Jump to content

Sileed

Members
  • Content Count

    13
  • Joined

  • Last visited

Community Reputation

6 Neutral

About Sileed

  • Rank
    Scavenger
  1. Sileed

    Stable Update 1.24

    There is zero documentation about shotValidation = 1 or 0 does, that's what they and now me are asking. What does this setting do exactly?
  2. you're forgetting: bows are essentially free to make and so are the arrows, and those arrows do a pile of dmg... that bk18 you find isn't half as useful as an improvised bow.
  3. I believe a long time ago they stated they felt the craftable bow was too powerful to give to fresh spawns so it was being left out. I would say, ok - you still have the model for the recurve bow in the game - make that work and leave out the craftable version maybe? or alternatively give the modders a bone and complete the animations etc for the bows so that communities can choose to add it in if they wish and have a polished product vs what we have today is bows with gun sounds for "loading" an arrow and no animations for shooting arrows
  4. If item spawn points where adjusted for 2 models, shouldn't we be seeing adjustments to mapgroupproto.xml? there are no changes in today's exp xml files in the mission folders Minor but it seems you included the "Consoles" section in the PC patch notes, and it's missing from the Consoles patch notes 😉
  5. Feedback: Waterbottles spawn at the Military, weapons supply crate (StaticObj_Misc_SupplyBox2_DE, I think because Waterbottles have no category or usage flags also spawning at StaticHeliCrash
  6. Feedback on new spawning system: We see a potential real issue, especially when servers first come online when 1.23 - there will be a wipe, so player connections will be high when 1.23 releases. Under the new system for the first 360 seconds ALL players will spawn in the same area. That's not going to be good... 🙂 Even without the chaos of coastal PvP, the resources to survive in that area will be extremely stressed and not fun. Even without that particular scenario respawning at the tail end of that spawn period will be even more pronounced - we've all logged into a town and be just following someone with all the useful loot already gone. Players will be unable to escape this location until the spawn timer expires, where they will once again compete with everyone looking to spawn at that time. Another potential issue - is run backs to combat near the coast. It's already an issue but this will only enhance it if the spawn location is close to the combat during that window. A few questions: Many of the player spawn points have been removed with this change (89 points to 41). If we set the file to <enablegroups>false</enablegroups> to not use the group feature - are we then still limited to those 41 spawn points? It seems we would be. Are the groups randomized when it switches or does it move down the list presented in cfgplayerspawnpoints.xml?
  7. @Kyiara https://feedback.bistudio.com/T173566 shows fixed (again) for 1.23 but not in patch notes. Omission or didn't actually make the build?
  8. Sileed

    Stable Update 1.22

    Geez had closed this issue https://feedback.bistudio.com/T175335 stating it would be fixed in the next HF for 1.22 but it's not in the patch notes. Has been included or not? Edit: Also this is is HF 2, not 3. You started with labeling the first one as HF 2 😉
  9. Noticed you have remove Backpacks from Industrial infected - ok ("bagsIndustrial" removed from each type of infected in cfgspawnabletypes.xml) Then "bagsVillage" in cfgrandompresets.xml was updated with some new bags Then "bagsVillage" also removed from each infected that previously had it in cfgrandompresets.....why update the randompreset then delete it where it is used? 😄
  10. I'm using app_update 1042420 validate (which according to the steamcmd documentation should verify my files...I still don't have a mpmissions folder 😞 Choosing a new folder to download to - all the files EXCEPT the mpmissions folder appear
  11. Steam still doesn't include a mpmissions folder contents for those of us running community servers (in fact the update before this deleted what was there from the first build of 1.21). Do you think we can get this fixed or a response so that we can run our own testing of EXP builds please?
  12. Sileed

    Experimental Update 1.05

    Any chance we can get Priority queue to work off BE GUID rather than Steam64ID? Since whitelisting already works on BE GUID....
  13. Sileed

    Experimental Update 1.05

    With Vaulting coming in and limits/exclusions for some items to be vaulted - can the dev team please comment on player boosting (player jumping on top of other players to reach places not normally possible)? Is this an intended game mechanic?
×