Newbie Spellweaver
- Joined
- Dec 28, 2021
- Messages
- 18
- Reaction score
- 1
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!
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.
You must be registered to see links
For support, you can reply here, and I have started a Discord which is available to join here:
You must be registered to see links
Thanks for reading!
Last edited: