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Everything posted by rocket
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Servers with connection issues to central hive
rocket replied to rocket's topic in News & Announcements
yes, however it's subject to change as the hosters are notified and we're working with them to fix them. I'll update the list when we get more info. -
Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
Note: Server browser can update quite slowly (this is done by steam itself). So it can take a long time for your client to see servers. It is location dependent. -
Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
There are now 17 servers running -
Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
Opening up some more now -
Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
German servers rolling up now. ETA 5 mins. USA bit longer -
Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
persistent items are currently a work in progress, so they are being actively worked on. The task is not complicated so we expect that resolved soon. Note this would include tents, and backpacks.- 2582 replies
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Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
New changelog: Fixed: Niosh mask (respirator) inventory size fixed to 1/1 slot.Missing strings for BE popup for alternate languages, set to English while translations are being done.Reduced dispersion of FNX45 (from 0.05 to 0.03)Balanced stomach capacity,Added stuffed notifier (instead of sickness when full up)Eating and drinking animations properly set for tablets/disinfectantsVersion number in server browser and detailsSaline transfusion doesn't refill full bloodCharcoal and Tetracycline tablets won't give sick badge if you aren't actually sickPlayer aim run speed updated, weapon position changed and improved for first person viewGlitches on right hand while moving and while giving taunt fixedPlayers can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.Magnum speedloader should be spawning now Number of backpacks spawning loweredNumber of .357 Pythons spawning lowered.Number of M4A1s spawning loweredDead character cleanup performed at 10 minutes past deathRemoved scripted server teleporting check as now managed by engineSea ambient sound is now slightly quieterAnimation: Fixed misc issues with vaultingAnimation: Fixed getting on the ladder from kneel for the armed playerAnimation: Fixed animation speed for unarmed player in main menuAnimation: Fixed an issue with changing weapon while aiming in kneelAnimation: Fixed an issue with rotation while aiming in proneHeadtorch color descriptions fixedJeans descriptions (color) fixedCargo pants description fixed (color)Chest holster description addedUsing an item in your hand no longer goes out of hand once action doneUsing an item while something else in your hand will go back to that item once action doneSecurity issue with IGUI variable compilingSituation where player used item on other players inventory causing neverending looped item checkWeapons now display tooltipsPlayers can now be revived with the defibrillatorNew: Editable character name in main menuHive, mode and time columns in server browserDatabase support for sub hives. (Sub-private, Hardcore/Regular public)DayZServer.exe support for sub hives.Signature verification against PBOsAdded shotgun speedloader into loot spawnsAdded box of 20 pieces .357 rounds into loot spawnsAdded color variants of all shoes into loot spawnsAdded Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawnsAdded hacksaw into the loot spawnsAdded shotgun into loot spawnsBerry pickingAdded Hacksaw into loot spawnsSaw-off shotgun recipeOpening cans with sawPainting Mosin now supported w/ spraypaintAdded spraypaint can into loot spawnsCoastal harbor town of Svetloyarsk (and surrounding areas)Animation: More direct transitions for aimed weapon(prone to stand/kneel and back)Animation: Surrender now disarms player for single handed itemsPipsi, NotaCola, Spite and Rasputin Kvass drinksBurlap sack can be placed on head of self or targetBurlap sack causes black screen and reduced sound when worn on headServer Performance improvementsFive new zombie soldier typesWeapon cleaning kit used for keeping your guns in good shapeShotgun snap-loader for fast reloadsPushing to steam now, servers will be updated. Will advise once done.- 2582 replies
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Rolling Changelog: Stable Branch: 0.32.114557
rocket replied to rocket's topic in News & Announcements
Wanted to go for release to experimental today (and we nearly did) but Brian correctly identified there were some significant database changes needed to be released with it, and we didn't want to do that late on a Friday. So Monday it is. Nobody supposed to be working this weekend, under strict orders to take a break!- 2582 replies
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Security Vulnerabilities fixed by Patch #2 and Character wipe
rocket posted a topic in News & Announcements
The source of the big delay in getting DayZ out was because of the new architecture that we built. As part of this, we spent a great deal of time making very efficient and new ways of doing things. Many of the problems of ArmA for security were by design, doors used by the application to achieve its needs. In ArmA these could not be closed, in DayZ we no longer need them. We thought we had closed some of them, but we found one and we've fixed it. However because some people will have spawned items, we decided to wipe the database to provide a clean slate. All existing characters have been killed, if you are currently logged in when you next join your character will be dead. This is all part of the testing process, we've identified some additional areas of security and enabled some we had left off so we could really see the holes in the architecture without having to rely on the higher tier security measures. Because the vulnerability would allow a player to create items (and they had been) we have decided to wipe the whole database. We could not announce this, as we didn't want to encourage those exploiting to try and figure out a way of leaving items on the ground. We have killed all characters in the database, who existed after all our servers moved to the new version (0.29). Please Note: It is more than likely that we will, much like other software, be continually identifying and patching these kinds of critical security vulnerabilities. Important updates like this WILL attract database wipes during the alpha process. We apologize for the inconvenience but I am sure everyone can agree, it is not fair to keep going with the bad data and some of the unfinished items were spawned in game - which could cause crashes and other issues thus confusing our alpha testing. Many people were experiencing crashes relating to these items that had been created in the game. I realize this is a little vague, but its our policy to be suitably vague about specifics regarding implemented security measures.- 250 replies
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Status: LiveNew:Config: added anim hooks for zombie feeding(should allow for zombie to deal damage to unconscious players)Config: greeting with 2 handed weapon now possible without disarmingUI: Inspect option in the inventory screen (shows item in 3D, draft system only)Engine: Servers with incompatible version marked in the server browserEngine: The „Player uses modified data“ message is removed from CHATDesign: you can craft splint and fix broken limbs with itDesign: players who disconnect when unconscious will dieDesign: players who disconnect when restrained will dieNew weapon: Magnum .357 Revolver + ammo (Actual weapon in later patch)Fixed:Config: removed a small delay before the animation for un-shouldering a weapon starts playing when changing weapons (kneel and prone)Config: fix a minor issue with one handed items not being correctly placed in right hand for a surrender transitionConfig: m4 bolt and magazine animation improvedConfig: adjusted collision shape for armed player(should fix occasional issues going up stairs)Config: fixed an issue where unshouldering/shouldering weapon while moving forward caused the player to stopAnimations: Sprint updated (Unarmed) - Unarmed sprint faster nowAnimations: Mosin Nagant Reload - Hand doesn't clip into scope when opening and closing bolt after each shot, weapon more stable nowUI: Early Access warning dialogueEngine: Fix of players being able to talk globally when dead through Direct ChatDesign: damage is transferred from closed can to open oneDesign: licking a battery now displays the battery's state properlyDesign: wooden sticks model fits inventory slots better nowCrash: Occurs when pushing details twice on MP server browserEngine: Updated rain texture with refractionDesign: Player blood and health not regenerating naturally
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Couple of points to note: Some pro's Possible that removing crosshair support entirely would add in preventing some ESP hacks Require an aimed shot to be made for any form of accuracy Some con's Greatly increases the base difficulty of engagement (new players especially) Reduces server choice if not provided as an option Please discuss.
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Currently our lead programmer has a solution to stop this locally, it has not been checked in yet as it requires geometry changes on some models. No ETA on release of it as yet.
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There is a great deal of topics dealing with this, so I thought I would confirm what we will definately be doing, and give some background why they are not in yet. List not exhaustive and will be added too as time allows. More Zombies Target delivery: Ongoing We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months. Multithreaded Server Target delivery: Early 2014 & Ongoing To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers. Respawning Zombies & Loot Target Delivery: Early 2014 Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented. Server Management Options Target Delivery: Ongoing Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs. Animals & Hunting Target Delivery: Early 2014 The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization). Additional Anti-hack and Security Target Delivery: Late 2013 We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing. Cooking & Gathering Resources Target Delivery: Early 2014 This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system.
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Eating and Drinking till your are Full doesn't increase health.
rocket replied to SvU_Saber's topic in General Discussion
Roger, known bug fixed in the update currently on experimental branch.- 9 replies
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Yup, its under constant development. going to be a really exciting area up there!
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Going to leave it soaking for 6 hours. We'll sleep quickly then check and see if okay. It's out on experimental branch but only 7 servers
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This DayZ early release is just stupid
rocket replied to Luthor Chickenfeet's topic in General Discussion
I havent had a chance to play the game yet :( -
Anyone else getting this error message what starting Dayz?
rocket replied to shandrew82 (DayZ)'s topic in General Discussion
Ive seen this bug with ArmA before, try deleting your profile files in my documents > DayZ and also in DayZ other profiles. I THINK that fixes it, if not, google the same error but for ArmA2. It's some kind of corruption in the settings file. Will try to remember to check back to see its okay for you! -
Updated build number to 113860
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Need an Admin here..what the hell just happened?
rocket replied to onty's topic in General Discussion
Good report, you included a screenshot, with a detailed explanation and I went "aha!" There are still some functions that are prototypes (connection/disconnection) so they are slow and vulnerable currently. Hopefully we can finish our prototyping and then we're all good :) -
Need an Admin here..what the hell just happened?
rocket replied to onty's topic in General Discussion
This is what the alpha is about, OP posted an issue and we investigated. We will continue to see these things, it's the nature of the situation. Now we can actually do something about the problems without having to rely on anti-cheat as the primary method of stopping these things. Anti-cheat should simply be the backup. -
Need an Admin here..what the hell just happened?
rocket replied to onty's topic in General Discussion
Unlocking hope everyone saw my post :) -
I have officially be told by valve it is on, it is live. I have requested this to be reconfirmed so many times, I suspect they will stop answering my emails. VAC is not the only anti-cheat solution that is implemented. And no anti-cheat solution will protect the game from architecture/engine problems, which is what we are currently fixing. We identify the vulnerability and we patch it. Edit: If you have questions/doubts - I recommend you create a steam support ticket. We don't control VAC, Valve does, and they assure me that DayZ is enabled and active for VAC. If you don't believe me there is nothing I can do to convince you and you should ask Steam directly as THEY run VAC.
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Need an Admin here..what the hell just happened?
rocket replied to onty's topic in General Discussion
Identified, patched in next update due tonight. It's caused by a hacked client sending fake "new client" requests, won't affect your character if you relogin, but will cause server instability. Locking thread for 5 mins so people see my reply. -
Valid point. I'm not sure how we'd work it, I'll have a think and get back on this one. Perhaps when we allow certain servers to operate on their own section of the hive it might alleviate this issue. For example, you could have one character on a hardcore database and one on the normal database.