DayZ Zombie Mod

    • Confirmed Upcoming Features for DayZ

      5 years ago

      DayZ Zombie Mod

      Source forums.dayzgame.com/index.php?/topic/156129-confirmed-upcoming-features-for-dayz/

      There is a great deal of topics dealing with this, so I thought I would confirm what we will definately be doing, and give some background why they are not in yet. List not exhaustive and will be added too as time allows.

      More Zombies

      Target delivery: Ongoing

      We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.

      Multithreaded Server

      Target delivery: Early 2014 & Ongoing

      To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers.

      Respawning Zombies & Loot

      Target Delivery: Early 2014

      Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.

      Server Management Options

      Target Delivery: Ongoing

      Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs.

      Animals & Hunting

      Target Delivery: Early 2014

      The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization).

      Additional Anti-hack and Security

      Target Delivery: Late 2013

      We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing.

      Cooking & Gathering Resources

      Target Delivery: Early 2014

      This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system.

    • DAYZ EARLY ACCESS

      5 years ago

      DayZ Zombie Mod

      Trailer: https://www.youtube.com/watch?v=3ss1dckHhfI

      Over two million people played the award winning Mod by Dean Hall for the military simulator ArmA2, and now the game is available through the Steam Early Access programme.

      WARNING: THE GAME IS IN ALPHA AND IS SUBJECT TO A GREAT DEAL OF CHANGE AND DEVELOPMENT. PLEASE DO NOT BUY THE GAME UNLESS YOU YOU WANT TO PARTICIPATE IN THE DEVELOPMENT. PLEASE READ THE STORE PAGE CAREFULLY AND CHECK REVIEWS AND GAMEPLAY STREAMS BEFORE DECIDING TO PURCHASE.

      Available at
      store.steampowered.com/agecheck/app/221100/

    • DayZ 1.7.7.2 Update

      5 years ago

      DayZ Zombie Mod

      Changes:
      * [FIXED] - Zed direction issue when under chase condition. (should stop them keep turning)
      * [FIXED] - Fixed an issue where you'd get stuck after the tackle animation.
      * [FIXED] - Infection divide by zero error.
      * [FIXED] - 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)
      * [FIXED] - Redone the FSM Agent brain. This will allow the more advanced SQF attack system to work smoother.
      * [FIXED] - Balanced Zed damage Normal returned to .7 Viral kept at 50% higher rate. (Both types can still knock players concussions)
      * [FIXED] - Viral's base damage updated to be normal's highest damage output.
      * [FIXED] - Small updated to overall damage output.
      * [FIXED] - Major duplication fix.

      source
      dayzmod.com/forum/index.php?/topic/141571-rolling-changelog/?p=1437849

    • DayZ Devblog 22 feb 2013

      6 years ago

      DayZ Zombie Mod

      Rocket and Matt visit the Mocap studio at Bohemia Interactive, and work with the team to develop the new zombie animations for DayZ Standalone.
      click to watch video blogwww.youtube.com/watch?feature=player_embedded&v=NdR9y3oVtZQ

    • Rocket AMA with Reddit.

      6 years ago

      DayZ Zombie Mod

      Do you think SA will come before April?
      Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good.
      .
      Any possible date or time frame for the closed test? Last week you said it would start imminently, so I was wondering how soon that was.
      We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus.
      .
      Rocket, when ArmA 3 comes out, are you going to mod DayZ into it or let the community do it?
      My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community.
      .
      I was wondering if you plan to implement a sewer system via instancing in the major cities of Chernarus+?
      I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly).
      .
      Will the ragdoll system be initially available in the SA or you'll implement it later? I have fears about this because of the complexity of the RV engine. Keep up the good work, Rock on!
      No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay.
      .
      Is the idea of making security systems for underground structures still in? I remember you mentioned that if you ever get objects as their own entities going that you might be able to "program" them. .. i.e. grenade attached to a door etc
      I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first.
      .
      Has a chainsaw been added yet?
      Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible.
      .
      Do you have anything in the works for more obtainable skins like the hero and bandit skins?
      You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet.
      .
      can we expect some unannounced surprises in the standalone release?
      Absolutely. For the next 12 months at least, probably beyond that.
      .
      From my point of view, one big issue of Arma/the mod is that a camo-player being 20 meters away is way harder to see, then the same player being 400 meters away. Same goes for loot on current crash-sites etc. Mainly because of the rendering distance of vegetation. Are you aware, and do you agree that this is quite important? Any plans on how to address it?
      It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes.
      .
      I've been quite impressed by seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ?
      It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans :)
      .
      Are we going to be able to hide from zombies in trees and bushes? Swarm of zombies, I'll just sit in this bush until they give up.
      Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensu
      .
      Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it?
      Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design.
      .
      How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc, whats your method of keeping things together?
      Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off.
      .
      With implementation of clothing slots, what type of range of clothing has the team discussed and what kind factors have gone in on the decision process? (ex camouflage, body & head armor, degrading rates,)
      All of the above!
      READ FULL STORY HERE www.reddit.com/r/dayz/comments/16p21g/overview_of_rockets_ama_from_today/

    • Jan 2013 DayZ Standalone update

      6 years ago

      DayZ Zombie Mod

      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.

      source dayzdev.tumblr.com/

    • Dev Report: November 2012

      6 years ago

      DayZ Zombie Mod

      The current phase:

      Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team.

      Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten.

      Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works.

      I want to confirm the following:

      Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.
      Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
      In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.
      The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment
      Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)
      Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
      Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.
      The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.
      A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.
      The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.
      We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.
      The future:

      We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that.

      Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships

      Source

    • Pending Update: Build 1.7.3 (community e

      6 years ago

      DayZ Zombie Mod

      This update is the product of a huge community + DayZ Devteam effort, spearheaded by R4Z0R49

      Affected Addons:
      dayz
      dayz_code
      dayz_server (server)
      Target date:
      Monday 29 October 2012 (today)
      Confirmed Changelog (WIP):

      Clients

      * [NEW] Tents can no longer be placed on concrete.
      * [FIXED] Building checks for tent placement (No longer place tents in buildings).
      * [FIXED] Tents now are one click place.
      * [FIXED] Fixed function for checking if in buildings.
      * [UPDATED] Vehicle repair menus now all replaced.
      * [NEW] Vehicle menus now list all damaged parts no matter if you have the item or not.
      * [NEW] Vehicle repair menus will now let you know the exact item you need to repair on failed repair attempts.
      * [FIXED] Vehicle Damage is now fully working.
      * [FIXED] Vehicle Killed is now in effect fully destroyed vehicles will now set correct in db.
      * [FIXED] Tents Now add and remove from db.
      * [FIXED] Food can no longer be consumed if the player does not have in inventory.
      * [FIXED] water can no longer be consumed if the player does not have in inventory.
      * [UPDATED] Updated UI control.
      * [NEW] Toolbox is now needed for all repairs.
      * [NEW] New Combat System If you fire a weapon, someone fires a weapon near you, or a bullet/object impacts near you, then you go into combat. During combat, "ABORT" is disabled. If you ALT-F4/close anyway, your character is considered "combat logged" and instantly killed and leaves a body.
      * [NEW] Alt-f4 is now locked and will only open your status menu.
      * [Fixed] No longer possible to drink/eat/pitch a tent/put on clothes/build sand bags/cat wire/hedgehogs/consume medical supplies/free filled water without consuming the item.
      * [FIXED] No longer possible to create axes out of thin air if you already have one
      * [FIXED] Switching skins no longer repairs pain shakes/broken legs/resets/dupes/screws/resets ammo
      * [FIXED] Duping no longer possible through zombie corpses/backpacks/etc
      * [FIXED] Tents Now add and remove from db.
      * [FIXED] It should now be impossible for a new spawn to spawn unconscious.
      * [FIXED] You can no longer cook infinite free meat from camp fires
      * [FIXED] Survivors should no longer pickup a single item at the same time and both receive it.
      * [FIXED] You can no longer generate multiple tents while packing up a deployed tent.
      * [FIXED] You can no longer change clothes/eat/drink/etc. while in a vehicle
      * [NEW] combat 30 sec timer.
      * [FIXED] Zombie death animation is delayed (now it plays instantly)

      Servers

      * [FIXED] Object Gear syncs happen based on radius not just on menu.
      * [FIXED] Vehicle Position is now updated with client position.
      * [FIXED] Vehicles save fuel properly


      dayzmod.com/forum/index.php?/topic/103211-pending-update-build-173-community-edition/

    • DayZ Standalone Confirmed

      6 years ago

      DayZ Zombie Mod

      Facts:
      The game will be released in an Alpha build for a low price point
      Rocket is project lead for DayZ at Bohemia Interactive.
      DayZ is set to follow the Minecraft pricing and development model.
      There will be continued support for DayZMOD alongside DayZ game.
      Details on the engine will be announced in the coming days/weeks.
      Release date: Unknown
      Price: Unknown
      Minimum Requirements: Unknown


      Source

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    This is a group for people to join and fight through the zombie apocalypse of DayZ


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