Beiträge von Moe

    OOC: Das weiß BBS.


    Ein Aspekt von DayZ ist leider, dass wenige gute Schützen das Spielerlebnis von vielen Spielern negativ diktieren können. BBS hat schon immer versucht non shooting activities der Gemeinschaft anzubieten. Leider gab es immer die Querschläger, wo 3 Leute den Abend von 25 zur Sau machen. Jetzt könnte man wieder eine Schutztruppe anwerben, aber womit bezahlen? Waffen? BBS ist spät dran, weil keiner Bock am Farming hat. Und weil wir so sind, wie wir sind, haben wir auch nie Zeit "schießen zu trainieren" - von unseren potatoPCs mal zu schweigen. Joints? hat ja eh jeder Clan in Selbstversorgung.


    Deswegen wurde die Party nicht in Forum angekündigt, weil wir die Trolle nicht füttern wollten.


    Aber keine Angst, die nächste Eventidee steht in den Startlöchern: KMUC-Rally. Mit dem Taxi /Golf auf Zeit von der Kreuzung zum Tor. Das wird gemacht, sobald es gemacht wird.


    BBS hat trotzdem Spaß, auch ohne dedizierte Armbinde. Rot würde eh nur als Zielindikator dienen. [gdz] :m4: ;)


    Ich persönlich bin froh, am Servergeschehen dran bleiben zu können. Meine letzte Eventidee, die Gyro-Games, wurde ja auch hinreichend von den Admins kommentiert. Aber den Event braucht es nicht mehr. Ziel wäre die Vermittlung von Flugfertigkeit gewesen .


    Danke trotzdem für die Ermutigung.

    Man müsste Markttage mittels Feldfunke ankündigen und hoffen, dass die Neulinge 99,7 hören. Sonst erreicht man die ja nicht garantiert.


    5er-Schlösser auf GrootsHill ablegen lockt nur Spaßverderber mit dicken Knarren oder Schaufeln.


    Wunsch: längere Nächte am Tag vor dem Wipe. Die Standardnacht ist zu kurz. Doppel so lang würde helfen.

    Entspannte Marktfete

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    Masterchief



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    Vorglühen


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    Lichtstimmung


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    Fescher Cowboy


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    Im Winterlook


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    Katze Zara im Gras


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    Schlipsträger hat es auch!


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    Stuntshow


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    Störenfried ohne Hirn


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    Alle da?


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    Kugelwerfen!


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    Endlich Whiskey! Und ja, das Ding war voll


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    🤦‍♂️


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    Stadtreinigung für 100 bitte!


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    Bei ATU!


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    LittleBird last man standing


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    touché!


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    Brummig!


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    Nehmt dem Model die Schminke weg!


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    Auf Deer werden Schminkstifte wohl rar in Zukunft!


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    Cu later!


    PS: Ich bekomme die Bilder nicht kleiner, ohne händisch beide Bilddimensionen anzugeben. Daher Bilder als full res. Sorry aber (img width=)url(/img) will auch height haben, wozu ich keinen Nerv hab.

    Feedback zum Purge:


    Es kommt plötzlich massiv Bewegung auf. Ich war gestern in Waldo zu Gange. Es wird überall gesprengt und aufgeschossen. Teilweise wird der Inhalt von Basen ohne Sinn und Verstand auf den Boden geworfen. Abfuck galore.


    Aber wir hatten auch Spannung. Als Spätkommer, sind wir in eine geöffnete Base, wurden beschossen beim Verlassen. Gegner unbekannt, nur einmal kurz gesehen. In Duskar und Threepwood krachte es die ganze Zeit. Ein LittleBird scoutete die ganze Zeit. Mit zitternden Fingern sind wir aus dem Clusterfuck dort raus.


    Von daher: Pluspunkte für die Stimulierung, Negativpunkte für das Verhalten einzelner.


    Einzig negativ ist, man kann nicht am Wochenende vorm Wipe entspannt zusammenhocken und die Saison Revue passieren lassen. Aber klar, jeder spielt halt gern anders.

    PC Experimental 1.24 Update 3 - Version 1.24.157400 (Release on 06.02.2024)

    GAME

    ADDED

    • Valentine's Bolt (temporal seasonal event object)

    FIXED

    SERVER

    • Added: <groups_as_regular> was using its default value, but was not defined in playerspawnpoints.xml (Documentation)

    MODDING

    • Changed: Security: Removed 'ScriptModule.LoadScript' on Retail Client. No change to Retail Server and Diag
    • Changed: File injecting now exposed to DayZDiag executable, which is file patching a file that doesn't exist in pbo such as config.cpp



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    PC Experimental 1.24 Update 2 - Version 1.24.157353 (Release on 25.01.2024)

    GAME

    FIXED

    SERVER

    MODDING




    Experimental Update 1.24 (Change Log)
    4 hours ago, Kyiara said: Im afraid this is more of a manpower issue. It would require a lot of time and there are a bit more important things to focus on. But…
    forums.dayz.com

    Zitat

    JohnMcLane22.01.2024 11:04

    @everyone Update on Diving mechanics for: Deerisle Stable & Deerise Experimental - released. (Hopefully this will fix the air issues)

    Das war der Grund fürs DeerIsle-Update.


    Eventuell spawnt auch etwas mehr S.T.A.G gear

    Oha...da geh ich mal Schlangengegengift suchen. Und wenn ich unterwegs verhungere gibt es Otter und Eichhorn am Spieß. Very nice!

    Und dann updated Hunter das Pack und die Crododile fangen an Hirsche und Überlebende auf der Insel zu jagen. :D

    Treffsicherer Clown


    Gestern ging es in Westbrook hoch her. Als der Drop-s gelutscht war, setzte sich diese Person, perzeh, ans Steuer des BBS-Vehikels.


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    Es stellt sich aber heraus, dass das nur ein Zwischenspiel war. Denn die Eröffnung des 2. Aktes folgte unmittelbar:


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    PC Experimental 1.24 Update 1 - Version 1.24.157302 (Release on 16.01.2024)

    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

    • Vikhr rifle
    • 30rd 9x39mm magazine for the Vikhr, ASVAL and VSS rifles
    • Camouflage variants of the ballistic helmet
    • Updated book shelves with the winning entries of our #DayZBook contest
    • Sounds for crafting improvised clothing from rags
    • Sounds for crafting base-building kits
    • Sounds for crafting a bone knife
    • Sounds for wringing out clothing
    • Sounds for splitting firewood
    • Sounds for breaking down bushes with hands
    • Animations for cleaning hands with the cooking pot and gasoline canister

    FIXED

    • The heavy melee attack was displayed with the wrong key assigned in the settings
    • Weapons could desynchronize when modified outside of the players network range
    • Item interaction by a player who just left another players network bubble could result in item desynchronization
    • The microphone icon could be displayed on-screen with no microphone connected when in voice activation mode and lowest voice threshold
    • Bolts attached to a door wouldn't move or animate with a vehicle
    • Unloading a bolt with full inventory would reset the bolt health to full (https://feedback.bistudio.com/T177396)
    • Corpses could not be pulled out of vehicles properly
    • Fixed an exploit to glitch the camera through walls
    • Weather could be desynchronized for players
    • Bolts shot on players or creatures would attach in the wrong direction (https://feedback.bistudio.com/T173208)
    • Potatoes would yield full quantity when peeled regardless of the tool used
    • When standing up from prone with raised hands, the camera would not properly follow the player
    • It was possible for players to rotate with their dead bodies until respawn
    • All colored skirts appeared blue on female characters (https://feedback.bistudio.com/T175252)
    • Some birch trees were offering the option to collect dark bark
    • The lab coat was not correctly reflecting damage visually
    • The leather duffel bag had wrong buttons being displayed (https://feedback.bistudio.com/T174349)
    • The blue hoodie was displayed as red in the inventory view
    • The sling bag was clipping with most clothing items on the female model
    • Several items were displayed too big in the inventory view
    • It was possible to shoot through some corners of the base fence
    • It was possible to get stuck in the blocking position if activating it right after picking up a firearm
    • Unjamming the AUR AX would play the wrong sound
    • The jammed state of firearm models was not synchronized when on the ground
    • The camera was briefly in the wrong position after waking up from unconsciousness in a car
    • Padded gloves could not be repaired with a leather sewing kit
    • No widget allowed to attach barbed wire or camo net to a fence or watchtower (https://feedback.bistudio.com/T169159, https://feedback.bistudio.com/T175010)
    • The widget of the watchtower's roof blocked widgets for other walls
    • The large entry door of the cement works played the wrong sound (https://feedback.bistudio.com/T175866)
    • It was possible for the stagger animation to be skipped (https://feedback.bistudio.com/T174787 - private)
    • Infected were reacting to suppressed shots over long ranges (https://feedback.bistudio.com/T161760)
    • It was possible to push a car while a gear was clutched
    • Firearms would twitch in some cases when too close to obstacles
    • An error with despawning base-building objects could result in invisible barbed wire (https://feedback.bistudio.com/T176347 - private)
    • The state of the crossbow was not always correctly saved during server restarts
    • The inventory view was sometimes cut off in narrow screen resolutions (https://feedback.bistudio.com/T167177, https://feedback.bistudio.com/T174019, https://feedback.bistudio.com/T176060)
    • Fixed a game crash that could occur when connecting to multiple servers at the same time
    • The combine button did not work when an item was in the cargo of another held item
    • Fixed an exploit that created infinite amounts of liquids
    • Some item spawn points inside the bus wreck were in the ground or floating (https://feedback.bistudio.com/T176895)
    • Two players putting an item from their hands into the same cargo slot could result in desync
    • Reduced server performance load on player-(dis)connection and -respawn (https://feedback.bistudio.com/T177400)
    • It was not possible to remove items fast from a incapacitated player or infected through CTRL+LMB
    • It was possible to get stuck in prone by using the portable map with enabled "use3DMap: true" settings (https://feedback.bistudio.com/T175771)
    • Fixed a server crash related to player death
    • Items dropped next to a fence or gate could not be picked back up (https://feedback.bistudio.com/T176992)
    • Fixed an animation glitch that allowed passing below walls faster than intended
    • It was not possible to refuel a torch while it was burning (https://feedback.bistudio.com/T176149)
    • The large ship wreck had several collision issues (https://feedback.bistudio.com/T170004, https://feedback.bistudio.com/T172940)
    • Ambient fruits from trees were still spawning at their old positions at the NWA (https://feedback.bistudio.com/T178137 - private)
    • Items in the Chernogorsk hotel were spawned below the map

    CHANGED

    • Changed the collision checks for weapon raising for better accuracy
    • Reconfigured the calculation of weapon lengths for more accurate collision detection
    • Shock damage of blunt weapons will now partially be translated into health damage when fighting infected and animals
    • Bandaging is now a continuous action when treating multiple cuts
    • Removed outdated server browser filters
    • Partial optimizations on the network traffic (https://feedback.bistudio.com/T177400)
    • Simplified collisions of trees for better behavior with vehicles and reduced performance impact from penetrating shots
    • Gave basic chemical protection to the OKZK cap
    • The great helmet, chestplate, tripod and barrel can now be repaired using the blow torch
    • Pulling a body from a vehicle is now done by simply pressing F instead of holding
    • Adjusted insulation values of tracksuits and police clothing for consistency (https://feedback.bistudio.com/T174705)
    • Re-balanced the weight of tools and melee weapons
    • Reduced the weight of shovels (https://feedback.bistudio.com/T176615)
    • Reduced the weight of plant material (https://feedback.bistudio.com/T175196)
    • It is no longer possible to split plant material
    • Adjusted the recoil of several automatic firearms
    • Reduced the fire rate of the Vaiga and slightly lowered its recoil
    • Reduced area in which infected will be alerted by bullet impacts
    • Reduced the alert level impact on infected by suppressed shots
    • Slightly increased the silencing effect of the pistol suppressor
    • Regular infected will keep their alert state for slightly longer periods
    • Tweaked the overheating particles of firearms
    • Updated sounds of the SK 59/66 rifle
    • Updated the game credits

    LIVONIA

    • Updated the Lukov Airfield

    SERVER

    • Added: PlayerSpawnEditor now has (?) next to values to tell you more about them
    • Added: It is now possible to have player spawn points not generate a grid and stay a singular spawn point by setting density to 0
    • Added: Player spawn point editor now saves which subwindows are hidden and what checkboxes were ticked
    • Added: Player spawn point editor now has options for the debug shapes being drawn
    • Added: Player Spawn Points can now avoid triggers
    • Fixed: PlayerSpawnEditor duplicating group points into regular points when saving with <groups_as_regular>true</groups_as_regular>
    • Fixed: Servers with verifySignatures=0 should no longer disconnect players in the queue due to validation errors (https://feedback.bistudio.com/T175275)
    • Fixed: Linux: Json files loaded through script had capitalization (https://feedback.bistudio.com/T165620)
    • Changed: Player Spawn Points will now automatically force change group when no good points are available in the currently selected group
    • Changed: PlayerSpawnEditor now saves documentation when saving xml
    • Changed: Player spawn gear JSON: If a particular preset has an empty or undefined characterTypes, the character model last set in character creation menu will be used for that preset (Documentation)

    LAUNCHER

    • Added: The password window now allows to view the password
    • Fixed: The Direct Connect window could not connect to LAN servers
    • Fixed: The command line parameter could not be removed in the favorites tab
    • Changed: Made the Direct Connect button red for better visibility
    • Removed: Outdated server browser filters

    MODDING

    • Added: terrainNormalPower parameter into world config
    • Added: Exposed STANCEIDX_RAISED in DayZPlayerConstants
    • Added: SurfaceInfo script API
    • Fixed: Human.StartCommand_ScriptInst should no longer crash the game (but can trigger a memory leak)
    • Fixed: 'CGame.AddActionJuncture' wouldn't setup the replication relationship between the player and the item
    • Fixed: Crash with using the DayZPhysics bullet library functions and passing in a skeleton based object as the ignore entity (i.e. static HouseNoDestruct, static ItemBase)
    • Fixed: Inventory Commands were dependent on distance checks from a player which would fail when an object still existed on the client but was outside of it's network bubble
    • Changed: PlayerIdentity can now be sent over an RPC as a serializable parameter, sent as 4 bytes
    • Changed: The steam ID can now be accessed on the client for all identities via 'PlayerIdentity.GetPlainId' directly now, replacing scripted 'SyncPlayer'
    • Changed: Moved m_dT and GetDeltaT from PlayerBase to DayZPlayerImplement
    • Tweaked: JSONFileLoader: better handling of file errors + throwing those to VME or log; new API + old one deprecated (with warning messages)
    • Tweaked: JSONFileLoader is passing all the errors to the caller in new API; displaying is not part of the API anymore
    • Tweaked: JSONFileLoader: Commented out ifdef added to show future intentions with old API
    • Tweaked: JSONFileLoader: Removed the extra logging from old API