Beiträge von Urs
-
-
-
Solltest dann den Ersteller der Mod fragen, sonst testen, testen, testen. Machen wir nicht anders.
-
PC Experimental 1.20 Update 1 - Version 1.20.155659 (Released on 19.01.2023)
NOTES
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider de-fragmenting your HDD after downloading large updates.
- In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
- Mime masks
- Carnival masks
- Warning icons for the connection stability and server performance
FIXED
- Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891)
- It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358)
- When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again
- It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975)
- Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned
- Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931)
- Drink sounds were not played when drinking from pots or cauldrons while prone
- Impact sound of items when landing in water was repeating itself
- It was possible to shave characters while having their face covered
- Equipped belts were not accumulating wetness
- Explosives could not be armed reliably (https://feedback.bistudio.com/T168007)
- Reduced instances of vehicle access being prohibited due to another user already interacting with it
- Fixed several broken character animations while restrained in prone
- Improved damage zones of the M1025
- M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594)
- Sound of taking the SSG 82 magazine was doubled while prone
- The player could get stuck in throwing stance
- During combat with infected, the player's position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 - private)
- ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855)
- Jumping while having a gag applied or removed could desync the player
- Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private)
- It was not possible to cover/uncover a characters head while they are prone
- It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private)
- The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360)
- Inventory icon of the deployed spotlight was badly cropped
- Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967)
- Items were interfering with the character collision when dropped from gift boxes upon their destruction
- Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131)
- Using the quick bar while moving items in the inventory could result in desync
- Some twin doors could not be closed (https://feedback.bistudio.com/T160737)
- Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950)
- Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534)
- VOIP did not work after reconnecting the microphone
- It was possible to access certain underwater locations
- Portable maps could display wrong map features when switching between servers running different terrains
- Fixed character collision shape shifting causing clipping through structures
- It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private)
- The character collision shape would not adjust when falling into water
- Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586)
- The head-torch with the yellow light did not update its light location in all cases
- Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114)
- Chemlight on ground models of utility bags not lighting from the correct position
- A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private)
- The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private)
- Smoke grenades wouldn't show smoke outside of the players near distance network bubble
- Doors could have their animations and sounds played when reconnecting
- Previously felled trees would play their fall-animation upon reconnect
- Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in
- Grass did not move with the wind on the tenement buildings
- Bear traps could hit the player in multiple zones
- The M3S truck was missing a sound related to high RPM
- Reversing lights of the M3S truck did not emit light
- Reversing lights did shine even when the engine was off
- Stamina was not decreasing during jogging in deep water
- Fixed several issues with individual buildings
- Fixed bad rendering of specific trees
- Source of the car horn sound was not properly located in 3rd person view
- The Santa infected did not scream while attacking
- Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577)
- Dropping the wooden cooking tripod would make metal sounds
- The unloading sound and bullet animation of the Longhorn were not in sync
- The dry fire sound of the Derringer was too quiet while prone
- Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private)
- An exploit allowed to repair car parts to the pristine state
- It was possible to repair vehicle engines while they were running
- Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155)
- The M1025 driver was accessing the wrong lever when switching gears
- Damaged Santa's hats looked pristine while worn
- The Claymore mine explosion did not have the proper volume when the player was facing away
- Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660)
- Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330)
- It was possible to deploy the spotlight using the drop action
- The Gunter 2 did not have sounds when removing and attaching wheels
- Large clusters of rocks and cliffs could result in in client performance drops
- Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465)
CHANGED
- Vehicles can spawn without wheels again
- Wheels can again be damaged
- Reworked item weight calculation (fixing several bugged item weights)
- Item wetness now influences their weight again
- Weight of the carried gear now impacts player movement inertia
- Increased the time needed to refill the car radiator
- Checking a player's pulse is now a continuous action
- Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
- The stairs of the concrete silos are now usable to access the roof
- Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
- Improved the surface detection for throwing impact sounds
- Optimized the character update to environmental exposure
- Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)
- Positional wind and tree creaks are more audible now
- Tweaked the 3rd person camera collisions to reduce possibilities of exploits
- The 3rd person camera zooms in when an obstacle is in front of the camera
- Disconnect due to a server restart will no longer kill restrained players
- Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
- You can now stealth-kill with the Cleaver
- Replaced outdated dirt pile model
- Updated textures on static pipes
- Updated sounds for the different stages of cooking for more variety
- Slightly increased the volume of the stealth kill
- Improved the sun reflection on water and changed its color in quarries
CHERNARUS
- Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
- Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
- Tweaked: Increased audibility of the positional bird sounds during windy weather
- Changed: Adjusted player spawn points for more even distribution
SERVER
- Added: Server config parameters for connectivity warnings (Documentation - will be updated shortly)
- Added: Gameplay JSON version mismatch and default value handling
- Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation - will be updated shortly)
- Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation - will be updated shortly)
- Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation - will be updated shortly)
- Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
- Added: Warning when DE spawns an entity with no Types entry
- Fixed: Sawedoff18 was missing from types
- Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other
- Changed: Improved error messages and error handling regarding storage location
- Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player
MODDING
- Added: DiagMenu script API
- Added: Variety of new debug settings within the script section of the DiagMenu
- Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
- Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
- Added: 'EntityAI.IsSimpleHiddenSelectionVisible'
- Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states
- Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances
- Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact
- Added: Collision overlap testing methods to DayZPhysics
- Added: "$storage:" prefix can now be used to access storage through script
- Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
- Added: Launch parameter for diag exe to allow window resizing '-resizeable'
- Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
- Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
- Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
- Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
- Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
- Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
- Fixed: ScriptCallQueue.GetRemainingTime(...) methods
- Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
- Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488)
- Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746, https://feedback.bistudio.com/T151279)
- Fixed: Scripted command method 'PrePhys_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933)
- Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag
- Changed: ScriptInvoker now has additional flags and documentation
- Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
- Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these
- Changed: Improved func reliability and error messages
- Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe
- Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
- Changed: Weapon and magazine textures now contain the bullet for better optimization
- Tweaked: Widget::GetRotation exposed
- Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
- Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)
KNOWN ISSUES
- Due to a navmesh issue causing infected to run through closed doors, official PC Livonia Experimental servers will only be available from next week
- Bleeding effect reappears on screen after dying while bleeding
- Player cannot get bleeding from punching with empty hands into objects
- Bleeding effects remain on the screen after player respawn, with helmets equipped
- User can not hear other players, when joins the server without a microphone plugged in
-
Öffentlicher Change Log 1.104
- Farming Zeit wieder auf Normal gestellt (90min)
- Zombies Sprintgeschwindigkeit angepasst, sollte nun kein Moonwalk mehr geben
- Zündkerze (Sparkplug / GlowPlug) Hitpoints erhöht (20 auf 35)
- Kühler / CarRadiator Hitpoints erhöht (250 auf 320)
- Banner Mount Kit hat jetzt ein sichtbares Modell
- ZombieVirus geupdated - Mikroskop benötigt nun eine Zeit x bis das Virus analysiert wird
- Crafting des Tarnnetz Ghillie ergibt wieder den East Ghillie statt Winter (FunFakt: Mittels Farbeimer können alle möglichen Farben ausgewählt werden)
- M300 Winter hat nun wieder eine Textur
- CustomBuilding Performance verbessert / Möglichkeiten erweitert (dze Format)
![GDZ [gdz]](https://germandayz.gg/images/smilies/smiley34.png)
-
-
Ich hab das Video zwar nur durchgeklickt, aber ich glaube nicht, dass dort eine Urs Figur zu sehen ist.
-
Die Rusforma wendet maximale Energie auf ihren Programmierung zu verschlüsseln, mehr als eine übliche Verschlüsselung. Das was ich gesehen habe ist aber vernichtend. Wir fanden die Modelle auch sehr passend, vorallen weil es alles in einer Mod in so großer Auswahl verfügbar war. Es wird bald Ersatz kommen, aber aktuell reicht ja anscheinend noch nichtmal die Qualität der Vanilla Programmierung.
-
Danke das du hier immer deine DayZ Erfahrungen mit Fahrzeugen schreibst. Alle die DayZ spielen kennen diese. Mehr als 100% Vanilla der Fahrzeugphysik wie es aktuell ist, wird es nicht mehr werden. Das dass Rad auf und ab springt ist seit der Einführung der Fahrzeuge so und die Lags wird ein Wipe beheben. Die Probleme, die in diesen Thread geschrieben wurden, sind seit Entfernung der RusForma sind nicht mehr existent.
Der Grund, das bei GDZ Taxis eingeführt wurden, ist die schon immer hohe Unberechbarkeit der Fahrzeuge und damit verbundenen Verlust dieser bei hoher Aufwendung von Zeit. DayZ wird nie einen Rennspiel Konkurrenz machen. Deshalb gibt es bei uns "unrealistisch" immer komplette Taxis in hoher Anzahl. Spielspaß vor Realismus.
-
Ich empfehle euch die Überprüfung des Adventskalender Loots.
-
Also in der Base direkt erwarte ich keine wirklichen Veränderungen, natürlich wird alles im kleinen Umkreis wie gewohnt geladen, das muss vom Client kommen. Aber vorallen beim Fahren kann es helfen wenn Objekte deutlich später geladen werden. Da hoffe ich auf eine Verbesserung.
-
Baselag.
Wir alle wissen was damit gemeint ist und sind jetzt aktiv damit beschäftigt diese bei uns zu minimieren, auch wenn das zu einen visuellen Rückschritt führen wird. Die größten Änderungen werden hier aber erst zum nächsten Wipe sichtbar werden.
Als ersten Schritt wurde heute die Renderdistanz auf beiden Server von allen Objekten Serverseitig reduziert. Objekte werden also später im Speicher des Spielers geladen.
Der Beitrag dient dazu euer Feedback zu sammeln ob diese Änderungen merkbare Verbesserungen bringen. Schreibt also bitte ob ihr eine Verbesserung merkt oder Probleme mit Sichtbarkeit von Items auftreten.
![GDZ [gdz]](https://germandayz.gg/images/smilies/smiley34.png)
-
Es gibt aktuell soviel Taxis bei GDZ, also Fahrzeuge ohne Wert, wie noch nie und aus Gründen auch weit entfernt von einen Survival Server entsprechende realistischen Gleichgewicht. Noch nicht mal Reifen müssen in 1.19 bei irgendein Fahrzeug gesucht werden.
Wer aktuell laufen muss statt ein Taxi zu nutzen macht irgendwas falsch. Noch einfacher, wie es gerade bei GDZ ist ein (fahrbereites) Straßenfahrzeug zu finden/nutzen, wird es nicht werden.
-
Heyho,
dann scheint es wohl kein guter Server zu sein, welchen du nirgends genannt hast, wenn du nur über unsere Community versuchen kannst diesen zu erreichen.
-
Du wirst die Antwort im DayZ Changelog finden
BeitragRE: Stable Update 1.19
PC 1.19 Update 4 - Version 1.19.155542 (Released on 30.11.2022)
FIXED- Fixed several exploits related to object- and terrain glitches (https://feedback.bistudio.com/T168784, https://feedback.bistudio.com/T168796 - private)
- Fixed a server crash related to animations (https://feedback.bistudio.com/T168753 - private)
- Specific actions could result in overlapping items in the inventory (https://feedback.bistudio.com/T168490)
- It was not possible to place items on watchtower floors
Hansdieter30. November 2022 um 17:34 -
-
Öffentlicher Change Log 1.103
- Alle Items (ausgenommen HeavyItems) können mittels Taste ohne Ablegen anderen Spieler übergeben werden
-- Taste kann in der Tastaturbelegung geändert werden
-- Standard: Taste #
- Neue Rezepte beim Arbeitstisch/Workbench - Kleiderschrank/Wardrobe - Bücher/Spielzeugregal
-- kann mit Hammer/Axt zerlegt werden
-- kann leer mit Schraubendreher/Schraubenschlüssel wieder zum Kit zusammengepackt werden
-- Kit kann mit Hammer/Axt zerlegt werden
- Alle Carcovers haben bei geladener Wintermap auch weiße Tarnetze
- Kleiderständer zeigen ab 50m zwecks Performance keine Kleider mehr an.
- Fraktionsflaggen können nicht mehr fälschlichweise zu Armbinden zerlegt werden
- M1025/Hummer hat nun auch einen Motorhaube Slot (Vanillafehler)
- Weitere Waffenübersetzungen
Generell wurde unter der Haube wieder vieles an Code und Modellen optimiert und neues hinzugefügt sowie für kommenden Content vorbereitet.
Der nächste Schritt im Januar wird dann sein den deaktivierten Content wieder verfügbar zu machen ebenso haben wir wieder neue Reserven neues zu probieren.
An den Problem der Baselags wird gearbeitet, wird aber erst zum nächsten Wipe kommen da dieser dafür erforderlich sein wird.
Ebenso die arbeiten an den Barrikaden. Diese sind zum 1.20 Update geplant.
Jetzt erstmal paar Tage Pause.
Frohe Weihnachten
![GDZ [gdz]](https://germandayz.gg/images/smilies/smiley34.png)
-
Moin, bei der Masse an Mods startet der Server überhaupt noch? Als erstes würde ich jeden Mod entfernen die nur im entferntesten die Carscript Klasse bearbeitet, erweitert und "verbessert"
-
Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
-
Aktuell laufen die GDZ Server mit all den Features und Content so stabil wie noch nie. Kein Client/Server Crashs und die FPS sind hoch und keine kritischen Mods sind aktiv.
Wenn man alles aufdrößeln würde, würde 300 Einzelmods draus werden die GDZ zu bieten hat und wenn es einen Crashlog Contest unter den Server geben würde, würde alle nur stauen wie wir es schaffen nicht mehr Logs zu haben als Vanilla. Aber es reicht anscheinend immer noch nicht. Performance hier, Performance da obwohl eigentlich diese so gut wie noch nie ist. Was möchte denn der GDZ Spieler noch? Ihr wisst schon noch das DayZ die Grundlage von GDZ ist oder? Vielleicht das Wissen das ich seit Monaten an einer Überarbeitung der Base-Container arbeite? Es ist egal was ich tue, ich werde es eh nicht recht machen können.