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merropa93

Stable Update 1.26

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  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?

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  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 by Kuzyn.

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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 by DefectiveWater
  • Like 1

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Greetings! @merropa93  His server's settings do not matter, because the settings of wind are broken in standard vanilla 

Edited by Arzenz

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PC Stable 1.26 Update 3 - Version 1.26.159040 (Release on 19.11.2024)

GAME

FIXED

CHANGED

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
  • Like 1
  • Thanks 1
  • Beans 1

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  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

CHANGED

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 by Minusiq

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  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

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When will the github repository be updated for the new .xml files for Sakhal?

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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.

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  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.

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  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.

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  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...

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  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.

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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. 

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  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 🙂

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  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

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  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

CHANGED

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

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  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.

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