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[HUGE][Cracking DayZ open] What should you expect, and PROOF.
rocket replied to res's topic in General Discussion
Legacy files from A2 (and some legacy from early A3) are simply left in the game in its current state, as a few are still used dependency wise. None of these dependent files are indicators of what to expect in future. They are simply there because initially DayZ was using ArmA2 and early ArmA3 testing data, and it has just been left in it.- 54 replies
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Pending Changelog: Experimental Branch: 0.42.116002
rocket replied to rocket's topic in News & Announcements
Updated, had an old version up -
Update Rev. 0.36.115535 (Experimental branch)
rocket replied to Hicks_206 (DayZ)'s topic in News & Announcements
Closed, new topic: http://forums.dayzgame.com/index.php?/topic/177017-pending-changelog-experimental-branch-037115791/ -
PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: Currently deployed ETA to Stable: No current ETA, dependent on testing results CHANGELOG: Known Issues:Physics: Item throwing physics is currently disabledMelee: Gestures currently do not work from two-handed meleeMelee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")Network: Issues in some cases of zombies, or players potentially being invisible. New:Actions: Vomiting have associated sound effectsActions: Ballistic helmet variants can be painted to black and green color with spraycanActions: Can check pulse on unconscious playersActions: Searching for berries will now add berries to your inventoryActions: Eat All now supported for consumablesActions: You can catch rain into canteen and water-bottle from inventoryAnimations: New Ruger 10/22 reload animationsAnimations: New Ruger MKII Reload animations.Animations: Player now can sit with gun/weaponAnimations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. Animations: "Low" and "Aim" stances introduced for stand, crouch and prone.Crafting: SKS paint recipeCrafting: Firefighter Axe paint recipeCrafting: B95 paint recipeEnvironment: New rock texturesFood: Sambucus berry item addedFood: Canina berry item addedGear: added black and UN ballistic helmet variantsGear: Wool Coat red/black/brown/blue/green/grey/check variants addedGear: can opener can be used as melee weaponGear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masksGear: Farming hoe configured and spawnsGear: M4 attachment green variants addedGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickGraphics: Adding lights to currently rendered scene changedGraphics: Lighting from objects now is rendered during daytime alsoGraphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctlyMap: Olsha has been updatedMap: Khelm has been updatedMap: New rock formations outside Svetlo have been createdMap: New Orthodox Chapel has been createdMap: Police Stations & Medical Centers have been placed across the mapMap: New villages surrounding SvetloMedical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)Spawns: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawnsSpawns: Wool Coats and Flat Caps added to spawnsWeather: Rain, Clouds, Wind, calculated on server and distributed to clientsWeather: Rain now causes items and player to become wetZombies: Simple respawn mechanic implemented for zombies, pending more robust method Fixed:Actions: Added 'inUseItem' back to action on target functionActions: Proper nutritional value will be added when eating near empty foodActions: Berry picking script messages to player improved.Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandageActions: Ruined rags/bandages and wooden sticks doesn't produce infinite splintsActions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animationActions: Edited player messages in force drink action and fixing broken limbsActions: Added collision tests for availability of prone position and vaultingActions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after actionAnimations: Bandage and eating pills animation glitch fixed.Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.Animations: Player can now be properly knocked out while in water.Animations: holding animations of various weapon magazines correctly linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Added color variants of ballistic helmets into loot spawnsGear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: SSAO in options savedGraphics: Rain effect settings changedGraphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)Graphics: Spot light culling fixedGraphics: Fix of terrain intersectionsGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsLogin: Failure during new character creation could cause player to get stuck as unconsciousMap: Optimizations for Svetlo performanceMap: Forests surrounding Svetlo bugfixesMedical: Would never actually die from zero health or blood due to medical conditionsMedical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very lowMedical: Defibrillator used for restarting the heart of players who have a heart attackMedical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)Medical: Melee damage application system changed to better balanceMedical: Chance of bleeding from fists reduced significantlyMedical: Disconnected players avatars did not take shock or blood damageMedical: Falling from height while sprinting did not kill player when it should haveMedical: Player could vault with broken legsNetwork: Dropped items appeared only after a delay (now instant)Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/serverStructures: Changed inheritance of barrier structures (due to errors in logs)Structures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crackWeapons: Long-range scope reticle properly centeredZombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)
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Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
I read through the whole thread last night. There is no unified experience of symptoms or problems.There is a collection of client/server communication interruption problems that are probably a litany of different issues.Without a clear definition, yelling "fix it now!" will not get anything fixed. Right now, based on what appears to be client/server communication interruption I would say most of the issues experienced here are caused either: Bandwidth issues at the client end. DayZ currently utilizes a great deal of bandwidth to send information. This could mean that low-bandwidth connections are getting choked with information. While bandwidth optimization is ongoing, to test this theory we would need a problem computer to be tested on a known-good connection.Network Environment client side. Certainly firewall/router/isp settings and environment could cause at least some of the issues described in this thread. Again, the only way these could be confirmed would be by trying a computer at a known-good connection.While I can understand you might be upset, I am sure you can understand it is very important for us to be clear about the specific issues. If we are not, and a whole bunch of non-similar issues are grouped together, then we will not be able to separate causes out specifically identify the problems. Without identifying the problems there is absolutely no hope to identify a solution. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
Clean reinstall has virtually no chance of solving your problem. I would recommend you try the computer using another internet connection/router at a friends house to check. Best would be if that connection were another ISP. Again, I mean really. You've simply replaced "desync" with "that issue". Getting my attention will not solve your problem, because right now, my attention has found nothing usable to solve. In fact, so far the more I have looked at the issue the more I convinced it is simply a client connection issue (see the quoted post below). Certainly I think most (if not all) people experiencing this issue are experiencing an issue with connection between client/server. Whether that is a router, antivirus, or other software conflict I guess it could be any. Good to hear you are getting no issues there. You could try set your router to forward all packets incoming via protocol UDP on port 2302 (public / private port) and 2303 (public / private port) to the IP address that your gaming PC has inside your LAN. Then do the same for packets using TCP. Using the DMZ longer term would not be a good idea :D Those were the ports needed to ArmA2, so I believe they are the same but I will check in the office tomorrow. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
Again, please I'm begging you - the word "desync" has become worse than useless in this thread. People are confusing desync with bad framerate, with packetloss, with communication failures, basically anything subnormal gameplay. So when you say "no desync" or "having desync" - I have absolutely no idea what you mean. If you find yourself writing "desync", just replace it with an exact description of what you are experiencing. I'm afraid there is nothing more I can help with, without being able to reproduce it. The only way I've been able to reproduce a similar issue here was by fiddling around with my router firewall. I can't think of anything that could help or explain the situation other than connection issues between client and server. If it were intermittent and happening to everyone occasionally - I would expect that it was a bug with the game. But because it happens to specific people on a regular basis the most obvious cause (but not definite) would be connection between client & server. What would be very helpful would be for someone who experiences this client connection failure (not desync/fps lag!!!) to take their computer to a friends house who has a known good connection and no problems. This will help us eliminate a software cause on the computer. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
If there is an external blocker of some sort preventing network traffic under particular circumstances, then there is nothing I can do. If there is an internal blocker (something in the engine at client/server) level then I can. That this is not a reproducible issue, and that only seems to affect a (relatively speaking) small number of users leads be to believe the issue is probably not internal to the engine. The simplest explanation there (applying a great deal of Occam's Razor) is that an unknown external factor is affecting some (but not all) communication between a client and the game server for some users. This appears to have varying degrees of impact, which may mean they are the same issue, similar issues, or a variety of unrelated issues. Without a clear reproduction for us, we would only solve the issue by accident. If we can reproduce the exact conditions then we have a shot at identifying the problem(s). If we can identify the problem(s) then maybe we can solve them. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
Your router is a hardware firewall by definition really, unless you have configured it to be entirely a DMZ (see http://www.howtogeek.com/122065/htg-explains-i-have-a-router-do-i-need-a-firewall/) Certainly direct connection would be a great test. If that still doesn't work, check and see what other applications are running on your computer, such as anti-virus programs, might be restricting internet traffic. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
That video looks almost exactly like a firewall issue. I turned my firewall on here and was able to reproduce the same outcome. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
Before I start addressing these, I need to make a blanket statement. In nearly all the circumstances described below, the problem is not desync. This is a source of a great deal of confusion, people are using the term "desync" for a blanket description of their problem. Desync is not a problem, it is just a situation and on it's own it is no problem at all - it is in fact expected. The problems being described below all have one thing in common: Updates are not being received by the client They are being received by the server. Other players are receiving the information. But a select few clients appear to not be receiving the information. I can think of a few reasons this might happen: Engine bug (such as container-ception)Router issue, or unique configuration not handled well by DayZ serverISP issue, as aboveFirewall issue(s)Software port conflictsAt this point doing traceroute, both while the problem is experienced and while it is not, is extremely important for diagnosis. So much of the chain between game server and client is completely out of our control. Again, I think you need to separate Desync from what you are experiencing. Desync is not the cause of your problem, a desync value is being reported on your CLIENT in the game menu, but it doesn't actually sound like you have desync in the traditional sense... it sounds more like your client is not receiving updates from the server at all in certain circumstances. Server desync (server is too busy and suffering low performance, so cannot send updates fast enough) would affect everyone. Client desync would be recognized by the client for what it is, and would show an icon indicating such. This sounds similar to the above, but slightly different. Firstly I need to point out is that what you are experiencing is not desync. It's like the server is not able to communicate effectively with your client at all. Do other people see your movements when you move? Characters are managed locally, so that means your client does not need the server to execute your movement - hence you could see yourself moving around even if such an update is not being received by the server. This sounds very similar to the above. More and more this convinces me that there is a specific communication issue occurring with a particular router/software firewall that for whatever reason is either not being handled well by the game server or simply blocking some areas of traffic entirely. Your client does not believe it is desyncing, it is still able to communicate with the game server at a basic level (ping), but it is not receiving updates. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
I don't really understand what you mean, but I'll try to modify my original summary based on what I can grab from your post: You join a server and if you or anyone nearby to you have 100000 desync in player menu, but no desync icon, you cannot play any more. This only occurs when you are near a player who is having max desync. If this summary is correct, a great deal of specifics need to be answered: What does "I can't play anymore" actually mean? Can you not interact with items? Is there anything you can do? Like can you move? Reload? Fire a weapon? Drink? Drop something on the ground? Change clothes?What happens over the network when these things occur? Do other people see any of the changes you make?Are all your friends affected in the same way? Or only some of them? Is there anything unique about the friends who are having the issue?What kinds of things still occur in the game? Can you see others animations, sound effects, etc...? What about VON, does this continue to work?What is the network utilization of your client? Both before the issue starts and during it?This certainly doesn't sound like desync, it sounds more like interruption is occurring and state has simply stopped being updated. However this is a wild guess as most of the posts appear to be about completely different things without any specific detail. This is why there is a great deal of problem with the thread, some people are experiencing a legitimate UFO-style bug, others are just commenting about typical and normal desync, yet others are talking about server-performance induced desync, and a few are talking about issues associated with container-ception. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
This is my problem, in the posts above, there is contradictory results. The lead post makes no mention of these things and jumps straight to battleye discussions. I read through the first post and there is no summary there of exactly what the problem being experienced is. I will summarize my understanding on the basis of some posts below: You join a server and you have 100000 desync in player menu, no desync icon, but you cannot interact with any items. This only occurs when you are near a player who has a nested backpack/Container. Is this a correct description of the problem? In order to fix a problem it needs to be clearly identified, reproduced, and then it can be solved. This thread does not clearly identify the problem. It seems to be a collection of possible symptoms and a great deal of speculation. I still don't clearly understand what exactly the problem is, if you could read through the summary I posted above in bold and amend that - then we can all agree on the problem being experienced. Without a clear definition then this thread will be entirely useless for identifying and fixing a problem. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
This is exactly the point I raised. The desync icon does not mean there is necessarily a problem. Desync on join is entirely normal, it signifies the server has told the client that it has updates the client does not have. These updates are then streamed to the player. Even if you were on LAN, this would occur. -
Update (16/1): Player Proximity DeSync Issue (Solutions/Workarounds!)
rocket replied to scottishrebel's topic in Troubleshooting
This thread is a mess, it seems mainly like it is anti-battleye. I tried to identify what the actual problem was in the first post, and the best I can find is that you experience desync when you are near another player. Some important points: Desync in DayZ is entirely different to Desync in ArmA. The Desync icons indicate the client has a different state from the server or the server is/was ignoring some requests from the client. At certain times is DayZ, the desync icons are entirely normal. For example, when you connect to the game and spawn in, you will receive desync icon. This is because the client has a very different state from the server and the server is concentrating on sending updates to the client of everything in it's bubble.Battleye has nothing to do with any of this.I have been unable to reproduce any situation where Desync has been more than brief, with no serious impact on gameplay, on any machine. Our QA has over thirty machines, and this has not been reproducible at all.People regularly use the term desync to refer to network communication sync as well as framerate issues. They are not the same. There is a known, serious, devastating FPS issue that we are working on that has absolutely nothing at all to do with BE nor netcode, nor desync.People are conditioned to see those icons that show up as bad things because in ArmA they were. In DayZ, your game is constantly out of sync with the server due to the very nature of the network bubble. The icon system has not been reconfigured to reflect this.