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r4z0r49

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Everything posted by r4z0r49

  1. r4z0r49

    incorrect version of dayz

    Launch dayzmod from steam.
  2. Yea hacking the wall will take a good amount of time. Ill try getting exact numbers later today. We have fixed a few other items this morning from the dev build. If you contact me on skype ill send the patch files. PS the fragnet server now has a dev mission to allow you to spawn stuff
  3. r4z0r49

    Combat logger and Temperature

    If you take a look at the development change-log or the change-log for 1.8.5 Temperature is something we have addressed. We have taken a mixture of options A & B Thanks for the feedback.
  4. One is mustys the other is one provided by fragnet as part of the sponsorship. You can use any you like they should be running the exact same version. If someone can check gate breakin plz.
  5. don't worry about those attachments for now they are being removed for the new system. Soon as i can
  6. Depending what feedback comes back over the weekend ill push this to stable on Monday. I need to get as much feedback as i can for the fence system good or bad i need to know how ppl are finding them to use/place/destroy, Defend against, attack against.
  7. the new one system isnt in yet.
  8. The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Full Download: Client Files: http://se1.dayz.nu/latest/.Development/@Client-Dev-20a57cf-Full.rar Server Files: http://se1.dayz.nu/latest/.Development/@Server-Dev-20a57cf-Full.rar Mission File: http://se1.dayz.nu/latest/.Development/dayz_1337.chernarus.pbo DB SQL: http://se1.dayz.nu/l...1/SQL-1.8.4.rar Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) * [Prerequisites] - Updated to the newest beta using Steam. Notes * [server-Admins] - Make sure to remove the temporary mission file we don't wont the old temp system overriding the new one. Changes: [updated] - Czech stringtables. [updated] - Player temperature - Changed sun to +3, Changed rain to -2.5, changed Moving to +2.1. (added in vehicle check to water). [updated] - MatchBox system reset back to 1.8.2. [Fixed] - Traps have now been rolled back to 1.8.2. [Fixed] - Sandbags, Hedgehogs, Wire can now be built on roads. [Fixed] - Gate break in action is now shown to everyone but the owner of the gate. [Fixed] - Journal entry for the new temperature disable system. [Fixed] - Identified an out of memory issue caused by private scoped items trying to spawn. (Root cause identified Thanks to the ppl involved.) [Fixed] - Quick fix to resolve players using an exploit to enter base's. Add report to admin also. Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-Dev-20a57cf-Full into your arma 2 operation arrowhead directory.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select Development! - public dev branch in the drop down box.The files should now should now updateLaunch as normal
  9. Im going to close this topic now move over to the new dev one so we can update info based on the systems your testing. http://forums.dayzgame.com/index.php?/topic/224248-dayz-mod-development-branch-725ecb9/
  10. In the new patch armor is updated with each fence upgrade. Not sure how many melee hits they take just yet in the new patch or last public patch. Update the new patch takes two pipebombs to destroy a level 7 fence.
  11. As a side note if this build proves to be stable i already have the files built and uploaded ready for a push to the stable branch. Just so i don't forget again :-(
  12. r4z0r49

    Bring back old dayz!

    i'm not that keen on it to be fair 10 years after the population all died off how is the power grid still active. Dean made a very good point about this when we got asked to remove the lights from the mod long ago back when we was looking for ways to improve the black nights.
  13. quick update we are in talks with fragnet in regards to a sponsorship with them for dayzMod. Anyhow update to the dev branch let me know your thought on whats going on and as normal any bugs you find.
  14. r4z0r49

    Low Shadow and Texture Loading Distance

    Might be best to put this on the overpoch forums. We have nothing to do with overpoch
  15. ok for now ill add them back to push a new development branch. We still have to do the visual aids for maintenance mode on all build items before the next main update. I've spoken with Eugen today he will release a new development branch today ill see if i can sort a server out to run this branch for players to test whats coming up in the next patch (1.8.5) For myself using the 6 & 7 level fences dont make a massive difference the main aim is to burry out the bugs and to make it fit whats dayz is.
  16. say if we add some kind of say deerstand something the others have claimed are better in defense and attack. Atm they are saying the ledges are very hard to attack but much easier to defend with. So there suggestion is to replace the ledge with some kind of tower ie deerstand sort of tower.
  17. The breakin system isnt done yet but it will be a case of a chance to break tools. I would say alot like trying to break into a gate but seems that's bugged no point :-). using c4 isnt going to be allowed im not even sure why that's still ingame i need to look into that. Ps im lsning to the only ppl making any points at all. if you feel the 6 and 7 fences are wroth keeping say why how it changes the gameplay in your eyes. The more info given to us the more we can base our thoughts and changes. Gate breakin system works like this (this is for the deadbolt, not padlocked). Requires 2 tools CrowBar & SledgeHammer Both have a 0.4 chance to be lost due to damage. Break in chance is .01 chance of being successful each attempt. Attempts = minimum 2, Maximum 5 (animations run in a single break in attempt).
  18. Fences wont be invulnerable they have never been planned to be they will use arma's armor system for now while we finish the breakin systems off same as they do now. This system will be removed for our own breakin systems later on down the road once we have the placements all working. I was going to remove the hole damage system while i worked on the breakin system but real life has stepped in so i wont be able to do that with the current issues. Fences atm are the start point of the base system while we debug issues that's all your going to see. Gates will be more vulnerable then fences after the next patch. This is why we call it an alpha the base system is going to need a ton of work to get correct. Tents and stashes do already have an ownership to them.
  19. This is the rolling Development change log for 1.8.5 Changes: [New] - Added Global attack range value. [New] - all 7 attachments added to loot system. (old system, waiting on some new models) [New] - Maintenance mode for built items has been started. (can be Enabled/Disabled by the admin, Times can be changed by the server admins). [New] - Some built items can now be dismantled by players each object requires different tools to dismantle each object has a chance to break tools used. (Example Sandbag fence requires a shovel) [New] - New crafting Recipe Nails,(equip_metal_sheet X 1 = equip_nails X 10, Toolbox Needed, MetalSheet spawns Construction,Industrial). [New] - Players now respawn with a Makarov and 2 mags. (false sense of security it provides) [updated] - Czech stringtables. [updated] - Player temperature - Changed sun to +3, Changed rain to -2.5, changed Moving to +2.1. (added in vehicle check to water). [updated] - MatchBox system reset back to 1.8.2. [updated] - Missing strings. [updated] - fences have been updated so they no longer take damage. [updated] - Loot tables updated to remove weapons with attachments you can add. [updated] - Splints and Sepsis bandages can now be given to other players [updated] - Only owners can dismantle built items at no chance of broken items. [updated] - Loot weights for loot groups.[updated] - WoodenSplint Recipe (PartWoodPile X 2,equip_string X 1).[updated] - Lowered Melee range. by 0.01 from 0.05 to 0.04[updated] - You can now turn rope into String.[updated] - Zed Animations have been moved back to a smooth animation transition from an instant move.[updated] - Both tents impact sounds have been updated. [updated] - Armor values of fences have been updated based on the level of fence. [Fixed] - Traps have now been rolled back to 1.8.2. [Fixed] - Sandbags, Hedgehogs, Wire can now be built on roads. [Fixed] - Gate break in action is now shown to everyone but the owner of the gate. [Fixed] - Journal entry for the new temperature disable system. [Fixed] - Identified an out of memory issue caused by private scoped items trying to spawn. (Root cause identified Thanks to the ppl involved.) [Fixed] - Quick fix to resolve players using an exploit to enter base's. Add report to admin also. [Fixed] - Humanity missing variable added. [Fixed] - Fence owners are no longer added to when other players upgrade built items. [Fixed] - Dome tents have been added to cleanup system. [Fixed] - Restored old low blood level effects. [Fixed] - Identified an out of scope variable causing an issue within the gearHandler. [Fixed] - DomeTent has now bee fixed to take damage. [Removed] - loot Table Items (ItemMetalSheet(Not the one used in recipes),ItemConcreteBlock,ItemRSJ,ItemScrews).
  20. r4z0r49

    Rolling Changelog 1.8.5

    [updated] - Removed level 7 & level 6 of the fence system (request from community) This should remove the ledge and ladders.
  21. Next time some one is on reddit post that killed eh fix plz.
  22. r4z0r49

    Rolling Changelog 1.8.5

    [updated] - Removed level 7 of the fence system (request from community) Should remove the ledge.
  23. r4z0r49

    Rolling Changelog 1.8.5

    [updated] - Both tents impact sounds have been updated. [updated] - fences have been updated so they no longer take damage. ​Removed fences can now be destroyed fully.
  24. r4z0r49

    Rolling Changelog 1.8.5

    [Fixed] - DomeTent has now bee fixed to take damage. Removed the texture that's applied to the firelod. This should now allow the dome tent to be damaged in the same way as other storage systems
  25. 1. Allowing multiple ownership of walls before being fully upgraded. This allows walls to be hijacked and thus allow entry from undesirables? A. This should already be fixed we wont be adding anyone else but the original owner. 2. Ability to build in loot areas and thus block entrance to them? A. Ok i have a few issues with this if we intend to bring in barricades witch i do then we need to solve this in another fashion then just doing what other mods do and block radius access. Maybe block loot spawning in buildings that have walls, barricades near them this isnt a game breaker as long as ppl can break into the walls i really dont see any real reason to fully block building in loot areas. 3. No maintenance or degradation which over the long term could put too many objects to render on the server and thus bringing down performance. When running epoch server performance degradation appeared around 5000+ buildable objects. A. This is already under way to be done we just need to create some visible sign maintenance needs doing. 4. Objects when destroyed are re-rendered on restart which removes a significant consequence of building in a high value or traffic areas. A. This is just a simple eventhandler being missed see this post for a quick fix http://forums.dayzgame.com/index.php?/topic/221635-dayz-mod-development-branch-20a57cf/page-6#entry2253992 5.Ability to glitch enter walls using the exit animation from vehicles A. This should already be fixed in the dev version. 6. Disconnecting above a base puts you at zero elevation on login. Something to consider if you ever plan to put in floors or ceilings. For now US 434 only replenishes vehicles once every 24 hours to alleviate the use of bi-planes to gain entry. A. this one is something i still have to look at. cheers
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