alone
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Once the humble launching point for not one game, but two, Chernarus has changed. And so too has the zombie survival game that found fame amongst its forests. In 2013 DayZ Standalone began the journey towards its V1.0 release, and it is here we chart its progress, like a survivor inching ever slowly north.
Don't wanna be here? Send us removal request.
sirdayz · 11 years ago
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sirdayz · 11 years ago
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We Stand Alone - TL;DR - February 2014
Survivors rejoice! Dean’s long-promised server queue system made its debut earlier this month, marking the beginning of the end for server hoppers and combat loggers. An early implementation that proceeded to break the respawn system, before applying a bandage or two to bring legitimate players back to life. It was a hotfix performance worthy of applause, or at the very least a thumbs up. Though I have the feeling Dean will be seeing far more of ol’ faithful from those bandits hoping to survive off a spray-and-pray lifestyle: that ‘Ruined’ status now has a meaning. Looks like we’ll be needing someone to step in and keep the peace.
  To think this could all be averted if more players just aimed for the head. An easier task now that the SKS and Double Barrel Rifle have begun to spawn around the civilian houses and long barns of Chernarus. Have a bit of a poke about and you’ll also be finding a new leather jacket, a sewing kit to piece it back together, and a Cowboy Hat to add some yeeha motherfucker! to your hunt for poisonous berries. Toss in the recently added Magnum and you’re this close to being able to stare thoughtfully into the distance, overact to your heart’s content, and fail miserably at raising a trigger-happy brat of a kid. Carl? Carl?!? CAAAARRLL!?!
Well, at least you’ve still got that fancy hat! And until next week, remember, wearing one of these will get you killed.
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sirdayz · 11 years ago
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We Stand Alone - February 2014 - Join The Queue
Three months on, some 1.5 million copies sold, and a games media - and community - once again abuzz with stories of betrayal, treachery and heroism. Naysayers and delays be damned - Chernarus is alive once more.
Though throw this many people at a game and you’re bound to uncover more than a few bad eggs. I’m not talking about the bandits. Or the trolls who run the length of Chernarus blasting remixes of Rick Astley’s...classic. Their place in DayZ purgatory is already reserved, sitting snugly next to Dean Hall, having been locked away down there for his theft of so many innocent peoples lives and free time. Instead, it’s those willing to game the system that the community now have in their sights. Yes, my friends. The days of loot farmers and trigger happy bandits with a phobia of firefights is coming to an end, even if the innocent amongst us had to suffer a bug or two this month in exchange for it.
  Ready...Aim...Log out!
Amidst the heroes, bandits and trolls dwell more than a few unsavoury types, so prevalent they have their own names amongst the DayZ community. ‘Server hoppers’? They diminish the joy found in the search for loot. ‘Combat Loggers’? They rob the commited of the reward of tense combat. It’s a problem that plagued DayZ’s previous life as a mod, and it’s one that - with the freedom of this new iteration - the developers can tackle head on.
  Arriving in Patch 0.33.114926 (The first of two to hit the Stable branch this month), the server queue system imposes incrementally longer timeouts for those quickly switching servers, lessening the appeal of simply jumping ship when an hour long walk to a military barracks yields nothing but hungry stomachs. And for the combat loggers? A familiar introduction for the MMO players amongst us - a 30 second ‘sit and wait’ timer on logout that leaves your character alone and vulnerable.
  For those smart enough to find a quiet place to log, it shouldn’t pose a problem. But for those who’ve grown slow from weeks of firing a shot in a player’s direction, and hitting ‘Exit’ as soon as their shots miss and the targets start returning fire? It’s a stern wake up call. Practice, grow, fail and learn. It’s the heart of progression in DayZ. And while this is an early implementation of a much more robust, intelligent system, it’s been an effective bandage on a wound that was beginning to suck the life out of the progression of legitimate players.
  You get more FPS! And you get more FPS! And you get more FPS!
“Where are the zombies?” - Ah, the familiar cry of the uninitiated. Predictable, familiar and so easily recognisable. And the answer? “Coming Soon(™)-ish”. Like the server queue, DayZ’s zombie presence is dependant on server performance: two words that Reddit could turn into a drinking game every time Dean Hall references it in a post.
While they may poke fun, DayZ Standalone’s MMO architecture that has provided such a wealth of opportunities to expand the core game, is also reliant on the performance of its servers to deliver the promise of large roaming hordes, among other things.
  The news on that front? Not just better, but great. Both Dean Hall and Brian Hicks took to Reddit and Twitter respectively to sing the praises of recent internal testing of optimisations to bring that fabled server FPS up.
While it’s a nebulous, pie-in-the-sky concept for most players, what it means in practical terms is that the team now have far more room to move, and resources with which to devote to server-intensive tasks. Increased zombie counts and even the long awaited zombie and loot respawning system are now that much closer to becoming a reality. Even increased player counts have been undergoing testing this month on the Experimental Branch, with some...interesting results to show for it…
  http://www.youtube.com/watch?v=mQRhHkKt8bI&feature=youtube_gdata
  Patch me up, Scotty!
More zombies. More players. More trouble. It’s just that simple an equation in Chernarus. Providing at once more incentive to cooperate - if not necessarily get along - with fellow survivors, and leaving you more dependant on the tools at your disposal.
  Weaponry, as ever, is the greatest tool on the belt. Perhaps too much, at times, more prevalent than it will be and far easier to stock than it should be. Still, with the new SKS and Double Barrel Rifle now spawning throughout Chernarus, the stockpile has expanded if not necessarily diversified.
The former, a semi-automatic with room for a PU Scope, the latter sharing the Mosin’s 7.62 ammunition and able to empty both barrels into a target with the one shot (PSA: Just hit the ‘T’ key to toggle firing modes!). And on the horizon? An AK in the works, and a Ruger perilously close to hitting the Development branch.
  Elsewhere, and DayZ continues to shine as not only Running Simulator 2014, but Clothing Simulator 2014 as well. Helmets? Beanies? Baseball caps? There’s more than a zombie infection plaguing Chernarus: Team Fortress 2 has transferred its obsession with all things headwear, and it’s all the better for it.
Far from the days of three character skins, and now a step or two removed from the early, utilitarian days of the Alpha, the growing range of clothing - while bemoaned by some - accentuates the strengths at the heart of DayZ. Customisation, personability, and ownership over not just a character but a life.
  Perhaps one of the new Hard Hats suits you best? Maybe the Cowboy Hat is more your wild-west style? Or perhaps the Coming Soon (™) Boonie Hat or UN Helmets? DayZ’s chaotic, lawless expanse bereft of traditional roles invites survivors to assume their own. Hats are one defining part of that, as are the clothing and weapons that they carry and that accentuate a play style.
Handy, then, that the new sewing kits will ensure they’re kept in far better condition. A small addition, but one that increases that ‘thing’ that separates DayZ from the rest: Player Responsibility. And Chris’ tweet showcasing the SKS echoes this through and through.
  “This is my rifle/This is my gun”
Around The Web
  Pipsi For all!! (Except Dean)
Dean Hall’s long-running obsession with Pepsi (Or Pipsi, as it’s now known) might be coming to an end, but based on this month’s schedule you wouldn’t notice any drop in caffeine-fuelled energy. Making not one but two video appearances.
  The first, with livestreamer and DayZ community star Chris ‘Sacriel42’, and the second with Eurogamer’s Ian Highton. They largely cover the same ground, but they’re both well worth watching if for no other reason than to see DayZ’s creator axe a few of his beloved survivors to death. The DayZ God giveth. The DayZ God taketh away!
  http://www.youtube.com/playlist?list=PLfpNaI3wgup5Mnm6o3xaPyXT2PYTTXqKn
http://www.eurogamer.net/articles/2014-02-20-watch-us-play-dayz-with-dean-hall-from-5pm-gmt
  There’s a wealth of new information contained within - lootable containers, hunting and physics based objects, to name a few. And rather than scream into the echo chamber here, Bzerker01 over at Reddit has broken down most of the new information. Look for a write up on this soon!
  My Stomach Grumbles
Like Dean, Chris ‘Sacriel42’ makes two appearances this month, highlighting DayZ Standalone’s health and hunger systems. Even now, keeping a character alive is a far more involved process than it once was, and Chris offers the most succinct explanation of the system yet. Even highlighting changes introduced with the latest patch. Give them a look and you’ll be hunting for Rice and that ‘Healthy’ status as eagerly as an M4 and a Mag.
  Part One http://www.youtube.com/watch?v=WSB0HUR-Nyg
  Part Two http://www.youtube.com/watch?v=4uJdbO7t8Bc
  The New Patch http://www.youtube.com/watch?v=Sl8mJow7D7o
  Sackman To The...Rescue?
Homework done? Good. Because we all know playing games is for Fun! The internet famous Gentlemanly Bandit - Australia’s own Joab Gilroy - was at it again this month, assuming a new identity from his growing collection of comic-book-esque characters. This time? It’s Sackman!
A character that terrorises newspawns with some hearty tunes before helping them on their way with food and supplies. Who said all player interactions were sick and twisted?
  http://www.youtube.com/user/JoabyJoJo?feature=watch
  Ok, so, maybe this isn’t the best case made against that statement…moving on...
  Public Service Announcements
‘If they’re red, you’re dead’...or is it, ‘they’re blue, you’re through’? Gah! The addition of berry bushes has caused more than a few upset stomachs this month, both from those looking for the bushes themselves, and those (un)lucky enough to taste that sweet, poisonous fruit.
  The bushes themselves were once the difficult part of this process - now easily identified thanks to this helpful video - but now here’s the tricky part. Which ones do you eat?
  Sure, you could work this one out on your own. Sure, you could run through forests and over hills in search of a bush that holds a berry. SURE, you could finally eat said berry because you’re dying of hunger. SURE! You could then die from poisoning yourself. But you know what? Don’t do what a friend of a friend of a friend of mine did. You’re smarter than that.
  The moral of the story? Follow Reddit’s advice and shove as many of those red berries in your face as you can. You’re going to need them given the currently overzealous hunger meter. The blue ones? Leave those behind. Or, you know, you could always do what that friend of a friend of a friend of mine did and make a charitable donation to a new spawn…
Yeah, he’s a bit of a jerk...
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sirdayz · 11 years ago
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'I was held up by a group of four bandages.'
SirJD
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sirdayz · 11 years ago
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2014/02/12 - 0.35.115188 - Five Days In A Leaky (DayZ) Boat
From The Team
“This update was released to Stable as part of our weekly scheduled maintenance. This hotfix is aimed at fixing a GPU memory leak, that a large amount of players were experiencing. This was causing low framerate and crashing for some players.”
  Fixed
- Hotfix for the GPU Memory leak leading to low FPS -
A hotfix for a GPU memory leak which was causing a dramatic drop in FPS over time for a majority of DayZ players.
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sirdayz · 11 years ago
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2014/02/07 - 0.34.115106 - Patch Me Up!
From The Team
“This update was released to Stable as a critical update outside of our scheduled maintenance period. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.”
  Known Issues
- Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated -
Character/hand twitches and shakes while using the pointing and middle finger emote.
  - Actions: If player puts burlap sack from his head to ground his vision stays black -
Your vision remains black if you remove a burlap sack from your head directly to the ground.
  New
- Animations: Ruger Sporter 10/22 hand pose -
The holding animation/pose has been added for the new Ruger Sporter 10/22 Rifle.
  - Animations: It is now possible to blend directly between various gesticulation states (pointing,finger,greeting…) -
Your character will now blend directly between different emotes (e.g pointing to thumbs up. Waving to middle finger), without lowering their arm/arms and playing the new animation separately.
  - Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit) -
- Gear: Configured sewing kit and its recipes -
- Gear: Added Sewing kit to the loot spawns -
The new Sewing Kit allows you to repair most clothing items from Damaged or Badly Damaged to a Worn state. Ruined items cannot be repaired, and the Sewing Kit will never raise an item of clothing above Worn. Each use of the Sewing Kit also damages the Kit itself, granting it a limited number of uses.
  - Gear: Added configuration for durable riders jacket -
- Gear: Added durable riders jacket to loot spawns -
Walking Dead roleplayers will be dancing in their seats at this one! While Rick may have received all of the attention so far - what with his Cowboy Hat and Magnum - fans of the crossbow-toting quiet guy can now find Rider’s Jackets across Chernarus.
  - Gear: Added Cowboy hats to the loot spawns (multiple colors) -
Rick hits back in the DayZ Walking Dead Roleplay stakes, with the Cowboy Hat also now appearing in-game.
  - Gear: Added B95 7.62 speedloader to loot spawns -
The B95 7.62 speedloader/snaploader has been added to growing collection of DayZ loot, acting like a magazine for the Blaze 95 Double Rifle.
  - Gestures: Thumbs Up gesture added with default F7 key binding -
Saved by an appreciably friendly survivor? Robbed but not killed? Handcuffed, fed disinfectant and then had a burlap sack thrown over your head for good measure? Show these hard working players you care and give them a good ‘ol thumbs up. It’s the least you can do.
  - Server: Optimization of synchronization of textures/materials (minor improvement to server FPS) -
Optimisations that continue to bring textures and materials together. Naaaw! Not sure what this means? Me neither. But those two words - Server FPS - are always a good sign for a DayZ future filled with more zombies, loot and players.
  - Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death) -
Fall damage is no longer a one-size-fits-all system, with damage dealt from a fall now dynamically calculated based on the distance fallen and the kind of gear/clothing/equipment you’re carrying and/or wearing.
  Fixed
- Actions: Could not cover another players head with a burlap sack -
Those driven mad by the inability to throw a burlap sack over a hostage’s head now have another reason to live.
Burlap sacks can now be placed on other players heads, blackening their screen and in turn saving Chernarus from groups of bored players who had started throwing the sack on their own heads instead.
  - Actions: No longer spawns clones of sack after Remove Head Cover action -
Removing a burlap sack from someone’s head no longer creates a copy in your inventory.
  - Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore -
Removing the burlap sack while your inventory was full would both remove the burlap sack from existence and still leave you blind. Now it returns your sight and simply drops the burlap sack to the ground.
  - Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance. -
At certain distances, Flannel Shirts were looking all kinds of messed up, completely destroying any sense of fashionability these stunning shirts provide. But no more!
  - Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone -
Reloading your weapon while both prone and looking through its sights would keep you stuck in this zoomed-in view throughout the reload animation. This has now been fixed.
  - Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon. -
Anyone who uses the clap emote while holding a single-handed weapon will now be disarmed (weapon holstered/put away) first.
  - Animations: Pointing and clapping now works even when initiated from aimed states -
The pointing and clapping emotes now work 100% of the time, even if initiated while aiming a weapon.
  - Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload -
The left hand would stay stuck to the FNX45 pistol when reloading while prone and aiming, instead of detaching and playing the reload animation.
  - Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns -
The aim stance (when both standing and crouching) has been adjusted slightly to better fit the growing number of weapons and their different hand positions.
  - Animations: Twitches on right hand fixed when holding an item while middle finger and pointing. -
The right hand no longer twitches like crazy while holding an item and either pointing or giving the middle finger.
  - Crafting: Cannot combine ruined stacked objects (such as ammo, rags) -
You can no longer combine/stack Ruined objects.
  - Crafting: Cannot chamber/load magazine with ruined ammunition -
You can no longer load a magazine or chamber a weapon with ruined ammunition.
  - Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet -
The Motorbike Helmet no longer forgets which visor type it uses (Either clear or black) after being painted.
  - Crash: Game Crash when using FLUSH command -
- Crash: Out of bounds crash when no sounds defined -
  - Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos -
Loot taken from a dead player’s body would stay there after it had been picked up, despite also appearing in the player’s inventory. This would result in those items disappearing from your inventory if someone else picked up or moved that loot. This has now been fixed.
  - Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds -
Cleaning your wounds with alcohol tincture would automatically set your status to the final stage of infection/sickness. Alcohol tincture now works as it should, displaying whether you’re sick or not in your inventory screen.
  - Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined -
A welcome overhaul to the Vomiting/Stuffed system, the stuffed notifier now tells you when you are overly full on water/food, while not making you sick. Eating or drinking past the Stuffed status will now result in vomiting.
  - Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw) -
Melee weapons like hammers screwdrivers and the recently added hacksaw now do damage when used as a melee weapon. Time to stab a screwdriver through some zombie heads!
  - Spawns: Lowered probability of Weapon cleaning kit spawns -
Weapon Cleaning Kits now spawn less often.
  - Systems: Healing system was double processing for blood regeneration -
The healing status was processing blood regeneration at twice the rate it should have been.
  - Systems: Notifier messages were not being cleared/reset on within-state changes -
The notification messages that inform you of your current health/hunger states were not being reset when your status would change (e.g. from very hungry to hungry).
  - Systems: Players position was not saving on disconnect -
The position of your character was not being properly saved on disconnecting from a server, leaving you in a different spot when you logged back in. This has now been fixed.
  - Systems: Players could get continually stuck in a dead character during load from central server -
A bug was causing some players to get stuck on a ‘You Are Dead’ screen any time they’d try connecting to a server, no matter whether they had been alive or were respawning.
  - Systems: Players would not receive any falling damage -
Dashing the hopes of would-be Supermen and Superheroes, you now take fall damage when falling from height.
  - Systems: Disconnecting dead player would delete the body after 30 seconds -
Any player disconnecting after being killed - and before respawning - would have their body removed from the world 30 seconds after disconnect. A pain both for those attempting to regain the gear from their body and for those looking to bathe in the spoils of a successful bandit war.
  - Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage) -
Damaged items of clothing were spreading the damage taken from gunshots/melee attacks and equally spreading that to all items contained within.
Now damage is dealt in a sequential manner, first absorbed by the item of clothing itself, before working through the items held in that specific item of clothing - from top-left to bottom-right - until all damage from the attack has been absorbed.
  - Systems: Notifier gets stuck on "stuffed" -
The Stuffed notifier would previously get stuck on the inventory screen, even if your character was no longer stuffed.
  - Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics) -
Back in December, DayZ Forum member Gews provided an in-depth analysis of the problems and issues with DayZ Standalone’s current range of weapons and their ballistic values and parameters.
At once a sign of the team’s involvement with the community, and their respect for calm, considered opinions, a number of changes were made to Standalone’s weapons based on this analysis. Further details on this breakdown can be found on the forums.
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sirdayz · 11 years ago
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2014/02/05 - 0.33.114926 - And You Get Server FPS!
From The Team
“This build continues with small bugfixes and several engine changes. A late addition of a significant change to the server variable processing has provided us a major performance boost on the server of around 5-10 FPS. This helps with a great deal of issues and results in a much smoother game experience from players even on a smooth server. Once several more of these optimizations are made it will allow us to increase player/zombie numbers and enable loot and zombie respawning.”
  Known Issues
- Spawns: Loot is not spawning in military tents -
Cancel those trips to Balota. Or that holiday to the North West Airfield. The military tents that turned them into go-to spots for military loot are no longer spawning items. At least for now.
  - Spawns: Some structures in Svetlo currently do not spawn loot -
Some buildings in the new town of Svetlo, located north of Berezino, aren’t currently spawning loot
  - Server: Servers under load can delay actions from the client -
Servers under heavy load - full or close to it - can cause delays for players when using items or performing actions (Such as opening doors. Using inventory items etc).
  - Graphics: Only 4 dynamic light sources will be rendered at one time currently -
Dynamic light sources are brightening the once pitch black night time streets of many of Chernarus’ towns, but with current limitations only four of these will display at any one time. These turn on/off depending on your distance to the light source and the number of light sources on screen.
  - Actions: Looting a dead body may make a ghost clone copy of the inventory -
Looting a dead player has the chance of creating a second, carbon copy of that player’s inventory. Note that this doesn’t duplicate the items themselves, but instead just creates two lootable versions of the one corpse.
  New
- Actions: chambering SKS round from pile, loading 10 rounds from pile -
You can now both single chamber and fully load (10 rounds) the new SKS
  - Actions: You can uncuff other players with the hacksaw -
You can now use the hacksaw to cut restrained players free of handcuffs.
  - Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined" -
0.33.114926’s changes to the way ruined items function offers one of the first looks at how much DayZ Standalone differentiates itself from the mechanical days of the mod. Item condition now plays a much larger role, with Ruined items like food unable to be eaten, bandages unable to be used and ammunition unable to be shot. A far cry from the days of the mod where you could unload a mag’s worth of 5.56 into a player and run off with a bag full of loot.
  The effects of this are twofold: On the one hand, this encourages - if not friendly - then mutual interaction between players in need of items. What use is there in shooting a player for his stuff if it’s useless when you go to grab your spoils of war?
While not a definitive fix, it’s a first preparatory bandage in the great war against the shoot on sight attitude that grew from the mod’s days of survivor massacres. And, if nothing else, promotes tactical firefights and straight-up robbery over spray-and-pray methods of gear acquisition.
  At the same time, it enhances DayZ’s core tenant of player responsibility, placing it in the forefront of a survivor’s mind. Acquiring gear is no longer a linear process that follows a narrow path north cut straight through the center of the map, but is, rather, a constant cycle of acquisition, use, care and replacement.
Gear is no longer found and kept ‘til death do you part, but rather found, cared for to the best of your ability, and then discarded as it’s damaged. Beginning the looting process anew. Ensuring survivors are always on the move, and making DayZ Standalone a far more fluid, evolving experience for it.
  - Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly -
These changes, while not immediately apparent, lay the groundwork for more nuanced interaction with items, such as eating all of the food within a can or drinking all of the water from a bottle.
  - Actions: Restrained players cannot use inventory or action menu -
Restrained players can no longer access their inventory or the action (mouse-wheel) menu.
  - Animations: Player now can take and hide rifle in crouched run -
  - Animations: SKS reload animations -
Reload animations for the new SKS Rifle have been added.
  - Animations: firing weapon when sprinting will transition player into the aimed run(with some temporary limitations) -
Firing your weapon while sprinting will switch your view to an aimed run, which in turn brings up your weapon’s scope/iron sights.  
  - Crafting: FNX45 pistol can be chambered with single round -
You can now chamber a single round in the FNX45 Pistol.
  - Crafting: Opening cans with combat knife added -
- Crafting: Opening cans with machete added -
You can now open cans of food with the new Combat Knife and Machete.
  - Crafting: Painting Motorbike Helmets to Black and Green
You can now spraypaint motorbike helmets either black or green.
  - Crafting: Waterbottles and canteens now allow pouring water between them -
Water can now be transferred between water bottles/canteens.
  - Effects: Magnum revolver ejecting shells when reloading -
The Magnum now shows the used shells being ejected when reloading.
  - Effects: Magnum revolver sounds * gunshots, reloading -
The gunshot and reloading sounds of the Magnum have been updated/changed.
  Effects: Mosin ejecting shells when cycling
The Mosin now shows the shells ejecting between each shot.
  Effects: New Mosin sounds * gunshots, cycling, reloading
New sounds for the Mosin’s gunshots, cycling and reloading.
  - Gear: Improvised courier backpack added -
Having less slots than the Hunter Backpack yet offering a more slimline outline, the improvised backpacks can be crafted from Rope and a Burlap sack, with an upgraded, expanded Courier Backpack created by adding sticks to the mix. A perfect addition for those that love to lay low and live off the land.
  - Gear: Machete added -
While perhaps not as effective at zombie takedown as one might expect, the new Machete makes a useful melee weapon when axes are scarce and fists are sore.
  - Gear: Hard hats added in various colors -
Garish and largely useless for battle-hardened survivors, the new hard hats feel like they’re designed more for the overenthusiastic DayZ roleplayers than the gun-toting bandits or heroes.
Still, its bright colour variations make it good for a laugh, and as the only option for most newspawns it at least offers near ballistic-helmet levels of protection for the head.
Especially useful against those punch-happy newspawns looking to go all Rocky Balboa on someone’s face.
  - Gear: Motorcycle Helmets have black visor variants -
New black visor versions of the Motorcycle Helmets have been added.
  - Gear: Small, uncomfortable, and silly (but cute) children's school backpack -
About as useful as the new Hard Hats and probably just as silly, too, the new children’s school backpack is likely to get you killed on sight if for no other reason than the ladybug or butterfly markings that seem to cause furious, blood-thirsty rage in any hardened survivor.
The ironic part about those who point (With F6!) and laugh is that the children’s backpack makes a great temporary, low-profile backpack, and is found more commonly than other variants in residential areas.
  - Gestures: Clapping Gesture added, default F5 key -
Show that group of bandits that you are, indeed, entertained by their antics with the new clapping emote (F5).
  - Gestures: Pointing Gesture added, default F6 key -
“He’s over there! No, there! By the thing! No next to the other thing! BY THE TREE!”
Pointing out other players to squadmates can be a difficult task, not least of all because Chernarus’ major landmarks are usually trees, trees and that other kind of tree with the leafy bits. The new pointing emote helps to some degree, activated with F6.
  - Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly -
- Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes) -
- Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe -
Like much of DayZ Standalone’s early Early Access days, this first implementation of anti-server hopping/anti loot-farming measures is a bare-bones, brute of a system that can unfairly punish those of us playing by the rules - at times - but the trade off far outweighs the odd wait on server join.
The new queue and logout systems tackle two very different, yet real issues that grew from the days of the mod: the issue of those who logout when coming under fire - too chicken to face the consequences of death.
As well as those who travel through trials and tribulations to reach a military spawn location to then hop from server to server grabbing all of the loot with none of the work or firefights that come with any good airfield raid.
  For the combat-loggers, the system is simple: a 30 second timer that keeps all characters in the game world even after you’ve disconnected from a server.
For those of us willing to learn and adapt - and what is DayZ if not a game of constant adaptation? - this won’t be too difficult a demand. Simply find a quiet spot to logout at the end of a session and you’ll be fine. Those who log out at the first sign of trouble? Their character is left motionless and defenceless, to face whatever justice those who find them decide to dish out.
  The second system, to combat anyone who hops servers like loot-farming rabbits, is a little more complicated, though in practice it’s a simple idea: don’t jump servers with regularity and speed. Those who disconnect from a server and attempt to either re-join or join a new one will be met with an ever increasing timer, ranging from 60 to upwards of 500 seconds depending on the number of times you’re reconnecting within a small space of time.
  It can be a small annoyance for those who are genuinely reconnecting - whether through a drop in internet connection or a crash - but it’s a system that in turn saves us from facing airfields devoid of loot or survivors who log out of a firefight to simply log back in behind and score an easy kill.
  - Server: Player spawns now cached by engine directly, increasing performance -
The engine itself now handles player spawns, increasing server performance.
  - Server: Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5*10 FPS) -
Another patch, another mention of increased server performance. Increased player and zombie counts are, in turn, becoming that much more of a reality.
  - Spawns: Added Bubble goose jackets into the loot spawns -
It may be a walking fashion tragedy, but what the new bubble goose jacket loses in respect from the Chernarus Fashion Elite it will undoubtedly gain in warmth and heat, once body temperature and rainy days become a more active participant in this great apocalyptic war against survivors.
  - Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns -
Known by most as The Causal Player’s Mosin, the SKS mixes the rapid fire of the go-to M4 with the kind of firepower and damage of the Mosin Nagant. Equippable with the PU Scope, its long-range uses are fairly limited, but its ability at close range makes it not only a viable option but a sought after weapon, especially when M4s are scarce.
The SKS can be chambered with a single round, or fully loaded with 10 rounds of the new variety of 7.62 ammunition added alongside it, with its own version of the speedloader and boxes of ammunition now spawning too.
  - Spawns: Healthcare Center now spawns loot -
First found in the new coastal town of Svetlojarsk, and soon set to make its appearance in most towns across Chernarus, the new Medical/Healthcare Center is now spawning a wide variety of medical and civilian loot.
  - Spawns: .45ACP box of 25rnds added to loot spawns -
FNX Pistol users rejoice, as 25 round boxes of .45ACP ammunition is now spawning.
  - Spawns: Police stations now spawn loot -
Added alongside the Healthcare Center, the new police station is now spawning loot, including M4s, Mosins and a range of ammunition.
  - Systems: Hunger and Thirst slightly modified. -
  - Systems: Notifications added to UI for hydration and high energy -
DayZ Standalone’s reworked health and blood systems means keeping your character not only healthy but well-fed and hydrated can mean the difference between life and death.
This is now made easier with two new notifications displaying in your inventory screen - “Energized” when your character is well-fed, and “Hydrated” when your character has had their fill of water.
  - Systems: Fractures can now occur due to melee and shot damage, not just environmental -
- Systems: Fractures (arms/legs) now saved and loaded correctly from database -
Fractures and broken limbs are no longer limited to unfortunate stumbles off cliffs and rooftops, with both melee damage (Zombie attacks, axes etc) and gunfire (a shot to the leg or arms) causing fractured and broken limbs.
  - Translations: Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian -
  - Zombies: Different types of Military zombies now have tougher attack values and improved durability -
Military zombies now hit harder, and in turn can take more damage before they go down.
  - Zombies: Engine dynamic obstacle checking (zombie, another player) -
  - Zombies: Svetlojarsk zombie spawns added -
Svetlojarsk’s addition to the landscape of Chernarus made the north-eastern corner a hotspot for looters and a hive of activity, not least of all thanks to its initial lack of zombies spawning in and around the town.
Now? It's a holiday town no more, and anyone venturing to its twisting streets or derelict train yard can expect to find more than just overzealous bandits camping its rooftops.
  Fixed
- Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands -
Using Morphine on another player now correctly fixes their broken limbs.
  - Actions: Keys won't disappear after uncuffing -
Keys no longer mysteriously disappear after being used to uncuff a player.
  - Actions: loading ammo works for sprayed Mosin variants -
Spraypainted Mosins are now able to load more than a single round of ammunition.
  - Actions: Read/Writing notes with paper and pen now works again -
Reading/writing notes is now working again after breaking in an earlier patch.
  - Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood -
Players can now be revived with epinephrine or the defibrillator if their blood is below 500 units of blood/they are unconscious.
  - Actions: Actions on another player no longer have an unlimited distance (max 2 meters) -
You can no longer use an item on another player from an unlimited distance. You now need to be standing within 2 meters of a player to be able to use an item on them. No more pouring Disinfectant down a player’s throat from a range of 100 meters.
  - Art: Bug allowing players to clip through geometry of the police station building. -
Players are no longer able to clip through certain walls in the new police station building.
  - Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation -
Reloading while prone would, at times, cause the reload sound to repeat for a time after the reload was complete. At once giving away your position to enemy players and causing players to break keyboards in hurried attempts to hit the Mute key.
  - Animations: Weapon reloading for magazine was not working properly when no magazine fitted -
  - Animations: Rifle Aimed Walk Updated, diagonal animations fixed -
Animations for walking with a rifle aimed, as well as diagonal movement, have been updated and fixed.
  - Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now -
You can now sidestep through doorways with your rifle - while crouching - without getting stuck.
  - Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters) -
You can now knock a player down even if they’re prone.
  - Animations: changed animation for equipping the compass -
The compass equipping animation has been changed.
  - Animations: Proper animation played when taking pistol in run -
A new animation plays when arming yourself with a pistol while running.
  - Animations: Changing stances is faster now both for armed and unarmed player -
Changing between stances - stand/crouch/prone - is now faster.
  - Animations: Skinning problem with armored zombies that caused the model to warp during some animations -
Military zombies would warp, twist and generally just glitch out in a decidedly John Carpenter inspired way. This has now been fixed.
  - Animations: Standing with aimed weapon now allows for higher angle of tilt/bend -
You are now able to look further up/down while aiming with a weapon.
  - Animations: Mosin bolt animation after each shot updated to match hand animation -
The Mosin’s bolt animation that plays after each shot is fired has been updated to better fit the corresponding hand animation that play alongside it.
  - Animations: Removed footstep sound from pointing animations -
The pointing emote no longer plays a footstep sound on repeat.
  - Animations: Pointing gesticulation now possible even when holding 2 handed weapons -
- Animations: Clapping now possible to initiate while holding 2 handed weapons -
You are now able to use the point and clapping emote while using a 2-handed weapon. Your character simply lowers the weapon to their side and holds it in their right hand.
  - Config: Berries have more nutrition now -
Berries now satiate more hunger.
  - Crafting: You can no longer saw off sawed off shotgun -
The option to saw off an already sawed off shotgun is no longer available
  - Crafting: Can spraypaint M4 to green or black -
You can now paint/re-paint the M4 either green or black.
  - Crafting: Damage is now transferred when items are painted -
Damaged items retain their current damaged status once painted.
  - Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted) -
You can now only upgrade a Courier Bag to an Improvised Backpack when the Courier Bag is empty. Previously you could perform this upgrade while it was full, which would delete any items held in the Courier Bag.
  - Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun -
The Weapon Cleaning Kit no longer reduces the current condition of a gun, and can no longer be used to repair Ruined weapons, bringing it in line with the sewing kit.
  - Crafting: Spraypainting an M4 won't delete your carry handle -
Spraypainting an M4 no longer deletes the carry handle attachment.
  - Crafting: Guns are no longer placed on ground while being painted (if not nescessary) -
Spraypainting a weapon - assuming you have the space - now simply places it on your back rather than dropping it to the ground.
  - Crafting: You won't lose attached universal weapon flashlight after M4 painting -
The Weapon Flashlight is no longer deleted if attached to an M4 when it’s painted.
  - Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity -
Unsuccessfully force feeding/drinking/fibrillating/handcuffing/ another player no longer drops the item to the ground. The item also no longer loses any quantity.
  - Effects: Dazed effect plays again when a player is hit/damaged/shot -
The dazed screen effect now plays every time you are hit/damaged/shot, rather than just the first time.
  - Effects: Some effects were not active locally when a player was restrained -
Some effects were not active while a player was restrained. Now fixed.
  - Effects: gunshot sound of Magnum reverted to original one -
Removed the new Magnum sounds introduced in the previous patch and reverted to the original ones.
  - Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa -
- Fixed: Popping up texture error for beret models -
Missing texture errors have been fixed.
  - Gear: Spraycans won't deplete after relogging -
Spraycans no longer lose quantity when logging in/out of a server.
  - Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands -
A number of new items can now be placed/held in your hands.
  - Gear: Headlamp beam raised slightly -
The headlight beam has been raised slightly so it no longer points down at such a sharp angle while moving around with a weapon raised/aimed.
  - Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset) -
M4 magazines retain their old ammunition quantity when painted.
  - Gear: Various item descriptions and notifications fixed for grammar, typos, more detail -
  - Gear: ZSh*3 Pilot helmet fixed and updated -
  - Gear: Hoxton and Dallas masks where displayed in center of character, now display on face -
The previous patch introduced a bug where the Hoxton and Dallas masks were - when equipped - being displayed in the center of a character, rather than their face, resulting in more than a few scary encounters with would-be bandits.
  - Gear: Splint position in hand was wrong now corrected -
Splints are now held in the correct position when equipped.
  - Gestures: Taunt defaults correctly to F4 key -
The Taunt emote is now set to the F4 key.
  - Graphics: "god rays" could cause overloaded post*processing and graphical corruption -
  - Graphics: fix of removing shining object from hand (switch off) -
  - Graphics: Roads have per pixel lights -
Roads now reflect and react to light, rather than just acting like a flat texture.
  - Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters -
  - Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item -
Items in the quickbar no longer display tooltips when hovered over in the quickbar itself.
  - Login: Respawn button now works correctly -
The Respawn button now works, meaning you no longer have to exit and re-join a server to respawn when dead.
  - Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server -
Various bugs were killing or deleting characters on server connect. This has now been fixed.
  - Spawns: Lowered chance of Taloon and Mountain backpacks spawning -
Taloon and Mountain Backpacks are now rarer.
  - Spawns: Drastically lowered chance of backpacks spawning on the construction site -
Construction sites are no longer the backpack superstores they once were.
  - Spawns: Loot spawn tweaks in some civilian structures -
  - Weapons: Mosin recoil increased -
The amount of recoil when the Mosin is shot has been increased.
  - Weapons: Sawed*off shotgun can be loaded with ammo (was broken due to changed inheritance) -
The Sawed-Off Shotgun is no longer an oversized doorstop and can now be loaded with actual pew! pew! ammunition.
  - Weapons: Sawed*off shotgun: reduced size in inventory, reduced spread -
The Sawed-Off Shotgun now only occupies a 1x4 grid in the inventory, making it easier to carry around as a secondary weapon. The bullet spread has also been reduced, slightly increasing its accuracy.
  - Weapons: It is no longer possible to attach long-range scope onto SKS -
You can no longer attach the long-range scope to the SKS. This was an unintended feature - the Long-Range Scope was never meant to work with the SKS - as seen by the number of graphical glitches and awkward placement when it was attached.
  - Weapons: M4 carry handle can now be attached to painted variants of M4 -
The M4 carry handle can now be attached to spraypainted M4s.
  - Weapons: fixed error in config of shotgun snaploader causing low velocitiy and damage 0
Equipping the snaploader to the shotgun would lower the velocity and damage of shots fired while the speedloader was attached. This has now been fixed.
  - Zombies: Better filter/check of attack hits directly in engine -
Zombie attack collision is now better calculated directly via the engine, which should mean less awkward “How did he hit me from there?!” moments.
  - Zombies: Military zombies made tougher -
Military zombies now hit harder, and have more health.
  Hotfixed
- Crash: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity -
  - Crash: Creating item using recipe system caused serious server crash when not enough space in inventory -
Servers would crash when players created an item while not having enough inventory space to store it. Now fixed.
  - Crash: Client crash on exit, all systems 100% reproduction -
The DayZ client no longer crashes on exit.
  - System: Previous build caused overzealous starvation to occur -
Hunger no longer depletes at such a fast rate, which means - thankfully - no more forcing berries down your throat in the hopes they save you from starvation while at the same time not killing you with food poisoning.
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sirdayz · 11 years ago
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Rooms With A View 
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sirdayz · 11 years ago
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Condition: Ruined
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sirdayz · 11 years ago
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(Not Quite) Alone In The Dark
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sirdayz · 11 years ago
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A Shadow Of His Former Self 
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sirdayz · 11 years ago
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No Trespassers Allowed 
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sirdayz · 11 years ago
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2014/01/22 - 0.32.114557 - I Call Shotgun!
Known Issues
- Corpse cleanup causes server crash during forced server restart -
Servers currently crash while removing player corpses on server restart.
- Spray Painting a magazine while on weapon, creates fake (unusable) copy in inventory -
Spray painting an M4 magazine while it’s attached to an M4 creates a fake copy in your inventory. It’s recommended that you remove the magazine from the weapon before painting it.
New
- UI: Editable character name in main menu -
You are now able to change your character’s name via the Main Menu (Bottom right-hand corner). This also detaches character names from your Steam username, meaning you don’t have to change your Steam name just to change your in-game character name.
- UI: Hive, mode and time columns in server browser -
The server browser now contains new columns, displaying a server’s Hive (Private or Public), the mode (Standard or Hardcore), and the current in-game time of day.
- Database: Support for sub hives. (Sub-private, Hardcore/Regular public) -
The DayZ databases now support sub-hives. This means different modes (Hardcore/Standard), and builds (Stable/Experimental) run on separate databases, giving you a unique character for each combination. i.e Your character on a Standard/Hardcore server is different to your character on a Experimental/Hardcore server.
- Security: Signature verification against PBOs -
- Loot: Added shotgun speedloader into loot spawns -
The speedloader attachment works much like a magazine for the Shotgun, allowing you to pre-load two shells into the speedloader and hit Reload (R) when the chambers are empty. This saves you having to manually reload the shotgun via your inventory every time it requires reloading.
- Loot: Added box of 20 pieces .357 Rounds into loot spawns -
Boxes of 20 .357 rounds (for the Magnum) are now spawning.
- Loot: Added color variants of all shoes into loot spawns -
 Shoes now spawn in a much larger variety of colours.
- Loot: Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns -
Hiking and Canvas Pants are now spawning.
- Loot: Added Hacksaw into the loot spawns -
The new hacksaw has multiple uses in post-apocalyptic Chernarus. As expected, it is both a melee weapon, and can be used for cutting restrained players free from handcuffs. It can also be used to craft a sawn-off shotgun, making it a useful tool to keep around.
- Loot: Added shotgun into loot spawns -
Packing a punch that manages - only just - to balance out its brute-force inaccuracy, the shotgun finally makes its long-awaited DayZ SA debut in patch 0.32.114557. Found mainly in barns and military buildings, its long-range uses are limited, but in enclosed spaces its ability to unload two shots in quick succession makes it a formidable threat. Just don’t expect to be looting a bevvy of precious items from anyone you take aim at: it isn’t known as The Gear Wrecker for nothing.
- Action: Players can now collect Berries as food -
At once a tentative step towards its future as a farming, crop-growing, berry picking Simulator, and at the same time early progress towards more meaningful environmental interactivity, certain bushes across Chernarus now give you berries when interacted with (Via F or pressing the middle-mouse button while looking at specific bushes).
While an early implementation, berries are currently found and then automatically eaten, so their viability as a food source is debatable given there are both edible and poisonous varieties.
If you are willing to take the risk, Rodeo Rhodes over on YouTube has a quick guide on which bushes will yield stomach-pain inducing berries, and which will simply stare back in silence.
- Crafting: Players can create sawed-off shotgun from shotgun -
Not a day since this patch dropped, and shotguns have already become the poor-man’s weapon. Sneered at by the Mosin or M4 wielding elite who mock its limited range while pumping their targets full of 5.56 rounds. Add a hacksaw to that equation, though? And things start to look a little different.
Combine the metal-devouring capabilities of the hacksaw, and the new, oft discarded shotgun, and you’ll craft a sawn-off shotgun. Pretty self-explanatory! While this decreases the accuracy of the already scattershot shotgun, the upside is that the shotgun goes from being another main weapon to being a sidearm.
Measuring four slots long, and one high, it fits snugly stored in a jacket or backpack, concealed from any would-be bandits who attempt a run-of-the-mill robbery. And gives you another trick up your sleeve - or rather in your pack - to surprise them with.
- Crafting: Players can opening cans with a hacksaw -
The addition of hacksaws gives players yet another item to open those damned cans of food with. Alongside the new berry bushes, anyone now starving out there in the wilderness only has themselves to blame!
- Crafting: Painting Mosin with Spraypaint now supported -
The Mosin can now be painted either black, green or camo (by painting it one colour, and then ‘Adding’ the other).
- Loot: Added spraypaint can into loot spawns -
Who doesn’t love a little post-apocalyptic graffiti? “Save Us!” scrawled across concrete walls. “Get out!” on the front of a now ransacked house. “Whoever took my beans is a dead man walking!” next to a refrigerator.
Ok, ok, so perhaps freeform painting of the environment is a step too far for DayZ, but with the addition of spraypaint to the repertoire of items available to a survivor, you’re now able to paint a number of items, both now and into the future, includings things like weapons and equipment. The Mosin being the first of these.
- Map: Coastal harbor town of Svetloyarsk (and surrounding areas) -
With .32.114577, the expansion of Chernarus’ north begins in earnest, welcoming a new coastal town into the loot-hungry minds - and, if its early days are anything to go by - the hearts, of the survivors who roam Chernarus. Located north of Berezino, it is located where DayZ Mod’s old culvert sat, which once acted as a landmark for all those running north for a bevvy of hacked gear and hidden vehicles.
Now, though, and DayZ’s success and a growing population have earmarked it for redevelopment, and so Svetlo, as it’s fondly known, sits in its place. Containing a TEC building, a number of garages, as well as the new Police Station and Medical Center, Svetlo incentivises journeys north while offering a new playground for bandits and heroes to fight over.
- Animation: More direct transitions for aimed weapon(prone to stand/kneel and back) -
Transition animations for aimed weapons are now faster when moving between prone to standing/kneeling.
- Animation: Surrender now disarms player for single handed items -
Items held in one hand are now removed from your hands and placed in their inventory when you use the Surrender (F2) animation.  
- Loot: Pipsi, NotaCola, Spite and Rasputin Kvass drinks -
One part inside-joke, other part careful tiptoeing around various copyright infringing additions, new varieties of soda are now spawning in Chernarus, adding some welcome variety and new flavours to fully quench the thirst of any hard-working survivor. Pipsi, anyone?
- Action: Burlap Sack can be placed on head of self or target -
- Action: Burlap sack causes black screen and reduced sound when worn on head -
Burlap sacks, once nothing more than a useless item hell bent on consuming inventory space, has seen its fortunes turn in recent times. No longer just a key ingredient in the crafting of Improvised Backpacks, the humble burlap sack is now a mugging bandit’s new best friend.
Able to be used on another player - or themselves, for those crazy enough to try it - the Burlap sack muffles sounds, blinds a player, and if playing on a standard server, removes the option to go to a third-person view.
In the hands of a bandit it’s a useful tool for disorienting targets. In the hands of the DayZ community’s comedy elite? The results can, and will be, hilarious. Now to sit back and wait for those YouTube videos to roll in.
- Performance: Server Performance improvements -
Technical mumbo-jumbo offering increased server performance that will, down the track, enable the addition of things like more players and more zombies.
- Zombies: Six new zombie soldier types -
Providing a slightly tougher challenge, and sporting a new look, military zombies are now mixed amongst the previously civilian heavy zombie population.
- Crafting: Weapon cleaning kit used for keeping your guns in good shape -
Weapon cleaning kits are now available, repairing damaged or badly damaged weapons to a Worn state. Guns, however, cannot suffer damage at this point in development - and all spawn in a pristine condition - so its use is currently limited.
(Note: A now known bug will revert any gun used with a cleaning kit to a Worn state, even if it is already Pristine. Fixed in the next patch)
- Loot: Shotgun snap-loader for fast reloads -
Same as previous
- Crafting: Player can spraypaint MP handguard and buttstock -
- Crafting: Support for "add paint" or "repaint" for spraypainting -
- Crafting: Player can spraypaint CMAG magazines -
With the addition of spraycans, you can now paint the MagPul handguard and buttstock, and the CMAG magazines. You can also ‘add’ paint, to create a camo paint job (Adding green to black, or vice versa), or repaint an item to either a green or black state.
Fixed
- Niosh mask (Respirator) Inventory size fixed to 1/1 slot. -
Niosh masks now only take up one inventory space.
- Missing strings for BE popup for alternate languages, set to English while translations are being done. -
- Reduced dispersion of FNX45 (frFicheknom 0.05 to 0.03) -
The FNX45 pistol is now more accurate.
- Balanced stomach capacity -
Stomach capacity - for both hunger and thirst - has been balanced, affecting the level at which you start regenerating health.
- Added stuffed notifier (instead of sickness when full up) -
Overeating no longer makes you sick, but instead gives you a ‘stuffed’ notifier - in both text and in your inventory - notifying you that you’re overly full. Being stuffed isn't necessarily a bad thing - this just means you’ll keep your healthy/hydrated/energized status longer.
This is especially useful if hit during combat or a firefight as you’re more likely to stay healthy and regen blood without further medical attention.
- Eating and drinking animations properly set for tablets/disinfectants -
Disinfectant and tablets are no longer wrapper around your arm as if they were a bandage, and are instead consumed like the delicious items they are. Mmmmm, disinfectant.
- Version number in server browser and details -
The server browser now displays the server’s DayZ version number, making it easier to find servers running your version. (Especially useful when playing on the experimental branch).
- Saline transfusion doesn't refill full blood -
Previously, Saline bags acted much like the blood bags of old from DayZ Mod, refilling the entirety of your blood levels over a short period of time. A largely unbalanced addition, Saline bags now only refill a portion of your blood, making them a useful post-combat item for anyone injured before more thorough healing actions (Drinking, eating etc) can be carried out.
- Charcoal and tetracycline tablets won't give sick badge if you aren't actually sick -
Charcoal and tetracycline tablets were displaying a sick notifier in the inventory, even if you weren’t actually sick.
- Player aim run speed updated, weapon position changed and improved for first person view -
Adjustments have been made to the speed at which you move while aiming, as well as the position of the weapon in first-person view.
- Glitches on right hand while moving and while giving taunt fixed -
Your right hand no longer glitches out while moving or flipping a zombie the bird.
- Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty -
Some bugs need immediate fixing for their game-breaking impact. Others are funny novelties. Backpackception, as it’s known, was a little bit of both: the ability to place backpacks inside of backpacks inside of...well, you get the point. Better yet, each backpack could be full when placed inside another.
While a necessary change, this fix does, sadly, bring a premature end to games of DayZ pass-the-parcel. Now how are we meant to force newspawns to drink disinfectant?
- Magnum speedloader should be spawning now -
While added, and teased, in a previous update, the Magnum speedloader wasn’t actually set to spawn. Oops! You should now be able to find the Magnum speedloader at all reputable loot spawn points across Chernarus. Or in that guy’s inventory. Go get him, boy!!
- Number of backpacks spawning lowered -
- Number of .357 Pythons spawning lowered. -
- Number of M4A1s spawning lowered -
Backpacks, Magnums and M4A1 Rifles are now less common
- Dead character cleanup performed at 10 minutes past death -
Player corpses are now removed ten minutes after death. Introduced largely as a performance measure, this is likely to change in future patches.
- Removed scripted server teleporting check as now managed by engine -
- Sea ambient sound is now slightly quieter -
The sea sounds are now quieter, allowing you to better appreciate the crisp sound of that newspawn’s fist making contact with your head.
- Animation: Fixed misc issues with vaulting -
I guess there was an issue with the vaulting animation? The only issue I’ve had so far has been my broken keyboards as a result of my character’s decision to slow-vault rather than bunnyhop while in a tense combat situation. I SAID JUMP!!
- Animation: Fixed getting on the ladder from kneel for the armed player -
- Animation: Fixed animation speed for unarmed player in main menu -
- Animation: Fixed an issue with changing weapon while aiming in kneel -
- Animation: Fixed an issue with rotation while aiming in prone -
A number of animation and animation transition fixes that should deal with a few of those awkward, ‘What is my character doing?’ moments.
- Headtorch color descriptions fixed -
- Jeans descriptions (color) fixed -
- Cargo pants description fixed (color) -
The Headtorch, Jeans and Cargo Pants descriptions now lists the correct colour.
- Chest Holster description added -
The Chest Holster now has a description.
- Using an item in your hand no longer goes out of hand once action done -
Praise Dean and all things DayZ! One of the most irritating bugs of DayZ’s alpha phase, items that are placed in your hands to be used - such as food or drink - are no longer dropped or placed back in your inventory after a single use. Yes, this means you can now eat an entire can of Tuna without having to dig it out of your backpack again.
- Using an item while something else in your hand will go back to that item once action done -
Another fix for another DayZ headache, using an item while already holding an item, will return the original item to your hand once used E.g using a bandage while holding a Mosin, will place the Mosin back in your hands once the bandaging process has finished.
- Security issue with IGUI variable compiling -
- Situation where player used item on other players inventory causing neverending looped item check -
- Weapons now display tooltips -
Weapons now show their description when hovered over or inspected.
- Players can now be revived with the defibrillator -
After many painful reminders that no, the defibrillator still isn’t working (I’m so, SO sorry, random unconscious guy!), 0.32.114557 finally brings the defibrillator - and those it’s used on - to life. Reminder that this is only for unconscious players. You can’t - at least not yet - bring players back from the dead. Except for that whole Undead Roaming The Earth thing, of course.
- Clipping on right hand when holding an item and pressing F1 (Greeting). -
Items held in your right hand no longer clip when using the Greeting (F1) emote.
- Map_ChernarusSW description fixed -
The description of the South West Chernarus Map has been fixed.
- SKS rifle description added -
The SKS itself is yet to make its appearance, but you can all rest easy in knowing that, at the very least, its description is now in the game.
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sirdayz · 11 years ago
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Novy Bound
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sirdayz · 11 years ago
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Yet another interview with Dean from Rezzed 2014, ScepticFalcon sits down with DayZ's creator to talk all things DayZ. 
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sirdayz · 11 years ago
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Dean attends Rezzed for the third year running, and with DayZ Standalone finally out, takes time to talk about what 2014 holds for the future of DayZ. Zombies, vehicles and weapons are just a few of the subjects covered. If you want to know what DayZ has in store, this is the one to watch.
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sirdayz · 11 years ago
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VG247's Sam Clay sits down with Dean Hall for an hour long Q&A, taking questions from the Twitch live stream chat. 
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