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  DayZ Patch Notes: Zombie Pathfinding, Ragdoll & PM73 Submachine Gun in Experimental
Posted by: Bot - 08-14-2014, 04:36 PM - Forum: Annoucements - No Replies

[Image: chemlight-party.jpg]Patch 0.47, * the latest DayZ Experimental patch has landed and with it comes some massive game-changing features that have been teased for months. At last, the zombie path-finding scripts have been updated and replaced with a much more complex, and apparently much more robust solution called a Navigation Mesh – or ‘NavMesh’. Another massive feature being added in this patch is the addition of *’Ragdoll’ physics, a physics system that is supposed to give players, zombies and corpses a much more life-like feel to them. As well as these bigger features, there are some new guns (the Makarov and the PM73 Submachine Gun), new items, a new animal to hunt (a Deer), and some major performance upgrades for both servers and clients.
[h=3]Zombie Navigation Mesh Pathfinding[/h]The zombie path-finding in DayZ, dating all the way back to the early days of DayZ Mod has always been a problem. Although it’s been updated and improved through the ages, we always seem to experience the same issues – zombies clip through walls, doors, floors and staircases. This is quite simply one of the biggest complaints that we hear all the time in regards to DayZ. Unrealistic and unfair zombies which act unexpectedly and unreliably break the immersion of the game and ruin the experience for both new and veteran players. For one of the most successful zombie PC games ever, the zombies really do suck – and we’re happy to say this is a step in the right direction.
The New Zombie Navigation Mesh – or ‘nav mesh’ – *is a solution in use by many other modern games on the market today. A Navigation Mesh is placed within the map and represents the ‘walkable areas’ around Chernarus. It basically tells Zombies where they can and where they cannot walk. So far from the footage we’ve seen it looks like it’s been a big success, there is less clipping, zombies navigate the world more effectively and reliably, and you can now trap zombies behind doors either as an effective method of escape – or as a nasty surprise for the next person to come wandering through the door.
[h=3]Ragdoll Physics[/h]The dayZ Developers have been talking about Ragdoll physics for a while now and we’re finally getting a glimpse of the early implementation. Zombies and players will now fall somewhat naturally when knocked down or killed. Combine this with the item physics and throwing update last month and it’s safe to say DayZ has a completely overhauled physics system. All these updates brought together should help make Chernarus feel more natural. Potentially with the new system, you could snipe a player on a roof-top, and have the player and all his gar fall to the floor ready for looting. Sure, the loot is probably all damaged from the fall, but it’s still a cool system and the more realism introduced to DayZ – the better. I think the biggest implications for Ragdoll physics are yet to be seen though – vehicles.
[h=3]PM73 Submachine Gun & Makarov[/h]The PM73, a polish submachine gun with a rather unusual design has been added to the game, along with the new .380 ACP rounds. This is the second submachine gun to be added to DayZ Standalone, following the previous updates MP5. We also have a new pistol, the Makarov – which also fires the new .380 ACP rounds.
[h=3]Random Police Cars[/h]Another big addition to the game is the random Police Car spawns. Following up from last months Helicopter Crash Site additions, we’re now seeing more random events added into the world – no doubt to help freshen up the game for veterans – and bring about a bit of excitement for those newer players. Police Cars are a good source of military style loot so having random spawns added the map is great.
[h=3]More[/h]There are a few more notable features included in this experimental patch.

  • There’s new player models, ‘Dean Hall’ and ‘Matt Lightfoot’
  • There are new player gestures (F8 Facepalm, F9 Cut your neck and F10 Shhh..)
  • There are now working, throw-able chemlights, of many different colours
  • You’ll find new Deer patrolling the wilderness, ready to be slaughtered for their tasty meat
  • You can now attach fishing hooks to Bonnie hats!
  • You can now store a combat knife in your Military boots!
There are probably more features that are yet to be found, let us know in the comments below if you find them – and what you think of the new additions!
The post DayZ Patch Notes: Zombie Pathfinding, Ragdoll & PM73 Submachine Gun in Experimental appeared first on DayZ Intel.
[h=3]Related posts:[/h]
  1. DayZ Patch Notes: Persistent Items, Loot Respawning and New Rifle in Experimental
  2. DayZ Patch Notes: Tents Finally make it into DayZ Experimental
  3. DayZ Patch Notes: MP5 & Grenades Now In Stable


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  DayZ Patch Notes: MP5 & Grenades Now In Stable
Posted by: Bot - 08-14-2014, 04:36 PM - Forum: Annoucements - No Replies

[Image: mp5-masthead.jpg]Another DayZ Standalone patch has landed, and with a new submachine gun, grenades, flashbangs and a NEAF facelift – it’s pretty safe to classify this patch as more military focused than usual.
[h=3]MP5-K[/h]The MP5-K, is a lightweight submachine gun, which fires 9mm rounds and is compatible with various different attachments, including three different scopes – the RV1 RVD Optics, the BUIS (Iron Sights) and the CompM2. It will only be found at a helicopter crash site (unless you’re looting it off a dead player) – meaning the MP5-K along with the M4a1 are now the two rarest weapons in the game. *It will be interesting to see how this submachine gun will change the dynamics of gnufights in DayZ as a whole and if it ends up to be a popular weapon among players. It’s lack of long-range capabilities will certainly put off the players who like to fire from a distance but for close-quarters combat the MP5-K could turn out to be extremely powerful and effective.
[h=3]Grenades & Flashbangs[/h]Grenades & Flashbangs are now officially in-game, the first types of explosive devices in DayZ outisde of the gas stations (and the demon sand-pit). We’ve had some time to do some extensive testing with Grenades and the conclusions are that the grenade is a very powerful weapon – but a little unpredictable. The blast radius is around 20 feet – killing everything within it, and breaking bones of players closeby. It will destroy the environment around it and you can*use walls and buildings as a shield to protect yourself from the blast – but this can be very inconsistent with some buildings providing complete protection and others providing no protection at all. Your best bet to survive a grenade is to run like hell.
Flashbangs work in the same way as Grenades except the explosion will only affect your vision – temporarily blinding you with a bright light for close to 20 seconds. Again – you can shield yourself from this with certain buildings.
Throwing the grenades doesn’t feel very accurate at all, they don’t bounce well and the fuse is close to 5 seconds, meaning it can be really difficult to pull off a squad-saving grenade toss in the heat of battle. They’re more likely to be used in close-quarters for flushing out enemies who have taken up residence in a house, apartment or are hiding at the top of a staircase somewhere. Campers beware – you are no longer safe!
[h=3]North East Airfield[/h]North-East Airfield (or NEAF, as we have come to know it) has had a complete overhaul. The two military style hangers have been removed, the ‘jail’ has been removed and so have the bunkers. The Air Traffic Control Tower remains and a new civilian style hanger has been added – making the NEAF a much less desirable place to loot . This should help control the flow of players in Chernarus a little better. More players should be taking advantage of the new towns on the map with new police stations, hunting down helicopter crash sites and heading for North-West Air Field instead.
[Image: NEAF.jpg]the ‘new’ NEAF

As well as these three big features – this patch also introduces a batch of other new features and fixes. The loading range for the plume of black smoke which towers from a crashed helicopter has been increased – making them easier to identify from a distance. There’s been some lighting tweaks, some gear tweaks, some new clothing items and some new data added to the game – including data for the upcoming grenade launcher attachments, and improvised grenades. Overall all it’s a pretty impressive patch – and with ‘ragdoll’ physics confirmed for the next update it is only going to get better in the coming weeks!
You can view the full patch notes below:
CHANGELOG: Stable -*0.46.124490
Known Issues:

  • Crash caused by Fireplace kit in players Inventory
  • Character cloning
  • Player can look through walls
  • Zombies are spawning on spot of their death
  • Player is stuck in building after reconnect
  • Player cannot respawn properly when he has drowned
  • Shadow related client FPS drops
  • When restrained in unconscious player stays in restrained state till he reconnects
  • Actions: You can sort out good ammunition from a ruined stack
  • Animations: New reload animations for Longhorn and a second reload for the Crossbow.
  • Animations: New reload for B95 double rifle.
  • Animations:*MP5K reload Animations
  • Animations: Added aimed pose for sitting with rifle.
  • Animations: Drinking from pond and well.
  • Loot: Added MP5 with magazines

  • Loot: Added*military Pilotka side capMap: Karmanovka has returned
  • Map: Novodmitrovsk has been added
  • Map: Industrial area of Novodmitrovsk has been added.
  • Map: Tenement area near*Novodmitrovsk has been added.
  • Map: Dobroe village is added.
  • Map: New administrative buildings has been added in Novo.
  • Item: Flashbang grenade
  • Item: Hand grenade
  • Item: Added green and black color variants of the ZSh3 helmet. Can be crafted.
  • Sound: Play sound when using the bow.
  • Actions: Painting 75 akm drum magazine
  • Actions: Crafting fur backpack
  • Actions: AKM buttstock painting
  • Actions: Breaking apart backpacks, down into parts
  • Actions: Leather backpack crafting
  • Actions: Raised chance to ignite fire in wind

  • Actions: Fixed crash with meat duplication in fireplace/inventory
  • Actions: Can’t eat meat directly from the fireplace
  • Animations: Fixed hand movement at the end of SKS reloading.
  • Animations: Hand clipping in unarmed run.
  • Animations: Crouch walks and runs replaced with new animations.
  • Animations: Crouch idle pose adjusted to better show items in player’s hand.
  • Animations: Sprint with gun replaced with new animation.
  • Animations: Jump and vualt animations updated
  • Animations: Hand poses added for granades, pelts, alcohol tincture, fishing rod, magazines, woods.
  • Animations: Zombie attack animations polished.
  • Animations: Gestures poses fixed.
  • Animations: Two handed arming animations fixed.
  • Animations: Fixed an issue where surrender kept getting cancelled when used with one handed melee weapons
  • Animations: Fixed an issue where vomiting was not working properly with 2 handed melee weapons
  • Animations: Fixed an issue where drinking animation was not playing when the player was in prone
  • Animations: Throwing items reconfigured, staying wound up should not prevent the player from getting knocked down or cuffed
  • Animations: Leaning tweaked in transitional states, should now allow for smoother transitions while leaning
  • Animations: Fixed an issue where the character would not roll left/right with binocs in raised prone state
  • Gear: Alpha sorting in alcohol tincture model

  • Item: Hacksaw hand placement
  • Sound: Arrow loading
  • Sound: Arrow ejecting
  • Sound: Fishing bait check
As always, let us know what you think of the new patch in the comments below!
The post DayZ Patch Notes: MP5 & Grenades Now In Stable appeared first on DayZ Intel.
[h=3]Related posts:[/h]
  1. DayZ Patch Notes: Hunting and Fishing now in DayZ Stable
  2. DayZ Patch Notes: Hunting, Fishing and Heli Crash Sites!


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  DayZ Patch Notes: Hunting and Fishing now in DayZ Stable
Posted by: Bot - 08-14-2014, 04:36 PM - Forum: Annoucements - No Replies

[Image: AKM-stable.jpg]Last months extraordinarily large experimental patch, which included some ambitious new systems like resource gathering, hunting, fishing and helicopter crash sites has now officially been pushed to the stable branch of DayZ! The abundance of new features introduced of course brought with it some major bugs which were negatively impacting performance and game-play, but these seem to have been mostly cleaned up and the patch is much more playable now, even offering up more significant performance enhancements, especially in major towns and cities. The age-old issue of ‘rubber-banding’ which seems to creep its way into every experimental build has also been solved – but that’s not to say the issue wont creep up again in future patches.
While we’ve covered many of the new changes in our previous post on the experimental patch, the push to stable is also incorporating a few more features which we’ve not yet seen.
[h=3]New AKM Attachments[/h]The AKM in DayZ was missing one important attachment in DayZ which subsequently allows it to be customised further. A Rail Integration System – or RIS – which you may have already seen for the M4A1. An RIS handguard is attached to a weapon to allow for further attachments to clip onto this RIS. The RIS handguard for the M4A1 for example is needed to use attachments like the bipod and the flashlight.
It’s the exact same for the AKM Handgaurd Rail, which now allows you to equip the bipod and flashlight, aswell as probably many more attachments coming in future updates. The new Handguard Rail and the various different attachments that comes with it makes the AKM look virtually completely different from the standard AKM you’ll find around Chernarus – a definite step forward in helping survivors stand out from one-another and become more attached to their gear.
There’s plenty more new features included in the patch. You can now check out the official changelog below, but many of the other big features you can read about in our previous post, and we’ll be sure to keep you up-to-date on any new features which they manage to squeeze in without anyone realizing.
As this new stable patch is launched, we’re excited to see this months new experimental patch and the features it brings with it – we’ll have information up as soon as it’s available.
[h=3]Patch Notes[/h]Known Issues:
Crash caused by burned meat duplication
Camera can clip through walls
Occaisionally zombies are spawning at *the same spot they died
Extremely rare crash when a player throws item
Player’s next character will not be saved into database if he disconnects after death

Actions: Added cancel current player action on self and on target back to gear configuration
Actions: Added cancel current player action on self and on target back to data and character configuration
Actions: Added cancel current player action on self, on target and on items back to actions themselves
Actions: Added new animations for drinking from pond and well actions
Actions: Igniting fireplace depends on wind strength and rain
Actions: Salmonellosis is curable with antibiotics
Actions: Emptying large magazine will split ammo in adequate amount of smaller piles
Actions: You can sharpen a bit badly damaged blades using stone
Actions : You can tear few blank pages out of a book
Actions : You can go fishing (ponds and lakes for this moment)
Actions : You can drink whole bottle at once
Animations: Clapping now possible while crouching
Animations: Binoculars transitions added for crouch and prone.
Content: Garage office building loot spawns added
Content: Doors on vehicle wrecks now show name in scroll menu so users are able to know which door or boot they are opening/closing.
Crafting : You can craft improvised fishing rod using long ashwood stick and rope
Crafting : You craft and break down leather courier bag
Crafting : You craft and break down leather backpack
Crafting: Splitting long ashwood stick into thirds
Crafting: Breaking Courier bag down into materials
Crafting: Breaking Improvised backpack down into materials
Crafting: Breaking Splint down into materials
Gathering : You can collect wood from bushes and trees and also search for kindling in woods
Gathering : You can mine stones from some smaller boulders
Gathering : You can dig up worms from ground
Gathering : You can search for apples
Gathering : You can skin and quarter animals
Gear: Road flare configuration
Gear: Road flare animation
Gear: Configuration of fireplace items and crafting recipes for them
Gear: Crafting recipes for combine/split firewood and stones
Gear: Added flare particle effects synchronization on server
Item: AKM attachments (folding buttstock, rail handguard, plastic magazine), AK rail handguard allows the attachment of a flashlight and a bipod
Item: Animal pelts added (Wildboar, Rabbit, Cow, Pig, Deer)
Item: Improvised Backpack and Courier bag made of fur, recipes added.
Items: Road Flare, Fishing hook, High Capacity vest, Longhorn pistol, AKM butt stocks, AKM magazines added to loot spawns
Items: Chernarus Police uniform (pants, jacket, cap) added to loot spawns
Items: OREL special Police unit uniform added to loot spawns
Items: Gorka Military Pants added to loot spawns
Items: Various meats configs
Item : Improvised fishing rod config
Item: Fishing hook config
Item: Fishing bait config
Item: Worm config
Localisation: Door names added to string table.
Server: Animals spawning
Server: Initial implementation of dynamic server events
Actions: Added conditions to crafting recipes
Actions: Wooden sticks are stackable, crafting recipes with sticks modified to take stacks into account
Actions: Catching some rain action, doesn’t add water to a stomach
Actions: Removed ‘isUsingSomething’ variable from player’s stored variables
Actions: Deconstructing improvised backpack produce wooden sticks in actual quantity required to craft it
Actions: Fireplace sound effects fixed
Actions: Fixed addressee of the messages in ignite fireplace action
Action: Changed frying time to 30s
Action: Higher probability to light fire in the wind
Actions: Splitting ruined ammo won’t create a pristine stack
Actions: Bow loading action fixed
Actions: Firewood splitting action fixed
Animations: Fixed an issue where some animations were not interrupted with a death animation, when the player died
Animations: Eating, drinking, crafting animations states are now correctly connected to death states
Animations: More animations are now able to be cancelled(crafting, pills, injection)
Animations: Some basic movement with binoculars is now possible in raised pose
Config: Binoculars ability to be placed into holster
Crafting: Splint recipe fix
Gear: Changed firewood model
Gear: Road flares to last 15 minutes
Gear: Adding parameter to geometry lod to resolve alpha sorting
Gear: Road flare cannot be lit after it’s has already been used
Gear: Road flare quantity is not showing in inventory for now (removed till they able to be stacked)
Gear: Added cooking subclass to other meat configs
Gear: Model filename changed for burned fillet
Items: Shoes become damaged after falling from height
Item : Long ashwood stick inventory size increased, can be placed on back
Item: Improvised short bow inventory size
Item: Binocular inventory size changed
Item: Closed tuna can, lack of inventory image fixed
Item: Closed sardines can, lack of inventory image fixed
SFX: Fixed configuration for fireplace flame sound effect
Spawns : Bugged crossbow bolt
VFX: Helicopter crash site smoke particle effect initialization
Actions: Bow loading action fixed
Actions: Firewood splitting action fixed
The post DayZ Patch Notes: Hunting and Fishing now in DayZ Stable appeared first on DayZ Intel.
[h=3]Related posts:[/h]

  1. DayZ Patch Notes: Hunting, Fishing and Heli Crash Sites!
  2. DayZ Standalone Fishing Guide
  3. DayZ Item Crafting


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  New DayZ Players
Posted by: SirShaw - 02-09-2014, 11:43 AM - Forum: Annoucements - Replies (1)

I would like to take a minute and introduce some new faces/voices that you may hear in our teamspeak. Cardio, Juicebox, and Islapcabbages224 to name a few. They come to us from DayZ, which is an ever growing game. If you want to pick it up, the Alpha is just a mire $30 on steam and it gets you the FULL GAME when it launches!

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  Reserved Slot Applications Now Open
Posted by: SirShaw - 10-24-2013, 10:00 PM - Forum: Annoucements - No Replies

Tired of waiting in queue? Starting out at a low $5/mo., our reserved slot option ensures you get in when YOU want to get in. Apply Now!

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