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Everything posted by rocket
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Commenting in detail on anti-hack measures would not serve to benefit anyone except those looking for exploits. What I will say, is that it's really quite simple: 1. The new architecture allows us to respond to exploits (both scripts, engine hacks, and game exploits) in a much more effective way than before. It is at this point we identify and update the exploits and problems that are found. This will occur in every single build. You will not see any notification of these changes in the build logs, as they are redacted. 2. A great deal of functionality on every level, game, security, database, etc... was dialed back for the initial launch to reduce the load on the central server and to help identify the areas we needed to focus on. This functionality will be slowly turned on and assessed throughout the coming weeks.
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Everytime I relog, I respawn as new character.
rocket replied to iAwesome's topic in General Discussion
Has been fixed now, a number of servers were not whitelisted. -
As a temporary solution, text notifiers will appear in your HUD from build 113772 which is in closed test now, then will be pushed to the experimental branch. Only a few servers use this. It will then likely be released to all servers. PLEASE NOTE: THIS WILL ONLY START HAPPENING FOR NEW EVENTS. YOU WON'T HAVE NOTIFICATIONS FOR EXISTING EVENTS. This means that if you already have a hungry event going on, you will not have a hungry event notifier. Picture enclosed below of character who is very hungry and a little thirsty:
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Everytime I relog, I respawn as new character.
rocket replied to iAwesome's topic in General Discussion
Could you note the server names please? This occurs when servers are stood up but are not whitelisted by the central server yet, the server will carry on operating but will not save/load. -
I think most of the people who are happy are probably not feeling the need to post. Things were very similar with Prison Architect when it first came out. I picked it up very early, and it was quite expensive considering what was in it. It crashed often. When I first played it I was SO excited because I could see the massive potential. After 4 hours, I started to get a bit bored with where it was at - but I was excited to see what they would do. I put it down for a month and came back when the next patch released. Each month, Prison Architect got better and better. It's now one of the favorite games of mine in my steam library - and still has new content and features added each month. There were many complaints when it first came out, but they tended to die away as things got improved and features got added. The absolutely critical thing is that people see us improving the game regularly, once we get into the rhythm of things with new content and features - people will relax a bit. Folks just want to see progress and the task is now on that to provide it.
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Not all fixes made it in to this build, as its only been 24 hours we're being very safe. The main purpose of this patch was to ensure we had a good process for testing and rolling the patch out to the thousands of servers without bringing the whole network down.
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A few words on some common standalone issues.
rocket replied to cookay's topic in General Discussion
Agreed, we heard loud and clear and worked hard today to put an interim solution in place. it's not perfect but hopefully its better than nothing! -
If you have separate steam accounts I think you can share the game, but someone else with more knowledge might be able to answer as I'm not familiar with the function. DayZ is tied only to your steam account.
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You can "verify cache" and it will force it so long as your local content server is not playing up.
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Servers without crosshairs/3rd Person planned?
rocket replied to redeagle (DayZ)'s topic in General Discussion
Yes absolutely. Current servers are standardized to help with bugfixing. -
Please Dean let everyone settle in before you make changes!
rocket replied to scaramoosh's topic in General Discussion
You can invite friends via steam. The others are major changes that could break the whole system, work on some of these continues in parallel to the bugfixing - but overall the most important thing is to fix the bugs and issues we have now before we make a bunch of new things that introduce even more bugs. Bugs on top of bugs can result in you completely having to rewrite something and can derail entire IT projects. -
We will be addressing solutions for this, however because simulation is explicitly tied with the world time is it is not a trivial fix, and therefore something that has to be carefully planned, executed, and tested. Will keep you informed when we start on this.
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We will be addressing solutions for this, however because simulation is explicitly tied with the world time is it is not a trivial fix, and therefore something that has to be carefully planned, executed, and tested. Will keep you informed when we start on this.
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I agree with Razor, I'd say im for a third option of "I love it's potential"
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Drinking is now doable without a container
rocket replied to Sterling (DayZ)'s topic in General Discussion
I'm guessing you're on the 113772 build? It was fixed for that. In prior builds one well worked but one didnt. In the new build all types of wells work. -
Current Changelog Current Status: Releasing on StableFixed: Drinking directly from wells now worksheadwear descriptions updatedpants descriptions updatedincreased battery drain by flashlightbandaging cannot fix broken leg nowserver browser shows internet tab as selected out of the boxfixed modifier messages, one message type per stageWorkshop: lowered moto helmets spawn probability. removed old proxies, replaced with memory pointsReduced level at which player becomes permanently unconsciousIncreased rate players recover from shock damageInternet set to default tab for multiplayer server browsingimproved responsiveness when side-stepping from left to right/right to leftdisabled head movement for unconscious statesadjusted head bob for select animationsVarious security related measuresTweaked the tenement buildings (small and big) for spawns on the roofimproved transitions for restrained playerRemoved old proxies and replaced them with memory points and new loot spawn in shedsenabled step blending with raised rifle for better responsivenessRoadway LOD issue fixed that caused floating loot for some buildingsNew:Temporary status indicators for state of player in the inventory screen (thirsty, sickness, hunger, etc...)force feed other playersRain updated - it should better correspond with the rest of scene by adding the refraction effectNew variations for main menu (Unarmed) addedGreeting animations for all stances to be replaced (Now with left hand to avoid issues when holding items)Magnum hand IKOpening cans with sharp toolsDot crosshairDamaging knife, screwdriver and bayonet used for opening cansLoot array (with respective type of meat) added to animals configs and new types of meat added to food configs (ANIMALS DISABLED)Central Server:fixed performance issues on character creation and savingfixed character creation record overrideincreased server response time and performance
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IMPORTANT: This is our first live update and it is also a complicated one for our server hosters. So please try and be patient. What will happen is your steam client will update to 113772, and some of the servers will be on older versions. They will still let you connect but will cause issues, such as:Not being able to open doorsNew features not workingIf you have the new steam update, filter for 113772 but realize there are only the six dedicated experimental servers up now. We estimate it will take about three hours for all servers to update. If you stay connected to the server your steam will not update and you will be able to keep playing on that server. If you disconnect and your steam updates, when you play on any older server your game will not function as well.
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Approved for distribution and rolling update into stable branch. This could take several hours, and involves some additional files to update for servers so this may take some time. Also reports of issues with steam authentication, so now seems like as good a time as any for an update.
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You have your branch set as "experimental". There are a few experimental servers, filter for the build number.
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Charcoal tablets help, if you have them. Otherwise try and figure out why he might have been sick. Correlate that with other symptoms, and make a deduction as to what best to do. If you do vomit, drink when you can to regain fluids.
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Currently working new indicators: Bleeding; your character is bleeding from anywhere. Bandaging will remove it.Hungry; your character needs to eat. Color indicates level (temporary, will come up with something better for colorblind folks). Eating will remove indicator when hunger is sated.Thirsty: your character needs to drink. Color indicates level. Keep drinking until no longer there.Sick: your character feels very ill. You may have eaten too much, have food poisoning, or some illness. Can progress to Fever if you have a fever.Shown in inventory screen.
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Closed test was successful. Published to experimental branch although only one server has it, others will be rolled up. NOTE AGAIN: the new indicator system will only work on NEW events. So if you character is already dying of thirst, you will not see a thirst indicator. If your character is already bleeding, you will not see a bleeding indicator.
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People will always complain, and even a small number will seem loud. By all accounts, the release has been far more successful that I had expected.
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SimCity beg's to differ, along with Rome TW2, many other games having very successful preorders. The current price-point is just right for us, because it is high enough to discourage those who would probably not enjoy the experience even if it were very cheap, and low enough that we can get plenty of people who will buy it. While you might not agree with the price, we can set whatever price we want to, for whatever reasons we'd like. If, for example, we had have made it very low not only could we not have afforded to rent servers but we also would have massively increased the quantity of people playing.
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One of the main reasons Icon's do not work is because the client is no longer readily updated with exactly what is wrong with it. It is only informed what visual states need to change. This is because there is a very complex system of health, and doing this all on the server helps with synchronizing to the database, performance (esp network perf), and reduces the insecurity by having the client calculate this itself. To enable this temporary solution, I actually had to craft a messaging system to inform the player they were suffering some kind of event. In order to send the client enough information to run old Icon system we would either have to get the client to calculate this themselves (insecure, subject to performance problems, hard to synchronize with the database, unable to handle combat logging, etc...) or stream constant updates to the client.