DayZ Source Development

I am recreating how the server listen and answer to custom messages.
It will be an open-source program coded in C# that anyone can edit and modify as desired.
This implementation will improve the development, as the goal is to remove completely the BattlEye dependency, which is currently used only for RCon tools.
The intention is also to make life easier for server owners.

 
I am recreating how the server listen and answer to custom messages.
It will be an open-source program coded in C# that anyone can edit and modify as desired.
This implementation will improve the development, as the goal is to remove completely the BattlEye dependency, which is currently used only for RCon tools.
The intention is also to make life easier for server owners.


It is so cool ! Waiting so much for release
 
The zombie PathFinder system has been completely reworked. Previously, the PF process was extremely expensive and still failed to produce reliable paths.
The new system first finds a path using a 2D navigation map with the A* algorithm. Once the path has been generated, it is processed against the 3D collision geometry.
This new approach is significantly more efficient and is currently about 98% reliable. There are still a few situations where zombies may clip through walls:
1. Since animations are processed every frame, an animation that moves the zombie may be applied before the collision check, which runs at determined intervals.
2. When a collision object is extremely close to the zombie, the system may interpret the zombie as being stuck inside the object. To prevent this, collisions that are too close are intentionally ignored.
Overall, this is a big improvement for the zombie PF.

 
The zombie PathFinder system has been completely reworked. Previously, the PF process was extremely expensive and still failed to produce reliable paths.
The new system first finds a path using a 2D navigation map with the A* algorithm. Once the path has been generated, it is processed against the 3D collision geometry.
This new approach is significantly more efficient and is currently about 98% reliable. There are still a few situations where zombies may clip through walls:
1. Since animations are processed every frame, an animation that moves the zombie may be applied before the collision check, which runs at determined intervals.
2. When a collision object is extremely close to the zombie, the system may interpret the zombie as being stuck inside the object. To prevent this, collisions that are too close are intentionally ignored.
Overall, this is a big improvement for the zombie PF.


That's amazing!!
 
A program was also created that can convert any P3D model from the ODOL format to MLOD.
The program works with any model type binarized by DayZ or Arma 3 (up to v75). It also extracts the model.cfg.
A binarizer.exe will be included in the release, it can binarize any MLOD to ODOL4 (the corresponding version used by this legacy engine)
With this, any existing p3d model from DayZ and Arma 3 can be used in this legacy version opening a wide range of possibilities for your creativity.
The following model was extracted from version 1.29

odoltomlod - DayZ Source Development - RaGEZONE Forums
 
Last edited:
Back