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r4z0r49

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Everything posted by r4z0r49

  1. r4z0r49

    DayZ Mod 1.8.2

    You sure your admin hasnt added them. Our version they dont exist only the wooden fence has been added.
  2. r4z0r49

    DayZ Mod 1.8.2

    1, There's a reason we have no part requirements. We wonted to try something different and allow the building to be upgraded(built) 2. Shanty building isnt finished and should not be used. We didn't add it to be used just yet. 3. This was due to a few concerns we have about the objects being used in ghost mode for funky stuff. The house's ingame are not to be used at all. These are still being done.
  3. r4z0r49

    DayZ Mod 1.8.2

    We are working on trigger zones to replace it. but who knows depends on what loss we get after its tested
  4. r4z0r49

    DayZ Mod 1.8.2

    being pissed off happens no one is perfect.
  5. r4z0r49

    DayZ Mod 1.8.2

    It's a bug atm
  6. r4z0r49

    DayZ Mod 1.8.2

    So anything major popping up as bugs ? How are the zeds ? Damage they do? New build system ?
  7. r4z0r49

    Rolling Changelog 1.8.3

    [Fixed] - Free fall detection is separated from the anti-teleport loop. More precise free fall detection. [updated] - All security checks (anti-teleport, plant texture, variable hacks, timeshift, 'player' object) can still be disabled with the variable dayz_antihack = 0; in the mission file. [updated] - Several client side routines moved to the new task scheduler. [updated] - POI/infectious waters are enabled by default (to disable them, put 'false' to resp. 'dayz_POIs' and 'dayz_infectiousWaterholes' in your mission file) Some nice little updates.
  8. r4z0r49

    Rolling Changelog 1.8.3

    New "town generator", which spawns litter/rumble/wrecks inside 500 meter bubble around the player.500 plants spawned locally on client side (previously, 100 plants were networked and spawned on server side). Plant objects are handled by the "town generator".Antiwallhack concrete blocks are spawned locally (previously were networked and spawned on server side)POI and infectious waters are spwaned locally (previously were networked and spawned on server side)Reworked task scheduler both on client side and server side. To avoid "game lag", some client tasks are suspended during max 50 frames if fps_min is below 10, and a hint is displayed on screen.Keyboard event management reworked for faster handling. GCAM helper is available for GCAM developers (the GCAM is not provided in the mod)Zeds buried into the floor are detected and moved on the floor according to the elevation of the lowest loot position.Flies and fly sounds are spawned on dead character bodies. Flies and fly sound are monitored by the server (ArmA2 bug workaround)Fixed the "disappearing corpse situation" (ArmA2 bug workaround). Corpses are monitored on server side, and a corpse position will be restored if it has moved further 50 meters or if it is below the terrain level. Corpses stay 40 minutes on the map, then are deleted. Few New changes to fix a few issues knocking around.
  9. r4z0r49

    DayZ Mod 1.8.2

    This is a bug on your server.
  10. r4z0r49

    DayZ Mod 1.8.2

    We just dont use a public one anymore but we still use git for private Filters are download separate. Your admin needs to sort it out the links are provided in the 1st post
  11. r4z0r49

    DayZ Mod 1.8.2

    There isn't any real need to.
  12. r4z0r49

    Rolling Changelog 1.8.3

    [Fixed] - Itemnails being the wrong class for buildings requirements. We still had itemnails being referenced for buildings this is a bug they should be equip_nails. Thanks dayzjarhead
  13. r4z0r49

    DayZ Mod 1.8.2

    A guide on building a fence.
  14. r4z0r49

    DayZ Mod 1.8.2

    Swap the gate for a bus :-) perfect gate
  15. r4z0r49

    DayZ Mod 1.8.2

    Apart from the fence movement issue at step 3-4 how is everyone finding the build system?
  16. r4z0r49

    DayZ Mod 1.8.2

    Its when someone joins the server during the initial boot and then the client crashes. We know about this one
  17. r4z0r49

    DayZ Mod 1.8.2

    Might just be a case of the launchers haven't caught up yet. Not sure how you can mess up an auto process install on steam but ok. Question we have had a few random issues reported with vehicles. Quote - "Vehicles randomly blowing up, vehicles randomly teleporting to different locations. Helis blowing up mid air or mid flight." Any of you guys seen any of this happening ?
  18. r4z0r49

    DayZ Mod 1.8.2

    Yea we have had a few reports of this already just not sure whats going on with it yet. Spawn the 5l in the open its working fine but seems to have issues in some buildings. PS add it to the issues page.
  19. r4z0r49

    DayZ Mod 1.8.2

    There should be no change in how they approach/target a player. Drop the sound issue on our issues page. Block is not auto its button press.
  20. r4z0r49

    DayZ Mod 1.8.2

    Going to wait till the weekend before looking into any hotfix. So make sure to post your issues
  21. r4z0r49

    DayZ Mod 1.8.2

    The middle ground 1.8.1 = 3.6 loads moaning about the range 1.8.2 = 3.2 ppl moaning don't get hit Can anyone work out the middle ground here. 1.8.1 =Load moaning not enough bleed from zed hits 1.8.1= Loads moaning too much blood lost on hits. Balanced with new bleed vs actual loss per hit. 1.82 = no data due to range now being an issue. Bet your cant guess what the next change is. The hole reason we moved the settings is so we can tweek them very easy for each patch until we get the settings we are happy with. Risk vs reward is the key trying to get the rewards to match the risk in town isnt as easy as one two three takes a little time to get the numbers we are happy with.
  22. r4z0r49

    DayZ Mod 1.8.2

    NP and thanks for the effect your 1st video would have been enough to see the issue clear.
  23. r4z0r49

    DayZ Mod 1.8.2

    Its already been fixed but thanks would have been more use last week but yea acf's video did the trick without any fuss. The issue was armas duty system this system has nothing to do with the mod its just another a2 system we don't use. The sniper video was more then enough to see the issue. No one is picking on anyone if it seems that way i do apologise im trying to fix the issue so i can go to bed. I have said a few times soon as i get a chance ill look into the issue acf provided a clear video of the issue without any fuss the issue was easy to identify. "Duty used to mean some mandatory states/actions the character had to reach, before being able to perform a certain animation."
  24. r4z0r49

    DayZ Mod 1.8.2

    Ok looks like i've fixed it. However depending on your stance there is still some movement no idea on the other effects it will cause. Just loading xspit. http://www.twitch.tv/r4z0r49/b/562179985 Give it a look we still have some sway depending on your stance but no longer massive out of breath issues. (ps no sound at the start). Let me know. Waiting for confirmation before i push to github.
  25. r4z0r49

    DayZ Mod 1.8.2

    Good to hear. No need to get any more info on this issue for now the animations are the same no matter the weapon we just need to find out the whys.
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