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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Stay safe out there,
Your DayZ Team
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Everything posted by rocket
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^this pls
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Please do not post messages of support or abuse. Please only post your feedback from having tried the update, or any serious issues. The ideal place to load bugs is at the community bug tracker: https://dev-heaven.net/projects/dayz Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Torrent File (Full Install) Use Beta patch 94444 or above Download from http://www.dayzmod.com/beta/ARMA2_OA_Build_94444.zip if having trouble with BI site due to demand (thanks Vipeax!) Build Notes UPDATE : 9 JULY 2012 Affected addons: * dayz_code 1.7.2 * dayz 1.3.1 * dayz_equip 1.3.4 * dayz_anim 0.3 Developer's Note: Changelog: * [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object) * [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes) * [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data) * [FIXED] States where animal might stop walking around (now should walk around more) * [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage) * [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking) * [FIXED] Error reports are almost invisible (has now been fixed) * [FIXED] Daylight calculations causing slight FPS issue * [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state * [NEW] Aubility now dampened in rain and increased by fog * [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible) * [FIXED] Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients) * [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage) * [FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above) * [NEW] Exponent driven probability introduced into visibility calculation * [FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 ) * [FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 ) * [FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 ) * [FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 ) * [FIXED] Dead bodies still have the heart beat for low humanity ( https://dev-heaven.net/issues/35050 ) * [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated * [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient) * [NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
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http://dayzmod.com/f...rolling-update/
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http://dayzmod.com/f...rolling-update/
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Touche', you are correct. I explained that very poorly. The fix itself is very easy (simply logging server logins into the database). But the "how" to punish/prevent is proving difficult. Probably worth a serious discussion on the forums in a separate topic. I can detect when someone server hops, or disconnects, but how and when to issue punishment is proving very troublesome.
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You need to put more wood pile's onto the fire (think like minecraft). You can only light the fire if it has a wood pile in it.
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I never said it could be fixed easily. I know how to fix it, but is a major architectural update that has the potential for serious risk. It will need significantly more testing, I mean weeks if not months, rather than just being rolled out in a standard update. Many of the people who are first to demand fixes to items ASAP as game-breakers and the first to complain when fixes are added and then cause more bugs.
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1.7.2.2 will be released today
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A data issue was affecting around 1500 users preventing them from loading into the game. This has now been corrected. Those 1500 users would be unable to connect at all. We're very sorry about this, but please to say it has now been fixed and they should be able to connect.
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DayZ 1.7.2 Stuck on Loading Screen..
rocket replied to [email protected]'s topic in DayZ Mod Troubleshooting
Server side update released, details emailed to all server providers. This solves the loading issue. Confirmed on multiple servers with full client numbers. -
DayZ Creator Ponders a Free-to-Play Standalone Version
rocket replied to pr0cess's topic in DayZ Mod General Discussion
What I said was that a free-to-play would make more money. People assumed that meant it was my preferred option. I then said that I felt the project needed to follow a minecraft model. I also said that probably someone will one day make a free-to-play game like this, but right now - for this project - it won't work. Because it needs room to experiment. The problem was, at the mere mention of the word "free to play" the journo's all went giddy and stopped writing anything else down :) I probably could have made the point clearer, I guess. -
ALL the weapons out of the game are glitches because I cut too deep with the classname removals. This will be fixed for future hotfix in the week.
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Again' date=' I hear (and share) the frustration. Believe me. I want everything to be easy, but it's not. The updates will always be hard. It will get worse before it gets better. But after [i']every main update, people come and say it is the worst update so far. If we rolled back, if we stopped expanding and pushing the limits -then this mod wouldn't even exist. We have to keep going, it's going to be full of drama and difficulties and disaster. It will get much, much worse than this update. But at the end, I think there will be a great game concept. And it take precisely this pain to get there. As I said there is a reason "standard" development hasn't produced this game.
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SERVER ADMINS A file called: @hive_0.4.1_contingency.rar Is being distributed to you. This is a modification of a previous file, to fix the loading issues. It also fixes some other issues. Any server running 1.7.2 should use this file, until further notice. CLIENTS You will need to wait until servers have loaded this contingency file before connecting. However, some servers appear to work without it. Go figure. We believe the new beta commands (publicVariableServer and publicVariableClient) may stop working properly under server load. We will work on this more
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We're now working on the issue, there will be a SERVER SIDE rollback to a contingency file (a new version of an old version) that will fix the loading issues, and deal to most of the issue associated with invisible characters etc...
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I hear what you're saying, but unlike CCP with Eve, or Blizzard with WoW - this project isn't based on a subscription model. In fact, this project isn't based on any money at all. It's a bit shit, but the only way for the experiment to continue is with mistakes. I have to keep being bold. There is a reason the game everyone always thought of was never made, and this is it. Because nobody could deal with the fallout from the insufferable process of trial and error associated with pushing the boundaries to make it happen.
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I do regret to say though, the ghillie suit + missing items issues isn't really the focus right now. My focus is on getting people into game. Once everyone can load in, my next priority is FPS, followed by Zombie behavior. Once we get all those working, I'll deal to equipment issues. This update also makes life much more complex for hackers, but as I said, I cut way to deep with my config cleansing. I regret the effect but really, we had to do something and, as always .... the solution is to keep pushing through this painful update rather than going back. It's a shitty situation but this pain is really just us moving forward taking steps in the dark. We'll get closer to the right foothold with each step into the dark.
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It is comments like this, that keep us all going :) Humour is the solution to all problems, IMHO. We've isolated some fixes. There are several servers that work fine on the new update (minus the non-critical bugs), but the rest do not. We have a fix that involves new server files. These are being tested and will be distributed once we have confirmed.
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Roger, the loading issues are known and we are working on them now.
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The missing items is because of the overzealous new anti-hacking mechanisms. Not trying to be cruel, but I really aren't too concerned with people loosing their stuff to this at the moment. We have some kind of major loading issue. I would recommend not using the Ghille suits for the moment, or any clothing change. In fact, I will probably release a hotfix disabling that until it is actually supported in engine rather than the hackery method I am currently using. The new config control to prevent hacking is a good thing, but it's gone too far and too deep. We'll get the balance right, but it needs to be measured and configured and tested. That's what we're doing. A number of servers still run 1.7.1.5, stay on those until this is fixed. Most of the updates will be server side. We're currently trying to isolate the cause of the loading problems right now. They only appear on full servers under heavy load.
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Most of the issues being experienced are only appearing when under mass load (currently 25,000 concurrent users). We're working real hard to identify exactly what the issues are, and fix them.
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Roger, known issue, we're just trying to figure out what is causing it. Possibly something with the update.
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Security updates are NOT included in update notes. Missing items relate to an overzealous disabling of config values.
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Ander identified an issue on the main box, causing some people to get stuck at loading. He has fixed this, so might help those not getting in.
DayZ Hero