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  6. MiniDayZ

    1. MiniDayZ   (79863 visits to this link)

  • Recent Posts

    • Hi, I checked, but sorry, that won't be possible.
    • appreciate the update 🙂
      As feedback, perhaps the team should consider updating the serverDZ.cfg included with the server files, with each update, with all the possible server options WITH recommended values pre set and comments.
      It seems they do it on the wiki but it would be helpful to see the default file change so we know without having to check the wiki each time
    • thx for the update. but.. is it me or zeds now agro a lot slower? (AI change? )
    • Bro, they did improve the weapon raise mechanic in last update. It's much easier to aim around corners and through windows now.
    • ... it's nice to have a new patch. Yeah.   A new gun. But how about fixing weapon lifting mechanism near obstacles? So people could actually use windows to - for example - defend their positions? That would be nice and kinda big. A pleasant blast from the past. From my old crew there is literally no one who wants to come back. I've asked them! 78 people and no one wants to play this, simply because they're are all tired of "dayziness". All those little things that makes this game needlessly annoying and old. PLEASE! Add things that are useful :((((.  
    • Greetings, Survivors! Experimental branches of update 1.25 are now live on Steam and Xbox. Read the full article here. _____________ PC changelog Xbox changelog
    • Xbox Experimental 1.25 Update 1 - Version 1.25.157877 (Release on 23.04.2024) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED VS-89 rifle and magazine Support for game crash reporter FIXED It was possible to aim with a weapon with an opened gesture wheel With the "disableContainerDamage" server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819) Deploying any trap while there was a player within 150m to 1100m away would prevent certain behaviours from working on the client (https://feedback.bistudio.com/T179347, https://feedback.bistudio.com/T179743) Removed impact of bad internet connectivity on the weapon lift check Fixed multiple exploits to look through walls (https://feedback.bistudio.com/T179674 - private) Server time was not properly translated in the server browser Players muted outside of the game were still audible in some cases (PlayStation) CHANGED Items located inside of nested containers are no longer accessible through the quick bar or the reload key Reworked the sound sets for all shotguns shots Reworked the sound set for the crossbow shots Reworked the sound set for the M79 grenade launcher shots Adjusted the attenuation of character action sounds Reworked character reconciliation between client and server Updated the game credits Reduced the width of the weapon collection triggers to allow more natural behavior of the weapon lifting Removed promotional Livonia DLC highlighting Detailed further several connection errors for better understanding SERVER Added: Server config parameter 'networkObjectBatchUseEstimatedBandwidth' to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled) Added: Server config parameter 'networkObjectBatchUseDynamicMaximumBandwidth' to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality Added: Server config parameter 'networkObjectBatchBandwidthLimit', if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 - private) Fixed: CfgGameplay: Values set for 'rotationSpeedJog' or 'rotationSpeedSprint' would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103, https://feedback.bistudio.com/T175489, https://feedback.bistudio.com/T178397) Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not fucntioning properly (https://feedback.bistudio.com/T179268) Changed: Server config parameter 'networkObjectBatchSend' split into 'networkObjectBatchSendCreate' and 'networkObjectBatchSendDelete' Changed: Improved replication statistics in server debug window on diag builds Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead MODDING Added: 'Math3D.IntersectRayPlane' Added: 'Math3D.MatrixInverse3'/'Math3D.MatrixInverse4' Added: 'Pawn' class with full feature set of functions Added: 'PawnMove' and 'PawnState' class Added: 'PlayerIdentity.Possess(Pawn)' to possess a Pawn Added: Security: Config parameter 'hasHistory' per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created Changed: Moved calls to 'OnVehicleSeatDriverEnter' and 'OnVehicleSeatDriverLeft' from script to native, 'OnVehicleSeatDriverLeft' is now called when getting out starts instead of when the command ends Changed: 'Human.LinkToLocalSpaceOf' will now internally call 'UnlinkFromLocalSpace' if 'Human' is already parented and prevent linking if already parented to the same entity Changed: 'DayZPlayerTypeRegisterItems' now gets called when (re)joining servers KNOWN ISSUES Xbox consoles might experience performance degradation over time, noticeable in a decreasing frame rate - a fix is in the works and will be deployed as soon as possible In rare occasions, the character might be desynced after respawning  - a fix is in the works
    • PC Experimental 1.25 Update 1 - Version 1.25.156961 (Release on 23.04.2024) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED VS-89 rifle and magazine Support for game crash reporter FIXED It was possible to aim with a weapon with an opened gesture wheel With the "disableContainerDamage" server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819) Deploying any trap while there was a player within 150m to 1100m away would prevent certain behaviours from working on the client (https://feedback.bistudio.com/T179347, https://feedback.bistudio.com/T179743) Removed impact of bad internet connectivity on the weapon lift check Fixed multiple exploits to look through walls (https://feedback.bistudio.com/T179674 - private) Server time was not properly translated in the server browser CHANGED Items located inside of nested containers are no longer accessible through the quick bar or the reload key Reworked the sound sets for all shotguns shots Reworked the sound set for the crossbow shots Reworked the sound set for the M79 grenade launcher shots Adjusted the attenuation of character action sounds Reworked character reconciliation between client and server Updated the game credits Reduced the width of the weapon collection triggers to allow more natural behaviour of the weapon lifting Removed promotional Livonia DLC highlighting SERVER Added: Server config parameter 'networkObjectBatchUseEstimatedBandwidth' to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled) Added: Server config parameter 'networkObjectBatchUseDynamicMaximumBandwidth' to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality Added: Server config parameter 'networkObjectBatchBandwidthLimit', if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 - private) Fixed: CfgGameplay: Values set for 'rotationSpeedJog' or 'rotationSpeedSprint' would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103, https://feedback.bistudio.com/T175489, https://feedback.bistudio.com/T178397) Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not functioning properly (https://feedback.bistudio.com/T179268) Changed: Server config parameter 'networkObjectBatchSend' split into 'networkObjectBatchSendCreate' and 'networkObjectBatchSendDelete' Changed: Improved replication statistics in server debug window on diag builds Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead MODDING Added: 'Math3D.IntersectRayPlane' Added: 'Math3D.MatrixInverse3'/'Math3D.MatrixInverse4' Added: 'Pawn' class with full feature set of functions Added: 'PawnMove' and 'PawnState' class Added: 'PlayerIdentity.Possess(Pawn)' to possess a Pawn Added: Security: Config parameter 'hasHistory' per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created Changed: Moved calls to 'OnVehicleSeatDriverEnter' and 'OnVehicleSeatDriverLeft' from script to native, 'OnVehicleSeatDriverLeft' is now called when getting out starts instead of when the command ends Changed: 'Human.LinkToLocalSpaceOf' will now internally call 'UnlinkFromLocalSpace' if 'Human' is already parented and prevent linking if already parented to the same entity Changed: 'DayZPlayerTypeRegisterItems' now gets called when (re)joining servers  
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