Beiträge von ErnaVII.
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Ratten und Katzen sind gesichtet!
Bei dem Großvieh musste noch einiges angepasst werden. Ich hoffe zum 24 Uhr Restart (da bin ich allerdings im Bett), dass die Großwildjäger wieder was zu tun haben. Wir bleiben auf jeden Fall dran...
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Danke Vivi für deine Meldung!
Der erste Spawn war, glaube ich, auch in einem Ticket gemeldet. Habe ich bereits vor ein paar Tagen korrigiert. Wenn dort noch immer ein Humvee spawnen sollte, bitte melden.
Das Taxi habe ich etwas versetzt.
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Danke für die Rückmeldungen. Tierspawn wird im Laufe des Tages angepasst, wahrscheinlich zu 18Uhr. Infizierte werden weiter beobachtet.
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Unser fleißiges Team ist weiter auf der Suche nach "MapFehlern". Untertsützt uns und meldet ungewöhnliche schwebende Betonplatten etc. und wir werden versuchen es zeitnah zu korrigieren!
Vielen Dank für eure Mitarbeit!
Ein Beispiel der schwebenden Platten am LakeHouse...
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Danke für die bisherigen hilfreichen Beiträge ;)!
Ich wünsche mir das Thema "events.xml" und das Thema "types.xml".
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Vielen Dank an alle Teilnehmer für Ihre eingesendeten Screenshots!
1. **Kreativität und Originalität** – Wie einzigartig und einfallsreich ist die Aufnahme? Bringt sie eine neue Perspektive oder eine außergewöhnliche Idee hervor?
2. **Komposition und Ästhetik** – Wie gut sind die Bildkomposition, Beleuchtung und Farbharmonie? Erzeugt das Bild eine beeindruckende visuelle Wirkung?
3. **Themenbezug** – Inwieweit fängt der Screenshot das Thema oder die Atmosphäre des Contests ein? Drückt das Bild den gewünschten Stil oder die Emotion aus?
Smokey - Hexe in der Nacht
Snickers - Schattenspiel mit Kürbis
Rammstein - Strand mit Abendhimmel
Hansdieter - Stilleben im Untergrund
Acki - Allein in der Nacht
Shaitan - Hospital des Grauens
KrawallKueken - Kürbis BanditenHansdieter - Black Cat and Orange Pumpkin
Hansdieter - Empty Fridge
Shaitan - Pumpkin Chef
Snickers - Skelettffreunde
Vivi - Giftige Wolke im Krater
Tobi - Scary CRK Medic
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Vielen Dank an alle Teilnehmer für Ihre eingesendeten Screenshots!
Das GDZ-Team ist die Jury und wird intern die Screenshots anhand eines Kriteriensystems bewerten und den Sieger am 5.11.2024 nach dem Admintalk bekannt geben.Falsch! Es wird eine Com-Abstimmung geben! Wird gerade ausgearbeitet!
1. **Kreativität und Originalität** – Wie einzigartig und einfallsreich ist die Aufnahme? Bringt sie eine neue Perspektive oder eine außergewöhnliche Idee hervor?
2. **Komposition und Ästhetik** – Wie gut sind die Bildkomposition, Beleuchtung und Farbharmonie? Erzeugt das Bild eine beeindruckende visuelle Wirkung?
3. **Themenbezug** – Inwieweit fängt der Screenshot das Thema oder die Atmosphäre des Contests ein? Drückt das Bild den gewünschten Stil oder die Emotion aus?
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Bin auf einem anderen DayZ Server darüber gestolpert. Wäre das nicht auch eine sinnvolle Maßnahme auf den GDZ Servern?
Man kann den Server nur mit ausgeschaltetem NVIDIA inspector betreten.
Hast du einen Link zu der Mod? Oder was ist das genau?
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Ergänzung zu den Teilnahmebedingungen:
Die Screenshots dürfen nicht bearbeitet sein. Empfehlenswert ist das HUD auszuschalten. Das Einfügen unseres GDZ Logos ist zulässig.
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Heute ist mir dieser interessante und offizielle Artikel auf PC Games Hardware ins Auge gefallen:
Battleye: Exploit ermöglicht Bannen unschuldiger SpielerDie Entwickler der Anti-Cheat-Software Battleye berichten derzeit über einen kritischen Fehler, durch den Hacker unschuldige Spieler bannen lassen können.www.pcgameshardware.de -
PC Stable 1.26 Update 1 - Version 1.26.158898 (Release on 15.10.2024)
NOTES
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider de-fragmenting your HDD after downloading large updates.
- In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
FROSTLINE DLC
- Added Sakhal terrain
- Rubber Boat
- Ice Axe
- Yellowfoot Mushroom
- Reindeer
- Winter-themed infected types
- Winter-themed variants of existing clothing items
- Budenovka
- Snowstorm Ushanka
- Ski gloves
- Navy uniform jacket and pants
- OMK jacket and pants
- Walleye Pollock
- Steelhead Trout
- Shrimp
- Scientific briefcase and keys
- Canned crab
- Down jacket
- Ski goggles
- Glass bottle
- Heavy Metal Poisoning
- Bushlat Jacket
- Sherpa Hat
GAME
ADDED
- Brown Hare
- Red Fox
- Wolf trophy headdress
- Shemag
- Fishing jig
- Wooden fishing hook
- Consuming scorching hot items now slows consumption and causes damage
- It is now possible to climb onto ledges while swimming
- Authentication for official game servers
- Some items can now freeze if exposed to low temperatures
- Grass now bends under animals and infected
- Terrain and object visibility settings
- In-game server browser now verifies all official servers before displaying them
- In-game server browser can now filter for maps
- In-game server browser now allows sorting for maps in a separate column
- Description field for servers, displayed in the server browser
FIXED
- In 1st person view, the characters shadow cast by dynamic lights did not have a head (https://feedback.bistudio.com/T158144)
- The character could get stuck in falling animation when cornered by infected (https://feedback.bistudio.com/T173675, https://feedback.bistudio.com/T173952, https://feedback.bistudio.com/T177664)
- After killing an entity with a bolt, cancelling the reload of that bolt through "Load round" would result in the bolt disappearing (https://feedback.bistudio.com/T174854)
- New firewood would not be visually reflected in the fireplace after it went to ashes for the first time (https://feedback.bistudio.com/T177432)
- It was not possible to gather firewood from one variant of hornbeam trees
- The jammed state of weapons could get falsely displayed when moving the weapon into vicinity
- The Zenit radio station was outputting radio communication, while it is only intended for input
- Vegetation was bent by wind stronger at specific angles
- The speed of the wind did not properly affect its sounds
- Fixed several gestures that could be abused to hide large weapons
- Cutting a flag attached to a flag pole into rags would glitch the flag pole (https://feedback.bistudio.com/T179035)
- It was possible to clip weapons through walls (https://feedback.bistudio.com/T178620)
- The stamina bar was visible when inside a vehicle (https://feedback.bistudio.com/T169545)
- Vehicles were missing sounds for failed startup (https://feedback.bistudio.com/T177537)
- The meat tenderizer and hammer were missing their sounds when building base objects (https://feedback.bistudio.com/T179254, https://feedback.bistudio.com/T179271)
- When in the Exit menu from the main menu, pressing ESC did not close it
- Characters could desynchronize when attempting to sit in the same car seat simultaneously
- The player character was not properly turning in the main menu (https://feedback.bistudio.com/T180967)
- Wheels of vehicles would occasionally spin faster than they should (https://feedback.bistudio.com/T167606)
- Inventory items should no longer flicker when at near memory limits (https://feedback.bistudio.com/T181570 - private)
- Volumetric fog should now be consistent across different view distance settings
- It was not possible to bandage a player who is sitting in a vehicle
- Fixed an exploit that allowed movement of an unconscious character
- Fixed an instance of desynchronized weapon ammunition status
- The "Previously played" filter in the PC client server browser
- Voice range icon did not appear when pressing voice range up/down keys
- Unloading multiple types of ammo into an inventory with limited space would result in surplus ammo types being changed (https://feedback.bistudio.com/T179946 - private)
- It was not possible to remove the car battery from the Field Transciever (https://feedback.bistudio.com/T181638)
- Rebuilding a fence after it being destroyed would not update collisions until the nexty server restart (https://feedback.bistudio.com/T181962 - private)
- Some sunglasses were not visible in hands in first person view (https://feedback.bistudio.com/T156564)
- When holding NVG goggles in your hand, they could be misplaced while looking through them (https://feedback.bistudio.com/T173863)
- The pill icon would never disappear again after taking two pills in quick succession (https://feedback.bistudio.com/T182138)
- Fixed visual appearance of damaged and ruined ghillie set pieces
CHANGED
- Updated official server naming conventions in coherence with the server browser update
- Reworked character heat comfort and how it is influenced
- Rebalanced the insulation values of most clothing items
- Renamed "bad" insulation to "worst" for better understanding
- Reworked fishing action and its chances, including audio and particle effects (let go of LMB to reel in a fish when caught)
- Fishing bait is no longer crafted, but an attachment of hook
- Slightly rebalanced the nutrition values of fish
- Eating raw fish now causes food poisoning instead of salmonella
- Worms are now stackable
- It's now possible to dig multiple worms at once with certain tools
- Reworked the common cold into stages, added pneumonia
- Codeine pills and morphine now suppress common cold and influenza symptoms
- To tackle animal predators being an easy source of food for highly geared players, we have infected predator meat with a disease
- All edible items can now be added to cooking slots
- All edible items can now be heated up to warm up the character when consumed
- Tweaked water gain from food items, decreased the gain from cooked items
- Removed rough and precision soft skills
- Firewood can now be stacked up to 3 times in the inventory
- Tweaked the minimum and maximum temperatures of items
- Players now gain temporary immunity to the common cold after beating it or any of its later stages
- The flare gun ammunition now spins slightly on descent
- Active rain/snowfall now decrease the hearing of infected
- Force feeding is now only possible when facing the player
- Sitting in a vehicle with running engine will now set your character's heat comfort to neutral
- Heat packs cool down over a longer period and give drastically more benefit
- Traps now require bait and might catch different animals depending on the bait
- Traps now play a sound when they aught an animal
- Traps in water play a particle effect when they caught an animal
- Reduced damage taken by traps on catch
- Increased chance of catching animals via trap
- Reduced time required for traps to catch an animal
- Significantly increased the weight of animals pelts
- Terrain detail video settings are now hidden and set to one value that corresponds to the multiplayer settings (it was always forced to one value by the server anyway)
- Optimized world loading for respawning players (PC only)
- Reduced the AI alertness from pistol shots
- Strongly reduced the AI alertness from shots of the Sporter
- Heat buffer (+ symbol) now shows progression on HUD and its behavior has been slightly altered
- Reduced size of the cargo on most jackets, pants and vests
- Adjusted inventory sizes of various items
- Many continuous actions have now their camera view angle limited to the general area, where the action is conducted
- It's not possible to construct garden plots below certain environment temperatures
CENTRAL ECONOMY
- Fixed: The restock value was not properly considered when restocking items (https://feedback.bistudio.com/T177835)
CHERNARUS
- Fixed: A glitched military convoy position at Dubrovka
- Changed: Morning fog behavior, there is always morning fog around the coast and in the low altitude valleys. The density is randomized, it can be too thick sometimes
- Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
- Changed: Large-scale rebalancing of clothing items and firearms
- LIVONIA
- Changed: Morning fog behavior, there CAN be a morning fog which is on the river and around its bed. The density is randomized
- Changed: Livonia now has sudden overcast changes. The sudden change always ends with a bad weather and the duration of it shorter compared to normal overcast changes
- Changed: Wind direction and speed is giving clues about how the upcoming overcast will be
- Changed: Default date reset interval moved from Aug-Sept to July-Aug
- Changed: Large-scale rebalancing of clothing items and firearms
SERVER
- Fixed: Consistency in connect and disconnect admin log message (https://feedback.bistudio.com/T178772)
- Fixed: Suiciding with a melee weapon would result in inconsistent log messages (https://feedback.bistudio.com/T174730, https://feedback.bistudio.com/T178771)
- Fixed: When lowering or raising flags, some of them were logged incorrectly as Flag_base (https://feedback.bistudio.com/T178827)
- Fixed: The tripwire trap was not logged properly in the ADM log when placed (https://feedback.bistudio.com/T174730, https://feedback.bistudio.com/T175403, https://feedback.bistudio.com/T177005, https://feedback.bistudio.com/T178210)
- Fixed: ADM log printed inconsistent quotation marks and redundant source when killed by a grenade (https://feedback.bistudio.com/T174730, https://feedback.bistudio.com/T176477)
- Fixed: adminLogPLayerHitOnly server parameter was not working correctly (https://feedback.bistudio.com/T179862)
- Fixed: Ping approximation methods of PlayerIdentity should now work as intended on the server (https://feedback.bistudio.com/T178130)
- Fixed: Linux server would freeze or crash when scripts fail to compile
- Changed: Restock values in types.xml will now trigger in between singular spawns instead of only at the end of spawning from min to nominal
- Changed: Restock values in types.xml will now also additionally trigger once count goes under min
- Changed: Restock timer on types will now be saved to carry over between server restarts in case it was ticking down
- Changed: Attempting to start a server with ShardIds 000 - 099 will prevent the server from starting up, as those are reserved for official servers
- Changed: Ambient spawner: Number of spawned entities computing
- Changed: Ambient spawner: The ranges and zone mechanics - activating, deactivating, cooldown
- Tweaked: !Workshop folder no longer gets created if Launcher is running in Proton operating system
- Added: Launcher now verifies all official servers before displaying them
MODDING
- Added: 'CGame.ReloadShape' to reload an objects p3d through script (diag only)
- Added: Support for NoiseSystemParams::shotVolExponent in Infected.hpp config file, which affects volume fall off shots heard by infected
- Added: Diag Menu: "Enfusion World > Bullet > Simulation" to pause and step through physics simulation
- Added: GetAimingHandsOffsetLR, GetAimingHandsOffsetUD script API
- Added: Ability to define a texture layer with a certain projection vector into Multi and Super shader (documentation coming soon, Adam Franců)
- Added: Script functions IsPointInPolygon, IsPointInPolygonXZ, IsPointInTriangleXZ, TriangleWindingXZ
- Added: Exposed various getters for Car wheel contact
- Added: Configuration of the sea - parameters MaxTide and MaxWave in cfgWorlds. Diag menu option to set the sea level to maximum or minimum
- Added: Script function GetAdditionalHealthTypes
- Added: CGame.SurfaceGetSeaLevelMin() and CGame.SurfaceGetSeaLevelMax()
- Added: dBodyGetWorldTransform and dBodyGetDirectWorldTransform to EnPhysics
- Added: 'Human.PhysicsGetPositionLS' and 'Human.PhysicsGetPositionWS'
- Added: Config entry 'animPhysDetachSpeed' for any entity with dynamic physics, a zero-value means the player will not stay on the entity, any positive non-zero value means the player will stay on the entity until that speed (m/s) is reached, then the player will slide backwards
- Added: "SurfaceInfo.GetByName" and "SurfaceInfo.GetByFile" to directly get the SurfaceInfo
- Added: Partial implementation of 'animPhysDetachSpeed' for static objects (such as House), the player will never slide
- Added: 'Pawn.ForceCorrection' for forcing network corrections to the owner
- Fixed: 'DbgUI.SliderFloat' not accepting inputs or rendering
- Fixed: A bug that could be abused to obfuscate files
- Fixed: EntityOverlapSingleBullet had incorrect parameter count
- Fixed: FindFile script method did not handle the pattern correctly on linux (https://feedback.bistudio.com/T179707)
- Fixed: FileMode.WRITE was not truncating the file on Linux (https://feedback.bistudio.com/T180210)
- Fixed: 'Human.PhysicsGetPositionWS' and 'Human.PhysicsGetRotationWS' would ignore enfusion parent
- Fixed: 'DayZPlayer.SetDirection' would only set the players direction after they had moved
- Fixed: EEHitBy events were not being fired after entity is destroyed/killed
- Changed: Vertex limit in a single p3d model has been increased from 32 thousand to 65 thousand - requires binarize.exe in DayZ Tools to be updated to take advantage, which will occur later
- Changed: The vehicle UI has been refactored to allow for more extendability. In the current version (1.26), both the old and new solution are present to give time for mods which would use the vehicle UI scripts to change to the new version without pressure. With version 1.27, the old solution will be removed completely. By default, the old UI solution is used. In order to switch to the new version, run the game with startup parameter -scrDef=VEH_UI_REFACTOR. The relevant changes are present within IngameHud.c
- Changed: SurfaceGetType(3D) now returns the Y position the surface was found
- Changed: Tree and grass material property `perlinDirAffection` will now have square reduction of its magnitude below the value of 0.5, resolving some visual noise of trees and grass
- Changed: Clutter generation speed has been significantly increased on higher cell size terrains
- Changed: Surfaces can now define a 'stepParticle' and 'wheelParticle'
- Changed: Some minor documentation improvements around physics getters for Human
- Changed: 'Human.PhysicsGetTransformWS' now returns the true world space with enfusion hierarchy
- Changed: Roadways no longer create physics for dynamic objects
- Tweaked: Debug shots trace now outputs speed of projectile upon exiting a surface
TERRAIN BUILDER
- Added: Template library filtering
- Fixed: Export Shapes to Imagery functionality now continues to work even after invalid path is specified
- Fixed: Renaming an object/shape layer works now, instead of creating a new layer
- Tweaked: "Remove + Delete from HDD" from Object layer window has been replaced with "Remove" option which does NOT delete the corresponding file
- Tweaked: Removed various unused options from Terrain -> Preferences
- Tweaked: Generate layers process has been optimized and is now faster
- Tweaked: Improvements to the mass conversion of PNG to PAA for layers (you can select parallel conversion)
KNOWN ISSUES
- The server browser might not display servers - a fix is in the works - THIS CAN BE SOLVED BY RESETTING FILTERS
- Respawning from unconscious might result in disconnect from the server
- Weather can be desynced for players after server start - a fix is in internal testing
- Thawing frozen items in cookware is too slow - a fix is in internal testing
- Heavy Metal Poisoning Screen effect is present after respawn - a fix is in internal testing, can be solved by reconnect
- Vehicles or boats behave weirdly next to rocks (https://feedback.bistudio.com/T183992, https://feedback.bistudio.com/T183617) - a fix is in internal testing
- Character is stuttering while passing doors
- Camera twitches after vaulting over fences/walls (https://feedback.bistudio.com/T185237)
- Sakhal map doesn't have translated name and description - a fix is in internal testing
- Alarm sound of Warhead bunker entrance can play permanently after server restart
- Some ice sheets cannot be climbed on
- Tents can clip into ice sheets after being packed
- Boats and players in them are not getting any damage in crashes
- Small stutters can happen when walking/sprinting into the sea
- Climbing on boat, especially with no or low stamina, can cause animation glitches
- Some food can clip into fireplaces and ovens when added to cooking slots - a fix is in internal testing
- Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) - a fix is in internal testing
- Thawed snow area around fireplaces is not visible at night
- PC server descriptions do not support new line characters - a fix is in internal testing
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Auch nach dem Modded Abschlussballern möchten wir euch gerne die Kill-Logs in der einfachen Ausführung zeigen.
Bleibt treu! Wir danken euch
Viel Spaß in der 1.26!
20:52:53 | Player "Murphy" (DEAD) pos=<6584.6, 2522.7, 6.2>) killed by Player "Rattenjunge" pos=<6514.6, 2476.1, 13.5> with Blaze from 84.3771 meters 20:55:43 | Player "Murphy" (DEAD) pos=<6597.9, 2498.8, 6.0>) killed by Player "Johnson" pos=<6586.7, 2491.8, 6.2> with HK MP7 from 13.1442 meters 20:55:55 | Player "HD" (DEAD) pos=<6590.1, 2494.1, 6.2> killed by Player "Johnson" pos=<6594.8, 2496.4, 6.0> with HK MP7 from 5.20037 meters 20:56:52 | Player "23.m0ab- Squad" (DEAD) pos=<6713.2, 2941.7, 7.2> killed by Player "[TAC]*OPA*SpaceMarine" pos=<6707.0, 2946.0, 7.2> with HK-417 from 7.55204 meters 20:58:06 | Player "HD" (DEAD) pos=<6628.4, 2584.9, 11.4> killed by ZmbF_ShortSkirt_Black 20:58:16 | Player "Johnson" (DEAD)pos=<6627.7, 2584.1, 11.4> killed by ZmbF_ShortSkirt_Black 21:00:11 | Player "TomiKelly" (DEAD) pos=<6578.5, 2792.0, 6.5>) killed by Player "Murphy" pos=<6501.6, 2783.8, 23.2> with SV-98 from 79.0349 meters 21:01:27 | Player "Rattenjunge" (DEAD) pos=<6463.7, 2532.6, 6.2> killed by Player "Murphy"pos=<6391.0, 2625.9, 9.3> with SV-98 from 118.334 meters 21:03:42 | Player "Johnson" (DEAD) pos=<6484.2, 2357.4, 9.2> killed by Player "Murphy" pos=<6472.1, 2372.9, 8.6> with AUR A1 from 19.6572 meters 21:07:40 | Player "Johnson" (DEAD) pos=<6489.2, 2431.8, 6.0>) killed by Player "Rattenjunge" pos=<6499.7, 2436.7, 6.0>) with AK-74 from 11.5102 meters 21:08:01 | Player "Johnson" (DEAD) pos=<6436.8, 2432.3, 8.0>) killed by Player "Andy Ommsen" pos=<6430.2, 2437.2, 8.0>) with AKM | Hyper Beast from 8.26057 meters 21:08:10 | Player "Andy Ommsen" (DEAD) pos=<6436.4, 2432.8, 8.0>) killed by Player "Rattenjunge" pos=<6469.7, 2477.6, 6.2>) with Blaze from 55.8126 meters 21:08:48 | Player "Murphy" (DEAD) pos=<6539.3, 2333.3, 9.4>) killed by Player "Rattenjunge" pos=<6456.7, 2443.6, 6.3>) with Blaze from 137.827 meters 21:10:03 | Player "Murphy" (DEAD) pos=<6524.5, 2798.6, 9.6>) killed by Player "TomiKelly" pos=<6532.2, 2805.8, 9.6>) with M4-A1 | Howl from 10.5567 meters 21:11:04 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6577.9, 2793.1, 6.5>) killed by Player "Andy Ommsen" pos=<6574.2, 2794.8, 4.7>) with SV-98 from 4.36931 meters 21:12:22 | Player "Andy Ommsen" (DEAD) killed by Player "[TAC]*OPA*SpaceMarine" pos=<6582.1, 2792.0, 8.1>) with HK-417 from 1.49471 meters 21:13:59 | Player "Andy Ommsen" pos=<6420.3, 2224.1, 6.2>) killed by Player "Vika_die_Eule" " pos=<6421.1, 2222.9, 6.2>) with AK-74 from 1.44313 meters 21:16:29 | Player "Andy Ommsen" (DEAD) pos=<6421.8, 2222.8, 6.2>) killed by Player "LonsesomeCowboy" pos=<6422.0, 2225.0, 7.3>) with Brethren Arms B52 from 2.43936 meters 21:19:11 | Player "[BBS] Niko" (DEAD) pos=<6618.3, 2429.2, 8.3>) killed by Player "Rattenjunge" pos=<6613.9, 2430.2, 8.3>) with AK-74 from 4.47723 meters 21:22:33 | Player "Rattenjunge" (DEAD) pos=<6590.3, 2489.3, 17.3>) killed by Player "Murphy" pos=<6588.3, 2486.4, 15.8>) with AK-74 from 3.81393 meters 21:23:52 | Player "Murphy" (DEAD) pos=<6590.6, 2318.8, 7.1>) killed by Player "Johnson" pos=<6617.6, 2410.9, 24.0>) with Blaze from 97.4839 meters 21:25:53 | Player "Johnson" (DEAD) pos=<6610.3, 2429.9, 23.3>) killed by Player "TomiKelly" pos=<6519.2, 2451.2, 6.2>) with DRD Kivaari 338 from 95.1512 meters 21:26:15 | Player "Copperhead Kate" pos=<6365.0, 2230.2, 5.0>) killed by Player "Murphy" pos=<6363.1, 2229.5, 4.7>) with AEK-918G from 2.02547 meters 21:27:10 | Player "Andy Ommsen" (DEAD) pos=<6477.4, 2260.3, 5.7>) killed by Player "TomiKelly" pos=<6493.6, 2267.6, 5.8>) with FN FAL from 17.8054 meters 21:27:40 | Player "Johnson" (DEAD) pos=<6479.7, 2252.3, 5.7>) killed by ZmbM_SurvivorDean_Black 21:28:26 | Player "Murphy" (DEAD) pos=<6485.2, 2360.7, 8.6>) killed by Player "Rattenjunge" pos=<6472.7, 2371.6, 8.6>) with AK-74 from 16.6071 meters 21:28:50 | Player "SirMerlin" (DEAD) pos=<6547.1, 2336.6, 45.6>) killed by Player "*VCU* Smokey Eyes" pos=<6419.6, 2239.1, 7.0>) with Barrett M98B from 165.034 meters 21:29:35 | Player "Johnson" (DEAD) pos=<6413.7, 2233.6, 5.9>) killed by Player "LonsesomeCowboy" pos=<6419.1, 2237.0, 5.9>) with Brethren Arms B52 from 6.31763 meters 21:31:27 | Player "Vika_die_Eule" (DEAD) pos=<6416.1, 2240.0, 5.9>) killed by Player "Johnson" pos=<6411.4, 2234.4, 5.9>) with MP5-K from 7.28929 meters 21:31:37 | Player "Johnson" (DEAD) pos=<6411.4, 2235.3, 5.9>) killed by Player "*VCU*Der Blaue Bob" pos=<6408.3, 2217.5, 5.9>) with M4-A1 from 18.0338 meters 21:31:49 | Player "LonsesomeCowboy" (DEAD) pos=<6408.3, 2224.3, 5.9>) killed by Player "TomiKelly" pos=<6404.0, 2230.2, 5.9>) with FN FAL from 7.29985 meters 21:31:50 | Player "TomiKelly" (DEAD) pos=<6403.9, 2227.2, 5.9>) killed by Player "*VCU* Smokey Eyes" pos=<6411.6, 2230.3, 5.9>) with Brethren Arms B52 from 8.25546 meters 21:31:57 | Player "Copperhead Kate" (DEAD) pos=<6410.0, 2214.6, 7.9>) killed by Player "*VCU*Der Blaue Bob" pos=<6408.4, 2216.1, 5.9>) with M4-A1 from 2.97057 meters 21:32:17 | Player "[GDZ]CinZane" (DEAD) pos=<6391.1, 2246.6, 6.6>) killed by Player "*VCU*Der Blaue Bob" pos=<6406.4, 2232.0, 5.9>) with M4-A1 from 21.1826 meters 21:33:43 | Player "Vika_die_Eule" (DEAD) pos=<6591.8, 2805.7, 9.1>) killed by Player "Johnson" pos=<6591.9, 2805.1, 9.5>) with (MeleeFist) 21:35:08 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6354.8, 2267.9, 6.0>) killed by Player "Rudd Dreibaum" pos=<6369.9, 2246.6, 6.0>) with M4-A1 from 26.1293 meters 21:35:29 | Player "Rudd Dreibaum" (DEAD) pos=<6357.5, 2253.3, 5.9>) killed by Player "*VCU* Smokey Eyes" pos=<6360.4, 2264.2, 6.0>) with Brethren Arms B52 from 11.2557 meters 21:35:51 | Player "*VCU* Smokey Eyes" (DEAD) pos=<6360.1, 2265.1, 6.0>) killed by Player "Rattenjunge" pos=<6358.1, 2264.2, 6.0>) with M4-A1 | Howl from 2.19518 meters 21:36:33 | Player "Vika_die_Eule" (DEAD) pos=<6410.2, 2655.2, 9.6>) killed by Player "M*sli" pos=<6354.5, 2654.9, 17.7>) with SV-98 from 56.2887 meters 21:37:08 | Player "*VCU* Smokey Eyes" (DEAD) pos=<6365.9, 2257.7, 6.0>) killed by Player "Rattenjunge" pos=<6364.3, 2259.0, 6.0>) with Brethren Arms B52 from 2.13731 meters 21:38:19 | Player "*VCU* Smokey Eyes" (DEAD) pos=<6351.2, 2239.9, 5.5>) killed by Player "Rattenjunge" pos=<6345.7, 2245.9, 6.0>) with M4-A1 | Howl from 8.14709 meters 21:38:15 | Player "23.m0ab- Squad" (DEAD) pos=<6549.7, 2604.6, 14.0>) killed by Player "Johnson" pos=<6552.3, 2608.1, 14.0>) with FN FAL from 4.39793 meters 21:38:41 | Player "Rudd Dreibaum" (DEAD) pos=<6358.7, 2266.2, 6.0>) killed by Player "*VCU*Der Blaue Bob" pos=<6360.5, 2265.7, 6.0>) with M4-A1 from 1.90475 meters 21:38:58 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6331.6, 2312.0, 6.0>) killed by Player "Rattenjunge" pos=<6323.1, 2296.0, 6.0>) with M4-A1 | Howl from 18.1191 meters 21:40:28 | Player "Johnson" (DEAD) pos=<6511.8, 2593.5, 14.0>) killed by Player "Murphy" pos=<6520.2, 2597.4, 13.9>) with AK-74 from 9.24979 meters 21:43:03 | Player "Murphy" (DEAD)pos=<6600, 2555.3, 6.0>) killed by Player "Rudd Dreibaum" pos=<6601.5, 2557, 6.0>) with M4-A1 | Howl from 2.30152 meters 21:43:56 | Player "Rattenjunge" (DEAD) pos=<6488.5, 2337.4, 7.4>) killed by ZmbF_ShortSkirt_red 21:44:07 | Player "Copperhead Kate" (DEAD) pos=<6487.3, 2344.5, 8.1>) killed by Player "[TAC]*OPA*SpaceMarine" pos=<6473.8, 2353.8, 8.1>) with AKM | Hyper Beast from 16.3686 meters 21:45:55 | Player "Johnson" (DEAD) pos=<6631.2, 2585.1, 11.4>) killed by Player "Rudd Dreibaum" (DEAD) pos=<6629.1, 2584.9, 11.4>) with M4-A1 | Howl from 2.12497 meters 21:45:55 | Player "Rudd Dreibaum" (DEAD) pos=<6629.1, 2584.9, 11.4>) killed by Player "Johnson" pos=<6631.1, 2585.1, 11.4>) with Blaze from 2.02004 meters 21:49:24 | Player "Johnson" (DEAD) pos=<6630.6, 2582.8, 7.6>) killed by ZmbF_PoliceWomanNormal 21:50:38 | Player "Murphy" (DEAD) pos=<6466.6, 2375.4, 8.4>) killed by ZmbF_JournalistNormal_White 21:51:16 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6487.1, 2359.2, 9.2>) killed by Player "Rattenjunge" pos=<6465.2, 2377.6, 8.1>) with M4-A1 | Howl from 28.6579 meters 21:52:38 | Player "Rattenjunge" (DEAD) pos=<6466.8, 2378.8, 8.1>) killed by Player "Vika_die_Eule" pos=<6472.7, 2363.3, 8.6>) with MP5-K from 16.5946 meters 21:53:38 | Player "Johnson" (DEAD) pos=<6583.2, 2454.8, 6.0>) killed by Player "Rudd Dreibaum" pos=<6618.4, 2452.0, 6.0>) with AK-74 from 35.3623 meters 21:54:47 | Player "SirMerlin" (DEAD)pos=<6422.9, 2228.7, 10.5>) killed by Player "Some1callforbackup" pos=<6424.0, 2230.6, 10.2>) with M4-A1 from 2.21833 meters 21:55:30 | Player "Rudd Dreibaum" (DEAD) pos=<6490.7, 2264.5, 5.7>) killed by Player "Johnson" pos=<6480.7, 2264.5, 5.6>) with MP5-K from 9.99809 meters 21:57:01 | Player "M*sli" (DEAD) pos=<6480.0, 2259.7, 5.6>) killed by Player "Johnson" pos=<6474.6, 2263.3, 5.9>) with AK-74 from 6.48387 meters 21:57:58 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6428.2, 2225.8, 10.2>) killed by Player "Some1callforbackup" pos=<6424.6, 2223.9, 10.2>) with M4-A1 from 4.14051 meters 21:58:03 | Player "Johnson" (DEAD) pos=<6475.4, 2308.8, 6.6>) killed by Player "Murphy" pos=<6464.2, 2297.9, 6.3>) with AKM | Hyper Beast from 15.6753 meters 21:59:38 | Player "Johnson" (DEAD) pos=<6430.4, 2223.1, 6.0>) killed by Player "Murphy" pos=<6457.5, 2245.7, 5.8>) with AKM | Hyper Beast from 35.2263 meters 22:01:15 | Player "Johnson" (DEAD) pos=<6417.8, 2287.1, 6.6>) killed by Player "[GDZ]CinZane" pos=<6420.2, 2286.6, 6.0>) with M4-A1 | Howl from 2.5088 meters 22:01:26 | Player "Murphy" (DEAD) pos=<6423.0, 2221.8, 10.2>) killed by Player "Some1callforbackup" pos=<6420.8, 2221.3, 10.2>) with M4-A1 from 2.27897 meters 22:03:16 | Player "Johnson" (DEAD) pos=<6471.1, 2373.5, 8.6>) killed by Player "*VCU*Der Blaue Bob" pos=<6479.7, 2368.7, 8.6>) with AKM | Hyper Beast from 9.8491 meters 22:06:17 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6474.5, 2255.6, 5.9>) killed by Player "SirMerlin" pos=<6473.8, 2257.3, 5.7>) with Armbrust from 1.9043 meters 22:06:29 | Player "SirMerlin" (DEAD) pos=<6473.8, 2257.3, 5.7>) killed by Player "Johnson" pos=<6446.2, 2231.3, 5.8>) with MP5-K from 37.9188 meters 22:07:10 | Player "Johnson" (DEAD) pos=<6457.4, 2208.1, 6.0>) killed by Player "[GDZ]CinZane" pos=<6418.1, 2218.2, 10.2>) with SV-98 from 40.8311 meters 22:07:05 | Player "[TAC]*OPA*SpaceMarine" (DEAD) " pos=<6455.1, 2208.4, 6.0>) killed by Player "Johnson" pos=<6456.4, 2208.6, 6.0>) with MP5-K from 1.32523 meters 22:08:26 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6461.5, 2247.0, 5.9>) killed by Player "SirMerlin" pos=<6448.2, 2226.5, 5.8>) with MP5-K from 24.4687 meters 22:09:04 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6454.4, 2208.7, 6.0>) killed by Player "Johnson" pos=<6456.7, 2208.1, 6.0>) with MP5-K from 2.46514 meters 22:09:34 | Player "Johnson" (DEAD) pos=<6437.0, 2205.2, 7.1>) killed by Player "SirMerlin" pos=<6435.1, 2203.7, 7.1>) with MP5-K from 2.44535 meters 22:10:55 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6610.5, 2443.1, 6.0>) killed by Player "*VCU*Der Blaue Bob" pos=<6610.0, 2442.6, 6.3>) with (MeleeFist) 22:11:03 | Player "SirMerlin" (DEAD) pos=<6413.8, 2289.4, 6.0>) killed by Player "Vika_die_Eule" pos=<6430.6, 2284.9, 6.2>) with AK-74 from 17.3666 meters 22:12:24 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6452.0, 2241.0, 5.9>) killed by Player "[GDZ]CinZane" pos=<6428.3, 2226.2, 10.2>) with SV-98 from 28.3296 meters 22:13:16 | Player "[GDZ]CinZane" (DEAD) pos=<6415.8, 2282.8, 6.0>) killed by Player "*VCU* Smokey Eyes" pos=<6414.6, 2281.9, 6.0>) with M4-A1 | Howl from 1.53766 meters 22:16:34 | Player "Vika_die_Eule" (DEAD) pos=<6477.8, 2366.1, 8.6>) killed by with 6-M7-Splittergranate 22:17:02 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6490.0, 2373.5, 8.1>) killed by Player "SirMerlin" pos=<6486.4, 2375.1, 8.1>) with AK-74 from 3.8812 meters 22:17:03 | Player "*VCU* Smokey Eyes" (DEAD) pos=<6473.0, 2362.4, 8.6>) killed by with 6-M7-Splittergranate 22:17:07 | Player "SirMerlin" (DEAD) pos=<6491.5, 2369.1, 8.1>) killed by with 6-M7-Splittergranate 22:20:31 | Player "SirMerlin" (DEAD) pos=<6491.9, 2366.9, 8.1>) killed by Player "Johnson" pos=<6491.8, 2406.1, 13.6>) with SV-98 from 39.608 meters 22:21:53 | Player "Johnson" (DEAD) pos=<6472.4, 2371.9, 8.6>) killed by Player "Some1callforbackup" pos=<6480.2, 2370.9, 8.6>) with M4-A1 from 7.80937 meters 22:24:16 | Player "*VCU*Der Blaue Bob" (DEAD) pos=<6471.1, 2367.3, 8.6>) killed by with 6-M7-Splittergranate 22:24:54 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6470.4, 2372.4, 8.6>) killed by Player "Some1callforbackup" pos=<6482.8, 2370.5, 8.6>) with M4-A1 from 12.5899 meters 22:26:39 | Player "SirMerlin" (DEAD) pos=<6477.3, 2382.3, 8.1>) killed by Player "*VCU* Smokey Eyes" pos=<6472.9, 2382.3, 8.1>) with AK-74 from 4.38625 meters 22:28:36 | Player "SirMerlin" (DEAD) pos=<6422.8, 2222.6, 10.2>) killed by Player "*VCU*Der Blaue Bob" pos=<6424.7, 2222.7, 10.2>) with M4-A1 from 1.877 meters 22:44:08 | Player "LonsesomeCowboy" (DEAD) pos=<6479.2, 2364.8, 8.6>) killed by Player "SirMerlin" pos=<6434.9, 2402.1, 8.0>) with SV-98 from 57.9233 meters 22:45:26 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6482.6, 2376.2, 8.1>) killed by Player "SirMerlin" pos=<6405.1, 2492.9, 13.6>) with AKM | Hyper Beast from 140.171 meters 22:45:21 | Player "Vika_die_Eule" (DEAD) pos=<6468.4, 2373.0, 8.6>) killed by with EGD-5-Splittergranate 22:47:14 | Player "SirMerlin" (DEAD) pos=<6446.8, 2387.3, 8.0>) killed by Player "Some1callforbackup" pos=<6485.5, 2364.3, 8.6>) with Barrett M82 from 45.0236 meters 22:48:08 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6484.2, 2375.7, 8.1>) killed by Player "*VCU* Smokey Eyes" pos=<6477.8, 2380.0, 8.1>) with M4-A1 | Howl from 7.65069 meters 22:51:01 | Player "SirMerlin" (DEAD)pos=<6455.3, 2457.1, 6.0>) killed by Player "*VCU* Smokey Eyes"pos=<6452.4, 2458.2, 6.0>) with M4-A1 | Howl from 3.06755 meters 22:52:00 | Player "[TAC]*OPA*SpaceMarine" (DEAD) pos=<6041.7, 3314.3, 63.2>) killed by ZmbF_ShortSkirt_red -
Karte des Gefechtsfeldes mit den ungefähren Angaben zu Basen und Fässern, die mit reichlich Ballerkrams gefüllt sind.
Viel Spaß allen Teilnehmern! Lasst es krachen
Euer GDZ Team
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Guten Abend!
Ersteinmal lichen Dank an Zoppel für seine stetige, ausdauernde und liebenswürdige Art das Abschlussballern anzukündigen und sich darum zu kümmern! Danke
Für alle Interessierten:
Sicher habt ihr euch gewundert, warum wir dieses Mal die drei größten Küstenorte zur Auswahl stellen.
Wir möchten, dass dieses Mal am Abschlussballern teilgenommen werden kann, ohne sich vorher großartig organisieren zu müssen, mit anderen abzusprechen und und und. Natürlich könnt ihr das trotzdem machen!
"Wie bekomme ich wo eine Waffe her" "Ich möchte nicht so weit rennen zum Abschlussballern, dann peng, bin ich tot und muss wieder 20 Minuten hinlaufen..." "Ich komme von Deer und bin nackt, was nun?" und so weiter
Bei diesem Abschlussballern stellen wir um 20 Uhr im Großraum der ausgewählten "Baller-Stadt" mehrere schöne Waffenstashes (bspw. als Underground Bunker oder einfache Tonnen oder kleine Base) gefüllt mit feinstem Ballerkram, damit wir es ordentlich krachen lassen können. Selbstbedienung!
Um kurz vor 20 Uhr am Montag, 14.10.2024 veröffentichen wir hier im Thread dann eine Karte, auf denen alle Stashes eingezeichnet sind. Einfach hinlaufen und ausrüsten. Natürlich dabei aufpassen
Die ReSpawn-Punkte sind dann am letzten Abend vor der 1.26 auch nur im Umkreis der gewählten Stadt aktiviert, so dass ihr schnell wieder am Ort des Geschehens seid.
Hier ist der Text in einer Stichwortliste zusammengefasst:
Einfache Teilnahme ohne große Vorbereitung
Drei Küstenorte zur Auswahl
Weniger Notwendigkeit zur Abstimmung und Organisation
- Mehrere Waffenstashes (z.B. Bunker, Tonnen, kleine Base) in der gewählten Stadt ab 20 Uhr
- Karte der Stashes wird kurz vor 20 Uhr am 14.10.2024 veröffentlicht
- Respawn-Punkte nur im Umkreis der gewählten Stadt aktiviert
Wir sehen uns beim Abschlussballern
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Sollen wir die Screenshots hier rein stellen, wenns soweit ist?
Ja bitte.
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Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
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Ich habe aktuell eine "Disco-Phase"
Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
Halloween 2024 bei GermanDayZ
In den nebligen Wäldern von Chernarus und DeerIsle verbreitet sich ein düsteres Geheimnis...
Seit Wochen verschwinden Wanderer spurlos, ihre letzten Spuren auf verlassenen Straßen verhallen im Wind.
Gerüchte von unheimlichen Schatten und unerklärlichen Lichtern machen die Runde.
Der Hallowenn ScreenshotContest auf GermanDayZ.gg lädt Mutige ein,
das Unfassbare auf ihren Reisen einzufangen – denn nur durch die Linse der Kamera kann die Wahrheit ans Licht kommen.
Wagst du dich in die dunklen Welten von Chernarus oder DeerIsle?
WICHTIG!
Jeder Teilnehmende darf maximal 3 Screenshots einreichen.
Was?
Erstelle Screenshots passend zum Thema "Halloween"
Wann?
START 3. Oktober 2024 14:00 Uhr
ENDE 31. Oktober 00:00 Uhr
Wo?
GermanDayZ.gg - Chernarus Survival
GermDayZ.gg - DeerIsle Survival
GermanDayZ.gg - Vanilla Chernarus
Preise:
1. Preis - 1 paar ungetragene Halloween Socken + 10 € Gutschein für den GDZ Shop
2. Preis - 1x 10 € Gutschein für den GDZ Shop
3. Preis - 1x Ingame Überraschungspaket
! Gewinne, Gewinne, Gewinne !
P.S. Die Ermittlung der Gewinner wird durch eine Community-Abstimmung stattfinden
Sei gespannt auf unser jährliches Halloween-Event am 2.November 2024