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Damned servers are limited and full

 

Ate a whole bag of rice and CTD.

HERE I COME RO2!

Edited by DURRHUNTER

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I really hope 0.50 will not go stable at all because the most hideous bug in Dayz SA's young history is back! This one: http://forums.dayzgame.com/index.php?/topic/208671-frequently-frame-drops-or-slowdowns-since-047-exp-stable-still-in-048-solved/

 

We were plagued many many weeks (the whole 0.47 and 0.48 time on stable!) with this bug till 0.49 "solved" it acceptable  ... but if they gonna ruin stable again with this crap, I seriously stop playing this game entirly.

Edited by Sharplooter

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Please fix zombies hitting through walls/doors. I wasn't even next to the door and he was hitting me through it.

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The last US server just shit the bed.

 

After killing 3 zeds I found standing over the corpse of a dead man in fire station one, I climbed a ladder on fire station 2 to avoid a zed I picked up on the way.

 

Walking down to the lower roof area I rounded the corner to find a man fighting a zed with his bare fists on this rooftop.

 

I turned on my microphone and declared friendly and asked that he stand back while I axe the zed, just then the game froze and now all US servers show 0 players....

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Please fix zombies hitting through walls/doors. I wasn't even next to the door and he was hitting me through it.

 

I think the zombie doesn't hit you through walls/doors. The problem here is a virtual unsolved bug we have since rubberbanding.

 

The player's char gets (invisibly) stuck at an "obstacle" like a door frame, the player doesn't notice that and is thinking he is already in the building, but actually the invisible char is outside the building and the zombie is just punching the char outside. The same happens with chars who get invisibly stuck at stairs e. g. on ground floors. The player is (visibly) already in the 2nd or 3rd floor but the char is actually still on the ground floor where the zombies are punching him.

 

In the past players got rubberbanded back to the place where the char get stuck. It seems the devs solvation for that was just a workaround where the stuck invisible char and the visible char are getting synchronised. But this synchronisation takes not effect every step or millisecond you play, thats the reason why there is often a huge gap (of 10 meters or more) between the stuck invisible char and the visible char you see. The real solvation would be, avoid that chars can get stuck (invisibly) at all. But this seems very hard or maybe impossible for the devs at the moment.  

 

Sorry I can't explain it better because english is not my native language. 

 

 

Edit:

Imo this char stuck problem is also the reason for the well-known "sudden-death-syndrom" on the second or third floor of buildings. The invisible char get stuck randomly in floors and slip (partly) into it, in most cases the player is falling down the building and dies (but sometimes he will survive with just a broken leg in the case he didn't slip completely through the floor). The reason why the player wasn't able to see how he fell through the floor is the delayed synchronisation which takes effect not before the player is already dead (black screen). But other players will find his corps on the ground floor.            

Edited by Sharplooter
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Well I hope they are getting a lot of internal data on this build because they sure the hell aren't going to be getting much for their experimental servers at this rate...

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It's not for everyone, best to recognize that and save yourself and us a lot of grief.

 

Weird, it happens to me and all my friends when we would try a new Exp. Save me your 'fanboy being'.

Edited by .+sl4yer+.

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I noticed something weird.  Wonder if anyone can give some insight to:

 

I agroed 3 zeds... so i decided to trap them in a barn.  When i ran into the barn with the 3 on my tail I noticed a new fire axe in the barn, I didn't have time to pick it.  I trapped the 3 zeds in the barn.  I then looted a couple of buildings close to the barn, and then decided the fireaxe was to good to pass on.  So i wet back tot he barn, about 5 minutes after trapping the zeds.  I opened the barn with my shotgun raised but to my surprise the barn was empty of zeds, with no zeds around either... they hadn't got out but had de-spawned.

 

Anyone else noticed this?  Seems a little silly and odd... bug or feature?

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Any one else finding their mouse a bit laggy in the game? eg you move in a direction and nothing happens you lift your mouse up and place it back down so you can move in that direction again and it moves. I thought my mouse was on its way out, but it works just fine outside the game.

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I noticed something weird.  Wonder if anyone can give some insight to:

 

I agroed 3 zeds... so i decided to trap them in a barn.  When i ran into the barn with the 3 on my tail I noticed a new fire axe in the barn, I didn't have time to pick it.  I trapped the 3 zeds in the barn.  I then looted a couple of buildings close to the barn, and then decided the fireaxe was to good to pass on.  So i wet back tot he barn, about 5 minutes after trapping the zeds.  I opened the barn with my shotgun raised but to my surprise the barn was empty of zeds, with no zeds around either... they hadn't got out but had de-spawned.

 

Anyone else noticed this?  Seems a little silly and odd... bug or feature?

 

Theoretically they could have gotten out, chasing a wild animal or another player. Double doors are notoriously unreliable for trapping zeds. Which type of barn was it? Was it the one with the ladders? They could have run up those and fallen off and their bodies despawned.

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"Elliot" ingame if you read this im very sorry i killed you yesterday but you scared the shit out of me, if you had said something before you crouched in the house it would have ended different,

i thought why would someone friendly try sneak up on me in a house, i saw too late you were unarmed, i had a mosin+magnum+longhorn, i still feel bad for that, hope u read this.

my first innocent guy i killed =/

if the servers go up again my mission is to find u and help you out

Edited by Axezeroone

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why are all the servers restarting every minute ? managed to spawn one time and i was a fresh spawn ?

 

really sad this happens on sunday, a day that normal working ppl have much time to test out the experimental build :rolleyes:

Edited by SpawnZ

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I think the zombie doesn't hit you through walls/doors. The problem here is a virtual unsolved bug we have since rubberbanding.

 

The player's char gets (invisibly) stuck at an "obstacle" like a door frame, the player doesn't notice that and is thinking he is already in the building, but actually the invisible char is outside the building and the zombie is just punching the char outside. The same happens with chars who get invisibly stuck at stairs e. g. on ground floors. The player is (visibly) already in the 2nd or 3rd floor but the char is actually still on the ground floor where the zombies are punching him.

 

In the past players got rubberbanded back to the place where the char get stuck. It seems the devs solvation for that was just a workaround where the stuck invisible char and the visible char are getting synchronised. But this synchronisation takes not effect every step or millisecond you play, thats the reason why there is often a huge gap (of 10 meters or more) between the stuck invisible char and the visible char you see. The real solvation would be, avoid that chars can get stuck (invisibly) at all. But this seems very hard or maybe impossible for the devs at the moment.  

 

Sorry I can't explain it better because english is not my native language. 

 

 

Edit:

Imo this char stuck problem is also the reason for the well-known "sudden-death-syndrom" on the second or third floor of buildings. The invisible char get stuck randomly in floors and slip (partly) into it, in most cases the player is falling down the building and dies (but sometimes he will survive with just a broken leg in the case he didn't slip completely through the floor). The reason why the player wasn't able to see how he fell through the floor is the delayed synchronisation which takes effect not before the player is already dead (black screen). But other players will find his corps on the ground floor.            

 

Very informative and well put. This video pretty much confirms your thoughts on the matter (and gives spectacular insight into the broken legs/sudden death issue in firestations):

 

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This must also be the reason why, that at times after running, I hear my own footsteps catching up to my player position after I've stood still for a few seconds.

 

I think the zombie doesn't hit you through walls/doors. The problem here is a virtual unsolved bug we have since rubberbanding.

 

The player's char gets (invisibly) stuck at an "obstacle" like a door frame, the player doesn't notice that and is thinking he is already in the building, but actually the invisible char is outside the building and the zombie is just punching the char outside. The same happens with chars who get invisibly stuck at stairs e. g. on ground floors. The player is (visibly) already in the 2nd or 3rd floor but the char is actually still on the ground floor where the zombies are punching him.

 

In the past players got rubberbanded back to the place where the char get stuck. It seems the devs solvation for that was just a workaround where the stuck invisible char and the visible char are getting synchronised. But this synchronisation takes not effect every step or millisecond you play, thats the reason why there is often a huge gap (of 10 meters or more) between the stuck invisible char and the visible char you see. The real solvation would be, avoid that chars can get stuck (invisibly) at all. But this seems very hard or maybe impossible for the devs at the moment.  

 

Sorry I can't explain it better because english is not my native language. 

 

 

Edit:

Imo this char stuck problem is also the reason for the well-known "sudden-death-syndrom" on the second or third floor of buildings. The invisible char get stuck randomly in floors and slip (partly) into it, in most cases the player is falling down the building and dies (but sometimes he will survive with just a broken leg in the case he didn't slip completely through the floor). The reason why the player wasn't able to see how he fell through the floor is the delayed synchronisation which takes effect not before the player is already dead (black screen). But other players will find his corps on the ground floor.            

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Regarding the exp. servers being down again and the fact that I work in the corporate world having to deal with 24/7 up-time for global support, it really grinds me that BI doesn't have the title of "IT administrator" assigned within the area of customer service to a couple people's performance objectives who's sole purpose in life is to monitor the servers.  If I'm way off base here, please feel free to correct my old-school perspective.  Any yes, I know I can always go and play on stable, but that's not my point.  To be honest, I'd rather go fire up another game, but right now it's time to go make some breakfast, maybe something magical will happen while I'm doing that.

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Regarding the exp. servers being down again and the fact that I work in the corporate world having to deal with 24/7 up-time for global support, it really grinds me that BI doesn't have the title of "IT administrator" assigned within the area of customer service to a couple people's performance objectives who's sole purpose in life is to monitor the servers.  If I'm way off base here, please feel free to correct my old-school perspective.  Any yes, I know I can always go and play on stable, but that's not my point.  To be honest, I'd rather go fire up another game, but right now it's time to go make some breakfast, maybe something magical will happen while I'm doing that.

 

You really think it's appropriate to demand 24/7 uptime for the experimental branch servers of an alpha game? I don't think this is a matter of old-school or not, but rather expectations that are divorced from the reality of the situation at hand. There's just an astonishing amount of entitlement in assuming that anyone is going to be working over the weekend to keep the experimental branch running. Go do something else.

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Said it before but they'd be better off pushing exp earlier in the week. On a monday say. It predictably goes fine for the first 25/48 hours then something goes badly wrong and people are up in arms.

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Theoretically they could have gotten out, chasing a wild animal or another player. Double doors are notoriously unreliable for trapping zeds. Which type of barn was it? Was it the one with the ladders? They could have run up those and fallen off and their bodies despawned.

Suppose anything is possible. But i was always very close to the barn and never saw or heard them out. It was the shed/barn with double door either end and the stairs and walkway inside with small room at one end.

They seem to me to despawn.. but maybe they got out and ran away from me without me noticing.. hmmm.. But maybe they killed themselves and despawned.

Edited by MadTommy

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You really think it's appropriate to demand 24/7 uptime for the experimental branch servers of an alpha game? I don't think this is a matter of old-school or not, but rather expectations that are divorced from the reality of the situation at hand. There's just an astonishing amount of entitlement in assuming that anyone is going to be working over the weekend to keep the experimental branch running. Go do something else.

You astonish easily. 

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do you have to physically be at your workplace to restart a server that isn't located there in the first place ? 

dunno maybe someone could type the restart command from home in about 30secs ? 

just askin

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