Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

r4z0r49

Members
  • Content Count

    2315
  • Joined

  • Last visited

Everything posted by r4z0r49

  1. r4z0r49

    DayZ Mod 1.8.3

    Sent request to send a patch waiting on info back.
  2. r4z0r49

    DayZ Mod 1.8.3

    It was and it was also the original range. So its being reset back to it 3.6 3.2 is too low the AI can't hit any moving target. 3.4 was just as bad. 3.6 is the only time they have been able to hit a moving target.
  3. r4z0r49

    DayZ Mod 1.8.3

    Test Build. dayz_code-1.8.3.0648faa https://www.dropbox.com/s/v9ml31xo4uvgxvq/dayz_code-1.8.3.0648faa.rar?dl=0 Bloodbags confirmed working, 95% less use of network code IE no more spamming PVS and CallRE's. Hole script slowed down. Cheers.
  4. r4z0r49

    DayZ Mod 1.8.3

    Drop me a pm on steam or skype and ill jump on and give it a test with you.
  5. r4z0r49

    DayZ Mod 1.8.3

    There currently set to 3.2 in 1.8.3 but as many have complained about the AI not being able to attack due to this change from the previous version 1.8.2 we are resetting it back to the default vanilla setting 1.7.9. That range is a limitation of the melee in arma even the players melee weapons have that range. if you use the search you should be able to find the exact reasons for this.
  6. r4z0r49

    DayZ Mod 1.8.3

    Test Build. @DayZMod 1.8.3.37404ac You will need to backup your current dayz_code.pbo and replace with this one. (Servers and clients need to be updated) https://www.dropbox.com/s/9z3lj3emh47zev4/dayz_code-%201.8.3.37404ac.zip?dl=0
  7. r4z0r49

    What do you guys think of Vanilla Dayz?

    I forgot to mention about the evade and the blocking system now in dayz. witch allows you to evade an attack or block the attack. When blocking gets finished you will be able to attach paper you find to your arms and legs witch will add to the blocking system. (when its done). The max current damage from an AI attack is 1800 if i remember correct from viralzeds on a headhit.
  8. r4z0r49

    What do you guys think of Vanilla Dayz?

    You don't need me to change anything join in the dev work and change them yourself. But be warned this has been done many times and we always end up back to hard AI. I'm just the one that's blamed for it. Even better use the forums search button and look at the 5 million threads about this topic and you will see a common end to every thread. My main issue with the AI outside the arma issues is the risk vs reward something we really need to work and improve on.
  9. r4z0r49

    Blood Transfusion Help

    You cant 1.8.3 has a broken script just now we are working to fix this issue.
  10. r4z0r49

    Rolling Changelog 1.8.4

    Changes pushed to Github - [updated] - Global zeds increased to 1k from 300 - [updated] - Zombie attack radius increased back to 3.6 meters. (attack radius if the player is in this radius you will be damaged.) - [updated] - AI damaged lowered. (Risk vs Reward was to great) - [updated] - Temperature changes for animation states. (should make your character much colder) - [updated] - Spawn radius updated to 300 meters up from 200 - [updated] - Infected players can now infect other players at 12 meters up from 8. - [Fixed] - Blood bagging should now be working correctly, Removed server spam and fixed missing var in 1.8.3. Testing and feedback needed
  11. r4z0r49

    DayZ Mod 1.8.3

    Changes pushed to Github - [updated] - Global zombies increased to 1k from 300 - [updated] - Zombie attack radius increased back to 3.6 meters. (attack radius if the player is in this radius you will be damaged.) - [updated] - AI damaged lowered. (Risk vs Reward was to great) - [updated] - Temperature changes for animation states. (should make your character much colder) - [updated] - Spawn radius updated to 300 meters up from 200 - [updated] - Infected players can now infect other players at 12 meters up from 8. - [Fixed] - Blood bagging should now be working correctly, Removed server spam and fixed missing var in 1.8.3. Testing and feedback needed. I'll do a code build in a bit i just managed to delete my repo :-(
  12. r4z0r49

    DayZ Mod 1.8.3

    Pushed to github Bloodbag changes to fix the missing var in 1.8.3, and removed all the server spam (PVS & Call Re's) - Needs testing. Humanity changes to support the 3 survivor skins again. - Needs testing. Fuel Consumption - Prototype system added - Not ready for testing. Had a spare ten mins this morning so tried to get what i could done. Hope you all had a good xmas.
  13. r4z0r49

    Nutrition Issues

    Fizzy pop don't really help with much other then make you bloated, Maybe add some fruit type drinks to fill the gap or just remove them all and keep the 3 original types and remove the nutritional values altogether.
  14. r4z0r49

    DayZ Mod 1.8.3

    No matter what we do we cant win. When i get a sec ill add a build script. We have been doing testing builds up until the last patch even asked on the forums for testers all we get back is provide the code and let us build ourselves and run our own servers for testing. We do just that and we still cant win :-( Your welcome to join one of the current test groups i believe faco has a test group going or had one going. But i just don't have the time to do a build for every little change. Having the source available to everyone without needing to request access is the best we can do just now gives everyone a chance to test and build without us spending even more time trying to get test builds done and passed off(takes way to long even tried the hole dev branch route and it failed because we cant get passed off as fast as we need). I'll try and get some time to chase up the promised access to steam so we can push our own test versions ill let you know if we hear anything back. install cpbo, install github for windows and pull the source (using the clone to desktop button in github) :: github porject locationset home=L:\Github\DayzMod:: cpbo install locationset tools=L:\Github\ARMA2Tools\::Set where to deploy the files tooSet Deploy=L:\Github\Deployed\DayZ:: Mod name.set ModName=@DayZ:: ignoreSet ClientCode=%home%\SQFSet ServerHive=%home%\SQFecho ATTENTION: Creating Client side .PBO's %tools%\cpbo.exe -y -p %ClientCode%\dayz_weapons %Deploy%\%ModName%\Addons\dayz_weapons.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz_vehicles %Deploy%\%ModName%\Addons\dayz_vehicles.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz_equip %Deploy%\%ModName%\Addons\dayz_equip.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz_sfx %Deploy%\%ModName%\Addons\dayz_sfx.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz_anim %Deploy%\%ModName%\Addons\dayz_anim.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz_code %Deploy%\%ModName%\Addons\dayz_code.pbo%tools%\cpbo.exe -y -p %ClientCode%\dayz %Deploy%\%ModName%\Addons\dayz.pbo%tools%\cpbo.exe -y -p %ClientCode%\st_collision %Deploy%\%ModName%\Addons\st_collision.pbo%tools%\cpbo.exe -y -p %ClientCode%\st_evasive %Deploy%\%ModName%\Addons\st_evasive.pbo%tools%\cpbo.exe -y -p %ClientCode%\st_bunnyhop %Deploy%\%ModName%\Addons\st_bunnyhop.pbo%tools%\cpbo.exe -y -p %ClientCode%\map_eu %Deploy%\%ModName%\Addons\map_eu.pboecho ATTENTION: Creating Server side .PBO's%tools%\cpbo.exe -y -p %ClientCode%\dayz_server %Deploy%\@Hive\Addons\dayz_server.pbo drop that into a bat file, edit the set values and run (untested). Just got home from work so no idea if this script will work ill check it again when i get up(too tired just now)
  15. r4z0r49

    DayZ Mod 1.8.3

    Takes too long for us. We have to get the changelog passed then do a build pass the build to someone else for them to wait for someone else to push to steam. Your best to download from github and do a build yourself.
  16. r4z0r49

    Rolling Changelog 1.8.4

    - [updated] - Alice Backpack readded - [updated] - Alice backpack updated [1 X weapon, 18X magazines] (Should fill the gap between the Assault pack) - [Fixed] - Duty system updated, Animations should now affect stamina and aiming again. (weapon sway/exhaustion) - [Fixed] - Watchtower bells ring throughout whole Chernarus! Added
  17. r4z0r49

    DayZ Mod 1.8.3

    Alice Backpack readded https://github.com/DayZMod/DayZ/issues/294, Soon as i find a few testers ill take a look at that bloodbag issue.
  18. r4z0r49

    DayZ Mod 1.8.3

    1, Blood bagging has already been looked at but its untested i guess as someone has a bit of time to gather a few ppl to test and fix everything (development branch is on github) 2, Humanity is a big change again something many of us dont have much time to do these dayz. It's been looked at many times and we have had many new ideas but no one can seem to agree on the best action for it (development branch is on github). 3, Versions are not based on major,minor that was scrapped some time ago we just raise it up each patch. This only changes on a hotfix which we rarely do due to the way we have to get permission to release. I guess communication needs working on. If you feel you can help everything is on github plz do but for many of us now time is something we always fight. Alice pack as far as i know still exists unless its been removed for some reason and not communicated soon as i find the backpack class name ill have a look(as mentioned in this topic and on github issues). Vehicle spawns are down to server owners we stopped doing much on them when the hive went down. Anytime you feel you can help your free to do so the github account has been in the same place for 2 years so have the testing systems.
  19. r4z0r49

    Nutrition Issues

    The development build is on github go take a look and see what you can do to change the code for the middle ground. But i suggest you dont change anything about the single food types and work on doing a way to create meals allowing for a much better regenerate of blood/water. It's on our todo list at some point as someone gets time.
  20. r4z0r49

    DayZ Mod 1.8.3

    We have published a development branch on github (just change the branch) for you guys to test the sway and bloodbags. I'll look at humanity after new year see what we can do with that system
  21. r4z0r49

    DayZ Mod 1.8.3

    You guys have already discussed most of the issues around that system no need for us to say the same thing. We want to revamp but getting a system that will work is another question not to mention having the time to strip it all and rebuild. Once i have a new system you guys will be the first to know. In the meantime your welcome to come up with ideas or better still contribute towards a new system on github.
  22. r4z0r49

    DayZ Mod 1.8.3

    Its much better to spilt them up we can get more detail about a specific issue faster. Also allows better tagging and tracking for us. IE we cant close a list till its done but we can close single issues once the issue is resolved.
  23. r4z0r49

    DayZ Mod 1.8.3

    I'm going to try and redo the bloodbag system see if we can get it working to some degree without relying on the server as much. Im going to cut out the call RE's and make the client update it's self. Im going to cut back on 23(fullbloodbags) pvs(publicVariableServer) calls and move them to one pvs(publicVariableServer) and have both client's mimic whats going on. No idea how this will work in a full server but ill give it a shot see what happens cant be much worse then we have just now with it being hit and miss.
  24. r4z0r49

    DayZ Mod 1.8.3

    Its all good and well saying we should do a release unfortunately time is against us all the time all the team work full time jobs on top of doing stuff for the mod. Soon as we are ready we will start the release contacts in motion. (We do not control the release of patches) We have planed to get a release out before xmas but as mentioned a few thousand times in the forums we don't control when they get released. We are working to get this fixed but we are still waiting for more info about it. A good few of the issue raised have already been fixed. As for the Darts they have been ingame from 1.8.2 they just haven't been added to the loot tables. Can you plz separate issues in github posting one post with a list does not help us in any way create issues one by one we can then tag them much quicker
  25. r4z0r49

    DayZ Mod 1.8.3

    Fixed for the next patch somehow the fire had a simulation for church.
×