Zitat
- ADDED: Missing Proto Usage "Military" to "Land_Mil_Barracks6" and "Land_Mil_Airfield_HQ" (thx @SpaceCat) to missionfiles
Vielleicht hab ich was falsch verstanden oder es wurde hier schon gefixt. 🤷♂️
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- ADDED: Missing Proto Usage "Military" to "Land_Mil_Barracks6" and "Land_Mil_Airfield_HQ" (thx @SpaceCat) to missionfiles
Vielleicht hab ich was falsch verstanden oder es wurde hier schon gefixt. 🤷♂️
Im DeerIsle Discord wurde bestätigt, dass dieses Gebäude mit dem nächsten Update military loot spawnen wird. Damit ist nun klar, warum dieses Gebäude immer eine Enttäuschung war. Ich bin deshalb da nie mehr rein gelaufen.
Ich so:
Achtet auf die Olga auf dem Flachwagen ganz hinten
Jemand anderes:
In the near future ...
Da ich es mit Schiesseisen nicht so habe, würde ich gute Beschreibungstexte begrüßen. Als Ungediente(r) hat man meistens keinen Plan, welche Waffe wie zusammengebaut wird und warum was an Waffen ist. Aber das kann man ja alles lernen und begreifen, wenn man es gut vermittelt bekommt.
Ein Beispiel: Schienen für Scopes und Anbauten. Wie passen VPO-215 "Gornostay" und Picatinny-Rail zusammen? Das eine ist eine (alte) sowjetische Flinte und das andere irgendwas aus der Nato, welches 1995 standardisiert wurde. Da ein bissel Background in den Beschreibungstexten würde ich echt begrüßen. Selbst wenn nur 1% der Spieler es lesen, aber die haben echt was gelernt und sterben weniger dumm.
Wo liegt nur das Tagebuch? Ach da!
Ich muss zugeben, ich war die letzte Zeit nicht ganz bei der Sache. Ständig schwirrten mir Gedanken im Kopf herum, die ein Fokussieren unmöglich machten. Aber gestern dann, dann hatte ich endlich mal wieder eine gute Zeit in und um Stonigton herum. Ich versuche es mal zusammenzufassen:
Und jetzt lade ich erstmal die Batterien vom Fotoapparat. 📸
Wer den Zug selber mal fahren will, aktiviert die mitgelieferte Mission und spielt alleine offline:
<pfad zu deinem Steamverz.>\Steam\SteamApps\workshop\content\221100\3115714092\missions\hypetrain.chernarusplus
Ich hab mal getestet, wie gut die Physik ist. Die Waggons rollen einfach mal den Berg hinunter, da keine Handbremse angezogen. So soll es sein!
Auch sonst: Gegenstände bleiben einfach mal auf der Ladefläche stehen, als ob es das normalste in Dayz ist. Oder auf eine Leiter am Tankwagen steigen, obwohl der Waggon rollt. Alles geht.
Arkensor hat tatsächlich den HypeTrain veröffentlicht. Das 10 Jährige war der Grund.
Manch Hype nimmt ganz schön viel Anlauf!
PS> Da fehlen noch Spawnpunkte. Und so wirds benutzt: https://steamcommunity.com/wor…4092/4032474633921950731/
GAME
FIXED
CHANGED
SERVER
MODDING
Aus DeerIsle-Discord:
Deerisle Stable and Experimental will get another Hotfix today 5.3.3:
Fixed: Bug causing problems in getting up oilrigs on specific tides
Fixed: A bug which blocked players in picking up certain items
Fixed: A bug which caused all underground crates spawning at the same time at all locations
Fixed: A bug which caused desync of air underwater
Fixed: A bug where players could only dive up to 35m and couldn't dive any deeper. Now 200m. (Delete your ADMDiving folder to get new .json!)
Fixed: Players could carry the sunken loot crates and used them as full body armor while carrying
Fixed: Removed some doubled objects on Portland-North
Fixed: Increased spawn of Flippers & Mask
Added: % Spawnchance for attachments (mags) on some custom guns
Added: More boats on archipelago coast
Changed: increased HP of "S.T.A.G. Infected"
Changed: Military hordes have a 5% chance containing a "S.T.A.G. Infected"
Changed: Some tunings on mission files
Changed: Reduced amount HeliCrashes worldwide from 6 to 4
Changed: "SpawnerBubaku" changed into "AreaTriggerEvents". (So Server owners can again use external "SpawnerBubaku" without colliding into Deerisle baked in one. New "AreaTriggerEvents.json" will be found in "yourServersProfileFolder\Deerisle". Old directory "yourServersProfileFolder\SpawnerBubaku" and its "SpawnerBubaku.json" will be obsolete.)
New Missionfiles will be available during the day on github.
-> Check for edited files "5.3.3."-VersionTag.
-> Delete your ADMDiving folder to get new .json OR change max diving deep manually in .json
-> First server start will generate new "AreaTriggerEvents.json"
Warum suchst du nicht lieber direkt die tarnnetze , die findet man doch auch immer mal.
Weil ich noch nie welche auf Deer gefunden habe. Ich kann mich nicht erinnern, seit Beginn der GDZ-Wintersaison 2022/23 oder gar davor jemals Pflanzenmaterial in einem Gewächshaus oder Schuppen liegen hab sehen. Ich für mich kann sagen: Mehr code locks als Pflanzenmaterial von spawn-Punkten.
Feature ja nirgends.
Feature confirmed. Ich habe gute 2 weitere Stunden Lebenszeit, 5 Konservendosen und 7 Schleifsteine vergeigt, bis ich mein Pflanzenmaterial gefischt hatte. Da war mir RNG-esus (Der Glücksgott) echt nicht hold gewesen. Dafür hab ich meinen Char keinerlei Gefahr durch wildes Rumgerenne ausgesetzt. Firschvorrat ist erstmal stabil! 🎣 🐟
Etwas weniger "grind" wäre halt schön gewesen. Das hat imho nix mit sinnvoller Freizeitbetätigung zu tun.
angelt man auf deer nicht ?
Es gibt da kein ausgefeiltes System von Wasserläufen auf Deer, so dass man es gerne täte. Ja geangelt hab ich schon, aber eher selten. Diese Season hab ich schon an die 30 Würmer verangelt, aber bis auf 2 mal Stiefel und Fisch war da nix. Im Moment halte ich es daher für ein Gerücht, dass man Pflanzenmaterial angeln kann. Dokumentiert ist dieses Möchtegern-Feature ja nirgends.
Warum sieht das Bild aus wie Photoshop Philipp wenn man da etwas länger drauf schaut?
Weil ich korrektes Licht fürs Foto an den Start gebracht habe und die Dayz-Engine es auf meinem Potato-PC nicht besser kann. Der middle-mouse Zoom verzerrt auch die Perspektive.
So..dann wollen wir mal dem Winter die photographische Ehre erweisen.
Kleiner Hinweis noch: Winterbilder sehen in schwarz/weiß auch toll aus. Einfach mal probieren, ob eure Fotos nach der Umrechnung auch gut aussehen. Oder ihr nutzt den eingebauten Schwarz-Weiß-Filter, am besten so mit Werten knapp oberhalb 2500.
BBS hat es in 1.22 leider verpeilt ein Bild zu machen. Diesmal haben wir eins. Es weder witzig, noch besonders originell.
Aber Katzen und rote Lippen sind am Start!
PS: Wir schlagen vor, es ist min. eine Katze in der Hand zu halten.
Das Pflanzenwachstum wurde ausgesetzt
Und woher kommt nun das Pflanzenmaterial für die CarCover?
Hier mal die offiziellen Patchnotes für Deerisle 5.3.
Alles anzeigenDayZ Deerisle 5.3 Update
Patchnotes
Welcome to the latest Deerisle Update 5.3, so lets go into it:
A few words about the upcoming changes:
In the last stable Deerisle version, the goal for most players was to get to the temple via the swamp, take Mjolnir with them, and then go directly to the Artica. Other key locations on Deerisle such as KMUC, craters and oil rigs were left out. These locations have now been integrated into the questline, as well as the new diving mechanic. The “questline” is now significantly longer. While the new changes will make the questline harder in the last 2/3, the first 1/3 will now be easier.
One of the goals of the update was to make it easier to get into KMUC by eliminating the static toxic zone on the oil rigs, making it easier to get the keycard. NBC equipment should not be mandatory in the first 1/3 of the questline, as this will only be needed later in the endgame. However this may not be the final setup, everything is under constant reviewing and may change again any time. If you want to keep it "harder", the old .json config with the gas on the oil rigs is still present in the mission files.
Btw: Reaching the carrier and getting the SnowOwl will not be end of the questline. The final part after reaching this point will be added in Deerisle 5.4.
Adding to the anticipation of this update, we are excited to share that it will finally include the first clues to the backstory/lore of Deerisle. This narrative has been woven into the very fabric of the island, and we are eager to see how these new revelations will shape your understanding of the place many of you have come to know so well. The secrets are deep, the history rich, and the truth is waiting to be uncovered by the most dedicated survivors. Will you be the one to piece together the story of Deerisle? But this is just the beginning, more of the lore will come soon.
"Do i need to wipe my server for this Deerisle update?"...lets answer this question in the following way: If you are wondering where "flying loot" comes from after an update, you should wipe the server and start fresh. If you know how to deal with such problems, a wipe is not necessary.
So lets get to the detailed stuff:
1) You host a Deerisle Server? Delete your profile Folders!!!
The most important thing: --> Delete your DI Profile Folders!
It is very important to delete your deerisle profile folders (if available) in your server profile folder before the first server start of 5.3! Otherwise you will not get the latest versions of the files. The server will automatically create the .json files with the default values at the first start you can edit afterwards.
\yourProfileFolder\SpawnerBubaku
\yourProfileFolder\ADMDiving
\yourProfileFolder\Deerisle
2) New custom AI Spawner
Added: "SpawnerBubaku"
Due to some DayZ internal technical reasons we had some problems in spawning AI within certain areas of Deerisle in the past, like: Temple, KMUC & Crypt.
For this, "SpawnerBubaku" has beed added to DI-Vanilla-Basegame. With SB you get a new server side .json config to setup 3D Triggers, when passed by players, those triggers will spawn preconfigured AI into those locations. The .json file will generated autom. on first server start. So now we finally have AIs within Crypt, Temple & KMUC.
3) Diving
!!! Please be aware that diving is a complete new mechanic which maybe need some additional tuning and bug fixing over time !!!
This will allow players diving under water. For this you will get the following new items.
- Snorkel (allows breathing near the water surface)
- Flippers (increase swimming speed)
- Tanks (allow breathing underwater, must filled with air via static or mobile air compressors)
- Compressor (allows refilling the Tanks with air. Needs a car battery attached via a wire). Static variations dont need a battery.
Vanilla Controls are:
KeyPad[8] - dive up
KeyPad[2] - dive down.
Note:
Dont holt a key to long.
Use diving controlls carefully in the beginning to get used to it.
Dive up/down in steps to get a feeling of the current controlls.
To make a better use out of the diving stuff, several new underwater locations have been added to Deerisle where Players can now dive and search for UnderwaterLootContainers. More locations will come over time with future updates.
Within the new diving config .json you will find some parameters you can adjust.
Furthermore diving will now contain....
- multiple settings to JSON for player and gear control.
- GUI for Lungs and Air Tanks
- LungHandler
- various Helpers to playerbase
- Static version of Compressor
- chemlight attachment to Diving Helmet
- Various Base Classes for clothing
4) Underwaterloot
Added: UnderwaterLootContainers
Every container has a GPS beacon signal sending, which can be tracked down by the new GPSHandReceiver.
Custom DivingLootConfig.json to setup loot & mechanics for tracked diving loot:
How much containers should spawn on server restart worldwide:
- "maxContainers": 4
Amount of items within a container:
- "maxLootPerContainer": 25
List of all possible spawn locations/underwater:
- "containerSpawnLocations"
List of all normal loot to spawn:
- "divingLootListNormal"
List of all elite loot to spawn
"divingLootListElite"
Note the Difference between Normal & Elite Loot items:
Normal Loot items have a chance to spawn multiple times in multiple containers while every Container will contain exactly 1 random Elite Loot item.
5) GPS Receiver for Beacon-Signal of DivingLootCrates
The GPS-Receiver needs a battery to power up. When enabled it will always track to the nearest crate related to the player. Its detection signal has a max range radius of 5km. The beacon sound "beep" will increase its speed as more you get close to a sunken crate. (There is a known bug, where the receiver can get into a bugged state where its still beeping while turned off or has no batteries in it).
6) ClassicWalk
Modifying its .json will enable or disable the use of "ClassicWalk" on server side.
When enabled, players cant run on steep slopes anymore and need the "Military Mountain Boots".
7) Additional changes and fixes
Added: Arctic Wolf
Added: Infected "S.T.A.G."
Added: Infected "Frozen"
Added: Tracked Diving Loot Containers
Added: GPS Receiver for Beacon-Signal of DivingLootCrates (5km range)
Added: (Static) AirCompressor to all GasStations (static versions dont need an attached battery to work, mobile versions do)
Added: S.T.A.G. Research Project Sample Z-42
Added: S.T.A.G. Research Project Sample X-65
Added: All new bags from 1.22 to missionfiles
Added: All new items from 1.23 to missionfiles
Added: Some basic Deerisle lore about "S.T.A.G.".
Added: Temple: new "B"-Area now enterable.
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at DevilsEye
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at KMUC
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at Temple
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at ArcticaCrypt
Changed: Exchanged old "DI-custom-underground-lightngsystem" with dayz cfgundergroundtriggers.json at PortlandTunnel
(This is a work in progress change to use dayzs vanilla underground lightning instead of the old custom one of deerisle. This will make the underground areas more compatible to other mods in the future)
Changed: Temple entrance teleport mechanic. Players will get teleported to one of ~10 random locations to prevent camping.
Changed: Temple exit will teleport you to new random locations within swamp - instead of the cave on starter island - to prevent Temple Exit Camping
Changed: Custom underwater .emat Material for better View-distance underwater
Changed: Mjolnir has been split into 2 parts (Head and Handle)
Changed: Templearea reworked and expanded.
Changed: Increased Z Spawns worldwide
Changed: Removed toxic zones from oilrigs (see introduction why)
Fixed: A rockformation within Arctica where players could fall through the map
Fixed: "JMC_Stonefloor_50" RoadWay Layer (will fix some AI navigation problems)
Fixed: TempleArea: Improved AI navigation & behavior on Navmesh.
Fixed: ArcticCrypt: Improved AI navigation & behavior on Navmesh.
Fixed: KMUC Improved AI navigation & behavior on Navmesh.
Fixed: Added missing underwater crate locations
Fixed: A lot of minor bugs/stuff reported on our #bugs-and-support channel
Fixed: Several animation and weapon state issues for the following guns (by u/Tree
Aek, avs36, g36, ar9, ttak, ttscarl, ttp90, ttglock18c, tt57tan, ESP_M14, junkak, marlin, ttbar, ttrpd, ttsok94, ttstg44, ots71, tec9, ttagram, ttmp5
Added the following new items to vanilla loot:
SRP_KarambitKnife
SRP_KarambitKnife_Red
SRP_KarambitKnife_Blue
SRP_BeanBasher
SRP_BerserkSword
SRP_FireyGreatsword_Basic
SRP_GladiusSword_Ornamental
SRP_KatanaSlim
SRP_KatanaSlim_Sheath
SRP_SnakeDagger
SRP_Viking_Axe
SRP_WarCleaver
SRP_WarHammer_Basic_Wood
SRP_WarHammer_Brutal_Basic
SRP_WitcherSword_Basic
tantosword_Simple
tbladed_Simple
SRP_Trenchknife
SRP_Dynamite_Stick
SRP_Dynamite_Stack
Known Bugs:
- GPSReceiver may can get into a bugged state where its still beeping, while it was turned off or batterie has been removed.
- Some big rock formations may start clipping under certain viewing angles.
Closing words on the patch notes:
As we draw closer to the completion of the map, let us add a note of intrigue. After nearly two years, the mysterious puzzle of Deerisle remains unsolved, yet many players are hot on the trail. It's thrilling to see who will navigate the challenging and rocky path to the end. The finale is just on the horizon, and we eagerly anticipate the revelations it will bring to those steadfast adventurers among you.
To all the survivors of Deerisle - We would like to extend our heartfelt thanks to you for your ongoing enthusiasm and support. Every player who spends their time in Deerisle, every donation received, and every view that accompanies our updates, drives us forward and affirms the passion put into this project.
A special thanks goes out to those of you who support us not only in-game but also actively participate in our community channels, provide feedback and bug reports, and make those small but significant contributions that make Deerisle a vibrant and dynamic place. Our team and contributors (in particular Tree, TheAdmiral and Relict), who works tirelessly with creativity and dedication on each update, also deserves recognition. Your devotion is what allows Deerisle to continuously evolve and flourish.
We hope you enjoy the new challenges and discoveries in Update 5.3 and that you are looking forward to the further stories we will unfold together in Deerisle. Let's continue to work together to make this experience as unforgettable as possible.
Until the next update, stay safe and enjoy every moment in the wilderness of Deerisle!
Best regards,
JohnMcLane