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Lundi 24 février 2014  
 
Départ anticipé du créateur de DayZ

Créateur de DayZ, Dean "Rocket" Hall a annoncé son intention de quitter la société Bohemia Interactive Studio d'ici la fin de l'année.

Plus qu'un mod, c'est une mode des jeux de survie qui a été lancée en son temps par DayZ. Son créateur Dean "Rocket" Hall avait ensuite rejoint Bohemia Interactive Studio, responsable de la série Arma sur laquelle repose DayZ, pour travailler sur une version standalone de son mod. 

Laborieux, le développement de DayZ a subi de nombreux retards pour finalement parvenir à une sortie anticipée en décembre dernier. Cette sortie prématurée était alors présentée comme un moyen de soutenir le développement de DayZ Standalone. Le statut d'alpha, les bugs et les zombies n'ont pas effrayé les joueurs avec plus d'un million d'exemplaires de DayZ vendus un mois plus tard. Ce succès, en parallèle de celui de Rust, illustrait alors un nouveau modèle de financement pour les développeurs indépendants, s'écartant du schéma classique et des éditeurs. Ce modèle n'est cependant pas sans risques pour les joueurs, comme l'illustre aujourd'hui DayZ.

Dean 'Rocket' Hall

En annonçant via le site Eurogamer son intention de quitter Bohema Interactive Studio d'ici la fin de l'année, Dean Hall annonce donc que d'autres se chargeront de finaliser son projet. Cela était en fait son intention depuis le début : « Au départ, je ne devais pas poursuivre cette année, mais cela aurait été idiot de ne pas le faire, et injuste par rapport à la communauté». Il portait pourtant toute la communication (et la vente) du projet. Créatif, explosif se décrivant comme une grenade, l'homme a visiblement du mal avec la gestion du projet et surtout le fait de s'inscrire dans un cadre qui n'est pas le sien. Il est certes parvenu à gravir l'Everest, mais le développement de DayZ est une autre histoire.

DayZ se trouve donc à un tournant, celui où son créateur préfère confier son oeuvre à d'autres pour qu'elle puisse évoluer. Toujours selon lui, son apport aurait été au final contre-productif à terme et Dean Hall va donc retourner chez lui en Nouvelle-Zélande. Il compte créer son propre studio et plancher sur l'application de plusieurs idées. Fasciné par les jeux multijoueurs, Dean Hall veut créer l'expérience parfaite dans ce domaine, pas DayZ.

 
 


Mercredi 19 février 2014  
 
Mise à jour – 0.36.115535 (expérimentale)

Actualités

Après quelques jours, Dean Hall et son équipe de développeur nous offre une large et vaste (comme souvent désormais) mise à jour ! Le réalisme poussé à son comble est de mise avec l’ajout des crises cardiaque, des pertes de conscience et diverses autres actions aléatoires. Si certains se demandait quand serait corrigés les bugs rencontrés in game, un section de ce patch y est consacré !

    Ajouts

      Actions

        Le bruit des vomissements a été ajouté
        Vous pouvez vérifier si une personne est morte ou inconsciente grâce à son pouls.
        Rechercher des baies permet de les voir s’ajouter automatiquement dans votre inventaire.
        « Tout Manger »  est maintenant possible avec les consommables.

      Animations

        Nouvelles animations de rechargement pour le Ruger 10/22.
        Les joueurs peuvent désormais s’assoir avec une arme.

      Environnent

        Nouvelles texture pour les rochers !

      Nourriture

        Sambucus (baie) ajoutée.
        Canina (baie) ajoutée.

      Graphismes

        Ajouts de  lumières dynamiques.

      Carte

        Olsha a été mis à jour.
        Khelm a été mis à jour.
        De nouvelles formations rocheuses ont été rajoutées en  dehors Svetlo.
        De nouvelles Chapelles Orthodoxes ont été créées.
        Des poste de police et diverses infirmeries ont été placés aux différentes extrémités de la carte.
        Nouveaux villages environnants Svetlo.

      Médical

        Les joueurs peuvent avoir une crise cardiaque (déclaré comme « pouls irrégulier »).

      Météo

        La pluie, les nuages et le vent  sont calculés sur le serveur et  répercutés aux clients (vous).
        La pluie fait devenir vos objets « humides », c’est-à- dire qu’ils auront un nouvel état possible : « humide » ou « sec ».

    Corrections

      Actions

        Une valeur nutritive adéquate sera ajoutée en mangeant si la nourriture est presque vide.
        La cueillette de baies provoquera l’affichage d’un message à propos de votre état global.

      Graphismes

        SSAO est désormais sauvegardable.
        Les réglages d’effets de pluies ont changé.
        La géométrie de la pluie a subit une optimisation (28 bytes vs 12 bytes par vortex).
        La destruction des lumières est fonctionnelle.
        Ajustement des intersections de terrain.
        Ajustement des effets de lumière.

      Connexion

        L’échec lors de la création de nouveaux personnages pouvait causer des joueurs coincés comme inconscients.

      Carte

        Optimisations des performances à Svetlo.
        Les bruitages des forêts environnantes à Svetlo ont étés modifiés.

      Médical

        Les « epi- stylos » pourront désormais réveiller une personne (brièvement) de l’inconscience même si le niveau de sang est très faible.
        L’utilisation du défibrillateur pour réanimer les joueurs victimes d’une crise cardiaque est opérationnel.
        La perte de conscience est un événement imprévisible, les épi-stylos ne se réveilleront pas toujours un joueur inconscient, sauf si il est victime d’une crise cardiaque.
        Amélioration du système de combat clos (mêlée).
        Les chances de saigner après un coup de poing sont réduites.

      Zombies

        Les zombies vise surtout la poitrine maintenant lors de l’attaque.
 
 


Vendredi 7 février 2014  
 
Update 0.34.115106
    Branch: Stable
    ETA: Complete (Should be pushing out now)

This update was released to Stable as a critical update outside of our scheduled maintenance period. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.

Changelog

    Known Issues

      Animations

        Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated

      Actions

        If player puts burlap sack from his head to ground his vision stays black

    New

      Animations

        Ruger 10/22 hand pose
        It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)

      Crafting

        Can repair clothes, weapons, and items using specialist items (such as sewing kit)

      Gear

        Configured sewing kit and its recipes
        Added configuration for durable riders jacket
        Added Cowboy hats to the loot spawns (multiple colors)
        Added Sewing kit to the loot spawns
        Added B95 and 762 speedloader to loot spawns
        Added configuration for durable riders jacket
        Added durable leather jacket to loot spawns

      Gestures

        Thumbs Up gesture added with default F7 key binding

      Server

        Optimization of synchronization of textures/materials (minor improvement to server FPS)

      Systems

        Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)

    Fixed

      Actions

        Could not cover another players head with a burlap sack
        No longer spawns clones of sack after Remove Head Cover action
        Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore

      Art

        Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.

      Animations

        Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
        Player should now be force-disarmed when clapping while holding a single-handed weapon.
        Pointing and clapping now works even when initiated from aimed states
        Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
        Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
        Twitches on right hand fixed when holding an item while middle finger and pointing.

      Crafting

        Cannot combine ruined stacked objects (such as ammo, rags)
        Cannot chamber/load magazine with ruined ammunition
        Motorbike helmet visors didn't retain their type when spray-painting the helmet

      Crash

        Game Crash when using FLUSH command
        Out of bounds crash when no sounds defined

      Inventory

        Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos

      Medical

        Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
        Vomiting/Stuffed was completely broken. Now simplified and streamlined

      Melee

        Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)

      Spawns

        Lowered probability of Weapon cleaning kit spawns

      Systems

        Healing system was double processing for blood regeneration
        Notifier messages were not being cleared/reset on within-state changes
        Players position was not saving on disconnect
        Players could get continually stuck in a dead character during load from central server
        Players would not receive any falling damage
        Disconnecting dead player would delete the body after ~30 seconds
        Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
        Notifier gets stuck on "stuffed"

      Weapons

        Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
 
 


Vendredi 7 février 2014  
 
Critical Unplanned Update of 0.34 to Stable branch

Earlier this week we identified the source of a "respawn" bug that would cause players to become stuck in the "you are dead" screen. Because of the extent of the problem, and the difficulty it causes players, we have decided to push the 0.34 update to stable very early.

What was the bug?

This was caused when two small bugs with existing systems combined together when another bug was fixed. When a player clicked "respawn" for an unconscious character, the game server immediately sends an urgent message to the database asking it to kill the players current character. The the server sets the players game character's damage to full, and proceeds to save the characters current inventory/position one last time to the database. Normally, by the time it has finished that the damage has been set for the character and, again, a message was sent to the server demanding the player was killed.

There was an old failsafe in the "save character" system on the central server, that when asked to save a character where no alive one existed, it would make a new one. What this meant was, the respawned character would be killed, then saved new, then killed again. The problem occurs that when a server comes under heavy load... both kill messages occur first. This means that a cloned, already dead, character then exists - trapping the player in a cycle of death. This complex logic state issue was identified and fixed yesterday.

What does this mean?

This means three things

    The 0.34 will not be as extensive as we wanted it to be (just hotfixing)
    There is increased risk of new bugs creeping in to stable as 0.34 has not been tested long
    Today the whole stable network will be dropped to deploy the update

Why not wait until the scheduled update?

We feel that the impact of the bug is too high, and affecting too many players, to wait until we have tested the update more extensively and deploy it during our scheduled maintenance periods (wednesdays). Leading into the weekend, there is the potential for the problem to become worse as the server performance drops as more and more character have the issue and connect/disconnect trying to fix it.

When will this happen?

7 February 12PM GMT, the stable branch network will be taken down to deploy the update. Please note: it can take game server providers up to 30 minutes to drop their servers. Players who are connected to a game server while the central server drops, are at risk of losing their progress.

How long will the downtime last?

We expect it stable to be down for three hours.

Will Experimental Branch go down too?

No, Experimental Branch will not be affected, although only a small number of servers run this branch.

 
 


Mercredi 5 février 2014  
 
Update - 0.33.114926 - Part 2

Changelog

    Fixed

      Actions

        Morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
        Keys won't disappear after uncuffing
        Loading ammo works for sprayed Mosin variants
        Read/Writing notes with paper and pen now works again
        reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
        Actions on another player no longer have an unlimited distance (max 2 meters)

      Art

        Bug allowing players to clip through geometry of the police station building.

      Animations

        Fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
        Weapon reloading for magazine was not working properly when no magazine fitted
        Rifle Aimed Walk Updated, diagonal animations fixed
        Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
        knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
        changed animation for equipping the compass
        Proper animation played when taking pistol in run
        Changing stances is faster now both for armed and unarmed player
        Skinning problem with armored zombies that caused the model to warp during some animations
        Standing with aimed weapon now allows for higher angle of tilt/bend
        Mosin bolt animation after each shot updated to match hand animation
        Removed footstep sound from pointing animations
        Pointing gesticulation now possible even when holding 2 handed weapons
        Clapping now possible to initiate while holding 2 handed weapons

      Config

        Berries have more nutrition now

      Crafting

        You can no longer saw off sawed off shotgun
        Can spraypaint M4 to green or black
        Damage is now transferred when items are painted
        Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
        Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
        Spraypainting an M4 won't delete your carry handle
        Guns are no longer placed on ground while being painted (if not nescessary)
        You won't loose attached universal weapon flashlight after M4 painting
        Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity

      Effects

        Dazed effect plays again when a player is hit/damaged/shot
        Some effects were not active locally when a player was restrained
        Gunshot sound of Magnum reverted to original one

      Fixed

        Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
        Popping up texture error for beret models

      Gear

        Spraycans won't deplete after relogging
        Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
        Headlamp beam raised slightly
        Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
        Various item descriptions and notifications fixed for grammar, typos, more detail
        ZSh-3 Pilot helmet fixed and updated
        Hoxton and Dallas masks where displayed in center of character, now display on face
        Splint position in hand was wrong now corrected

      Gestures

        Taunt defaults correctly to F4 key

      Graphics

        "god rays" could cause overloaded post-processing and graphical corruption
        Fix of removing shining object from hand (switch off)
        Roads have per pixel lights
        Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
        Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item

      Login

        Respawn button now works correctly
        Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server

      Spawns

        Lowered chance of Taloon and Mountain backpacks spawning
        Drastically lowered chance of backpacks spawning on the construction site
        Loot spawn tweaks in some civilian structures

      Weapons

        Mosin recoil increased
        Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
        Sawed-off shotgun: reduced size in inventory, reduced spread
        It is no longer possible to attach longrange scope onto SKS
        M4 carry handle can now be attached to painted variants of M4
        Fixed error in config of shotgun snaploader causing low velocitiy and damage

      Zombies

        Better filter/check of attack hits directly in engine
        Military zombies made tougher

    Hotfixed

      Crash

        Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
        Creating item using recipe system caused serious server crash when not enough space in inventory
        Client crash on exit, all systems 100% reproduction

      System

        Previous build caused overzealous starvation to occur
 
 


Mercredi 5 février 2014  
 
Update - 0.33.114926

This build continues with small bugfixes and several engine changes. A late addition of a significant change to the server variable processing has provided us a major performance boost on the server of around 5-10 FPS. This helps with a great deal of issues and results in a much smoother game experience from players even on a smooth server. Once several more of these optimizations are made it will allow us to increase player/zombie numbers and enable loot and zombie respawning.

Changelog

    Known Issues

      Spawns

        Loot is not spawning in military tents
        Some structures in Svetlo currently do not spawn loot

      Server

        Servers under load can delay actions from the client

      Graphics

        Only 4 dynamic light sources will be rendered at one time currently

      Actions

        Looting a dead body may make a ghost clone copy of the inventory

    New

      Actions

        Chambering SKS round from pile, loading 10 rounds from pile
        You can uncuff other players with the hacksaw
        Cannot use an item (e.g. drink/eat) if it is "Ruined"
        Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly
        Restrained players cannot use inventory or action menu

      Animations

        Player now can take and hide rifle in crouched run
        SKS reload animations
        Firing weapon when sprinting will transition player into the aimed run(with some temporary limitations)

      Crafting

        FNX45 pistol can be chambered with single round
        Opening cans with combat knife added
        Opening cans with machete added
        Painting Motorbike Helmets to Black and Green
        Waterbottles and canteens now allow pouring water between them

      Effects

        Magnum revolver ejecting shells when reloading
        Magnum revolver sounds - gunshots, reloading
        Mosin ejecting shells when cycling
        New Mosin sounds - gunshots, cycling, reloading

      Gear

        Improvised courier backpack added
        Machete added
        Hard hats added in various colors
        Motorcycle Helmets have black visor variants
        Small, uncomfortable, and silly (but cute) children's school backpack

      Gestures

        Clapping Gesture added, default F5 key
        Pointing Gesture added, default F6 key

      Login

        Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
        Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
        When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe

      Server

        Player spawns now cached by engine directly, increasing performance
        Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5-10 FPS)

      Spawns

        Added Bubble goose jackets into the loot spawns
        Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
        Healthcare Center now spawns loot
        .45acp box of 25rnds added to loot spawns
        Police stations now spawn loot

      Systems

        Hunger and Thirst slightly modified.
        Notifications added to UI for hydration and high energy
        Fractures can now occur due to melee and shot damage, not just environmental
        Fractures (arms/legs) now saved and loaded correctly from database

      Translations

        Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian

      Zombies

        Different types of Military zombies now have tougher attack values and improved durability
        Engine dynamic obstacle checking (zombie, another player)
        Svetlojarsk zombie spawns added
 
 

 

 


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