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Everything posted by eugenharton
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Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
How are the server crashes guys? Any experience with them? For some unknown reason they seem to be really rare on experimental enviroment. But on live stable it was a crash fest. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
http://pastebin.com/JVdWVniE , Sorta experimental patch notes that were supposed to be stable. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Internal crashes seem to be gone, lets hope it stays that way. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Oh my... :) Also on rest of the questions : 1. I usualy update experimental by end of the day to get more fixed and data in. We try to keep them now to Wednesday schedule along status report. You can assume that stable usualy happens by end of the month. You get 3 experimentals and 1 stable build each month with 4 status reports and 4 dev streams. 2. Work on logic of loot distribution is a long term task. Its gonna get better over time. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
yes! (Experimental) -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Okay so here is the thing. We havent been sharing specifics, because it simply causes people to worry about how things work. Rather than how things feel for the player. 1. Items do despawn. Each item has a set lifetime in seconds, some longer, some shorter after being manipulated this timer resets. Some items are simply persistent (tents). All this attributes are set from database (hive). There probably will be a durability decrease on some of the in the future. 2. Items do respawn, I`ll leave the specifics out for this one. Since there is a lot of tech and logic over next 6-8 months that will drasticaly change that. The problem you are describing is attributed to logic of how the loot respawns (as in type logic). There is none atm. There will be in the future both for area relation and type relation. (for example more food will spawn in newbie areas, and it will keep a evenly distributed amount over the whole map with right types. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Only issue with person dropping an item and that item dissapearing can be fixed by relog (item matrix for items near the player gets refreshed properly) Okay so every server has loot (at least the last iteration of experimental, as in previous some servers despawned from 42k items to 900). There are no empty servers to talk of. However there are two issues underlying this condition people attribute to lack of loot. 1. Visibility 2. Distribution and even proper availability of correct loot types in correct areas. Visibility can be fixed within reasonable timeframe. Loot distribution requires a lot of tech for item spawning logic. That will probably happen in february (march?) but no promises. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
A lot of the problems you guys are describing are attributed to ongoing work on item matrix. Items dont update their status properly (as in condition, wet/durability) and their visibility on ground + in containers gets bugged a bit as well. As has been said relog if you encounter these issues. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Guys are trying to aproach the game from immersion with realism standpoint. So you take something here, and add something there. But to be exact, even for injuries there is like 2-3 hours discussion ongoing just today. Everything will just take time. If something does not feel right. There is pretty high chance it is just first iteration and it will get changed down the road. -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
Yeah its only first iteration :) you have to wait for anything anywhere near that :) -
Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
We`re in CZ so its CEST. There will be first iteration of barricading and a big horticulture content.- 2148 replies
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Experimental Branch: 0.50 Discussion
eugenharton replied to SmashT's topic in PC Experimental Updates
I just wanted to confirm we are aiming for experimental this afternoon. Lots of new things. -
Can I ask you guys to fill up all four instances and play? :)
eugenharton posted a topic in News & Announcements
46.253.198.69 - Sweden I`ll leave it on for a few days. You can connect with either experimental or stable client. Testing server performance/limits on a high end box. There are four server processes running on the one box. Edit: Seems the performance is not where it needs to be, I've reduced the number of running processes to three :) http://www.reddit.com/r/dayz/comments/2h49y7/can_i_ask_you_guys_to_fill_up_all_four_instances/ -
-Fixed a server crash caused by ragdoll -Fixed a server crash and persistance corruption -Map changes -Persistance is enabled again by default on official servers. And is available as an opt in for all servers.
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Can I ask you guys to fill up all four instances and play? :)
eugenharton replied to eugenharton's topic in News & Announcements
Thanks for the responses guys, I`ll leave the server on for a few days. I`m logging some extra data, need more input for future changes. Written feedback helps. Hope to see you ingame! -
CHANGELOG: Stable - 0.49.124971 As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com Map and spawn changes : Severograd, and new villages in vicinity New items : -Hunting Knife -Balaclava (different versions) -Firefighter jacket (different versions) -Cattle Prod -Stun Baton -Telescopic Baton -MASKA helm -Medical Thermometer -RDG-5 Explosive Grenade -Soviet Officer Hat -Various spawn table changes New mechanics : -New melee hit detection -Player temperature -Resuscitation -Fibrillation -New events (helicopter crashes, vehicle spawns etc.) -New door implementation -Players can now run up and down the stairs -Zombie variations -First iteration of central economy. -Animal navmesh New animations : -Digging Animations -New restrained crouch pose -New restrained crouch walk -CPR animations -New zombie walks, runs, sprints and idle variations -Ragdoll changes Fixed : -Duplication techniques removed -Shotgun pellets in multiplayer are now working -Player can no longer take an item in hand while handcuffed -Various gesture related fixes and polishing -Raised move with bow in Standing stance and rotations with bow -Minor polishing for different reloads -Unintended fishing cancellation by player movement should be reduced -Wearing raincoat and gorkas now prevents you from soaking from rain -Clothes drying revisioned -Berry picking, tree and kindling gathering and worms digging can now be cancelled -Player gets wet even when only partially submerged in water -Ruined axe warning message -Balaclava mask can get wet -Weather client synchronization -7.62x39 cartridges have weight -Rags and sticks are spent when they are in hand before crafting starts -Allowed swing detection for most melee weapons -Added sound, music, radio and speech fade in dead state -Battery licking animation for check battery action -Various desync issues -Various server performance issues -Player can no longer change weapon when in water -Player collisions adjusted to reduce clipping through walls in various situations -Fixed an issue where certain gestures would not get called from raised stance -Fixed footstep sounds in various moves -Fixed an issue where the player could fall to the ground after performing "Drink All" action -Fixed an issue where on occasion, one player restraining another would not result in succesful restrained animation on the player being restrained -Fixed an issue where the player entering water would not get disarmed automatically under certain circumstances Issues : -Persistence (Events do not get loaded properly after server restart) -Persistence (Server state can become corrupted due to grenades stored in containers) -Melee (When using rapid left click there is a high chance that melee weapon will get switched) -Broken shadows in some cases -Zombies are unable to get into some of the buildings. -Events (bad positioning on spawn, items might spawn below ground, can be seen on inventory screen) Discuss here
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We`re creating live test servers for our internal QA and go through last round of testing. The patch in question hitting stable is the same patch that is on experimental at this moment. Unless we encounter any issues we should be ready to deploy. No promises though.
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This might take longer since we want to have a stable ready experimental update from yesterday go through a round of internal testing before and if we push it today.