Author Topic: Patchnotes thread.  (Read 22916 times)

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Offline Butan

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Re: Patchnotes thread.
« Reply #135 on: June 21, 2012, 01:33:33 pm »
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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).

Offline Vibe

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Re: Patchnotes thread.
« Reply #136 on: June 21, 2012, 02:38:09 pm »
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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%

Offline Butan

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Re: Patchnotes thread.
« Reply #137 on: June 21, 2012, 02:42:34 pm »
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seems win

Offline Vibe

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Re: Patchnotes thread.
« Reply #138 on: June 22, 2012, 07:54:43 am »
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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)

Offline Xant

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Re: Patchnotes thread.
« Reply #139 on: June 22, 2012, 10:37:25 am »
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* [NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)

I hope this means desync issues will be gone finally
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Offline cmp

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Re: Patchnotes thread.
« Reply #140 on: June 22, 2012, 11:40:29 am »
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I hope it means using the same magazine over 9000 times is gone.

Offline Vibe

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Re: Patchnotes thread.
« Reply #141 on: June 22, 2012, 11:44:02 am »
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I hope it means using the same magazine over 9000 times is gone.

You mean the convert clip bug/exploit?

Offline Xant

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Re: Patchnotes thread.
« Reply #142 on: June 22, 2012, 02:16:17 pm »
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It should already be gone with the current .5 hotfix.
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Offline Molly

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Re: Patchnotes thread.
« Reply #143 on: June 22, 2012, 02:48:46 pm »
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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.
When west germany annexed east germany, nobody moved a finger too.

Offline Beauchamp

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Re: Patchnotes thread.
« Reply #144 on: June 22, 2012, 02:54:55 pm »
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i'm afraid that under armaII engine zombies will never work well.
OOODDIIINVALHALLAAAAAAA on the 20th of April 2011: What I know is that... heh, eh ja how can I explain? ...deh feeling to believe in Odin is right, dat is what I say, ja?!

Offline Molly

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Re: Patchnotes thread.
« Reply #145 on: June 22, 2012, 04:13:36 pm »
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I had fun before he started to fuck-patch everything. Now there isnt even a point in sneaking past Zs...
When west germany annexed east germany, nobody moved a finger too.

Offline Butan

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Re: Patchnotes thread.
« Reply #146 on: June 22, 2012, 11:56:51 pm »
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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).

Offline Vibe

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Re: Patchnotes thread.
« Reply #147 on: June 28, 2012, 10:02:09 am »
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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

Offline Vibe

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Re: Patchnotes thread.
« Reply #148 on: July 13, 2012, 08:40:37 am »
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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
« Last Edit: July 13, 2012, 10:40:50 am by Vibe »

Offline MaTtHiAs_M

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Re: Patchnotes thread.
« Reply #149 on: July 13, 2012, 09:35:51 pm »
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Can anyone play DayZ atm? I cant join any server :cry: :cry:, always stuck at: Wait for host :evil:. Is this DayZ problem?