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DayZ Legacy Project

Newbie Spellweaver
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Dec 28, 2021
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Hello there!
I worked on DankDayZ servers around the time of 0.45-0.48 with the owners, Dank and CraniX on several scripts and recently was looking through the archived content I have.

I was a participant in the multiplayer stress tests with Dean Hall and Matt Lightfoot in June-August 2013 before the game launched on Steam and possess some unique builds of the game, when the engine was much more similar to Arma 2's. While this build of the engine is a lot more open in terms of scripting extensibility, it is unusable without source code.

I have been working for the past year to create a version of DayZ using the 0.44 engine source code and PBO contents from up to version 0.59-.60, and have had quite a bit of success thus far. I have been utilizing this forum as well as several archived and defunct websites to get what little information is available about the source code and I'm glad to say that the client has matured enough to warrant a public testing release.

To summarize, here are some changes made within Doc's DayZ Legacy engine:
Engine
- Helix Anti-Cheat Framework (currently only monitoring, WIP)
- Implement ARMA 3 loading splash screen
- Tightened script execution restrictions
- Visual Studio 2013 build tools upgrade
- Support random attachments creation
- Disabled SSAO effect
- Disabled SimulWeather system
- Proper multicore implementation
- Increased VRAM usage limitation
- Deprecate most unused middleware (Steam, GameSpy, CD-key, distribution, leftover ARMA code)
- spdlog integration for better logging
- imgui integration for the server management panel
- Massively improved experience in all vehicles
- SuperHair shader implementation
- Add support for Community Memory Allocator and Large Memory Pages
- Experimental x64 support (binaries supplied, NOT recommended for use currently.)
- Experimental DirectX 11 support (binaries supplied, NOT recommended for use currently.)
- ShadowBuffer/projShadow improved shadow system
- Support for new ODOL5 type models
- Support for 0.60+ world file versions
- Support for zombie "roaming" and "searching" states
- Prevent zombies from entering buildings (pathfinding hotfix)
- ItemSuppressor simulation support
- Fixed attachTo support (used for shooting out of helicopters, cars etc)
- Introduce clang-format styling
- Network bubble distance revisions
- AI activation distance revisions
- Countless other optimizations and bug fixes


World
- Move to 0.60 Winter Chernarus
- Move to 0.60 loot table (may have some issues still)
- Ground loot persistence
- Water caustics effects
- Water refraction effects
- Pistols and long rifles spawn with a set of random attachments
- Tent and world object saving system (backend functionality is present, but disabled for now)
- New server events backend system (no event spawns yet)
- New WorldRes loot system
- Winter/snow shader
- Improved rain particle effects
- Animals now spawn in the world
- Land vehicles now spawn in the world (max 10 per restart)
- Air vehicles now spawn in the world (max 10 per restart)
- Trader, safezone WIP (traders disabled currently)
- New air vehicles: Cessna C185 Plane, MH-6 Little Bird (and color variants), UH-1H Huey (and color variants)
- New land vehicles: SUV, UAZ
- Fixed: object interactions (wells, trees etc)


Character
- New melee hit sounds
- Reworked 3pp camera system, you can pivot the camera from shoulder to shoulder with Q and E
- Reworked slope limitation system allows sprinting up most hills and stairs
- Character can now carry two long rifles/shotguns on their back
- Character can now sprint with their weapon raised
- Character can now commit suicide (F11)
- Character can now sprain and chip their ankle
- Character can now have arm fractures (no negative status effects yet)
- Character can have sore feet without shoes (no negative status effects yet)
- Character has temperature and can over/underheat
- Character can now skin animals/players
- Character can now wring out their clothes to dry them faster
- Character can now cook food
- Character can drown underwater
- Revised starting inventory
- Decrease hunger and thirst tick rates
- Increased fall damage height requirements
- Improved processing of item in hands
- Chat based emote system (this is disabled for now pending server sync)
- Fixed: Script functions to lock item in player hands/force remove item
- Fixed: HandIK
- Fixed: Prevent movement while unconscious
- Fixed: random position kickbacks
- Fixed: networked player's inventory visually desyncs in a vehicle
- Fixed: position interpolation issues (edited)
AI
- New zombie sounds
- New animal sounds
- Revised zombie damage handling system

Server
- Server will remain locked until init completes
- Admin and user management systems
- Check player name upon connection
- Generate Helix report upon connection
- Increase loot, zombie, animal count
- Change respawn timer delay
- Server event manager (weather/time sync, restart helper, MoTDs)
- Random procedural weather changes
- Server will now automatically lock itself, remove players from vehicles, save them, and kick them 3 minutes before a scheduled restart
- Added user options menu (boost framerates, view map)
- DayZ Mod music plays while in game

UI
- New main menu layout
- New main menu intro scene (more scenes to be added)
- New main menu music

SQF
- Added dummy functions:
- dbStats
- RoadWayNormalAsl
- surfaceTypeAsl
- spawnProxyVehicle
- spawnDynamicEvent
- spawnProxyVehicle
- Added new functions:
- admin_log
- genUserReport
- genServerReport
- attachTo

The Launcher is available to download and handles patching for future updates.
For support, you can reply here, and I have started a Discord which is available to join here:

Thanks for reading!
 
Last edited:
Newbie Spellweaver
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It's great. Thank you for your work!
Could you please update the discord invite?
 
Newbie Spellweaver
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New link is here and I'll update the OP as well.
 
Newbie Spellweaver
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wait so we will beable to play the old original dayz thats great where would we get the mod and mpmissions file from for this
 
Newbie Spellweaver
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Hello! Project is currently in development and won't have a release for some time - currently we are fixing the game, we are implementing DirectX 11 for better FPS, fixing zombie collision, and creating a number of other fixes and new content. There won't be a server or mission file released for this build - it will run off of a centralized server and hive that I will continue to host for many years to come.
 
Newbie Spellweaver
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Hello! This will serve as a quick update to the status of this project: I am about one full year into development and quite a few strides have been made since then.

New features I've implemented, partially with the help of comrades within the community:

Engine:
-FULL multicore support for all game processes (-cpuCount parameter deprecated, game will auto-detect core and thread count and allocate threads between them evenly. MASSIVE reduction in hitching)
-Now using v120_xp toolset for C++11 support, currently migrating to v140 and C++14
-Integration of `spdlog` library for specialized and advanced logging. This has been implemented in favor of the Rpt log, which is now deprecated
-Integration of `ImGui` library for agile development and debugging. Control panels for things such as AI, world/game settings, and server data will be manageable entirely from the ImGui panel
-Server monitor/auto-restarter (temporary)
-Condensed server browser to automatically find host
-Helix anti-cheat and reporting framework (kernel module in development)
-Fixed zombie collision (walk through walls)
-Improved zombie AI states (zombies now wander idly, begin searching for player, and have improved speed and awareness)
-Completely removed SimulWeather and SSAO for performance optimizations
-Deprecated unused tech like GameSpy, Steam, and Games for Windows
-Use HWID-based system for UID generation
-Proper animal brain implementation + sound config
-New door system and opening/closing sounds
-Automatic game patcher (this is a stop-gap solution until the Electron-based launcher and updater is complete)
-ARMA 3 style launch splashes
-Completely reworked third person camera (shoulder-based, Q and E to switch shoulder)
-Set global fog as a stop-gap measure to improve framerates. A DirectX 11 fork is coming soon which will resolve frame issues in the long term.
-"Operon" framework - a web-based control panel similar to RCON. An extension of the Helix anti-cheat.
- SuperHair shader for Dean, Matt, JanaZ survivors
- Add xTBBMalloc (CMalloc) from Arma 3 for the utilization of large memory pages

Scripted Data:
-Variable spawning loadouts
-User management framework - register a user as a "Player" or "Admin" and create utilities accordingly
-Random attachment spawning and configuration for ALL weapons
-Body temperature system working properly
-Weight system
-Fireplaces, gas lamp, cooker, and cooking implementation from 0.55
-Apple, berry picking
-Arm and leg fractures with health-based movement animations (injured walk etc)
-Hotkey based auto-run
-Open the map with the M key
-Using 0.55 loot and spawn tables

Assets:
-Zombie sounds rework (now using sounds from stable branch)
-Ambient music both in-menu and in-game (will play Stable branch main menu music, and in-game suspenseful music from the mod. These are adjustable.

I have a Trello where I keep track of development here:
 
Last edited:
Newbie Spellweaver
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Hello again! We have released our first public alpha test of DayZ Legacy.

You can download our launcher here:

For any support, please leave a reply here or join our Discord at

So many new features have been added and we're looking to gather feedback about some known issues and new tech we've merged.

See you in Chernarus!
 
Newbie Spellweaver
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We continue to improve our testing client and are always looking for users to gather additional feedback related to engine performance and stability.

Some of our recent changes include:

-Increased physical/virtual memory AND VRAM usage limitation
-ItemSuppressor simulation support
-ODOL5 model support and wrp patches to support maps from 0.59-1.20 Stable Branch
-ShadowBuffer/projShadow alternative rendering support
-Full support for Arma 3 community memory allocator and large memory pages
-Incredible network optimizations (server usually runs at about 300FPS)
-Land and air vehicles now spawning acrosss the world
-0.60+ loot objects and spawn table
-Dynamic wreck events including cars, helicopters and trains
-Revert to 0.60 autumn map
-F11/Suicide now working 100%
-WIP Discord RPC
-64-bit memory allocation reworks
-Set exThreads to max
-Enable Vulkan API for increased DX9 performance
-Improved gun recoil
-Increased poly count limit
-Revised LOD loading logic for stability
-Revised multi-monitor logic
-Engine-based earplugs system

We want to continue with a balance between some new features and many bug fixes/performance optimizations - as we continue to develop this client, we are mainly focusing on testing - the game is not complete and has several issues as a result.

Join our Discord to learn more!

 
Initiate Mage
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I did see that you said you had to close off the discord server for a while for fair use policy reasons, but I assume that you've been able to resume development since you put out a June 2023 progress report. Is the discord server opened back up again and the invites are out of date or is the discord still closed to new users for the time being?
 
Newbie Spellweaver
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I did see that you said you had to close off the discord server for a while for fair use policy reasons, but I assume that you've been able to resume development since you put out a June 2023 progress report. Is the discord server opened back up again and the invites are out of date or is the discord still closed to new users for the time being?
Hello! Here's an updated Discord invite link:
 
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