DayZ - Wobo Charity Stream |
- Wobo Charity Stream
- When you have a fire in a house, you can see the smoke in the chimney
- DayZ for "Mom's spaghetti" steam award 2k17
- Bloodstain clothing for "bandits" in DayZ SA Beta
- I Hope we can.
- SPORTER VS AKM! Nwaf PvP
- Ambushing A Huge Squad!
- Surrender Or Die!| DayZ PVP
- DayZ x64 Option Removed
- Important internal milestone DayZ BETA 0.63
- What does your current character look like?
- Trouble In The Camp || DayZ: A Home In Hell - Episode 2
- Bandit fights for his life in gladiatorial games - DayZ Village [3:43]
- Things that have been suggested from the community and added to the game
- DayZ Village - Resistance Movie, a story by Gekofish
- When you have the chance to kill a player but have no rounds in the gun - Chopper Crash Encounter [1PP]
- Character reset EVERY time I change server
- It has been a very long time since the last time I played DayZ and the game wasn't running very well back then tbh. So, I'm just wondering if the game peformance has increased over the last two years? I love the game concept, so I'm hoping to learn that the game is more satisfying to play now :)
- Quick Question
- Dayz is on sale
- Always run macro (for Corsair gear)
Posted: 23 Nov 2017 03:53 AM PST Hi all, if you can't make the wobo stream, therunningmanz and a few others will be doing streams leading up to his and any donations received will all be sent to wobo at the end of the stream, so please, jump in and give them your support by tweeting out the stream or by donating if you can. In Wobo we trust, deliver we must.... #wobaid https://twitter.com/therunningmanz/status/933637480510836737 [link] [comments] | ||
When you have a fire in a house, you can see the smoke in the chimney Posted: 23 Nov 2017 05:10 AM PST
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DayZ for "Mom's spaghetti" steam award 2k17 Posted: 23 Nov 2017 05:52 AM PST Although there can be a lot of downtime while playing dayz, the intense moments are intense as fuck. I feel like this game matches the description perfectly. [link] [comments] | ||
Bloodstain clothing for "bandits" in DayZ SA Beta Posted: 23 Nov 2017 06:33 AM PST Now firstly, I know that Sadaplays already mentioned this idea in his video. But I would love to see bloodstains on clothing of players who have looted many dead players. This can be removed by washing clothing in a body of water. Possibly each item could obtain the "Bloodstained" status effect similar to "Wet." Washing the item would remove the bloodstain but leave the item with the "Damp" status effect. I feel as if this would be a brilliant way to organically implement the 'bandit' identification into DayZ. [link] [comments] | ||
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Posted: 22 Nov 2017 03:18 PM PST Does anyone know why the DayZ x64 option has been removed and if DayZ just automatically runs x64 now? [link] [comments] | ||
Important internal milestone DayZ BETA 0.63 Posted: 23 Nov 2017 07:08 AM PST This week, we've reached an important internal milestone of completely deprecating our old SQF scripting language (it's been with us, in some form, ever since the first Arma got released). From now on, our internal branch of DayZ only runs modules written in the Enforce Script. Since I wanted to cover that internal milestone and explain its implications, I`m going to be more outspoken than usual, but before I get slightly more in-depth, the most important part for majority of our fans is this: From now on, internally, most of us in the DayZ team no longer need to work with a game that uses legacy modules of DayZ and functionality scripted in SQF. The legacy modules and scripts were often incompatible with the new ones written in Enforce Script, which were clashing together as we have prepared to phase them out. We don't need to worry about these anymore, and can actually start connecting all the new engine modules,technical modules and data together, and focus only on these. In a sense, that means that internally, we no longer maintain two different versions of DayZ content and gameplay. Before you get excited, this does in no way mean that we are very close to a public BETA build release: there is still a lot of work ahead of us, but this milestone is a major relief for the team. Why? This is where I want to get more in-detail: If we define gameplay as action that player can take in the game, there are two ways in general to make that gameplay "work": having things "hard-coded" (in C++ in the case of DayZ) using a scripting language (Enforce Script for DayZ, previously SQF in DayZ and other Bohemia games from the Arma branch) Most games use both scripting and hard-coded functionality. In a world where community modding matters (= our world!), you try and keep as many things as possible written in script - you want to have the ability to easily edit them later on. Scripting also makes iteration faster and helps our own designers create things on their own, while not spending additional programming time that is needed elsewhere. In our particular example, there are direct advantages in moving away from legacy SQF to the new interpretation of our gameplay using the Enforce Script. In direct comparison, we can say Enforce Script is much faster and more flexible. It is also object oriented and will be the backbone for all of DayZ modding. Even for modders themselves we want to introduce a script editor with IDE and debug functionality. Maybe you're wondering now: does all the work we did on the public branches of DayZ get scrapped all of a sudden? The answer is: some of it does (script), and some of it doesn't (data). We don't need to quickly write some rushed version of everything in DayZ using the new script now though: we've been working with both legacy script and the new script at the same time, and what exists in the public branches of DayZ now already exists written in the Enforce Script, too - all of it. As there is no direct "backwards compatibility" between the two scripts, we had to re-write the gameplay to the new script entirely, dragging all these pipelines in parallel. At the same time, content like models, textures and other binary files remains functional - we've said many times that we were trying to balance our development in a way that avoids, as often as possible, doing things twice - in order to save time and effort. And that's what we've managed to do - while expanding on their quality and additional features. We tried to test things which made sense to be tested on the public branches - things that provided you with a reasonable gameplay experience, and things that provided us with necessary data. But from this point going forward, internally, we only run version 0.63 which is BETA for us. As in a version that will have all the new engine modules and technical modules implemented, along with all the data that was created to support these modules. So again: Removing SQF means that our internal client runs only the gameplay functionality that is either hardcoded, or written in the new Enforce Script. No legacy systems. And no legacy engine modules in the end. That is the game that most of us have worked for so hard for the better part of those last three years. We are excited and wanted to share this important milestone with you. Eugen [link] [comments] | ||
What does your current character look like? Posted: 22 Nov 2017 06:05 PM PST I asked this question 10 months ago, but I figured it's time to look at some new characters. My current character, and a few more pictures in an album here. [link] [comments] | ||
Trouble In The Camp || DayZ: A Home In Hell - Episode 2 Posted: 22 Nov 2017 05:32 PM PST
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Bandit fights for his life in gladiatorial games - DayZ Village [3:43] Posted: 23 Nov 2017 12:21 AM PST
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Things that have been suggested from the community and added to the game Posted: 22 Nov 2017 02:40 PM PST I would like to hear from you, which things you know or heard about that have been suggested from the community and made it in to the game. Edit: To make things clear... things that are now in the game and have been suggested BEFORE by the comunity I will start with the one I know. Fishing hook should be possible to put on a boonie head ! [link] [comments] | ||
DayZ Village - Resistance Movie, a story by Gekofish Posted: 22 Nov 2017 03:51 PM PST
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Posted: 22 Nov 2017 01:40 PM PST
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Character reset EVERY time I change server Posted: 22 Nov 2017 04:30 PM PST Right, so I just installed the game again to play it for the first time in years, but every single time I change servers, I end up with a totalt reset character. I've tried joining different servers and the same servers several times, and it seems as if my character is saved to the server I started him on. Is this a common issue nowadays? [link] [comments] | ||
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Posted: 22 Nov 2017 02:39 PM PST Hey guys, so I have been wondering and a thought came to mind but I realized that I cannot test it right now. Do female character models have their own cannibal laugh? Or does it just play the default male one. Just curious! [link] [comments] | ||
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Always run macro (for Corsair gear) Posted: 22 Nov 2017 12:39 PM PST I remember a couple of version back (maybe even .61) I was able to bind a single key to always "turbo" run, which I could then bind to a mouse key in a toggle mode. I decided to hop back in to check out what is going on, and I noticed that I don't seem to have the capability to have a single key work for this? I might be wrong here (or missed a different setting) but now I am back to having to use "Shift-E" (turbo plus forward) to run. My question - is there a single key option to "turbo" run (and if so do you know what it is), or for anyone who has a Corsair M65/75 mouse/kybd - any thoughts on how to set up a run toggle? I can't bind a multi-key combo to a toggle option, I tried binding a single keyboard key to "Shift-E" and then on the mouse bound that key to a toggle (but that didn't work either). Any thoughts? [link] [comments] |
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