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Rolling Changelog 1.8.2

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This is the rolling Development change log for 1.8.2
 
Changes:

 

[New] - Build mode Camera.

[New] - 1L Water bottle to replace the old military canteen.

[New] - New wooden fence system has been added.

[New] - Chance function to return a true/false variable based on the percentage needed.

[New] - Wooden splint can now be used to fix broken legs.

[New] - Dodge/Block mode to block 1 in 5 frontal attacks.

[New] - Blood regeneration changed updated to provide more blood if the player is stood idle.

[New] - Bleed chance from zombie attacks have been moved to configs (this will allow different types of zeds to give bleed chances)

- Normal - 15%, Viral - 30%, Wild - 10% - Changed from a flat 30% for all types

 

[Fixed] - Added player check when spawning wild zeds. (Checks to make sure the location the zed will spawn is free from players)

[Fixed] - Infected waterholes now load correctly.

[Fixed] - issue with some wells not allowing you to drink from your hands.(drink action menu will remain active all the time) Looking for a better way while keeping performance. 

[Fixed] - Crossbow Flashlight not working.

[Fixed] - Issues with missing var causing an error in 1.63.

[Fixed] - issue when building small stash's and having two sandbags in your inventory it will use both to create the stash.

[Fixed] - Issue with weapon holders not being seen by players logging.

[Fixed] - Issue with raw food not containing nutrition values.

[Fixed] - Zeds can no longer target above 100 meters from players.

[Fixed] - Issue with dayz_ForcefullmoonNights & dayz_spawnselection not showing correct in the journal 

[Fixed] - Crossbow Kit model loading an incorrect texture file.

[Fixed] - Issues with ui icons going blank.

[Fixed] - 16 sodas cans (empty & full) + a few other models.

[Fixed] - Transfusion, We have identified an issue with a global variable for reporting players lowblood level's .

[Fixed] - Transfusion, Knockout for players getting the incorrect blood type.

[Fixed] - Transfusion, humanity gain.

[Fixed] - Diminishing effect for blood regen from cooked/raw meat will not effect combined foods.

[Fixed] - Orientation issues with some of the placed poi items.

[Fixed] - Added better feedback for objects blocking buildings being placed.

 
[updated] - Started removal of old coke, mountain dew and pepsi models. We have no access to edit these models. (Loot table removal for now, Database wipe of all these cans will follow) - Models will be replaced with replaced by lystic, mountain green and peppsy

[updated] - Logout ghosts system now feed back to players correctly.

[updated] - Viral Zeds have been removed from Residential spawns and added to Castle,Military spawns

[updated] - Stash sites have now be added to the build system.

[updated] - Stash sites are now created by right clicking on the sandbag.

[updated] - Sandbags are now created by right clicking on the etool.

[updated] - Zed attack range to 3.2 from 3.6.

[updated] - Replace items dropped when cutting down trees from WoodPiles  to Logs.

[updated] - Reduced local spawning zeds to 15(from 20) and nearby to 30(from 20).

[updated] - Damage scale lowered on normal zeds to 450 down from 600.

[updated] - Damage scale from head hits reduced to *2 in place of *4. (head hits should be down to around 2500 from viral head shots).

[updated] - Moved POI stuff from mission back to code (Silly oversight).

[updated] - Prep work to remove loot stacks all together. (Moving items to be single drop items, Ready for placing items on shelf's).

[updated] - Loot building locks reduced from 15 mins to 5. (This will allow more loot to spawn)

[updated] - String table cleanup (been long overdue, With the removal of some of the red tape its nice to cleanup)

[updated] - Rest system updated, Every 16 secs of resting gives blood regen, every 60 gives a chance to cure infection.

[updated] - Rest Animation system is smooth into the animation and can be interrupted to bring players back out in a smooth movement.

[updated] - Trout have been renamed steelhead.

 

[Removed] - Flies have been removed id forgot all about the issue with cleanups :-(

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[Fixed] - issue with some wells not allowing you to drink from your hands.(drink action menu will remain active all the time) Looking for a better way while keeping performance. 

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[Fixed] - Added player check when spawning wild zeds. (Checks to make sure the location the zed will spawn is free from players)

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[updated] - Stringtable cleanup (been long overdue, With the removal of some of the red tape its nice to cleanup)

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[Fixed] - Crossbow Flashlight not working.

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[New] - Bleed chance from zombie attacks have been moved to configs (this will allow diffrent types of zeds to give bleed changes)


- Normal - 15%, Viral - 30%, Wild - 10%


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[updated] - Damage scale lowered on normal zeds to 450 down from 600.


[updated] - Damage scale from head hits reduced to *2 in place of *4. (head hits should be down to around 2500 from viral head shots).


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[Fixed] - Issues with missing var causing an error in 1.63.

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[updated] - Reduced local spawning zeds to 15(from 20) and nearby to 30(from 20).

 

 

[Removed] - Flies have been removed id forgot all about the issue with cleanups :-(

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[Fixed] - issue when building small stash's and having two sandbags in your inventory it will use both to create the stash.

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[Fixed] - Issue with weapon holders not being seen by players logging in.

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[New] - New wooden fence system has been added. (start of the base system the rest will follow as we work out all the issues with placement/maintenance/disassemble)


 


[Fixed] - Issue with raw food not containing nutrition values.


[Fixed] - Zeds can no longer target above 100 meters from players.


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[updated] - Rest system updated, Every 16 secs of resting gives blood regen, every 60 gives a chance to cure infection.

[updated] - Rest Animation system is smooth into the animation and can be interrupted to bring players back out in a smooth movement.

 

 

Animation going into the rest takes time and the animation coming out leaves the player exposed this is to stop players trying to blood regen during gun fights.

 

Infected, Sepsis and injured are limits of the regeneration system anyone will disallow the generation of blood.

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[New] - Wooden splint can now be used to fix broken legs.


 


This item was craftable but never got added into the medical this is now fixed and can be used to fix broken legs.


 


[New] - Dodge/Block mode to block 1 in 5 frontal attacks.


 


During a short time before the zed attacks you have the ability to go into a defense stance to try and block/dodge the first attack incoming from a forward direction of the player.


 


[New] - Blood regeneration changed updated to provide more blood if the player is stood idle.


 


While standing idle and below 4000 blood you have a chance to regenerate a little faster if overall condition is still high above 50%


 


[New] - Chance function to return a true/false variable based on the percentage needed.


 


New function to work out percentages chances.


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[Fixed] - Issue with dayz_ForcefullmoonNights & dayz_spawnselection not showing correct in the journal.


 


dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limits


dayz_ForcefullmoonNights = false; // Forces night time to be full moon.


 


Will both now report correct in the players journal.


 


[updated] - Zed attack range to 3.2 from 3.6.


 


Now you might be saying 3.2 meters is too high we agree but one of the limits of the engine wont allow the zeds to move closer then 3 metes to another entity without the zed being in an animation. So the magic number we have is 3.2 meters this will allow the zeds to get to the 3 meter hit radius stop and and run the attack animation the .2 difference is the time between the zed stopping and running the attack..


 


So here's the breakdown.


 


Zed goes into attack mode at 3 meters of the player.


As the animation runs its takes a small amount of time allowing the player to move as the zed has to stop to attack.


The system will then allow a .2 difference in distance between the time the zombie went into attack mode and the player being damaged.


 


We are going to test this out but the difference from the version you have now in 1.8.1 to 1.8.2 is a hole .4 (3.6).


 


Should make the zed feel a little closer on attacks.


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[Fixed] - Crossbow Kit model loading an incorrect texture file.

 

Looks like we had the model pointing to an incorrect texture file.

 

[New] - 1L Water bottle to replace the old military canteen.

 

Time to replace some of the old models.

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[New] - Build mode Camera.

 

When in build mode hitting space bar will swap the camera to a top down position allowing you to use the number keys to align objects much better then before.

 

This system will be limited so you cant move the object too far

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[updated] - Stash sites have now be added to the build system.


[updated] - Stash sites are now created by right clicking on the sandbag.


[updated] - Sandbags are now created by right clicking on the etool.


 


All three should now allow for a better build system. 


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[updated] - Viral Zeds have been removed from Residential spawns and added to Castle,Military spawns

 

This should balance the smaller towns a little more.

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[Fixed] - Issues with ui icons going blank.


 


On some occasions the ui can go blank we have updated the ui control so this should no longer happen.


 


[updated] - Logout ghosts system now feed back to players correctly.


 


In 1.8.1 we added a new ghosts system to stop players logging out then right back in to give them self an advantage over other players. We have now added full player feedback into this system this will notify the player when they have been caught in the ghost system.


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[Fixed] - 16 sodas cans (empty & full) + a few other models.

  • texture size divided by 2, for the same resolution
  • 2 new LOD per model
  • last LOD does not have any bitmap texture (no color texture, no bumpmap, even in rvmat)
  • 2 other LOD for shadow
  • sodas models are built using an o2 script, which apply the label texture for each of them

Fixed few other models too with the same rules.

 

[updated] - Started removal of old coke, mountain dew and pepsi models. We have no access to edit these models. (Loot table removal for now, Database wipe of all these cans will follow)

  • Removed: coke, mountain dew and pepsi models. (replaced by lystic, mountain green and peppsy)

Due to us having no access to the 3 cans we have removed from loot tables and replaced with three new ones. Before the next release 1.8.3 we will wipe the database of the 3 cans coke, mountain dew and pepsi if you have them please make sure to use before 1.8.3

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[Fixed] - Transfusion, We have identified an issue with a global variable for reporting players lowblood level's .

 

This should fix an issue with blood bags and the action menu.

 

[Fixed] - Transfusion, Knockout for players getting the incorrect blood type.

 

This should now knock out players getting an incorrect bloodtype.

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[Fixed] - Diminishing effect for blood regen from cooked/raw meat will not effect combined foods.

 

For each peace of cooked/raw meat you eat with blood regen your total regained blood is divide by the amount you have eaten within a 2.5 minute period.

 

Example you have eaten 10 steaks regenerating 500 blood each and 1 rabbit regenerating 1000 blood

 

0 : 500

1 : 500 / 1 = 500 blood to regen

2 : 500 / 2 = 250 blood to regen

3 : 500 / 3 = 166 blood to regen

4 : 500 / 4 = 125 blood to regen

5 : 500 / 5 = 100 blood to regen

6 : 500 / 6 = 83 blood to regen

7 : 500 / 7 = 71 blood to regen

8 : 500 / 8 = 62.5 blood to regen

9 : 500 / 9 = 55 blood to regen

10 : 1000 / 10 = 100 blood to regen (Rabbit)

> anything after = 0 blood to regen

 

Regen Amount / FoodStackAmount = Regen amount to be gained.

 

1 Food Stack is removed every 2.5 mins.

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[Fixed] - Orientation issues with some of the placed poi items.

 

Just fixed some buildings like the deerstands facing the wrong way resulting in the ladder being unusable.

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[Fixed] - Added better feedback for objects blocking buildings being placed.

 

This should allow the player to see whats causing objects to fail to build.

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