cRPG

Other Games => DayZ => Topic started by: Ganner on May 27, 2012, 10:30:39 pm

Title: Patchnotes thread.
Post by: Ganner on May 27, 2012, 10:30:39 pm
I'll try and keep the first post in this thread up to day with the current patch notes as much as I can.  Feel free to post patch notes if i havent updated the first post after a new patch comes out.

HOTFIX : 19 JUNE 2012

   Affected addons:
      * dayz_code      1.7.1.5
      * dayz_equip   1.3.3
      * dayz_weapons   1.3.2
   
   Developer's Note:
      * A designation of [NEW] doesn't necessarily mean a new feature, 4chan, it means a change in operation not directly related to a bug. Could be for better performance or rebalancing.
      
   Changelog:
      * [NEW]      Infected raycast for line-of-sight less often (improves performance)
      * [FIXED]   Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
      * [FIXED]   Raycasting being taken from wrong body position (ensured it is from eye level)
      * [FIXED]   Infected sometimes spawn close to a player (previous check once, now up to ten times)
      * [NEW]      Infected bodies will despawn after 5 minutes of their death (improves performance)
      * [FIXED]   Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
      * [FIXED]   Can dupe tent's by right clicking (forgot to close the window)
      * [FIXED]   Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
      * [FIXED]   Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
      * [FIXED]   Can dupe food during cooking if click really fast (now you cannot)
      * [FIXED]   Trying to pick up a hatchet would create fake ammo (now will not)
      * [FIXED]   Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
      * [REVERT]   Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
      * [NEW]      Flashlights can now be packed to toolbelt also (gear action)
      * [NEW]      New players will spawn with flashlight added to their toolbelt not backpack
      * [FIXED]   Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
      * [FIXED]   Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once)
      * [FIXED]   Melee weapon sounds non-existent/terrible (now has placeholder sounds)
______________________________________

HOTFIX : 19 JUNE 2012

   Affected addons:
      * dayz_code      1.7.1.4
      * dayz_equip   1.3.2
      
   Changelog:
      * [FIXED]   Performance issue with equipment proxies (improves FPS)

HOTFIX : 19 JUNE 2012

   Affected addons:
      * dayz_code      1.7.1.4
      * dayz_equip   1.3.2
      
   Changelog:
      * [FIXED]   Performance issue with equipment proxies (improves FPS)
______________________________________

HOTFIX : 19 JUNE 2012

   Affected addons:
      * dayz_code      1.7.1.3
      * dayz_weapons   1.3.1
      * dayz_server    (server admins only)
   
   Developer's Note:
      * Requires ArmA2 Beta.
      * Big thanks to JoeKurtz for his excellent bug reports
   
   Changelog:
      * [FIXED]   Melee items causing magazine glitching and eventual server death (fixed)
      * [FIXED]   Unconscious UI Image displays incorrectly
      * [FIXED]   Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
      * [FIXED]   Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
      * [FIXED]   Speed not correctly utilized for checking stealth levels ( https://dev-heaven.net/issues/33630 )
      * [FIXED]   Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
      * [FIXED]   Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
      * [FIXED]   Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
      * [FIXED]   Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
      * [REVERT]   Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
      * [FIXED]   Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
      * [FIXED]   Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts)
      * [NEW]      Once infected lose line-of-sight they will try investigate where you are
      * [FIXED]   Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
      * [NEW]      Significant loot rebalancing
      * [FIXED]   "Fus ro dah" melee (now should be the correct release files)
______________________________________
Title: Re: Patchnotes thread.
Post by: Goldor on May 28, 2012, 12:42:46 am
What did the hotfix fix? Not seeing what it changed?
Title: Re: Patchnotes thread.
Post by: Ganner on May 28, 2012, 10:59:55 am
The hotfix was for an FPS issue.
Title: Re: Patchnotes thread.
Post by: Goldor on May 28, 2012, 05:56:02 pm
The hotfix was for an FPS issue.

Oh, so nothing really important then.
Title: Re: Patchnotes thread.
Post by: Xant on May 28, 2012, 07:02:04 pm
FPS issue still not fixed though.
Title: Re: Patchnotes thread.
Post by: Stabby_Dave on May 29, 2012, 05:22:27 pm
http://www.dayzmod.com/forum/showthread.php?tid=9098
Title: Re: Patchnotes thread.
Post by: Vibe on May 29, 2012, 05:24:34 pm
http://www.dayzmod.com/forum/showthread.php?tid=9098

I want to suck off Rocket
Title: Re: Patchnotes thread.
Post by: Xant on May 29, 2012, 05:41:37 pm
you are majorly gay vibe
Title: Re: Patchnotes thread.
Post by: Ganner on May 30, 2012, 12:21:19 am
I want to suck off Rocket

After playing on a test server with that patch running, i may actually agree.
Title: Re: Patchnotes thread.
Post by: Goldor on May 30, 2012, 03:50:15 am
Limited Release Update: 1.7.0
Download:
* http://cdn.armafiles.info/test_SE3-6/day...v1.7.0.rar
* You do not need the ArmA2 beta patch to join (but it is recommended).

Servers:
* SE 3 to 6 (password is : ihelptest)

Very rough changelog:

Changelog:
* [FIXED] Long (sometimes infinite) loading times
* [FIXED] Saving sometimes will not happen
* [FIXED] Vehicles not initialized reliably on servers running multiple instances
* [FIXED] Very poor framerate on servers after some time (dead bodies causing it)
* [NEW] Server Side Architecture completely rewritten
Title: Re: Patchnotes thread.
Post by: BaleOhay on May 30, 2012, 07:16:30 pm
Is it hard to update?  any steps to follow?
Title: Re: Patchnotes thread.
Post by: Goldor on May 30, 2012, 08:02:59 pm
- Get last beta patch from http://arma2.com/beta-patch.php
- Install it
- Get dwarden's installer from http://cdn.armafiles.info/installer/dwarden-simpler-installers/DayZ-online-with-shortcuts.exe
- Wait for it to finish
- Download the file rocket posted
- Replace the files with the one inside %Arma2 OA Foder%/@dayz/addons
- Run DayZ from the shortcut labeled DayZbeta on your desktop
- Join a 1.7 server

Edit: Fixed link, should work now.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 12, 2012, 11:50:13 am
Pending Update 1.7.1 Details
Rough outline of what to expect in the pending update.

I will update this as more stuff is put in. Changelog will then follow it.

Performance and Optimization

- Reduction/elimination of the new server lag. This is caused by the ArmA2 server expecting immediate response from the central server. Vehicles are the main cause of this, as whenever they are damaged everything stops while the server ensures this is recorded in the database.
- Bugs fixed that were possibly causing very significant netcode overhead (will need mass-scale testing to verify this).

Infected Behavior

- Infected can no longer see/attack through walls.
- Entirely new mocap'd attack and running animations

Content

- Additional Idle Infected sounds
- Revised Attack sounds
- Many new action sounds, including IV, bandaging etc...

Notes

- This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it.
- Read up at the BI Forums about the beta patch install. It's pretty easy.

http://dayzmod.com/forum/showthread.php?tid=10353
Title: Re: Patchnotes thread.
Post by: Vibe on June 12, 2012, 01:09:46 pm
Infected Behavior

- Infected can no longer see/attack through walls.
- Entirely new mocap'd attack and running animations


Does this mean no more stupid zigzag?? Oh please god yes!
Also no more attacking through walls, yay
Title: Re: Patchnotes thread.
Post by: Overdriven on June 12, 2012, 01:19:32 pm
No attacking through walls is great. Now if they would just fix that bug where they can run through closed doors  :|
Title: Re: Patchnotes thread.
Post by: Ganner on June 12, 2012, 05:31:42 pm
Thanks for the post fluffy.

Fixing the zeds attacking through walls has been a major gripe for me since i picked up the game, this will be good.  As for them fixing the pathing the zombies take, i dont think thats a priority because if they DO manage to fix that, there will be almost no threat to the zeds at all anymore.  If i can easily predict where they will be running, I can shoot them from alot further away safer without wasting ammo.
Title: Re: Patchnotes thread.
Post by: Xant on June 12, 2012, 11:19:04 pm
Changelog:
* [FIXED]   Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED]   Bodies still being deleted too quickly sometimes
* [FIXED]   No backpacks or medical boxes spawning
* [FIXED]   "No Speaker..." debug report spam
* [FIXED]   Infected spawning too close to players (minimum 30m now)
* [FIXED]   Infected not spawning inside buildings any more
* [NEW]    Infected can't attack through walls
* [NEW]    Infected can't see through objects any more
* [NEW]    Infected visibility increased (but limited by LOS)
* [NEW]    Infected attack range increased (but limited by LOS)
* [NEW]    Infected can cause greater damage when they hit you
* [NEW]    You can hide from an infected chasing you
* [NEW]    Optimized server cleanup routine
Title: Re: Patchnotes thread.
Post by: Molly on June 12, 2012, 11:25:40 pm
Sweet!
Title: Re: Patchnotes thread.
Post by: ulya on June 13, 2012, 12:05:25 am
Quote
Confirmed this in 93666, even rolled back to an older version to test. Setting brightness/gamma and HDR to max do not increase night vision.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 13, 2012, 12:09:28 am
[NEW]    Optimized server cleanup routine

Wait does this mean i wont need to use flush anymore? I hope so  :D
Title: Re: Patchnotes thread.
Post by: Goldor on June 13, 2012, 01:29:55 am


I've already got a work around for that, you can force it on your hardware, or if you have certain monitors you can set them to equalize the black so that all other colors are easier to see ;0).
Title: Re: Patchnotes thread.
Post by: Xant on June 13, 2012, 02:15:46 am
How to force it on your hardware?!?1+1
Title: Re: Patchnotes thread.
Post by: Overdriven on June 13, 2012, 03:02:29 am
Turning up gamma and brightness is for nubs.
Title: Re: Patchnotes thread.
Post by: Xant on June 13, 2012, 01:00:51 pm
* [NEW]    Player body exists for five seconds after disconnect

Rocket is awesome.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 13, 2012, 01:09:12 pm
Fuck yes! God i hate it when the enemy dces to save their ass
Title: Re: Patchnotes thread.
Post by: Xant on June 13, 2012, 01:12:44 pm
Yep. 5 seconds isn't much, but if that feature was implemented before 25-50% of people who DCed on me woulda be dead, so it's definitely something.
Title: Re: Patchnotes thread.
Post by: Vibe on June 13, 2012, 04:12:14 pm
Any word when all this is out?
Title: Re: Patchnotes thread.
Post by: Xant on June 13, 2012, 04:23:06 pm
NEGATORY
Title: Re: Patchnotes thread.
Post by: Goldor on June 14, 2012, 01:58:40 am
How to force it on your hardware?!?1+1

Sorry, I've been asked to not share that by the Dev team. Sent in a report and how to do it on their own machines, they sent it over to BI, hopefully it'll be fixed soon.

I can see the five second thing causing problems for me... I don't tend to disconnect (I think I've done it once on purpose) when fighting/running from zeds... But if when the zeds spawn in doors, and under the floor like they used to, then you log off feeling perfectly safe only to log in dead...

Also if your just logging off under a tree in the wilderness (like I usually do :P) and a player happens to come upon you, your fucked. Or at least if I come upon you. Five seconds is plenty of time to fill you full of lead from my baby (mk48 mod 0). I know I'd be aggravated to log out in a perfectly safe spot (or at least as far as I know) and log in dead with no chance to have saved myself :P.
Title: Re: Patchnotes thread.
Post by: Goldor on June 14, 2012, 03:51:38 am
* [NEW] 30Rnd_545x39_AK added to loot table

Good, more weapons is something I can get behind.. I'd love to find more new things that I haven't used before :P.
Title: Re: Patchnotes thread.
Post by: Xant on June 14, 2012, 04:23:05 am
That sounds like ammo, not a weapon.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 17, 2012, 12:16:47 pm
Quote
Build 1.7.1 Rolling Update
Notes

READ THESE NOTES: PARTICULARLY - RAY-CASTING DOES NOT WORK INSIDE SOME BUILDINGS SO IT IS DISABLED INSIDE FOR ALL. PLEASE DO NOT COMMENT ON HIT THROUGH WALLS IN BUILDINGS, BECAUSE RAYTRACING IS DISABLED INSIDE THE BUILDING. IT IS A KNOWN ISSUE, AND IT IS OUTLINED IN THE BUILD NOTES.

- This update will REQUIRE the beta patch, so it is worth installing this now and getting used to it. It's pretty easy.

- Server Admins: you need to update dayz_server.pbo. File has been updated.

Current Changelog

UPDATE : 17 JUNE 2012

Community Shout-out this update:
http://www.armaholic.com
One of the community websites hosting anything and everything ArmA2. You thought DayZ was good? Well, it is just the top of the iceberg.
You can download missions, vehicles, addons, even other total conversions. And it's all FREE!
Run by foxhound who also happens to be a cool guy

Affected addons:
* dayz_code    1.7.1
* dayz_sfx    1.2
* dayz    1.3
* dayz_equip   1.3
* dayz_weapons   1.2
* dayz_anim    0.2

Developer's Note:
* Requires ArmA2 Beta.
* Raytracing doesn't work so well inside some buildings at the moment so interiors will ignore raytracing
* Infected sprinting animation not included yet
* On respawn, your flashlight spawns in your BACKPACK. I did this because nothing would have said NOOB more than all the new players running around in the day with torches with no idea what the fuck to do.

Changelog:
* [FIXED]   Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
* [FIXED]   Bodies still being deleted too quickly sometimes
* [FIXED]   No backpacks or medical boxes spawning
* [FIXED]   "No Speaker..." debug report spam
* [FIXED]   Infected spawning too close to players (minimum 30m now)
* [FIXED]   Infected not spawning inside buildings any more
* [FIXED]   General Server Script Errors (big thanks to Dwarden for fixing these!)
* [FIXED]   Loot/Infected spawning time delay desync'ing with server
* [NEW]    Infected can't attack through walls
* [NEW]    Infected can't see through objects any more
* [NEW]    Infected visibility increased (but limited by LOS)
* [NEW]    Infected attack range increased (but limited by LOS)
* [NEW]    Infected can cause greater damage when they hit you
* [NEW]    You can hide from an infected chasing you
* [NEW]    Optimized server cleanup routine
* [NEW]    Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
* [NEW]    Infected see based on eye direction, not on body direction as before
* [NEW]    30Rnd_545x39_AK added to loot table
* [NEW]    More infected attack animations
* [NEW]    More infected feeding animations
* [NEW]    Replaced monkey infected crawing run animation
* [NEW]    Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
* [NEW]    Humanity GUI indicator removed
* [NEW]    New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
* [NEW]    Initial version of double-barreled shotgun added (by Artyom)
* [FIXED]   CZ550 spawning far too often in farms
* [FIXED]   Winchester decreased spawnrate (% given to double barrel shotty)
* [NEW]    Recombine shotgun rounds between 2 and 8 rounds
* [NEW]    Recombine 45ACP rounds between M1911 and Revolver rounds
* [FIXED]   Tent placement is completely screwed (now can place anywhere except in building)
* [FIXED]   Items for Eating and Drinking not removed instantly (allowed some duping)
* [NEW]    DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.
Title: Re: Patchnotes thread.
Post by: Molly on June 17, 2012, 12:21:05 pm
Quote
* [NEW]    DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.

Oww ffs... not even a Makarov?
Title: Re: Patchnotes thread.
Post by: Overdriven on June 17, 2012, 12:23:46 pm
Oww ffs... not even a Makarov?

Nope. And the torch even goes into your backpack to avoid noobs running around with it out. How kind  :lol:

Edit:
From reading the forums. Apprently the line of sight thing is borked and zombies can see you through objects. So with the increase difficulty it makes hiding from them near impossible in populated areas.

Also zombie respawn rate is supposedly to high again. So a minute after killing a zombie another one respawns in it's place. Apparently making looting insanely hard.

And they can still hit through walls.

So basically the biggest changes in the patch didn't even work  :lol:

Also apparently there's a bug with deerstands where if you kill a zombie multiple zombies spawn almost immediately in its place. Many people are reporting to having died in a deer tower with hordes of zombies at the base of it  :)

Quote
The loot and zombie spawn timer isn't working, hence the FPS issues for some people and the billions of zombies. I tried a new mechanism for this update, it works with small numbers of players but stops with large numbers.

Likely be a hotfix, not within 24 hours, but definitely within 48 hours.
Title: Re: Patchnotes thread.
Post by: Vibe on June 17, 2012, 01:01:56 pm
They added spawning without a gun with no melee option? :/ not sure if like

Oh so the big patch is out already, nice, but if the most important stuff isn't working yet I'll be waiting for the fix before playing.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 17, 2012, 01:07:09 pm
Yeah it sounds as though even experienced players are dying in droves with these changes. I'm going to wait till these are fixed before playing again.
Title: Re: Patchnotes thread.
Post by: Molly on June 17, 2012, 01:40:06 pm
Well, just updated and had a quick look around since I am savely positioned at a forest border outside a rather big town...
Just having a quick look through the scope of my CZ - which was made even louder if I understood the forum discussion about it correctly - and have a lookout for the new animations for the Z.
First thing I noticed was missing sound but when I checked my sound options everything seems to be ok. A little chat on the server and people told me that it's an issue between 1.7 server and 1.7.1 clients.
Anyway... w/o sound playing isnt really an option so I gonna wait for the upcoming hotfix Rocket promised. "Not in 24 but surely in 48 hours".
Title: Re: Patchnotes thread.
Post by: cmp on June 17, 2012, 02:13:05 pm
Playing immediately after a patch release is asking to be killed by a new bug. Just give it a couple of hours/days.
Title: Re: Patchnotes thread.
Post by: ulya on June 17, 2012, 02:40:16 pm
As far as I know patches are created to remove bugs, not to add dozens of more. Why release a patch if you haven't even playtested it?
Title: Re: Patchnotes thread.
Post by: Molly on June 17, 2012, 03:03:28 pm
It's an Alpha!
Every single server is a test server...
WE are playtesting.
Title: Re: Patchnotes thread.
Post by: Xant on June 17, 2012, 03:04:14 pm
As far as I know patches are created to remove bugs, not to add dozens of more. Why release a patch if you haven't even playtested it?

Because it's alpha -- actually alpha, not WotR alpha. YOU are the playtester. The patches in alpha are adding content and he's only removing bugs to keep it playable (=play testable). The serious bug removal will come later.

Also zombie respawn rate is supposedly to high again. So a minute after killing a zombie another one respawns in it's place. Apparently making looting insanely hard.

And they can still hit through walls.

So basically the biggest changes in the patch didn't even work  :lol:

Zombies were spawning a minute after you killed them in 1.7.0 too, making clearing towns impossible.

The patchnotes say that zombies hitting through walls is not patched yet.
Title: Re: Patchnotes thread.
Post by: ulya on June 17, 2012, 03:23:44 pm
It's an alpha, while Rocket said that he isn't going to go out of alpha in ArmA 2. Say whatever you want, but the way DayZ grew makes the whole "alpha" thing unnecessary, especially considering that when DayZ finally gets out of alpha(probably 1-2 years), there won't be a fanbase like it has now.

Say what you want, but if Rocket develops this as if it is a closed alpha with a small amount of playtesters, he is doomed to fail and more and more people will start losing interest in it.
Title: Re: Patchnotes thread.
Post by: Vibe on June 17, 2012, 03:53:31 pm
It's an alpha, while Rocket said that he isn't going to go out of alpha in ArmA 2. Say whatever you want, but the way DayZ grew makes the whole "alpha" thing unnecessary, especially considering that when DayZ finally gets out of alpha(probably 1-2 years), there won't be a fanbase like it has now.

Say what you want, but if Rocket develops this as if it is a closed alpha with a small amount of playtesters, he is doomed to fail and more and more people will start losing interest in it.

i don't even know where to begin
Title: Re: Patchnotes thread.
Post by: Overdriven on June 17, 2012, 04:01:24 pm
Zombies were spawning a minute after you killed them in 1.7.0 too, making clearing towns impossible.

The patchnotes say that zombies hitting through walls is not patched yet.

A minute was overestimating. This is more like seconds :P And hardly...after killing zombies they tended to stay dead for a long time for me. I'd be able to clear out several apartments quite easily after killing a few. And yes it does say that but it was added after rocket later so when I copied and pasted the patch notes I didn't re-read them.
Title: Re: Patchnotes thread.
Post by: ulya on June 17, 2012, 04:14:37 pm
i don't even know where to begin

A mod that has 250.000 players, which is more than a lot of MMO's and other multiplayer games, can't just release a patch and say "Yeah but we're just alpha guys! enjoy losing all your stuff because we messed up this patch and remember, you're all just playtesting!", it's the wrong mentality to have.

Go on, begin somewhere, I'm interested in hearing "But it's just an alpha!" arguments, haven't had a good discussion in a while.
Title: Re: Patchnotes thread.
Post by: Serfonz on June 17, 2012, 05:23:12 pm
* [NEW] 30Rnd_545x39_AK added to loot table

Good, more weapons is something I can get behind.. I'd love to find more new things that I haven't used before :P.

Isn't that just a 30 round magazine for the AK?
Title: Re: Patchnotes thread.
Post by: Goldor on June 17, 2012, 05:34:20 pm
Isn't that just a 30 round magazine for the AK?

Don't know haven't found it yet. Was hoping for another Ak but might just be ammo :(.

A mod that has 250.000 players, which is more than a lot of MMO's and other multiplayer games, can't just release a patch and say "Yeah but we're just alpha guys! enjoy losing all your stuff because we messed up this patch and remember, you're all just playtesting!", it's the wrong mentality to have.

Go on, begin somewhere, I'm interested in hearing "But it's just an alpha!" arguments, haven't had a good discussion in a while.

The mod sure as hell can, you aren't paying for it. Fuck he refused to allow people to donate to him at all. It's an alpha, a true alpha and if you don't want to put up with an alpha build, then you probably should just stop playing and go do something else. There is no argument, you either deal with it or leave.
Title: Re: Patchnotes thread.
Post by: ulya on June 17, 2012, 05:54:55 pm
Already stopped a few days ago, the new Notch is getting more and more power and attention, this is going to turn out fun.

But as I said, and you would know if you had read the other threads, the dayz forums, any other place where dayz is getting discussed on the internet, talked to somebody, or even played yourself, you'd realize the new patch fucked it up, I don't care about alpha, I don't care about beta, it's not a valid argument when something works fine, you want to make it more "hardcore" for more "hardcore people" because surviving is so hard and rocket wants to feed on the delicious tears of carebears and all that shit he keeps spouting on the forums, and than end up making it unplayable.
Title: Re: Patchnotes thread.
Post by: Goldor on June 17, 2012, 06:06:16 pm
Unplayable? I've played for a few hours today and didn't really have any problems other than the zombie spawns being high, of course it seems that if you use a quieter weapon zombies don't spawn as soon/as many in that area. I don't get what people are crying about, it's supposed to be difficult, it became easy, he made it difficult again.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 17, 2012, 06:46:47 pm
Unplayable? I've played for a few hours today and didn't really have any problems other than the zombie spawns being high, of course it seems that if you use a quieter weapon zombies don't spawn as soon/as many in that area. I don't get what people are crying about, it's supposed to be difficult, it became easy, he made it difficult again.

It's more the fact that the line of sight, hitting through walls, crazy zig-zagging isn't fixed. So he upped the strength of zombies massively without actually fixing those issues and screwed up the spawn rate (ok so he's fixing it asap). It should have been done the other way round, fix the issues then up the strength after. Regardless, it is alpha so I expect these things to go wrong. I just won't play until it's all fixed.
Title: Re: Patchnotes thread.
Post by: Xant on June 17, 2012, 10:18:05 pm
It's an alpha, while Rocket said that he isn't going to go out of alpha in ArmA 2. Say whatever you want, but the way DayZ grew makes the whole "alpha" thing unnecessary, especially considering that when DayZ finally gets out of alpha(probably 1-2 years), there won't be a fanbase like it has now.

Say what you want, but if Rocket develops this as if it is a closed alpha with a small amount of playtesters, he is doomed to fail and more and more people will start losing interest in it.
the way DayZ grew makes the whole alpha thing unnecessary?

what

You realize it isn't in alpha stage because he went like "damn, I really do love having this in alpha" and he can't snap his fingers and go "OH WELL enough of that, full product out NOW"
Title: Re: Patchnotes thread.
Post by: Vibe on June 17, 2012, 11:08:43 pm
A mod that has 250.000 players, which is more than a lot of MMO's and other multiplayer games, can't just release a patch and say "Yeah but we're just alpha guys! enjoy losing all your stuff because we messed up this patch and remember, you're all just playtesting!", it's the wrong mentality to have.

Go on, begin somewhere, I'm interested in hearing "But it's just an alpha!" arguments, haven't had a good discussion in a while.

Lol, just lol. I seriously doubt I can explain this to you no matter how hard I try, you have already convinced me your thinking is on a level of a rock.

It doesn't matter how many players it has. Everyone who had a brain cell to read that this mod is in ALPHA stage before even downloading (you didn't miss the big ALPHA TEST sign when downloading, did you?) actually agreed that they're alpha testers.

So yeah, they can go "deal with it guys, it's alpha". Simple as that.

Also ulya = perfect example why real alpha/beta tests are usually closed, another brain dead being that doesn't understand he isn't actually playing a demo/almost finished version.
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 12:49:49 am
No vibe, I just think it's rediculous to use BUT GUYS, IT'S AN ALPHA!, when the dev confirmed the mod won't be leaving alpha. And no, I didn't miss the big ALPHA sign, but my point remains: if you think it's acceptable to release a bugged patch, 20 days after the previous patch, which barely did anything either, than you're the brain dead here.

I like it how you started with "I don't know where to begin", and in the end you did nothing but insult me, adding no counter arguments at all. Atleast bring up an argument rather than spam ALPHA ALPHA ALPHA ALPHA, 1.7.1 is a bad patch, rocket is messing up more and more while spending half of the time posting LOLOLOL I TROLL U, this has nothing to do with my thinking level.

The reason why real alpha/beta tests are usually closed in the beginning, is because they need to slowly stress their serves, have a small group of people going after the bugs, seeing if it's all working, and after that invite more and more people, untill eventually going into open alpha/beta. Releasing a mod, claiming it's in alpha, messing up a lot of things, making fun of the people that play your mod and "trolling" on the forums, no, that's not acceptable.

You are like the typical rocket fanboy on the dayz forums right now, yes Mister rocket please make zombies even harder, make them impossible to kill, make them spawn 10 times more, make them fly around the map, give them all DMR's with 100% accuracy! Yes that makes the game much harder! It will be so much more fun this way! What, you don't like dieing? You are just a carebear, yes all your tears are delicious! Don't you wish you died 20 times per minute like me? Look how much fun I am having! Oh yes rocket, put it in deeper!

I'm not sure if you've been following these threads, but I've stood behind dayz and rocket pretty much all the time, but I don't support the direction rocket and his fanboys are taking this.

And Xant, now I reread it it might have sounded wrong, but what I mean is: Once you have 250.000 people that are playing your mod, you aren't supposed to keep releasing random things in the hope of it working, it's better to playtest them before even bringing it into alpha. Ofcourse there will be bugs, ofcourse there won't be a final release, that's where you say BUT IT'S ALPHA! but I think it's stupid to release a patch that messes up the experience for that many people, while adding more and more bugs/unfinished features, and if you say BUT IT'S ALPHA! in this situation, you are being like a 13 year old that got his first crush, like Vibe is acting right now, insulting anything and everybody that says something negative about his crush.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 18, 2012, 01:02:11 am
No vibe, I just think it's rediculous to use BUT GUYS, IT'S AN ALPHA!, when the dev confirmed the mod won't be leaving Alpha in ArmA 2, it's stuck in alpha. And no, I didn't miss the big ALPHA sign, but my point remains: if you think it's acceptable to release a bugged patch, 20 days after the previous patch, which barely did anything either, than you're the brain dead here.

I like it how you started with "I don't know where to begin", and in the end you did nothing but insult me, adding no counter arguments at all. Atleast bring up an argument rather than spam ALPHA ALPHA ALPHA ALPHA, 1.7.1 is a bad patch, rocket is messing up more and more while spending half of the time posting LOLOLOL I TROLL U, this has nothing to do with my thinking level.

The reason why real alpha/beta tests are usually closed in the beginning, is because they need to slowly stress their serves, have a small group of people going after the bugs, seeing if it's all working, and after that invite more and more people, untill eventually going into open alpha/beta. Releasing a mod, claiming it's in alpha, messing up a lot of things, making fun of the people that play your mod and "trolling" on the forums, no, that's not acceptable unless you've got

Everything they are doing in Arma2 is pretty much alpha testing dayz for Arma3. In that sense it is in alpha. Arma3 is in development so they are simply figuring out what works and what doesn't as a lot of it will be portable to Arma3. It's already been discussed by rocket and others that Dayz will be on Arma3. Either as a separate purchasable item or included as a pre-installed and regularly updated mod for the game.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 18, 2012, 01:06:01 am
Double post but on that note:

Quote
Pending Hotfix: Build 1.7.1.1
Current Changelog:
* [FIXED]   Server item cleanup error (thanks Dwarden for identifying)
* [FIXED]   Server weighted random object error (thanks Dwarden for identifying)
* [REVERT] 5 second delay for disconnecting (will need to wait till new method developed)
* [REVERT] Disabling of interior raycasting (will mean some buildings you will be invisible/can't be hit in for the moment as they don't have view LODs)
* [REVERT]   Infected sight based on head not body direction (infected glace around alot, this meant that they had super view directions. Now locked at body direction)
* [FIXED]   Area not checked for existing infected before spawning new ones ("blind faith" that it had not made a mistake didn't work)
* [FIXED]   Crippling performance issues caused by loot items never being cleaned up (loot now cleaned up)
* [FIXED]   Tent pitching (Who the hell codes tent location checks TWICE before pitching? Oh apparently I do)
* [NEW]    Marakov spawn rate increased
* [NEW]    Small chance Mararov ammo will spawn on an infected
* [FIXED]   Converting magazines didn't work if you had MORE than one of that magazine type (now works as intended)
* [NEW]    Tweaked audibility and visibility values for kneel walking
* [REVERT] Secret nerf of prone (you noticed)
* [NEW]    Can select gender for each new character
* [FIXED]   Toolboxes aren't spawning (classname error in loot table)
* [NEW]    Small tweaks to AI zombie routines to improve performance
* [REVERT] New spawn timer mechanism (back to the old one for now)

ETA:
- 2 hours
Title: Re: Patchnotes thread.
Post by: Xant on June 18, 2012, 01:06:36 am
No vibe, I just think it's rediculous to use BUT GUYS, IT'S AN ALPHA!, when the dev confirmed the mod won't be leaving Alpha in ArmA 2, it's stuck in alpha. And no, I didn't miss the big ALPHA sign, but my point remains: if you think it's acceptable to release a bugged patch, 20 days after the previous patch, which barely did anything either, than you're the brain dead here.

I like it how you started with "I don't know where to begin", and in the end you did nothing but insult me, adding no counter arguments at all. Atleast bring up an argument rather than spam ALPHA ALPHA ALPHA ALPHA, 1.7.1 is a bad patch, rocket is messing up more and more while spending half of the time posting LOLOLOL I TROLL U, this has nothing to do with my thinking level.

The reason why real alpha/beta tests are usually closed in the beginning, is because they need to slowly stress their serves, have a small group of people going after the bugs, seeing if it's all working, and after that invite more and more people, untill eventually going into open alpha/beta. Releasing a mod, claiming it's in alpha, messing up a lot of things, making fun of the people that play your mod and "trolling" on the forums, no, that's not acceptable unless you've got

What? You realize ArmA 3 will be released soon and Bohemia will be very interested in it being a DLC, or even a separate game using their engine? Also where did rocket confirm it won't leave alpha in ArmA 2?

Sorry Ulya, but you're the brain dead person here if you think it's unacceptable to release a patch that has bugs in an alpha....

How is rocket messing up at all? 1.7.1 is a great patch in theory, a move in the right direction. Being able to hide from zombies and them having a line of sight is great.

The mod has been in alpha for a bit more than a month....

Frankly, who the fuck are you to tell rocket what's acceptable or not? You haven't given him a single cent.
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 01:18:42 am
The direction 1.7.1 is going, fine, releasing 1.7.1 when half of the features that make it playable aren't working, absolutely not fine.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 18, 2012, 01:20:55 am
The direction 1.7.1 is going, fine, releasing 1.7.1 when half of the features that make it playable aren't working, absolutely not fine.

They don't particularly test those features. We do. They do the coding, we play the game to see if that has worked. If it hasn't, they change it and try to make it better. It's not an overly complex idea.
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 01:25:17 am
If that is what the community wants to accept, so be it, let us finish this discussion here unless any of you feels the need to keep it going, but we're people with different opinions and obviously non of us is going to accept the others, so I'm pretty sure from now on the talk will be going more and more off-point while wasting all of our times. If you want to continue, I'll answer whenever it is necessary to answer, the choice is all yours.
Title: Re: Patchnotes thread.
Post by: Xant on June 18, 2012, 02:11:44 am
80,000 unique players in the last 24 hours. They're breaking the concurrent players record every day.
Title: Re: Patchnotes thread.
Post by: Christo on June 18, 2012, 02:30:21 am
People love apocalyptic settings, especially when it has zombies in it.

It'll stay strong, especially if there will be a standalone game.
Title: Re: Patchnotes thread.
Post by: Goldor on June 18, 2012, 03:13:33 am
Shit, that's like what 2.4 million in sales or something along those lines? Nice!
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 07:27:17 am
No vibe, I just think it's rediculous to use BUT GUYS, IT'S AN ALPHA!, when the dev confirmed the mod won't be leaving alpha. And no, I didn't miss the big ALPHA sign, but my point remains: if you think it's acceptable to release a bugged patch, 20 days after the previous patch, which barely did anything either, than you're the brain dead here.

I like it how you started with "I don't know where to begin", and in the end you did nothing but insult me, adding no counter arguments at all. Atleast bring up an argument rather than spam ALPHA ALPHA ALPHA ALPHA, 1.7.1 is a bad patch, rocket is messing up more and more while spending half of the time posting LOLOLOL I TROLL U, this has nothing to do with my thinking level.

The reason why real alpha/beta tests are usually closed in the beginning, is because they need to slowly stress their serves, have a small group of people going after the bugs, seeing if it's all working, and after that invite more and more people, untill eventually going into open alpha/beta. Releasing a mod, claiming it's in alpha, messing up a lot of things, making fun of the people that play your mod and "trolling" on the forums, no, that's not acceptable.

You are like the typical rocket fanboy on the dayz forums right now, yes Mister rocket please make zombies even harder, make them impossible to kill, make them spawn 10 times more, make them fly around the map, give them all DMR's with 100% accuracy! Yes that makes the game much harder! It will be so much more fun this way! What, you don't like dieing? You are just a carebear, yes all your tears are delicious! Don't you wish you died 20 times per minute like me? Look how much fun I am having! Oh yes rocket, put it in deeper!

I'm not sure if you've been following these threads, but I've stood behind dayz and rocket pretty much all the time, but I don't support the direction rocket and his fanboys are taking this.

And Xant, now I reread it it might have sounded wrong, but what I mean is: Once you have 250.000 people that are playing your mod, you aren't supposed to keep releasing random things in the hope of it working, it's better to playtest them before even bringing it into alpha. Ofcourse there will be bugs, ofcourse there won't be a final release, that's where you say BUT IT'S ALPHA! but I think it's stupid to release a patch that messes up the experience for that many people, while adding more and more bugs/unfinished features, and if you say BUT IT'S ALPHA! in this situation, you are being like a 13 year old that got his first crush, like Vibe is acting right now, insulting anything and everybody that says something negative about his crush.

If this was any other mod I would let you off by just accepting you simply can't grasp what alpha tests are about. But this is dayz and rocket, who hotfixes stuff in a matter of hours usually and yet you are complaining because one patch introduced new bugs? Guess what man, this is what alpha is about. IT IS ACCEPTABLE TO RELEASE A BUGGED PATCH. They make a new patch, introduce new features and previous fixes, new bugs appear, we test, report, they fix - is that so hard to get? They don't need to test all scenarios before releasing an alpha patch, because we are there to do that (and it doesn't matter how many people are testing).


Also from your whine I take it this mod is getting too hardcore for you, oh well there's always l4d rite
Title: Re: Patchnotes thread.
Post by: SeQuel on June 18, 2012, 07:36:59 am
If that is what the community wants to accept, so be it, let us finish this discussion here unless any of you feels the need to keep it going, but we're people with different opinions and obviously non of us is going to accept the others, so I'm pretty sure from now on the talk will be going more and more off-point while wasting all of our times. If you want to continue, I'll answer whenever it is necessary to answer, the choice is all yours.

You just can't accept you're wrong lol.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 18, 2012, 10:38:29 am
No1 ever can
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 11:34:54 am
Also from your whine I take it this mod is getting too hardcore for you, oh well there's always l4d rite

Didn't expect any worse argument from you, rocket increases amount of zombies, increases their strength, increases their visibility, which means that he wants you to kill zombies, and you tell me to go play l4d? Pathetic, this mod has nothing to do with hardcore, I know it and you know it, getting loot is piss easy, surviving is even easier and making zombies harder encourages even more passive play and snipers.

You are worse than the people on the dayz forums.

"Too hardcore for you, don't you wish you were as hardcore as I am? I can sit outside of cherno and snipe people look how hardcore I am! Oh look zombies got supervision now and can spot you from 3000m, rocket best dev. It is not a bug it is a feature!"

And as I said, bugs are acceptable in alpha, it's why it is in alpha, but what gave Rocket the oh so brilliant idea to make you spawn without weapons, make the zombies 10 times harder, while not being 100% sure that the features that made it possible worked. It would take 1 hour on a testserver to get the information he needed, instead he spends that time going LOLOLOL I TROLL U on the forums, and you rocket fanboys will eat it up and join him in his "trolling", pathetic.

As I said before in the post before, this discussion is pointless because of the BUT ITS ALPHA BUT ITS ALPHA ITS ACCEPTABLE TO GET HIS COCK UP DEEP BECAUSE ITS ALPHA spam, and honestly, if you want to accept it, than go by all means go ahead, I stoped playing DayZ a while ago because it lost its appeal to me, I just expressed my opinion trough a small post after which Rocket Defense Force member Vibe went full defense and started insulting me, ofcourse I will reply.
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 11:43:12 am
So why are you crying here if you stopped playing? And even if you were still playing it's hard waiting a bit for the fixes to come in right? Or maybe you actually believe your senseless whining will speed up the fixes?

"He should've tested this and that for x hours before releasing", "the patch should be 100% working before released"?
Why are we, the alpha testers, here then for?

Either way, the point stands:
I seriously doubt I can explain this to you no matter how hard I try
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 11:46:59 am
I'm not crying, I made one single post about how I think they should playtest certain things in private despite it being alpha. I doubt Rocket comes here so I doubt any of my posts will do anything of value. I'm just an extremely bored person that has a fetish for complaining.

I think the sentence you quoted applies more for yourself, as I made it clear that bugs are completely acceptable, but gamebreaking things could be playtested a little bit instead of trolling on the forums, to have a better enviroment for the players to find the actual bugs in.
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 11:49:16 am
If only your complaints made any sense.
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 11:51:37 am
If only you would be able to understand them.

Last post in this thread for a while, unless actually have something to add.
Title: Re: Patchnotes thread.
Post by: Molly on June 18, 2012, 11:51:57 am
Well, spawning w/o even a pistol is kinda stupid as a design decision.
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 11:55:01 am
If only you would be able to understand them.

Last post in this thread for a while, unless actually have something to add.

What's not to understand? You as an alpha tester want alpha patches to be completely tested out and working 100% before being handed out to the testers... yes it makes perfect sense
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 11:57:46 am
Lol, just lol. I seriously doubt I can explain this to you no matter how hard I try
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 12:04:43 pm
*sigh*

I tried.

If anyone else wants to take up this fool, good luck
Title: Re: Patchnotes thread.
Post by: ulya on June 18, 2012, 12:16:12 pm
You tried by constantly calling me names, not reading my posts, putting words in my mouth and continueing the dicussion when I already said it was pointless and we'd best stop it.

No, you are being the fool here.
Title: Re: Patchnotes thread.
Post by: Xant on June 18, 2012, 12:21:20 pm
Well, spawning w/o even a pistol is kinda stupid as a design decision.

Why? I like it. He has some reasons behind that as well which are pretty good. Like more reason to team up and not shoot a guy who just spawned. Before you'd have shot them because they're a threat.
Title: Re: Patchnotes thread.
Post by: cmp on June 18, 2012, 01:27:50 pm
Why? I like it. He has some reasons behind that as well which are pretty good. Like more reason to team up and not shoot a guy who just spawned. Before you'd have shot them because they're a threat.

That might be true for DayZ players, but Call of DayZ players will shoot pretty much everyone for no particular reason.
A good change nonetheless.
Title: Re: Patchnotes thread.
Post by: Xant on June 18, 2012, 01:59:00 pm
Some people are reporting a positive change, some aren't. So it goes. Even a bit more teamwork is an improvement.

Although the first time I'd see weaponless survivors, I don't think I'd be able to resist the urge to shoot them in the foot and watch them crawl.
Title: Re: Patchnotes thread.
Post by: Vibe on June 18, 2012, 02:18:14 pm
Melee and knives is what it needs. Not as a primary way of killing zombies, but more as a last resort (if you're out of ammo). Also beach knife wars.
Title: Re: Patchnotes thread.
Post by: Xant on June 18, 2012, 02:26:04 pm
Haha. Melee should be something that's incredibly dangerous. Like, you're gonna take damage no matter what, unless you get someone from behind. That way you wouldn't just be able to melee zombies silently forever.

And having a knife fight with someone over beans would be amazing. And pretty damn realistic too! AS THE SAYING GOES, there is no winner in a knife fight. You're going to kill the other guy, but you'd be bleeding as well.
Title: Re: Patchnotes thread.
Post by: cmp on June 18, 2012, 02:49:58 pm
AS THE SAYING GOES, there is no winner in a knife fight. You're going to kill the other guy, but you'd be bleeding as well.

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Title: Re: Patchnotes thread.
Post by: Ganner on June 18, 2012, 02:57:50 pm
I would totaly cut a bitch over beans.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 18, 2012, 03:23:22 pm
Hey guys, inspired by your melee talk i have made a thread in the suggestion corner of the dayz forum about melee. Please support it  :)

http://dayzmod.com/forum/showthread.php?tid=14599
Title: Re: Patchnotes thread.
Post by: Logen on June 18, 2012, 05:32:40 pm
Fuck knives
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Title: Re: Patchnotes thread.
Post by: Molly on June 18, 2012, 06:29:46 pm
That counts as quoting a classic! Sweet  8-)
Title: Re: Patchnotes thread.
Post by: Butan on June 18, 2012, 06:56:47 pm
Fuck knives
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I like you more.



And me too I wondered when I first logged into the game, why cant I sneak on a zombie and melee him silently ? Even though you already have silenced weapons and ammunitions, but they are rare (to me at least).

But I think having melee weapons would lead to a major decrease in difficulty (you produce near to no sound when you are crouching, easy chain zombie kill if you manage to get them from behind) and that isnt where the game is going.


Maybe if you did produce sound enough for sneaking on a zombie extremely difficult, and if those melee weapons were quite as rare as silenced weapons and ammo, it would be a very good suggestion.

The only thing I disagree in your post on the dayz forum Umbra is spawning with a melee weapon.
Title: Re: Patchnotes thread.
Post by: Goldor on June 18, 2012, 10:29:06 pm
Some people are reporting a positive change, some aren't. So it goes. Even a bit more teamwork is an improvement.

Although the first time I'd see weaponless survivors, I don't think I'd be able to resist the urge to shoot them in the foot and watch them crawl.

I do this.. Constantly. I sat down on the coast all day yesterday and shot new spawns in the legs every time and left them their.
Title: Re: Patchnotes thread.
Post by: Butan on June 19, 2012, 03:28:40 am
Quote
RE: Pending Hotfix: Build 1.7.1.2

    (Today 06:59 AM)rocket Wrote:  Changelog:
    * [NEW] Tone Mapping to enhance nightlighting conditions
    * [FIXED] Generic Loot not spawning (such as food etc...)
    * [FIXED] Animals stand still and HURR DURRR (they now walk around)
    * [FIXED] New blood values not being saved when a player eats (they do now)
    * [FIXED] Duplicate players not being removed (should now be removed on login)
    * [NEW] Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
    * [NEW] Maximum animals increased
    * [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)
Title: Re: Patchnotes thread.
Post by: Overdriven on June 19, 2012, 04:42:39 am
Melee weapons. Something this game does need. Even if they are a last resort, you take significant damage due to proximity and may not do a huge amount of damage it gives nubs a much better chance now there's the no spawn with weapon. I mean hatchets are oddly common in this game.
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 07:46:26 am


Ok wut this is for real, melee weapons!!! :O
Title: Re: Patchnotes thread.
Post by: Goldor on June 19, 2012, 07:54:06 am
As of DayZ version 1.7.1.2, all servers are crashing every 5-10 minutes.

Edit: Has something to do with dropping weapons and picking up hatchets/crowbars ;0).
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 19, 2012, 08:26:00 am
Lol nice 2 days after my thread, would it be to far-fetched to think it had some influence in this matter  XD
Title: Re: Patchnotes thread.
Post by: Molly on June 19, 2012, 08:53:34 am
Lol nice 2 days after my thread, would it be to far-fetched to think it had some influence in this matter  XD
YES!
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 09:32:46 am
Lol nice 2 days after my thread, would it be to far-fetched to think it had some influence in this matter  XD
No man, rocket was like "WOAH, melee weapons! Never woulda thought of that without my pal Umbra!"

I do this.. Constantly. I sat down on the coast all day yesterday and shot new spawns in the legs every time and left them their.

Well that's just gay.
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 19, 2012, 09:57:32 am
No man, rocket was like "WOAH, melee weapons! Never woulda thought of that without my pal Umbra!"

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While Rocket is at it he should add chainsaws  :lol:
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 10:05:13 am
And katanas. And samurai armor. I for one am going to return my copy of ArmA 2 if DayZ doesn't have as good melee as Warband within a month.
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 10:08:20 am
nerf hatchet spin stab

oh oh also RANGED OP
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 19, 2012, 10:08:45 am
Yea lets exaggerate everything fun fun fun fun friday
Title: Re: Patchnotes thread.
Post by: Molly on June 19, 2012, 10:23:56 am
nerf hatchet spin stab

oh oh also RANGED OP
That's the stuff that made you Lord? gtfo -.-
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 10:26:18 am
That's the stuff that made you Lord? gtfo -.-

Silence squire or I will have you flogged in the public
Title: Re: Patchnotes thread.
Post by: Molly on June 19, 2012, 10:30:48 am
Silence squire or I will have you flogged in the public
Good luck with flogging the original, one and only, loved and apreciated "Flogging_Molly"!  8-)

Squire? WTF! I was a Knight before! D: Damn you, chadz *shakes fist in anger and dismay*
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 10:37:36 am
Good luck with flogging the original, one and only, loved and apreciated "Flogging_Molly"!  8-)

Squire? WTF! I was a Knight before! D: Damn you, chadz *shakes fist in anger and dismay*

Down rank for insulting a Lord, I like it. Should be hanged, but the mighty chadz is merciful.

Back to topic now:

It seems the problem with 10-15 minute crashes is when you drop a crowbar/hatchet it spawns multiples of them causing the crash
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 10:42:12 am
Yea. Rocket's already release two hotfixes in as many days (which have also had new features), so I'm just gonna wait until a new hotfix.

Shame though, really want to try melee weapons. Some people on the forums are saying they'be been killing zombies just with the melee weapons. And players too.
Title: Re: Patchnotes thread.
Post by: Molly on June 19, 2012, 10:51:33 am
Yea. Rocket's already release two hotfixes in as many days (which have also had new features), so I'm just gonna wait until a new hotfix.

Shame though, really want to try melee weapons. Some people on the forums are saying they'be been killing zombies just with the melee weapons. And players too.
We should probably all thank Umbra now for making this possible!
Title: Re: Patchnotes thread.
Post by: Klauwaert on June 19, 2012, 12:07:49 pm
As of DayZ version 1.7.1.2, all servers are crashing every 5-10 minutes.
I can see this mod is getting more stable by every update...
Title: Re: Patchnotes thread.
Post by: Overdriven on June 19, 2012, 01:00:09 pm
Current Changelog for 1.7.1.3
Affected addons:
* dayz_code    1.7.1.3

Developer's Note:
* Requires ArmA2 Beta.

Changelog:
* [FIXED]   Melee items causing magazine glitching and eventual server death (fixed)
* [FIXED]   Unconscious UI Image displays incorrectly
* [FIXED]   Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 01:04:08 pm
Gotta love the speed of these fixes.
Title: Re: Patchnotes thread.
Post by: Overdriven on June 19, 2012, 01:11:05 pm
If only the server owners would be so fast  :)
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 02:16:47 pm
Quote
Changelog:
* [FIXED] Melee items causing magazine glitching and eventual server death (fixed)
* [FIXED] Unconscious UI Image displays incorrectly
* [FIXED] Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
* [FIXED] Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
* [FIXED] Speed not correctly utilized for checking stealth levels (https://dev-heaven.net/issues/33630 )
* [FIXED] Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
* [FIXED] Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 02:42:08 pm
So did anyone try melee yet?

Is it intuitive, does it look good? Is it effective?
Title: Re: Patchnotes thread.
Post by: Overdriven on June 19, 2012, 04:22:04 pm
No idea but I noticed this post:
Hatchets and Melee.

Bugs/oversights:
-Bullet/decal is still present.
-Attachment point is not respected in regards to transforms during many animations ( No inheritance ).
-Need to reload is still present.
-ArmA 2 guns are checked from the chamber, the location of the chamber on melee needs to be looked at. Does not match cross hair, or blade/working edge of the object.
-Severe knock back at times.

Observations:
This item needs to be a equipable weapon ( Like guns/flashlights ), current method of attack non-intuitive/clunky.
Title: Re: Patchnotes thread.
Post by: Vibe on June 19, 2012, 05:07:58 pm
More

Quote
* [FIXED]   Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
* [FIXED]   Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
* [REVERT]   Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
* [FIXED]   Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
* [FIXED]   Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts)
* [NEW]    Once infected lose line-of-sight they will try investigate where you are
* [FIXED]   Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
Title: Re: Patchnotes thread.
Post by: Doppel on June 19, 2012, 05:18:11 pm
The mod is pretty destroyed after the last updates.. i hope the most will be fixed soon  :?
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 05:33:33 pm
destroyed how
Title: Re: Patchnotes thread.
Post by: Overdriven on June 19, 2012, 06:30:42 pm
Hotfix Build 1.7.1.4 Rolling Update

HOTFIX : 19 JUNE 2012

Affected addons:
* dayz_code    1.7.1.4
* dayz_equip   1.3.2

Changelog:
* [FIXED]   Performance issue with equipment proxies (improves FPS)

HOTFIX : 19 JUNE 2012

Affected addons:
* dayz_code    1.7.1.3
* dayz_weapons   1.3.1
* dayz_server (server admins only)

Developer's Note:
* Requires ArmA2 Beta.
* Big thanks to JoeKurtz for his excellent bug reports

Changelog:
* [FIXED]   Melee items causing magazine glitching and eventual server death (fixed)
* [FIXED]   Unconscious UI Image displays incorrectly
* [FIXED]   Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
* [FIXED]   Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
* [FIXED]   Speed not correctly utilized for checking stealth levels ( https://dev-heaven.net/issues/33630 )
* [FIXED]   Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
* [FIXED]   Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
* [FIXED]   Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
* [FIXED]   Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
* [REVERT]   Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
* [FIXED]   Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
* [FIXED]   Hunger and Thirst no longer continue to drop while you are offline (only ingame time counts)
* [NEW]    Once infected lose line-of-sight they will try investigate where you are
* [FIXED]   Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
* [NEW]    Significant loot rebalancing
* [FIXED]   "Fus ro dah" melee (now should be the correct release files)
Title: Re: Patchnotes thread.
Post by: Doppel on June 19, 2012, 07:30:50 pm
destroyed how

people spwaned without gear
you were spawned in a strange wasteland without any trees or towns
huge FPS drops
missing interface options
 
and so on
Title: Re: Patchnotes thread.
Post by: Fluffy_Muffin on June 19, 2012, 07:32:44 pm
people spwaned without gear

fixed with respawn

you were spawned in a strange wasteland without any trees or towns

fixed with respawn

huge FPS drops

do flush

missing interface options

do flush
 

Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 08:04:38 pm
people spwaned without gear
you were spawned in a strange wasteland without any trees or towns
huge FPS drops
missing interface options
 
and so on

People spawn without gear after respawn? Yes, so?

The wasteland thing can happen if you put on skins.
Title: Re: Patchnotes thread.
Post by: Doppel on June 19, 2012, 08:59:24 pm
still spawning in wasteland
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 09:18:55 pm
Yes. Yes you are, aren't you.
Title: Re: Patchnotes thread.
Post by: Butan on June 19, 2012, 10:16:07 pm
Visual and sound detection has been buffed so high, you cant crouch run through bushes without being detected (AT NIGHT!) through villages or shit like that.

Crouch walking or crawl running is moderately dangerous at medium range, and crawl walking is still midly dangerous at short range  :?



Dunno for you but I dont want to take 2 hours looting a small village, nor do I like aggroing the whole village if I ever let go of shift while I crouch  :lol:

Will wait for hotfix of Z detection. Actually they are even better at spotting than humans with binoculars and gamma to the max.
Title: Re: Patchnotes thread.
Post by: Xant on June 19, 2012, 10:48:12 pm
Hotfix for Z detection? Implying something is broken.

Now you'll either need to be patient, take the zombies out silently (crossbow, melee, suppressed weapons) or just shoot them with a louder gun.
Title: Re: Patchnotes thread.
Post by: Nessaj on June 19, 2012, 10:56:28 pm
Quote
* [NEW]    Once infected lose line-of-sight they will try investigate where you are

Sounds interesting. Rather have them react to LOS and sound investigation rather than directly going to the source. They should just turn/walk/run towards the direction of the noise until they see something.
Title: Re: Patchnotes thread.
Post by: Butan on June 20, 2012, 01:20:03 am
Hotfix for Z detection? Implying something is broken.

Now you'll either need to be patient, take the zombies out silently (crossbow, melee, suppressed weapons) or just shoot them with a louder gun.


Maybe im not hardcore enough to deal with this, I admit; but there is still the chance that all the people complaining about the too high Z detection will force rocket to revert back to a previous and easier level (thats what I would like anyway :rolleyes:)


Quote
Sounds interesting. Rather have them react to LOS and sound investigation rather than directly going to the source. They should just turn/walk/run towards the direction of the noise until they see something.


The idea is interesting, because in 1.7.1.1 you just had to break LOS and they would suddenly stop running (this lead to many houses/building being completely overrun by zombies because players kite them in and then run outside and lost them inside  :lol: ); but actually in the game as soon as you break the LOS, they will investigate TOWARD YOU (wherever you are gone, even if you made no sound), and not in the "area" they stopped seeing you, leading to a 99% chance of being detected again if you dont haul ass as fast as possible (which is almost impossible due to ridiculously high audio detection even when you crouch, combo of death).




P.S.: I tested melee, and I dont understand why rocket says "melee will get his damage buffed soon", because I actually took out dozens of them with a hatchet :mrgreen: ok I was in a building and I chain-killed them without retalation from them, but even out in the open, if you only have 1 or 2 Z on you, you can backpedal and kill them really fast, without sound. Really great stuff.
Tbh, if it wasnt for the melee weapons, game would be near totally impossible actually, with the wallhacking/super senses/running through metal doors zombies.

And the loots are cool again.
Title: Re: Patchnotes thread.
Post by: Klauwaert on June 20, 2012, 12:43:04 pm
fixed with respawn
Nope, it ain't.
Title: Re: Patchnotes thread.
Post by: Butan on June 20, 2012, 10:36:43 pm
Changelog:
      * [NEW]      Infected raycast for line-of-sight less often (improves performance)
      * [FIXED]   Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
      * [FIXED]   Raycasting being taken from wrong body position (ensured it is from eye level)
      * [FIXED]   Infected sometimes spawn close to a player (previous check once, now up to ten times)
      * [NEW]      Infected bodies will despawn after 5 minutes of their death (improves performance)
      * [FIXED]   Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
      * [FIXED]   Can dupe tent's by right clicking (forgot to close the window)
      * [FIXED]   Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
      * [FIXED]   Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
      * [FIXED]   Can dupe food during cooking if click really fast (now you cannot)
      * [FIXED]   Trying to pick up a hatchet would create fake ammo (now will not)
      * [FIXED]   Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
      * [REVERT]   Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
      * [NEW]      Flashlights can now be packed to toolbelt also (gear action)
      * [NEW]      New players will spawn with flashlight added to their toolbelt not backpack
      * [FIXED]   Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
      * [FIXED]   Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once)
      * [FIXED]   Melee weapon sounds non-existent/terrible (now has placeholder sounds)


Should make the game stealth friendly again, or a bit more at least  :wink:
Title: Re: Patchnotes thread.
Post by: Molly on June 20, 2012, 10:45:40 pm
Changelog:
      * [NEW]      Infected raycast for line-of-sight less often (improves performance)
      * [FIXED]   Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
      * [FIXED]   Raycasting being taken from wrong body position (ensured it is from eye level)
      * [FIXED]   Infected sometimes spawn close to a player (previous check once, now up to ten times)
      * [NEW]      Infected bodies will despawn after 5 minutes of their death (improves performance)
      * [FIXED]   Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
      * [FIXED]   Can dupe tent's by right clicking (forgot to close the window)
      * [FIXED]   Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
      * [FIXED]   Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
      * [FIXED]   Can dupe food during cooking if click really fast (now you cannot)
      * [FIXED]   Trying to pick up a hatchet would create fake ammo (now will not)
      * [FIXED]   Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
      * [REVERT]   Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
      * [NEW]      Flashlights can now be packed to toolbelt also (gear action)
      * [NEW]      New players will spawn with flashlight added to their toolbelt not backpack
      * [FIXED]   Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
      * [FIXED]   Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once)
      * [FIXED]   Melee weapon sounds non-existent/terrible (now has placeholder sounds)


Should make the game stealth friendly again, or a bit more at least  :wink:
That's the pre-log, right?
That hotfix isnt released yet, is it?

Cuz I died today to freaking bug and all my nice stuff is gone.
Full blood, get hit by a Z twice and get the feint symbol thing and get eaten. From full health down to 0.
Title: Re: Patchnotes thread.
Post by: Vibe on June 20, 2012, 10:55:44 pm
Nice, seems they won't spot/hear you from a mile anymore
Title: Re: Patchnotes thread.
Post by: Molly on June 20, 2012, 11:01:18 pm
After I died, spawned 3 times at Cherno.
Every time I made like 10 steps crouched and got spotted from a mile away.
I tried to blind them with my flashlight but it didnt work. :cry:
Title: Re: Patchnotes thread.
Post by: Overdriven on June 21, 2012, 03:09:21 am
Jeez zombies are strong now. Was checking apartments in Cherno and when they said they re-added zombies spawning in buildings I was expecting quite so many. Got chased into an apartment by 3-4 zombies and then ran straight into several others. That was after killing 5 in one of the tall apartments. I took 2 hits from them and was passed out, broken bone and bleeding whilst still being hit. By the time I got up again I didn't have time to bandage or kill them. Pretty pissed as I had my ideal weapons.

Think zombies are to far the other way in damage now and in my opinion you still make far to much noise. Proning during the day with a zombie walking away from me I had one hear me from 10-15m away. Kinda makes proning pointless.
Title: Re: Patchnotes thread.
Post by: Vibe on June 21, 2012, 07:09:15 am
Jeez zombies are strong now. Was checking apartments in Cherno and when they said they re-added zombies spawning in buildings I was expecting quite so many. Got chased into an apartment by 3-4 zombies and then ran straight into several others. That was after killing 5 in one of the tall apartments. I took 2 hits from them and was passed out, broken bone and bleeding whilst still being hit. By the time I got up again I didn't have time to bandage or kill them. Pretty pissed as I had my ideal weapons.

Think zombies are to far the other way in damage now and in my opinion you still make far to much noise. Proning during the day with a zombie walking away from me I had one hear me from 10-15m away. Kinda makes proning pointless.

Tbh getting knocked out by zombies is very random if you ask me, last time I got hit by zombies several times and I lost only a bit of blood and wasn't knocked down. Also apartments in Cherno with the zombies are quite easy with the hatchet, since zeds can't really reach you when you're on the stairs and you can melee them down (but they wont hit you).
Title: Re: Patchnotes thread.
Post by: Molly on June 21, 2012, 08:56:39 am
Tbh getting knocked out by zombies is very random if you ask me, last time I got hit by zombies several times and I lost only a bit of blood and wasn't knocked down. Also apartments in Cherno with the zombies are quite easy with the hatchet, since zeds can't really reach you when you're on the stairs and you can melee them down (but they wont hit you).
Honestly, the mod was more fun before when you started at least with a Makarov and Zombies were rather slow, blind and deaf.
After 1.7 it went completely downhill imho.
Title: Re: Patchnotes thread.
Post by: Vibe on June 21, 2012, 08:57:03 am
Honestly, the mod was more fun before when you started at least with a Makarov and Zombies were rather slow, blind and deaf.
After 1.7 it went completely downhill imho.

Man up

visitors can't see pics , please register or login
Title: Re: Patchnotes thread.
Post by: Molly on June 21, 2012, 09:20:06 am
Man up

visitors can't see pics , please register or login

Sorry... *slap* I mean... SIR, YES, SIR!

Still don't like the "no weapon"-part on spawning.
Title: Re: Patchnotes thread.
Post by: Xant on June 21, 2012, 09:36:28 am
The no weapon thing doesn't change anything. It takes about 30 seconds to get a weapon if you know what you're doing. The zombie behavior change is the huge thing.
Title: Re: Patchnotes thread.
Post by: Butan on June 21, 2012, 01:33:33 pm
That's the pre-log, right?
That hotfix isnt released yet, is it?

Cuz I died today to freaking bug and all my nice stuff is gone.
Full blood, get hit by a Z twice and get the feint symbol thing and get eaten. From full health down to 0.


Already released, and at each bites from a Z you can (by growing % order): get sick, pass out, break yo bone, bleed, get damaged.


Even though it seems bleeding is now almost a certainty at the first bite, and breaking bones are a major probability.

In like 20+ bites I bled 10 times, fractured bones 3 times, fainted 2 times. Bit high but maybe just unlucky (even though my friend had the same occurence).
Title: Re: Patchnotes thread.
Post by: Vibe on June 21, 2012, 02:38:09 pm
Quote from: rocket
How do you guys feel about this, for the next hotfix:

"Infected hear perfectly through objects (noise reduced by 50% through an object)"

So a line-of-sight check is done before agro'ing audibility - and if cut by terrain/object the power of the sound is reduced by 50%
Title: Re: Patchnotes thread.
Post by: Butan on June 21, 2012, 02:42:34 pm
seems win
Title: Re: Patchnotes thread.
Post by: Vibe on June 22, 2012, 07:54:43 am
Quote
Pending Update: Build 1.7.2
Target date is Monday. Backup is for Saturday during offpeak time.

The update will include some new functionality. Currently, it includes some leftover fixes from the end of 1.7.1

But I will be updating the progress here. 1.7.1.5 will remain all weekend, unless something serious happens.

This is the completed changelog so far:

Changelog:
* [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
* [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
* [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
* [FIXED] States where animal might stop walking around (now should walk around more)
* [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
* [FIXED] Error reports are almost invisible (has now been fixed)
Title: Re: Patchnotes thread.
Post by: Xant on June 22, 2012, 10:37:25 am
* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)

I hope this means desync issues will be gone finally
Title: Re: Patchnotes thread.
Post by: cmp on June 22, 2012, 11:40:29 am
I hope it means using the same magazine over 9000 times is gone.
Title: Re: Patchnotes thread.
Post by: Vibe on June 22, 2012, 11:44:02 am
I hope it means using the same magazine over 9000 times is gone.

You mean the convert clip bug/exploit?
Title: Re: Patchnotes thread.
Post by: Xant on June 22, 2012, 02:16:17 pm
It should already be gone with the current .5 hotfix.
Title: Re: Patchnotes thread.
Post by: Molly on June 22, 2012, 02:48:46 pm
Wonder why there are even guns in the game atm.
Trained like 15-20 Zs in Elektro...
...ran to a house with 1 entrance, stood in the doorway and kept spamming the hatchet. Killed them all in like 2 minutes and didnt lose any blood at all.

No point in playing it atm.
Title: Re: Patchnotes thread.
Post by: Beauchamp on June 22, 2012, 02:54:55 pm
i'm afraid that under armaII engine zombies will never work well.
Title: Re: Patchnotes thread.
Post by: Molly on June 22, 2012, 04:13:36 pm
I had fun before he started to fuck-patch everything. Now there isnt even a point in sneaking past Zs...
Title: Re: Patchnotes thread.
Post by: Butan on June 22, 2012, 11:56:51 pm
I had fun before he started to fuck-patch everything. Now there isnt even a point in sneaking past Zs...


You should try the game again, last update made sneaking largely feasable again  :wink:


The number of bar showing visual & audio detection didnt change, but their power did: they no longer aggro past 200+ meters even when you run in broad daylight, and crouch running is a sound sneaking way again (except for close encounter ofc).
Title: Re: Patchnotes thread.
Post by: Vibe on June 28, 2012, 10:02:09 am
Why is noone keeping this shit updated, I'm on vacation on some weak wireless.

Quote
Target date is Monday. Backup is for Saturday during offpeak time.

The update will include some new functionality. Currently, it includes some leftover fixes from the end of 1.7.1

But I will be updating the progress here. 1.7.1.5 will remain all weekend, unless something serious happens.

This is the completed changelog so far:

Changelog:
* [FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
* [FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
* [FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
* [FIXED] States where animal might stop walking around (now should walk around more)
* [FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
* [FIXED] Error reports are almost invisible (has now been fixed)
* [FIXED] Daylight calculations causing slight FPS issue
* [NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
* [NEW] Aubility now dampened in rain and increased by fog
* [FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
* [FIXED] Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
* [FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
* [FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
* [NEW] Exponent driven probability introduced into visibility calculation
* [FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
* [FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
* [FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
* [FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
* [NEW] Set Bear Traps that break player and infected legs, kills animals, when activated
* [NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
* [NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)

Some cool stuff and the bear trap is major lol, I can already see barracks/shops being riddled with traps
Title: Re: Patchnotes thread.
Post by: Vibe on July 13, 2012, 08:40:37 am
Quote
HOTFIX : 10 JULY 2012

    Affected addons:
        * dayz_code        1.7.2.1
        * dayz_anim        0.3.1
        * dayz_server    (only for servers)
   
    Developer's Note:
       
    Changelog:
        * [FIXED]    Infected attack those they cannot see ( https://dev-heaven.net/issues/36375 )
        * [FIXED]    Wearing clothes makes you invisible ( https://dev-heaven.net/issues/36371 )
        * [FIXED]    New authentication method causing lockups on full servers (Reverted use of publicVariableServer)
        * [FIXED]    Pressing ALT key caused spamming of server sync ( No longer spams for sync'ing a character )

Only a test patch so far: http://dayzmod.com/forum/index.php?/topic/28806-experimental-1721-test-patch/

1.7.2.2 will be released today (http://dayzmod.com/forum/index.php?/topic/28091-build-172-rolling-update/page__st__1360#entry298554)
Title: Re: Patchnotes thread.
Post by: MaTtHiAs_M on July 13, 2012, 09:35:51 pm
Can anyone play DayZ atm? I cant join any server :cry: :cry:, always stuck at: Wait for host :evil:. Is this DayZ problem?
Title: Re: Patchnotes thread.
Post by: Latvian on August 04, 2012, 05:50:48 pm
day z is in alpha stage and is probably buggiest game i have played, but still it is so awesome and totaly worth it.(and yes it works now) just keep updating day z patches and arma beta patches , best way to do it is using six updater.
Title: Re: Patchnotes thread.
Post by: Overdriven on August 04, 2012, 08:45:12 pm
I didn't like six updater at first but now I'm finding it really nice. Makes things so much easier, even the server browser is 10x better than in game.
Title: Re: Patchnotes thread.
Post by: GreasySausageSandwhich on August 06, 2012, 03:58:41 am
You should really check out http://www.dayzcommander.com/ (http://www.dayzcommander.com/).  Blows SixUpdater out of the water.
Title: Re: Patchnotes thread.
Post by: Vibe on August 06, 2012, 07:25:25 am
You should really check out http://www.dayzcommander.com/ (http://www.dayzcommander.com/).  Blows SixUpdater out of the water.

This looks sweet, does it also include an autoupdater and does it work with beta Arma2 releases?
Title: Re: Patchnotes thread.
Post by: Molly on August 06, 2012, 08:30:43 am
You should really check out http://www.dayzcommander.com/ (http://www.dayzcommander.com/).  Blows SixUpdater out of the water.
Looks nice indeed and way cleaner than the six updater. Never got along with that one cuz it was kinda confusing me with all those things in it. Definately checking it out.
Title: Re: Patchnotes thread.
Post by: Vibe on August 06, 2012, 05:09:11 pm
Ok tried this DayZ commander thingy and it's fucking awesome. I love how I can set all the filters and check the server time, not to mention it's prettier and faster working than six launcher.

Love the favourite server thing. LOVE the friend list thing (it actually tracks down my friends on what server they are playing).
Title: Re: Patchnotes thread.
Post by: Molly on August 07, 2012, 08:43:29 am
Ok tried this DayZ commander thingy and it's fucking awesome. I love how I can set all the filters and check the server time, not to mention it's prettier and faster working than six launcher.

Love the favourite server thing. LOVE the friend list thing (it actually tracks down my friends on what server they are playing).
Yep. Works like a charm. Even did a fresh install for me after a HDD breakdown... Donwloaded Arma2, fired everything up once, started the Commander, clicked Update and it downloaded, extracted everything, clicked on one of the server and was in.
Really nice.
Title: Re: Patchnotes thread.
Post by: Spleen on August 07, 2012, 07:44:37 pm
I approve of dayz commander
Smart, clean interface...
no comparison to the clusterfuck (that might be useful for using multiple mods, I'll give them that much) that is sixlauncher
Title: Re: Patchnotes thread.
Post by: Stabby_Dave on August 10, 2012, 10:24:34 pm
http://www.reddit.com/r/dayz/comments/y00m0/1725_nailed_it/