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koffeekage

Interim Exp.

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A side bar for Experimental community discussion. Coordinate fault isolation. Share tips. Bitches Gripes Complaints. Be respectful but keep thick skin, if you need a hurt feelings report it will be provided.

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I spent most of yesterday at one of the new checkpoints. The bug still seems to be there when I made rags without room in my inventory the rags would stay for hours (forever) in the spawn point of the items. I'm assuming this is the same as the ammo box paper plugging spawn points at tents. 

I ventured our and ended up off the end of the runway at nwaf so u scoped eight to ten infected, I disconnected and logged back in to two with the others slowly spawning back in. Repeated this three times. They need to add a despawn delay for random disconnects and the fact that if I do that and the don't despawn I know someone is there. 

Has two friendly encounters one was starving art going to meet emuthreat, the other was just a random who also wasn't looking for trouble. Told him where my stash of crap from the tents was from trying to loot cycle before I scurried off to watch him with my binoculars. 

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I was on last night for a little while. Noticed an issue when switching between my axe (on ground), flare, and fire materials. Eventually I could no longer pick up the axe and had to leave it. Additionally, noticed an issue with items in the oil drum going to zero quantity. Does anyone know if these bugs have been reported? Overall it was a good experience, playing around in one town to gather gear and see if I can find any bugs to report ;-) Oh, also noticed purple color where there should be textures, debris, just a solid purple. My graphics settings were very low because I was running on the laptop but I am not sure if that should matter or if this has been reported. If not I can collect some information and submit tonight.

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9 minutes ago, ShallowTech said:

Noticed an issue when switching between my axe (on ground), flare, and fire materials. Eventually I could no longer pick up the axe and had to leave it.

Sounds like it might be bugged hands, that has to do with client/server sync I believe (your client says you have the axe but the server disagrees). Try using g to throw to empty your hands and then try again.  Also try animations like F1, F2 etc, that used to help clear your hands sometimes.  Those purple and blue textures around leaf piles and debris piles have been reported but if you're seeing them elsewhere then it's probably worth reporting.  I've also seen some bright blue-ish flashing in tree stumps until I get closer and then they render properly

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Gary thanks for the info. I have noticed the tree trunks as well. I will do some screenshots tonight and upload some files. Either way they can just merge the ticket if there is one already open.

Overall it was a fun night though, just wish I had some friends that would get on :-).

I remember it vividly... I awoke on the beach, my head dizzy and vision blurry and greyed, trying to focus on what was around me. Once I was able to see, it appears that I washed up on the coast and noticed structures off to my right. To find out where I was, I had to venture into the small town and search for anything that could help me survive. Maybe find another survivor. As I moved I realized how hungry I was, I do not know how long I was out or what had happened but I know I had to move off the coast before something found me. I was making my way through the first house, finding nothing useful. As I exited the building I was surprised by a man, he was holding a gun. We stopped briefly and looked at each other. I did not recognize him; he was rough with the look of death on his face. "Just keep moving" he said in a harsh voice. Who was I to argue, after all he was the one holding the gun. I didn't hesitate, knowing that he could kill me at any moment as long as he had the ammo. So I ran, looking back I could see the man as he pointed his gun at me and he watched me until I could no longer see him. Unsure of where I was, I headed up a dirt road into the mountains. In the distance there was a barn.

As I approached the barn I found a pile of rocks. Searching the rocks to find two that I could use to make a crude knife, remembering my survival class... that stupid class I took before everything fell apart. With the stone knife in my hand I went into the barn to look for anything to eat. The barn was dark with a very unpleasant smell, putrid, rotting, like a bloated dead animal that has been sitting in the sun. The type of stench that would have made me vomit in the past. I knew that one was near, clinching the rock I made my way through the barn. In a dark corner I could see the shadow of it, I wanted to run but I knew that I need to find food and the only way to search the barn was to kill it...

 

Just a bit of fun... obviously not a writer :-)

Edited by ShallowTech

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The infected are a major problem for the devs atm. They are destabilizing the fight. Meaning that when you attack, they drive right into you, and continue to do so until your hit.

Not including the infected, push but the actual slap-hit they do, keeps causing the hit collision to bounce off of you and slide to the right or left.

The way it is suppose to be intended is, collision detection you hit, they hit but are unable to float through you or around you. If you dodge or parry a blow, it only should cancel out their attacks.

Right now when the fight happens, they slide right off of you and keep hitting with massive blows that you never saw. The speed is insane.

Honestly guys? we need to stop right here, and allow the devs to complete the character animation, controller asap. Once that is finished we may have less issues in that department.

So right now, as we are set back two dev builds, unless updated again. We have the infected pushing you into walls, or through. You can move right to left in hopes you can keep punching while they take the blow, moving after each hit to avoid that push. However it is very critical they repair the character animation, and maybe port some of those features to the infected. We need that character controller fixed asap, as it may solve many of the key problems faced with infected and character UI delays, animations, and full controller abilities.

Most people say, the collision detection engine is one of the most important things in any MMO, Sandbox if not the most important feature. If it involves replacing the character controller prior, i say lets let them.

We really need people to back the fuck off in Exp build threads, and let these devs complete the task, things would go along much smoother if we could be asked to test key features for them. However with the fight since the beginning we are no longer asked, or told what to do, but just placed some info. I am happy Brian Hicks is posting information for us "real" testers to post on.

What can happen is very destabilizing to the code, when a push, happens like this pushing you through the environment before everything has been coded to handle the collision pathing etc... it can cause map glitches, unresponsive loops etc.. all kinds of horrible things for coders to deal with. When we had this issue with MMO's we had to beg the devs to stop the collision push by melee against a MOB into the walls. It would cause all kinds of issues, no HP loss, no rewards, everything and anything could be canceled out. The push was removed, and it was much easier to control the fight.

This alone you could spend a year at developing a perfect engine.

Thanks all

 

Edited by sneakydude

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... Sneakydude, are the devs not asking for feedback? Plus, this is just a thread to chat about the exp. build... why so serious! :-)

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1 hour ago, ShallowTech said:

... Sneakydude, are the devs not asking for feedback? Plus, this is just a thread to chat about the exp. build... why so serious! :-)

Well it is serious business when it can mean the difference between 6months and 1 year setbacks.

But my opinion is towards the setback players (wieners, whiners), not you guys. Keep posting good stuff. I strongly believe that once the character controller is live, we will see much better results with desyncs, and quality patches.

 

 

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Whiners gonna whine, look at No Mans Sky. The whiners willed that game to release probably a year too soon, then whined when it was garbage. I don't want to live in a world where there aren't any rotten Kiwis. So we will be patient and have an experience unlike any other in the fully realized DayZ.

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5 minutes ago, koffeekage said:

Whats left for .61 EXP?

A few bugs and the reinsertion of vehicles.

Only two bugs I know of are the 'Black-Face' one and the Status modifier freeze. The rest of .61 looks pretty good. 

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it would be nice to hear the new audio tech applied to vehicles. Apparently the server positioal authority was developed in part to allow vehicles and passengers to play nice. I am concerned that they will be held off until beta.

5 minutes ago, Espa said:

 

 

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12 minutes ago, koffeekage said:

Whats left for .61 EXP?

dayz-little-bird-new-photos-2.jpg

lol

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