merropa93 106 Posted November 11, 2024 On 11/10/2024 at 6:11 PM, Kuzyn. said: Please report in on the feedback tracker https://feedback.bistudio.com/project/view/2/ And yeah it looks like the whole wind mechanic is broken. On my own map and server wind goes from completely still to this crazy behaviour you have on the video. Also if I try to change wind through tools like VPP Admin setting it to max barely moves anything, setting it to 0 makes everything stop, even the water, so water parts used for lakes and rivers look like they are frozen or plastic, competely still. Hey @merropa93 is the team aware of this weird behaviour of the wind? Even using default config for Chernarus or Livonia makes it buggy. I assume this may be broken due to some new mechanics that were introduced with Sakhal regarding rapid weather changes? Hello, thank you for bringing this to our attention. I raised it with my colleagues; could you please send us your server config? Share this post Link to post Share on other sites
Kuzyn. 38 Posted November 12, 2024 (edited) On 11/11/2024 at 12:17 PM, merropa93 said: Hello, thank you for bringing this to our attention. I raised it with my colleagues; could you please send us your server config? <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <!-- 'reset' and 'enable' are a bool, and therefore supports: 0/1, true/false, yes/no --> <!-- 'reset' controls whether you want to load in the weather from storage or not (false by default) --> <!-- 'enable' controls whether this file is enabled or not (true by default) --> <weather reset="0" enable="1"> <overcast> <!-- Initial conditions of the overcast (target value, time to change, how long will it stay) --> <current actual="0.45" time="120" duration="240" /> <!-- What is the range of the overcast value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the overcast to change from one value to other (time in seconds) --> <timelimits min="900" max="1800" /> <!-- How much should the overcast change (0..1) --> <changelimits min="0.0" max="1.0" /> </overcast> <fog> <!-- Initial conditions of the fog (target value, time to change, how long will it stay) --> <current actual="0.1" time="120" duration="240" /> <!-- What is the range of the fog value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the fog to change from one value to other (time in seconds) --> <timelimits min="900" max="1800" /> <!-- How much should the fog change (0..1) --> <changelimits min="0.0" max="1.0" /> </fog> <rain> <!-- Initial conditions of the rain (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="120" duration="240" /> <!-- What is the range of the rain value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the rain to change from one value to other (time in seconds) --> <timelimits min="300" max="600" /> <!-- How much should the rain change (0..1) --> <changelimits min="0.0" max="1.0" /> <!-- What range of the overcast value allows the rain to be preset (min, max overcast value, time in seconds it takes for rain to stop if the overcast is outside of the specified range) --> <thresholds min="0.5" max="1.0" end="120" /> </rain> <windMagnitude> <!-- Initial conditions of the wind magnitude (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="8.0" time="120" duration="240" /> <!-- What is the range of the wind magnitude value in m/s --> <limits min="0.0" max="20.0" /> <!-- How long does it take to the wind magnitude to change from one value to other (time in seconds) --> <timelimits min="120" max="240" /> <!-- How much should the wind change --> <changelimits min="0.0" max="20.0" /> </windMagnitude> <windDirection> <!-- Initial conditions of the wind direction(target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="120" duration="240" /> <!-- What is the range of the wind direction (angle in radians) --> <limits min="-3.14" max="3.14" /> <!-- How long does it take to the wind direction to change from one value to other (time in seconds) --> <timelimits min="60" max="120" /> <!-- How much should the wind change direction --> <changelimits min="-1.0" max="1.0" /> </windDirection> <!-- Note that in this example the snowfall is set as such that it always remains at 0. --> <snowfall> <!-- Initial conditions of the snowfall (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="0" duration="32768" /> <!-- What is the range of the snowfall value (0..1) --> <limits min="0.0" max="0.0" /> <!-- How long does it take to the snowfall to change from one value to other (time in seconds) --> <timelimits min="300" max="3600" /> <!-- How much should the snowfall change (0..1) --> <changelimits min="0.0" max="0.0" /> <!-- What range of the overcast value allows the snowfall to be preset (min, max overcast value, time in seconds it takes for snowfall to stop if the overcast is outside of the specified range) --> <thresholds min="1.0" max="1.0" end="120" /> </snowfall> <!-- Lightning density (0..1), threshold for the lightning appearance (tied to the overcast value, 0..1), time (seconds) between the lightning strikes --> <storm density="1.0" threshold="0.7" timeout="25"/> </weather> This is my cfgweather.xml for the server that I use to test my own map. I've tried to record the wind gusts blowing trees like crazy but unfortunately I couldnt spot any, its really random. In the meantime I've recorded the problem with minimal or zero wind, when water behaves oddly, being completely still: This one from Livonia: https://streamable.com/emm52g And here from my map: https://streamable.com/msx2jn And also my config.cfg for server: hostname = "Kuzyn Server"; // Server name password = ""; // Password to connect to the server passwordAdmin = ""; // Password to become a server admin enableWhitelist = 0; // Enable/disable whitelist (value 0-1) disableBanlist = false; // Disables the usage of ban.txt (default: false) disablePrioritylist = false; // Disables usage of priority.txt (default: false) enableCfgGameplayFile = true; maxPlayers = 1; // Maximum amount of players verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported) forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1) disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30) disable3rdPerson = 0; // Toggles the 3rd person view for players (value 0-1) disableCrosshair = 1; // Toggles the cross-hair (value 0-1) serverTime = "2020/06/06/12/00"; // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, e.g "2015/4/8/17/23". serverTimeAcceleration = 4; // Accelerated Time - The numerical value being a multiplier (0.1-64). Thus, in case it is set to 24, time would move 24 times faster than normal. An entire day would pass in one hour. serverNightTimeAcceleration = 1;// Accelerated Nigh Time - The numerical value being a multiplier (0.1-64) and also multiplied by serverTimeAcceleration value. // Thus, in case it is set to 4 and serverTimeAcceleration is set to 2, night time would move 8 times faster than normal. // An entire night would pass in 3 hours. serverTimePersistent = 1; // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value. guaranteedUpdates = 1; // Communication protocol used with game server (use only number 1) loginQueueConcurrentPlayers = 5; // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time. loginQueueMaxPlayers = 500; // The maximum number of players that can wait in login queue instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead motd[] = { "Masuria Project by Kuzyn.","You're playing for 1 hour already..." }; // Message of the day displayed in the in-game chat motdInterval = 3600; // Time interval (in seconds) between each message timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short) logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active logFile = "server_console.log"; // Saves the server console log to a file in the folder with the other server logs adminLogPlayerHitsOnly = 0; // 1 - log player hits only / 0 - log all hits ( animals/infected ) adminLogPlacement = 1; // 1 - log placement action ( traps, tents ) adminLogBuildActions = 1; // 1 - log basebuilding actions ( build, dismantle, destroy ) adminLogPlayerList = 1; // 1 - log periodic player list with position every 5 minutes disableMultiAccountMitigation = false; // disables multi account mitigation on consoles when true (default: false) enableDebugMonitor = 0; // shows info about the character using a debug window in a corner of the screen (value 0-1) steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain) multithreadedReplication = 1; // enables multi-threaded processing of server's replication system // number of worker threads is derived by settings of jobsystem in dayzSettings.xml by "maxcores" and "reservedcores" parameters (value 0-1) speedhackDetection = 5; // enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float) networkRangeClose = 20; // network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20 networkRangeNear = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150 networkRangeFar = 1000; // network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000 networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000 networkObjectBatchSend = 10; // number of objects within a player's network bubble that are sent to be created within a server frame networkObjectBatchCompute = 1000; // number of objects within a player's network bubble that are processed to check if it already exists for the player within a server frame defaultVisibility=6000; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies) 1375 defaultObjectViewDistance=6000; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies) 1375 lightingConfig = 1; // 0 for brighter night, 1 for darker night disablePersonalLight = 1; // disables personal light for all clients connected to server disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest disableRespawnDialog = 0; // set to 1 to disable the respawn dialog (new characters will be spawning as random) pingWarning = 250; // set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds) pingCritical = 500; // set to define the ping value from which the red ping warning is triggered (value in milliseconds) MaxPing = 700; // set to define the ping value from which a player is kicked from the server (value in milliseconds) serverFpsWarning = 15; // set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11) class Missions { class DayZ { template = "empty.masuria"; // Mission to load on server startup. <MissionName>.<TerrainName> //template = "dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName> }; }; Edited November 12, 2024 by Kuzyn. 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DefectiveWater 542 Posted November 13, 2024 (edited) After playing for a while I have a few thoughts or notes about 1.26 and Sakhal. I'll start with the negatives. Why are military zombies spawning with a plate carrier and a WW2 type helmet? That's an odd combination. No eastern NVGs. No eastern/russian type chest armors. No dynamic events (well there is the scientist I guess). Lack of eastern gun equipment - SVD and SV98 need better scopes at minimum. Lack of gun variety due to removal of western weapons from Sakhal - I also find it weird that AKM is somehow very rare on an eastern russian map... Limited variety of best insulation pants - only hunter and firefighter pants Heat buff indicator on a cold focused map is still bugged weeks after the release. It should have been a priority fix even if it isn't game breaking. Several new buildings are disappointing. They look cool and fancy from outside but either they lack loot or they don't have interiors at all. Birds. Love the new bird sounds, but it's a shame that we can't see or hunt them. Boats. Great addition, but due to the amount of ice sheets they are limited in certain areas. Rooftops should be covered in snow. Climbing a steep snow covered mountain shouldn't be as easy as it is. Running in snow should make your shoes wet or damp. Running on ice should have 5x the inertia or more to make it slippery. Now onto the positives... Map looks amazing, the ambience is great. Falling snow during a storm looks convincing and the whistling of the wind makes me feel cold irl lol. I love how detailed the map is. There's so much clutter it actually feels like a real place. There is no map that matches Sakhal feel. But... DayZ isn't in early access anymore, we (or "I") need more (luckily modding on PC exists...). TLDR: 7.5/10 update and DLC. It's huge and I enjoy it, but I would be lying if I said I'm 100% satisfied. Edited November 14, 2024 by DefectiveWater 1 Share this post Link to post Share on other sites
Arzenz 0 Posted November 14, 2024 (edited) Greetings! @merropa93 His server's settings do not matter, because the settings of wind are broken in standard vanilla Edited November 14, 2024 by Arzenz Share this post Link to post Share on other sites
lynn.zaw 256 Posted November 19, 2024 PC Stable 1.26 Update 3 - Version 1.26.159040 (Release on 19.11.2024) GAME FIXED If a user had not updated their server browser filters since February, they could have had an issue with server display since 1.26 Mitigation of duplication issues (https://feedback.bistudio.com/T183978 - private) Cargo content would disappear from a fireplace when de-crafting it Fixed a firearm glitch resulting in unlimited ammunition supply (https://feedback.bistudio.com/T183869 - private) Boats are now playing correct sound when fuel is low Fixed an exploit to look through walls (https://feedback.bistudio.com/T183462 - private) Shrimps would clip with the player character's hand when held Fixed a glitch resulting in unintended fast shooting (https://feedback.bistudio.com/T183179 - private) Fixed an unintended exploit to enter the prone position instantaneously (https://feedback.bistudio.com/T184056 - private) The Portable Map was not properly translated on Sakhal Individual items were clipping with cooking stoves when put on them The fur of foxes was shining in the shadows in some cases Some trees/bushes could ricochet bullets to a certain degree (https://feedback.bistudio.com/T182521, https://feedback.bistudio.com/T181857, https://feedback.bistudio.com/T183772, https://feedback.bistudio.com/T186041) When driving a boat fast, the sound of the airflow was audible to nearby players (https://feedback.bistudio.com/T184129, https://feedback.bistudio.com/T185662) Fire station doors had incorrect collisions with bullets (https://feedback.bistudio.com/T180018) The sherpa hat could clip with the hair of some characters Switching seats with another player at the same time in a boat could result in desync When standing on top of an upside-down boat, controls of the character would sometimes be inverted KA-M shot sound tail would end abruptly CHANGED Reduced the drying speed when placing an item basically into a heat source (https://feedback.bistudio.com/T184058) Changed thawing time for frozen items in cookware Tweaked temperature calculation while near a heat source Tweaked the group spawn points behavior (https://feedback.bistudio.com/T183842) Adjusted the lifetime of snow stashes (https://feedback.bistudio.com/T185609) Changed fuel consumption formula on boats Increased the fireplace burning rate DAYZ FROSTLINE Added: Peninsula on the south-east of the main island Added: Military check point in the south Added: Field hospital at the power plant Fixed: A ladder of the airport hangar was not functional Fixed: Black boats are no longer spawning on the main island Fixed: Removed problematic boat spawns under or closed-in by ice sheets Fixed: Goats could spawn inside a rock Fixed: Spawned military containers would in some cases clip with rocks Fixed: The dead scientist event would appear to be floating in some locations Fixed: Adjusted a dynamic car spawn clipping with road barriers Fixed: It was not possible to climb a specific ledge on the roof of the power plant Fixed: The portable map was missing its cover on Sakhal Fixed: Indoor fire barrels would not behave completely like proper fire places Fixed: Excessive collisions of some lava rocks Changed: Placement of the sea ice at the mouth of the rocket bay Changed: Increased loot volume in several large structures Changed: Adjusted offroad hatchback spawnpoints to make them more evenly distributed Changed: Performance optimizations in the powerplant area Changed: Stopped the tan tactical shirt from spawning Changed: Repositioned player spawnpoints Changed: Airfield and Nogovo will now spawn better items Changed: Problematic spawnpoints were removed from various buildings (https://feedback.bistudio.com/T185360) Changed: VSS will now spawn on the military peninsula Changed: Adjusted spawnpoints for all dynamic events Changed: Tweaked spawnpoints and item conditions to make elevated places like industrial cranes or towers worth looting. (especially on the coast) SERVER Added: Possibility to to create new lines in servers description using \n command Fixed: "limit" typo on cfgWeather for snowfall, wind direction and wind magnitude phenomenon (https://feedback.bistudio.com/T183730) Fixed: A log error caused by missing animation sources on a new building type Fixed: Players spawned with weapon and additional magazines can now reload their weapon Fixed: Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) Removed: ServerBrowserFilterContainer.m_DLCFilter has been DEPRECATED, meaning all of its associated functionality has been removed from script. The DLC filter is not longer supported on DayZ clients MODDING Added: Possibility to set position or orientation on local spawned vehicle entities (https://feedback.bistudio.com/T185630) Added: Objects Misc_Pallet_Spawn and Misc_WoodenCrate_Spawn Fixed: Grenades did not cause explosions on diagnostic executable (https://feedback.bistudio.com/T185611) Fixed: Errors within the door configs of Land_Tenement_Small_X assets Fixed: Updated satmap image for CE tool (https://feedback.bistudio.com/T186059) Fixed: Vehicles spawned with ECE_LOCAL would not be moved by SetPosition and overtime corrupt the Physics scene Changed: PlayerStatBase: Remove unnecessary rounding of value 1 1 1 Share this post Link to post Share on other sites
Minusiq 0 Posted November 19, 2024 (edited) On 11/19/2024 at 10:09 AM, lynn.zaw said: PC Stable 1.26 Update 3 - Version 1.26.159040 (Release on 19.11.2024) GAME FIXED If a user had not updated their server browser filters since February, they could have had an issue with server display since 1.26 Mitigation of duplication issues (https://feedback.bistudio.com/T183978 - private) Cargo content would disappear from a fireplace when de-crafting it Fixed a firearm glitch resulting in unlimited ammunition supply (https://feedback.bistudio.com/T183869 - private) Boats are now playing correct sound when fuel is low Fixed an exploit to look through walls (https://feedback.bistudio.com/T183462 - private) Shrimps would clip with the player character's hand when held Fixed a glitch resulting in unintended fast shooting (https://feedback.bistudio.com/T183179 - private) Fixed an unintended exploit to enter the prone position instantaneously (https://feedback.bistudio.com/T184056 - private) The Portable Map was not properly translated on Sakhal Individual items were clipping with cooking stoves when put on them The fur of foxes was shining in the shadows in some cases Some trees/bushes could ricochet bullets to a certain degree (https://feedback.bistudio.com/T182521, https://feedback.bistudio.com/T181857, https://feedback.bistudio.com/T183772, https://feedback.bistudio.com/T186041) When driving a boat fast, the sound of the airflow was audible to nearby players (https://feedback.bistudio.com/T184129, https://feedback.bistudio.com/T185662) Fire station doors had incorrect collisions with bullets (https://feedback.bistudio.com/T180018) The sherpa hat could clip with the hair of some characters Switching seats with another player at the same time in a boat could result in desync When standing on top of an upside-down boat, controls of the character would sometimes be inverted KA-M shot sound tail would end abruptly CHANGED Reduced the drying speed when placing an item basically into a heat source (https://feedback.bistudio.com/T184058) Changed thawing time for frozen items in cookware Tweaked temperature calculation while near a heat source Tweaked the group spawn points behavior (https://feedback.bistudio.com/T183842) Adjusted the lifetime of snow stashes (https://feedback.bistudio.com/T185609) Changed fuel consumption formula on boats Increased the fireplace burning rate DAYZ FROSTLINE Added: Peninsula on the south-west of the main island Added: Military check point in the south Added: Field hospital at the power plant Fixed: A ladder of the airport hangar was not functional Fixed: Black boats are no longer spawning on the main island Fixed: Removed problematic boat spawns under or closed-in by ice sheets Fixed: Goats could spawn inside a rock Fixed: Spawned military containers would in some cases clip with rocks Fixed: The dead scientist event would appear to be floating in some locations Fixed: Adjusted a dynamic car spawn clipping with road barriers Fixed: It was not possible to climb a specific ledge on the roof of the power plant Fixed: The portable map was missing its cover on Sakhal Fixed: Indoor fire barrels would not behave completely like proper fire places Fixed: Excessive collisions of some lava rocks Changed: Placement of the sea ice at the mouth of the rocket bay Changed: Increased loot volume in several large structures Changed: Adjusted offroad hatchback spawnpoints to make them more evenly distributed Changed: Performance optimizations in the powerplant area Changed: Stopped the tan tactical shirt from spawning Changed: Repositioned player spawnpoints Changed: Airfield and Nogovo will now spawn better items Changed: Problematic spawnpoints were removed from various buildings (https://feedback.bistudio.com/T185360) Changed: VSS will now spawn on the military peninsula Changed: Adjusted spawnpoints for all dynamic events Changed: Tweaked spawnpoints and item conditions to make elevated places like industrial cranes or towers worth looting. (especially on the coast) SERVER Added: Possibility to to create new lines in servers description using \n command Fixed: "limit" typo on cfgWeather for snowfall, wind direction and wind magnitude phenomenon (https://feedback.bistudio.com/T183730) Fixed: A log error caused by missing animation sources on a new building type Fixed: Players spawned with weapon and additional magazines can now reload their weapon Fixed: Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) Removed: ServerBrowserFilterContainer.m_DLCFilter has been DEPRECATED, meaning all of its associated functionality has been removed from script. The DLC filter is not longer supported on DayZ clients MODDING Added: Possibility to set position or orientation on local spawned vehicle entities (https://feedback.bistudio.com/T185630) Added: Objects Misc_Pallet_Spawn and Misc_WoodenCrate_Spawn Fixed: Grenades did not cause explosions on diagnostic executable (https://feedback.bistudio.com/T185611) Fixed: Errors within the door configs of Land_Tenement_Small_X assets Fixed: Updated satmap image for CE tool (https://feedback.bistudio.com/T186059) Fixed: Vehicles spawned with ECE_LOCAL would not be moved by SetPosition and overtime corrupt the Physics scene Changed: PlayerStatBase: Remove unnecessary rounding of value Where is the promised search for the terrain builder? It's announced at 1.26. Edited November 19, 2024 by Minusiq Share this post Link to post Share on other sites
podrivo 0 Posted November 19, 2024 On 11/1/2024 at 9:37 PM, podrivo said: Hello! I have a quick question: can I get the description field for servers when I query it? Thank you So if I query a server, will the description be included in the data? Also, is the description inside a server file? Thanks Share this post Link to post Share on other sites
Sileed 9 Posted November 19, 2024 When will the github repository be updated for the new .xml files for Sakhal? Share this post Link to post Share on other sites
AnInnocentChimp 3 Posted November 19, 2024 Does the new patch remedy the issue of loot not spawning properly in Livonia? Since the Halloween update I have found a number trains and military convoys that have no spawned a single piece of loot. Additionally, the bunker was completely empty as well. I assume this was related to the loot economy changes associated with the Halloween update. Share this post Link to post Share on other sites
Kuzyn. 38 Posted November 20, 2024 On 11/14/2024 at 7:53 AM, Arzenz said: Greetings! @merropa93 His server's settings do not matter, because the settings of wind are broken in standard vanilla I've posted settings more than week ago but the post is still not accepted. Share this post Link to post Share on other sites
Sileed 9 Posted November 20, 2024 On 11/19/2024 at 5:57 PM, Sileed said: When will the github repository be updated for the new .xml files for Sakhal? Thanks for updating the github. In the future doing so at the same time the patches are released would be much better 😄 Also for sakhal, the Deagle and Deagle_Gold are still spawning, which I can only assume is an oversight since no other .357 weapon is and neither is the ammo. Share this post Link to post Share on other sites
Sid Debian 150 Posted November 20, 2024 On 11/20/2024 at 1:54 PM, Sileed said: Thanks for updating the github. In the future doing so at the same time the patches are released would be much better 😄 Also for sakhal, the Deagle and Deagle_Gold are still spawning, which I can only assume is an oversight since no other .357 weapon is and neither is the ammo. How about Repeater (rifle) & Revolver both using .357... Share this post Link to post Share on other sites
mkalireza 2 Posted November 21, 2024 On 11/13/2024 at 9:54 PM, DefectiveWater said: After playing for a while I have a few thoughts or notes about 1.26 and Sakhal. I'll start with the negatives. Why are military zombies spawning with a plate carrier and a WW2 type helmet? That's an odd combination. No eastern NVGs. No eastern/russian type chest armors. No dynamic events (well there is the scientist I guess). Lack of eastern gun equipment - SVD and SV98 need better scopes at minimum. Lack of gun variety due to removal of western weapons from Sakhal - I also find it weird that AKM is somehow very rare on an eastern russian map... Limited variety of best insulation pants - only hunter and firefighter pants Heat buff indicator on a cold focused map is still bugged weeks after the release. It should have been a priority fix even if it isn't game breaking. Several new buildings are disappointing. They look cool and fancy from outside but either they lack loot or they don't have interiors at all. Birds. Love the new bird sounds, but it's a shame that we can't see or hunt them. Boats. Great addition, but due to the amount of ice sheets they are limited in certain areas. Rooftops should be covered in snow. Climbing a steep snow covered mountain shouldn't be as easy as it is. Running in snow should make your shoes wet or damp. Running on ice should have 5x the inertia or more to make it slippery. Now onto the positives... Map looks amazing, the ambience is great. Falling snow during a storm looks convincing and the whistling of the wind makes me feel cold irl lol. I love how detailed the map is. There's so much clutter it actually feels like a real place. There is no map that matches Sakhal feel. But... DayZ isn't in early access anymore, we (or "I") need more (luckily modding on PC exists...). TLDR: 7.5/10 update and DLC. It's huge and I enjoy it, but I would be lying if I said I'm 100% satisfied. Well done, you have made some very good points. In my opinion, this is one of the most important => Climbing a steep snow covered (or without snow) mountain shouldn't be as easy as it is. Like Arma 3, the stamina level decreases when climbing a steep slope. Thanks. Share this post Link to post Share on other sites
Judley 20 Posted November 30, 2024 Ive defended you guys on pretty much everything lately; the inventory nerfs, the price for sakhal, basically anything youve done ive supported.. But what youre doing to livonia i cant understand. Its already a pretty dead map and you think stripping it of guns and content will help bring the playerbase back?? Whats the reasoning? Many people want realism in dayz but i dont think anyone cares about realism when it comes to regional weapons. I want to be able to find a tundra on livonia and youve taken that and most fun weapons out of the map. Im sorry but you should be adding content not taking it away. Share this post Link to post Share on other sites
merropa93 106 Posted December 2, 2024 On 11/12/2024 at 3:52 PM, Kuzyn. said: <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <!-- 'reset' and 'enable' are a bool, and therefore supports: 0/1, true/false, yes/no --> <!-- 'reset' controls whether you want to load in the weather from storage or not (false by default) --> <!-- 'enable' controls whether this file is enabled or not (true by default) --> <weather reset="0" enable="1"> <overcast> <!-- Initial conditions of the overcast (target value, time to change, how long will it stay) --> <current actual="0.45" time="120" duration="240" /> <!-- What is the range of the overcast value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the overcast to change from one value to other (time in seconds) --> <timelimits min="900" max="1800" /> <!-- How much should the overcast change (0..1) --> <changelimits min="0.0" max="1.0" /> </overcast> <fog> <!-- Initial conditions of the fog (target value, time to change, how long will it stay) --> <current actual="0.1" time="120" duration="240" /> <!-- What is the range of the fog value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the fog to change from one value to other (time in seconds) --> <timelimits min="900" max="1800" /> <!-- How much should the fog change (0..1) --> <changelimits min="0.0" max="1.0" /> </fog> <rain> <!-- Initial conditions of the rain (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="120" duration="240" /> <!-- What is the range of the rain value (0..1) --> <limits min="0.0" max="1.0" /> <!-- How long does it take to the rain to change from one value to other (time in seconds) --> <timelimits min="300" max="600" /> <!-- How much should the rain change (0..1) --> <changelimits min="0.0" max="1.0" /> <!-- What range of the overcast value allows the rain to be preset (min, max overcast value, time in seconds it takes for rain to stop if the overcast is outside of the specified range) --> <thresholds min="0.5" max="1.0" end="120" /> </rain> <windMagnitude> <!-- Initial conditions of the wind magnitude (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="8.0" time="120" duration="240" /> <!-- What is the range of the wind magnitude value in m/s --> <limits min="0.0" max="20.0" /> <!-- How long does it take to the wind magnitude to change from one value to other (time in seconds) --> <timelimits min="120" max="240" /> <!-- How much should the wind change --> <changelimits min="0.0" max="20.0" /> </windMagnitude> <windDirection> <!-- Initial conditions of the wind direction(target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="120" duration="240" /> <!-- What is the range of the wind direction (angle in radians) --> <limits min="-3.14" max="3.14" /> <!-- How long does it take to the wind direction to change from one value to other (time in seconds) --> <timelimits min="60" max="120" /> <!-- How much should the wind change direction --> <changelimits min="-1.0" max="1.0" /> </windDirection> <!-- Note that in this example the snowfall is set as such that it always remains at 0. --> <snowfall> <!-- Initial conditions of the snowfall (target value, time to change, how long will it stay), restricted by thresholds (see below) --> <current actual="0.0" time="0" duration="32768" /> <!-- What is the range of the snowfall value (0..1) --> <limits min="0.0" max="0.0" /> <!-- How long does it take to the snowfall to change from one value to other (time in seconds) --> <timelimits min="300" max="3600" /> <!-- How much should the snowfall change (0..1) --> <changelimits min="0.0" max="0.0" /> <!-- What range of the overcast value allows the snowfall to be preset (min, max overcast value, time in seconds it takes for snowfall to stop if the overcast is outside of the specified range) --> <thresholds min="1.0" max="1.0" end="120" /> </snowfall> <!-- Lightning density (0..1), threshold for the lightning appearance (tied to the overcast value, 0..1), time (seconds) between the lightning strikes --> <storm density="1.0" threshold="0.7" timeout="25"/> </weather> This is my cfgweather.xml for the server that I use to test my own map. I've tried to record the wind gusts blowing trees like crazy but unfortunately I couldnt spot any, its really random. In the meantime I've recorded the problem with minimal or zero wind, when water behaves oddly, being completely still: This one from Livonia: https://streamable.com/emm52g And here from my map: https://streamable.com/msx2jn And also my config.cfg for server: hostname = "Kuzyn Server"; // Server name password = ""; // Password to connect to the server passwordAdmin = ""; // Password to become a server admin enableWhitelist = 0; // Enable/disable whitelist (value 0-1) disableBanlist = false; // Disables the usage of ban.txt (default: false) disablePrioritylist = false; // Disables usage of priority.txt (default: false) enableCfgGameplayFile = true; maxPlayers = 1; // Maximum amount of players verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported) forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1) disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30) disable3rdPerson = 0; // Toggles the 3rd person view for players (value 0-1) disableCrosshair = 1; // Toggles the cross-hair (value 0-1) serverTime = "2020/06/06/12/00"; // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, e.g "2015/4/8/17/23". serverTimeAcceleration = 4; // Accelerated Time - The numerical value being a multiplier (0.1-64). Thus, in case it is set to 24, time would move 24 times faster than normal. An entire day would pass in one hour. serverNightTimeAcceleration = 1;// Accelerated Nigh Time - The numerical value being a multiplier (0.1-64) and also multiplied by serverTimeAcceleration value. // Thus, in case it is set to 4 and serverTimeAcceleration is set to 2, night time would move 8 times faster than normal. // An entire night would pass in 3 hours. serverTimePersistent = 1; // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value. guaranteedUpdates = 1; // Communication protocol used with game server (use only number 1) loginQueueConcurrentPlayers = 5; // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time. loginQueueMaxPlayers = 500; // The maximum number of players that can wait in login queue instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead motd[] = { "Masuria Project by Kuzyn.","You're playing for 1 hour already..." }; // Message of the day displayed in the in-game chat motdInterval = 3600; // Time interval (in seconds) between each message timeStampFormat = "Short"; // Format for timestamps in the .rpt file (value Full/Short) logAverageFps = 1; // Logs the average server FPS (value in seconds), needs to have ''-doLogs'' launch parameter active logMemory = 1; // Logs the server memory usage (value in seconds), needs to have the ''-doLogs'' launch parameter active logPlayers = 1; // Logs the count of currently connected players (value in seconds), needs to have the ''-doLogs'' launch parameter active logFile = "server_console.log"; // Saves the server console log to a file in the folder with the other server logs adminLogPlayerHitsOnly = 0; // 1 - log player hits only / 0 - log all hits ( animals/infected ) adminLogPlacement = 1; // 1 - log placement action ( traps, tents ) adminLogBuildActions = 1; // 1 - log basebuilding actions ( build, dismantle, destroy ) adminLogPlayerList = 1; // 1 - log periodic player list with position every 5 minutes disableMultiAccountMitigation = false; // disables multi account mitigation on consoles when true (default: false) enableDebugMonitor = 0; // shows info about the character using a debug window in a corner of the screen (value 0-1) steamQueryPort = 2305; // defines Steam query port, should fix the issue with server not being visible in client server browser allowFilePatching = 1; // if set to 1 it will enable connection of clients with "-filePatching" launch parameter enabled simulatedPlayersBatch = 20; // Set limit of how much players can be simulated per frame (for server performance gain) multithreadedReplication = 1; // enables multi-threaded processing of server's replication system // number of worker threads is derived by settings of jobsystem in dayzSettings.xml by "maxcores" and "reservedcores" parameters (value 0-1) speedhackDetection = 5; // enable speedhack detection, values 1-10 (1 strict, 10 benevolent, can be float) networkRangeClose = 20; // network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20 networkRangeNear = 150; // network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150 networkRangeFar = 1000; // network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000 networkRangeDistantEffect = 4000; // network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000 networkObjectBatchSend = 10; // number of objects within a player's network bubble that are sent to be created within a server frame networkObjectBatchCompute = 1000; // number of objects within a player's network bubble that are processed to check if it already exists for the player within a server frame defaultVisibility=6000; // highest terrain render distance on server (if higher than "viewDistance=" in DayZ client profile, clientside parameter applies) 1375 defaultObjectViewDistance=6000; // highest object render distance on server (if higher than "preferredObjectViewDistance=" in DayZ client profile, clientside parameter applies) 1375 lightingConfig = 1; // 0 for brighter night, 1 for darker night disablePersonalLight = 1; // disables personal light for all clients connected to server disableBaseDamage = 0; // set to 1 to disable damage/destruction of fence and watchtower disableContainerDamage = 0; // set to 1 to disable damage/destruction of tents, barrels, wooden crate and seachest disableRespawnDialog = 0; // set to 1 to disable the respawn dialog (new characters will be spawning as random) pingWarning = 250; // set to define the ping value from which the initial yellow ping warning is triggered (value in milliseconds) pingCritical = 500; // set to define the ping value from which the red ping warning is triggered (value in milliseconds) MaxPing = 700; // set to define the ping value from which a player is kicked from the server (value in milliseconds) serverFpsWarning = 15; // set to define the server fps value under which the initial server fps warning is triggered (minimum value is 11) class Missions { class DayZ { template = "empty.masuria"; // Mission to load on server startup. <MissionName>.<TerrainName> //template = "dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName> }; }; Thank you, I gave it to my colleagues so they will look into it. Im sorry for the delayed reply, I was on a sick note for the last 3 weeks. If there have been some new findings from your side regarding this, dont hesitate to reach out 🙂 1 1 Share this post Link to post Share on other sites
MastaHiggins 2 Posted December 13, 2024 On 11/1/2024 at 9:00 PM, clickptg said: aren´t the character cloths wet and drenched very fast? barely start rainning and he´s already drenched or soaked. In constants.c check ENVIRO_WET_INCREMENT Share this post Link to post Share on other sites
Steve Poontang 2 Posted December 28, 2024 On 11/19/2024 at 10:09 AM, lynn.zaw said: PC Stable 1.26 Update 3 - Version 1.26.159040 (Release on 19.11.2024) GAME FIXED If a user had not updated their server browser filters since February, they could have had an issue with server display since 1.26 Mitigation of duplication issues (https://feedback.bistudio.com/T183978 - private) Cargo content would disappear from a fireplace when de-crafting it Fixed a firearm glitch resulting in unlimited ammunition supply (https://feedback.bistudio.com/T183869 - private) Boats are now playing correct sound when fuel is low Fixed an exploit to look through walls (https://feedback.bistudio.com/T183462 - private) Shrimps would clip with the player character's hand when held Fixed a glitch resulting in unintended fast shooting (https://feedback.bistudio.com/T183179 - private) Fixed an unintended exploit to enter the prone position instantaneously (https://feedback.bistudio.com/T184056 - private) The Portable Map was not properly translated on Sakhal Individual items were clipping with cooking stoves when put on them The fur of foxes was shining in the shadows in some cases Some trees/bushes could ricochet bullets to a certain degree (https://feedback.bistudio.com/T182521, https://feedback.bistudio.com/T181857, https://feedback.bistudio.com/T183772, https://feedback.bistudio.com/T186041) When driving a boat fast, the sound of the airflow was audible to nearby players (https://feedback.bistudio.com/T184129, https://feedback.bistudio.com/T185662) Fire station doors had incorrect collisions with bullets (https://feedback.bistudio.com/T180018) The sherpa hat could clip with the hair of some characters Switching seats with another player at the same time in a boat could result in desync When standing on top of an upside-down boat, controls of the character would sometimes be inverted KA-M shot sound tail would end abruptly CHANGED Reduced the drying speed when placing an item basically into a heat source (https://feedback.bistudio.com/T184058) Changed thawing time for frozen items in cookware Tweaked temperature calculation while near a heat source Tweaked the group spawn points behavior (https://feedback.bistudio.com/T183842) Adjusted the lifetime of snow stashes (https://feedback.bistudio.com/T185609) Changed fuel consumption formula on boats Increased the fireplace burning rate DAYZ FROSTLINE Added: Peninsula on the south-east of the main island Added: Military check point in the south Added: Field hospital at the power plant Fixed: A ladder of the airport hangar was not functional Fixed: Black boats are no longer spawning on the main island Fixed: Removed problematic boat spawns under or closed-in by ice sheets Fixed: Goats could spawn inside a rock Fixed: Spawned military containers would in some cases clip with rocks Fixed: The dead scientist event would appear to be floating in some locations Fixed: Adjusted a dynamic car spawn clipping with road barriers Fixed: It was not possible to climb a specific ledge on the roof of the power plant Fixed: The portable map was missing its cover on Sakhal Fixed: Indoor fire barrels would not behave completely like proper fire places Fixed: Excessive collisions of some lava rocks Changed: Placement of the sea ice at the mouth of the rocket bay Changed: Increased loot volume in several large structures Changed: Adjusted offroad hatchback spawnpoints to make them more evenly distributed Changed: Performance optimizations in the powerplant area Changed: Stopped the tan tactical shirt from spawning Changed: Repositioned player spawnpoints Changed: Airfield and Nogovo will now spawn better items Changed: Problematic spawnpoints were removed from various buildings (https://feedback.bistudio.com/T185360) Changed: VSS will now spawn on the military peninsula Changed: Adjusted spawnpoints for all dynamic events Changed: Tweaked spawnpoints and item conditions to make elevated places like industrial cranes or towers worth looting. (especially on the coast) SERVER Added: Possibility to to create new lines in servers description using \n command Fixed: "limit" typo on cfgWeather for snowfall, wind direction and wind magnitude phenomenon (https://feedback.bistudio.com/T183730) Fixed: A log error caused by missing animation sources on a new building type Fixed: Players spawned with weapon and additional magazines can now reload their weapon Fixed: Inconsistencies with the cfgweather.xml (https://feedback.bistudio.com/T183730) Removed: ServerBrowserFilterContainer.m_DLCFilter has been DEPRECATED, meaning all of its associated functionality has been removed from script. The DLC filter is not longer supported on DayZ clients MODDING Added: Possibility to set position or orientation on local spawned vehicle entities (https://feedback.bistudio.com/T185630) Added: Objects Misc_Pallet_Spawn and Misc_WoodenCrate_Spawn Fixed: Grenades did not cause explosions on diagnostic executable (https://feedback.bistudio.com/T185611) Fixed: Errors within the door configs of Land_Tenement_Small_X assets Fixed: Updated satmap image for CE tool (https://feedback.bistudio.com/T186059) Fixed: Vehicles spawned with ECE_LOCAL would not be moved by SetPosition and overtime corrupt the Physics scene Changed: PlayerStatBase: Remove unnecessary rounding of value Hi, is it possible to add the update logs to the original post, so people don't have to scroll through pages of posts to find the latest changes. Thanks, Steve Share this post Link to post Share on other sites
dayzplayer1234 34 Posted January 11 On 12/28/2024 at 11:43 AM, Steve Poontang said: Hi, is it possible to add the update logs to the original post, so people don't have to scroll through pages of posts to find the latest changes. Thanks, Steve they wont...cuz they trying to hide how little work they actually do and anybody that is interested enough to look it up is the minority ( cuz many have already given up that cared about dayz development ) or community server owners and dont matter much in the larger scale. As long as they are "seen" doing anything its fine for bohemia. Share this post Link to post Share on other sites