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    1. Nodezone.net Community
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    Beiträge von RSS-BOT

    • SITREP #00228

      • RSS-BOT
      • 14. November 2018 um 15:06
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Roadmap Blog, Warlords Update, Community Playsession


      PRECEDENCE

      : Flash



      https://steamcommunity.com/linkfilter/?ur…st/sitrep-00228

      SITUATION

      In this report, we'll be checking out the latest update on our roadmap for 2018, and we'll specifically discuss the upcoming Warlords Update. We'll also briefly cover our first ever Community Playsession livestream, for which we joined the 4th Infantry Brigade in one of their mil-sim operations. And, as always, we'll report on some of the latest activity in the Arma 3 community.



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/announcements/…449002253310247

    • SITREP #00228

      • RSS-BOT
      • 14. November 2018 um 15:06
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Roadmap Blog, Warlords Update, Community Playsession


      PRECEDENCE

      : Flash



      c46bd5d6f91cae63c8da6f2df52d9a029a104d40.jpg[dev.arma3.com]

      SITUATION

      In this report, we'll be checking out the latest update on our roadmap for 2018, and we'll specifically discuss the upcoming Warlords Update. We'll also briefly cover our first ever Community Playsession livestream, for which we joined the 4th Infantry Brigade in one of their mil-sim operations. And, as always, we'll report on some of the latest activity in the Arma 3 community.



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…449002253310247

    • Hotfix Update 0.1.20.10186 [Nov 09, 2018]

      • RSS-BOT
      • 9. November 2018 um 15:28
      Zitat von SCUM - RSS Feed
      fd4ccc3b2a0287b5625bf53c3db9cd56ab6e63d7.jpg

      Hello everyone, we have a small hotfix update for you this week where we squash bugs, add some QOL changes, and other goodies!



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Bug fixes


      • Bug fix where penis would get bigger with each login.

      • Fixed bug on Hunter 85 where player would lift his torso while chambering new rounds.

      • Fixed ear position on a prisoner head.

      • Fixed a bug where some deluxe features where not available on first join. (Black shirt)

      • Fixed bug where melee weapon stops working until unequipped

      • Fixed bug with corpse appearance in singleplayer. If you died with a slim or fat body the corpse would be a muscle body.

      • Fixed a bug where autodestruct timer for some items did not trigger and the items would stay on the island indefinitely, and could potentially cause lag and slow down frame rate.

      • Fixed banjo/guitar equip/unequip animations

      • Improvised bow and recurve bow animation fixes

      • Fixed a bug where all ballistic vests had the same caption and description

      • Fixed a bug where sodium levels were replicated with lower precision than intended causing inaccurate numbers in the GUI

      • Fixed a bug where arms mesh would sometimes disappear when unequipping clothes

      • Interaction component won't mark objects in stencil buffer any more (Crates in naval base do not flash blue anymore)

      • Fixed a bug where urinating would lock hands and penis if interrupted

      • Fixed a bug where it was possible to increase penis size without it affecting other attributes

      • Possible fix for inventory side slots sometimes getting in a corrupted state (minimized, not showing what's equipped)

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Quality of life changes


      • Arrows can be stacked up to 12 now. (was 5 before)

      • Added one higher and one lower octave sounds for all musical instruments (Press Shift for higher octave, Ctrl for lower octave)

      • Created and added Arrow trail particle

      • Decreased candle heat radius

      • Increased render distance for team mate name text to 200m

      • Added near DoF when aiming down the sights

      • Increased the factor at which sodium is lost through urinating. Also this depends on the amount of fluid you lose while urinating.

      • Implemented automatically joining of ammo when added to inventory

      • Adjusted fire animation speed for M9 and Deagle for a smoother and better firing experience.

      • Puppet body gives bones now when chopped

      • Added correct weight to all arrows and adjusted stack to be destroyed if exhausted

      • Added new faster reload animations for Kar98 in events

      • Made event loadout equipment icons more visible

      • Added participation prize awarded to prisoners that stayed in the game event till its completion (10 FP)

      • Crafting will now take holstered items into account

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Admin commands


      • Implemented SetWeather admin command. The range is from 0 to 1. 0 is clear and sunny weather, 1 is full storm weather.

      • Implemented VisualizeBulletTrajectories true/false command. If you enable it you will be able to see trajectories of bullets when shoot.

      • Implemented better drone accessibility. Now you do not need to delete your character on the server to be able to play as a drone. When you are in the main menu press Ctrl + D and you will enter into the drone mode, and next time you enter a server you will play like a drone. Also the admin drone is golden so you can differentiate between NPC drones and admin drones.

        This is what drone mode looks like in the menu:

        edf69b2005869aec0518f6846d9c8df1a8050d2f.jpg

      Nvidia GeForce Optimization


      • Nvidia added SCUM into GeForce experience for optimization, so you can check out that as well!

      1bc2c7cde2b10e6fe8aff90b72365d103ef6a0bb.jpg

      That's all for now! Thanks for reading, have a great day and be kind to each other!

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…959164037766712

    • OPREP - Warlords

      • RSS-BOT
      • 9. November 2018 um 14:48
      Zitat von ArmA 3 - RSS Feed
      UNIT:

      Josef Zemánek, Senior Scripter & Designer


      TO:

      Arma 3 Users


      OPSUM:

      From personal Workshop project to official multiplayer mode



      da92bed5fe3657efc1d848a622c6e53468ba4855.jpg[dev.arma3.com]

      EVALUATION:

      For those who missed our

      Roadmap 2018 Update blog[arma3.com]

      , Warlords is a multiplayer game mode for Arma 3, which will be added to the game for free as part of the upcoming 1.86 Update. However, some of you will know that it has been around for some time already on the Steam Workshop, where it garnered valuable feedback from a fairly large number of players over the past 3 years or so. In this OPREP, I'd like to share my motivation for creating Warlords and why we believe it makes for a great addition to the vanilla game.



      Full Report[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…581464324149565

    • DayZ is entering BETA on PC

      • RSS-BOT
      • 7. November 2018 um 19:06
      Zitat von DayZ - RSS Feed
      a16539d843c6b0adad8790f0bb95700eef380c64.png

      Dear Survivors!



      Today is a very exciting day for all of us here at the DayZ team. Coming closer to five years of Early Access Alpha development, we are now moving the PC version of DayZ into BETA. What does that mean for the future of DayZ and how long do we intend to run the BETA? Watch our new Dev Log video to find out more.


      https://www.youtube.com/watch?v=N_ZfK6a8T00

      To recap, The DayZ BETA shifts our focus from introducing new features and content to bug fixing, stabilization and balancing. The goal is to create a stable and -most importantly- fun experience for our 1.0 release, scheduled for the end of 2018.


      Worry not, this is not the end of DayZ development: we have more features and content planned after we stabilize the game, and they will come to you as part of free platform updates in the future.



      The former 0.62 version running on our old technology has been moved to a legacy branch on Steam, and the default (Stable) branch on Steam now runs the new, 0.63 BETA update.



      So what are some of the BETA highlights?


      • Major engine changes
      • Improvements to game and network performance
      • Introduction of base building
      • Massively improved implementation of vehicles
      • More elaborate AI for infected and animals
      • Major map rework to make Chernarus more beautiful and detailed
      • Ability to run your own servers
      • Modding Support

      While mentioned as the last bullet point, the modding toolset is

      equally important

      to our effort of polishing the game, as it opens a whole new world of opportunities to experience DayZ in different ways. Read more about our modding toolset

      on our official forums[forums.dayz.com]

      .



      Pricing plans, and post 1.0 plansDespite our original announcements suggesting otherwise, the pricing will not change for DayZ with the BETA release, and we'd like to reach the final price for DayZ when we release the game out of Early Access. That means for now, DayZ is still available for 27,99 EUR / 34,99 USD.



      For the rest of the year, we will be working on our post 1.0 development plans and evaluating where we take DayZ next in terms of additional features and content. As soon as we have a solid roadmap in place, we'll let you know through all the official channels. Until then - see you all in Chernarus, and please do report every issue and bug you find to our

      Feedback Tracker[feedback.dayz.com]

      !




      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…315265990547658

    • Work in Progress Update! [Nov 07, 2018]

      • RSS-BOT
      • 7. November 2018 um 15:51
      Zitat von SCUM - RSS Feed
      fd4ccc3b2a0287b5625bf53c3db9cd56ab6e63d7.jpg

      Hello everyone, here's our weekly update of what's going on with SCUM!


      We just released the Wild Hunter update last week, so this list will be a bit shorter than usual, but you can also expect a small hotfix update later this week with lots of fixes and some QOL additions.



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Archery


      Our work with archery is still not done and we're working on improving it.



      • Using the bow will impact stamina.

      • You'll get various bows that are different in regards of how much strength is needed to use them to their best capacity.

      • We're introducing the archery skill that includes crafting better bows, better arrows and more.

      0294d1dce8efc99404807cff986d4bc132259a70.jpg

      Fortifications


      • We have recently started to work on those! Why so late you ask? Well, we have a bit of a bigger system in plan than intended that includes fame points spending and making stuff yours (we can't spoil too much).

        Edit: To elaborate a bit on this, there's a lot to do for them, and we wanna make sure we figure out the best way to incorporate them into the existing world so everything stays consistent. We'll keep you posted as we progress with this.

      Cars


      • As you all saw in the gif we posted recently, car development is in full swing. It's still in the works and we don't want to give any ETA because in gamedev you never know what can happen, but we are giving our best to make it game ready as soon as possible!

      338f581ee7e71ee332b08f346281edc88162ee1b.jpg

      New point of interest!


      • We got a new point of interest in the works for you guys as well!

      63ad4a17a915ff5bc26ff7ccb012a0577f260ef3.jpg

      a81d73cc5c54181ded6f7aa4493ca8916119280c.jpg

      Nvidia DLSS


      • In other news! We're working on implementing Nvidia's new technology called DLSS into SCUM. If you don't know what that is, you can find out about it here! Nvidia DLSS [wccftech.com]

      That's it for now folks! Stay tuned for the hotfix coming this week!



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Just a small note to clear some confusion, working on other features like archery or Nvidia integration does NOT slow down development of cars or fortifications, so you can stop biting your nails!


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…959164032681173

    • Arma 3 Roadmap 2018 - November Update

      • RSS-BOT
      • 7. November 2018 um 15:05
      Zitat von ArmA 3 - RSS Feed

      Hi everyone!



      As we're approaching the end of the year, it's time to share some more insights into our plans for Arma 3 in 2018 and beyond. Be sure to read our latest

      devblog

      on our website:

      https://steamcommunity.com/linkfilter/?ur…november-update

      09b34457d9f2220f3bb131eedac597cf0bfc6e52.jpg[arma3.com]

      d26440b785b8859900b998d0e402d3207a9c4c62.png

      8adbd0ede5ab46474bdf8067e714067becb92dac.png
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…581464312273733

    • Status Report - 6 November 2018

      • RSS-BOT
      • 7. November 2018 um 00:06
      Zitat von DayZ - RSS Feed
      d963e8da7d83ca07bfe4909b7c9ae3e835f670f1.jpg

      Today was quite a busy day at our office with the Experimental BETA patch hitting the Experimental servers. So apologize this late Status Report, it is worth it.


      Dev Update/EugenDear Survivors,



      we are listening. We know the last Status Report has started some

      heated discussion about DayZ

      . I'm gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don't go unanswered. But first, I also want to [/b] because today is the day that

      we updated the Experimental branch[forums.dayz.com]

      with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I'm excited about this first step to a more polished gameplay experience with more endgame goals to achieve.




      Farewell, 0.62 - 0.63 is fully taking the reignsNot only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we're no longer working on old technology, the 0.62 version is now

      becoming a legacy to look back at and learn from

      . We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit.



      The current 0.63 will be moving to the default branch (what we call the

      Stable branch

      , as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own

      "legacy branch"

      for future reference. This will make sure that players coming back in will get in touch with the

      new version of DayZ

      , and won't be facing a situation where they start up a game and can't join almost any server due to version difference. That way, we can focus on what the

      future of DayZ

      should be and we will deliver updates straight to you.



      Experimental and Stress Test Branches

      should not see much use

      for the rest of the year, and will be deprecated until we get to a point they are once again needed. Our goal right now is to focus on addressing issues you guys have been reporting, and on making DayZ fun for our core player base.



      With this change, we will release one more thing for you guys to play around with:

      DayZ modding tools.

      Yes it''s happening!



      While they can definitely be considered Experimental, your early feedback on the tool set can help us shape the future of the DayZ platform and game alike. Tools will be available as a free download on Steam and will be also supported by our new DayZ Launcher to organize your DayZ experience. The launcher (familiar to those of you who tried Arma 3) will be useful not only to work with mods, but also for work with startup parameters, server and tools after the tools package stabilizes a bit. With the DayZ tools release, we will be opening the Steam Workshop for you guys to share your creations in an easier way, accessible in one central place.



      TLDR; if nothing goes majorly wrong, 0.63 is moving to Stable tomorrow, and we begin our BETA development - the march towards a stable 1.0 release.


      Plans for the upcoming weeksWith 0.63 on the Stable Branch, and community server owners updating their servers with all these new features we introduced, I wanted to touch on few more things that are about to happen

      in the upcoming weeks,

      as that's certainly something you'll be very curious about.


      Server browser changes & update scheduleThe server browser is getting an overhaul based around a new technology that we developed

      together with our Online Services team. The gain with this implementation is that you'll be better able to tell if a given server is running a modified version of DayZ, and at the same time, the new implementation will make the server browser feel more aligned with rest of our UI design (which is by no means polished yet, but at least a basic direction has been set).



      Related to community servers, at least for the rest of the year, we're trying to go and have a fixed schedule of weekly updates so that server owners can be ready for any upcoming game updates.


      Fixing, tweaking, and polishingThe upcoming bugfixes and tweaks will be focused on many of your complaints over the years. We read almost everything you guys post across social media, including (especially) those comprehensive lists for 1.0, and I just want say we know these things are important to you.

      While features are in, their functionality is often broken.

      We know that's what makes or breaks a game, and now is exactly the time to get that fixed. During this period of stabilization and iteration, you'll see the game change around the details that matter. A balance pass is ahead of us, and while it's certainly not the last, it will definitely be a first one that will fix a whole lot of the inconsistencies you guys experienced over the years.



      Just as an example, I'm going to use the fix of misaligned guns that is already in Experimental (caused by either using a vehicle, being in prone, or using free-look).



      We're also going to go over some of the issues that bother you a lot: like hit registration problems, or changing your key binds. Let's go.


      Feature and content freeze for BETA/1.0With today's Experimental update, we have released a huge amount of items that were not available in-game before, and while some of their functionality might be bugged, these specific cases will be tackled in the bugfixing, polishing, and balancing push. What's in the Experimental build now is the list of items we want to hit 1.0 with, and anything else we've talked about in the past will be a post 1.0 content released as free platform updates.



      The same goes for features - features that we previously had planned to deliver and are not in-game right now and are postponed after 1.0 release. We will be working on our post 1.0 plans and communicate the exact details of our efforts through official channels. One thing I can already say - I'm really looking forward to working on a stable game platform. Something we have not seen a lot (or at all) for the past 5 years.


      Addressing the current most pressing issuesThere are some hot topic currently resonating in the community, and I wanted to touch upon some of those in more detail. As these would make the Status Report visually even longer, we're gonna put them into a separate forums post. These are the topics covered:


      • Item renaming
      • Hit registration
      • Changing key binds
      • Bloom post process effect tweaking
      • FPS drops
      READ THE FORUM POST[http//status-report-6-november-2018]



      Now to an elephant in the room that has to be talked about in a proper manner. Previously, I have said that I want to write up my thoughts after talking to you guys on various channels and criticism that has ensued after the last Status Report. Here it is.



      Why go for a 1.0 release this year?There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken - additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds.



      Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We're taking a deep breath, we're taking a look back with the aim to properly plan out building on a platform that is fun to develop for.



      Can you really have a polished, stable 1.0 version of DayZ by the end of the year? There's not much time left.Yes, unless we believed that, we wouldn't have chosen the option to hit the deadline. There is about a month of real development left, and hopefully some you have noticed we have started fixing some really pressing issues in DayZ over the last week as we shuffled our priorities. And that is what deadlines do. They make you think twice about what is really important. While there are large numbers of issues left, only about 600 of them are crucial to make DayZ work as intended. We plan to do exactly that. Fix features, stabilize the game and make it enjoyable after being weighed down by bugs for a very long time.



      Are you pressured from the Bohemia management to go for the release?There is pressure of course, that's a natural part of game development. We've just spent five years in Early Access. That said, Bohemia Interactive is a privately owned company under no pressure from external investors. It is our decision to meet our deadline, and there are no business people standing behind our backs forcing us to do it. Bohemia is a family of like-minded people who want to make games without publishers calling the shots. It's also one of the core reasons why Bohemia still self-publishes its own games, and generally does things on its own. While we may not be perfect, our players, our community, our games are still very clearly different from the rest of the industry.



      Why not just continue in BETA after stabilizing the game, and not avoid "slapping" a 1.0 on a game that's not "feature/content complete"?Because if we were to do every single thing that was ever conceived/thought of/casually mentioned for DayZ, we would not be able to exit Early Access even next year. In development, especially if you work with new technology, there is no proper way to do estimates. You just do them based on your past experiences with different technologies. This a super complex topic and we were unable, and effectively failed to predict the amount of time some these things would take on the new engine. While the possibilities with our own technology are endless in theory, we just can't hit content/features that we wanted or wished for in the time we set for ourselves. That said, we know that the game is going to be tons of fun even when some of your favorite features and content are missing now.



      Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now.



      What are your plans for development after BETA? When can we see the remaining features being implemented?As mentioned previously, we want to properly plan out content and features for next year, and focus on timely delivery by having a stable platform that we can build upon. One of the top priorities will definitely be weapons and content variety. As for features implemented post 1.0, we will share more information once the whole team agrees on what exactly we can and will deliver. DayZ is our dream game and we want to make it the best possible experience for developers and players alike.



      - Eugen Harton / Lead Producer

      Header image by Uncuepa.

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…674853054158372

    • Wild Hunter 0.1.19.10050 [Nov 02, 2018]

      • RSS-BOT
      • 2. November 2018 um 12:41
      Zitat von SCUM - RSS Feed
      fd4ccc3b2a0287b5625bf53c3db9cd56ab6e63d7.jpg

      Here it is bois and girls. The SCUM Wild Hunter update - before we get into the details here is an eloquent description of the patch:


      SCUM's Wild Hunter update introduces an intense series of new features catering to the prisoners' most primal urges. The update is highlighted with the introduction of basic bow and arrow skills for both hunting wild game and combat against puppets and other prisoners. Prisoners can put these new skills to use by tracking and striking new boars and goats roaming the island, then crafting their trophies into intimidating headwear or decorative spiked heads. Slow things down around the campfire with new musical instruments to play including a banjo, guitar, and harmonica. Additionally, character customization include a fully nude character model and the ability to apply attribute points to a prisoner's genitals.


      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Bows and Arrows

      • a233f50917f261d0627c16feaa1f07c21b54df03.jpg
      • The recurve bow (Right) its a basic bow that can be found through the island, and it offers bigger durability than the improvised bow.

      • The improvised bow (Left) is the most basic type of bow in the game its durability is its weakest point, and it can only be crafted.

        898f7d8b4475132c3df93ae1144a1e5bca41f6e7.jpg

      • Carbon arrow is the most durable arrow, and can only be found

      • Wooden arrow can be crafted but does not offer much durability and can only be crafted.

        Important note - this is the first version of the bow and arrow mechanics we will expand on it and introduce more as time passes as we upgrade the skill.

      Primal Crafting

      • 4bba2af78af3f3094ff209bddce80b33e949a493.jpg
      • More cool headgear so you can have matching outfits with your buddies. Goat cap and boar cap!

        75170d010906bc40fcde1b2cc43db4afe538e700.jpg

      • Never enough Halloween decorations. Those heads on spikes send a clear message to people who wander into your camp. Also, these are crafted through the blueprint system so you can get creative with them.

        45129a2b2969bd267f799edbcc8831c12a1c9196.jpg

      • Everyone asked for a tooth necklace, so here it is. We also added an ear necklace, and both necklaces come in 3 possible variants depending on how much you like hunting.

      Let it Hang!

      • 1b524021babfcb694c661a77380c76620dad4d51.jpg
      • One of the core features that we added to the Wild Hunter is the fully nude body in character customization. Also, we added a slider for your phallus. The default size is 4 inches and you can increase its to maximum 8 or decrease it to the lowest at 1 inch. As with everything in SCUM, this attribute is connected so if you add points into length it will reduce available attribute points and if you reduce the size you will gain more attribute points to be used elsewhere.

      • Also, we respect people who do not want to have such a visual experience thats why we also have a concealed mode. Owners of the SCUM Supporter Pack start with an extra 2 inches.

      Musical Instruments

      • 0eb4aaaa13c25aee8e82c3b05cb8040cafb88cf2.jpg
      • You have a guitar, banjo and harmonica.

      • All musical instruments can be played with keyboard starting with C note on "R" key on the keyboard when in Play Instrument mode. We can't wait to see what music the community will create with these new additions.

        R = C
        5 = C#
        T = D
        6 = D#
        Y = E
        U = F
        8 = F#
        I = G
        9 = G#
        O = A
        0 = A#
        P = B

        P.S. You can rebind them to your liking - note that when you play an instrument all functions are disabled besides moving.

        Here you can hear them in action!

      Behind the Camera View!

      • b2ad6e75cb961a642c37bb767e52c36affa10b1e.jpgc7632b95e87aa3e0a9ade3fd6825c422aee0089c.jpg
      • For now, this mode is only available to users that rent servers, and have the admin role, though we are working on expanding that in the future.

      • Yes, it's here. You can finally become a drone and fly around. To enable it just create a character with the name "Drone290818"

      • WASD - Movement
        Mouse scroll - Increase/Decrease Speed
        Enter - Change View
        Page up/down - Teleports You to Players

      • You can also get a glimpse of the underground part of the new naval base, as it's released in this patch!

      Simplified Chinese!

      • 8a76c6bec45ae14fbd7abd27cceb529ebfbe0d89.jpga9d236b9ba04a490b84197febc7675658707b803.jpg
      • Fully operational Simplified Chinese has been implemented in the Wild Hunter update.

      • There is a new head option to choose from in character creation!
      03c22d68f41a60d57a4c314392a09b37dee602de.png

      IMPORTANT: As SCUM is a survival game at its core, we are starting to slowly decrease spawn rates of items for a more survival feel in the game.

      Balance Changes

      • Military loot spawn rate has been reduced 50%

      • All other loot has been reduced 25%

      • All food gain from chopping puppets, animals, players i reduced by 50%

      • Fame Point gain from shooting sentries is x4 lower now.

      • Tearing out papers from diaries does not give fame points anymore

      • Increased sugar gain on juices from 11g to 19g per 100g

      • Urinating will now decrease sodium levels (up to 10% per urination)

      • Puppets cant be chopped into meat or fat anymore. (Meat could not been eaten before anywat so we decided to remove it)

      • Binoculars take 2x2 space in inventory now
        • All scopes can be used as binoculars by just holding them in your hand.

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Bug Fixes

      • Fixed event selection combo box sometimes not changing the selected event

      • Fixed a bug where grape trees would disappear after searching

      • Fixed a bug that caused camera to fly away if death occurred while prisoner was in the air

      • Fixed a bug where corpses would disappear some times.

      • Fixed a bug where items would disappear after stabbed into corpses

      • Fixed a bug with lookout ladders being unclimbable.

      • Fixed scope crosshair disappearing issue

      • Prisoner corpse is now properly cleared of equipment on search.

      • Fixed a bug where prisoner corpse was twitching and teleporting on death.

      • Fixed a bug where people would fall through the land in caves and be able to kill players bellow the ground.

      • Fixed a bug where some blueprints could not be destroyed

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Admin commands

      • The admin command for banning and setting fame points can be done even if the player is offline now.

      • Banned players are removed from the statistic list

      • Added new command #SetFamePointsToAll <Value> every online player on the server gets the same amount of Fame Points.

      Optimizations & AntiCheat

      • More client and server optimizations improvements due 4.20 migration

      • Further updates on our anti-cheat system

      In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…195930362547854

    • SITREP #00227

      • RSS-BOT
      • 30. Oktober 2018 um 16:55
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Bootcamp Recap, Community Activity, Halloween Sale


      PRECEDENCE

      : Flash



      0ebe5e1a89862d41355d9b02a725e7388ce55c66.png[dev.arma3.com]

      SITUATION

      We've had some busy weeks at the studio, as we hosted the Arma 3 Creator Bootcamp, and of course we are checking out some of the latest community activities.



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…817596427179511

    • Status Report - 23 October 2018

      • RSS-BOT
      • 23. Oktober 2018 um 19:24
      Zitat von DayZ - RSS Feed
      66030045213abdcfb960bf1e37e946cc9c280b01.jpg

      Today is going to be quite an important Status Report as we are going to talk about the BETA update and our road towards the end of this year. Peter is explaining the current state of base building and Adam discusses the new in-game map which will support you on your travels. Let's get into it!

      • Dev Update/Martin
      • Dev Update/Peter
      • Dev Update/Adam
      • Dev Update/Filip
      • <Community Spotlight

      Dev Update/MartinDear Survivors. As promised, it's time to address the upcoming BETA update.

      This will be a longer text

      , so take a deep breath, we're going to get back all the way to the last year.



      In the

      2017 - Year In Review

      video published last December, we shared our goals to deliver the BETA and 1.0 updates of DayZ in 2018. Over the course of this year, we've made significant progress towards completing those goals (2 major experimental releases, and 50+ Stress Tests), and while there's less time left in 2018 than we'd all like to have (some 60 days left before the holiday season starts), we're still well on our way to releasing these important updates.



      In this blog post, we'd like to better define the PC BETA update - what our goals with it are and what your expectations towards it should be.




      What does reaching BETA mean for DayZ?Before we dive into the specifics of the DayZ BETA update, let's set the terms straight first. In software or game development, BETA is widely regarded as a product that's feature complete. For the DayZ PC BETA, this is true in a sense that the BETA will have all the features required for its

      core gameplay loop

      to work, but within the overall scope of the DayZ project, it's certainly not what we would consider a totally feature complete game.



      Then, the BETA stage of development is a point from which the focus of development shifts to

      bugfixing and polishing

      , instead of implementing new features and technology. This will be especially important for DayZ, as one of the the main goals of the BETA update is to start making the game into a stable platform that's ready for further development.



      The other main goal of the update is to make the

      vanilla game

      an enjoyable experience - after years spent on core technology development, we finally have a game in our hands - not a game concept. The game has a given set of features and content, and that will allow us to make the necessary balancing and polishing together with our community.



      Most of this will be happening throughout the rest of 2018, culminating in a 1.0 release where we leave Early Access - but even after this milestone is achieved (meaning we finally close the core development of the game), we're going to keep

      improving the platform

      before new things start making their way into the game again.



      So to summarize, the PC BETA update is going to be a version of the game that has all the basic fun elements of DayZ available, and it's also the start of the journey towards a balanced, stable platform that's ready to support further development and modding.



      With that out of the way, let's take a look at the particular features and content that will be available in the BETA update.




      BETA Features and ContentIn August, we've gone through a

      feature freeze

      - an important internal milestone where we've evaluated the overall state of the game and marked any item from our

      Feature & Content Goals[http://www.dayz.com]

      that did not reach a certain level of implementation as post 1.0 development.



      While we are ultimately the masters of our own development time, there is one universal truth in game development: you can always try to squeeze more stuff into a release, so eventually,

      a line needs to be drawn

      and goals need to be established in order to achieve results.



      The goal we've set was clear: making sure that we proceed towards

      stabilizing the DayZ gameplay and platform

      in 2018, as this stabilization will be necessary for further development of the game, and will benefit DayZ in the long run. Additionally, after working on a project for 5 years, it also became apparent that the team needs to have a sense of an

      end goal in mind

      .



      Making decisions like this is

      painful

      for every developer - nobody likes to see "their" feature being cut, or postponed to some future update - but having a balanced and polished core of basic gameplay is more important than having dozens of flavor, supporting and exotic features.



      Everyone who was ever involved in the

      full development cycle

      of any game knows that at the finish line, there''s always less stuff than was originally planned. Since DayZ's development has been very open from day one, you get to experience this side of game development with us, first hand.



      So, at the end, this is where we've arrived at for the DayZ BETA features and content - ultimately meaning that this will also be our 1.0 release after the polishing phase:



      Please note: the overview is not extensive and does not cover every single small feature or item in the game - DayZ is a pretty complex game after all. This mostly describes things that the BETA has in addition to the 0.63 Experimental release[dayz.com]

      .

      If you have a question about a specific feature, feel free to ask us about it in this forums thread[forums.dayz.com]!


      Critical new BETA features (not available in legacy versions of DayZ)

      • Base building
        • related crafting, items, and their economy setup
        • precise placement of objects
        • electricity system
        • locking other players from accessing your base
      • New implementation of vehicles
        • improved controls, physics, and network synchronization
        • improved damage system
        • improvements in vehicle interactions, management, and maintenance
      • Modding support
        • implementation of the Steam Workshop
        • game launcher
        • specific modding tools[dayz.com]
        • server files for hosting community servers
      • New player character features
        • visualization of bleeding source
        • character lifespan (growing beards, learning soft skills)
        • character restrain
        • hit reactions

      Smaller new BETA features and improvements (not available in 0.62)

      • major improvements of the sound design
      • hidden loot stashes
      • not losing your weapon double carry (when switching from hand slot to shoulders)
      • improved in-game map implementation
      • dynamic spawning of loot (fruits, stones, mushrooms and other items)
      • specific animations for carrying/using most items
      • melee attacks with guns
      • server browser improvements
      • central Economy improvements
      • and more :)

      Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0

      • Helicopters
        • we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on
      • Climbing over obstacles
        • this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game
      • Throwing items
        • throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features
        • this includes throwable weapons like grenades or smoke grenades
      • Bows
        • the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important
      • Character and infected ragdoll
        • unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources
      • Two-way doors
        • while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018
      • Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc.
        • these are considered flavor features and for now, work on core gameplay features was prioritized instead

      In recap, there are no major feature cuts or postponements - anything that makes DayZ the game unique and original among the other survival games is still there. Some of the biggest trade-offs are probably bows, throwing, ragdolls, and some of the flavor features that you were already used to seeing in legacy versions of DayZ. These trade-offs are usually allowing us to spend more time on the core features, and that, again, is certainly more beneficial for the future of DayZ.



      In addition to those features, we've had to done some trimmings to the content. Specifically, we're only going to have two types of vehicles available in BETA - the V3S truck and the Lada 4x4. As for weapons, compared to our original goals for BETA, we're not going to be able to implement the following content in time:


      • Magnum
      • Red 9
      • IZH 43 shotgun
      • SKS
      • CR 527
      • Winchester 70
      • Any other firearm currently available in 0.62, but not on the 0.63 Stress Test branch

      In general, we''ve done our best to have each firearm type from 0.62 represented in the game, and additional variety in firearms will be provided with content updates after 1.0, where we should have more animation resources available at hand.



      Road to the 1.0 releaseIn general, polishing the package of content and features as described above will be our goal for 1.0, and for the weeks immediately after 1.0. This will include:


      • general balancing of every part of the game (central economy, weapon damage...)
      • a massive amount of bug fixing
      • polishing and improving the general feeling you as players have when playing DayZ

      Just to assure everyone again, both the BETA and 1.0 releases will happen this year. All of that will be done together with our community, and we will be expecting to hear a lot of feedback on various things. When the BETA update gets released, we'll be providing more details on how we will be collecting and evaluating feedback.



      As the cherry on top, there's of course the planned modding toolset release - and we'll also get back to that later on, when the BETA update is in your hands. It deserves its own blog post, and after all, this has already been a very long wall of text anyway! :)



      - Martin Čulák / Brand Manager


      Dev Update/PeterEven after some of you had the chance to try out the construction feature to some degree with the recent release of the Stress Test, base building is still considered to be a kind of a mysterious part of DayZ. To recap, the construction feature allows you to build two main elements (portable mesh barriers aside): fence and a watchtower.



      The process of building these objects is identical and starts with a construction kit, which is placed to outline the position and layout of objects. From there, you are able to add building materials such as logs, planks, nails or metal sheets, and by using the proper tool and a user action, you turn them into actual parts of the fences or watchtowers. Similarly to the watchtower with its multiple floors, the fence includes an optional platform. Upgrades for both are available in terms of camouflage and passive defense.



      Moreover, a fence can be turned into a gate as there has to be some way how to get in or out, The opening is wide enough for a truck as well. The gate can be kept closed from unwanted visitors by utilizing a multi-dial combination lock with easily shareable custom codes. Of course the code can be cracked by brute force and -as everything in DayZ- it can be broken with a proper tool, although you should consider the time needed for such actions. That goes for dismantling actions as well.



      5NXdJOj.jpg

      Currently we are in the process of solving unpleasant issues with the lifetime of constructed objects and intentional server hopping into the base. Especially the second one is tricky as I don’t want to introduce some unnecessary artificial counter measures or out of place actions which could potentially harm the unique DayZ experience.



      Base building as a whole is a broad set of activities. Throw horticulture, food preparation, obtaining water, stationary crafting, storage, building a shelter, engineering an electricity grid and others into a mix and you get your very own base. All of that was designed to blend in well with the environment, and I have to say that I’m excited to see the wide variations of bases you will come up with, and how they will add to the persistent world of DayZ.



      It’s hammer time... see you in Chernarus folks!



      - Peter Nespesny / Lead Designer


      Dev Update/AdamIf you have played DayZ since the version 0.60, it is certainly possible that you never had an opportunity to see how the in-game item of Chernarus'' map looks and works. The revival of this feature was definitely one of the more important points for the upcoming BETA release and I am glad to announce that this was a success, and in addition to its re-introduction, we have been able to bring a number of improvements to it.



      So, how does it work? You find the Chernarus map and take it into your hands. After that, you can open it with a user action. Your character will unpack the map and you will have an access to the map interface, where you can use pan and zoom in or out. A nice extra about this is, that anyone else in the world will actually see you having the map open too.



      XvYQPql.png

      So what you can find on the map of Chernarus? While we would like to bring a number of different types of maps, we have decided that it would be best to start with a tourist map. This map features the whole in-game world in great detail (excluding the military areas of course). It shows all the pubs, stores, local offices (PAS panel), medical centres, police and fire departments. I should also not forget about the newly added tourist trails - you can see all the color tracks on the map too. Adding features like the trails is one of the improvements compared to the previous version of the map (versions 0.59 and older). It also allowed us to add all important lakes, streams, rivers and swamps. The location names on the map also received a necessary pass and we have got more types of them now. All the names are up-to-date with the map changes that happened for the past few years, and their names are in Cyrillic, so you can easily connect them with the names you see on tourist trails, settlement or traffic signs. The engine team has also looked at the performance of the map and has brought a number of improvements to it.



      HhCtSqy.png[forums.dayz.com]

      hektxnP.png[forums.dayz.com]

      Xp9arXq.png[forums.dayz.com]

      bRSrlxB.png[forums.dayz.com]

      The map feature, at its core, works the same way as it did in Arma, which means any community map (that is packed using the upcoming DayZ tools) is also supported and only minor additions in the config and script have to be done. And to those wondering - yes, you will be able to add notes (markers) to individual map items. Peter will explain this in more detail in a future Status Report.



      - Adam Franců / Map Designer


      Dev Update/FilipIf you have played on the Stress Test branch over the last weekend, you might have heard a number of new and updated sounds. Our work in this area continues with:


      • sounds for evade prone animations
      • updated animals footsteps sound
      • dynamic attenuation of ambient and engine sounds, when character is inside vehicle. The sound changes according how many doors are open.
      • sounds for rifle swap animation
      - Filip Čenžák / Sound Designer


      Community SpotlightHello guys,


      The Community Spotlight is separated to its own page because I have more space for your creations. You can check it out

      HERE[dayz.com]

      - there are some nice videos of basebuilding in action!



      - Baty Alquawen/Community Manager



      Header image by

      HaroldPalmer

      .


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…424866267281748

    • Community Spotlight - 22 October 2018

      • RSS-BOT
      • 22. Oktober 2018 um 17:19
      Zitat von DayZ - RSS Feed
      1a7418544e7ab40d0824b717b4b49e5d100d841a.jpg

      Hello everyone!


      It is the day before our Status Report, and that means it's time for the Community Spotlight!



      We released a Stress Test last week and you clearly had some fun with it over the weekend. We didn't announce officially that you can find the first iteration of base building on the servers, because we didn't think it is ready (and no, it isn'''t). But some of you discovered it really quickly and tried their first creations.


      • A small base concept in the offline editor by Lijazos:
      5oiz8KW.jpg

      • Another one by CryDoXz, including a time-lapse video:
      skQVa3M.png
      https://www.youtube.com/watch?v=zVWUYH-Dm_M

      • And the last one made by JeckRush:
      hWg5SM4.jpg

      • It is really nice to see you had a fun on the Stress Test, even though it is very much WIP.
      https://www.youtube.com/watch?v=4gGkyDaZ3zo
      https://www.youtube.com/watch?v=25uAsvQTnW0

      • TheRealCDiggity has shared a deep truth with the community. He added a comment to this nice picture:
      Had a great time with these guys before we were brutally attacked by a barbaric madman, they taught me a valuable lesson, that making friends is a lot more fun than attacking randoms with knives and eating them.

      Don't forget, an empty stomach is not a good political adviser.


      g4VqAfm.jpg

      • What is better than calm evening on your farm? mov3ax is really enjoying the rest.
      8EeeR1u.png

      • And I don't want to force my opinion on you, but even in DayZ is the Earth round. mov3ax has a proof!
      BxRFCh3.png

      • We have another amazing screenshot-guy here. His nickname is DanceOfYesus and his pictures are breathtaking. Just sit down and enjoy the view. The whole gallery is here[imgur.com]:
      2R7DMQY.jpg
      8ePtAwF.jpg
      DtWMYyV.jpg
      yQ71taa.jpg

      • winterfellwilliam and his friend Sparky organised a fight club in Kamyshovo. I have no idea who won, but all participants are on this photo.
      hyJ8TU7.jpg


      • This video is really weird. It scares me a little bit. Who the hell is the Mr. White?!
      https://www.youtube.com/watch?v=fuVRIjPHGY4

      • We've met members of the famous DayZ Underground community on Gamescom this year and they made a nice video from our meeting. Here is it:
      https://www.youtube.com/watch?v=126_cUst7kk

      • TheRunningManZ met a very talkative player and it drove him crazy. Really funny story.
      https://www.youtube.com/watch?v=z0CdGE-KN_c

      • I love this video. Cool song, dope video, good work HandZ!
      https://www.youtube.com/watch?v=d4pwrZGOV1o

      • A new episode of the DayZ community podcast named Compass:
      https://www.youtube.com/watch?v=RUbkG5cjCKc

      Let's talk about your modding and game modifications.


      • Server HeadhunterZ built a road to the Prison island, no more wet clothes and hypotermia.
      vNKLqEm.jpg

      • Dr. Zed is working on infested zones, looks cool, man!
      OabV1Np.jpg


      • Vojtěch Matouš[http://www.facebook.com] is working on a new weapons. Check out his work down below.
      https://www.youtube.com/watch?v=cqEWxZ0rbhY
      md9bfur.jpgl2WxtUW.jpg
      DfLDleu.jpg

      • I was already talking about our music composer L_K_P1 and I want to talk about him more. He send us a message that DayZ is for him not just a game, but also inspiration, it helps to trick his brain to forgetting his pain, because he had a spinal chord problem and he needs to stay in bed for 22 hours per day.

      His latest song has a cool video clip, you should check it out!


      https://www.youtube.com/watch?v=9nQBfNRsHBA

      • Turambar44 is enjoying his peaches when exploring the real life Chernarus. GxQv4jC.jpg

      • DayZ in DayZ - is this a DayZception? Another interesting content made by NeuroticEUROtic on Reddit.
      w5GUJTG.jpg


      Lets check out your answers to the last location riddle. Correct answers:


      • S-BOY
      • Tweedy
      • Foxypote
         

      EOXHfL2.png[i.imgur.com]

      And the next one is really hard:



      k7Q2wDy.jpg

      Send your answer to our

      Twitter account

      with the #DayZriddleTime hashtag and you can find your name here next time!



      Thank you for your attention and see you in two weeks!



      - Baty Alquawen/Community Manager



      Header image by imdenkos.
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…424866260783611

    • Hotfix Update 0.1.18.9602 [Oct 20, 2018]

      • RSS-BOT
      • 20. Oktober 2018 um 17:33
      Zitat von SCUM - RSS Feed
      8543132311207f5dcd6aae31dce8c5ae29db7819.jpg

      Hello everyone, we are deploying a hotfix that will include:

      • Fixed lag spike issues from yesterdays update

      • Anti-cheat improvement

      • Client performance improvements

      • Ping lock increased to 500 on official servers
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…068764294467732

    • Patch Notes 0.1.18.9572 [Oct 19, 2018]

      • RSS-BOT
      • 19. Oktober 2018 um 15:36
      Zitat von SCUM - RSS Feed

      Hello, prisoners! The new SCUM patch is rolling out soon. Here are the new patch notes for this week!



      In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!

      Let's start with some of the important ones.



      AntiCheat system update

      • We made lots of improvements on AntiCheat system.

      Ping Lock

      • So we added into this patch the first version of ping lock that is set on 225, so if you join a server and you have higher ping than 225 it will kick you from it. If you have a private server you can change this to your liking.

      Blueprint system

      • We are happy to introduce our new blueprint system for crafting items that will be used for building fortifications in the future. We also did a small rework in the crafting system for the blueprints, mostly items that have usage.

        b5f022902787613e725707f868e00fc3ebe2b893.jpg

        Once you decide where you want to put the blueprint, you will get something like this:

        fed88dbe12be1093141b0eb71b0155809714f881.jpg

        You can see it says 30 units of rope - that little box will show you each possible item that can be used for that component of the recipe. For the shelter you need 30 units of rope, and the items that can be used are:

        581b74481f85ac1a4d2a0cb0f97d5099a9365558.jpg

        You can combine them in any way you want. 10 units of rope, 5 units of wire, 5 units of improvised rope, 3 units of thread, 7 units of improvised plant rope. What matters is that you get to 30 units and you are good.

        For now, that way of crafting will be used only in blueprints, and if we see that it works well we will add it to all crafting types.

      • You do not need to have all the items from the get go to craft it, you can have few sticks drop it into the blueprint and go back to collect more components needed for it.

      • List of craftable blueprints at the moment. (This will expand)

        a5a281e339b436fe771634953af951e94b0b8af8.jpg

      • You can rotate the blueprints with scroll.

      • Blueprints can't be destroyed or seen by other players.

      • Blueprints have an awesome pretty glowy animation

      Cargo Drops

      • You remember those containers that you needed to capture in capture the cargo? Now they will rain down on you on the whole island!

        050d86b22ed75f5764bf60cd33e44573a6f5315c.jpg

      • So every 30-40 minutes, 1 cargo will drop in one sector, marked on the minimap like this

        ee0b0f217f63bb310a7b1b4345312514f7f45410.jpg

      • The kicker is what can be found in them, and that one we will leave for you guys to find out!

      • P.S. They self-destruct after 20 minutes!

        8e02a346c30f2d58c5e598d5158865cede0f090e.jpg

        dbf2a3ea3b6f084331d19d9fb5524ff510700ed9.jpg

      I see you! (Scopes)

      • We did some rework on the scopes we have in the game. What we mean by that is now you can find 5 different scopes in the game!

        1. POSP 4x24V - This scope is just for the SVD and it does not need a rail to be attached.

          f661174410d3fe38d7c14d6a0da27377c78f19cb.jpg

        2. ZF39 - This scope is just for the Kar98 and it does not need a rail to be attached

          2b07499e80e677dee767871bd779278d591da411.jpg

        3. Hunter Scope - This scope is for the Hunter 85 and it does not need a rail to be attached.

          dbeb8ebf7939fc0dba6796e7b046dd580c606189.jpg

        4. P-223 - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

          c5a42f0b37043866b64d099647882b4cbde07250.jpg

        5. ACOG - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

          4c27fd5ef59ed0dc67e561972232295c47d81d9d.jpg

      • Binoculars - You will be able to find this as an item all over the island to help you scout out various areas.

        a1be419cc2f1a83b4aae5f3d9283d9b6b7abacce.jpg

      New Weapon: M16A4

      • Look at my gun my gun is amazing! Here we have a new rifle for you guys. The M16A4:

        8022974aede70d34d0c964173b7959e369202d97.jpg

      • It uses the 5.56x45mm ammunition:

        c8563b5189cf5841a87c56f869a56cde6b8dea22.jpg

      • The M16A4 can be found in military bases and underground bases. Happy hunting!

      Armor rework

      • So we also did a little rework on our vests, we added more versions of them differing in how efficient they are when soaking up damage. Each bullet has a certain amount of energy when it's fired - bigger calibers have more energy, smaller ones less energy, and each armor has its property of how much energy it can absorb.

      • Keep in mind that there is no set rule of how protected you are, as the bullet energy depends on a lot of things in SCUM. From distance, weather, did it ricochet, did it go through a material before it hit you etc. What we can give you is the values on point blank range of each gun (below the armor list).
        Here is the list of armors from least efficient to most efficient.
        1. Improvised stabproof vest

          a1fd1bdf91d88de2ddc637c1d6b359eb2ede9f9e.png

          Energy absorption : 600
          Energy absorption when damaged (when the items drops bellow 30% durabillity): 300
          Totally energy absorption: 10,000
          Sharp melee dmg absorption: 50%
          Blunt melee dmg absorption: 20%

        2. Stabproof vest

          025778f4e946ac9944b9c4408e6111fd94169cf4.png

          Energy absorption : 300
          Energy absorption when damaged: 150
          Totally energy absorption: 20,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 20%

        3. Police Riot Vest

          5f083b83f707b2f402a1a4fb83164b2488f97b67.png

          Energy absorption : 600
          Energy absorption when damaged: 300
          Totally energy absorption: 30,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 30%

        4. Police Tactical Duty Vest

          97fb6c7aa5b20b1de1efe4c653ec24ed406a5091.png

          Energy absorption : 1500
          Energy absorption when damaged: 750
          Totally energy absorption: 40,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 40%

        5. Military Ballistic Vest

          962a99c5f6fa62c3187349ba20575de6058183d1.png

          Energy absorption : 2500
          Energy absorption when damaged: 1250
          Totally energy absorption: 50,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 50%

        6. Hard Armor Balistic Vest

          9bcee547d1f8dd8985ca700d912da3cf305c72d3.png

          Energy absorption : 3500
          Energy absorption when damaged: 1750
          Totally energy absorption: 65,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 60%

        7. Heavy Balistic Armor

          bd4b52aea2b9cb3f2f29b17335330e3a3dea4194.png

          Energy absorption : 4500
          Energy absorption when damaged: 2250
          Totally energy absorption: 80,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 70%

        8. Military Helmet

          ff46fe14b7fbf5b5d5289e5cb6bb894c54032d83.png

          Energy absorption : 600
          Energy absorption when damaged: 300
          Totally energy absorption: 30,000
          Sharp melee dmg absorption: 99%
          Blunt melee dmg absorption: 30%

        9. Riot Helmet

          896fe2bb137ef291c7f214e6776f79ec2d65680e.png

          Energy absorption : 300
          Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
          Totally energy absorption: 10,000
          Sharp melee dmg absorption: 50%
          Blunt melee dmg absorption: 20%

        10. World War 2 Helmet

          0ada34acd6664fa284ca3cba6e3f1f3c1f489882.png

          Energy absorption : 300
          Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
          Totally energy absorption: 10,000
          Sharp melee dmg absorption: 50%
          Blunt melee dmg absorption: 20%

      • Weapon energy list:
        1. TEC01 490, 8 projectiles (12 Gauge Shells):

          7451fba4afe59b38b16985f1f6c17cf7da49e21b.jpg

        2. TEC 09, MP5 (9mm):

          77a54fbde95d5e2ef99011aa93d5653c0da80ad4.jpg

        3. DEagle .357 (.357 cal):

          fed22e34d558acc1d3f75fe0fa47cae675e3d277.jpg

        4. Hunter 85 (.22 cal):

          198a0a0f58fb84d69bd6a1afad0012dac4d0a426.jpg

        5. AKS-74U (5.45x39mm):

          170e68d67ffdae59410d727dc94a0e162b466e8d.jpg

        6. M16A4 (5.45x45mm):

          8eda17df7351b5d9277f4564f1a8fb94a25f1c01.jpg

        7. DEagle .50, Improvised handgun, Improvised Rifle (.50 AE):

          08001bb56d7830e5f2cd2025d42e8b9e5499a4ac.jpg

        8. AK47, AKM (5.45x45mm):

          f3b2033976eb58373a017136e838d1938e79999e.jpg

        9. SVD (7.62x54mm):

          882b227424b3c04c28aec92a72d7e06d3efd42c2.jpg

        10. M1 Rifle (.30-06 cal):

          d2af59362350536c8a23f9b8f00325f075d5bf1e.jpg

        11. Kar98 (7.92x57mm):

          dbd709b9cfbacced4828d52d720b3a0dc97477d4.jpg
      • For now the caliber is the main factor of the energy and damage but we will add barrel length and quality to the factor as well. So those numbers will differ depending on what weapon you use.

      Naval base

      • Here is our new little get away place you can visit and have fun (not really). For now you can only check out the surface part, but don't worry the underground part is almost done!

        794eb4e0dc68b3e63453e8475f21423c04d0ca3d.jpg

        7efd5ccf1969a6628d85759172172e57e2d92a9f.jpg

      • The new peaceful (nope) holiday resort (from hell) can be found in the corner of A4

        84b2c5cc73b96bcb210899d96a8fafd583212aa4.jpg

      Balance changes

      • Player to player damage with melee weapons, melee combat and throwing increased x2

      • Rebalanced kick for AKS74-U. The initial kick on the first bullet is weaker now.

      • Muzzel velocity of .30 caliber (M1 garand) changed from 89000 to 85300.

      Quality of life changes

      • Human head can be thrown now. (You can play basketball now with it)

      • Leather shoes renamed to Mirdas

      • Added 12 gauge shells to crafting list

      • Prisoner can now climb onto ladder while swimming

      • It is now possible to rotate items with mouse scroll wheel when dragging & dropping them

      • In events the SVD will use the POSP 4x24V scope now.

      • Weapon rendering distance increased.

      Bug fixes

      • Fixed a bug where you could jump from the dam and hit a small part of water on the lower part of the dam and survive. (Maybe we will get it back once the summer Olympics start)

      • Fixed bugs where you would fall through the rocks in the caves.

      • Fixed a bug where a cornfield didn't spawn corn on B2

      • Fixed some more landscape bugs. (mostly slits between sectors)

      • Fixed a bug where magnifying glass would not get used in crafting an improvised mask

      • Fixed a bug when moving right did not cancel the auto-walk

      • Fixed a bug when you were killed while scoping you revived with the scope overlay.

      • Disabled moving scope rail from one rifle onto the other while scope is attached onto rail

      • Fixed double clicking on clothes items in vicinity not equipping them.

      • Fixed bug that caused thrown items to pass through prisoners that have thrown that item before

      Unreal Engine 4.20


      So here is what the new engine update brings to the table


      • Improved client performance in general.

      • Faster level streaming. (Reduces stuttering when walking between sectors)

      • Improvement with client slowdowns ("memory leak bug")

      • Improved server performance (less lag)



      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…860310265566886

    • SITREP #00226

      • RSS-BOT
      • 16. Oktober 2018 um 16:56
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : Arma 3 Creator Bootcamp, Dev-Branch Activity


      PRECEDENCE

      : Flash



      5ca9b7fb2c1083242bcff7e7aed0646d0ef22cc9.png[dev.arma3.com]

      SITUATION

      We're preparing for an exciting week as our Arma 3 Creator Bootcamp is about to start tomorrow! Meanwhile, there have also been some updates to Arma 3's Dev-Branch, and we've collected a broad collection of community content to share with you in this SITREP. So let's dive straight in!



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…716324526128273

    • Work in progress update! [Oct 10, 2018]

      • RSS-BOT
      • 10. Oktober 2018 um 14:26
      Zitat von SCUM - RSS Feed

      Hello everyone, here we are again with our weekly update of what's in the works!




      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 keep in mind that since it's just been a week there are no "big" news, mostly updates on what's being done since the last time, and some things we have planned for the future.

      Vehicles

      • Last time we said that we started to work on the vehicles. Most of the work from the art division is over and what's left is to do the technical part, and some animations. Here is a small preview of how a casual drive in SCUM could look like!

        5cfea72fa4e6b74d29a33fd0b58ab33afd3d733f.jpg

      Bow

      • Regarding the bows, 90% of the third person animations are done and we also got some scumshots of first person to show you the early looks.

        2d938e65decbad384b16dc689788503333ff6c42.jpg

      • We've had some cool ideas, too - for example, combining different types of arrow shafts and heads, which could be further explored in the future by combining them with other features like explosives, traps etc. Let us know what you think down below!

      Naval base

      • Here we have a new base for you guys to run about. If you thought that the airfield was tricky, good luck with this one! Have some scumshots!

        794eb4e0dc68b3e63453e8475f21423c04d0ca3d.jpg
        7efd5ccf1969a6628d85759172172e57e2d92a9f.jpg

        Oh, and did we mention it will have an underground part as well? (Still WIP!)

        5f922ce9617486dbbde7293dd9143ef5991cc86f.jpg
        1afafcc287af070b3d3ca2b28f5a3ffbfa52e035.jpg

      I see you! (Scopes)

      • We did some rework on the scopes we have in game. What we mean by that is that now you have 5 scopes in the game!

        1. POSP 4x24V - This scope is just for the SVD and it does not need a rail to be attached.

          f661174410d3fe38d7c14d6a0da27377c78f19cb.jpg

        2. ZF39 - This scope is just for the Kar98 and it does not need a rail to be attached

          2b07499e80e677dee767871bd779278d591da411.jpg

        3. Hunter Scope - This scope is for the Hunter 85 and it does not need a rail to be attached.

          dbeb8ebf7939fc0dba6796e7b046dd580c606189.jpg

        4. P-223 - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

          c5a42f0b37043866b64d099647882b4cbde07250.jpg

        5. ACOG - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

          4c27fd5ef59ed0dc67e561972232295c47d81d9d.jpg

      Air drops for everyone!

      • Here you can have a peek at what the containers will look like in our air drops that will be all around the island.

        1cc8f006a14462cd9181647d902568c92e69f681.jpg

        dbf2a3ea3b6f084331d19d9fb5524ff510700ed9.jpg

        8e02a346c30f2d58c5e598d5158865cede0f090e.jpg

      • What you will find in them and a detailed description of how they work will be in the first patch that includes air drops!

      A small update on the 4.20 migration. We are still working on it, and resolving some bugs that it introduced.



      Please keep in mind that these are NOT patch notes and this list does not represent what will be in the next patch notes.


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…194028511909305

    • Status Report - 9 October 2018

      • RSS-BOT
      • 9. Oktober 2018 um 19:24
      Zitat von DayZ - RSS Feed
      bfeac3448543abf5acfd78be9feab0140cba244d.jpg

      Survivors, has it been two weeks already? We had the first internal multiplayer play-test of vehicles, Eugen is going to tell you more about it. He also talks about the hit registration issue, which is one of our priorities right now. Adam wants to introduce some changes related to gamma abuse, and Boris shows you how to prolong the burning time of torches.


      • Dev Update/Eugen
      • Dev Update/Adam
      • Dev Update/Boris

      Dev Update/EugenDear survivors. Let’s start with something that definitely needs addressing. While I’m happy we've released the PC server files, in regards to the both the PC and Xbox versions, there are some

      serious flaws that we need to look into

      .




      Priority IssuesFor one,

      hit registration has been quite a problem

      recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are)

      multiple causes to this behavior

      . From magazines spawning and having ghost bullets (server and client think there is a different amount), through network messages not being sent, to maybe the armor system working incorrectly on specific items and configurations.



      We’re looking into different angles. So far, with the use of bots, we are able to reproduce the issue when there are multiple corpses around. It seems like a network issue, so we’re starting with this to eliminate the possible low level cause first. It is also the first course of action because if we can confirm some network messages are not being sent in certain cases, it

      probably causes much more than incorrect hit registration

      .



      We’re still in the process of debugging when exactly it happens and how. But having a sure way to see it in game helps us a lot. So if by any chance you know how you get your character/weapon/magazine/bullets in desynchronized state, please do report that through the

      Feedback Tracker[feedback.bistudio.com]

      .



      The second thing I want to mention today is the

      inventory

      implementation on Xbox. We know

      it needs to get our love and attention

      . We will soon be reaching out to you and we'll be interested in your feedback.



      Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more.




      Progress towards Experimental BETAWe've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. The rest are going through rounds of intense QA testing to make sure we’re not missing something game-breaking.



      So let’s get back to work and see you in game once we''re ready for further Stress Test.



      - Eugen Harton / Lead Producer


      Dev Update/AdamNighttime in DayZ

      should be dark and terrifying

      . It should force you into using any light source you have available. Having an ability to light up your surroundings should be just as vital as having enough water and food. Shutting off your light should only be required in case of an emergency.

      Also, when night vision goggles make their way into the game (which is something we still want to do in the future, but not in BETA), they

      should be a rare, powerful thing that can turn their owners into potential predators, not a laughing stock for people avoiding night-time by turning the night into a day by cranking up a gamma slider (be it through drivers or display settings).



      The removal of the in-game gamma slider was but a first step towards making the very frequent gamma abuse more complicated to do. In today's status report, I'm going to present another step towards making the night-time a en equal playing field for everyone (at least as much as we're actually able to do that).



      A survivor scouting Myshkino military camp using flashlight mounted on his AKM, unaware of a danger hidden in a shadow.



      1ly8asB.png

      Please keep in mind that this is still very much experimental feature and we will be tweaking it based on your feedback (once it hits public branches). We have also taken a look on the global light config again (adjusting some dusk and dawn values), boosted up brightness of all available light sources and we will be taking a closer look at the CE setup to make sure there is always enough light sources within the game world.



      - Adam Franců / Map Designer


      Dev Update/BorisGreetings survivors! Lately, there has been some effort invested into

      improving night gameplay

      across multiple departments (Adam will share more on that as well). So I'd like to report on one of the contributions I did in this regards, which is a refactor of the craftable torch.



      Firstly, the torch now contains an attachment slot for rags, which allows players to

      prolong its burning

      time by adding more than one rag on it. You can also refill its stock while it's burning, which means you don't have to craft a new torch after running out of fuel for the current one. The latest Experimental branch on Steam already contains this change so you can try this out for yourself.



      Additionally, in BETA, refueling will be possible to do through a crafting user action without the need to open inventory. As usual, this will be done through a quick bar or an interaction with a relevant item on the ground.



      giphy.gif

      Refueling of [media.giphy.com]a torc[media.giphy.com]h 1[media.giphy.com]

      Secondly, you'll be able to even further prolong the burning time by

      coating the torch with animal lard

      . Such upgrade is mainly useful for base builders, as it allows them to craft a long-lasting source of light that can be placed anywhere without the need of frequent refueling.


      Using gasoline as fuel is being considered, but currently, it's not implemented yet.



      giphy.gif

      Refueling of [media.giphy.com]a torc[media.giphy.com]h 2[media.giphy.com]

      Lastly, the amount of fuel on the torch will be represented by its

      quantity bar

      , so you will always know how much time you have left before it goes cold.



      With these changes, this basic item is more interesting to use while giving it some connections to other activities like hunting, base building and collecting clothes or rags.



      - Boris Vacula / Scripter

      Header image by

      Sp1kerZ

      .


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…045896954760334

    • Community Spotlight - 8 October 2018

      • RSS-BOT
      • 8. Oktober 2018 um 18:22
      Zitat von DayZ - RSS Feed
      fca05b2fd7b3cf8e6986f7c699c7faab809b8b55.jpg

      Hello everyone,



      I am really happy that we've made the decision to separate the Community Spotlight into its own day - now we have more space for you creativity, and also more information from me!



      We were shooting a Dev Log video last Thursday in our motion capture studio in Mníšek pod Brdy. It was a really long day but we are satisfied with the result. I can't promise you when this video will be out, but I have some behind the scenes pictures and a bunch of short Instagram stories on our Instagram account. I've added the stories to our archive, so you can

       watch them without any limits[http://www.instagram.com]
      1fjAzdj.jpg
      vONljkK.jpg

      • I hope all of you know our best screenshot-er DrDeSync. This screenshot looks really creepy, and I am afraid to ask if these guys are friendly. Because I don't think they are.
      2FGDxJ9.jpg

      • Another nice screenshot is made by pizzausfree. Thank you for sharing!
      Ljf8nBE.jpg

      • rumski  called this screenshot "Dropping Gear and Stuffing Faces Because...Running…". It is not needed to collect everything you find, man!
      qRUAksO.jpg

      • Meet Michael and the trailer he's living in. It looks like a cozy place! Intruzo posted his experience from a role-play server on Reddit. He said Michael was really friendly and he invited him to his trailer for dinner. I like players like Michael, they make the DayZ experience more interesting for other players.
      FDEVEEN.jpg

      • This screenshot comes from the Xbox community. Wilson80121 and his squad are ready to go to Tisy.
      yc567wV.jpg

      • This is a nice edit from kakshiOG called "Fallout Storm". Good job!
      EVgUfSP.jpg

      • ZomboCZ really cares about DayZ. He likes to share every detail he can find in the game. Last week, he posted a bunch of new assets from the Experimental branch on Reddit, which he thinks could be interesting for the community. I am going to share it here with you.

      A train station is now enter-able, you can see all details of the building

       HERE

      .


      SU9qoRZ.png[imgur.com]

      He also focused on the new R-105 Soviet military radio. If you don't know how it works - you can use it the same way as a regular walkie-talkie, but the voice transmission, so it's very useful for role-players and friendly survivors.


      o1b485L.png[imgur.com]

      You maybe don't know it, but we have new fruits on the Experimental branch. You can find plums and pears now. Here are detailed shots from ZomboCZ.


      VB8uR1u.png[imgur.com]

      If you still have a problem to find a new fruit, I think this can help you a little. You can find pears under these trees:


      Qw7Eohw.jpg

      And plums here:


      mKUdkMG.jpg


      • The first video is by Rene aka BarelyInfected and he gave us a story about hunger. When you are dying of hunger in DayZ, are you going to kill and eat your buddy? It is all about choices.
      https://www.youtube.com/watch?v=Es73b-jvdPY

      • This is not a friendly encounter. It is pure PVP action, fast and deadly:
      https://www.youtube.com/watch?time_con…0&v=j4SpBri4XMQ

      • When you join some server with increased infected spawn, you should expect some trouble. But never give up, man!
      https://www.youtube.com/watch?v=vJvec8NVshk

      • Check out this great DayZ cinematic by mov3ax!
      https://www.youtube.com/watch?v=jecodf-BDoE

      • This video is probably some part of role-play, I really did not get what happened there, but The Syndicate group isn't friendly at all. A lot of players died in this video.
      https://www.youtube.com/watch?v=ASjC_dGoUHo

      • Uncuepa is a great buddy from the community and if you know him, you can ask him some questions, because Boydy will record an interview with him. Ask your questions HERE.
      https://youtu.be/Lh9ZRGcS0Lc

      • People are fighting over water, food, ammo. But sometimes, the reason to kill is simply just a jacket. Damn, it had to be a really nice jacket though!
      https://www.youtube.com/watch?v=RF8JqVXO6fc

      • This is also a funny video. Xbox player O_Ambulo_O got trolled by his friend. It is hilarious! Click on the picture for watching:
      xtvTL09.jpg


      Let's talk about modding or game changes you made!



      • Xxkabalxx is probably working on winter in Chernarus, because he shared a first sound test and I can feel the cold from it.
      https://www.youtube.com/watch?v=Htwzzjqb400

      • ThePyrotechnic developed a BEC plugin to display the number of players on your server. You could be interested.
        More info HERE.
      https://steamcommunity.com/linkfilter/?ur…316793437?t=01s

      • Someone could want more spawn points on his/her server. If you don't know how to do it, here are instructions.
      https://www.youtube.com/watch?v=6zB3NGjgkA0

      • I know, I know. Everyone already heard about the DayZ Battle Royale mode. We are working on our own Battle Royale mode called the Survivor GameZ, but untill that's ready, you can try this community mode.
      https://www.youtube.com/watch?v=wrOYBS9aBxE

      • And mov3ax is already working on airdrops. What do you think, guys?
      https://www.youtube.com/watch?v=iJgNfK9d2KY


      • ZiltoidTheHorror doesn't care if we have an auto-run button in-game. Real PC players use coins, matches or papers. Console players are using hair rubber bands.
      X1W8oJE.jpg


      • Yolikus is living in the real Chernarus aka Ústí nad Labem. And this is the view from his flat compared to the game. Awesome, thank you for sharing!
      Spw2uwD.jpg
      P5uVSVl.jpg


      And the last part of the Community Spotlight is the location riddle.


      The small building is located near Gorka:


      4UNAeul.png

      And the winners are:


      • souffiane mechri
      • Lunar
      • Cyril‏
      • Felix‏
      • Molly Magoo
      • Tweedy
      • Jonny K
      • Astro
         

      Good work guys, thank you!



      And the next location is:


      fyUfYJz.png

      Send your answer to our

      Twitter account

      with the #DayZriddleTime hashtag.



      That is all from me, thank you for your amazing content and see you in two weeks!



      Header image by Memorix Gamer.



      - Baty Alquawen/Community Manager




      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…045896947755121

    • SITREP #00225

      • RSS-BOT
      • 3. Oktober 2018 um 16:31
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : 5th Armaversary, Team Changes


      PRECEDENCE

      : Flash



      5981eb4ac64b6818fbc241fbe19d0ac680bcbc40.jpg[dev.arma3.com]

      SITUATION

      We're experiencing lots of rainy days in the Czech Republic but that does not stop the

      Arma 3[arma3.com]

      team from rolling on. Besides working on new content, updates, and making plans for the future, we're also processing some development team changes and welcoming new team members.



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…312095243778978

    • Work in progress update! [Oct 03, 2018]

      • RSS-BOT
      • 3. Oktober 2018 um 14:00
      Zitat von SCUM - RSS Feed

      Hello everyone, as promised, here is a little update on what we are working on right now.



      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 is being done!

      Over the past few weeks, our scummunity was vocal about vehicles and fortifications, so we heard you and started to work on those. Down below you will be able to see the first screenshots of those (and many more features)




      Vehicles

      • We are starting with a simple SUV that you will be able to find on the island and use for transportation. In later stages, we plan to introduce a bigger level of repairing/customization for the vehicles. For now, it will be plain and simple. You find the car, enter it and drive it.

        39c691602a2a13398e0b9b401fda75b171aa901c.jpg

      • Also besides the SUV, we are working on a more traditional vehicle that's used in Croatia.

        eb1c305f70dd149f6b058620ed05731dfa76f590.jpg

      Fortifications/Item placement

      • We've decided to add fortifications to the same system as the item placement. All items that can be crafted and not carried around and that persist in the world (loot boxes, shelter, head on a spike...no wait that's leaking..damn it) now have a placement system that lets you place a "hologram" where you want the crafted item to spawn (also this should fix the problem with boxes in rocks).

        494ded90e2cc60b32ddd355d021add195907e4ae.jpg

      • A similar system will work on fortifications where you will be able to put "holograms" on windows/doors (predetermined places) and craft it without having all the materials on the player from the get-go.

      Bow and arrows

      • Bow and arrows are in the finishing phase where we need to figure out all the technical details/the ballistics of it. As you all know, SCUM has realistic ballistics (Projectile penetration depending on material/bullet energy if the projectile penetrates the material/how much energy drops down and what happens when it hits the next material etc..) So there is work to be done here and we want it to be as good as possible once you start shooting arrows to the knees.
        • To add on to the ballistic part, we are adding 5 more types of ballistic vests that differ in quality and what type of projectiles they stop/do not stop, also we reworked the melee damage calculation, so now it will take into account if the weapon is blunt or sharp and each type of clothing has a different type of protection against it. (But do not expect to be safe from a sledgehammer wearing your hippy shirt)

        e4ceb9f95d974a83aac671f816534b389f010f69.jpg

      This is it regarding the features that you were asking about the most! Now for some other things being worked on.

      • Specific attachments for specific rifles.
        E.G: You find a scope that's just for Kar98, and you can mount it only the Kar98 without a rail.

      • Random cargo drops around the island.

      • A new naval base that will make the airport look like a holiday

      • FOV slider in the options menu

      • Some neat binoculars to scout out the area

      • New weapons!

      • More localizations

      • More admin controls

      • Upgrading the anti-cheat system

      Also, we are working on updating the Unreal Engine to 4.20 version that should introduce a lot of optimizations. Because of that, there won't be a patch this week as we need to thoroughly test out the stability and other features.



      Please keep in mind that these are NOT patch notes and this list does not represent what will be in the next patch notes.
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…689794957853311

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