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r4z0r49

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Everything posted by r4z0r49

  1. r4z0r49

    DayZ Mod Art & Assets Thread

    Doh now ill have to do some pic's of the new crossbow :-) Would you like to see the stock the cco the cco_fl or maybe the scopped_fl :-)
  2. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    The vehicles need an overhaul all the configs need stripping and redoing from the ground up. We will be looking at doing this for the next patch after 1.8.1 is out Next version will hold this Crafting Continuation, Start of Basebuilding, Vehicles updates, Weapon updates. These 4 areas will be the main goal for the next patch. (once 1.8.1 is out)
  3. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    * [NEW] - Ghosting mechanic - Once logged out you can not log back in again for a number of seconds selected by the admin of the server- Enabled or disabled by the admin of the server. Alot of the admins who are testing have asked for a logout/login delay system. So we have added this its fully configurable by admins. 1.8.3 is now ready for testing with the newest 1.63 beta patch for arma. We will start that testing on Monday and then battleye filter testing :-(
  4. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    That being said i have one pair of hands and bucket full of red tape. Error position: <BIS_fnc_init && !_recompile) exitwith {t> Error Undefined variable in expression: bis_fnc_init File ca\Modules\Functions\init.sqf, line 28 Seems to be the only issue left to fix :-) to get dayz updated to 1.63
  5. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Yea it's on my todo list just not sure when ill make it to that item :-(.
  6. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Just a little bit of news. Testing is going well pretty much most issues have been resolved we still have the odd issue but they seem to be more client side more then anything else. I'm going to start updating all the mission file to include all the changeable vars we now have for server admins. If nothing else is broke or gets reported we should be looking good next week for release. Cheers.
  7. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    We have done TIC but we decided before even going down that route the medical system would need to be redone. m0tzilla, We had the stash and stash medium on the cleanup list but for some reason it wasnt running so this has now been fixed. If the inventory is empty or if they hasten been updated in 14 dayz or if they are out of bounds they will be cleaned up As for the upgrades nothing needs to change on the db side.
  8. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Just like to say thanks for the current testers for spending there own time to help make dayz better for everyone. Over the past few dayz we have been moving alot of the normal script vars into specific config entrys for example we have been testing the run speed of zombies and have now moved all speed vars into arma 2 configs for each type of zombie. This will allow both the official mod and other mods that still use the back end code to issue different run speeds on different types of zombies. It will also offer a better tweak systems without the need to edit code. As an example. Soldier zed's could have a faster moving speed then soldier heavy. (forcedSpeed config option) soldier_heavy could have a much harder hitting power then a priest. (damageScale config option) viral zombies have more chance to infect players on each hit. (sepsisChance config option) This system allows devs to give a much more precise system to each zed. As for the testing everything is doing pretty well so far we have had to clean up a good amount of stuff but feedback from the current testers seems to be very good. Just a little bit of quick info so you don't think we have forgot about you guys :-)
  9. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    NonovUrbizniz, Contact me on skype.
  10. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    You need one sandbag to create a small stash then you upgrade the small stash's to create the medium one.
  11. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    We are in the middle of making each type of infected different for now this is what we have in testing. Walkers - Faster. (player sprint speed). Deal with these as fast as you can the longer you leave them the harder time your going to have. Monkey - Mid speed. (slower then the players run). Crawlers - Slowest. (Crawl speed). In a straight line your going to have issues with the walkers but losing them is a peace of cake just by taking a few 90 degree turns or running into a few tree lines. In Testing. Where getting good feed back so far from the testers we are just correcting some annoying little issues testers have brought up.
  12. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Like we have said define base building everyone's point on base building is different. We will not be going down the route same as epoch. But we do plan to have our own base system. Hunting systems will change, zombies will change, vehicles will change weapons will change over time. When how is another question. Now some of the red tape has been cut we can try to create a point and endgame to the dayzmod and building is going to be a part of this. Contact myself or kichilron on skype and get your self involved in testing. So we are getting on pretty good with this test phase and for something new we have now retried the old crossbow and brought in a new one witch can have a cco sight attached to it. Thanks to the CCG crew.
  13. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    1.8.1 we are just in the middle of getting it all tested. with the amount of big changes we need to make sure systems are working as they should be. Your welcome to join the test group pm myself or kichilron on skype. Our only rule is to allow the mod to release before taking code from the mod out of respect for the guys putting the work in for free.
  14. r4z0r49

    DayZ Epoch Loading Screen Problem

    May be an idea to contact the epoch team on there own forums.
  15. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    We could do. But for now getting some new dev members and getting this red tape removed then getting 1.8.1 out the door is more important.
  16. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Use one of the other methods to report issues trying to keep up with 20 million different topic's is kind of hard Skype is your best bet.
  17. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Yea got it ty
  18. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    guess i need to find that then :-) (just got home from work)
  19. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    I have most of the files now reconstructed for testing if anyone is looking to test. Msg myself (R4Z0R49) or (kichilron) on skype.
  20. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    The hive is part of the red tape i need to wait on that stuff http://i.imgur.com/uejSAI4.jpg http://imgur.com/a/rHhIz#0 Two concepts.
  21. May help if you say what mod you playing DayZ zeds kill you in about 3-5 hits.
  22. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    We have permission to use epoch's base building system and also Daimyo21's(i think it was his version) we have just chosen not too. The hive would die with the amount of objects. Lets say the average server has about 1000 objects X 10 servers = 10,000 objects to be spawned in. If you ask most users who talk about base building most of them admit its for the locked access something we just cant explain would be realistic at all. We have a type of base building in game now and we have our own version of a base building system drawn up. how would you define base building? For me its pretty close to what we have now (tents, traps, netting) Missing the abilty to capture and defend buildings like schools,prisons,airfields,old mill outposts
  23. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Again up until now this has been a no go due to red tape. :-( If you look around most of the current forum team are mustys hence the reason musty has had access. I'll need to do some checking on ways we can improve this for both easy install to everyone and better planning of each patch and test section. We still have some red tape issues preventing public release's on development. I wish it was as easy as 123 but its never been that easy.
  24. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    That's one of the biggest issues we have had to deal with trying to get testers and you already know this. Most testers play for around 20 mins before returning back to there normal servers. But if you ask around every patch was tested and you know this as 1.8 was tested with you. But most of the issues only crop up during big groups. Like the loot tables you only real notice as you start to fill the server + the fact our dev builds are already ahead of the released build doesn't always help. Zed infection was a last minute change that failed stuff like this will always happen no matter who is doing the game from EA to Sony to Dean some patches will fail. The issue we have always been forced with is our free time vs what we are allowed to do. It's ok having a release date on Monday but if no one is free to do the build on Monday due to real live. It isn't going to happen and there is nothing we can do on that Don't forget we are not sat around 8 hours a day working on the mod most of us have real live jobs in my case two. for example if im free for 4 dayz but the guys doing the steam builds are not due to stuff like bank holidays theirs no release :-( With all the red tape we just cant release stuff every other day it takes time. Alot of the red tape means we cant just release public versions of the dev build due to different parts of the license even now the public license other mods use is different to the license we must follow on this mod its mad. As for testing this is also the responsibility of the community to get involved i'm trying to make this easy to do but that red tape pops up each time. Not to mention having the community groups willing to support it in the correct way. It's just not easy to juggle everything.
  25. r4z0r49

    DayZ Mod 1.8.0.3 Hotfix.

    Ok so i think everything we have within the current build is now listed on the changelog looks like we did a good amount before we finally stopped working on the mod. I'll need to look over all the changelog and get something ready for Hicks to do a final check on then i should be able to get a release date out to everyone. Pretty much all the big changes have already been giving the green light anything that's denied from the new list should be pretty simple to remove if needed. http://forums.dayzgame.com/index.php?/topic/149483-rolling-changelog-181/ I'm also going to see if i can release a development build a little time before we release a final so i can get some time doing hot-fix's if need (ha -> if needed).
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