Hello,
Everyone who wants to help is welcome to get the test client and give feedback.
For anything related to gameplay, bugs (with screenshot, location and description ) or suggestions please feel free to post it in this thread.
Feel free to link let´s plays or livestreams as well.
The 2nd test will be for another 1-2 weeks.
Test Client DL and installation instructions:
Due to a lot of changes in content and code a full redownload is required.
- Download: http://www.unix-kiste.de/tavi/@Taviana.zip
- Installation: Backup you previous @Taviana Folder, unzip the Package and copy @Taviana to your Arma2 OA Folder.
- Startup:
Dayz Commander: override dayz folder as shown below
Hit "Launch Dayz now" button and join the server ip using multiplayer connect.
Manual: start dayz with -mod=@Taviana;
Servers:
US: (as needed)
EU: 78.47.186.203:2302
Known Issues/Bugs/Workarround behaviours as of now (please don´t report):
- Removing an engine from vehicle does not add it to inventory
- Gender selection not working (not enough female skins).
- Logout timer sometimes doubled in the gui
- a damaged looking vehicle gets visually repaired when you klick "repair vehicle". This is a database issue of vehicles having damage set but no Hitpoints. (fixed)
- popupmessage "sla_weapons". AEK Weapons replaced with G3 sniper rifle
- some object placements arround the bridge need to be corrected
- some vehicles have too much repair parts in the repair menue (mostly Trucks, 8 wheels).
Reported:
* Spawn location heli's can appear too deep in water, resulting in starter gear not being able to be reached and looted. Should be fixed now. However it may happen if the player spawns within 3m of the waterline. But hey, try to crashland a heli exactly on a given position.
* Survivor campsite Tents disappear (not worried about them, as they shouldn't spawn with loot). Camp spawner removed
* Removing an engine has yet to be completed as there is no feedback on the removal progress after the character enters the drivers seat.
* Some sound artefacts (clicking; not related to gear timing) when driving the FFR110.replaced with Taxi because also slots where OP for this type of car
* No Engine Block spawns noted as yet (all other Loot appears to be fine at this stage apart from below). increased WeaponHolder_PartEngine chance
* The non enterable Military Camp Barracks have the loot that spawns there partially appear inside the building.
* Retrieving gear from dead character can only be completed when zooming in with right mouse button and then scrolling. (cannot confirm yet)
* Blue Civilian Ural spawn in Sabina places truck on top of awning, making it unobtainable.
* Several boats are currently spawning (or otherwise placed by SK's) inland, not anywhere close to water.
* Tent placement rotation has character lean when using Q & E (can this be changed via using the ALT Key?). (later as it does not cause problems during placement)
To give an overview of what will be offered for the test :
- incuded MAP_EU for addon makers
- included ASC_EU_LIGHTS for addon makers
- Night Lightening - Streetlamps, Airport, Towers, Lighhouses, Bridge...
- Skins from Desert Mercenaries and BlackOps Pack
- reworked leveling to dedicated skins per level:
- bugfixes (see list above)
- lowered some item space requirements to support crafting recipes
- added vehicle parts to be crafted (press "i" ingame to show recipes)
- lowered loot spawn for craftable vehicle parts to be very rare (except industrial crashSite)
- adjusted vehicles to be spawned with random damaged parts (including script to randomize them on every server restart). newly spawned vehicles now always have different parts damaged.
- added a +10 hum for zed kills to give heros a chance to raise hum with other than bloodbagging and bandaging. (250 zeds needed for lvl1, 500 from lvl1 to lvl2)
- added a hum loss/gain on death depending if hero/bandit (WIP, not included in test)
previous stuff:
- Bell Choppers (Unarmed)
- Taxi´s
- AEK Weapons
- G3 Weapons
- Custom Killmessages adjustable in init.sqf (needs to be tested)
- Autorefuel (on/off switch in init.sqf), adjusted to slower speed
- Spawn with Crashsite (on/off switch in init.sqf)
- Salvage Vehicle
- added 8 wreck classes to chrashspawn system with different loottables (military,militaryHigh,civilian,industrial)
- removed radar on most vehicles
- New Script Addons:
- lots of unbanned vehicle and weapon classes (list will be provided with the release)
- 500 new spawn locations for vehicles
- 9 different player spawn locations on both Islands.
... and some more.
regards
Sharkking
Everyone who wants to help is welcome to get the test client and give feedback.
For anything related to gameplay, bugs (with screenshot, location and description ) or suggestions please feel free to post it in this thread.
Feel free to link let´s plays or livestreams as well.
The 2nd test will be for another 1-2 weeks.
Test Client DL and installation instructions:
Due to a lot of changes in content and code a full redownload is required.
- Download: http://www.unix-kiste.de/tavi/@Taviana.zip
- Installation: Backup you previous @Taviana Folder, unzip the Package and copy @Taviana to your Arma2 OA Folder.
- Startup:
Dayz Commander: override dayz folder as shown below

Hit "Launch Dayz now" button and join the server ip using multiplayer connect.
Manual: start dayz with -mod=@Taviana;
Servers:
US: (as needed)
EU: 78.47.186.203:2302
Known Issues/Bugs/Workarround behaviours as of now (please don´t report):
- Removing an engine from vehicle does not add it to inventory
- Gender selection not working (not enough female skins).
- Logout timer sometimes doubled in the gui
-
-
Reported:
* Some sound artefacts (clicking; not related to gear timing) when driving the FFR110.
*
* Retrieving gear from dead character can only be completed when zooming in with right mouse button and then scrolling. (cannot confirm yet)
*
* Tent placement rotation has character lean when using Q & E (can this be changed via using the ALT Key?). (later as it does not cause problems during placement)
To give an overview of what will be offered for the test :
- incuded MAP_EU for addon makers
- included ASC_EU_LIGHTS for addon makers
- Night Lightening - Streetlamps, Airport, Towers, Lighhouses, Bridge...
- Skins from Desert Mercenaries and BlackOps Pack
- reworked leveling to dedicated skins per level:
- 6 Survivor skins (Urban) (-3000 - +5000 Hum)
- 3 Bandit LVL 1 Skins (Terrorists) (-10000 - -3000 Hum)
- 3 Bandit LVL 2 Skins (Terrorists Camo / Default Dayz (< -10000 Hum)
- 3 Hero LVL 1 Skins (Mercs / Default Dayz) (+5000 - +10000 Hum)
- 3 Hero LVL 2 Skins (Blackops) (> +10000 Hum)
- Skin limmitations: Heroes and Bandits can´t use Skin_Camo_DZ or Skin_Soldier_DZ and Skin_Sniper_DZ.
- Bandits and Heroes can switch between the 3 available Skins for their class (WIP, not included in the test)
- bugfixes (see list above)
- lowered some item space requirements to support crafting recipes
- added vehicle parts to be crafted (press "i" ingame to show recipes)
- lowered loot spawn for craftable vehicle parts to be very rare (except industrial crashSite)
- adjusted vehicles to be spawned with random damaged parts (including script to randomize them on every server restart). newly spawned vehicles now always have different parts damaged.
- added a +10 hum for zed kills to give heros a chance to raise hum with other than bloodbagging and bandaging. (250 zeds needed for lvl1, 500 from lvl1 to lvl2)
- added a hum loss/gain on death depending if hero/bandit (WIP, not included in test)
previous stuff:
- Bell Choppers (Unarmed)
- Taxi´s
- AEK Weapons
- G3 Weapons
- Custom Killmessages adjustable in init.sqf (needs to be tested)
- Autorefuel (on/off switch in init.sqf), adjusted to slower speed
- Spawn with Crashsite (on/off switch in init.sqf)
- Salvage Vehicle
- added 8 wreck classes to chrashspawn system with different loottables (military,militaryHigh,civilian,industrial)
- removed radar on most vehicles
- New Script Addons:
- "dynamic" Burning Tireheaps arround player Startup Locations (Main Island) (credits Ben/Brian) (on/off switch in init.sqf)
Main Island Fortifications (credits Ben/Brian) (on/off switch in init.sqf) (WIP)
removed for testing. Need to fix some positions
- Some places have been reworked/added including lootable Buildings (on/off switch in init.sqf)
- District Z - PVE area with new AI bandit/terrorist skinned units and rare weapon/choppers to get from. (on/off switch in init.sqf) - Serverside
- small gives 3000 blood, use time 5 sec , no reuse timer , infection risk 10%
- medium gives 6000 blood, use time 20 sec , no reuse timer, infection risk 10%
- lots of unbanned vehicle and weapon classes (list will be provided with the release)
- 500 new spawn locations for vehicles
- 9 different player spawn locations on both Islands.
... and some more.
regards
Sharkking
Last edited: