Jump to content
Greensek

Stable Update 1.06

Recommended Posts

Yesterday I stoped to play and I don’t think that I will enter again since they fix it. The game right now is unplayable. I died entering in the base for 2 different bugs, one when you open a door with barbed wire you can past but you get injured by the invisible barbe wire that still in the way of the open door and other bug that when you got damage by barbed wire the damage still with you even if you are far away of the barbed wire. 

And this is only one example, in this version the inventory don’t work, you can’t be sure about what item you hold in your hands, the wolf don’t attack zombies, the zombies and wolf can go through walls, the performance of the server are really bad, you see the others survivor jumping and tele-transport (even I show a ghost of a guy that was inside of one room for a second and disappear in form of my eyes, and and later I saw him out for the window) when you drop thing the floor it swallow... more and more bugs, in any version this is going worst. 

Share this post


Link to post
Share on other sites
13 hours ago, IMT said:

It is their engine, shouldn't that make it easier to fix bugs, since you know, they made it? Also I wouldn't call it a "highly complex quantum engine". They can't even do a lot of stuff right because of it and it also prevents certain features making it into the game. Think they were better off with Unity or Unreal Engine.

SCUM runs on Unreal Engine it's not their own engine if you mean that... and Unreal Engine is far easier then Bohemia's Engine...everybody knows that

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, kampa120 said:

Yesterday I stoped to play and I don’t think that I will enter again since they fix it. The game right now is unplayable. I died entering in the base for 2 different bugs, one when you open a door with barbed wire you can past but you get injured by the invisible barbe wire that still in the way of the open door and other bug that when you got damage by barbed wire the damage still with you even if you are far away of the barbed wire. 

Happened to me too.

I entered my base with a car, once passed through the gate I started to get hit by the barbed wire until I died. Couldn't even exit the vehicle while I got hit.

After respawn, I came back to my base and unmounted the barbed wire from the fence. 

Then, I mounted it back on a watchtower, I hit it once, and kept receiving damage until death, again.

This happened on 1.05, by the way.

Edited by Tarkules
  • Beans 1

Share this post


Link to post
Share on other sites

I saw those patch notes and can suggest that you dont have a specialist that can fix technical bugs. All of the changes are purely cosmetic. Really ? damaged texture of googles ? There are a lot of destructive and critical bugs which not allow us to play normally. Such as : issue with stuck magazine in weapon, desync, items stuck in hand, crashes and more.I can't drive a car, absolutely can't because i'm getting a freeze in 5 seconds or a desync, car will be destroyed in this case. You have promised that you will concentrate on critical bugs but if we look at the patch notes you don't do it. Seems like game is being in lite support, and that's all. How much time do you need to fix weapon position on player's model? One year, two years ?

  • Like 3

Share this post


Link to post
Share on other sites
44 minutes ago, Banschey said:

I saw those patch notes and can suggest that you dont have a specialist that can fix technical bugs. All of the changes are purely cosmetic. Really ? damaged texture of googles ? There are a lot of destructive and critical bugs which not allow us to play normally. Such as : issue with stuck magazine in weapon, desync, items stuck in hand, crashes and more.I can't drive a car, absolutely can't because i'm getting a freeze in 5 seconds or a desync, car will be destroyed in this case. You have promised that you will concentrate on critical bugs but if we look at the patch notes you don't do it. Seems like game is being in lite support, and that's all. How much time do you need to fix weapon position on player's model? One year, two years ?

Complete true, if you want to play you need be with other guy just to ask if I m have a weapon in the hands and if the weapon is flying or in the right position and see if you can see other players without lag before you have a fight against others. Right now the game is worse of an alpha 

Share this post


Link to post
Share on other sites
9 hours ago, KajMak64Bit2 said:

SCUM runs on Unreal Engine it's not their own engine if you mean that... and Unreal Engine is far easier then Bohemia's Engine...everybody knows that

I'm talking about the Enfusion engine. It's their own engine so they should know it in and out. The developers of SCUM use Unreal Engine, which is not their own engine. It means that it would be easier for Bohemia to work with their engine than to work with the Unreal Engine for the developers of SCUM. If it isn't, then there is something fundamentally wrong with the Enfusion engine.

  • Thanks 1
  • Beans 2

Share this post


Link to post
Share on other sites
6 hours ago, IMT said:

I'm talking about the Enfusion engine. It's their own engine so they should know it in and out. The developers of SCUM use Unreal Engine, which is not their own engine. It means that it would be easier for Bohemia to work with their engine than to work with the Unreal Engine for the developers of SCUM. If it isn't, then there is something fundamentally wrong with the Enfusion engine.

Enfusion is young though, likely the toolset isn't fully developed making it hard to work with. 

Enfusion also has some pretty unattractive limitations when it comes to lighting. Especially interior lighting is, to be perfectly honest, awfully bad. Interiors have a set light value depending on the outside light, there is no dynamic interaction with open/shut doors etc so e.g. bunkers are bright as day even with the doors shut. You get some pretty god rays and shadows through windows when sun/moon is low, but the light level is not affected.

Also, at night they can't let moonlight provide enough illumination, because there is no way to control the amount of illumination depending on moon phase, position and weather.

These are serious limitations in a brand new engine supposed to be the future of the company. I very much hope they are not happy with it that way, so future versions will improve.

If I understand right Unreal on the other hand simply can't handle maps the size of Chernarus, so it is a no-go for DayZ. Remember, PUBG has had some pretty nasty performance problems and that game has no AI and no persistence. Plus movement in PUBG and all other Unreal games looks and feels very stiff and unnatural compared to DayZ. 1PP in PUBG feels like you're flying a drone, not running.

As far as engines go, I would have loved to see DayZ in the engine of GTA/RDRD2...

Edited by Derleth
  • Beans 1

Share this post


Link to post
Share on other sites
35 minutes ago, Derleth said:

Enfusion is young though, likely the toolset isn't fully developed making it hard to work with. 

Enfusion also has some pretty unattractive limitations when it comes to lighting. Especially interior lighting is, to be perfectly honest, awfully bad. Interiors have a set light value depending on the outside light, there is no dynamic interaction with open/shut doors etc so e.g. bunkers are bright as day even with the doors shut. You get some pretty god rays and shadows through windows when sun/moon is low, but the light level is not affected.

Also, at night they can't let moonlight provide enough illumination, because there is no way to control the amount of illumination depending on moon phase, position and weather.

These are serious limitations in a brand new engine supposed to be the future of the company. I very much hope they are not happy with it that way, so future versions will improve.

The way that the updates are working I don’t think that Bohemia has a high quality standard. If the players don’t die because of the interior light it is fine for them, well even if a player could die because of the interior light while the server  don’t crash will be enough for a stable update. 
 

I will like try to write more constructive post like you do but I lost almost all my hope, I can’t imagine things like better interior light when the game is so broken like is right now. I don’t care if they add more content like helicopters or others if later the basic mechanics of the game don’t work like must be or in a game that have permanent death you can died easier for a bug that for anything else. 
 

Trying to imagine a better game the first thing that be less bugs, the second movement of players with inertia, third like you say the interior light and finally an improvement of the ia (or at least that wolves and bears attack zombies)

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Derleth said:

Enfusion is young though, likely the toolset isn't fully developed making it hard to work with. 

Enfusion also has some pretty unattractive limitations when it comes to lighting. Especially interior lighting is, to be perfectly honest, awfully bad. Interiors have a set light value depending on the outside light, there is no dynamic interaction with open/shut doors etc so e.g. bunkers are bright as day even with the doors shut. You get some pretty god rays and shadows through windows when sun/moon is low, but the light level is not affected.

Also, at night they can't let moonlight provide enough illumination, because there is no way to control the amount of illumination depending on moon phase, position and weather.

These are serious limitations in a brand new engine supposed to be the future of the company. I very much hope they are not happy with it that way, so future versions will improve.

If I understand right Unreal on the other hand simply can't handle maps the size of Chernarus, so it is a no-go for DayZ. Remember, PUBG has had some pretty nasty performance problems and that game has no AI and no persistence. Plus movement in PUBG and all other Unreal games looks and feels very stiff and unnatural compared to DayZ. 1PP in PUBG feels like you're flying a drone, not running.

As far as engines go, I would have loved to see DayZ in the engine of GTA/RDRD2...

yea i noticed the interior lighting is poo poo... compared to ArmA 3's Interior lighting looking like some super realistic pre rendered Unreal Engine 4 RTX demo lol but as you said... Enfusion is still young... it will be updated heavily.... better graphics... better perfomance.. 
why would you want to see DayZ in the engine of GTA/RDR2 ... you want your game to not run and if it does to run at 15 fps xD altho yes it's cool.. the graphics are nice... but that engine can't handle what DayZ is... or wants to be... an MMO perhaps if DayZ ever gets a singleplayer story/campaign... maybe that would be cool on RDR2 engine... but yeah... it's Rockstar Engine so nobody can use it except them i think. 

also the night sky and night light... moon light... what ever... was apparently removed due to perfomance issues... maybe they will be reintroduced at some point hopefully next year

Share this post


Link to post
Share on other sites
1 hour ago, Derleth said:

Enfusion also has some pretty unattractive limitations when it comes to lighting. Especially interior lighting is, to be perfectly honest, awfully bad. Interiors have a set light value depending on the outside light, there is no dynamic interaction with open/shut doors etc so e.g. bunkers are bright as day even with the doors shut. You get some pretty god rays and shadows through windows when sun/moon is low, but the light level is not affected.

Also, at night they can't let moonlight provide enough illumination, because there is no way to control the amount of illumination depending on moon phase, position and weather.

These are serious limitations in a brand new engine supposed to be the future of the company. I very much hope they are not happy with it that way, so future versions will improve.

Remember that DayZ is a hybrid between Enfusion and the RV engine. A first real showcase of Enfusion and its capabilities will probably be Arma 4.

  • Haha 1

Share this post


Link to post
Share on other sites
1 minute ago, amadieus said:

Remember that DayZ is a hybrid between Enfusion and the RV engine. A first real showcase of Enfusion and its capabilities will probably be Arma 4.

These are all conscious choices by the dev team and if the game suffers for it, it's not an excuse. To this date they have not cleared the basic bugs from the RV engine and what is worse, in this update they are coming back more than usual. They really should be open what is going on in the background and address all of this regularly. 

Share this post


Link to post
Share on other sites
3 hours ago, William Sternritter said:

These are all conscious choices by the dev team and if the game suffers for it, it's not an excuse. To this date they have not cleared the basic bugs from the RV engine and what is worse, in this update they are coming back more than usual. They really should be open what is going on in the background and address all of this regularly. 

I agree that the state of the game is not what I wished for either. But I doubt that either staying on RV or changing 100% to Enfusion would be the way to to. Either way, I was talking more about the graphical capabilities such as lightning of the Enfusion engine. Sumrak has mentioned before that Chernarus was made on RV and therefore modern lighting techniques would be impossible.

Share this post


Link to post
Share on other sites
44 minutes ago, amadieus said:

I agree that the state of the game is not what I wished for either. But I doubt that either staying on RV or changing 100% to Enfusion would be the way to to. Either way, I was talking more about the graphical capabilities such as lightning of the Enfusion engine. Sumrak has mentioned before that Chernarus was made on RV and therefore modern lighting techniques would be impossible.

Yes, but this also brings us back to why not go Enfusion all the way? I don't remember if it was ever properly explained why this route was chosen, but the result clearly is that now DayZ suffers for it a lot. All it took was implementing the anti brightness filter and lighting went straight down the toilet. I do not necessarily mind that we don't get the newest lighting techniques, though it would be nice for sure, but at least don't screw the stuff that worked well. Also the personal night light and all that, overall it looks even worse than it used to, like a game from late 90's actually, yet people are supposed to buy it today.

Edited by William Sternritter

Share this post


Link to post
Share on other sites
On 12/10/2019 at 8:32 AM, Derleth said:

....Especially interior lighting is, to be perfectly honest, awfully bad. Interiors have a set light value depending on the outside light, there is no dynamic interaction with open/shut doors etc so e.g. bunkers are bright as day even with the doors shut. You get some pretty god rays and shadows through windows when sun/moon is low, but the light level is not affected....

Can you please give an example where such feature available because I am pretty sure what you want will come with the ray tracing.

Once we have the ray tracing we can start to worry how the AI will work. For example is it going to spot you in a dark corner?

Share this post


Link to post
Share on other sites
1 hour ago, eriktrak said:

Can you please give an example where such feature available because I am pretty sure what you want will come with the ray tracing.

Once we have the ray tracing we can start to worry how the AI will work. For example is it going to spot you in a dark corner?

Been looking around a bit, and while interior lighting can certainly be made to look much better all engines come with inherent limitations and dynamically lighting interiors, solely in relation to outside light sources (sun/moon), is not something supported out of the box. You need to apply some clever tricks to get it right, and in an open world game like DayZ, with maps the size of Chernarus with thousands of buildings, it is simply not doable to individually tweak the lighting in every building. Rockstar have done that in GTA, but they have resources on a level where BI can't compete...

Hopefully they will at least get around to improve general indoor lighting (needs to be overall darker with more contrast between spaces close or far from windows) and tweak buildings where the lighting is completely wrong, such as bunkers or the base of the Green Mountain radio mast (those have no windows yet the light level follows the time of day.) Basically, any room/location that lacks windows needs to bee light mapped so the state of doors affect the lighting.

And, again, get rid of the damn personal night light that makes the walls glow!

Share this post


Link to post
Share on other sites

Hello Survivors, 

 

We just released some tweaks and fixes for the current 1.06 update.

Below you can find all the details:

 

GAME Update 1.06.152858 (12.12.2019)

GAME

FIXED

  • Fixed: Swapping within cargo
  • Fixed: The right side far resolution LODs of the Gunter 2 were only changing their color when damaged
  • Fixed: Items would not attach to the correct attachment slot during base building
  • Fixed: Base building/cars dragging attachments
  • Fixed: Movement inputs would be obstructed while using radial menus
  • Fixed: The boletus mushroom would spawn with a wrong rotation
  • Fixed: When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air
  • Fixed: A server error when picking up items
  • Fixed: Two exploits that could break the character animations
  • Fixed: Head of the character was not healing from damage
  • Fixed: Base building items would be assigned to the wrong slot

TWEAKED

  • Tweaked: Fireplace fuel consumption lowered (doubled the burning time)
  • Tweaked: Increased the damage dealt by 9x39 projectile
  • Tweaked: Increased the damage from projectiles to the zombie head (damage zone)

SERVER

  • Tweaked: Updated the offline database

Information added to the first post.

 

Thank you, 

Greensek

Share this post


Link to post
Share on other sites

Could I make a suggestion? Yes?

When holding an item in the hands  that was in the players inventory, currently the former inventory slots are reserved/blanked out; would it be possible to make it so that double clicking this reserved space puts the item back into the inventory? When you have some bags/cases in your inv and are not sure what's inside them, this would make swapping so much easier. Thanks in advance.

Share this post


Link to post
Share on other sites
15 minutes ago, Greensek said:

Hello Survivors, 

 

We just released some tweaks and fixes for the current 1.06 update.

Below you can find all the details:

 

GAME Update 1.06.152858 (12.12.2019)

GAME

FIXED

  • Fixed: Swapping within cargo
  • Fixed: The right side far resolution LODs of the Gunter 2 were only changing their color when damaged
  • Fixed: Items would not attach to the correct attachment slot during base building
  • Fixed: Base building/cars dragging attachments
  • Fixed: Movement inputs would be obstructed while using radial menus
  • Fixed: The boletus mushroom would spawn with a wrong rotation
  • Fixed: When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air
  • Fixed: A server error when picking up items
  • Fixed: Two exploits that could break the character animations
  • Fixed: Head of the character was not healing from damage
  • Fixed: Base building items would be assigned to the wrong slot

TWEAKED

  • Tweaked: Fireplace fuel consumption lowered (doubled the burning time)
  • Tweaked: Increased the damage dealt by 9x39 projectile
  • Tweaked: Increased the damage from projectiles to the zombie head (damage zone)

SERVER

  • Tweaked: Updated the offline database

Information added to the first post.

 

Thank you, 

Greensek

Sounds good to me! I was getting tired of higher caliber rounds of ammunition being fired at a zombies head and absorbing 2- 3 rounds before going down.

Share this post


Link to post
Share on other sites
27 minutes ago, NoPOW said:

Could I make a suggestion? Yes?

When holding an item in the hands  that was in the players inventory, currently the former inventory slots are reserved/blanked out; would it be possible to make it so that double clicking this reserved space puts the item back into the inventory? When you have some bags/cases in your inv and are not sure what's inside them, this would make swapping so much easier. Thanks in advance.

Double click the item itself and it goes back to its reserved slot. Right click the reserved slot to clear it.

Share this post


Link to post
Share on other sites
10 minutes ago, Derleth said:

Double click the item itself and it goes back to its reserved slot. Right click the reserved slot to clear it.

I know. What I'm suggesting is adding the possibility of swapping without moving the cursor.

Share this post


Link to post
Share on other sites
18 minutes ago, NoPOW said:

I know. What I'm suggesting is adding the possibility of swapping without moving the cursor.

Fair enough, would be a nice addition

  • Beans 1

Share this post


Link to post
Share on other sites
2 hours ago, Greensek said:

Hello Survivors, 

 

We just released some tweaks and fixes for the current 1.06 update.

Below you can find all the details:

 

GAME Update 1.06.152858 (12.12.2019)

GAME

FIXED

  • Fixed: Swapping within cargo
  • Fixed: The right side far resolution LODs of the Gunter 2 were only changing their color when damaged
  • Fixed: Items would not attach to the correct attachment slot during base building
  • Fixed: Base building/cars dragging attachments
  • Fixed: Movement inputs would be obstructed while using radial menus
  • Fixed: The boletus mushroom would spawn with a wrong rotation
  • Fixed: When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air
  • Fixed: A server error when picking up items
  • Fixed: Two exploits that could break the character animations
  • Fixed: Head of the character was not healing from damage
  • Fixed: Base building items would be assigned to the wrong slot

TWEAKED

  • Tweaked: Fireplace fuel consumption lowered (doubled the burning time)
  • Tweaked: Increased the damage dealt by 9x39 projectile
  • Tweaked: Increased the damage from projectiles to the zombie head (damage zone)

SERVER

  • Tweaked: Updated the offline database

Information added to the first post.

 

Thank you, 

Greensek

Minor comment that the server version shows as 1.06.152859 (not 152858)

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, Greensek said:

Hello Survivors, 

 

We just released some tweaks and fixes for the current 1.06 update.

Below you can find all the details:

 

GAME Update 1.06.152858 (12.12.2019)

GAME

FIXED

  • Fixed: Swapping within cargo
  • Fixed: The right side far resolution LODs of the Gunter 2 were only changing their color when damaged
  • Fixed: Items would not attach to the correct attachment slot during base building
  • Fixed: Base building/cars dragging attachments
  • Fixed: Movement inputs would be obstructed while using radial menus
  • Fixed: The boletus mushroom would spawn with a wrong rotation
  • Fixed: When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air
  • Fixed: A server error when picking up items
  • Fixed: Two exploits that could break the character animations
  • Fixed: Head of the character was not healing from damage
  • Fixed: Base building items would be assigned to the wrong slot

TWEAKED

  • Tweaked: Fireplace fuel consumption lowered (doubled the burning time)
  • Tweaked: Increased the damage dealt by 9x39 projectile
  • Tweaked: Increased the damage from projectiles to the zombie head (damage zone)

SERVER

  • Tweaked: Updated the offline database

Information added to the first post.

 

Thank you, 

Greensek

Can we please get a realistic answer about the state of cars please

  • Like 1

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×