r4z0r49 4761 Posted March 2, 2015 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: http://se1.dayz.nu/latest/.Development/@Client-Dev-20a57cf-Full.rarServer Files: http://se1.dayz.nu/latest/.Development/@Server-Dev-20a57cf-Full.rarMission File: http://se1.dayz.nu/latest/.Development/dayz_1337.chernarus.pboDB SQL: http://se1.dayz.nu/l...1/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. Notes* [server-Admins] - Make sure to remove the temporary mission file we don't wont the old temp system overriding the new one. Changes:[updated] - Czech stringtables.[updated] - Player temperature - Changed sun to +3, Changed rain to -2.5, changed Moving to +2.1. (added in vehicle check to water).[updated] - MatchBox system reset back to 1.8.2. [Fixed] - Traps have now been rolled back to 1.8.2. [Fixed] - Sandbags, Hedgehogs, Wire can now be built on roads.[Fixed] - Gate break in action is now shown to everyone but the owner of the gate.[Fixed] - Journal entry for the new temperature disable system.[Fixed] - Identified an out of memory issue caused by private scoped items trying to spawn. (Root cause identified Thanks to the ppl involved.)[Fixed] - Quick fix to resolve players using an exploit to enter base's. Add report to admin also. Contributing------------Want to contribute? Or have we missed your name?Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info:FullDownload Full Client Files.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-Dev-20a57cf-Full into your arma 2 operation arrowhead directory.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus SteamRight click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select Development! - public dev branch in the drop down box.The files should now should now updateLaunch as normal Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 3, 2015 New development branch is now live 2 Share this post Link to post Share on other sites
Skydive (DayZ) 71 Posted March 4, 2015 My development server is up and running with the dev branch. Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 4, 2015 Please note Admins there is an error within the map init.sqf line 27 should needs to be changedfromdayz_maxGlobalZeds = 500: todayz_maxGlobalZeds = 500; Share this post Link to post Share on other sites
endreu 25 Posted March 5, 2015 ty for info, updatedhere one of my server too if interesting Share this post Link to post Share on other sites
Detoeni (DayZ) 6 Posted March 6, 2015 anyone seen an matches spawn on the dev branch? I've not seen any yet. Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 6, 2015 Matches have gone from 5 different loot spawns to just 1 lowering the spawn chance. Share this post Link to post Share on other sites
vinyljunkie 165 Posted March 6, 2015 Hey all, we've set up a test as well. 93.190.137.3:2312 Share this post Link to post Share on other sites
dayz_geek 1 Posted March 7, 2015 Matches have gone from 5 different loot spawns to just 1 lowering the spawn chance.omg, sorry but isn't it went too far. i mean we cant fill our hungry and thirst using can food and drinks anyomore. also this new temp thing. i think it became too much hardcore isnt it? also you can't find any whicle parts in industrial places , because only wooden planks spawn. maybe this game became orientated to experienced players only cause new ones cant play it anymore. Share this post Link to post Share on other sites
kichilron 8550 Posted March 7, 2015 omg, sorry but isn't it went too far. i mean we cant fill our hungry and thirst using can food and drinks anyomore. also this new temp thing. i think it became too much hardcore isnt it? also you can't find any whicle parts in industrial places , because only wooden planks spawn. maybe this game became orientated to experienced players only cause new ones cant play it anymore. You do realise that this is a dev-branch, right? If you bring forth constructive criticism, expect it to change. That's what this is for. Not your ranting. Share this post Link to post Share on other sites
vinyljunkie 165 Posted March 7, 2015 omg, sorry but isn't it went too far. i mean we cant fill our hungry and thirst using can food and drinks anyomore. also this new temp thing. i think it became too much hardcore isnt it? also you can't find any whicle parts in industrial places , because only wooden planks spawn. maybe this game became orientated to experienced players only cause new ones cant play it anymore. Also, the matchboxes you find now contains more matches than just 5. Just like in 1.8.2 Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 7, 2015 omg, sorry but isn't it went too far. i mean we cant fill our hungry and thirst using can food and drinks anyomore. also this new temp thing. i think it became too much hardcore isnt it? also you can't find any whicle parts in industrial places , because only wooden planks spawn. maybe this game became orientated to experienced players only cause new ones cant play it anymore. This change wont be staying its just how it is in the dev branch i removed all the other matches and only added the old type back keeping the same value for the chance. This will have to change as you pointed out the need for fire has become alot higher with the temperature system being brought into the mix now.However as vinyljunkie mentioned the matches box's contain more now so lets see how it plays out you may find you don't need them to be higher. Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 8, 2015 No feed back im guessing everything is working as it should be. Share this post Link to post Share on other sites
TIC 1050 Posted March 9, 2015 No feed back im guessing everything is working as it should be.Seems fine to me :) Share this post Link to post Share on other sites
endreu 25 Posted March 9, 2015 Sorry got hard working..em now il will test 2 thingFirst, stil geting a game crash near my own build base (~35-50 meters from it) After entering game im with the binocular in hands(!)2-nd in 1.8.4 can't build @ castle will test now(30 minuts to ride) Share this post Link to post Share on other sites
endreu 25 Posted March 9, 2015 Em.. same thing, can't build on castle even on this version as well :(rest i ques is all ok Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 9, 2015 You need to clear your db of all _base classnames.Not sure anything has been mentioned about castles. So no idea what your talking about on that. Share this post Link to post Share on other sites
endreu 25 Posted March 9, 2015 here the picture of it (i can see only disable build) http://steamcommunity.com/sharedfiles/filedetails/?id=405296050+ AH6X_DZ not spawning at all (is it baned?) Share this post Link to post Share on other sites
vinyljunkie 165 Posted March 9, 2015 (edited) You need to clear your db of all _base classnames. So I've did this on our test server (running the dev branch) and bases still appear and it all seems fine.Should I do the same thing on our live 1.8.4.1 server? I have added this "fix" to the live server_functions.sqf but still have problems with disconnects.check_publishobject = { private ["_saveObject","_allowed","_allowedObjects","_object","_playername"]; _badObjects = ["WoodenFence_base","MetalFence_base"]; _object = _this select 0; _playername = _this select 1; _allowed = false;#ifdef OBJECT_DEBUG diag_log format ["DEBUG: Checking if Object: %1 is allowed, published by %2", _object, _playername];#endif if ((typeOf _object) in DayZ_SafeObjects) then { _saveObject = "DayZ_SafeObjects"; _allowed = true; }; if ((typeOf _object) in _badObjects) then { deleteVehicle _object; }; //Buildings if (_object iskindof "DZ_buildables") then { _saveObject = "DZ_buildables"; _allowed = true; };Will removing _base objects from the database and running this fix be enough to avoid the disconnects that occur related to the _base objects? Thanks! Edited March 9, 2015 by vinyljunkie Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 9, 2015 here the picture of it (i can see only disable build) http://steamcommunity.com/sharedfiles/filedetails/?id=405296050+ AH6X_DZ not spawning at all (is it baned?) Your building to close to other items or the slope is too much for the item to be built. Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 9, 2015 So I've did this on our test server (running the dev branch) and bases still appear and it all seems fine.Should I do the same thing on our live 1.8.4.1 server? I have added this "fix" to the live server_functions.sqf but still have problems with disconnects.check_publishobject = { private ["_saveObject","_allowed","_allowedObjects","_object","_playername"]; _badObjects = ["WoodenFence_base","MetalFence_base"]; _object = _this select 0; _playername = _this select 1; _allowed = false;#ifdef OBJECT_DEBUG diag_log format ["DEBUG: Checking if Object: %1 is allowed, published by %2", _object, _playername];#endif if ((typeOf _object) in DayZ_SafeObjects) then { _saveObject = "DayZ_SafeObjects"; _allowed = true; }; if ((typeOf _object) in _badObjects) then { deleteVehicle _object; }; //Buildings if (_object iskindof "DZ_buildables") then { _saveObject = "DZ_buildables"; _allowed = true; };Will removing _base objects from the database and running this fix be enough to avoid the disconnects that occur related to the _base objects? Thanks! this is an issue with the dismantle script in 1.8.3/1.8.4.1 so you can remove from the db but they will reappear until this dev build is released it should then stop happening. If everything is working correct. The above snippet will stop them from appearing in your 1.8.4.1 and hopefully stop the crash issue. 1 Share this post Link to post Share on other sites
vinyljunkie 165 Posted March 9, 2015 this is an issue with the dismantle script in 1.8.3/1.8.4.1 so you can remove from the db but they will reappear until this dev build is released it should then stop happening. If everything is working correct. The above snippet will stop them from appearing in your 1.8.4.1 and hopefully stop the crash issue. Thank you. Share this post Link to post Share on other sites
LukeThero 7 Posted March 10, 2015 Not sure about this, I have not gotten around to testing the dev branch. In the changelog it talks about small buildables like the hedgehogs and shit being able to be built on roads, but are walls able to be placed on them? Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 10, 2015 Hedgehogs,sandbags,wire are placed items fence's are built into the ground so nope we don't allow walls in roads same as we don't allow tents on roads. But to be fair theirs no reason we need to have roads locked down like they are hence the reason i've pulled the place-able's from the road list. I'll end up remove that limit all together at some point if i ever get any free time to do anything on the mod. Share this post Link to post Share on other sites
r4z0r49 4761 Posted March 15, 2015 Should we push this to stable? 1 Share this post Link to post Share on other sites