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ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_95819.log (current patch candidate) [95783] Fixed: Some sounds (esp. say) queued if played out of hearing range. [95691] Changed: buildRequired is now limited by the server version, server can never require a higher version than its own. [95654] Improved: VoN now uses the same port as the game traffic, should make VoN more reliable (less NAT issues). [95406] Improved: Servers can set vonCodecQuality 11..20 for improved quality (wideband). Ultrawideband 21..30 will be possible in 1.63. The new setting requires a recent client on the talking side, server and listening clients can be any version. [95309] Changed: MP: Dayz servers are now visible if and only if the Dayz mod is active. [95308] Improved: MP: Custom game types no longer displayed as Unknown in the server browser. [95307] Changed: Default matchmaking filter now shows only servers with ping < 100. [95285] Fixed: Possible crashes after closing the game in MP (Alt+F4) [94918] New: command unit addMagazine[name, ammoCount] [94912] Fixed: Video memory detection on W7/x64 sometimes wrong because of bug in IDirect3DDevice9::GetAvailableTextureMem. [94886] Fixed: Possible gear item duplication (private [url="https://dev-heaven.net/issues/36648"]https://dev-heaven.net/issues/36648[/url]) [94761] TBB 4.0 update 5, (tbb40_20120613oss, [url="http://threadingbuildingblocks.org/ver.php?fid=187"]http://threadingbuildingblocks.org/ver.php?fid=187[/url]) [94699] Tweak Reinhard tonemapping pars [94629] Fixed: Wrong magazines are removed with weapon in briefing gear. [94206] Fixed: Disabled channels can be bypassed in briefing screen ([url="https://dev-heaven.net/issues/33906"]https://dev-heaven.net/issues/33906[/url]) [94049] New: terrainIntersectASL command [94049] Fixed: terrainIntersect reverted to ATL [94002] Fixed: PlayerId changed for users using Reinforcements or Arma X Anniversary edition to prevent PlayerId conflicts. [94001] Fixed: "enableItemsDropping = 0;" now even for MP clients [94001] New: moonIntensity command [94001] New: sunOrMoon command [93989] Changed: When dropping weapon unrelated magazine will not be dropped [93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext [93945] New: In gear added bars with ammo count [93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands [93897] New: AToC & PPAA added into UI video options [93841] Fixed: AI using NVGs as binoculars after dropping their primary weapon ([url="https://dev-heaven.net/issues/27297"]https://dev-heaven.net/issues/27297[/url]) [93821] Changed: Authentication Timeout is distinguished from bad CD key [93812] Fixed: Restrict gamma value set by profile [93809] Fixed: Restrict brightness value set by profile [93722] Fixed: Effects of setDamage to buildings different on clients and server ([url="https://dev-heaven.net/issues/23915#change-136685"]https://dev-heaven.net/issues/23915#change-136685[/url]) [93701] Fixed: Changing gear in briefing screen is not working reliable in MP ([url="https://dev-heaven.net/issues/16421"]https://dev-heaven.net/issues/16421[/url]) [93680] Optimized: MP: attachTo no longer sends a message when the attachment does not change. [93672] Fixed: Unable to access AI soldier's gear in map [93670] Fixed: Prone units stop engaging ([url="https://dev-heaven.net/issues/32475"]https://dev-heaven.net/issues/32475[/url]) [93664] Fixed: Damage of buildings synchronization in MP after JIP ([url="https://dev-heaven.net/issues/25659"]https://dev-heaven.net/issues/25659[/url], [url="https://dev-heaven.net/issues/23915"]https://dev-heaven.net/issues/23915[/url], [url="https://dev-heaven.net/issues/18492"]https://dev-heaven.net/issues/18492[/url]) [93657] Fixed: Target is no longer stored in the long-term target list when forgotten for the second time ([url="https://dev-heaven.net/issues/27895"]https://dev-heaven.net/issues/27895[/url]) [93654] Improved: Tone mapping [93652] New: Scripting functions visiblePositionASL and nearestBuilding position [93648] New: Scripting functions ASLToATL and ATLToASL to convert between coordinate systems. [93624] Changed: Scripting function weaponDirection returns a primary weapon direction when empty string is used as a weapon name. [93622] New: Scripting function eyeDirection. [93598] New: Scripting functions eyePos object and aimPos object [93583] Fixed: Player-created markers not synchronised with JIP clients (see [url="https://dev-heaven.net/issues/6337"]https://dev-heaven.net/issues/6337[/url]) [93575] Fixed: StringLoad command reads unicode [93570] Fixed: Player-made map markers disappearing in MP under certain circumstances ([url="https://dev-heaven.net/issues/32160"]https://dev-heaven.net/issues/32160[/url]) [93542] New: MP Statistics screen (key I) contains the Server hostname [93528] Fixed: Max distance for DirectChat raised from 20m to 40m [93415] Fixed: empty weaponHolder is not deleted when used by remote player [93398] New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible. [93294] Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124) [93276] New: terrainIntersect command [93273] New: lineIntersects, lineIntersectsWith commands [93156] Changed: increased gear MP messages priority [93146] Fixed: LOD blending [93120] Fixed: JIP connecting players less affect other players network bandwith [93117] Fix: Crash: [url="https://dev-heaven.net/issues/31784"]https://dev-heaven.net/issues/31784[/url] - caused by fix: "LOD blending not working reliably (rev. 93017) [93017] Fixed: LOD blending not working reliably [92956] Fixed: Sound: Music often stop playing after window focus is lost and regained [92925] Fixed: switching backpack with dead unit in MP [92821] Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit. [92781] Fixed: SelectPlayer makes direct communication unreliable (see [url="https://dev-heaven.net/issues/30991"]https://dev-heaven.net/issues/30991[/url]) [92754] Fixed: scaling icons with grenade cursor [92706] TBB 4.0 update 4, (tbb40_20120408oss, [url="http://threadingbuildingblocks.org/ver.php?fid=185"]http://threadingbuildingblocks.org/ver.php?fid=185[/url]) [92705] Fixed: Possible crash when in out of VRAM conditions because of a race condition. [92679] Fixed: A Javelin missile often did not lock a target when playing with a Veteran or harder difficulty ([url="https://dev-heaven.net/issues/28865"]https://dev-heaven.net/issues/28865[/url]) [92612] Fixed: SelectPlayer in MP can break the Direct Chat or cause other MP issues. [92582] Fixed: AI detection after load [92463] Fixed: AToC ATi 77xx [92071] Changed: Observer RPT messages now once per 60 sec, [url="https://dev-heaven.net/issues/29985"]https://dev-heaven.net/issues/29985[/url] [92061] Fixed: AtoC on nVidia for CSAA [92059] PPAA pars tweak & SMAA use color edge detection method [91173] New: Registry driven mod can contain list of required mods in its REQUIRE string value (the same syntax as for LOADAFTER). Moreover, the reg.value CANDISABLE="0" can be used to make the Disable button disabled. [91055] Fixed: Respawn with backpack [90909] Fixed: crash of Linux server when player with custom face connects [90901] New: setUnitRecoilCoefficient command [89964] Fixed: Linux servers were never green in server list. [89899] Fixed: Helicopter is more accurate with unguided rockets [89898] Fixed: Secondary gunner tracks enemies [89603] Fixed: A possible crash when textures were loading too slow from the disk. [89523] Fixed: Crash during engine termination from multiplayer game. [89361] Fixed: Linux server slow startup [89205] New: Player can look up/down using a mouse while driving land/water vehicles. [89201] New: SMAA antialiasing introduced, use PPAA=3, PPAALevel=0..3 in Arma2OA.cfg. [89104] New: Implemented automatic looking intro turns when driving a car with a mouse. [89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes. [89079] Fixed: Multiple reload sounds in mp (see [url="https://dev-heaven.net/issues/28201"]https://dev-heaven.net/issues/28201[/url]) [89011] New: A cursor is shown to provide a visual feedback when steering a car. [88975] Fixed: Multiple reload sounds in MP (see [url="https://dev-heaven.net/issues/28201"]https://dev-heaven.net/issues/28201[/url]) [88948] Improved: Airplane thrust and brakes can now be applied at the same time. [88947] New: Full joystick axis can be mapped by mapping both positive and negative part of the same axis (map negative first to use the axis inverted) ([url="https://dev-heaven.net/issues/3546"]https://dev-heaven.net/issues/3546[/url]) [88918] Improved: AI scanning for the target more when a visual contact is lost. [88890] Improved: AI vehicles scanning area with their weapons when target position is not known exactly. [88870] Fixed: AI vehicles sometimes see player outside their field of view ([url="https://dev-heaven.net/issues/28203"]https://dev-heaven.net/issues/28203[/url]) [88850] Fixed: AI was sometimes able to reveal a unit which has detonated a satchel ([url="https://dev-heaven.net/issues/11610"]https://dev-heaven.net/issues/11610[/url]) [88726] Fixed: Frequent client/server crashes in MP (when merging multipacket messages) [88269] Changed: Application name changed to "ArmA 2 OA" for "ArmA 2 Reinforcements". [88195] Improved: -beta mods now always loaded first ([url="https://dev-heaven.net/issues/27762"]https://dev-heaven.net/issues/27762[/url]) [88147] Add: Optional FXAA sharp filter, *.cfg "FXAASharp" [88119] Improved: AI spotting reducing in high speed moving vehicles more accurate now (movement direction is considered). [88111] Fixed: Unguided rockets no longer explode when passed by the target ([url="https://dev-heaven.net/issues/27772"]https://dev-heaven.net/issues/27772[/url]) [88110] Fixed: AI gunner hits the ground with manually guided missile when "Auto guided AT" is disabled ([url="https://dev-heaven.net/issues/14297"]https://dev-heaven.net/issues/14297[/url]) [88015] Fixed: Aircraft gunner firing even when manual fire was selected by a pilot ([url="https://dev-heaven.net/issues/27689"]https://dev-heaven.net/issues/27689[/url]) [87963] Optimized: Reduced memory footprint in complex missions. [87840] New: Added scripting command productVersion ([url="https://dev-heaven.net/issues/25580"]https://dev-heaven.net/issues/25580[/url]) [87837] Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH). [87824] Changed: Removed support for config parameter nightVision ([url="https://dev-heaven.net/issues/26117"]https://dev-heaven.net/issues/26117[/url]) [87768] Fixed: AI vehicles crews seeing targets badly ([url="https://dev-heaven.net/issues/23388"]https://dev-heaven.net/issues/23388[/url]) [87755] Fixed: Player automatically reveals targets which AI would never see ([url="https://dev-heaven.net/issues/27493"]https://dev-heaven.net/issues/27493[/url]) [87746] Fixed: Looking around no longer possible when combat mode changes in vehicle ([url="https://dev-heaven.net/issues/17777"]https://dev-heaven.net/issues/17777[/url]) [87745] New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5. [87740] Improved: Targeting and firing always commanded by observer. ([url="http://dev-heaven.net/issues/2353"]http://dev-heaven.net/issues/2353[/url]) [87706] Improved: AI laser target detection at large distances improved. [87692] Fixed: Manual guidance not working for a helicopter gunner ([url="http://dev-heaven.net/issues/12025"]http://dev-heaven.net/issues/12025[/url], [url="http://dev-heaven.net/issues/27418"]http://dev-heaven.net/issues/27418[/url]) [87659] Fixed: AI was unable to engage invisible laser targets used for SSM ([url="http://dev-heaven.net/issues/26317"]http://dev-heaven.net/issues/26317[/url]) [87658] Fixed: Command doTarget on friendly unit did not work ([url="http://dev-heaven.net/issues/22724"]http://dev-heaven.net/issues/22724[/url]) [87655] Fixed: Text parameter file parsing not reliable ([url="http://dev-heaven.net/issues/27403"]http://dev-heaven.net/issues/27403[/url]) [87654] Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates ([url="http://dev-heaven.net/issues/11699"]http://dev-heaven.net/issues/11699[/url]) [87652] Fixed: AI always turned out when player is effective commander in cargo ([url="http://dev-heaven.net/issues/2733"]http://dev-heaven.net/issues/2733[/url]) [87646] Fixed: MP: Bullet hits of remote units not visible over large distance ([url="http://dev-heaven.net/issues/12973"]http://dev-heaven.net/issues/12973[/url]) [87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi [87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance ([url="http://dev-heaven.net/issues/12101"]http://dev-heaven.net/issues/12101[/url]) [87640] New: RVExtension dll interface implemented ([url="http://community.bistudio.com/wiki/callExtension"]http://community.bistudio.com/wiki/callExtension[/url]) [87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it. Fixed: AI unable to target crew in vehicles other than tracked ones ([url="http://dev-heaven.net/issues/25847"]http://dev-heaven.net/issues/25847[/url]) Improved: AI units now give more preference to close targets ([url="http://dev-heaven.net/issues/25847"]http://dev-heaven.net/issues/25847[/url]) [87497] Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings ([url="http://dev-heaven.net/issues/9719"]http://dev-heaven.net/issues/9719[/url]) [87496] Fixed: Player state transferred corrently even for distant players ([url="http://dev-heaven.net/issues/27200"]http://dev-heaven.net/issues/27200[/url]) [87495] New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present. [87410] Fixed: Missing reloading sound while reloading animation from another player in Multiplayer ([url="http://dev-heaven.net/issues/18754"]http://dev-heaven.net/issues/18754[/url]) [87357] Fixed: Failed to load TextureHeaderManager from file on Linux servers [87274] Improved: Airborne airplanes now rendered in larger distances. [87273] Changed: AI airplane always using lights during landing, taxiing and takeoff. [87270] Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution. [87077] New: Ground effect computed for airplanes (0-10% depending on height) [87075] New: Ground effect computed for helicopters (based on [url="http://www.cybercom.net/~copters/aero/ground_effect.html"]http://www.cybercom.net/~copters/aero/ground_effect.html[/url]) [87073] Fixed: Helicopter autohover was wobbling a lot ([url="http://dev-heaven.net/issues/4478"]http://dev-heaven.net/issues/4478[/url]) [87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file. [86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling. [86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile. [86944] Added: HitPart event now contains Ammo type name [86925] Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering). [86916] New: Player name validation when editing a profile name. [86882] New: Scripting command visiblePosition to obtain object position as visible on screen ([url="http://dev-heaven.net/issues/26591"]http://dev-heaven.net/issues/26591[/url]) [86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well. [86876] New: Editor: Visual indication of the selected target for CYCLE waypoint. [86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed ([url="http://dev-heaven.net/issues/26668"]http://dev-heaven.net/issues/26668[/url]) [86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. ([url="http://dev-heaven.net/issues/26702"]http://dev-heaven.net/issues/26702[/url]) [86737] New: Fast Approximate Anti-Aliasing (FXAA), [url="http://community.bistudio.com/wiki/arma2oa.cfg"]http://community.bistudio.com/wiki/arma2oa.cfg[/url] [86704] Fixed: "Direct" chat sometimes not working ([url="http://dev-heaven.net/issues/26422"]http://dev-heaven.net/issues/26422[/url]) [86702] Fixed: Dead body temperature was not saved ([url="http://dev-heaven.net/issues/25466"]http://dev-heaven.net/issues/25466[/url]) [86647] MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced ([url="http://dev-heaven.net/issues/26408#note-48"]http://dev-heaven.net/issues/26408#note-48[/url]) [86643] Fixed: Massive network traffic optimization during Join in Progress ([url="http://dev-heaven.net/issues/26408#note-48"]http://dev-heaven.net/issues/26408#note-48[/url]) [86620] Fixed: Searchlight turning itself off for non-server clients ([url="http://dev-heaven.net/issues/4449"]http://dev-heaven.net/issues/4449[/url]) [86566] Fixed: Action taking magazine from a backback has sometimes failed ([url="http://dev-heaven.net/issues/25927"]http://dev-heaven.net/issues/25927[/url]) [86520] Fixed: Gamespy Server signature list contains often twice "bi" ([url="http://dev-heaven.net/issues/23752"]http://dev-heaven.net/issues/23752[/url]) [86491] Improved: MP: Diary statistics not available in MP when NetStats is disabled ([url="http://dev-heaven.net/issues/26435"]http://dev-heaven.net/issues/26435[/url]) [86484] Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control). [86431] Fixed: Issues with v2 signatures - causing random check to fail ([url="http://dev-heaven.net/issues/26323"]http://dev-heaven.net/issues/26323[/url]) [86296] Changed: AI gunner is no longer firing at friendly units when ordered to target them. [86271] Fixed: Locked MP role slots after BattlEye kick. [86257] Fixed: MP: Countermeasures released automatically for a player commanded tank ([url="http://dev-heaven.net/issues/17458"]http://dev-heaven.net/issues/17458[/url]) Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players. [86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player ([url="http://dev-heaven.net/issues/26162"]http://dev-heaven.net/issues/26162[/url]) [86217] Improved: Thermal imaging for models with no TI data ([url="http://dev-heaven.net/issues/16673"]http://dev-heaven.net/issues/16673[/url]) [86159] Fixed: Server response unreliable with long keys (e.g. mod lists) ([url="http://dev-heaven.net/issues/23389"]http://dev-heaven.net/issues/23389[/url]) [86128] Fixed: Soldier running instead of crawling through holes ([url="http://dev-heaven.net/issues/25348"]http://dev-heaven.net/issues/25348[/url]) [86122] Fixed: AI without weapon stuck when crouched ([url="http://dev-heaven.net/issues/16229"]http://dev-heaven.net/issues/16229[/url]) [86114] Prevent crouched AI from sprinting ([url="http://dev-heaven.net/issues/24405"]http://dev-heaven.net/issues/24405[/url]) [86060] New: A command line argument -par=filename can be specified to provide a parameter file ([url="http://dev-heaven.net/issues/26103"]http://dev-heaven.net/issues/26103[/url]) [86059] New: Window title includes player name when running windowed to make testing with multiple instances easier. [86035] Fixed: Tanks were not damaged under water when fps was very high ([url="http://dev-heaven.net/issues/25835"]http://dev-heaven.net/issues/25835[/url]) [85998] Improved: Improved AI/autopilot landing abilities ([url="http://dev-heaven.net/issues/25419"]http://dev-heaven.net/issues/25419[/url]) [85882] Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill ([url="http://dev-heaven.net/issues/25768"]http://dev-heaven.net/issues/25768[/url]) [85881] Fixed: AI sometimes has forgotten a recently seen kill ([url="http://dev-heaven.net/issues/25768"]http://dev-heaven.net/issues/25768[/url]) (result of [url="http://dev-heaven.net/issues/2067#note-12"]http://dev-heaven.net/issues/2067#note-12[/url]) [85871] New: Custom memory allocator support ([url="http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator"]http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator[/url]) [85823] Fixed: Shadows were not cast on on-surface objects, like helipads. [85747] Changed: attachTo with the same object no longer resets attached object orientation ([url="http://dev-heaven.net/issues/25272"]http://dev-heaven.net/issues/25272[/url]) [85746] Fixed: There was no debriefing after MP game ends after saving the game. [85741] Fixed: MP: Bullet tracers of remote vehicles not reliable ([url="http://dev-heaven.net/issues/25601"]http://dev-heaven.net/issues/25601[/url]). [85737] Fixed: SaveVar did not work in MP Campaign. [85653] New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1). [85595] Fixed: Crash or game corruption when loading a game with clients already connected ([url="http://dev-heaven.net/issues/24676"]http://dev-heaven.net/issues/24676[/url]) [85594] New: Server admin can check build numbers of clients using #userlist. [85588] Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing. [85533] Changed: MP: BLUFOR roles are now assigned before OPFOR by default. [85529] Fixed: Reassign allowed clients to use a role reserved for a host. [85520] Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map). [85497] Fixed: Remote units init event handle is no longer run before fully initialized ([url="http://dev-heaven.net/issues/25225"]http://dev-heaven.net/issues/25225[/url]) [85489] Changed: Init handlers executed immediately, not queued for later execution like other events. [85488] Changed: MP: Units are no longer moved to a new group when they timeout getin ([url="http://dev-heaven.net/issues/25095#note-75"]http://dev-heaven.net/issues/25095#note-75[/url]) [85448] Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation ([url="http://dev-heaven.net/issues/25266#note-8"]http://dev-heaven.net/issues/25266#note-8[/url]) [85440] Fixed: Bullets damage reduced too much over distance ([url="http://dev-heaven.net/issues/11479"]http://dev-heaven.net/issues/11479[/url]) [85429] Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts ([url="http://dev-heaven.net/issues/16261"]http://dev-heaven.net/issues/16261[/url]) [85428] New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier. [85424] Fixed: in config parameter initTurn in turrets work again [85420] Improved: Direct damage is no longer artificaly reduced for lying soldiers ([url="http://dev-heaven.net/issues/20441"]http://dev-heaven.net/issues/20441[/url]) [85337] Optimized: Unknown targets no longer saved, significantly reducing savegame size. [85330] Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used. [85300] Fixed: Group names were not reused after deleteGroup ([url="http://dev-heaven.net/issues/11483"]http://dev-heaven.net/issues/11483[/url]) [85280] Improved: AI smarter in using binoculars. [85244] Fixed: Objects close to bushes or trees sometimes ignored during visibility testing ([url="http://dev-heaven.net/issues/25230"]http://dev-heaven.net/issues/25230[/url]) [85199] Fixed: Order of init event handlers and init commands was reversed since 1.57 beta ([url="http://dev-heaven.net/issues/14766"]http://dev-heaven.net/issues/14766[/url]) [85032] Fixed: script command FOR (BASIC) can use capital characters in variable [84977] Optimized: MP: Improved server performance in complex missions. [84957] Optimized: MP: Reduced number of messages send during JIP to complex missions. [84874] Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection). [84871] Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01). [84865] Fixed: MP game crashed after loading a save from a complex mission ([url="http://dev-heaven.net/issues/24676"]http://dev-heaven.net/issues/24676[/url]) [84692] Fixed: AI was often not watching unidentified targets (causing [url="http://dev-heaven.net/issues/24631"]http://dev-heaven.net/issues/24631[/url]) [84632] Fixed: turret tug after crew turn-in [84478] Improved: loading of binarized bikb files now supported. [84464] Improved: MP: Remote units should move a lot smoother. [84453] Fixed: DisableSerialization breaks spawn script variables after Load. [84388] New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect. [84374] Optimized: MP: Reduced bandwidth used by standing AI soldiers. [84285] Fixed: MP: Remote units jumping back when stopping ([url="http://dev-heaven.net/issues/24034"]http://dev-heaven.net/issues/24034[/url]) [84271] Fixed: MP: Reduced bandwith usage in missions with many soldiers. [84266] Improved: Better error message shown when memory allocation fails because of too small page file. [84265] Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box. [84259] Fixed: Weapons on pylons changed positions after fireAtTarget ([url="http://dev-heaven.net/issues/24046"]http://dev-heaven.net/issues/24046[/url]) [84221] Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down. [84209] Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles. [84057] Fixed: Possible crash after calling joinSilent and deleteVehicle. [83810] Fixed: Rare problem of AI fleeing when all enemies mounted vehicles. [83759] Fixed: AI not engagign through glass and other penetrable surfaces ([url="http://dev-heaven.net/issues/4438"]http://dev-heaven.net/issues/4438[/url]). [83726] Fixed: Lipsync for radio not working. [83721] Fixed: AI no longer seeing through dense grass ([url="http://dev-heaven.net/issues/5785"]http://dev-heaven.net/issues/5785[/url]) [83597] Fixed: Attached objects no longer causing slow car movement. [83544] Improved: AI skill settings in difficulty options easier to use. [83530] Improved: Soldier movement more natural when doing "scan horizon". [83496] Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet ([url="http://dev-heaven.net/issues/23160"]http://dev-heaven.net/issues/23160[/url]) [83471] Fixed: AI units often not engaging close enemies ([url="http://dev-heaven.net/issues/18951"]http://dev-heaven.net/issues/18951[/url], [url="http://dev-heaven.net/issues/22935"]http://dev-heaven.net/issues/22935[/url]) [83400] New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to. [83390] Fixed: Most units had maximum skill, ignoring values set in the mission ([url="http://dev-heaven.net/issues/4483"]http://dev-heaven.net/issues/4483[/url]) [83310] Fixed: More space for GameSpy QR2 signature key answer. [83308] Fixed: low game fps causing innacurate AI weapon aiming (see also [url="http://dev-heaven.net/issues/22974"]http://dev-heaven.net/issues/22974[/url]) [83273] Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them). [83258] Fixed: tugging tracks on tanks [83156] Fixed: AI units no longer firing at empty enemy vehicles ([url="http://dev-heaven.net/issues/5183"]http://dev-heaven.net/issues/5183[/url]) [83137] Fixed: Walking no longer causes prone-style recoil to be used. ([url="http://dev-heaven.net/issues/22828"]http://dev-heaven.net/issues/22828[/url]) [83122] Fixed: AI no longer considering a car horn as a threat. [83118] Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate ([url="http://dev-heaven.net/issues/7578"]http://dev-heaven.net/issues/7578[/url]) [83100] Fixed: Enemy fire no longer reported by units which cannot be aware of it. [83088] Fixed: Units equipped with NVG no longer turn on the flashlights on their own ([url="http://dev-heaven.net/issues/13041"]http://dev-heaven.net/issues/13041[/url]) [83085] Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" ([url="http://dev-heaven.net/issues/6638"]http://dev-heaven.net/issues/6638[/url]) [83077] Improved: AI considering threats uphill from it a bit more when planning a path. [83076] Fixed: Object variable space was not cleared reset between missions ([url="http://dev-heaven.net/issues/13620"]http://dev-heaven.net/issues/13620[/url]) [83062] Fixed: Sky sometimes changing abruptly ([url="http://dev-heaven.net/issues/8072"]http://dev-heaven.net/issues/8072[/url]) [82969] Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests). [82939] Fixed: AI vehicles could spot previously known targets even out of their visual cone ([url="http://dev-heaven.net/issues/18846"]http://dev-heaven.net/issues/18846[/url]) [82928] Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro). [82899] Fixed: Signature checking of BAF/PMC addons. [82874] New: Command line option -nosound to run the game without accessing audio devices. [82699] Optimized: Some background file operations are faster, esp. with low fps (should fix [url="http://dev-heaven.net/issues/22227"]http://dev-heaven.net/issues/22227[/url]) [82654] Optimized: Visual state interpolation fully enabled. ([url="http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future"]http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future[/url]) [82621] Fixed: Weapons no leaving hands while turning when prone [82590] Fixed: Message "Creating debriefing" no longer appearing in the rpt file. [82484] Improved: AI helicopter attempt to land when hit during an attach run. [82476] Fixed: Crash opportunity when camera object was deleted. [82464] Improved: AI landing more reliable with broken back rotor. [82451] New: AI FSMs can be disabled using unit disableAI "FSM". [82342] Fixed: AI road vehicle avoidance improved. [82295] Fixed: PMC videos flashing (since 80298). [82163] Fixed: No longer display names of buildings hidden by accuracy ([url="http://dev-heaven.net/issues/20503"]http://dev-heaven.net/issues/20503[/url]) [82130] Fixed: Occasional fps drop when AI was getting in a vehicle. [82117] Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot. [81995] Fixed: AI planes were climing/diving wildly during formation flying. [81956] Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields. [81286] Fixed: Airplane control surfaces position could reach impossible values with keyboard controls ([url="http://dev-heaven.net/issues/2314"]http://dev-heaven.net/issues/2314[/url]) [80336] Optimized: Reduced frame rate drops caused by texture loading ([url="http://dev-heaven.net/issues/14397"]http://dev-heaven.net/issues/14397[/url]) [79768] New: Mods can be configured using Windows Registry. [79670] Fixed: AI warping at distance in singleplayer ([url="http://dev-heaven.net/issues/1915"]http://dev-heaven.net/issues/1915[/url]) [79645] New: parameter "angle" for reflectors [79509] Fixed: Possible freeze after alt-tab in window mode. [79500] New: Helipads can be placed on a carrier deck and AI helicopter can land on them. [79462] Fixed: Airplane sometimes crashed after landing autopilot was activated. [79441] Fixed: Crash when assembling GMG, L2A1 crew served weapons. [79432] New: AI able to STOL on runways shorter than 500 m. [79412] Impoved: Aircraft can be placed on carrier deck in the editor. (changes in data) fixed :[OA] SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD
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Server: DE 466 Time: ~2:30 pm - 3:00 pm CET (UTC +1) What happened: 2 Guys named; JustinBieber and ThurstonMoore were teleporting single suvivors around the server and killing them and spawning vehicles. How do i know their names? Me and 2 of my friends (XDGott and Andi) played around elektro there we heard a heli, in that heli were 2 persons 1 with a ghillie (who was at the gun) and the pilot. After we got spotted they stopped. We were looking for them what they're going to do, so after a while the ghillie guy started shooting us and killed XDGott instantly. I dont know what my other friend did but he ran probably away and i hid myself behind a tree. Fortunately i had an AS50 sniper and tried to get the ghillie guy down and succeded after a while. The heli crashed and both died (im sorry that didnt take some pics) and i studied both bodies and saw their names. To cut a long story short after that heli crash they started teleporting people and kiling them and i was the first one... I've made a video about what happened while the teleportation and what happened then and took some pics. http://i.imgur.com/YjKuS.jpg http://i.imgur.com/irFnK.jpg http://www.youtube.com/watch?v=mG_al3S1HYo&feature=youtu.be
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See the image, Bloopie (vehicles -4, tank 1)
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It is refreshing to get into a firefight and have everyone actually see it through to the end. It was a fun encounter to be sure. Honestly, we'd just stolen the bus from someone's camp. We figured it was yours and you guys were hunting for it. Stumbled across the van while joy riding the coast. Within like 30 seconds of finding the van I saw your ATVs coming down the road. Two of us in the Bus and one in the Van. Was my idea to park the bus as a shield (since we thought you were looping around from the north) and try and take out Skavik. Then we got greedy and decided we wanted both ATVs. I have no idea how we though 3 people could drive off with 4 vehicles. I hate that I was one of the casualties but we had NO idea where you were after we got Skavik. We figured you had doubled back somewhere but weren't sure and didn't have any L85 goodness with us. I opted to act as bait so that buddies could narrow it down. Was hoping you'd miss when I hopped into the bus. I was wrong. We had absolutely no idea that there was a third. But, that's the price you pay for a prolonged engagement. Shame about the Van getting exploded in the firefight. My guys barely escaped. Sub 2k blood on each of them as they drove off in the Bus. Rotating drivers as they passed out. And, glad you like the server. It's actually mine. So, I'll claim some good karma for not being the typical dick admin and restarting/rebooting because I died and lost my kit and some vehicles. ;) We'll be seeing you guys around, I'm sure.
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Did you see that admin online as the only one? - Also, the admins can't track any position of vehicles nor tents.
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When are you really gonna to stop OFF-MAP vehicle hoarders!!
Newt (DayZ) replied to BossFi's topic in DayZ Mod General Discussion
These are all good ideas but at minimum the vehicles off map should be reset every time server restarts. The vehicle blowing blowing up after 10 minutes of being off map is even better though. There should be no reason to have a vehicle off map, there are plenty of good hiding spots in bounds. My group has 5 vehicles stashed and all are in the boundaries of the map. -
i'm new and i get killed by everyone, even when i say FRIENDLY PLAYER in the chat screen.
ZedsDeadBaby replied to Gert-Jan's topic in New Player Discussion
Not with a bunch of random lackwits I bumped into and have never met before, sorry. That kind of "team" is a death sentence. Not enough people know how to play this game properly to make that a sustainable model for building cooperative team play. There are far too many considerations, especially once vehicles and tents become involved, to just team up with every random Joe Blow I run into in the game. Half of them just end up getting me killed by alerting zombies or nearby players. I cooperate with people I know and trust. Everyone else gets the business end of an M249. Make friends and then play the game with them, not vice versa. If you don't like or want to do that, then you will be at a disadvantage against those who do. And you will be victimized more often. -
What would you like to see in the stand alone?
RJ Macready replied to NovaDose's topic in DayZ Mod General Discussion
I’d like to see player created/contested zones, for example split the map up into multiple zones and at the center of each zone have some sort of base or command centre so to speak, this could be a barn, police station, town hall, or any other significant structure. At the top of each command centre will be a flagpole, in order to raise a flag (which btw would be your particular clan tag) you’ll need for example 5 people to all click on it at the same time (the bigger a zone the more people it’ll take to capture) once this is done the whole zone will become Clan A’s area and will be notified by a global message informing everyone that Clan A has now taken control of zone B. What this will do is a: give clans/groups a place to call home and come with certain perks for instance a garage to store vehicles, boxes to store gear etc, it will also give other players/clans a target to either attack, trade with, avoid or set up allegiances and effectively give the game more depth with a constantly shifting powerbase. It also will give the game so called safe zones as the clan in control of a command center will then be able to build defences a certain distance from the base be it sandbags, tank traps etc and allow trading posts to be set up free of zombies for players to come and go. Outside the zone zombies will still spawn as before but not inside the compound. Inside players can set up stalls to sell or trade weaponry found whilst out and about, notice boards can be put up and modified offering jobs, hit contracts etc. That’s what I’d like to see, obviously contesting and taking over a rivals base would need some serious thought as siege mechanics would need to come into play and what’s to stop clans coming in when the other team is in bed/work etc and raiding the place as let’s face it with a global server base players will be on at all times of the day and night and a UK clan might have difficulty keeping a base when its 3am on a Monday night! Anyways just a few suggestions -
Off map stuff is only prevented if the vehicles are left 'unattended' for >24 hours. So you can save everything off map you want if you drive it around a bit every day, and save it back in the map at least once a week (there is another hard timer that removes everything out of bounds once a week). I'm hoping the team will fix this and make it so nothing can ever be saved out of bounds, or at least a shorter timer that only lasts minutes of being unattended.
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When are you really gonna to stop OFF-MAP vehicle hoarders!!
Zakificus replied to BossFi's topic in DayZ Mod General Discussion
The only reason to take a vehicle outside the map IMO is so that you can travel quickly around the map. Point A -> Point B. It's reasonable to assume if you are relocating your Ural from southwest corner to northeast corner, you don't wanna drive around all the random roads or spend hours navigating between trees and up hills. So speeding along the edge of the map to get a large distance seems like a reasonable use of vehicles to me. That said, 20 minutes of "Unattended" time should be more than enough time to stop and address a threat if you are shot at. Or if you need to stop and eat/drink or any other reason for a stop. Hell, that even works if you need to make an emergency run to the door or something. Also, there's absolutely no reason not to just drive right on the inside of the border to the map. I can't think of one area where it has anything blocking you (there's at least a few car widths of 'empty space' on the inside of the map border). All of that is second however since this time is 'unattended' meaning 'not interacting with.' So driving outside the map is fine until you leave it parked there. I would say if you save your vehicle to coords outside the map it should auto-relocate then and there. Or have the variables adjusted to the nearest IN-MAP point, right on the border. TL;DR: Make it instantaneous. The second you save vehicles "out of bounds" relocate them to the map. Drive them out there all you want, but they should reappear in map on the next restart or earlier if possible. -
Destroy vehicles safty?
Timmymachine109 (DayZ) replied to suito's topic in DayZ Mod General Discussion
Saving vehicles off the map isn't meant to be possible anymore...dodgy server maybe?? -
Suggestions: Rare Items, Customisation and an Immersive HUD.
adamtheheretic posted a topic in DayZ Mod Suggestions
Okay, so I have a few suggestions for how to improve Day Z which is obviously all my opinion but hopefully some of these idea's will gain support. [Rare Items] So, in my opinion the mod in it's current state is abundant with everything people need to survive. I've already told the story of how I gave myself a challenge dropping everything at my new spawn and coming across a Czech backpack, a hatchet and revolver and filling my bag with medical supplies within 10 minutes being the least stealthy I could be but still getting past zombies with ease. I think I ended up with 13 zombie kills throughout that time before ending up near the North West Airfield to help my friend with morphine. [Weaponry] So my proposal here is to severely reduce the amount of weapons found in the game, and I mean drastically. This would have to be done on a large update when everything is wiped so those playing beforehand don't get a huge advantage but essentially running across a Makarov would have the same chance of spawning as the current highest tier military gear and from there on the chances of better equipment getting even less likely. Through this I think that less groups would be equipped like a small army and having one player equipped with a pistol would be a huge threat in a group of five or ten people. This meaning more chances for bandits to catch prey unaware and a chance for survivors to have a decent chance against a group. [Tools] I think tools should have less chance to spawn, at the moment there are far too many hatchets and hunting knives lying around, matches and tool boxes have a decent spawn rate in my opinion... And I think this is where we should have a more realistic setting, I dislike posts about gaining "skills" but I think a class system would work with people only being able to carry a certain amount of tools. This would mean they can obviously pick them up and swap between them in their packs, tents or vehicles but not hold all the tools at once. This may shift into those taking less pronounced roles, so maybe everyone will carry a hatchet, hunting knife and matches to feed themselves but then one person may also carry a toolbox to fix up cars or remove traps whilst one may carry a map and compass to orienteer the group effectively. [Other] So I think food and water are too easy to find, I like the "Make DayZ a Living Hell" idea here, starvation and dehydration if you don't find food and water when they become more sparse, less medical items laying around whilst more realistic medical items should be implemented. -
Hi there! Nice to see my nick in hall of shame XD. Used maybe it once but it doesn't matter now. Just wanna say that server is cool, loading fast, no lags, high fps, but there is one problem - vehicles still not saves after restarts (camp tents saves well, we placed two and they still present after 3 days). So server is cool, but we gonna leave it coz of vehicles, we wanna to find and repair a heli, but do it in intervals between server restarts - kinda suck :( I'll check this forum for updates, hope u will fix the problem with cars. Best regards.
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Everything lost on my server after a friend attempted to join who didn't have the right files...
[email protected] replied to commandercaleb's topic in Mod Servers & Private Hives
Did you save the tents/vehicles? -
"Bikes are so much better than not bikes" [video]
:VADER: replied to EyeoftheYeti's topic in DayZ Mod Gallery
bikes pwn most of the vehicles in this game, car does like what 60 ? but take it off road and you get 15 ? the bike is always 30 no matter where you ride it. They are pretty silent and get you where you need to go pretty quickly. http://youtu.be/IVGkGxp1gvU -
Hey me and some friends were driving around in a v3s when suddenly every vehicle got teleported to the same location after running around for a bit someone named kyle teleported to us so i shot him 5 times and he did not die so i aborted (only because i new he had godmode on). shortly after everyone was teleported in the air so my mate alt f4ed (because of the hack) and he got a message saying "you cant escape that easy alt f4 is now changed to suicide" we are getting so f!@#ing sick of this. we spend all night getting gear and vehicles for a hacker to ruin our night, sorry title is missleading it was us 599 not us 625....
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i know the not spawning bugs but usually a 2nd restart fixes not spawning tents and vehicles. and some vehicles did spawn so i guessed that after the crash yesterday an accidental rollback did happen. just wanted to know if that is true or if my tents and vehicles will respawn on the next restart or if they just got eaten by the server.
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Anyone else...run out of things to do?
[email protected] replied to Hendrix27's topic in DayZ Mod General Discussion
Maybe I haven't reached the point you have but my friends and I have started getting some really sweet gear (and hoarding it all of course) so now I"m travelling down to snipe some people down south. (I'd snipe up north but we don't have the coordination for that despite us taking out 4 travellers with 2 vehicles I was the one who got all the kills) I've always wanted to stalk some people and just track em' down. Play with some buddies or find some friends, we're always driving around like idiots in a car doing burnouts and getting air time as we look for crashsites in which we then find a vantage point and try to kill as many zombies as we can before we race each other to the loot. -
Server-side Hotfix 0.7.2, Helicopter status and server info
anonymous83 replied to Vipeax's topic in Mod Announcements & Info
We are having a problem on our server with vehicles saving right on the spot they are destroyed not back at their spawn spot, basically after a server restart the vehicle is right back where it blew up. Also the heli, if destroyed, spawns back on the spot it took off from not on any of it's other spawn points. -
If you read the thread before replieing - You will know that there is a problem with saving on this server, Vehicles such as Tents. It's a known problem, which will be fixed at the upcomming patch (1.7.3=/=1.7.2.5)
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Like I said, they're very close minded and refuse to read the thread. They keep posting things that have nothing to do with the idea and act like people are asking for the complete removal of it from the entire game. What is asked, is for another option. This is in Alpha, the point of an Alpha test is to submit and add content that can change the game, to experiment with the very idea of the game and find what is the most appealing and fun. Adding in Pve servers is both easy, and could vastly increase the player count come standalone. $$ Talks. BI is the source behind the standalone and they will without a doubt want to add in options to bring in as many customers as possible. This means they will want to make a softcore version to appeal to casual gamers. Strategos, I don't think you understand what brings people in. I know I wasn't attracted to the pvp. An Open world Zombie mmo that I could play with friends, is why I came. The pvp is a side effect and not needed for me to enjoy it. I spend very little time having to pvp and a good 90% of my time fighting zombies and looking for loot or repairing vehicles and exploring the map. If there was a pve version on the standalone. I'd still probably play on pvp servers, because if I wanted to pvp. i could, if I don't want to. I won't go to main cities. However there are countless people who no doubt do not want what you want. My nephew likes to watch me play and he doesn't like that other people can shoot you. Now mind you, there are loads of people who like pvp, but there are loads of people who like pve. There is not a single reason at all to not allow both pve and pvp players to enjoy the game. It will only bring in more sales and help the further development of the game. Quoting rocket means nothing, sorry but if he wants his game to compete with WarZ and Dead linger and class 3. He is going to need to attract as many people as possible and keep them here. No one here is asking for him to create special pve endgame content. Not a single person has asked that in this thread. No one wants special content or different gameplay. Sure, they could create two seperate pbos and allow pve servers to use one and pvp servers to use another. The one for pve servers would have increased zombie damage or what have you. All that would require is to change a few values and name the pbo something else and save it. Wouldn't take more than 15mins probably. So no, it would not cause any problems at all to change the value that sets zombie damage and let the servers "flag" for pvp/pve.
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So, is Soldiers Clothing legit or not?
rybo replied to Egor190's topic in DayZ Mod General Discussion
Posted Today, 05:53 AM Its hacked, but if you grap it its okay to use it Quote from Rocket rocket, on 26 July 2012 - 05:19 AM, said: No This rumour has no basis to it whatsoever. Using a hacked vehicle/weapon will identify you during database analysis, and your character may receive special logging attention in the database, but you will not receive a ban without creating them yourself. Edit: http://battleye.com/support.html quote: Quote No one is banned for using non-hack programs (like Fraps, overlays, etc.), picking up or using hacked in-game items, weapons or vehicles, being on a server at the same time as a cheater, or other passive non-cheating activity. Therefore all requests mentioning these things as possible reasons for the global ban are ignored. CLOSE THREAD, NUFF SAID -
Alt+f4's How I Hate Them So Much.
zantiago replied to FUBBMisery's topic in DayZ Mod General Discussion
The V3S ain't lost, it's just at the old location they saved it at. Why? Because the hive still fails to register as it should. And as such, finding vehicles might be hard, if you look for them in the original spawn locations. Of you hate them so much, do like me. I don't care about loosing my gear, I just bring everything to Cherno/Elektro, find a suitable spot to look for "bandits", in the usual sniper spots. And I sit there for hours on end, listening to music and just scanning the area from time to time to see if there is anything happening, and to listen for sound. Find a spot that's about 800meters away from the sniper spots, and lay there in wait with your M107 and or AS50. And ofcourse, you need an original nick like me "ALTF¤Wh0rez". The distance is simply so they won't hear from what direction you are shooting from. And yes, I ignore newly spawned survivors. -
When are you really gonna to stop OFF-MAP vehicle hoarders!!
suito replied to BossFi's topic in DayZ Mod General Discussion
The best way in my oppinion is to make cherno a whole island, all area that is "non-grassed" should be ocean .. than nobody can store vehicles outside .. like lingor island :P -
Not a big fan of storing vehicles outside the map, I destoryed the tractor at that lake center north outside the map and also brought back the PBX speed boat beached from out of bounds.