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r4z0r49

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Everything posted by r4z0r49

  1. r4z0r49

    DayZ Mod 1.7.6 Update

    As soon as we can everyone just now is busy with PAX and interviews and such. The patch is ready to go where doing some final tweaks to AI and loot tables to make Ai more aggressive but less one shot bleed every time. We trying to remove as much of the randomness as we can from hearing and sound and attacks. * [uPDATED] - Zed attacks updated to make them less random. (ie first hit from full hp will no longer put you unconscious) * [uPDATED] - Zeds overall dmg has been updated per hit/per zed (Max possible dmg if headshot = 1700 blood, Max body dmg = 700 blood) * [uPDATED] - Bleed from zed attacks will now only happen if the initial dmg is above 0.8 or the zed gives a head shot. (should reduce the amount of bandages needed each time your hit) Just as an example
  2. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Can i get a copy of your client/server rpt file's as it happens ?.
  3. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Looking into this now.
  4. r4z0r49

    Vehicles not respawning

    CALL ResDesVehicles(); /* 1 rows affected, 0 rows found. Duration for 1 query: 0.062 sec. */ First run caught the an2 from instance 11774 CALL ResDesVehicles(); /* 0 rows affected, 0 rows found. Duration for 1 query: 0.593 sec. */ This did nothing.
  5. r4z0r49

    Vehicles not respawning

    Guys can i get more info what is happening what isn't happening. Vehicles do not respawn right away when destroyed. If your talking about vehicles you have found and moved to your base and they have gone during the next restart this is another issue that is resolved for the next patch. But to stop it happening till patch day don't place the vehicle close to anything.
  6. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Issue two and three have been reported already they are already on the buglist. Thanks http://dayzmod.com/f...-1761-bug-list/
  7. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    The z issue have been worked on. More now due to us now fully knowing the limits of the engine we had to sit and try working out every command used and why other commands that did the job a bit better wasn't added we assumed Dean didn't use such commands for a reason and then started to find out why. Now this is for the commands that had info on bis's wiki DayZ is also using a few commands not listed on the bis wiki so i had to spend more time digging into that issue. Don't forget i work 2 jobs and have 3 kids so time is everything to me i have one day per week to sit and do anything and that day is more like a few hours this is the reason nothing was done till later updates. Now you mention putting stuff to the userbase every time this has been done in the past we get a 50/50 spilt with only a few k of users difference each way. Nothing will ever get done if we had to wait for a weeks poll and such. For now we take items form the suggestion thread and feature posts on the dev tracker and always have. None of us have Deans expertise in the engine working for BIS im sure helped a lot when creating DayZ. Seems i know someone will mention the cans here. We have been trying to fill out the loot tables to add a bit of difference to everything make it feel a little more real to an extent now the title names used on the last set of cans had some backlash but the in game names where different to what was listed so the changelog needs more time when doing we have a big post about that on the forums We still are not allowed to use real names for items due to law so made up names have to be used for everything product wise.
  8. r4z0r49

    DayZ 1.7.6.1 Bug List

    Ok thanks ill take a look but as i say we don't edit the map its self at all so im not 100% sure what could be happening here.
  9. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Still waiting on that list of bugs. This has been an old request from players fix bugs first yet no one can lists any real bugs that are not a limit of the engine. You are more then welcome to dedicate your time to fixing the so called bugs. Drop them on github when your finished. As for new content we have three teams one dealing with code issues the 2nd dealing with models new content and then another dealing with sounds Team 1 is mainly coders they deal with most of the code. Team 2 is mainly Model designers they can code to a little extent to add models for testing. Team 3 is mainly Sound creators. As for testing we can test basic systems we can not test everything 100% this is where you guys come in. You have much more time to test everything. DayZ Mod has always been classed as an alpha due to the engine limits and will never change. If you remember back new content has always caused an issue even when Dean was designing the mod we had this exact problem with new content and old content being broke. Do you remember the fuel issues or the black screen locks or the graphical bugs that filled the screen that stopped players from going to airfields or the time you could hide tents in water or block everything within a building or loot not spawning or spawning in debug or insert it here. If you wont everything to be perfect id wait for SA even then im sure you may see an issue or two from time to time. WELCOME TO ALPHA.
  10. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Yea part of the loot system was fred's :-) (Precompiled Arrays) Give the timeout fix listed above a try. We all wont to fix this issue but unless we can recreate not sure how we can fix. No one so far has been willing to send in logs or anything my guess this is due to them running 3rd party systems or system specs that don't meet what DayZ needs for 50 players.
  11. r4z0r49

    DayZ 1.7.6.1 Bug List

    Bug list updated.
  12. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    List the old problems plz.
  13. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Just to update the files being used are not DayZ server files there from a 3rd party so we are unable to give an exact report due to no .rpt files or .rpt files not using our debug msg's for us to look at. This does not mean there is an issue with the 3rd party system just we cant identify any issues with 3rd party systems. We are aware of the timeout timer being too short for lower grade pc's/servers but leaving the screen loaded after the msg (Something went wrong, please disconnect and try again!) pops up should load the client in as normal. This has been changed from 400 to 600 for the new build this was changed to allow lower end/overloaded servers to catch up. The main reason for adding the timeout to start with was to stop the black screen issue and then having to alt+f4 to get out again. (ie be kick or simple client hang) The quickest way to test this. When the msg popups to disconnect ignore it and you should spawn in as normal or edit dayz_code/init/compiles.sqf line 114 on our files Find while { _timeOut < 400 && !dayz_clientPreload } do { Change too while { _timeOut < 600 && !dayz_clientPreload } do { Anyway just updating its a much faster process when we have .rpt files :-)
  14. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Yea no idea the login process was changing the call to spawn that was about it. The rpt you sent is from a 3rd party use our hive and then resend the info. We know the debug calls on our hive. I also need you client side rpt log this will show me where you fail on login.
  15. r4z0r49

    DayZ 1.7.6.1 Bug List

    1 - We need info on this. We can not recreate this issue the system runs when your within 10 meters of a tent. 2 - its a humanity issue we know about and waiting to release a fix. 3 - We don't edit the map at all Looking into this one again info is needed. 4 - We have all flown the mi17 with no issues like this going to try find more info about it.
  16. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    What new login system ? Anytime you wish to send any info about the issue your getting where all ears. (client rpt log, server rpt log)
  17. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    When you mention something not on the list ill let you know until then time is everything. We don't have a team of 500 ppl its a small team growing day by day that all have kids/full time jobs to do. Trash loot items are just important as items to use. Up to this point we have tried to keep a health balance of new, fixed and updated items yes some new items bring bugs some changes cause old bugs to come back welcome to development. No matter what we do no one will be 100% happy. Your welcome to learn to model/code and send in your items anytime :-) just let me know where you plan to start on your list. Ps All trash items added so far have other purpose's that may come into play later.
  18. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    Close to all the dev team run servers this is the first report of this issue. The publicEH will have nothing to do with it. What made you even try to edit that file? But yea something else seems to be at play here i need to know everything you can about your setup including testing with and without be filters.
  19. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    To be fair it would be nice to know the details of the error your getting.
  20. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    How often do you restart ? we restart every 6 hours and don't really have massive issues logging in it does get delayed the longer the server runs and always has with 50 players.
  21. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    This was the reason we moved to wooden arrows. Days survived would work for this. Look at epeen montior im sure we added days survived already :-)
  22. r4z0r49

    Vehicles not respawning

    np not everyone's will be as easy :-(
  23. r4z0r49

    Vehicles not respawning

    It seems you have some bad data both vehicles and tents might take some time to correct. You may also get some complaints about tents being missing.
  24. r4z0r49

    DayZ Mod 1.7.6.1 Hotfix

    I did say they where ideas :-) and thanks for the feedback on them
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