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r4z0r49

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Everything posted by r4z0r49

  1. r4z0r49

    Rolling Changelog 1.8.2

    [updated] - Reduced local spawning zeds to 15(from 20) and nearby to 30(from 20). [Removed] - Flies have been removed id forgot all about the issue with cleanups :-(
  2. r4z0r49

    DayZ Mod 1.8.1

    Pretty much everything you do does.
  3. r4z0r49

    DayZ Mod 1.8.1

    We understand its an issue that has plagued the mod for along time something we just cant fix atm fingers crossed Hicks comes though with a fix from the bis guys the distance has been a real issue for a long time. the issue for us comes down too do we allow the extra .4 distance change and have the zombies have that chance to catch a player and take them down or do we remove the .4 change and make it so zombies are just plan crap and can be run around like little hamsters. (remote one can anyway atm) Its that change we are talking about the distance and time it takes the zed to stop and attack and the time it takes the player to move out of the way is .2. the only time we can get zombies below the 3 meter dead lock is during an animation the hope is we can get some help from bis devs to create a moving attack system allowing the zombies to get within 3 meters and still attack the player. We already have to cheat in many ways to get the zeds to stand pretty much instant as a player is within range and aggro-ed. the current system is run to player (3 meters is the closest they get) stop run attack. by the time they stop and attack your aready out of range due to all the extra checks we have now. In the old dayz the zombies just did an aoe dmg so once at 3 the player was damaged didn't matter what the zed was doing. But like everything its all the extra checks we have now that slow it down.
  4. r4z0r49

    Rolling Changelog 1.8.2

    [Fixed] - Issues with missing var causing an error in 1.63.
  5. r4z0r49

    Rolling Changelog 1.8.2

    [updated] - Damage scale lowered on normal zeds to 450 down from 600. [updated] - Damage scale from head hits reduced to *2 in place of *4. (head hits should be down to around 2500 from viral head shots).
  6. r4z0r49

    Rolling Changelog 1.8.2

    [New] - Bleed chance from zombie attacks have been moved to configs (this will allow diffrent types of zeds to give bleed changes) - Normal - 15%, Viral - 30%, Wild - 10%
  7. r4z0r49

    DayZ Mod 1.8.1

    Your arguing about two systems one we haven't disagreed with you at all the 5k is heavy for the viral we are looking at this and if you read up a few posts you will see i have that as a concern. the 2nd is an issue we cant resolve we cant make the engine do something it cant do until we can get someone who can do animations with the arma 2 skeleton and gestures there is nothing we can do on this 3.6 is the most acceptable range for attacks. Anything less 3.2 and the players can inch out to a location that zombies cant do anything with they just stand still.
  8. r4z0r49

    DayZ Mod 1.8.1

    I raged about everything that's just me ask any musty or dev, Faco will also confirm that. Doesn't mean i don't listen the fact every patch we do shows you that as well as every hot-fix we do. Even your own comments above have proven that. The facts so far you asked for something i gave you the cod kiddy reply as a response in a closed channel (based on the vote we had, they agreed) that's me all over i don't have to be as official in a private channel (not that i am most of the time anyway). The stuff i just cant get my head around from the descriptions you have given. Your running to a ladder with a zombie in toe. (you know the zed is faster and will likely hurt you bad) (you know the arma 2 engine isn't the best on animations) But yet you choose to still try and use a ladder knowing the above. Id say that is pretty much a player mistake why use the ladder without first dealing with the issue in hand. Why put your self into that position. lose it or kill it first. Your fixing a vehicle you know it makes noise to fix the vehicle why not deal with the zombies before hand one player runs thought the town draw all ago another player sits 30 meters from the atv into the town to hold new zombie spawns. Both issues have been resolved without much more then a little thought. Without worrying issues that could arise from engine problems. Now the issue we have is to balance this so players can make a mistake but still feel they can make it and players who don't make mistake feel they are still challenged in every aspect they do. Every patch we release has had changes made to the zeds to try and bring them into a level playing field and you know this. We have a minimum threat level and a maximum threat level for the zombies we now have to change the number between these to find the balance this is one of the big reasons we have been moving stuff to configs. So we don't have to worry about code changes just balance changes on zeds also for the aspect to bring in new visual changes to help players notice what needs to be dealt with first. i'am an ass most of the time that is just me.
  9. r4z0r49

    Rolling Changelog 1.8.2

    [Fixed] - Crossbow Flashlight not working.
  10. r4z0r49

    DayZ Mod 1.8.1

    He hasent yet no.
  11. r4z0r49

    DayZ Mod 1.8.1

    Range is an issue we are looking into the default system is .2 less then it was in 1.8 so i'm not 100% sure whats going on with that just now. The damage again is pretty close to 1.8 the big difference is the local attack speed and the removal of the body parts systems. So zombies can no longer hit you in the hands doing scale/6 its now you get hit and your hit full power this is the big change to attacks. zombie speed has not changed in anyway. Servers running modified code is also a big issue run the same code and lets get this stuff fixed. If we need to fix something lets get server side fix's out for everyone. in place of the 7 million types of mixed msgs giving out by all the servers. It's not like the dev team is hard to contact and you know very well we listen to info the problem will always come up as who is right the 50% that agree with you or the 50% that don't. I played on both your server, 410 and our own last night and they all had very different issues popping up. As an example your server players where shouting about zombies spawning behind them, but on 410 no one brought that issue up and we did ask more then once even after both servers where full. Its never going to be easy when all the servers feedback is different and when each server do custom changes the feedback we get becomes very mixed. And you know this from being in the testers group its mixed bag if reports.
  12. r4z0r49

    DayZ Mod 1.8.1

    Zed spawning is an issue read the changelog. no idea what zombies away is ? open field issues have always been there i guess you need to find a better way to deal with that
  13. r4z0r49

    DayZ Mod 1.8.1

    Everyone who wish's to leave feedback can they all know how to contact the dev team on here reddit, github, skype and alot of them do. However if you look around you will see many players have no idea what they wont and it goes to show with the millions of different versions we have. The biggest feedback i get are from the players i play with so they play how i do in most regards. If you wish to give feedback please do but some things will not change like speed the current zed speed will remain until we bring in new zeds then we will define them more as ive mentioned already. We aim to try new stuff and the truth we will never get it 100% correct all the time. We will bring some items players will love and others will hate we will never please everyone. Zombies are one of the items im afraid we will never get right but it wont stop us trying everything we can to improve them
  14. r4z0r49

    DayZ Mod 1.8.1

    There's no point keep bringing up the speed its not going to change as you very well know they are not zombies.
  15. r4z0r49

    DayZ Mod 1.8.1

    Forget the SD weapon find or craft the crossbow and make your own ammo
  16. r4z0r49

    Rolling Changelog 1.8.2

    [updated] - Stringtable cleanup (been long overdue, With the removal of some of the red tape its nice to cleanup)
  17. r4z0r49

    DayZ Mod 1.8.1

    the max they can do in one hit is around 5k not 12000 :-) We are aware the dmg system is very high. With the new local attack system being much faster on the initial hit i am looking to bring the zombies dmg down a little more. However i am waiting to get more feed back on this. The guys i play with and have for the past 2 years all play in the same style we just don't run into towns we don't get caught in silly place's. 2 years of playing ive never been caught in a position the zeds hit me though walls maybe i know the map/buildings much better then most. As i say the more feedback i get the more i can judge how the zombies dmg needs to be but please keep in mind we do not plan to make them do 20 hits before you die. The game is meant to be unforgiving in every area possible your job is to survive and once you do it is rewarding. just like finding a water bottle so dam hard to find now :-). The quickest way we can get feedback on the dmg and attack system is to just release alot of the testers are the same guys i play with everyday. I do have to admit i have never been so afraid to enter a town but knowing how to enter a town can get you in and out without being caught once even in the big towns. Hopefully as we bring new zombies into the mix we can start to define each type of zombie much more allowing the players to have a visual aid to see what zombies need to be dealt with before any others. As it is now its very hard to see viral zeds compared to normal zeds. Viral zeds are the killers on a headshot they can do about 5k dmg in one hit
  18. r4z0r49

    DayZ Mod 1.8.1

    Other mods will be able to use what they like.
  19. r4z0r49

    DayZ Mod 1.8.1

    oh yea nice find let me pass that info on. Comrade drop me a pm on skype when your free
  20. r4z0r49

    DayZ Mod 1.8.1

    No worrys just waiting on the mass hate msgs about the zombies being too hard now :-)
  21. r4z0r49

    DayZ Mod 1.8.1

    DZC has just been updated.
  22. r4z0r49

    DayZ Mod 1.8.1

    We had issues with it last night Josh is looking into the issue atm.
  23. r4z0r49

    DayZ Mod 1.8.1

    That's good to know the zeds should be able to eat your faster lol.
  24. USE THIS ARMA 2 OA BETA: 103718 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. Patch Download: DayZ Files: http://cdn.dayz.nu/latest/1.8.0.3/@Dayz-1.8.0.3-Patch.rar or http://se1.dayz.nu/latest/1.8.0.3/@Dayz-1.8.0.3-Patch.rar Hive Files: http://cdn.dayz.nu/latest/1.8.0.3/@Hive-1.8.0.3-Patch.rar or http://se1.dayz.nu/latest/1.8.0.3/@Hive-1.8.0.3-Patch.rar Full Download: Client Files: http://cdn.dayz.nu/latest/1.8.0.3/@Client-1.8.0.3-Full.rar or http://se1.dayz.nu/latest/1.8.0.3/@Client-1.8.0.3-Full.rar Server Files: http://cdn.dayz.nu/latest/1.8.0.3/@Server-1.8.0.3-Full.rar or http://se1.dayz.nu/latest/1.8.0.3/@Server-1.8.0.3-Full.rar Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - New Mission File Downloaded from (http://www.silentspy...sion-generator/) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) Notes: Hotfix sent to Josh & six. Due to 1.8.0 having loot issue's i have listed all hotfix's in the notes. ​CDN links above take a little time to propagate. Affected addons: Client: * dayz_code 1.8.0.3 Changelog: * [FIXED] - Loot system lockout timers updated. (Should correct 0 loot pile issues) * [FIXED] - Chop wood from any location. (You are no longer able to collect wood without being near a tree) * [FIXED] - Object locations on server start should spawn correct. (Potentially fixed issue with tents,camonets clipping into the ground) * [FIXED] - Moved gutting back to PV (this should correct gutting issues) 1.8.0.2 Changelog: * [FIXED] - Loot Spawning underground. 1.8.0.1 Changelog: (Included for easy reference) * [FIXED] - Database cleanup has now been fixed and camo net added. * [FIXED] - Date sync has now bee fixed to provide night time again. * [FIXED] - SVD and SVD_CAMO firemodes now working as they should. * [FIXED] - Motocycle tt650 now has modified hitpart system should hopefully fix repair issues with it. * [FIXED] - Backpack sounds not playing for opening the backpack of other players. * [FIXED] - Building Delays Fixed. (Buildings will not only have 1 pass per the timer. Zeds 5 mins, Loot 15 mins) - Should provide FPS boost. * [FIXED] - Loot Bias system Fixed. (Limits the amount of Piles within a building every 15 mins) - Should lower overall loot spawned, Should provide FPS Boost * [FIXED] - Potential fix for the action menu issues. * [FIXED] - Fixed duping of meat while gutting animals and removing fuel/parts from a vehicle * [FIXED] - Remove gas, repair etc. options from incorrect object. * [FIXED] - Time sync on login * [FIXED] - Siphon Fuel mechanic * [FIXED] - Incorrect right click menu in gear if a melee object is on a player's back. * [FIXED] - Removed refuel option on destroyed vehicles and study body option on animals. * [FIXED] - Gutting animals works properly now * [FIXED] - Humanity system and kills displaying incorrect. * [FIXED] - Blood level is now synced direct to server every 10 secs. (No more sending to all players on server) Performance Boost. * [uPDATED] - Mechanic - Sepsis chance from "bleeding" raised from 1% to 30% (More like 3% once 10% bleeding effect is taken into account). * [uPDATED] - System - Zed Aggro on all Weapon fire now changed to a more dynamic system to allow the overall distance the shot was heard to changes the way and amount of zeds response. ((50 Meters and below = Run to location),( 50-71 = 50% chance they walk to location), (70 meters and up = walk to location)) * [uPDATED] - System - Zed Damage output base scale lowered (from 300 Normal/400 Viral to 250 Normal/350 Viral) * [uPDATED] - PBX Boat speed reduced from 125 to 85. * [uPDATED] - Login time has now been reduced. DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) * [AlbyBDPK] (https://github.com/AlbyBDPK) ------------------------- Long-term Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * [skaronator](https://github.com/Skaronator) * [ziellos2k](https://github.com/ziellos2k) * [JoeysLucky22](https://github.com/JoeysLucky22) * [AlexAFlorov](https://github.com/AlexAFlorov) * [facoptere](https://github.com/facoptere) * [icomrade](https://github.com/icomrade) * [thevisad](https://github.com/thevisad) * [DDesmond] (https://github.com/ddesmond) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Defwen](https://github.com/Defwen) (Czech Translations) ------------------------ Short-term Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [[VB]AWOL](https://github.com/vbawol) * [Paul Tomany](https://github.com/Sequisha) * [M1lkM8n](https://github.com/M1lkm8n) * [JST](https://github.com/Cybersam248) * [NonovUrbizniz](https://github.com/NonovUrbizniz) * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [silentspy](https://github.com/Silentspy) * [EHDSeven](https://github.com/EHDSeven) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/index.php?members/inch.1011/) * [sumrak](http://www.nightstalkers.cz/en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * [Hangender](https://github.com/hangender) * Aj (Leadz) * Ander * Shauneh ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. * Special thanks to Shacktac for his incredable work within the Arma 2 community. * Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch. * Special thanks to JoeysLucky22 for the awesome art work. * Special thanks to BMRF, TMW, MUSTY for providing test machines before release. 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 and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8.0.3-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.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 Patch Download Patch Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8.0.3-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.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 1.8.0.3 in the drop down box.The files should now should now updateLaunch as normal
  25. r4z0r49

    Rolling Changelog 1.8.2

    [Fixed] - Added player check when spawning wild zeds. (Checks to make sure the location the zed will spawn is free from players)
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