Beiträge von Urs

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    Hello everyone,

    as the mod is progressing quickly towards the public beta release there is a lot to cover in this months status report. We will have a look at the updated lighting, the new level crossings and the overhaul of the rail network mechanics. Additionally, there is some multiplayer cargo and human transportation footage at the end for you to enjoy.

    Let’s start it off with the update to the lighting. The previous iteration was okay but it felt like it was missing some details. So the visuals are now updated to be brighter and more realistic by taking the texture into account. Additionally, the lights are now synchronized in a multiplayer environment.

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    The improved lighting system was also used for the newly added level crossings. As featured in the initial mod teaser, the level crossings that are scattered around the map are now fully interactable. Players can open and close them at any time. Automatic closing, when a train is nearby, is on the todo list for a future version.

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    You can see a video of it in action here:

    Spoiler anzeigen

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    Besides the level crossings, the rail network got another addition – manual turnout controls!

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    By interacting with the turnout control you can decide the direction the train goes. Previous development versions featured direction control from inside the driver cabin, however, this concept was too overpowered for the normal survival gameplay as the driver was never forced to get out of his cabin. Now you need some friends who can prepare the track for you or you to take the risk and step foot outside ... Pay attention though, because other players might have sabotaged the control and you need time to fix it up again, giving them the opportunity to have some friendly conversation with you.

    While it is not easy to spot it at first sight, a well-trained eye with the help some range optics can help you to spot a little pin that is present when the control has been sabotaged.

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    You can see a full demonstration of the mechanics here:

    Spoiler anzeigen

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    To sabotage and repair the turnout controls you need to use a wrench of some kind. So train conductors should always carry one!Feedback regarding material and item requirements and the time the interactions take will be gathered during the beta phase to make sure this mechanic is balanced.Having a central control station that is also able to switch directions for all turnout controls on the map might also be something that, depending on feedback, could be added in a future version.

    As mentioned in the last status report the train is able to transport passengers and cargo. But instead of only images, you can now have a look at this feature in this demonstration:

    Spoiler anzeigen

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    Quelle: https://www.reddit.com/r/dayz/comment…port_july_2019/

    Sicher kann man das, jedes ingame Objekt kann auch als Lootspawnort definiert werden.

    Sieht man doch an den Customgebäuden auf unseren Server, zb. der entgleiste Zug an der Küste, überall spawnt von mir definierter Loot.

    Es gibt den automatischen Weg mit "GetTesting().ExportProxyData( "7500 0 7500", 10000 );" den ich aber nicht empfehlen kann, danach spawnt bei mir immer jeder Loot an jeden Spawnpoint oder aber es gibt den manuellen Weg mit bearbeitung der mapgrouppos.xml

    Diese Frage können wir aber auch dabei besprechen.

    Hallo Community,


    in regelmäßigen Abständen bekomme ich PNs bzw. sehe im Forum auch immer wieder Beiträge zu folgenden Fragen:

    Wie erstelle ich eine Mod für DayZ?

    Wie bekomme ich Objekte in DayZ?

    Wie funktioniert der Object Builder etc.?

    Wie kann ich die Werte von vorhandenen Items ändern?

    Wieso funktioniert meine erstellte Mod nicht?

    ...

    Im der internationalen Community findet mal auch nur wenig dazu und jeder ist eigentlich auf sich selbst gestellt Antworten auf Modding Fragen zu bekommen.

    Mir ging das nicht anders und habe viele dutzende Std. damit verbracht alle auftretende Probleme zu lösen.

    Einzelnen Interessierten konnte ich schon bei ihren Fragen helfen ( cj187 ) aber nun würde ich das versuchen etwas zu bündeln und mich mit Interessierten mal ein Abend zusammen setzen.

    Ich stelle mir das so vor: Ich share meinen Bildschirm und wir bringen gemeinsam ein Objekt ins Spiel während ich euch alles relevante erkläre und versuche eure Fragen zu beantworten. Naturlich nichts aufwendiges, nur soviel um euch alle Schritte im Detail zu zeigen und auftretende Probleme zu lösen.

    Ich sehe dies nicht als ein Anfänger-Workshop, ihr sollten ein gewisses Grundverständnis mitbringen wie ein DayZ Server bzw. eine Mod funktioniert.

    Aber auch sehr komplexe Fragen wie "Wie erstelle ich ein Fahrzeug?", "Wie erstelle ich eine neue Map?" oder "Wie designe ich ein Objekt?" werde ich euch weniger beantworten.

    Natürlich dürfen aber gerne alle Interessierten teilnehmen und können uns untereinander im Nachgang über Anfänger bzw. Experten Fragen austauschen.

    Zuerst würde ich gerne mal wissen ob Interesse an so einen Workshop besteht. Wie seht ihr das?


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    Changelog des neuen Exp Update 1.03.151487

    ADDED

    • Added: Belts (Military and Civilian version) with attachments.
    • Added: Wooden Crate (crafted).
    • Added: Hair hiding mechanism to avoid hair clipping.

    FIXED

    • Fixed: Server error while drinking from a well.
    • Fixed: Drinking from wells/pumps with an item in hands.
    • Fixed: Quickbar not being visible despite it being on in HUD settings.
    • Fixed: Items could be rotated even when they were not being dragged.
    • Fixed: Buried containers were unable to dig up.
    • Fixed: Inventory could not be scrolled all the way down.
    • Fixed: Weapon swap animations were not played when switched via Quickbar.
    • Fixed: Weapon dropped by restrained player was unusable.
    • Fixed: Player was not able to type into the chat bar.
    • Fixed: Melee with a one-handed item pushed character forward - allowing to look through walls.

    TWEAKED

    • Tweaked: Disabled locking of aim while the melee attack is committed.
    • Tweaked: Character statistics in the main menu.
    • Tweaked: Melee damage.
    • Tweaked: Melee armour.

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    Added: Night Vision Goggles (NVG)

    Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)

    Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)

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    "Gunter 2"

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    Neuer Ladebildschirm:

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    Das ist übrigens "Gunter 2"

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    Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets

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    DayZ Update 1.03

    wurde heute für die Stable Server veröffentlicht.

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    FEATURES:

    Gunter 2

    The Gunter 2 is a small first generation family hatchback with front wheel drive.

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    VSS

    Selective-fire, integrally suppressed marksmen rifle, fed from a detachable magazine. Compatible with KA scopes, using 9x39mm rounds.

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    New & improved weapon attachments

    • Regular and armour-piercing 9x39mm ammunition for the VSS
    • Tracer variants for 5.56x45, 7.62x39, 7.62x54R and .308WIN
    • Baraka sights
    • Backup Iron Sights (BUIS)
    • PSO-1-1 Scope, designed for the VSS rifle
    • Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66

    Combat features

    • Melee attack with firearms, knocking enemies back

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    • Ability to break open locked doors with force

    Clothing

    • The universal light and the new night vision goggles can be attached to the Tactical Helmet

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    • Chemlights and the Handheld Transceiver can now be attached to most backpack stripes
    • New belt, able to carry a knife sheath, gun holster, and canteen.

    Inventory

    • Ability to rotate items in inventory
    • Quick bar working in the inventory

    PATCHNOTES

    ADDED:

    • Added: Chinese localisation
    • Added: Switch on/off for walk modifier ('CTRL' by default)
    • Added: Separated hold breath and walk inputs (both 'CTRL' by default)
    • Added: Erect, crouch and prone inputs (no binds by default)
    • Added: Turn on/off headlight/night vision goggles ('L' press/hold by default)
    • Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)
    • Added: New vehicle Gunter 2 with its attachments
    • Added: VSS rifle with its attachments
    • Added: 9x39 ammunition
    • Added: 9x39 armor-piercing ammunition
    • Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
    • Added: Night Vision Goggles (NVG)
    • Added: NVG head strap
    • Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
    • Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
    • Added: Baraka sights
    • Added: Backup Iron Sights (BUIS)
    • Added: PSO-1-1 Scope, designed for the VSS rifle
    • Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
    • Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets
    • Added: Hand Saw
    • Added: 4-dial Combination Lock
    • Added: Strawberry Jam
    • Added: Handheld Transceiver and Glow Stick attachments on backpacks
    • Added: Separated erect, crouch and prone inputs
    • Added: Quickbar working in the inventory
    • Added: "You are here" marker on each tourist trail map stand
    • Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action
    • Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
    • Added: Quantity bar for energy based items and fireplace
    • Added: New 'swayModifier' config param for weapons and their attachment
    • Added: Milliseconds to client/server rpt files
    • Added: check to prevent invalid requests from clients (inventory optimization)
    • Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
    • Added: Character statistics into the main menu
    • Added: Baseball/nailed bat
    • Added: Drop and pickup sound for scopes
    • Added: Sounds for death animations
    • Added: Sounds for suicide animations
    • Added: Lock/unlock sound for doors
    • Added: Sounds for prone animation with a rifle in hands
    • Added: One male and one female character sound set
    • Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
    • Added: Belts (Military and Civilian version) with attachments.
    • Added: Wooden Crate (crafted).
    • Added: Hair hiding mechanism to avoid hair clipping.

    FIXED:

    • Fixed: Server crash when planting seed into a watered garden plot (T138343)
    • Fixed: Server error when crafting torch (T136903)
    • Fixed: Building position updated after the first open/close door action (T137749)
    • Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
    • Fixed: Transition between close and distant light is now instant (without dark gap in-between)
    • Fixed: Jammed weapons make shooting sounds for other players
    • Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations
    • Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
    • Fixed: Black dots on a single wooden plank model
    • Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD
    • Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time
    • Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold
    • Fixed: Torch displaying "pieces" as quantity
    • Fixed: A dropped Road flare now points forward, not always north
    • Fixed: A dropped Flash light now points forward, not sideways
    • Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways
    • Fixed: Corrected texts and animations for digging hidden stash
    • Fixed: Watering a garden slot had no progress bar
    • Fixed: Possible desync issues when using base building actions
    • Fixed: Torch did not update its quantity while not burning when rags were added to it
    • Fixed: Infected can attack player through tent walls
    • Fixed: Weapon fire mode is not saved upon relogging (T137708)
    • Fixed: Infected can hit player character through walls (T138230)
    • Fixed: Equipment window gets cut off on specific resolutions (T128448)
    • Fixed: Loot in infected corpses spawns after a while (T133245)
    • Fixed: Drinking gasoline does not harm your character (T117406)
    • Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970)
    • Fixed: Lens flares are visible when unconscious
    • Fixed: Server crashed when a session was terminated
    • Fixed: Car/Truck battery was invisible when attached to Battery Charger
    • Fixed: Boxed Headlight Bulb could not be opened
    • Fixed: Player could not drink from pumps with item in hands
    • Fixed: NBC Gloves typo
    • Fixed: Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
    • Fixed: Issue in vehicle physics regarding in them appearing twitchy to nearby clients
    • Fixed: Server error while drinking from a well.
    • Fixed: Drinking from wells/pumps with an item in hands.
    • Fixed: Quickbar not being visible despite it being on in HUD settings.
    • Fixed: Items could be rotated even when they were not being dragged.
    • Fixed: Buried containers were unable to dig up.
    • Fixed: Inventory could not be scrolled all the way down.
    • Fixed: Weapon swap animations were not played when switched via Quickbar.
    • Fixed: Weapon dropped by restrained player was unusable.
    • Fixed: Player was not able to type into the chat bar.
    • Fixed: Melee with a one-handed item pushed character forward - allowing to look through walls.

    TWEAKED:

    • Changed: Limit of dynamic lights in render view has been increased to 16
    • Changed: Many fixes and tweaks to the Chernarusplus terrain
    • Tweaked: Ladders on deer stands should be easier to get on
    • Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c
    • Changed: Config parameter recoilModifier[2] now used to modify cam offset
    • Tweaked: Minor improvements for the fireplaces
    • Tweaked: Minor improvements for the radial menu
    • Tweaked: Improved Road flare particles
    • Tweaked: Torch no longer illuminates the world during daytime any more
    • Tweaked: Muzzle flash illumination range at night increased from 5m to 15m
    • Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles
    • Tweaked: Improved visibility of the blood splatter particle
    • Tweaked: Smoke particles on weapons
    • Tweaked: Decreased lethal radius of the landmines
    • Changed: Melee refactor
      • targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now)
      • damaging of vehicles/doors
    • Changed: Extended checking of client-server inventory requests (inventory optimization)
    • Changed: Read and check of file signatures moved to different thread so it won't block the main thread
    • Changed: Checking client signatures on the server is done in multiple frames
    • Changed: Possibility to render proxy objects on creatures
    • Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force)
    • Tweaked: Death darkening not playing when already unconscious
    • Tweaked: Inventory improvements to correctly display more items in the vicinity
    • Tweaked: Inventory icons for bladed weapons, food and drinks
    • Tweaked: Projectiles damage
    • Tweaked: Bleeding sound
    • Tweaked: Distance attenuation for weapons reloads
    • Tweaked: Land Mine activation/explosion sounds
    • Changed: Jumping is disabled when a player is significantly injured
    • Changed: Separated hold breath and walk inputs
    • Tweaked: Disabled locking of aim while the melee attack is committed.
    • Tweaked: Character statistics in the main menu
    • Tweaked: Melee damage
    • Tweaked: Melee armour

    MODDING

    • Fixed: Cast warning spam caused by a modded playerbase class
    • Changed: Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
    • Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
    • Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
    • Changed: Constants are now moddable through modded class
    • Fixed: FPrint crash when writing extremely large strings to file
    • Changed: Increased max file size limit for script created files to 50MB
    • Added: Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
    • Added: Energy Manager - new config parameter convertEnergyToQuantity = true;
    • Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
    • Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
    • Changed: Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
    • Changed: Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
    • Tweaked: User actions selection process and conditions check optimizations

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    Also ich find die Einstellung wie bei Onelife sehr gut gewählt. Ein paar Std. Tag und 30min Nacht.

    Dies erweitert meiner Meinung nach die Spielerfahrung, aber irgendwie möchten die meisten DayZ Spieler nur DayOnly, NonStam, Highloot, Trader etc. wenn ich mir die Server alle so anschaue und das Hardcore Survival im Servername führt nur zu wenigen Spielern :/

    Hier mal noch paar Vorschläge die ich gefunden habe:

    Entschuldigt Dopplungen, ich muss mal das für uns interessante mal zusammenfassen

    CamoNet = 4x Netting + 1x PlantMaterial

    Rope = CamoNet + Knife

    BarbedWire = 1x MetalWire + 10 Nail

    Nails (10x) = 1x MetalWire + Pliers

    Nails (10x) = 1x BarbedWire + Pliers

    PistolSupressor = Pipe + Hacksaw

    Planks (20x) = SeaChest + Hatchet

    ImprovisedFurBackPack = Rope + Pelt

    Tent Kit = Burlapsack / Pelt + 5 sticks

    Shelter = Tent kit + CamoNet

    GhillieSuit + GunWrap Woodland = CamoNet + Rope

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    Heute war ein Update-reicher Tag, hoffen wir mal das jetzt alle mit Ihren Updates durch sind und die Probleme wieder auf ein minimum sinken.

    Bitte entschuldigt die Probleme sowie Ausfall-Zeit.

    • 4er Zahlenschloss wieder eingebaut
    • BloodTrail Mod gegen GoreZ Mod ausgetauscht (Ist die selbe Mod, Funktion wurde nur erweitert)
    • Alle Mods aktualisiert
      • Weapon-Redux:
        • New implementation of Blaze95. Uses SKS mechanics for multiple chambering of rounds. Doesnt use snaploader for magazine anymore
        • New implementation of Scout. Uses magazine now