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Your DayZ Team
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Everything posted by rocket
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Stuck at loading COULD mean the server hasn't updated their files correctly, or i COULD mean there is an issue with the update. It is too early to tell.
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Could we get a screenshot?
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http://www.dayzmod.com/beta/ARMA2_OA_Build_94444.zip
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Target date is Monday. Backup is for Saturday during offpeak time. The update will include some new functionality. Currently, it includes some leftover fixes from the end of 1.7.1 But I will be updating the progress here. 1.7.1.5 will remain all weekend, unless something serious happens. This is the completed changelog so far: 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 ) * [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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Closed, new thread: http://dayzmod.com/forum/showthread.php?tid=32371
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Closed testing is starting now. Will update.
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how may arma copys was sold bedfor dayZ?
rocket replied to [email protected]'s topic in DayZ Mod General Discussion
We're registering between 10,000 to 12,000 new player keys a day. So either there are heaps of ArmA players who have been hibernating, or sales are very high and a verification of that would be to check if ArmA2:CO is still on top at steam. -
Day Z is insulting to LGBT people
rocket replied to [email protected]'s topic in DayZ Mod General Discussion
The gender selection occurs every time your character dies. Currently you cannot change you're characters gender after that character has been created (until they die and you get a new character). My intention was to not allow your player to change their gender after an initial selection. Due to a bug I had to reverse this to the current situation. This later situation is how it says things go in the text, but the reality is you can select each time. The assignment of a characters gender was relating to their, well, physical in-game gender, rather than their sexual identity. If you want your character to be gay or lesbian, or bisexual, then there is nothing to stop you being gay, lesbian, or bisexual in game. Although, I'm not really sure what impact that would have on your gameplay. I suspect that coming on to any other character in game is probably going to have the usual result of you getting shot and them stealing your backpack, gay or not. I accept that enabling "transgender/sexual" gameplay is not possible in the current version. This is a technical implementation. Really, sexuality isn't something I've got any intention to specifically limit or develop in the game, other than to ensure as free and open gameplay is supported as possible. Please remember, it's a mod - not a game (yet). So there is technical limitations over what can be achieved. In my experience, most reasonable people do not really care what a persons sexual orientation is - in and out of the game. They just don't want things manufactured to have things one way or the other. -
It is for those who are either getting duplicates (sharing a character) or have ArmAX with latest beta!
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I've unlocked it, if folks can behave :) I'm back to work on 1.7.2 The only real remaining issue is dealing with the changes to PlayerID (int to string). Then the update will receive a closed test (I hope today). Then depending on the result of that, either a limited release, or a full release.
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Any silence from me, is really just because things are extremely busy for me. I read the forums much, much more than I get the chance to reply (reading them, is much less time consuming than replying to them). I just moved city, then went almost straight to Rezzed - and then got back. Desperately trying to finish 1.7.2 and deal with all the drama and issues that crop up, not to mention the constant stream of emails. There's an action plan underway to deal with all of this better, so my aim is to get back into things with more time for engagement the way it was. The last thing I want, is to have the project end up all "corporate" in terms of communication otherwise the project will die.
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They are a major headache to me, from a technical standpoint. Please limit your thoughts to a single short sentence, starting with a yes (remove bandit models) or a no (keep bandit models). Also vote using the poll. Or neither. Or both.
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Just to clarify, the current detection system is not intended, it's the result of fixing a series of bugs, when the previous balance was developed to provide "balance" with those bugs applied. So basically, fixing the bugs has destroyed the balance - now this needs to be adjusted. So audibility and visibility are going to be heavily tweaked. This means it is going to take several patches before realistically it is back and fixed, but once it is fixed, I think the result will be much, much better. There will be a hotfix, possibly tonight, that will contain fixes and any new changes to the system. P.S. @4chan just because it says "[NEW]" in the changelog doesn't mean its a new feature. Sometimes, a hotfix will contain a "[NEW]" item because new functionality is developed to improve performance or assist with other bug fixing.
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POST HERE ONLY. ANY OTHER POSTS WILL RECEIVE FORUM WARNINGS. These are Kronzky's words: "It is NOT a full-scale SP conversion, but just a hack, to activate the ModZ code for SP" From the reddit discussion: http://www.reddit.com/r/dayz/comments/v0yqr/rocket_demands_takedown_of_kronzkys_dayz_sp/ "How many times do I have to explain this? Kronzky initially released it without asking me, and I discussed it with him and asked that he wait because it was causing an issue for the development. I was receiving large numbers of reports and bug requests because the system isn't designed for single player. It was distracting from the main effort. We came to an agreement, and I gave him access to my source repository so he could begin researching to develop the single player version but I required him to discuss and work with me around timing for releasing it and how it was released. He didn't do this, and just did whatever he wanted. So I terminated my relationship with him, as this was a complete betrayal of my trust as far as I am concerned. From Kronzky's own site: "Please DO NOT MIRROR any content from this site." and "I appreciate your contributions to the community, and the fact that you are spreading the word about new content for ArmA, but having outdated versions is in nobody's interest." The same is true here. I don't want confusion, I gave him the option of working with me and even gave him access to my private source repository and he abused that privilege. As such, I made the necessary arrangements to have it taken down. 1. I wanted a single repository of download, version sync'd so that there was no confusion. 2. Security issues were greatly increased. A known hacker site was using Kronzky's version for testing of their hacks prior to using them on public servers. 3. I think he was being disrespectful, and he betrayed my trust with his actions. 4. Single Player was not the focus of the mod. I was prepared to work with him to develop this in future but I wanted the timing to be right. I haven't made ONE SINGLE DIME out of this mod. I could have made a shitload out of it. It really disappoints me when people make assumptions without checking my side of the story, especially here on reddit where I generally find people try and balance both sides. I made plenty of forum replies about this - but new threads keep poping up that continually post the one side argument." and a very telling reply: "It's really easy for a few sensationalist or heated posts to get a subreddit (or even most of reddit) into an uproar. It's happened time and time again, and this is no different. When someone can convince redditors that they've been wronged, it's just a snowball effect from then on. It's just the hivemind at work. I know I don't represent any bit of reddit or this community, but I apologize for the entitled middle school drama in this thread. I think for the most part that this situation has been handled, but it may have put you on a tight rope that you don't deserve to be on. My only fear now is that a disgruntled chunk of the community here and at the DayZ forums may be waiting with bated breath for you to "mess up" or make another "corporate" style move, and then this will all happen again. I've seen it happen before and it's all too easy to happen again, but really hard to recover from. It only takes one hole to sink a ship."
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This is to ensure we remove some of the tent cities. Please discuss below if there are any issues...
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* [NEW] Players using ArmA X retail can play the game again after the last update stopped us all
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* [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
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Cmon guys, where is your sense of adventure!
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* [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated
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If you are using ArmAX - just roll back to an earlier beta client for the moment.
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* [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 )
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That will be happening, possibly along with infected running inside buildings. Again, this all needs huge amounts of testing and I am reluctant to fuck up everything given the current build is pretty stable. 1.7.2 has some really fundamental changes in the way it is constructed, mainly geared towards performance and security. As such, this really needs to be tested very thoroughly even before it is released out to everyone here. I'm digesting as much as I can from the thread about what people want to see in it, but 1.7.2 will probably mainly focus on the rebuilding of the architecture of the "how" for infected. I've also revised the infected spawning methods, it feels much smoother to me as well now.
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I will deal with wire fences in the update. Failed closed testing on some issues, working on them now. I personally think the infected behavior is much better, but we'll need to see how it goes with people to see what further balancing it needs. I'm noticing a much better performance, anyway.
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My feeling is that it is much better, they spot you much more easily when you expect to be spotted (you're in the open). But they don't spot you as much when you're hidden from them. It's no longer a digital thing, for example being prone in front of an infected doesn't make you invisible. If an infected is close to someone who is in prone, they will eventually see them.
DayZ Hero