Beiträge von Adebar

    https://playrust.com/devblog-100/


    Changelog:


    Added Xp + Levelling System
    Removed Blueprints, blueprint fragments
    Removed Research Bench
    Moved crafting menu to its own screen
    Added search to crafting screen
    Cleaned up options screen
    Added motion blur
    Can write in notes
    Rock is craftable
    Added "Barren" map
    Can always/only craft cap, boonie hat or facemask if you have a steam skin for them
    Dropped weapons show the correct skin
    Added EAC launcher UI
    Bullet weapons are projectile for the first x meters
    Fixed bullet projectiles not moving until the frame after being shot
    Added Quick Craft to inventory menu
    Fixed shadow distance/cascade not saving to config
    Fixed antialias not working
    Dragged icons are bigger
    Added tooltips
    Nametags are more visible (especially at night)
    Fixed plants showing #harvest instead of localized string
    Fixed glowing eyelashes
    Fixed main menu news image bugs
    Fixed serverlist scrollwheel speed
    Water quality defaults to high
    Death/kill console messages include steamid
    Added ownership system
    Harvested skulls show the victim as owner
    Paper crafts faster
    Note costs 1 paper (instead of 5)
    Airfield dungeon reworked
    Doors, barricaded doors and covers added in dungeons
    Dungeons higher military crates spawn rate
    Nerfed pillar and roof stability
    New aiming system for throwable weapons
    Throwable weapons now spin
    Aim throwing while sprinting enabled
    Standard bows are no longer hostile to helicopters
    Buffed Eoka pistol (+25% dmg, more reliable)
    Reduced craft cost of Machete
    Reduced craft cost of salvaged sword
    FIsh traps ignore minnows as bait
    Most craft times reduced and made sensible
    Buffed stone spear

    V0.41b hotfix:


    Fixed completing ghost tree structure causing trees of this type to keep the cut leaves when pooled/reused across the world
    Calibrated floor & foundation floor log cost with new log size to match old cost for a given area coverage
    Fixed loading saves with buildings ghost past ingredient requirements, it now automatically completes it (to fix rare cases of this occurring)
    Fixed blocking while in hanging cut scene breaking animation
    Updated navmesh in cave 2 to improve enemy pathfinding
    Fixed boats not properly undocking when dock gets destroyed
    Floor hole cutter now only cuts structure within the visible white rectangle area and no longer those that have been targeted and are above or below
    Fixed roof hole breaking height calculation, causing roof shape to change when applying the cut
    Fixed roof not calculating height properly depending on alignment with world
    (Multiplayer) Further increased damage distortion of regular (not procedural) buildings for clients
    (Multiplayer) Fixed bombs exploding over a foundation floor not distorting for client


    Quelle: http://survivetheforest.com/

    Hallo erstmal und herzlich Willkommen


    Gehe doch einfach aufs TS (ts.germandayz.de) dort findest du immer jemanden der Mitspieler sucht.


    Wenn du fragen zum Spiel haben solltest,dann stelle sie einfach in der Shoutbox,dort werden wir sie dir gerne beantworten.

    v244.72


    * Client-side update: Fixed crashes associated with loading directly into a server from the Steam browser list, and a rare crash associated with streaming skeletal meshes.


    v244.71


    * Client-side update: Fixed crashes associated with loading directly into a server from the Steam browser list, and a rare crash associated with streaming skeletal meshes.


    v244.7


    * Fixed crash in 244.6 (recommend that all unofficial servers upgrade ASAP!)


    v244.6


    * Defaulted to using "new save format", which is approximately 4x faster and 50% smaller. If you want to use the old save format, launch with -oldsaveformat. (New saves are not backwards compatible!)
    * Reduced client game memory usage by about 600 MB system and 600 MB GPU RAM! (all meshes now stream LOD's dynamically). This could potentially have a small runtime performance impact, so to use the old method (more RAM usage but no potential performance loss), launch with -nomemorybias
    * Diseases are now permanently cleared whenever you level-up; as you get "older", it's more time consuming to recover from a disease.
    * Titanosaurus torpor reduced by 50%, and Travel Distance for taking Torpor reduced by 50%. Effectively, Titanosaurus is now much easier to knock out. Titanosaurus Saddle Engram is now moved to Level 85 with 120 EP requirement.



    v244.5


    * Experimental fast save/load code implemented for servers. Approximately 4x faster and 75% smaller. We strongly recommend backing up your save games if you intend to try this out, as we're still testing it. Use with launch commandline "-newsaveformat"
    - Fixed a case where armor could be circumvented using gun weapons. Requires Server Update.


    v244.4


    * Fixed an issue with Rockets. Required deleting all existing Rocket Ammo Items once. We are sorry, but it was necessary! Special thanks to Survivor "Rocketreporter" for the extremely helpful bounty report! Requires Server Update, we recommend upgrading as soon as possible!


    v244.3


    * Fixed issue with players teleporting above the landscape in Cave 1. Requires Server Update.
    * Windows & Linux Dedicated Servers now support automatic mod download/installation/updating! Just add "-automanagedmods" to your launch commandline and it will do so before the server launches (note for Maps this will not work unless you're specifying the Workshop ID to load a Mod Map). On Linux Servers, you need to run this script (included with the ARK dedicated server files) once to install SteamCMD: \SteamCMDInstall.sh


    You can also specify a manual list of extra Steam Workshop Mods/Maps/TC ID's to download/install/update in your Game.ini via (with the commandline as normal to actually use them in-game), example:


    [ModInstaller]
    ModIDS=680481868
    ModIDS=682394267
    ModIDS=714672786


    v244.2


    * Fixed issue with Fish endlessly spawning on land near the Redwood Biome. Requires Server Update.


    v244.1


    Unversioned Hotfix: Significantly reduced client-side hitches/stalls during network Structure streaming.
    * Fixed unharvestable snow-transition trees, they're now harvestable. Requires Server Update.


    v244.0


    * Holiday Event Items: Celebratory Colorizable Sparkler Skins (which can be applied onto Torches, which can now be mounted on wall-torches and standing Torches for infinite light colors!) -- get 'em from Diseased Leeches -- & Fireworks Launcher Skins -- get 'em from Alpha Mosasaurs.
    * Fix for missing resources on snow areas of TheIsland (after Biome Update)
    * Fix for increasing memory when opening Inventory UI repeatedly
    * Approximate 10-15% Loading Speed Performance Improvement, and faster connection to servers
    * Lots of powerful Dev Kit functionality hooks
    * Lotta Alpha Mosasaurus' in honor of Shark Week 2016 -- hunt & kill them to get a special limited edition item ;)

    Gibt hier bestimmt einige die Arma 3 zocken und eine richtig gute DayZ Mod außer Breaking Point gibt es so nicht.


    Die meisten zocken SA auf dem GDZ Server und der ist meist in den abend stunden proppe voll.

    https://playrust.com/devblog-116/


    Changelog:


    Added protection against some exploits for construction placement inside rocks
    Added protection against a number of throw weapon hacks
    Fixed flyhack_protection 2 false positive when jumping on floating ice caps
    Fixed projectile line of sight protection issue inside caves
    Fixed projectile line of sight protection issue on fence and twig building blocks
    Fixed rare false positives in the server side melee weapon repeat rate verification
    Fixed chain link fence exploits against turrets and the patrol helicopter
    Fixed issues when connecting to a server from the in-game main menu
    Updated EAC

    V0.41 complete


    (Performance) Reduced CPU overhead cost from animal spawning logic
    (Performance) Reduced allocations from tree wind sfx logic
    All mutants now have improved explosion gibs
    Physics objects will react more to nearby explosions
    Particles – replaced fire effect on lit arrows!
    Fixed arrow fire wrongly showing fire hit particles when shot
    New art added: Dead baby corpses combined
    Fixed issue with HBAO artifacts on ati cards
    Chopping dead sharks will now leave a headless ragdoll
    Fixed walls sometimes snapping below when placing on custom floor
    Hole cutter can now cut several buildings at once, whether side by side, at different heights and/or overlapping each other, making it a lot easier to edit complex/composed structures. Watch out for side effects of this change when trying to cut a single floor
    Ghost floor is now red when it cannot be placed
    Added rolloff to building distortion intensity, looks a lot more natural and avoids axe hits from distorting a whole house boat (for example ;)
    Fixed book tabs not having sheen effect when player is in cave
    Caves – Dead baby piles added to cave 4
    Fixed pine tree cut having shimmering cut section where model was overlapping
    Caves- ROV added to cave 9
    Ghost raft now stays above water
    Ghost house boat now stays above water and can only be placed above water
    Improved look of bestary drawing outlines
    Caves – thicker collision on cave entrances
    Option menu now updates its centering after resolution changed
    Limited framerate to 60 in title screen to fix overheating issue on some graphics cards
    Added low SSAO quality (effective with HBAO only)
    Setup buoyancy on logs !
    (Performance) Fixed extra physics cost for MP clients when there was a raft or houseboat in the game
    Push houseboat icon is now outside its walls
    hybrid ragdoll system added – enemies will conform better to the floor when dead or dropped from carried.
    Fixed dropped bodies sometimes disappearing when dropped on a steep slope
    New building: Fish trap ! Bring the legacy rabbit trap to a water area and it’ll turn into a net able to catch fish. Must be suitably placed in a fishing area to be efficient !
    Arrows are now limited to 5 on the crafting mat and adding/removing arrows from the crafting mat moves all 5 without requiring to hold the batch button
    Added cloth to burnable arrow upgrade recipe
    Setup burnable cloth model on arrows
    Fixed rock path rocks not getting a randomized rotation
    Increased view range for all ponds
    Pond spawned rocks now stipple on
    Caves – reachable skull lamps now all dynamic
    More health on elephant leaf plant
    Touchbending added to saplings!
    Fixed plane lod being drastically lower in save game versus new game for interior
    Dead bodies can no longer be dropped when standing very close to walls/rocks etc
    New art added: Revised log model, spike log model, and 3x half log variations
    Ex Floors now accepts log model variations + setup 3 variations
    Ex Stairs now accepts log model variations + setup 3 variations
    Ex Dock now accepts log model variations + setup 3 variations
    Setup new log model on wall, foundations, log pickup
    Setup new defensive wall log model
    Setup burnable cloth model on crafted club ! (recipe was already in but not working because this wasn’t setup)
    (Multiplayer) Fixed alt tabbing while chat input is open breaking all input
    (Multiplayer) Enabled physics on log pickups for clients so that they may push logs
    (Multiplayer) Improved granularity of dynamic pickups position syncing to reduce jitter
    (Multiplayer) Client adding 2 logs to a log holder/sled with only one free slot will get back the extra log instead of it being forever gone
    (multiplayer) Reduced pop when spawning creepy ragdoll bodies as client
    Added docking capability to house boat ! Approach houseboat close to dock stilts until the dock icon shows up and use the “Take” button to toggle the docking. While docked the boat cannot move or rotate
    Fixed being unable to block while jumping
    Fixed being able to pass through the edges of some cave entrances
    Replaced arrow type toggle icon with a suited one
    WaterSkin and pot inventory tooltip now shows current water fill percentage
    Fixed ghost tree structures not going down when tree is cut down
    Updated houseboat with new log model
    Fixed player still moving sometimes while inventory is open
    Fixed foundation’s floor position locking possibly going out of sync with foundation’s one
    Fixed aiming up or down from last locked foundation position allowing to go around the minimum chunk length limitation
    Fixed cowman not showing up in bestiary
    (multiplayer)Fixed bodies being dropped in wrong place for client when first dropped
    Slightly lowered randomisation of floor logs (was giving bad result sometimes and it’s far less necessary now that we have variations)
    Fixed houseboat on land not automatically unlocking the driving player
    Setup new log model on procedural wall doors
    Rebalanced procedural wall door physics to ease entering structures in some cases
    Fixed dead bodies floating in air if dropped from a height
    Better scale/position of deadshark head when held by player
    (Performance) Revamped floor hole cutter preview, instead of cutting the actual floor or roof it shows a ghost overlaying it with no physics/navigation cost involved
    Fixed player being shot out of cave 2 exit if they had entered via rope entrance
    (Multiplayer) Fixed snow trees turning into regular trees when chopped in MP games
    Fixed explosion damage not always being properly accounted for on buildings
    (Multiplayer) Fixed damaged building distortion being so soft that it wasn’t visible


    Quelle: http://survivetheforest.com/

    v243.95


    Requires Server Update:
    * Fixed a networking performance issue that would affect servers with <= 2 accessible cores, as well as improving Non-Dedicated Hosts.


    v243.94


    Requires Server Update:
    * Fixed various important network issues involving teleporting/fast-travel resulting in 'invisible' Structures on Clients.
    * Improved server performance by approximately 5% depending on number of connected players.
    * Fixed issue where Rafts could appear in the incorrect location on Clients.


    v243.91


    Requires Server Update:
    * Fixed various Ptero and Quetz and Chair exploits that allowed getting thru Structures.
    * Fixed issue where Tribe Alliances would not initially be loaded, causing pandemonium among Dinos and Turrets within cross-Alliance bases.


    v243.9


    Requires Server Update:
    * Fixed significant performance issue with dual-core CPU's, affected Servers and Singleplayer mode. Thanks to Steam User / Server Host "ddvs1" for helping us track this down!!
    * Fixed Max XP limit on Dedicated Servers.


    v243.8


    Requires Server Update:
    * Fixed longstanding issue with Platform Saddle Structure Snapping (particularly with Pillars) being unreliable.
    * Fixed issue with creating side-snapped floating pillars.


    v243.7


    Requires Server Update:
    * Fixed erroneous demolition of snapped Pillars.


    v243.6


    Requires Server Update:
    * Properly added 2 more max-levels (XP limit) to Players and DInos.
    * Fixed longstanding multiplayer issue where weapons often wouldn't correctly auto-reload when switching to them if previously out-of-ammo.
    * Fixed an issue where Dinos could get stuck in a Fleeing state forever.
    * Improved Terror Bird spawns (not so many).
    * Tree Platform now requires Holding Demolish option for 6 seconds to activate the Demolish option. Because Demolishing Tree Platforms can instantly take down an entire Tree Base, it should be a little more time-consuming to ensure that's the desired selection.


    v243.5


    Requires Server Update:
    * Fixed Beaver Dams (they weren't spawning)
    * Fixed Manta Taming
    * Fixed Obelisk Terminal activation collision
    * Fixed Server Primitive Engrams INI to contain Rope Ladders


    v243.4


    Requires Server Update:
    * Fixed some pillar building issues (couldn't place pillars directly on platform saddles/rafts, or on some platform-ceiling extensions).
    * Fixed issue of getting more Swamp Fevers if you had Leeches attached to you on each subsequent game relaunch.
    * Fixed issue where some swamp water dino spawners weren't active.
    * Fixed issue where some servers/clients were stalling out.


    v243.3


    * Fixed Toads/Dimetrodons/Leeches and other swamp water creatures not spawning (Swamp Water spawns). Requires Server Update.
    * Force respawn all wild Dinos once for servers/singleplayer (if they haven't already run the biome clearance manually) to help clear up any wild dinos stuck under the ground.
    * Auto-Turrets will now properly target & shoot Dino platform "Trojan Horse" builds. Requires Server Update.
    * Possibly fixed potential Linux Server performance issue
    * Added Titanosaurus colorization


    v243.2


    * Fixed Chemistry Bench not properly containing "Absorbent Substrate" Engram. Requires Server Update


    v243.1


    * Fixed a server crash associated with Dino Baby Births. Also fixed www.SurviveTheArk.com Tripwire Alarm & Birth Notifications to properly work! Requires Server Update.


    v243


    - New Creature: Titanosaurus!
    - New Item: Gas Mask!
    - New Item: Herbivore "TastyCakes"
    - New Item: Chain Bola Ammo for Ballista Turret!
    - New Structure: Retractable Rope Ladders!
    - New Structure: Tree Sap Taps!
    - New Structures: Wood and Metal Tree Platforms!
    - New Mechanic: Custom Tripwire Alarm Notifications via SurviveTheArk.com (E-mail and Forum). Optionally Tribes can post to arbritrary URL, if they have a custom system! Now if someone's raiding your base, you can get on top of it! ;)
    - Biome Update: Snow Extension & New Redwood Forests (this is a major environmental overhaul!)
    - Ruins
    - GroundClutter effect extended 50% further and +20% more GPU efficiency
    - Approximate +5% GPU performance improvement related to more efficient foliage culling
    - Approximate +10% Server CPU gains related to more network multi-threading
    - Added option to disable Inventory Sounds. Yeah ;)
    - Balled Doed's are no longer invincible to Tamed Dino melee attacks -- now just very, very resistant to them.
    - Magnfiying Glass now displays creature Torpor stats (on Wild creatures too).
    - Tribe Alliances now disabled in Offline Raid mode (too complex to determine if anyone in an Alliance is around), C4/Traps can no longer be placed near Offline-Raid Protected Structures, and Offline-Raid mode now forces all Structures to be Lockable so that players can "Lock" Crop Plots to prevent their turrets from being disabled.
    - New Server Option: "?PreventTribeAlliances=true" to prevent tribe alliances
    - Engagement with Wild Naturally-Fleeing & Small creatures (tiny bugs etc) no longer trigger combat music
    - Tamed Dinos that are following a submerged allied Target will not attempt to float to the surface of the water, but rather will attempt to stay at the depth of their allied Target. (helpful when deliberately going deep-diving your tamed land Dinos). However, Dinos that are capable of suffocating will try to surface if they are out of Oxygen regardless!
    - Vaults can no longer be dropped onto saddle platforms
    - Transfer-All/Drop-All methods now only drop/transfer what is currently disabled in the inventory, respecting any filters/folders you may have active (so for example, if you're within a folder, it will only transfer those items, or if you have a text filter active, etc).
    - Fixed an issue where pillars were not being calculated correctly as foundations when building pillars downwards
    - Massive +33% rendering gains with any translucent rendering (particles, greenhouse windows, etc). Yay for eliminating unnecessary SceneColor resolves!
    - Game.INI values to scale the the 5 kinds of XP earned: Generic (automatic over time), Crafting, Harvesting, Killing, and SpecialEvents: "KillXPMultiplier","HarvestXPMultiplier","CraftXPMultiplier","GenericXPMultiplier","SpecialXPMultiplier" (all 1.0 by default)
    - Tamed & Wild Gigas Damage reduced by 50%, Wild Giga HP reduced by 40%, Tamed Giga Run Speed reduced by 30%, Tamed Giga HP reduced by 25%, Giga Stamina Increased by 30%. Tamed Gigas now require/consume 50% less food for subsistence.
    - Tamed Ptero Damage reduced by 30%
    - Fixed a rare PhysX crash that would bring down servers on occasion. Seemingly free of any more PhysX-crashes now!
    - Fixed bug where Wild Giganotosaurus and other dinos would not respawn properly until the server was relaunched.
    - Added two additional levels to gain, for Players and Dinos
    - Server Note: To allow your Server's Titanosaurs to be permanently tamed (namely allow them to be Fed), launch your server with this commandline option: ?AllowRaidDinoFeeding=true
    However, note that TheIsland currently only spawns 3 Titanosaurs whatsoever, so 3 Tamed ones would ultimately block any more Wild ones from spawning.


    Note for Unofficial Servers: If you wish to destroy structures within the new Biomes, you can launch your servers with this commandline parameter (that's a dash, not a question mark -- put this at the end of your server commandline ;)
    -StructureDestructionTag=DestroyRedwoodSnowStructures


    Note this command will only execute once per server save!

    [WIP] Content added to the 0.60 Changelog


    This is a selection of WIP (work in progress) items and features added to the 0.60 Changelog, not yet activated in the game:


    WEAPONS: http://imgur.com/a/bBHwi


    CLOTHING: http://imgur.com/a/83y2F


    EQUIPMENT: http://imgur.com/a/BnZjs


    VEHICLES & MAINTENANCE: http://imgur.com/a/njdFp


    BASE BUILDING: http://imgur.com/a/qQNGE


    ENVIRONMENT: http://imgur.com/a/ixFJ4


    CHARACTER: http://imgur.com/a/4ILIB


    ANIMALS: mallard [url=http://i.imgur.com/KgYxk6y.png,]http://i.imgur.com/KgYxk6y.png,[/url] raven/rook, pigeon, gull
    predators: wolf,bear (sound)


    Quelle: https://www.reddit.com/r/dayz/…ded_to_the_060_changelog/

    Da hast was zu lesen ;D


    https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf


    DAYZ – SERVER HOSTING RULES – PUBLIC HIVE | 7.15
    In order to keep this document succinct and easily understood at a glance, we will break down the simple Do
    and Don’t list for game server providers hosting DayZ.
    It is not acceptable under –any– circumstance at this time to exploit game mechanics to sell in game items for real money.
    Any questions regarding this can be directed to support@bistudio.com, or the respective game server provider.


    Acceptable Usage of DayZ Servers (Also known as the “Do” list)


    • You may change the following variables on your server
    ◦ Player count (between 30 and 50)
    ◦ Server name (Within certain limitations, which are called out below)
    ◦ Camera mode (between 1PP and 1PP/3PP)
    ◦ Crosshair mode (crosshair enabled/disabled)
    ◦ Server time
    ▪ Start time
    ▪ Time acceleration
    ▪ Time persistence
    ◦ Server MOTD (Message of the Day)
    • You may perform the following actions on your server
    Restart server
    ◦ View Admin Logs to enforce server rules or protect against cheating
    ◦ Kick abusive players (harassment, cheating, exploiting bugs)
    ▪ Be aware that this can tread a fine line, and if you are found to be violating this rule
    your server may be disabled until the issue can be addressed.
    ◦ Turn the server off
    ◦ Restore/Reset Persistence files
    ▪ Once a day
    ▪ Request has to be processed manually by game server provider



    Unacceptable usage of DayZ Servers (Also known as the “Don’t” list)


    • You may not change the following variables on your server
    ◦ Password
    ◦ Player count beyond 50, and below 30.
    ◦ Message of the day to include slander, racism, sexism, or any general hate speak.
    ◦ Signature Verification (Must always be enabled)
    ◦ Server name must not contain any terms or phrases of the themes below
    ▪ Player Versus Environment only
    ▪ Player will be kicked
    ▪ Server somehow has modified loot spawns, or other game data
    ▪ Server is private
    ▪ Server is “not operating properly”
    © Bohemia Interactive a.s.
    Nad Pomnikem 9, 150 00 Praha 5, Czech Rep.
    ▪ Hatespeak / Defamation of any person, place, or company
    ▪ Impersonating official DayZ servers (Stable or Experimental)
    ▪ Impersonate DayZ Development / Bohemia Interactive
    • You may not perform the following actions on your server
    Restart server to farm loot
    Restart server to protect your character integrity after dying
    ◦ Set automatic server restart in your GSP (game server provider) control panel below or
    above 12 hours
    ◦ Kick/Ban players without just cause
    ◦ Use Admin Logs for any purpose other than server tracking exploiters/cheaters
    ◦ Lock/Password the server
    ◦ Install any 3rd party tools, modifications, or applications (aside from BEC – At this time)
    • Several BEC/Rcon functions are restricted on Public Hive servers
    Whitelist
    Ban
    ◦ Kick
    ◦ Autokick
    ◦ Slot reserve