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DayZ Mod 1.8.4

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The ideal place to post bugs is:
 

https://github.com/DayZMod/DayZ/issues

 
Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Full Download:

Client Files: Released 28/01/2015
Server Files: http://cdn.dayz.nu/latest/1.8.4/@Server-1.8.4-Full.rar

Mission File:http://cdn.dayz.nu/latest/1.8.4/dayz_1337.chernarus.pbo

DB SQL: http://cdn.dayz.nu/latest/1.8.4/SQL-1.8.4.rar

 
Prerequisites:

* [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328)

* [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters)

* [Prerequisites] - Updated to the newest beta using Steam.

 
Changes:
 

- [New] - New Wooden Gates now added and working.

- [New] - Able to gather Stone from rocks.

- [New] - 2 New Tools (pickaxe, sledgeHammer)
- [New] - 1 New Equip item (Lever) other wise known as a handle.

- [New] - Damage Multiplier for Zeds. (dayz_DamageMultiplier, 0 and 1 = Disabled, everything above multipliers the scale damage).

- [New] -  Accidental Murder -  When a hero is wearing the garb of a non-civilian you are taking your life in your own hands, Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb. (Not 100% sure on this but its a community request)

- [New] - Weapon Attachment System.

- [New] - Weapons - Mosin Nagan + Variants, Crossbow Variants

 

- [updated] - Loot Tables add tranquilizer darts for the crossbow. (Tranquiliser_Bolt)

- [updated] - Loot Tables add explosive darts for the crossbow. (Crossbow_EX_Bolt)

- [updated] - Alice Backpack readded

- [updated] - Alice backpack updated [1 X weapon, 18X magazines] (Should fill the gap between the Assault pack)

- [updated] - Global zeds increased to 1k from 300

- [updated] - Zombie attack radius increased back to 3.6 meters. (attack radius if the player is in this radius you will be damaged.)
- [updated] - AI damaged lowered. (Risk vs Reward was to great)
- [updated] - Temperature changes for animation states. (should make your character much colder)

- [updated] - Spawn radius updated to 300 meters up from 200

- [updated] - Infected players can now infect other players at 12 meters up from 8.

- [updated] - Building timeouts for spawning loot Documented change to 15 mins (1.8.3).

- [updated] - Made melee hit impact longer.

- [updated] - Transfusion - Giving bad blood to players no longer refils the blood of the player receiving the blood.

- [updated] - Rest at tents has been fixed and updated. Read Notes for info.

- [updated] - Temperature now lowers/Raises based on different effects.

- [updated] - Added equip_Crossbow_Kit to loot tables

 

- [Fixed] - Blood bagging should now be working correctly, Removed server spam and fixed missing var in 1.8.3. 

- [Fixed] - Oil Barrels Graphic Glitch 1.8.3

- [Fixed] - Duty system updated, Animations should now affect stamina and aiming again. (weapon sway/exhaustion)

- [Fixed] - Watchtower bells ring throughout whole Chernarus!

- [Fixed] - Duplicate action menu for fires.

- [Fixed] - Being hit with a vehicle is no longer risk free.

- [Fixed] - Opening a bag on the ground.

- [Fixed] - Take Magazine from ground.

- [Fixed] - Gather animation loop bug (No animation while gathering confrere leaves) for now

- [Fixed] - Fire Monitor is now active again on fire places.

- [Fixed] - Ai should now be forced into spawning around wrecks.
- [Fixed] - Destroying tents should now have a global fire effect.

- [Fixed] - When you exit a server your returned to lobby not thrown out of game. (BEC has Autokick lobby idlers)

- [Fixed] - zed generation has been updated to fully support Wrecks. This should allow wrecks to always spawn zeds

- [Fixed] - destrtype on fireplace this should stop them blowing up when shot.

- [Fixed] - Login skin change.
- [Fixed] - Rating issue. Should stop vehicles being locked out to players with negative rating.

 

- [Removed] - the default action menu from fire places.

 
DayZ Community Developers:


This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

---------------
Original Author
---------------

* Dean 'Rocket' Hall

Community Dev Project Managers
---------------

* [R4Z0R49] (https://github.com/R4Z0R49)

-------------------------
Current Contributions
-------------------------

These contributors have made many changes, over a fairly long time span, or
for many different parts of the code.
 
* kichilron (https://github.com/kichilron)

* ILoveBeans (https://github.com/ILoveBeans)
 
------------------------
Past Contributions
------------------------

These contributors have made specific changes for a particular bug fix or
feature.
 
* [Dienark7] ( https://github.com/Dienark7)
* [skaronator](https://github.com/Skaronator)
* [ziellos2k](https://github.com/ziellos2k)
* [JoeysLucky22](https://github.com/JoeysLucky22)
* [AlexAFlorov](https://github.com/AlexAFlorov)
* [facoptere](https://github.com/facoptere)
* [icomrade](https://github.com/icomrade)
* [thevisad](https://github.com/thevisad)
* [DDesmond] (https://github.com/ddesmond)
* [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations)
* [Defwen](https://github.com/Defwen) (Czech Translations)
* [[VB]AWOL](https://github.com/vbawol)
* [Paul Tomany](https://github.com/Sequisha)
* [M1lkM8n](https://github.com/M1lkm8n)
* [JST](https://github.com/Cybersam248)
* [NonovUrbizniz](https://github.com/NonovUrbizniz)
* [MattzFiber](https://github.com/MattzFiber)
* [Elvaron](https://github.com/Elvaron)
* [silentspy](https://github.com/Silentspy)
* [EHDSeven](https://github.com/EHDSeven)
* [Tansien](https://github.com/Tansien)
* [wriley](https://github.com/wriley)
* [fred41](https://github.com/fred41)
* [Killzone_kid](https://github.com/Killzonekid)
* [Alex Grosse (Inch)](http://opendayz.net/...bers/inch.1011/)
* [sumrak](http://www.nightstal...en_index_nc.php)
* [f0rt](https://github.com/ashfor03)
* [Ayan4m1](https://github.com/Ayan4m1)
* [Rajko](https://github.com/rajkosto)
* [Venthos](https://github.com/Venthos)
* [VRShiva](https://github.com/VRShiva)
* [DasAttorney](https://github.com/DasAttorney)
* [ddesmond](https://github.com/ddesmond)
* [dayz10k (Harlan)](https://github.com/dayz10k)
* [ingasmeeg](https://github.com/Ingasmeeg)
* [caleywoods](https://github.com/caleywoods)
* [Markolie](https://github.com/Markolie) (Dutch Translations)
* [LordGoF](https://github.com/LordGoF)
* [soapmak3r](https://github.com/soapmak3r) (Background Music)
* [Hangender](https://github.com/hangender)
* Aj (Leadz)
* Ander
* Shauneh

* [JST](https://github.com/Cybersam248)
* [DDesmond] (https://github.com/ddesmond)
* Shinkicker
* Maca
* Andrew
* William
* cyrq (https://github.com/cyrq)
* Illetier (German Translations)

* [AlbyBDPK] (https://github.com/AlbyBDPK)

 

------------------------
Art Work
------------------------


* Alexander (G17 in-combat Icon)
* Des (Gender images & Gui icon's revamp)
* [JoeysLucky22](https://github.com/JoeysLucky22)
* [Elvaron](https://github.com/Elvaron)

 

------------------------
Special thanks.
------------------------


* Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected.
* Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-).
* Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-).
* Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks.
* Special thanks to Shacktac for his incredable work within the Arma 2 community.
* Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch.
* Special thanks to JoeysLucky22 for the awesome art work.
* Special thanks to the Aftermath team for sharing features/models from Atfermath.
* Special thanks to BMRF, TMW, MUSTY for providing test machines before release.
* Special thanks to Lester for providing access to use his addon. MAP Editorupgrade (EU)

 
Contributing
------------


Want to contribute? Or have we missed your name?
Please contact R4Z0R49 on http://dayzmod.com/forums/

 

Quick Install Info:

Full

  • Download Full Client Files and beta files from links above.
  • Navigate to your arma 2 operation arrowhead directory
  • Extract the @Client-1.8.4-Full into your arma 2 operation arrowhead directory and install the newest beta.
  • To start DayZ use a command line string like the below

Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

 

Steam

  • Right click Arma2: DayZ Mod, select properties.
  • When the window pops up go to the "BETAS" tab
  • Now Select 1.8.4 in the drop down box.
  • The files should now should now update
  • Launch as normal
  •  
  • Like 9

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Sorry about the late topic update for the new build i was at work :-(.

 

Hopefully you enjoy.

  • Like 2

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GUT to hear that the 1.8.4 is out!

THX for the supporting the mod.

But as always.. im thinking that you forgot to update the BE filters @ github

im geting this:

picture http://steamcommunity.com/sharedfiles/filedetails/?id=390870369

11.02.2015 18:43:37: Endreu (77.38.222.60:2304) - #0 "PVDZ_playerMedicalSync" = [<NULL-object>,[false,false,false,false,true,false,true,12103.4,[],[0.573,0],0,"A",true,[738.793,977.185,328.509],true]]

yes i downloaded all and updated all files

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Haven't forgotten anything BE filters are updated by server admins. If Faco gets some time he will update on github.

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Ty facoptere  for fast BE filters update!

Edited by endreu

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Not going to review the patch entirely because it's unfair having only played a few hours, but the temperature system could potentially put the last players off of this game. Being part of some good fighting only to have it spoiled all over with everyone in the team getting cold and eventually infected, despite RUNNING non-stop when it is not raining. No need to inform about heatpacks, being indoors, making fires etc. It's not a challenge but a distracting factor that ruins the pvp side. I agree that the system wasn't really working at all in the previous patch, and it would be silly to complain about the idea with temperatures since it has been there since the very beginning. The problem is getting colder and colder even if you are running. Like dehydration and exhaustion isn't already a problem, you are also punished with infections for actually moving around creating chances for player interaction. The more people move in dayz, the more fun the gameplay gets. It's a shame if this is not encouraged. Building campers have none of these problems, maybe we should all revert to camping cherno/elektro.

 

If somebody is camping for a long time, freeze him up, that's a good thing, to force him to do something, but being on the move you should be fine. Standing on a fire or being inside should do the job better, and get you warm faster, fine, but at least running outside should warm you up slowly.

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First bug i ques. cant build no more metal fence. the option just not showing

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So I hate to be a Debbie downer, but the temp issue is a game breaker... Can we please get a 1.8.4.1 hotfix applied right away so the mod isn't killed for good? I don't think it can endure another bout of game breaking glitches like 1.8.3 had.

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I wouldn't be too concerned. I'm confident a hotfix will come and tweak with temperature being more proper but I'm glad to see the temperature actually functioning.

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First bug i ques. cant build no more metal fence. the option just not showing

They have been removed so no bug.

 

 

Warned him too, sadly he could not make it happen in time... So we get this. Believe this is a relatively easy problem to fix value wise though.

No one has stated any issue to fix yet all that's been said is heat generated from running is wrong.   

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Ok I see an issue with movement ill see what I can do to fix. We should be able to show admins how to fix without a hotfix.

  • Like 1

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I wouldn't be too concerned. I'm confident a hotfix will come and tweak with temperature being more proper but I'm glad to see the temperature actually functioning.

Temp worked before, It was mostly a factor at night by the coast or if it was raining. Now it's similar to playing on namalsk without a snowsuit (I'm exaggerating) I agree the temp system needed to be updated but why over rotate on addressing the issue?

It should be used to prevent campers much like wild spawning zed were suppose to do (which never made it in) now you'll freeze while running full sprint which doesn't seem right.

I hope it's fixed soon cause all the other items and features in this version are awesome.

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Lol cant win at all. Fix a broken system that didn't work 99% of the time and everyone moans.

If you look at debug info your talking .0somthing differences not flat out instant cold.

But as ive said there is an issue with movement its lower then standing

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How is the rest of the temperature system? Now we know why moving is lower then it should be.

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How is the rest of the temperature system? Now we know why moving is lower then it should be.

Working as intended I'd say. It's definitely a lot better than before

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Lol cant win at all.

 

well that's taking it to the extreme. I said the rest of this patch is awesome but tbh i'm a little perplexed on how a system gets added that was not tested more thoroughly to stable. I literally jumped in the game ran from gorka to grishino and was freezing before I even got there (it wasn't raining and was sunny out)

 

you're doing a great job, keep it up. I'm just a little frustrated as a player as this is pretty game breaking and everyone in sidechat is complaining about it.

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You guys are testing it. We will fix the issues you tell us are a problem.

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I agree, the new temp system is working great except for movement not keeping you warm.  Unfortunately I also agree with the sentiment that this bug, if not fixed ASAP, could be the death blow to the mod.  Population has been dwindling on popular servers, and this bug really is a game breaker (I know that term is thrown around a lot...but it seriously does prevent you from being able to do something as simple as running from one town to the next without getting cold enough to get infected).

 

That issue aside, the new patch is FANTASTIC!  The new 300m zed spawn radius is a game changer!  Didn't think it would affect it that much but I was wrong.  Zombies are already spread out around the town by the time you walk up.  If there's any trees or hills obstructing your view of a town it can be extremely difficult to predict whether or not another player is in the area from the zombie presence.

 

Blood bagging is fixed!!  YAY!!!

 

Exhaustion (and gun sway) seems to take too long to recover (about 45 seconds like in 1.8.1), but you do NOT get exhausted very easily like you did in 1.8.1 which is right.  You have to actually jog a fair distance, sprint, or jump to get exhausted which is how it should be, so that is definitely fixed.  The 45 second time to recover seems harsh though.  Back in 1.7 and earlier days it would only take about 15 seconds or so to recover from exhaustion.

 

I do have to critique zombie speed and hit range again though.  I can literally jog backwards away from zombies in a straight line and they will never hit me.  They behave the same way they did back in 1.8.2 (35sec in you'll see me running backwards without being hit).  Unfortunately I feel that zombies will never be a real antagonist as long as you can simply press "w" and never get receive any damage.  Still craving the 1.8.1 experience where you actually had to avoid aggroing, because multiple zombies could chase you down, hit you, and knock you over.

 

All in all, aside from the temp issue, it's an awesome patch from what I've been able to test.  Can't wait to find a mosin and find tranq darts for a crossbow!!!   :D

  • Like 2

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Going to see if can push a hotfix soon as I'm home tonight. If not ill have to do a mission side fix.

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For server admins who cant wait

https://github.com/DayZMod/DayZ/blob/Development/SQF/dayz_code/compile/fn_temperatur.sqf.

Edit the variable at the top for moving should be 2 change to 6.3.

Copy this file and add it into your mission folder.

https://github.com/DayZMod/DayZ/blob/Development/SQF/dayz_code/init/compiles.sqf

Now from this url copy player_temp_calculation

And add it into the init.sqf make sure to edit the path.

Sorry on phone cant really do much.

  • Like 1

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Can someone confirm this fix is working plz.

I'll check zed ranges tonight make sure I haven't missed anything.

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