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ApexDayZ

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About ApexDayZ

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    On the Coast
  1. ApexDayZ

    Stable Update 1.06

    Very nice indeed! Thanks so much for the early Christmas present ❤️
  2. ApexDayZ

    Experimental Update 1.05

    Are we allowed to monetize the priority queueing system coming in 1.05 (if our server is approved to do so)? Or is this something that would be considered against the ToS? I feel as though the system was intended to be purposed for use by administrators of private servers to gain more immediate access, but surely this is an acceptable use too?
  3. ApexDayZ

    Stable Update 1.04.152076

    This update has caused server crashes to begin happening again every hour or two for modded servers. Not sure if it's something specific to DayZ modded servers or the DayZ game as a whole, but PLEASE take more time testing your releases before you push them to stable. My guess is that it's something to do with the excessive logging in RPT that is back again... logs like this: 23:01:32.113 [Script] scripts/4_World/entities\manbase\playerbase.c:3170 | NeedInventoryJunctureFromServer | [syncinv] SurvivorM_Seth:065 STS=1594 NeedInventoryJunctureFromServer item=CombatKnife:036361 currPar=SurvivorBase<c6e1ba50> newPar=SurvivorBase<c6e1ba50> 23:01:32.113 [Script] scripts/4_World/entities\manbase\playerbase.c:3180 | NeedInventoryJunctureFromServer | [syncinv] SurvivorM_Seth:065 STS=1594 NeedInventoryJunctureFromServer=0 i_pwn=true cp_pwn=true np_pwn=true 23:01:32.113 [Script] scripts/3_Game/entities\man.c:116 | DropEntityImpl | [inv] SurvivorM_Seth:065 STS=1594 ::DropEntity(PREDICTIVE) item=CombatKnife:036361 23:01:32.316 [Script] scripts/4_World/entities\firearms\weaponfsm.c:129 | SaveCurrentFSMState | [wpnfsm] SaveCurrentFSMState - saving current state=CZ527_CLO_BU1_MA1<30a158a0> id=6 23:01:32.316 [Script] scripts/4_World/entities\firearms\weapon_base.c:291 | SaveCurrentFSMState | [wpnfsm] VSV:011713 Weapon=CZ527_Base<3544d560> state saved. 23:01:32.316 [Script] scripts/4_World/entities\firearms\weaponfsm.c:129 | SaveCurrentFSMState | [wpnfsm] SaveCurrentFSMState - saving current state=Pistol_CLO_CHG_BU1_MA1<3f718dc0> id=8 23:01:32.316 [Script] scripts/4_World/entities\firearms\weapon_base.c:291 | SaveCurrentFSMState | [wpnfsm] FNX45:037980 Weapon=FNX45_Base<9a59b0f0> state saved. 23:01:32.316 [Script] scripts/4_World/entities\firearms\weaponfsm.c:129 | SaveCurrentFSMState | [wpnfsm] SaveCurrentFSMState - saving current state=BARIMLoadedCharged<e84bedd0> id=2 23:01:32.316 [Script] scripts/4_World/entities\firearms\weapon_base.c:291 | SaveCurrentFSMState | [wpnfsm] Winchester70:037856 Weapon=Winchester70_Base<a60357d0> state saved.
  4. ApexDayZ

    Experimental Update 1.04.151915

    Hey ImpulZ with the addition of this new player spawn points system (more importantly the hopping spawns, does the hopping spawn use a location CLOSE to their original location when they logged off? I feel as though people are going to be significantly disappointed otherwise if they log off on Server #1 at NWAF and log on to Server #2 to be placed on the coast?
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