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    Beiträge von RSS-BOT

    • Hotfix Update!

      • RSS-BOT
      • 8. Dezember 2018 um 12:04
      Zitat von SCUM - RSS Feed

      Scummunity! We are aware of the issues that the patch has caused and we're working on them as we speak. A patch should be live today to fix those critical issues!



      Thanks for the patience, love you <3

      Quelle: https://steamcommunity.com/games/513710/a…206301239800518

    • Patch Notes 0.1.21.10623 [Dec 07, 2018]

      • RSS-BOT
      • 7. Dezember 2018 um 17:16
      Zitat von SCUM - RSS Feed

      WE ARE BACK and with all the info on our new patch and what goodies we prepared for you guys! Vehicles, Capture the flag event mode, new locations, new weapons and many more! Before jumping into it, let's address the wipe that will also happen.



      As we announced on Monday, we will do a wipe of all chests including items in them, and fame points. We are working on a new item handling system that should help with client and server performance, and for that to work, a wipe is needed. Also, we are wiping all fame points due to some people accumulating thousands of fame points through killing cheaters.



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Vehicles


      Let's start with what you've all been waiting for - vehicles. Here is a list of what you have in this first version of vehicles.



      • One driveable vehicle (The SUV on the pictures), it holds up to 4 people.

      • The ability to enter/exit the vehicle and be either a driver or a passenger. Each car has one or more slots for players. The number of slots depends on the vehicle type and shape. Which slot player will occupy is determined by the player's proximity to the slot. We plan to deliver at least one drivable vehicle with four slots.

      • Ability to store items in the vehicle.

      • There are some restrictions when entering the vehicle while having an item in hands or holsters or having a backpack. The player cannot enter a vehicle, either as a driver or as a passenger, if he has a backpack or holstered items. He needs to store those items in the vehicle first or drop them on the ground. This is indicated with [F] Store interaction when hovering over the vehicle. Additionally, the driver must store the items in hands inside the vehicle before being able to drive the vehicle. This is subject to change and we'll see how this behaviour is received. Another option is that game automatically stores superfluous items inside the vehicle, but that just seems too arcade-y at the moment.

      • Ability to destroy the vehicle (vehicle repairs will probably not be implemented in the first iteration)

      • Ability to kill other players and mid/small NPCs with a vehicle by driving into them.

      • Ability to kill players when they are inside the vehicle (bullet penetration/deflection should work on glass and metal parts as expected)

      • Basic vehicle sound and graphics effects (some expected effects may be absent in the first iteration)

      • For starters there will be 25 SUVs on the island for you guys to find and drive around.

        1ec0d010fb5c9bb42440c396e335e366e327f9c4.jpg

        618f4d4a6e6a1af3a4915b9a0e82af9a9eb9eccd.jpg

        17b2a0baa822f83a7c0437c198964fb70d465ca8.jpg

      • What will be added later on
        - Fueling and repairs
        - First person camera
        - Ability to shoot from inside the vehicle
        - Advanced car damage effects
        - Destructible environment
        - Locking a vehicle
        - Lockpicking into a locked vehicle
        - Hotwiring a car
        - Armoring a car
        - More player interactions inside a car.
        - Boobytraping a car.
        - Hit locations.

      • And yes, we already have another vehicle in the works!

        Please keep in mind that this is the first version of vehicles and that there are possible bugs and issues. Thank you for your understanding!

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Capture The Flag


      New game mode coming your way! We all heard for the classic CTF mode, so we added it in SCUM, and boy its a blast.



      • Capture the Flag is a game event where teams win points by capturing the enemy flag. Each team has a flag.

        20d9d73e5cdc8a97918891ccc7bdf2b8029df87d.jpg

      • The goal is to capture the enemy flag and bring it to your base location. If the rival team takes your flag, then it has to be returned to the base first to be able to score points.

        2cf8e9b7d309124f95769ad536cf449afe16d7de.jpg

      • The stolen flag is dropped when the participant carrying it dies. A dropped flag can then be returned to the base by being picked up by its team members.

        dc9674a617ecd9c690ed5e1585579d033c9f73dc.jpg

      • Otherwise a dropped flag is returned to the base after a short timer (30s) elapses.

        bc688db37c7c4be04d4742c77f2559f91b31a0c9.jpg

      • To win the event a team has to score 3 points or have the highest number of points at the end of round (5 min).

        d4e80e0bc53264c07dc5d774400f3aff83d25759.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      MIDI keyboard support


      Our sound guy had some spare time left so he and one of our programmers made support for MIDI keyboards so you can play it in the game!



      • MIDI keyboard should be connected before the game is started.

      • All instruments support 3 octaves.

      We used this bad boy:



      78edccb3f0c0e94026885fd076343e8bb42b65c6.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      AS Val


      We got you guys a new toy to play with! AS Val, our first rifle with suppression, quiet and deadly, just without the methane.



      aa315ab45047e01b11b95888823a00093f023346.jpg

      It uses 9x39mm ammunition:



      4ab2d0ed922aaad69b9a7b388c09c03cb0449fd2.jpg

      And it can be found in military bases and police stations.



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      New locations!


      We added 2 new locations for you guys, a fish factory and a sawmill. None of those has sentries, and are perfect for some Sunday choir practice sessions!



      Sawmill:


      • 696b2cf48bba7566501cf1ef18ee58650bbe98f4.jpg0b6458ac511cd94df5b1487fc050a7ddcbcd402d.jpg3017847b961fd438711ed641d1198c4f160f026d.jpg7070e6e2916697eb259da896ed6e1be18dff12cb.jpg6f59fdc6f39e3111f5b0bb2506e0e90a54c6715e.jpg

      Fish Factory


      • d38106055497615b9a27dd3769b5a85e1be9286c.jpg996b0ae61c4d34d58817316d228df609543fdf21.jpg28deea209ae10325d1cf73e1973884c3820deb0c.jpg1762c16e017cd757136bef291807d98aaf62b7bd.jpgcb6e1c36fa95b3a2df2de91476115722dc99e10b.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      New eyewear swag.


      • Because fashion in SCUM is mandatory!

        adeb313e2471ded6d669f12ce7003a8970a4b00b.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Trading cards


      Collectors rejoice, we got trading cards up and ready to be collected! Time to show those super cool shiny badges, and backgrounds!



      8928626be10f8ab612bf941d4ada4f72650a1a0b.jpg


      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Realtime Radiosity


      We implemented an experimental version of Realtime Radiosity setting. About what radiosity is in games read

      here [en.wikipedia.org]

      8dbb09fc565ffebc338d02e4b8329904cb65a76b.jpg

      If you enable Realtime Radiosity you will need to restart the game!



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Item Virtualization


      • All items in the world including storage (chests), crafted and dropped items will be handled with a new item virtualization system. All of those items will now be spawned in the world only when near a prisoner and despawned otherwise, greatly reducing the number of active objects in the world (no worries when you get close to them again they will respawn). Item expiration is also handled by the system so all of the items mentioned above will remain in the world for a certain amount of time (currently - 20 mins for all items). All items crafted with the blueprint system (chests, fireplace, shelter, ...) have to be maintained by the maintain action, otherwise, they get destroyed after 15 days. For now, there is no maintenance cost.


        TL;DR: Fewer objects in the world at one time. The game runs better on both client and server.

        a5877092d900d1a7eba2265446810b61fb9be19c.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      EAC improvements


      • Improvements on our anti cheat system.

      • Added more restrictions to changeable .ini files.

      Bug fixes


      • Fixed armour vests so they no longer protect at all if fully broken

      • Removed floating trees from C2 sector.

      • Fixed aim down the sight animation for Hunter85 while in crouch.

      • Fixed Recurve bow to use correct anticipate draw animation montage

      • Fixed cargo drop events being spawned at the same location (resulting in them not dropping properly)

      • Puppet corpse will now properly be destroyed after 10 min if no player is close by.

      • Fixed exploit at the naval base sea entrance, players could get in terrain and shot other players/NPCs from there.

      • Fixed bug with corpses sometimes falling through terrain on teleport.

      • Fixed a bug where the player was able to punch while displaying spawn screen.

      • Fixed a bug where rain would fall into a TV bunker on A2.

      • Fixed a bug where chat window would close on death, now it does not close.

      • Fixed corpses falling through unloaded terrain in singleplayer.

      • Fixed ACOG scope having a blurry texture.

      • Fixed 2 potential server crashes caused by animal AI.

      • Fixed guitar animation when playing.

      • Fixed bug with weapons and attached items on the prisoner (spears piercing the body, ...) being visible while the prisoner is invisible because of the awareness prisoner hiding mechanic.

      • Fixed ACOG scope bug where scoping with a weapon would go to full-screen sniping overlay

      • Fixed a bug where putting an item inside a box would leave the item's collision in the world.

      • Fixed prisoner being naked on death in events.

      • Fixed camera continuing to move after death while vaulting/climbing.

      • Fixed issue where you can climb ladders trough walls.

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      QoL and balance updates


      • Cargo drop rate in singleplayer is now 4 times longer.

      • Now it should be easier to find a corpse upon returning to its location.

      • Kar98 has a scope now in events.

      • Updated egg and parsley nutrition with more accurate data.

      • Adjusted weights of empty magazines for all weapons

      • Add new dirt and dust texture on prisoner clothes

      • Crafting Animal Skin Jacket and Pants can be now done with more rope objects than just thread.

      • Chat messages in main HUD (not in T chatbox) are now coloured depending on chat type (global/local)

      • Removed offset from the ground for blueprint colliders. Blueprints can't be finished if there's an item inside them.

      • It is now possible to manipulate unowned items via drag & drop.

      • Blueprint crafted items will now get destroyed if left intact for a week (in practice, it gets reset via the new "Maintain" interaction, as well as inventory manipulation for boxes). The "maintain" action, for now, won't need any fame or material cost.

      • Added new fire animations for AK47, AKS, MP5, Kar98

      • Added new muzzle and smoke effects on weapons fire

      • You can now mount a scope on M16. Scopes that can be mounted are ACOG, P-223 Scope. You do not need a rail to mount the scopes.

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Admin commands.


      Few new admin commands for better server management.



      • SetFamePointsToAllOnline = sets famepoints to all ONLINE players

      • SetFamePointsToAll = sets famepoints to all players (online + offline)

      • Previously entered admin command from chat can be accessed by UP and DOWN keys, as is often done, is other console interfaces.
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…079766558002665

    • DayZ 1.0 launches December 13th on Steam!

      • RSS-BOT
      • 6. Dezember 2018 um 19:01
      Zitat von DayZ - RSS Feed
      368aac6f9f8fa550df34e4a91a0e6a44d00bdf92.jpg

      Hello Survivors,



      let's get straight to the point: It is time. DayZ is going to leave Early Access with a PC 1.0 update on December 13th, after almost exactly 5 years in open development!



      https://www.youtube.com/watch?v=1KsipmJinTo

      Everyone on our team has been working hard and will continue for this remaining week to deliver the best launch version we can. With the BETA last month, we've seen the return of the first vehicle and item stashes, as well as the premiere of DayZ base building, the release of server files and the beginning of Modding Support. The most recent Experimental Update has returned horticulture to the game, making survival within your base more autonomous, and allowing the return of the full hermit play style.



      Backed by the underlying engine changes introduced with the BETA, the 1.0 launch should feel like a fresh new start for anyone who has not played DayZ for some time - so let your friends know that they have a game to play on December 13.



      Keep following us for more events and information over the course of the next two weeks!



      See you in Chernarus!


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…562403170635163

    • Meet our people!

      • RSS-BOT
      • 6. Dezember 2018 um 15:07
      Zitat von SCUM - RSS Feed

      Hey, friends!



      We’ve been busy with tomorrow's update, but we decided to write this sort of a behind-the-scenes blog post to give you a chance to get to know us a bit. We love our community (we’re gonna make #scummunity happen eventually, just you wait) and we want you guys to know we are real people with faces and opinions and not just “a company”, so we hope you’ll enjoy this little insight into what our everyday life at

      Gamepires

      looks like.



      Ever since

      SCUM

      was released into early access, our workload has been growing exponentially, so naturally we decided to hire more people, but to actually do that, we would first need a bigger office. Our current office is a small refurbished apartment which, while fun and cozy, means we can’t just hire as many people as we need and we had to find a new home! And we have – we have found a place that suits all our needs. The renovations have taken more time than expected, but hopefully we’ll be able to move in by January!



      Let me introduce myself first – I’m

      Tena

      and I’m the marketing manager at Gamepires. That means I’m directly responsible for all our marketing activities, whether they’re company or game related. I work closely with

      Josip

      , our community manager, who’s responsible for all our social media activities. In theory. In practice, it looks kind of like this: Josip makes a meme and sends it to me asking if it’s appropriate to tweet. Nine times out of ten it’s not. He tweets it anyway, cackling at his desk. The meme is funny, so I let it slide.



      eb8c9188ea9eaa5d2eb954e1f9ac720066d70764.jpg
      Here’s a photo of Josip and me at a company dinner. I tweeted out this photo and people screamed at us that we shouldn’t be eating out when the game isn’t finished yet. We got drunk just to spite them.

      Ivona

      is one of our new hires. She’s an amazingly talented 2D artist capable of creating beautiful art, whether it’s visuals for our booths at expos, in-game tattoos, concept art, or memes for Josip. The three of us together are The Meme Team. No one calls us that, but they will. Maybe.



      21706d10edc739a815c6eb7609601151d2f956c4.jpg
      Here’s a photo of Ivona and Josip Slav-squatting in front of the office and just being their cute selves. The reason why Josip already got two photos in this post is because he walked up to my desk and said he wanted two photos minimum. I felt bad for him because the poor guy just wants some internet attention, so I said sure.


      Ivona reports directly to

      Pong

      , our creative director. Pong oversees anything and everything art-related and he’s the mastermind behind the general art direction of SCUM. He also has a very specific sense of humor, which is very obvious to anyone who’s ever played SCUM – penises, pooping, peeing etc. – that was him, all him. Pong is also the face of the default player character, so no, that’s not Putin’s head, it’s just that he kinda looks like Putin, but he usually wears a beard, so it’s not that noticeable.



      47729e2d0535dfbe6f3dde9e50920e3fe416a24a.jpg
      Here’s Pong dressed as Luigi. I stole this photo off his personal Facebook and I am also aware he’s not actually Luigi. It’s a great photo though, so why not.

      Recently there was a comment on our Steam community page saying most of our player characters look “too Slav”. Well, buddy, that’s because most of them are our actual scanned heads and we’re all actual real life Slavs. Sorry! The second default player character head belongs to

      Švarc

      . Švarc is a 3D artist and the most serious one of us all. Apparently, he’s also a very good dancer of salsa which is how he met his wife (he just got married recently, everyone go say congrats!), but no one can confirm that because no one can actually imagine him dancing. Or smiling. Ever. He might be an android for all we know.



      74377639c83ff0b13ff203331df64a2b36a8333d.jpg
      “Hey Švarc, I’m gonna take a photo for the blog post, but you can’t smile because I told everyone you never smile.” “Oh, okay, sure.”

      Pong and Švarc share a room with

      Iggy

      . Iggy is officially an animator. Unofficially, he also dabbles in cinematics and video editing, and he helps out with community management by replying to troll comments on our Steam page. He likes trolling online, too, so it all works out.



      92c7e5608f700fcac6c64d070b3be43bd789a427.jpg
      Iggy with his Christmas cup that he uses all year round

      Darian

      also helps out with community management even though he's primarily a 3D artist. He says that's because no one speaks English as well as him, so he's doing us a favor by helping out. We all speak English and his isn't even that great, but we let him believe that because we need all the help we can get. His hobbies include being the office metalhead and sacrificing baby goats to Satan at midnight.



      af8114a59c24cab77b7fb1ca830a37e1184b78f7.jpg
      Darian sacrificing a young virgin to Baphomet during a recent full moon. She is very unaware of her fate, sadly.

      He sits right next to

      Danijel

      , an ex-mailman turned 3D artist whose main specialty are genitals. No, really, all the genitals in SCUM were made by him and we have an extensive collection of photos to prove it.



      0051e2bc067b318104e14dfccf74174b233368dc.jpg
      Danijel investigating the female reproductive system in order to be a better husband to his wife

      You know that guy who looks like a Jason Statham type supervillain? Buff, bald and scary-looking? Everyone knows that guy. Well, at Gamepires, that guy is

      Štimac

      , an ex-architect turned 3D artist. That is until you actually talk to him and he enthusiastically shows you a picture of his cat, Točkica (Dottie).



      b0d49e227d729d172f4e0db454272579718faef5.jpg
      Štimac at his workstation being one scary mofo

      Mirko

      , also a 3D artist, sits right next to him. He likes playing a tough guy too, but it never really works for him because he can’t pull a prank without giggling to save his life. He also has a cat with a girly name, Ljubica (Violet), who he likes to brag about. Overseeing our 3D team there’s

      Damir

      . You can tell he’s there just by the dad vibe emanating from the dark corner he sits in and the occasional “HEY!” whenever someone uses profanity. Sometimes we’ll curse out loud on purpose just so he’d talk to us because a bunch of us have daddy issues.



      a0fdd0af00af19182498e0fe0afeeafd5281d634.jpg
      Mirko and Damir “don’t like being photographed”, but will happily pose for pictures any time there’s a camera around, but they need you to know they “don’t like being photographed”.

      Our sound guy is

      Ratko

      . The “sound” here is not an adjective because he’s far from that. What I meant is he’s our audio guy and the go-to person for anything sound or music related. You know the noise your SCUM character makes when he poops? That was Ratko recording himself pooping. We don’t mess around when it comes to realism. You’re welcome!



      98e729d6644f46a392d9e00a8d560f142a9c4bc8.jpg
      Ratko and his Huge Ball™

      Dobrila

      is our new programmer and one of the three women at Gamepires. The first thing she told Ivona and me on her first day here was that she’s not used to hanging out with girls because her college is also mostly boys. We were gonna start farting and burping out loud to make her feel more welcome, but

      Andrej

      was passing by, so we decided not to because we didn’t want to have to explain ourselves. It’s also that Andrej talks A LOT. Officially he’s our technical director, unofficially a shaman. He also holds a 3rd Dan black belt in Taekwondo, so please keep that in mind the next time you decide to post “dead game” after 20 minutes of playing.



      e2fb2aba18dc495a309f307216661d193383ceb7.jpg
      Mirko and Andrej playing with their toys at an expo. Mirko still doesn’t like being photographed.

      Jesus

      is our resident crazy person. Yesterday I asked him why people call him that and he said it’s because he works miracles. I think he was probably waiting for years for someone to ask him that, so he could reply with that zinger. He is very obviously a programmer and no one knows his real name.



      45c4284f7df5441ae53fa4b9ce2f17a0267cddc0.jpg
      Jesus and his daddy, God.

      Patrik

      is a programmer and our token Office Millennial™. There’s actually a few of us, but Patrik is more of a textbook Office Millennial™. He thinks all our jokes are cringey and makes faces at us when we ask him what’s new on Snapchat. He also makes cute indie platformers at hipster game jams which just shows how much of an Office Millennial™ he is.



      902eb1f3f6a66acd3cb64ee74d5960131f2fce49.jpg
      Look at this millennial just sitting there doing millennial things

      Dini

      is our lead programmer which works out great because that means he doesn’t have to talk a lot. That would’ve been awkward because no one can really understand his accent. We all just kinda smile and nod repeatedly and then he does the same. He’s very into salads for some reason. Maybe. We see him eating them every day, but we don’t know why because we can’t understand him.



      0c358a020a05643b18ed110a8d4c3eb6dc364c52.jpg
      Dini pretending to eat a pizza on a casting couch. It’s just for the picture, though, he only ever eats salads.

      John

      is a very mysterious person and no one knows much about him. We know he’s a senior programmer and he wears a lot of sweaters. Rumor has it that he spoke once, but he wasn’t really feeling it, so he just decided not to speak ever again.



      86a947cd43411822fe3481a1aa6cce6838da5db7.jpg
      A picture of John wearing a sweater and not talking

      Hrco

      is always grinning. Not even kidding, that guy is always happy and he’s not even on drugs. He works as an animator, but also dabbles in ordering food for the team which he will do in the most inconvenient and complicated way possible. He sits right next to

      Bruno

      , a programmer and our 30 under 30 candidate. He might be related to John because he also never talks, although one time he smiled at his computer screen.



      15fc002ea6690ad44ecc2e3d157a0524b4fd927a.jpg
      “What do we have to do?” “Just pretend you’re working.” “We WERE working until you got here.”

      And that’s all of us. We hope you liked getting to know us a little bit better. Thank you for your continuous love and support and for making it possible for us to do what we love with all these amazing people every day. Love you!



      By the way, we hope you're ready for tomorrow's patch and that all your items are safely stored or hidden.



      Cheers!




      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…206301229363062

    • SPOTREP #00083

      • RSS-BOT
      • 6. Dezember 2018 um 12:29
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch (Windows)


      ACTIVITY

      : Hotfix 1.88 (Multiplayer Compatibility Fixes)


      SIZE

      : ~38.7 MB / ~17.8 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…828601504651331

    • SPOTREP #00083

      • RSS-BOT
      • 6. Dezember 2018 um 12:29
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch (Windows)



      ACTIVITY

      : Hotfix 1.88 (Multiplayer Compatibility Fixes)


      SIZE

      : ~38.7 MB / ~17.8 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…828601504651331

    • Arma 3 Warlords Update is live

      • RSS-BOT
      • 3. Dezember 2018 um 16:05
      Zitat von ArmA 3 - RSS Feed

      Arma 3 Warlords Update is live

      Large-scale competitive multiplayer mode, ADR-97 Weapon Pack, and more



      Today we've released a free update for Arma 3, which introduces a new

      competitive multiplayer mode

      called

      “Warlords”

      . A

      trailer video

      explains the mode’s basic concept in the form of a military briefing.



      https://youtu.be/yACvGPlHejU

      In Warlords, there are two competing teams, and their

      goal is to capture the base of the opposite side

      . Players start the match by joining either the NATO or CSAT faction. Both teams then need to start conquering sectors across the map, belonging to non-player AI forces from the AAF faction. By establishing a chain of linked sectors, opponents can plan a route from their own base to their enemy's base. Once they reach their destination, they can stage an assault against the opposing side’s base to win the game.



      During the match, players can also earn

      Command Points

      . The better an individual's performance on the battlefield and the more sectors held by their team, the greater number of points they will have available to them. These can be used to request airdrops with additional vehicles, special weapons, superior gear, friendly AI reinforcements, or strategic advantages such as fast travel and sector scans.





      Besides the Warlords multiplayer mode, Update 1.86 also incorporates the

      ADR-97 weapon pack

      (which originally served as an

      official showcase mod

      ) directly into the base game. That means players, but also content creators and server hosts, can make use of this family of weapons without needing to be subscribed to the mod on the Steam Workshop.



      Furthermore, the update adds characters to the game with

      special heads

      modeled after five prominent Arma developers. These are the result of an R&D project to test Bohemia’s new photogrammetry rig and the related workflow. This system should help to make the process of texturing faces and modeling head shapes more detailed and efficient for Bohemia's future games.





      The 1.86 platform update, also referred to as the Warlords Update, is now available for free for everyone who owns Arma 3. The complete

      changelog[dev.arma3.com]

      can be found on the Arma 3 website. For those who want to learn more about our plans for Arma 3 in the next year(s), be sure to check out the recently posted

      Roadmap 2018 Update devblog[arma3.com]

      .



      Good luck out there - may the best team win!

      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…702066830804444

    • Arma 3 Warlords Update is live

      • RSS-BOT
      • 3. Dezember 2018 um 16:05
      Zitat von ArmA 3 - RSS Feed

      Arma 3 Warlords Update is live

      Large-scale competitive multiplayer mode, ADR-97 Weapon Pack, and more

      64d95eb945a5828627c8194653ed90849dc4f1d9.jpg

      Today we've released a free update for Arma 3, which introduces a new

      competitive multiplayer mode

      called

      “Warlords”

      . A

      trailer video

      explains the mode’s basic concept in the form of a military briefing.



      https://youtu.be/yACvGPlHejU

      In Warlords, there are two competing teams, and their

      goal is to capture the base of the opposite side

      . Players start the match by joining either the NATO or CSAT faction. Both teams then need to start conquering sectors across the map, belonging to non-player AI forces from the AAF faction. By establishing a chain of linked sectors, opponents can plan a route from their own base to their enemy's base. Once they reach their destination, they can stage an assault against the opposing side’s base to win the game.



      During the match, players can also earn

      Command Points

      . The better an individual's performance on the battlefield and the more sectors held by their team, the greater number of points they will have available to them. These can be used to request airdrops with additional vehicles, special weapons, superior gear, friendly AI reinforcements, or strategic advantages such as fast travel and sector scans.



      3222683cf26dea6370c6c9814cdf3ad592a6b861.png

      Besides the Warlords multiplayer mode, Update 1.86 also incorporates the

      ADR-97 weapon pack

      (which originally served as an

      official showcase mod

      ) directly into the base game. That means players, but also content creators and server hosts, can make use of this family of weapons without needing to be subscribed to the mod on the Steam Workshop.



      Furthermore, the update adds characters to the game with

      special heads

      modeled after five prominent Arma developers. These are the result of an R&D project to test Bohemia’s new photogrammetry rig and the related workflow. This system should help to make the process of texturing faces and modeling head shapes more detailed and efficient for Bohemia's future games.



      d1b0db4b115ad39500c83209af6dd74bb705b108.png

      The 1.86 platform update, also referred to as the Warlords Update, is now available for free for everyone who owns Arma 3. The complete

      changelog[dev.arma3.com]

      can be found on the Arma 3 website. For those who want to learn more about our plans for Arma 3 in the next year(s), be sure to check out the recently posted

      Roadmap 2018 Update devblog[arma3.com]

      .



      Good luck out there - may the best team win!

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…702066830804444

    • SPOTREP #00082

      • RSS-BOT
      • 3. Dezember 2018 um 15:45
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch (Windows)


      ACTIVITY

      : Game Update 1.86 (Warlords MP Mode, ADR-97 Weapon Pack, Multiplayer Security, Fixes and Improvements)


      SIZE

      : ~1.9 GB / ~483 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…702066830716632

    • SPOTREP #00082

      • RSS-BOT
      • 3. Dezember 2018 um 15:45
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch (Windows)


      ACTIVITY

      : Game Update 1.86 (Warlords MP Mode, ADR-97 Weapon Pack, Multiplayer Security, Fixes and Improvements)


      SIZE

      : ~1.9 GB / ~483 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…702066830716632

    • Doom wipe of annihilation!

      • RSS-BOT
      • 3. Dezember 2018 um 14:10
      Zitat von SCUM - RSS Feed

      Queue the suspensful

      music

      , and let's get into it!



      This week's patch that will land on friday will be acompanied by a wipe, so what does that mean and what will we wipe:


      • All blueprints that are on the level are gone, donezo, ripperoni.

        175523a94d5e8769057d4100fa54c791d927bc86.jpg

      • That also includes all items in chests, and in the world.

      • Global fame reset will also happen due to people who have massive amount of fame points gained by cheating and other exploits.

        2c8aab04e0e5c8fc0b981b7d240fead65808a71c.jpg

      What you can do to preserve all that sweet loot:


      • Have all the loot you would keep in your backpack (or any clothing that has inventory space)!

        7ceacc2518354c307769c79d9a1c62d374246dc9.jpg

      • Store your loot in any container in the world! What containers? Wardrobes, lockers, chest, big tarps. Any container that can be looted can also be used as storage, so put your loot there, and its gonna be safe!

        4da5534e96bd4f3f0dc4598a189e990be6256bb1.jpg

      What should not be affected by the wipe:


      • Your character and his stats.

      • All items you have on yourself and stored in other containers.

      IMPORTANT: We are doing this wipe due to improvements in our item system that should improve server and client performance. As the wipe will be big it is possible that characters, items on the character and in containers will be affected by it but we will do everything in our power to avoid that. Thank you for your understanding, and continue to be the awesome community you are!
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…079766550351519

    • Work in Progress Update [Nov 30, 2018]

      • RSS-BOT
      • 30. November 2018 um 15:49
      Zitat von SCUM - RSS Feed

      Hello everyone! These last 2 weeks were wild for us and we'll tell you all about it but lets get into some SCUM news first!


      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Vehicles


      Feature set planned for the first iteration of vehicles:


      • The ability to enter/exit the vehicle and be either a driver or a passenger. Each car has one or more slots for players. The number of slots depends on the vehicle type and shape. Which slot player will occupy is determined by the player's proximity to the slot. We plan to deliver at least one drivable vehicle with four slots.

      • Ability to store items in the vehicle.

      • There are some restrictions when entering the vehicle while having an item in hands or holsters or having a backpack. The player cannot enter a vehicle, either as a driver or as a passenger, if he has a backpack or holstered items. He needs to store those items in the vehicle first or drop them on the ground. This is indicated with [F] Store interaction when hovering over the vehicle. Additionally, the driver must store the items in hands inside the vehicle before being able to drive the vehicle. This is subject to change and we'll see how this behavior is received. Another option is that game automatically stores superfluous items inside the vehicle, but that just seems too arcade-y at the moment.

      • Ability to destroy the vehicle (vehicle repairs will probably not be implemented in the first iteration)

      • Ability to kill other players and mid/small NPCs with vehicle by driving into them.

      • Ability to kill players when they are inside the vehicle (bullet penetration/deflection should work on glass and metal parts as expected)

      • Basic vehicle sound and graphics effects (some expected effects my be absent in the first iteration)

      • What will most probably not be available in the first iteration:
        - Fueling and repairs
        - First person camera
        - Ability to shoot from inside the vehicle
        - Advanced car damage effects
        - Destructible environment

        06d7b354101d75a718e052c8766db5ee90a5ce07.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Archery


      • Archery is a skill of shooting from bows. There are different types of bows players will be using in the game. Depending on the type, bows are divided into: recurves (one piece bow), takedowns (limbs can be changed and removed, when disassembled it can fit in the backpack), compounds and crossbows. Because crossbows perform more like rifles they will be handled separately.

      • All bows also have different poundage. The poundage (it's common to use the pound sign – # – to indicate pounds, so 40 pounds would be represented as 40#), or draw weight represents the force required to hold the string stationary at full draw. Draw weight is used to define the power of the bow. For pulling the bow string player uses both strength and technique. While strength is related to his attribute, technique is related to his skill.

      • If the player doesn’t have sufficient strength or skill he/she will not be able to pull the string all the way. In the following table you can see how strength relates with specific draw weight.

        856952b79c74c9cf2c7433e1fe5a8dd8613b5dd9.jpg

      • Archery skill level influences both how long player can hold the bow steady in full draw and gives additional bonuses. Here is a bonus that archery skill gives to player’s strength.

        88ec5a5e43bb00e31f90e16127461db49a63e2ec.jpg

      • The initial time for holding the bow steady in the full draw is shown in the table below.

        12071f6bd91a479c37a31cdb4fb5e3ca4920b5ab.jpg

      • If character’s Strength DW + Skill DW > Bow’s Poundage (DW) then character will be able to draw that bow in full draw position but if his strength is below the value of strength that can hold that bow steady he will get penalties. For each 10# over than what player’s strength can handle, player will get -1 second penalty to hold that bow steadily. That parameter is not fixed and it should change along with player’s strength (meaning that it can have a decimal value). For each 10# less than what player’s strength can handle player will get +1 second bonus.

        Example 1 - Let’s say the player has Archery skill level ADV+ and STR 5 he can hold 100# in full draw for 8 seconds (10 – 2 seconds penalty because of his strength can hold 80# bow and he is trying 100# bow).

        Example 2 - Let’s say the player has Archery skill level ADV and STR 3 he can’t hold 100# in full draw, but he can hold 80# for 3 seconds (6 – 3 seconds penalty because of his strength can hold 50# bow and he is trying 80# bow).

        Example 3 - Let’s say the player has Archery skill level Basic and STR 5 he can’t hold 100# in full draw, but he can hold 80# for 5 seconds (4 seconds because of Basic skill level +1 second bonus because sum of his strength and Skill bonus is 90# which by 10# > than 80#).

      • Aside from the mechanics and how it will work, quivers and special arrows will be added with time.

        c1f40886cb6f1b321b89e2fa905d1e49f0fd241e.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Fortifications


      Features planned for the first iteration of the fortification system:



      • Entrance doors to residential houses will now be claimable (by spending fame points). The claiming price will change depending on house type and location. In practice, bigger houses will cost more, some neighborhoods will be pricier than others and so on. If a house has more than one entrance, each door will have to be claimed separately.

      • Windows will be fortifiable with various levels of fortifications. Fortifications are accessible from the crafting menu and can be placed on windows in a similar manner to existing placeable blueprints. So far, wood, scrap metal and metal bar variants will be included for crafting. Each level comes with their own durability and penetration factors.

      • Closed doors will be able to be opened by default only by the owner and their squad members.

      • Doors' claimed status will be resettable by lockpicking them. This will require a craftable lockpick item upon which the user will enter a lockpicking mini-game.

      • What probably won't be available in the first iteration:
        - Fame store, a place where you can buy fortifications as well as various furniture and decorations for your home.
        - Doors will be upgradable with more complex types of locks, requiring higher lockpicking skill and different mini-games to break in.
        - Defense mechanisms for doors, usually dealing damage to someone who fails to break in.

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Optimizations


      • Items

        All items in the world including storage (chests), crafted and dropped items will be handling with a new item virtualization system. All of those items will now be spawned in the world only when near a prisoner and despawned otherwise, greatly reducing the number of active objects in the world (no worries when you get close to them again they will respawn). Item expiration is also handled by the system so all of the items mentioned above will remain in the world for a certain amount of time (currently - 20 mins for all items). All items crafted with the blueprint system (chests, fireplace, shelter, ...) have to be maintained by the maintain action, otherwise they get destroyed after 7 days. For now there is no maintain cost.


        TL;DR: Less objects in the world at one time. Game runs better on both client and server.

        a5877092d900d1a7eba2265446810b61fb9be19c.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Fish factory and Sawmill


      We finished two new locations for you guys, but this time we won't tell you where they are, so once the patch drops next Friday you can find them for yourself!



      e1565ce3bb14a9fc9711380980de9f13e9d5617c.jpg

      cb6e1c36fa95b3a2df2de91476115722dc99e10b.jpg

      1762c16e017cd757136bef291807d98aaf62b7bd.jpg

      28deea209ae10325d1cf73e1973884c3820deb0c.jpg

      996b0ae61c4d34d58817316d228df609543fdf21.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      5c0e7e62f0ebe473e1da1cb49e9c2ceec2db86ef.jpg

      b1c74bff1c09046c8ff7139364f79ae62aeecc0f.jpg

      6f59fdc6f39e3111f5b0bb2506e0e90a54c6715e.jpg

      7070e6e2916697eb259da896ed6e1be18dff12cb.jpg

      3017847b961fd438711ed641d1198c4f160f026d.jpg

      03c22d68f41a60d57a4c314392a09b37dee602de.png


      Next week, we will introduce you to the team and everything that's going on in the background, so you all can get a better grasp of what's being done in Gamepires!



      Please keep in mind that there is no set date of release for any of the features mentioned in this post, it's just to show you what's being done! Also these are NOT patch notes and this list does not represent what will be in the next patch notes, and everything is prone to changes.


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…079766532337687

    • Arma 3 - Warlords Developer Livestream

      • RSS-BOT
      • 27. November 2018 um 17:00
      Zitat von ArmA 3 - RSS Feed

      Liveübertragung: We will be going live with a Developer Livestream featuring Rob "Homesick"(Community Manager), Ondřej Kužel (Project Lead), and Josef Zemánek (Senior Designer). During the Livestream we will be showcasing our new multiplayer game mode "Warlords", and playing with our community. We will also be doing a give away of 5x "5 Years of Arma" Hoodies during the stream! If you're interested in seeing what the new game mode is all about, make sure you tune in at https://www.twitch.tv/BohemiaInteract at 16.00 ZULU (UTC)

      Quelle: https://steamcommunity.com/games/arma3/ev…701432519135380

    • SITREP #00229

      • RSS-BOT
      • 27. November 2018 um 14:07
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Warlords Update, Developer Livestream, Steam Autumn Sale


      PRECEDENCE

      : Flash



      https://steamcommunity.com/linkfilter/?ur…st/sitrep-00229

      SITUATION

      Winter is coming, yet the recent cold weather didn't prevent us from applying the final touches to the upcoming Warlords (1.86) Update. It is scheduled for release this Wednesday. We're also hosting a developer livestream, where we will be showcasing the new Warlords multiplayer mode, and giving away some '5 Years of Arma 3' hoodies to viewers!



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…701432526652411

    • SITREP #00229

      • RSS-BOT
      • 27. November 2018 um 14:07
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Warlords Update, Developer Livestream, Steam Autumn Sale


      PRECEDENCE

      : Flash



      09a3b4e1b9b945b62c2638b2489c63e6d7a28457.jpg[dev.arma3.com]

      SITUATION

      Winter is coming, yet the recent cold weather didn't prevent us from applying the final touches to the upcoming Warlords (1.86) Update. It is scheduled for release this Wednesday. We're also hosting a developer livestream, where we will be showcasing the new Warlords multiplayer mode, and giving away some '5 Years of Arma 3' hoodies to viewers!



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…701432526652411

    • Save 66% on Arma 3 in the Steam Autumn Sale

      • RSS-BOT
      • 22. November 2018 um 09:52
      Zitat von ArmA 3 - RSS Feed
      https://store.steampowered.com/app/107410/Arma_3/

      Winter is coming - so now would be a great time to request Arma 3 deployment to sunny Altis, Stratis, Malden, or Tanoa at

      up to 66% off

      in the

      Steam Autumn Sale

      !



      https://store.steampowered.com/app/107410/Arma_3/
      https://store.steampowered.com/app/395180/Arma_3_Apex/

      Click

      here

      for an overview of

      all discounted Arma 3 DLC packs

      . And while you're at it, also be sure to nominate your favorite game(s) and developer(s) for the

      Steam Awards

      . Spread the word to your Steam friends and family - and enjoy your new game(s)!



      https://store.steampowered.com/SteamAwardNominations/
      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…701432490529099

    • Save 66% on Arma 3 in the Steam Autumn Sale

      • RSS-BOT
      • 22. November 2018 um 09:52
      Zitat von ArmA 3 - RSS Feed
      adae522a4ae975a70e892b691d339fed510b53c2.png

      Winter is coming - so now would be a great time to request Arma 3 deployment to sunny Altis, Stratis, Malden, or Tanoa at

      up to 66% off

      in the

      Steam Autumn Sale

      !



      https://store.steampowered.com/app/107410/Arma_3/
      https://store.steampowered.com/app/395180/Arma_3_Apex/

      Click

      here

      for an overview of

      all discounted Arma 3 DLC packs

      . And while you're at it, also be sure to nominate your favorite game(s) and developer(s) for the

      Steam Awards

      . Spread the word to your Steam friends and family - and enjoy your new game(s)!



      aaf15cbebd45921d791f8ff40a8267f86861f979.png
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…701432490529099

    • Status Report - 20 November 2018

      • RSS-BOT
      • 20. November 2018 um 21:13
      Zitat von DayZ - RSS Feed
      d95fe6bcfe960bf94672a79ce585d708f8c1afbb.jpg

      Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview of the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it!




      • Dev Update/Eugen - General status report and overview of current issues
      • Xbox One update/Martin - Basebuilding & Vehicles game update details; DayZ is 15% OFF on Xbox One now!
      • Dev Update/Peter - Focused Feedback, Round 1
      • Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team
      • Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations
      • Dev Update/Filip - new infected sounds, clothes/backpack sounds, and other improvements
      • Community Spotlight/Baty - Community Spotlight on your Halloween content, mods, and more

      Dev Update/EugenDear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years.



      As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you.



      When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game.



      Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run.



      Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when needed. We want to get better.



      Update on pressing issues from the last Status ReportWe've made some progress on the pressing issues we listed the last time, let's take a look:



      HIT REGISTRATION

      We have tracked and fixed a number of hit registration issues over the last couple weeks. To be specific, I'm talking about the inventory manipulation of magazines through double click, which wasn't properly synchronised and caused ghost bullets. Another issue was with zeroing and a reload initiated during scoping/iron sights in a specific way. The most common issue was caused by problems in packet priority and networking. Overall, you shouldn't be seeing hit registration issues pop up too much any more, and I highly recommend you to contact us through the Feedback Tracker if you experience weapons not dealing damage at all.



      While there are certainly some issues with damage itself left, it is tied to a balance pass and things will get ironed out. I'll also be talking about one specific damage issue that has popped up on our channels recently.



      CHANGING KEYBINDS

      The next update should contain the keybinding UI and while still work in progress, it should be a large improvement over what was possible before, and it will also finally be consistent with other UI elements in-game.



      LIGHTING ISSUES

      Lighting and exposure settings are being debugged right now and you should see changes coming in over the next weeks, making sure that both day and night lighting problems, tone-mapping, luminosity, light sources and what the community describes as excessive bloom are improved. The issues we are tracking right now require more input from the Engine Team and are planned after the next Stable update.



      FPS DROPS

      With the investigation into FPS issues reported, we haven't gathered enough evidence yet. I would like to ask all of you experiencing a decrease over the last few patches to send us information about the server you play on (possible modification causing some drops, even economy changes causing more items to be placed on map), their configuration and drivers to help us iron out exactly what happened and how. Internally, we haven't been able to reproduce it on any range of systems we have available, but we may be missing a crucial piece of information.



      Current issuesAs I already mentioned, while fixing some things, we also manage to break them. Let's see what's broken. To make things short for the Status Report, I'm just going to list them as bullet points of current most pressing issues, and you can read the full context and our response in the

      related forums thread[forums.dayz.com]

      .


      • Server crashes
      • Vehicles issues
      • Broken play button
      • Persistance issues
      • Gun sounds missing
      • Sounds stuck in a loop
      • Basebuilding issues
      • Shotgun damage issues
      • Night time setup
      • Hit reaction and stun lock
      • VOIP issues

      Again, please make sure you read the

      related forums thread[forums.dayz.com]

      to see our replies on the issues you reported.



      Many of the reported issues can be improved by value adjustments on our end. I want to emphasise how important this balance pass is for DayZ and its functionality. While all sorts of interesting features are in, they require us to review their current state. We need to get dirty to properly configure them. Gun-play, damage values, diseases, economy, persistence, and so on - bugfixing definitely comes first with high priority issues, but a balance pass is what makes the game fun in the first place. We will announce as things get rolled out over the following updates before we reach 1.0. The first thing you should be seeing is recoil and its behaviour tweaks.



      - Eugen Harton / Lead Producer


      Dev Update/MartinHi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our

      Xbox Development Briefing[http://www.dayz.com]

      , if things go well, we'd like to release the Basebuilding & Vehicles game update on Xbox

      this Thursday

      . This is still with a disclaimer as we'll be going through the final stage of testing tomorrow, but even if we discover some specific issues, this update will still be the biggest Xbox update of DayZ since we launched in Game Preview.



      We're also right in the middle of the Xbox Black Friday sale, and this will probably be one of the very few chances to

      get DayZ on Xbox One[microsoft.com]

      for an advantageous price (currently

      15% OFF at $33,99 / £26,99 / 33,99€

      ). So, If you were considering getting DayZ on Xbox, or convincing your friends to give it a try, right now is probably a good time to go for it. The game will

      only get better and more polished from here

      , so while I'm of course strongly biased, I'd say the current price is a pretty decent deal.



      b5bd4c499e7a893596e50f7bef91b6783f5e4e9e.png[http://www.dayz.com]

      - Martin Čulák / Brand Manager


      Dev Update/PeterOver the past week, we've been collecting your feedback on gameplay mechanics in the first installment of the Focused Feedback Round on our forums. Below, you can find links to the individual topics. You've sent us countless ideas and suggestions for every single one of them.


      • Status Indicators in the HUD[forums.dayz.com]
      • Character Movement, Gestures and Actions[forums.dayz.com]
      • New Actions & Crafting[forums.dayz.com]
      • Stamina[forums.dayz.com]

      As we are pretty busy with the preparation of the December release, we will take this week to evaluate your feedback before starting round two. We are going to talk about gun mechanics, melee, infected and the damage system, so gather your thoughts for when we open the next Feedback Round.


      - Peter Nespesny / Lead Designer


      Dev Update/MirekHello Survivors! As we're all very busy with our tasks, I just wanted to provide a quick bullet point overview of what we have done, what we are working on and what we have planned for the upcoming weeks. Let's go:


      Done

      • Car physics update; We had to rework the car physics controller as the suspension system was very unstable at lower fps (both client/server side)
      • Hit registration fixes; We've managed to fix one specific hit registration bug caused by packet ordering
      • Support for hearing sounds outside the network bubble (this can be configured in a server config)
      • View distances are now also configurable via server config
      • Voice over Network fixes; We fixed specific issues with 5.1 & 7.1 headphones
      • Aligning characters on sloped ladders
      • Added script API for light sources; Our scripters (and modders) can now script the intensity, colour, and size of light sources and dynamically change them
      • Support for additional character animations - e.g. sickness

      In progress

      • Overall stability improvements; Mostly crash fixes
      • Modding support; Further script API extensions, filepatching & security bug fixes
      • Further car physics tweaking
      • Input system (allowing the ability to assign key binds)
      • Fixes for applying damage texture to specific damage zones

      Plans for next weeks

      • Continue with crash fixes
      • Character physical controller fixes
      • Infected AI fixes
      - Miroslav Maněna / Lead Programmer


      Dev Update/ViktorGreetings from the animation team Survivors! We've been very focused on bug fixing and improvements to existing animations and systems in these past two weeks. We have finished a pass on hundreds of in-game items, mostly updating their holding poses to make the animations look more natural, and also to reduce various clipping issues. There are still some problematic items which will be up next.



      Other than that, we've also worked on bug fixes in the animation graph and animation polish for player character animations. One of the specific improvements is the addition of animations related to various sickness states. Player characters will be able to show signs of being sick by coughing or sneezing, and also to show signs of being too warm/too cold.



      - Viktor Kostik / Lead Animator


      Dev Update/FilipHi all! In the audio team, we've been working on introducing additional variety to the sounds of player movement. That includes three different sounds for movement with a backpack, three new sets of sounds for various types of clothes (represented by the Patrol Jacket, Raincoat, and Quilted Jacket) and noises for movement with the ghillie suit. By now, you have also probably discovered that the leaves are now rustling when players are moving through bushes and small trees. Finally, our infected received new voices, now totaling at four male and two female infected voice variations.




      - Filip Čenžák / Sound Designer


      Community SpotlightHello everyone, I am leaving to my two-week long holiday today, but I prepared a Community Spotlight for you before I take off. While it's quite some time since the Halloween, I have not had the chance to feature all the spooky screenshots and videos that you've sent me, so this is why I dedicated a large part of my yesterday's community spotlight to those!There ares also photos of our own real-life infected at the Prague Zombie Run, and a many community mods for you to try! Check out the Community Spotlight

      HERE[http://www.dayz.com]

      !



      DsYNV0KXcAExKRN.jpg:large[dayz.com]

      - Baty Alquawen / Community Manager



      Header image by

      Sagerest

      .


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…320205447849090

    • Community Spotlight - 19 November 2018

      • RSS-BOT
      • 19. November 2018 um 17:17
      Zitat von DayZ - RSS Feed
      f2c7566f60df5e9c5b205399848496acc47aa436.jpg

      Hello again, Survivors. Another Community Spotlight is here!



      Halloween is already gone, but I didn't tell you how much I liked your screenshots with the pumpkin heads. They've been in the game only for a week but you've had a lot of fun with them. Thanks for sharing! Let's check out your horror-themed content.



      Halloween squad shared by

      CryDoXz

      :


      gPYmltW.png

      This one is beautiful! Thank you [/u]

      Ladelthia‏[/u]!
      X65xP63.jpg

      And love these too. Good job

      Juh_4u

      !


      6ALzfyJ.jpg

      DayZCore

      server organized a Halloween event and it looks like they really

      had

      fun.


      AFnJipb.jpg

      Sweetest_Kill

      and

      Jakon

      had fun with pumpkins too.


      RpBrLBX.jpg
      YPDJQlI.jpg

      Just for your interest, in case you didn't know, DayZ is a game developed by company based in the Czech Republic (Inter alia) and we don't celebrate Halloween. We have a special day called "Dušičky" (Souls in the English language). People visit cemeteries and light candles for the dead, we don't have pumpkins and costumes here (even though I love the Halloween costumes!).



      ]And one more thing! One of our infected joined the zombie-themed night race called Zombie Run here in Prague. The race was 5km long and it was fun to watch people dressed as zombies running around. This was our infected[/u], he didn't win but he didn't eat anyone at least:


      oOumsqc.jpg
      paDTiWt.jpg
      Emn7ngP.jpg


      Who is Negan? A creepy creature. When you hear whistling, run for your life.


      https://www.youtube.com/watch?v=zYURWwRc8f4

      DayZ can be scary. Belzelga

      proved

      it really well.


      https://www.youtube.com/watch?v=7EGqZRTxJ94

      Another creepy little video (Mr. White is back), but with nice singing! Cool story, Foxy Pote!


      https://www.youtube.com/watch?v=Zi72aHWcp-A

      And one more horror-themed video by Gekofish:


      https://www.youtube.com/watch?v=gZT2fIjLwuo

      This is a school project inspired by

      Mr. Midnight

      .


      https://www.youtube.com/watch?v=u6m_arjdQsI

      Let's calm down. Berrett5Bumpas made a really relaxing video. Check it out:


      https://steamcommunity.com/linkfilter/?ur…ideos/335312959

      And if you are not into video,

      check out this visual[forums.dayz.com]

      basebuilding guide by RookieN:


      woQzeoQ.png[imgur.com]

      And if this still isn't enough for you,

      Asmondian

      made a base building Infographic:

      WWrjcNA.jpg


      Let's check out your modded content!



      Kuroakita

      is trying to mode his first vehicle and it looks cool already!


      6KIHHNc.jpg

      When we are talking about cars,

      Repa24

      is making one too. Nice work.


      Zg6gE9B.png

      If you are a role-play lover, you probably could appreciate a trader mod. Follow the

      mod's Twitter

      for more info.


      hFQRh2s.jpg

      But this is a cool mode made by

      DannyDog

      . Let me introduce you to his street lights. They are not on the workshop right now but we hope they will be in the future.


      G5KLx9E.jpg[imgur.com]


      Let's solve the location riddle - it was a place near Pik Kozlovka. Correct answers were sent by:


      • Lad
      • Foxypote
      • Chill Pilgrim
      • Lijazos
      • Asmodian
      • DrDeSync

      And the new one is pretty hard (greetings from Sumrak):


      9hM8W6A.png

      As always, if you know where the location is, send your answer to our

      Twitter account

      with the #DayZriddleTime hashtag.



      Enjoy the game and see you in two weeks!


      - Baty Alquawen / Community Manager

      Header picture by

      -Canis-Dirus-.
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…320205440246425

    • Work in Progress Update! [Nov 15, 2018]

      • RSS-BOT
      • 15. November 2018 um 15:17
      Zitat von SCUM - RSS Feed

      Hello everyone, here we are again with our weekly update of what is going on behind the doors!


      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Fortifications


      • Fortifications are in full swing, soon you will be able to have a cozy place to call home, and netflix and chill on that sofa that you love and adore, and maybe a bit more!

        276343c1b564b7af2c4c317ef5e1ea54fa955dfa.jpg

        c2b663676d1e1ac4212f8c95eec455b70c33b172.jpg

      Vehicles


      • Vehicles are slowly being wrapped up for the first stage of release. The SUV in the picture will be able to hold up to 4 people, and it will have storage as well.

        1eb68052bedcdd1d1d03b606e85b232783b0ba2c.jpg

      Cities of the future


      • Our level design team started to work on city assets. So at one point, you will have full-fledged cities in SCUM to roam around, and make your home!

        b4b3710088796e6bb5fd2852d5991cedfd5100ea.jpg

        af14318e18c8b8bab1b6dd2ef978f6ef34d33ce0.jpg

      Steam trading cards


      • For all you collectors, this one is for you, and badges are also on the way!

        8928626be10f8ab612bf941d4ada4f72650a1a0b.jpg

      New weapon


      • We are also working on a new weapon for you guys.

        aa315ab45047e01b11b95888823a00093f023346.jpg

      Network replication graph


      • Further server optimizations are underway, one being the network replication graph that should increase server performance and reduce lag.

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      This is it for this week's WIP post, we can't wait to hit the island with all those updates for you guys! On that note, show us your best SCUM memes on twitter under the #SCUMeme and the ones we like we will share around, and if we get a nice amount of good memes we might bring back the penis increase bug! (We won't, but pls make memes so our marketing and community team can laugh a bit).

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…985526471294952

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