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Vendredi 22 juin 2012  
 
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)
      Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
      Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
      States where animal might stop walking around (now should walk around more)
      Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
      Error reports are almost invisible (has now been fixed)
      Daylight calculations causing slight FPS issue
      Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
      Use of "allMissionObjects" causing performance issue on clients (new engine command "entities" used to improve FPS on clients)
      Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
      Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
      Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
      Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
      Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
      Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )

    New

      Player Syncing system replaced (increased performance and ammo quantity tracking)
      Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
      Aubility now dampened in rain and increased by fog
      Exponent driven probability introduced into visibility calculation
      Set Bear Traps that break player and infected legs, kills animals, when activated
      Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
      Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)
 
Posté par rocket


Mercredi 20 juin 2012  
 
Hotfix Build 1.7.1.5 Rolling Update

Please do not post messages of support or abuse. Please only post your feedback from having tried the update, or any serious issues.

The ideal place to load bugs is at the community bug tracker : https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur.

Use Beta patch 93825 or above

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

    Fixed

      Infected can see through terrain ( https://dev-heaven.net/issues/33787 )
      Raycasting being taken from wrong body position (ensured it is from eye level)
      Infected sometimes spawn close to a player (previous check once, now up to ten times)
      Sometimes infected will stand still after loosing line-of-sight ( https://dev-heaven.net/issues/33715 )
      Can dupe tent's by right clicking (forgot to close the window)
      Poor performance caused by infected search behavior (MAJOR performance increase during closed testing)
      Audibility is far to high (completely rebalanced, in line with how it was in previous updates)
      Can dupe food during cooking if click really fast (now you cannot)
      Trying to pick up a hatchet would create fake ammo (now will not)
      Hatchet takes up too much room (can now be transferred between toolbelt and primary slot through gear action)
      Infected sometimes not inspecting thrown items (they will walk to the location of a noise, 20-40m away)
      Unlimited Infected spawning (now has a cooldown enabled so it won't spawn too many at once)
      Melee weapon sounds non-existent/terrible (now has placeholder sounds)

    New

      Infected raycast for line-of-sight less often (improves performance)
      Infected bodies will despawn after 5 minutes of their death (improves performance)
      Flashlights can now be packed to toolbelt also (gear action)
      New players will spawn with flashlight added to their toolbelt not backpack

    Revert

      Hatchet now collected as an Item (toolbelt) and can be equipped to primary (gear action)
 
Posté par rocket


Mardi 19 juin 2012  
 
Pending Hotfix - Build 1.7.1.3

Please do not post messages of support or abuse. You are requested to post only brief, short, messages requesting bug updates that have not already been posted by someone else. You can ask questions I'll try to answer.

The ideal place to load bugs is at the community bug tracker : https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur.

REMEMBER: The majority of the bugs identified in builds only become apparent under large-scale testing with significant load.

All our builds go through a closed test procedure, but we know there will be issues when introduced to ten thousand players. Many of the big bugs relate to things that need to be adjusted in the engine - they are not mod issues. Nevertheless they do get looked into to see if there are options.

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)
      Unconscious UI Image displays incorrectly
      Bleeding never stops unless bandaged (chance of spontanious bleeding stopping now works)
      Interior infected spawning inside of building walls etc... (interior infected now spawn inside correctly)
      Speed not correctly utilized for checking stealth levels (https://dev-heaven.net/issues/33630 )
      Posture error can occur on stealth check ( https://dev-heaven.net/issues/33628 )
      Config error messages on popup (Caused by legacy classnames, error handling implemented to prevent this)
      Unable to repair helicopter fuel leak (repair all parts to 95% or above and fuel leak will stop)
      Massive lag and desync on some servers (mostly caused by the invisible replicating magazines)
      Flies still heard around removed/hidden bodies ( https://dev-heaven.net/issues/33472 )
      Losing blood from starvation/dehydration cannot receive transfusion ( https://dev-heaven.net/issues/33677 )
      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
      Significant loot rebalancing

    Revert

      Nerf of sickness damage (now will reduce your blood to 6000 rather than 10000)
 
Posté par rocket


Mardi 19 juin 2012  
 
Hotfix Build 1.7.1.2 Rolling Update

Affected addons

    dayz_code 1.7.1.2
    dayz_weapons 1.3
    dayz_equip 1.3.1
    dayz_server (server admins only)

Developer's Note

    YES: I know this hotfix has content in it. It was content that didn't make it into the last update, and some of the fixes are bundled with this content, so it was easier to release the content than try to remove it.
    Requires ArmA2 Beta.
    NOTE: VERY IMPORTANT: MELEE WEAPONS ARE QUITE UNDER POWERED CURRENTLY. THEY WILL BE ADJUSTED UPWARDS OVER THE NEXT FEW WEEKS. EACH HAVE DIFFERENT DAMAGE VALUES.
    ALSO NOTE: Melee is just in testing. They may not stay, they are just being tested to see how they perform. They are missing their sound effects, and tweaking of effects also.

Changelog

    Fixed

      Generic Loot not spawning (such as food etc...)
      Animals stand still and HURR DURRR (they now walk around)
      New blood values not being saved when a player eats (they do now)
      Duplicate players not being removed (should now be removed on login)
      Gender assignment broken (working correctly)

    New

      Tone Mapping to enhance nightlighting conditions
      Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
      Maximum animals increased
      Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)
      Double Barrelled shotgun sound
 
Posté par rocket


Dimanche 17 juin 2012  
 
Hotfix Build 1.7.1.1 Rolling Update

Affected addons

    dayz_code 1.7.1.1
    dayz_server (only for server admins)

Developer's Note

    Performance issues were associated with loot cleanup not working. This has been fixed.
    Each time you start a new character, you will get the gender selection dialog.
    INFECTED AND LOOT RESPAWN IS STILL QUITE BUGGED. NEEDS ALOT OF WORK. BUT IT SHOULD BE MANAGEABLE NOW.

Current Changelog

    Fixed

      Server item cleanup error (thanks Dwarden for identifying)
      Server weighted random object error (thanks Dwarden for identifying)
      Area not checked for existing infected before spawning new ones ("blind faith" that it had not made a mistake didn't work)
      Crippling performance issues caused by loot items never being cleaned up (loot now cleaned up)
      Tent pitching (Who the hell codes tent location checks TWICE before pitching? Oh apparently I do)
      Converting magazines didn't work if you had MORE than one of that magazine type (now works as intended)
      Toolboxes aren't spawning (classname error in loot table)

    New

      Marakov spawn rate increased
      Small chance Mararov ammo will spawn on an infected
      Tweaked audibility and visibility values for kneel walking
      Can select gender for each new character
      Small tweaks to AI zombie routines to improve performance

    Revert

      5 second delay for disconnecting (will need to wait till new method developed)
      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)
      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)
      Secret nerf of prone (you noticed)
      New spawn timer mechanism (back to the old one for now)
 
Posté par rocket


Dimanche 17 juin 2012  
 
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

    Community Shout-out this update

      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
      Bodies still being deleted too quickly sometime
      No backpacks or medical boxes spawning
      "No Speaker..." debug report spam
      Infected spawning too close to players (minimum 30m now)
      Infected not spawning inside buildings any more
      General Server Script Errors (big thanks to Dwarden for fixing these!)
      Loot/Infected spawning time delay desync'ing with server
      CZ550 spawning far too often in farms
      Winchester decreased spawnrate (% given to double barrel shotty)
      Tent placement is completely screwed (now can place anywhere except in building)
      Items for Eating and Drinking not removed instantly (allowed some duping)

    New

      Infected can't attack through walls
      Infected can't see through objects any more
      Infected visibility increased (but limited by LOS)
      Infected attack range increased (but limited by LOS)
      Infected can cause greater damage when they hit you
      You can hide from an infected chasing you
      Optimized server cleanup routine
      Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
      Infected see based on eye direction, not on body direction as before
      30Rnd_545x39_AK added to loot table
      More infected attack animations
      More infected feeding animations
      Replaced monkey infected crawing run animation
      Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
      Humanity GUI indicator removed
      New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
      Initial version of double-barreled shotgun added (by Artyom)
      Recombine shotgun rounds between 2 and 8 rounds
      Recombine 45ACP rounds between M1911 and Revolver rounds
      DayZ: Now with additional cruelty! Spawn with only a bandage, painkillers, and a torch.
 
Posté par rocket


Samedi 16 juin 2012  
 
Vehicle update (database side)

Changelog 2012-06-16

All vehicles locations will be reset after server restarts. This is required to implement respawning.

    Fixed

      All land and water vehicles will now spawn in a repairable state .

    New

      Vehicles can now be tracked on database level, they will respawn or be reset at secret intervals once they have been destroyed.
      Vehicles left unused too long (hidden, placed in unreachable locations, bugged) will be reset after a minimum of 7 days - this exact time of respawn is also secret.
      Vehicles are spawned on all new servers.

Future implementation

    Vehicle models will be mixed up (randomized) a little depending on which type of vehicle that can spawn at a certain area. This means some vehicle models might become rarer.

Known issues

    Helicopters are still very dangerous to fly due to desync issues. These type of vehicles will only be available on some very old servers until this issue is fixed. Your safety as a pilot or passenger is NOT guaranteed. (hopefully fixed with release of 1.7.1, need more testing)

Note to server admins

    Serverside recommendation: Please update your arma2 server version to latest beta in preparation for 1.7.1 release.
    Also make sure your battleeye files are up to date or players will have troubles playing on your server if their client version is later than 93825.
 
Posté par Ander


Mardi 12 juin 2012  
 
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.

Current Changelog

    Developer's Note

      * Requires ArmA2 Beta.

Changelog

    Fixed

      Wire Spools, Toolboxes, hedgehog (tank trap) kits not spawning
      Bodies still being deleted too quickly sometimes
      No backpacks or medical boxes spawning
      "No Speaker..." debug report spam
      Infected spawning too close to players (minimum 30m now)
      Infected not spawning inside buildings any more
      CZ550 spawning far too often in farms
      Winchester decreased spawnrate (% given to double barrel shotty)
      Tent placement is completely screwed (now can place anywhere except in building)
      Items for Eating and Drinking not removed instantly (allowed some duping)

    New

      Infected can't attack through walls
      Infected can't see through objects any more
      Infected visibility increased (but limited by LOS)
      Infected attack range increased (but limited by LOS)
      Infected can cause greater damage when they hit you
      You can hide from an infected chasing you
      Optimized server cleanup routine
      Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)
      Infected see based on eye direction, not on body direction as before
      30Rnd_545x39_AK added to loot table
      More infected attack animations
      More infected feeding animations
      Replaced monkey infected crawing run animation
      Heartbeat when cursor on a player with very low humanity (heart beats faster the lower it is)
      Humanity GUI indicator removed
      New Infected and Action sound effects (more AWESOME stuff by Michael Manning)
      Initial version of double-barreled shotgun added (by Artyom)
      Recombine shotgun rounds between 2 and 8 rounds
      Recombine 45ACP rounds between M1911 and Revolver rounds

        DayZ

          Now with additional cruelty!. Spawn with only a bandage, painkillers, and a torch.
 
Posté par rocket

 

 


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