Dayz SA Updates.
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#41
There is a zombie mod for ARMA3 already - Breaking Point. Sure we've discussed this before... :S


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#42
(07-03-2014, 12:16 PM)Bomberman Wrote: There is a zombie mod for ARMA3 already - Breaking Point. Sure we've discussed this before... :S

It has been posted before.: http://www.thezombieinfection.com/index.php


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#43
It's pretty good too. The gameplay is way more solid than DayZ sa.


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#44
tbh i have not played it yet , i downloaded and got my access key and thats about it, but wAtching some vid's it is different from dayz in some ways ..


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#45
I tried A3 breaking point for a few hours on like the second iteration of the mod and it wasn't great, but maybe I was expecting too much and was comparing it too much to arma 2 breaking point. After seeing some streams on twitch over the past few weeks though, it does look like it's come along some. When I've got more time if anyone wants to play either dayz or BP I'm down to try, I'm sure m00se would like to start playing again with some gentle encouragement, and I've been itching for some arma decimation lately


[Image: 76561198042289061.png]

"I see now the circumstances of ones birth is irrelevant, it is what you do with the gift of life that determines who you are."

CYKA BLYAT

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#46
Found this too:-

Undocumented
[edit] New
Buildings: Added fences on the roof of policestations
Buildings: New military building added
Clothing: Gorka Military Uniform Jacket added
Clothing: Changed the ring on the Police Caps to Chernorussian Green
Event: Added random Police cars
Event: Number of possible Helicopter Crash Sites increased from 16-18. (Number of crashed Helicopters on the map stays 3)
Files: Added data for Flare Gun, Rabbit Snare, and Tent
Files: Added data for 2 Grenade Launcher Attachments and 2 SMG's
Files: Added data for Smoke Grenade, Improvised Butane/Spray Grenade, and Improvised Timed Butane/Spray Grenade
Files: Added data for mackerels
Location: NEAF completely changed
Location: Turovo added
Sound: Added new sounds for the M4A1
World: Added some new roads
[edit] Fixes
Effects: Increased Loading range of Bullet Impact visibility
Effects: Increased the loading range of Helicopter Smoke
Gear: Can no longer put Small Protector Cases inside each other.
Gear: Splint inventory size reduced to two slots
Lightning: Lightning during night time have been improved
Sound: Fixed the sounds of the brownish ground
Weapons: 7Rnd 1911 Magazine flipped back
Weapons: Kitchen Knives can now be equipped on your back


m00se l00se ab00t this h00se
[Image: 3999506695.png]
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#47
(07-03-2014, 12:13 PM)h00f3d Wrote: But good luck getting enough PTG guys to install and play a particular flavour on a regular basis. Most of them are balls deep in BF4 and CS:GO and lack the patience and skill required to play a milsim.

Are you serious, mate? Or are you just teasing with me


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#48
@ moose

those are old updates heli spawns are now 80 not 18 lol


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#49
Milsims are for airsofters. CSGO master race!


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"Money doesn't grow on trees, it grows on tits" - PornHub
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#50
CSGO? I never heard about her


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#51
She's got great titties


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"Money doesn't grow on trees, it grows on tits" - PornHub
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#52
(07-03-2014, 07:09 PM)BarkSpear Wrote: Milsims are for airsofters.





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#53
exactly


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"Money doesn't grow on trees, it grows on tits" - PornHub
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#54
Tents have been introduced in the update today. Think i might install and give it a bash later on


[Image: PTG_Geordie.png]
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#55
Is that in experimental or normal? If it's made it to normal I'll have to have a look. Although elite dangerous beta went live yesterday... Mmmm, fresh targets Big Grin


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#56
They are on normal as of today according to the change log


[Image: PTG_Geordie.png]
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#57
DayZ patch 0.47.124641

Known issues:

Player can in rare circumstances enter a state in which they cannot attack and must relog
Character may temporarily enter a frozen state when throwing (resolved a few seconds)
Melee targeting is off in some situations
Players can in some circumstances experience slight desync with server
Dynamic server events are temporarily disabled
Backpacks rearrange after reconnection
Players restrained while unconscious remained restrained until reconnection (after awaking)
Persistent items & storage are disabled server side pending hot fix to stable branch

New:

Actions: cans can be opened with SKS bayonet and sickle
Actions: added playerDrinkCan action to config
Actions: added Melee class to SurvivorBase
Animations: New default aimed animations with rifle
Animations: Player now can walk while surrender
Animations: Transitions for surrender/restrained player
Animations: Crouched zombie animation set
Animations: Reload for CZ527
Animations: Hand poses added for matchbox, Injection Vial, Hacksaw
Animations: Drinking from can
Character: New female face models
Character: New male face models
Engine: Ragdoll support for Zombies & Players
Engine: Initial implementation of navmesh for zombie pathfinding
Items: Boonie hat fishing hook storage
Items: Chemlights
Items: AK101
Items: CR 527
Items: Makarov
Items PM 73 RAK
Items: Medium Civilian Tent
Items: Paramedic clothes (jacket and pants)
Items: Military Boots now store knives
Items: Red, Black, Polka dotted, Olive and Camo bandana added
Items: Untied Red, Black, Polka dotted, Olive and Camo bandana added
Recipes : Red, Black, Polka dotted, Olive and Camo as a bandage
Recipes: Red, Black, Polka dotted, Olive and Camo bandanas can be untied and tied to mask
Server: Persistent item support (disabled for this update)
Server: Simulation changes to support increased server performance
Server: Persistent storage support (disabled for this update)
Server: Dynamic loot respawning
World: Turovo village added

Fixed:

Actions: Player is not able to fill a ruined canteen from well.
Actions: When player opens ruined canned food there is low amount of food left.
Actions: Player is not able to pour water from a ruined canteen.
Actions: Player can no long empty magazine attached to a weapon
Actions: No access to catch rain action during ongoing action
Actions: Fishing actions displayed while using different items than rod
Actions: Added missing part to improvised bag/backpack crafting messages in action menu
Actions: Zucchini can be force fed
Actions: Added new drink from well animation to blue well
Actions: Unable to use actions while swimming or while on ladder
Actions: Player can take Makarov into hands straight from ground
Actions: Player can take PM73 RAK into hands straight from ground
Actions: Removing item on which consume action was called, not item which was swapped to hands during consume action
Animals: Visual improvement of cow, rabbit and wildboar
Animations: Gestures related bugs fixed (Facepalm, Cut throat, Silence)
Animations: Crouch moves with bow
Animations: Prone moves with pistol
Animations: Fixed multiple issues with vaulting
Animations: Zucchini handheld position
Animations: SoundEdge(footstep sounds) set correctly for kneel run with rifle
Animations: Face-palm doesn't make the player stand up from prone anymore
Animations: Sitting tweaked(changing weapons keeps player in kneel, instead of making them stand....)
Engine: Adjustment to Night time lighting levels
Items: Dimmed fireplace light so it not interfere with HDR
Items: Tweaked shotguns dispersions and recoils
Items: Tweaked pistols dispersions
Items: Tweaked rifles, carbines and SMGs dispersions
Items: Tweaked attachments (optics, buttstocks, handguards, compensators, bipod) dispersions
Items: Wooden sticks can be held in hands
Items: CR527 shadow glitch fixed
Items: Set chemlight to last 60 minutes
Items: Lowered light intensity for chemlights and flare
Items: Temoved buttstock as default spawned attachment for MP5
Item: Binoculars size reduced
Items: Added other chemlight color material variants
Modifiers: Removed vomit message from blinded modifier
Recipes: Player can paint CR 527 black, green and camo
Recipes: Player can't tear clothing into rags while there are things in it
Recipes: Ruined cans opening tweaked


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#58
After staying the night and driving though Řevničov in Czech Republic last week, I can confirm it is exactly like Chernarus lol Even the bloody hospital was there. Houses are pretty much the same and all the fields lined with trees and deer huts are everywhere. It was amazing Smile


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#59
Kill any zombies? Pay the local chief, he'll let you hunt some locals I'm sure


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#60
View from our hotel:

[Image: revnicov.jpg]

Video looking back at the town as we drove out in to the forest:
http://clanptg.co.uk/images/revnicov.mp4


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