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dp.Choleriker
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# 24.04.2014 - 14:31:59 Leider keine Berechtigung       zitieren


Für alle Englischmuffel:

 Zitat
Die deutschen Patchnotizen zu Update 0.44.123800

Bekannte Probleme:
Ferngläser funktionieren in der Hocke und im Liegen nicht richtig
geworfene Objekte bewegen sich bei hoher Server-Last mit niedriger Frame-Rate
Armbrust-Schaden ist höher als ursprünglich geplant
Atmung in der First-Person-Perspektive ist lauter als geplant
Nahkampf-Balancing macht Zombies resistenter gegen Körper-Treffer (besser den Kopf anvisieren)
beschleunigte Zeit verliert nach längerem Server-Betrieb die Synchronisation (wurde für dieses Update deaktiviert)

Neu:
Aktionen: Nahkampf-Angriffe für Pfanne und Kochtopf hinzugefügt
Aktionen: Rezept zum Herstellen von Bögen hinzugefügt
Gegenstände: Haltbarkeit von Shotguns, Pistolen und Gewehren konfiguriert
Gegenstände: Trainingsanzug-Jacke und russischer Offiziers-Hut konfiguriert und zu den Loot-Spawns hinzugefügt
Gegenstände: Ferngläser konfiguriert und zu den Loot-Spawns hinzugefügt
Gegenstände: Armbrust und Bolzen hinzugefügt
Server: Geschoss-Physik hinzugefügt
Server: Neues garantiertes Nachrichten-System für Network-Traffic
Server: Neue Spawn-Lokationen für Spieler nahe Klen, Chernaya Polana und Orlovets
Server: Beschleunigte Zeit für Spielserver hinzugefügt
Systeme: 1:1 Maussteuerung / Bewegung
Welt: Neues Modell für Eschen
Welt: Neues Dorf »Karmanovka« hinzugefügt

Behoben:
Aktionen: Crafting mit medizinischen Gegenständen - Schienen, Blutkonserven, Bluttests
Aktionen: Erzwingen von Essen und Trinken bei Epinephrin und Morphium entfernt
Aktionen: Taschenlampe und Defilibrator lassen sich nicht länger ohne Batterien anschalten, wenn man auf dem Boden liegt
Aktionen: Magazine und Munitionsboxen lassen sich nicht länger leeren, wenn man auf dem Boden liegt (dabei ging Munition verloren)
Aktionen: Leinesäcke lassen sich nun korrekt vom Kopf entfernen
Aktionen: Aktions-Benachrichtungen beim Defilibrator hinzugefügt
Aktionen: Spieler, die dem Server beitreten, verursachen nicht länger Nachlade-Sounds
Aktionen: Regen lässt sich mit einer Flasche in der Hand auffangen
Aktionen: Veränderungen an der Quanität von Gegenständen und das Entfernen von Gegenständen funktioniert nun über das Aktion-Menü am eigenen Charakter
Aktionen: Konfigurationseinträge für das einmalige Benutzen von Nahrung und Trinken hinzugefügt
Aktionen: Einmalig nutzbare Nahrungs- und Getränke-Items füllen die Spieler-Attribute nun korrekt wieder auf
Aktionen: Injektions-Fläschchen lassen sich nicht konsumieren
Aktionen: Medizinische Gegenstände, die auf Aktionen mit anderen Spielern basieren (Quanität wird nun korrekt gehandhabt)
Animationen: Spieler können nun winken (F1), wenn sie unbewaffnet sind oder einen Gegenstand in einer Hand halten, während sie die Arme gehoben haben
Animationen: Abspielen korrekter Schritt-Geräusche für das Laufen mit einer gehobenen Zweihand-Nahkampfwaffe und mit einem anvisierenden Gewehr
Animationen: Ruckartige Bewegung beim Ausrüsten von Waffen/Gegenständen entfernt (passierte normalerweise beim Starten von Essen/Trinken/Bandagieren)
Animationen: Das Hinsetzen mit einer Zweihand-Nahkampfwasse sollte nun korrekt funktionieren
Animationen: Problem behoben, durch das man erst aufstehen konnte, wenn man in unbewaffneter Sitzposition in die Hocke wechselte
Animationen: Problem behoben, durch das man sich aus unbewaffneter Liege-Position nicht hinsetzen konnte
Animationen: Fehlende Rotations-Animation für unbewaffnete, hockende Spieler behoben
Animationen: Kimme und Korn nutzen nun alle drei Parameter für Min, Max und Init-Zoom. Werte aller drei Parameter angepasst.
Animationen: Max-Zoom-Level für das bloße Auge gesenkt. Ermöglicht nun denselben maximalen Zoom wie bei Kimme und Korn.
Ausrüstung: Improvisierter Kurier-Rucksack und Taloon-Rucksack zeigen nun ihren Schaden im Inspektions-Fenster an
Ausrüstung: Gründe Bandagen stoppen Blutungen
Ausrüstung: Früchte zeigen nicht länger ein 100%-Label an
Ausrüstung: Rotpunkt-Optik der FNX45 umbenannt, benötigt nun 9V-Batterien, um zu funktionieren
Ausrüstung: Problem mit dem Einlegen von .22-Munition in den Lauf behoben
Ausrüstung: Anzeige der Anzahl von Tabletten im Inventar-Slot von % zu Pillen geändert
Welt: Felsen beim Schiffswrack überarbeitet
Zombies: Chance auf Blutung bei Nahkampfangriffen gesenkt
Zombies: Schaden wird beim Knien am Kopf verursacht
Die Original-Patchnotes gibt es übrigens im Forum auf der offiziellen Webseite dayzgame.com.

Quelle: gamestar.de


Zuletzt modifiziert von dp.Choleriker am 24.04.2014 - 14:36:57


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# 02.05.2014 - 10:05:17 Leider keine Berechtigung       zitieren


DayZ knackt die 2 Millonen Marke

Rocket2Guns schrieb auf Twitter.com:

 Zitat
#DayZ Sold 2M copies in 4months! Congratulation Dance for @rocket2guns @Hicks_206 @dayzdevteam and the Dayz Community


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# 15.05.2014 - 08:11:08 Leider keine Berechtigung       zitieren


An extremely unfortunate event for DayZ Standalone‘s developer Bohemia Interactive seems to have recently occurred. Based on a now-removed forum thread (mirrored here) on game hacking forum Unknown Cheats, it appears that the DayZ source code may have been stolen from the Czech video game developer’s servers via SQL injection.

The alleged attacker going by the alias “DevDomo” posted evidence that he or she gained access to Bohemia’s servers by posting several images of alleged source code files and his or her method of access. I reached out to Bohemia Interactive and asked about the validity of DevDomo’s claims, and they confirmed that they have “detected an attack ” on some of their servers. They went on to say “the precise nature and scope of this attack is currently being extensively investigated.”

Since this situation came to my attention, it appears that a PDB tool for debugging the DayZ executable has been released by both DevDomo and fellow Unknown Cheats user “drwhat”. The tool may open up the possibility of new hacks and exploits for DayZ Standalone.

Bohemia Interactive confirmed with us that no user data was accessible from the attacked servers and that current developer goals and schedules for their games have not been affected. More information about the attack is said to be released as Bohemia’s investigation continues. We’ll keep you up to date on the situation.
- See more at: http://www.relyonhorror.c...len/#sthash.avhVA8X3.dpuf


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Ohne Musik wäre das Leben ein Irrtum!!!


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# 17.05.2014 - 06:51:38 Leider keine Berechtigung       zitieren


Neuer DevBlog Eintrag!


http://dayzdev.tumblr.com/

Auf der Seite ist alles schöner zu lesen und mit Bildern, aber ich poste trotzdem hier auch;


This devblog will be focused on describing the progress with one of our biggest issues: Zombie Pathfinding.

Development Priorities and Pace

Our major focus has been on establishing the architecture, both in the team and in the game, in order to deliver best in the future. This involved us drastically increasing the size of the team working on the game. This had a severe short-term impact on our progress as our existing team had to devote time and resources to training and planning. The new zombie pathfinding is a good example of this approach beginning to produce results.

Some examples of future major changes coming as a result of this new focus:

Entirely new rendering system (allowing potential upgrades to DX10 or DX11, ports as well).
True multithreading / multicore for servers and possibly clients.
Completely new animal AI that mirrors an actual animals behaviors.
Redeveloped “action” system, replacing the mouse-wheel scroll action system.
Complete refactoring of the inventory system. While not a big change for users, possibly allows some more advanced systems to be implemented and better performance and less bugs.
Background

Zombies have proven to be one of the most difficult to develop components of the game. When we were developing the game we realized that in the time we had, we would need to work within the parameters of the AI already in the engine. In the engine, AI is calculated on a “per agent” basis, with some caching for things like targets (shared target info, etc…). In the mod, this was dropped in favor of calculating visibility and target info on a “per player” approach. This meant that zombies in the mod were simply pawns, activated by players moving around.

In addition to behavior problems we also experienced problems with pathfinding and collision for the AI. We were getting the engine to do things that it was never designed to do, especially regarding interiors of buildings. We attempted to refactor these solutions to accommodate our changes but, as can be seen by playing the current build, they fell short of our expectations. In the end we decided it would be easier to develop a new approach from scratch.

The Challenge

There are many exciting solutions available for pathfinding, it’s fairly standard fare in the video gaming industry. Our problem was not unique, but our situation was: our world is very big yet it requires the same precision as a small one.

The team devoted to solving this decided to use navigation meshes. The serious problem it presented, though, was how to generate these meshes, with nearly 2 million objects on the map doing it by hand would not be an option. So a method was devised to split the world up into grids, and then raycast at a precise interval and generate chunks of navmesh. This is all done during the packing process and “baked” out into data that can be read by the server and client. This uses the wonderful approaches outlined in the open source navmesh project Recast and Detour.

The Results

I spoke to Martin Slavkov, programmer behind the solution, to help me outline the result with some screenshots.

Generating the Navmesh (view Imgur Gallery of generation)

image

A small program was developed to read through the world, load all the objects, and then work its way through tracing billions of lines to calculate the ability to move. This then works out not only where outside you can walk, but inside as well. It gives great precision while still working for a very large scale world both indoor and outdoor. Having a unified solution for pathfinding makes implementation much easier.

Use in-game (view Imgur Gallery of navmesh in action)

The engine is then able to load the chunks in as it needs. It does use some memory (around 600mb extra, maximum), but it only loads the chunks it needs. However as we are moving to 64-bit on the server side, this reduces any potential issues with memory.

image

Performance optimizations can be very significant. Currently the team are working on parallelizing the AI pathfinding function so it can operate on a separate core. With all new functionality we are developing in this way, unfortunately that means that it can take longer for us to develop but the results for performance can be massive.

Previously two different systems were used for navigating AI. The exterior one handled navigation around static and dynamic objects, and an internal “path” system was used for building interiors. This involved artists defining paths that AI could follow. We had to drop this interior method because of the massive performance issues with large numbers of agents.

image

In the screenshot above, you can see a path between two red points. Because the system is now unified it means that more efficient (and more natural) pathfinding solutions are available to the AI, at a fraction of the performance cost as before.

Report from the Lead Artist, Chris Torchia (View Imgur Gallery of new art)



I’m happy to report on the loads of content which will soon hit experimental servers. Recently the Prague and Bratislava studios had our first meet and greet so I was able to get a first hand look at all of the ongoing work by the artists and animators on our new animals. We have a basic implementation of prototype animals that will be swapped out by our Bratislava artist’s work which is looking incredible!



Improvised fishing tackle and a carp were created, which players will be able to catch in ponds. We have also created some filet models which you will eventually be able to cook. This will all add up to be a literal game-changer. Speaking of animals - we also met Big - the office pet tortoise in Bratislava. Hm, that gives me an idea…



Our character artist is further expanding with the addition of a new large-capacity police vest to go along with our ОMON-inspired Орёл uniform. We have also started working on EMT, Firefighter, and finalizing the Gorka uniforms.

Fireplaces, Hunting, And being a lumberjack!

We pulled fireplaces and hunting from the previous update in their state at the time, we felt they would hinder gameplay not enhance it. The extra time has been spent improving gameplay aspects and also identifying how we can better support it.

The build to experimental will show the basic structure of how this will work. Chopping wood from trees now gives logs, and after a certain time, the trees will be “expended” and fall over. Tree cutting is done by holding an axe in your hands, and using the mouse-wheel action menu. This is a prime example of why we want to remove the mouse-wheel action system. Instead of this, we envision you simply hitting the tree with the axe and being rewarded with wood - but that is for the future.

Fireplaces can be upgraded with stones, which are recovered from the ground around rocky areas or by hitting rocks with a pick-axe. Fireplaces can be crafted by making a “fireplace kit” out of items such as rags and kindling. Kindling is recovered by searching the forest floor for sticks. All these scavenging aspects need more refinement as part of a new action system, but they’re exciting changes that will pave the way for more complex systems such as horticulture.

Bratislava Team Visit (view Imgur Gallery of the visit)

We visited our team in Bratislava - they have a TURTLE!



The next update

Our current targets have us putting out builds to stable once a month, a huge inspiration for approach we aspire to is Prison Architect who do this very well. We have no set timeframe for experimental releases, these are done to assist us with preparing for stable releases.

Above all else, it’s vital that people appreciate several things:

Different tasks take different amounts of time
Priorities for tasks are built around what is needed based on dependencies, not what is most needed to satisfy the game design
Scheduled builds are targets, not absolutes. We will delay and postpone builds where we are not confident in their status.
Devblogs are no longer scheduled weekly, and are done as often as we can to provide background for our progress.
The Final Word

This is an extremely exciting time for us all as we come out of two months of very aggressive growth. We’ve expanded the team a great deal, taking a huge risk in doing so. That risk is paying off, and we’re excited to see the massive impact that the pathfinding and collision changes will have on the DayZ experience.


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

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# 23.05.2014 - 01:04:26 Leider keine Berechtigung       zitieren


Vielleicht interessiert ja was demnächst so kommt =)



DayZ Experimental .45.12499 Discussion / Updates Thread (self.dayz)

submitted 1 Tag zuvor * by QuantumAIGavin[M] - stickied post

Hey Everyone,

This is something new we are trying. Hopefully we will be able to keep up to date with similar threads for all Stable and Experimental patches.

Rather than having many, many, new threads about the same new features and content, causing discussion on them to be spread out and duplicated. This is the place to consolidate it all.

If you're going to claim that something has been added, please include a screenshot or something to confirm it.

So discuss...

@SenChi_ "#DayZ Novo and Karmanovka in experemental build. :) Weak PC owners be prepeared."

@PeterNespesny "New experimental update for #DayZ is out - including gathering, animals, hunting, fishing, fireplaces, cooking, flare, canceling actions..."

@rocket2guns "DayZ 0.45.12499 is out on experimental branch. A lot of changes. We will be using this to test for stable push. No changelog supplied"
Features

"Cancel Current Action" feature Confirmed by /u/Georgeasaurusrex

It is the defaunt action on the scroll wheel while performing an action which can be cancelled, and can be canceled by right clicking an item in your inventory

Items dont get consumed when action is canceled Confirmed by /u/psychotron42

Chopping down trees Confirmed by /u/jarpati

Cooking Confirmed by Rocket

"Search for Berries" indicator Confirmed by /u/Skvattno

Search trees for apples Confirmed by /u/SirKillsalot

Skinning and butchering animals Confirmed by /u/jarpati

Content

Novo and Karmanovka towns included Confirmed by _Senchi_

Image from /u/JB4K

Image from /u/Shmoily

AKM with new sound and animation Confirmed [Video] by /u/Georgeasaurusrex

Boar/Pig Confirmed by /u/svennesvan

Deer/Stag Confirmed by /u/TehMentos

Animal models are placeholder Confirmed by Rocket

P1 pistol Confirmed by /u/lncep710n

OREL police pants Confirmed by /u/lncep710n

Road Flare Confirmed by /u/Matt089

Police Cap Confirmed by /u/Tacoman404

"Glasses with thin frames" Confirmed by /u/Tacoman404

New building type Confirmed by /u/Skvattno

"Fireplace Kits" Confirmed by Rocket (Multiple recipes, Rags+Sticks is one, Upgrade fireplaces with stones)

Image of working fireplace by /u/lncep710n

Police Uniform Jacket Confirmed by /u/voddler


Quelle reddit
http://www.reddit.com/r/d...12499_discussion_updates/


Zuletzt modifiziert von dp.eNemy am 23.05.2014 - 01:05:05


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
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# 23.05.2014 - 07:52:47 Leider keine Berechtigung       zitieren


Geil, AKM :D
Ich freu mich schon.


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# 19.06.2014 - 17:05:24 Leider keine Berechtigung       zitieren


CHANGELOG: 0.45.124426 - Live now


Known Issues:
Crash caused by burned meat duplication
Camera can clip through walls
Occaisionally zombies are spawning at the same spot they died
Extremely rare crash when a player throws item
Player's next character will not be saved into database if he disconnects after death


New:
Actions: Added cancel current player action on self and on target back to gear configuration
Actions: Added cancel current player action on self and on target back to data and character configuration
Actions: Added cancel current player action on self, on target and on items back to actions themselves
Actions: Added new animations for drinking from pond and well actions
Actions: Igniting fireplace depends on wind strength and rain
Actions: Salmonellosis is curable with antibiotics
Actions: Emptying large magazine will split ammo in adequate amount of smaller piles
Actions: You can sharpen a bit badly damaged blades using stone
Actions : You can tear few blank pages out of a book
Actions : You can go fishing (ponds and lakes for this moment)
Actions : You can drink whole bottle at once
Animations: Clapping now possible while crouching
Animations: Binoculars transitions added for crouch and prone.
Content: Garage office building loot spawns added
Content: Doors on vehicle wrecks now show name in scroll menu so users are able to know which door or boot they are opening/closing.
Crafting : You can craft improvised fishing rod using long ashwood stick and rope
Crafting : You craft and break down leather courier bag
Crafting : You craft and break down leather backpack
Crafting: Splitting long ashwood stick into thirds
Crafting: Breaking Courier bag down into materials
Crafting: Breaking Improvised backpack down into materials
Crafting: Breaking Splint down into materials
Gathering : You can collect wood from bushes and trees and also search for kindling in woods
Gathering : You can mine stones from some smaller boulders
Gathering : You can dig up worms from ground
Gathering : You can search for apples
Gathering : You can skin and quarter animals
Gear: Road flare configuration
Gear: Road flare animation
Gear: Configuration of fireplace items and crafting recipes for them
Gear: Crafting recipes for combine/split firewood and stones
Gear: Added flare particle effects synchronization on server
Item: AKM attachments (folding buttstock, rail handguard, plastic magazine), AK rail handguard allows the attachment of a flashlight and a bipod
Item: Animal pelts added (Wildboar, Rabbit, Cow, Pig, Deer)
Item: Improvised Backpack and Courier bag made of fur, recipes added.
Items: Road Flare, Fishing hook, High Capacity vest, Longhorn pistol, AKM butt stocks, AKM magazines added to loot spawns
Items: Chernarus Police uniform (pants, jacket, cap) added to loot spawns
Items: OREL special Police unit uniform added to loot spawns
Items: Gorka Military Pants added to loot spawns
Items: Various meats configs
Item : Improvised fishing rod config
Item: Fishing hook config
Item: Fishing bait config
Item: Worm config
Localisation: Door names added to string table.
Server: Animals spawning
Server: Initial implementation of dynamic server events


Fixed:
Actions: Added conditions to crafting recipes
Actions: Wooden sticks are stackable, crafting recipes with sticks modified to take stacks into account
Actions: Catching some rain action, doesn't add water to a stomach
Actions: Removed 'isUsingSomething' variable from player's stored variables
Actions: Deconstructing improvised backpack produce wooden sticks in actual quantity required to craft it
Actions: Fireplace sound effects fixed
Actions: Fixed addressee of the messages in ignite fireplace action
Action: Changed frying time to 30s
Action: Higher probability to light fire in the wind
Actions: Splitting ruined ammo won't create a pristine stack
Actions: Bow loading action fixed
Actions: Firewood splitting action fixed
Animations: Fixed an issue where some animations were not interrupted with a death animation, when the player died
Animations: Eating, drinking, crafting animations states are now correctly connected to death states
Animations: More animations are now able to be cancelled(crafting, pills, injection)
Animations: Some basic movement with binoculars is now possible in raised pose
Config: Binoculars ability to be placed into holster
Crafting: Splint recipe fix
Gear: Changed firewood model
Gear: Road flares to last 15 minutes
Gear: Adding parameter to geometry lod to resolve alpha sorting
Gear: Road flare cannot be lit after it's has already been used
Gear: Road flare quantity is not showing in inventory for now (removed till they able to be stacked)
Gear: Added cooking subclass to other meat configs
Gear: Model filename changed for burned fillet
Items: Shoes become damaged after falling from height
Item : Long ashwood stick inventory size increased, can be placed on back
Item: Improvised short bow inventory size
Item: Binocular inventory size changed
Item: Closed tuna can, lack of inventory image fixed
Item: Closed sardines can, lack of inventory image fixed
SFX: Fixed configuration for fireplace flame sound effect
Spawns : Bugged crossbow bolt
VFX: Helicopter crash site smoke particle effect initialization
Actions: Bow loading action fixed
Actions: Firewood splitting action fixed


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
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# 03.07.2014 - 14:20:28 Leider keine Berechtigung       zitieren





CHANGELOG: Stable - 0.46.124490

Known Issues:
Crash caused by Fireplace kit in players Inventory
Character cloning
Player can look through walls
Zombies are spawning on spot of their death
Player is stuck in building after reconnect
Player cannot respawn properly when he has drowned
Shadow related client FPS drops
When restrained in unconscious player stays in restrained state till he reconnects



New:
Actions: You can sort out good ammunition from a ruined stack
Animations: New reload animations for Longhorn and a second reload for the Crossbow.
Animations: New reload for B95 double rifle.
Animations: MP5K reload Animations
Animations: Added aimed pose for sitting with rifle.
Animations: Drinking from pond and well.
Loot: Added MP5 with magazines
Loot: Added military Pilotka side cap
Map: Karmanovka has returned
Map: Novodmitrovsk has been added
Map: Industrial area of Novodmitrovsk has been added.
Map: Tenement area near Novodmitrovsk has been added.
Map: Dobroe village is added.
Map: New administrative buildings has been added in Novo.
Item: Flashbang grenade
Item: Hand grenade
Item: Added green and black color variants of the ZSh3 helmet. Can be crafted.
Sound: Play sound when using the bow.
Server: Security Improvement Hotfix

Fixed:
Actions: Painting 75 akm drum magazine
Actions: Crafting fur backpack
Actions: AKM buttstock painting
Actions: Breaking apart backpacks, down into parts
Actions: Leather backpack crafting
Actions: Raised chance to ignite fire in wind
Actions: Fixed crash with meat duplication in fireplace/inventory
Actions: Can't eat meat directly from the fireplace
Animations: Fixed hand movement at the end of SKS reloading.
Animations: Hand clipping in unarmed run.
Animations: Crouch walks and runs replaced with new animations.
Animations: Crouch idle pose adjusted to better show items in player's hand.
Animations: Sprint with gun replaced with new animation.
Animations: Jump and vualt animations updated
Animations: Hand poses added for granades, pelts, alcohol tincture, fishing rod, magazines, woods.
Animations: Zombie attack animations polished.
Animations: Gestures poses fixed.
Animations: Two handed arming animations fixed.
Animations: Fixed an issue where surrender kept getting cancelled when used with one handed melee weapons
Animations: Fixed an issue where vomiting was not working properly with 2 handed melee weapons
Animations: Fixed an issue where drinking animation was not playing when the player was in prone
Animations: Throwing items reconfigured, staying wound up should not prevent the player from getting knocked down or cuffed
Animations: Leaning tweaked in transitional states, should now allow for smoother transitions while leaning
Animations: Fixed an issue where the character would not roll left/right with binocs in raised prone state
Gear: Alpha sorting in alcohol tincture model
Item: Hacksaw hand placement
Sound: Arrow loading
Sound: Arrow ejecting
Sound: Fishing bait check


Quelle:
http://forums.dayzgame.co...angelog-stable-046124490/


Zuletzt modifiziert von dp.eNemy am 03.07.2014 - 14:23:01


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

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# 04.07.2014 - 00:28:56 Leider keine Berechtigung       zitieren


nice... endlich Handgranaten
Auch wenn mir die Möglichkeit einen Moly zu craften gereicht/ besser gefallen hätte.
Auf die MP5 biin ich gespannt, aber wenn sie ähnlich effektiv ist, wie in der Mod, nehm ich vorher einen Bogen mit^^


Für alles zu haben, für kaum was zu gebrauchen...
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dp.Andulvar
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# 04.07.2014 - 08:31:46 Leider keine Berechtigung       zitieren


Kann man den Bogen auch ins Backpack legen? Ist der Bogen denn brauchbar im PvP?
Ansonsten würd ich halt sagen Bogen für PvE und MP5 für Close Quarter PvP :) über Pistol Range wirst wahrscheinlich nix treffen mit der MP5.
...wobei ich für CQC immernoch lieber die Abgesägte hab.


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dp.eNemy
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# 28.07.2014 - 16:01:11 Leider keine Berechtigung       zitieren


http://www.gamestar.de/sp...s/dayz,48693,3058351.html

Kann ich bestätigen. Hatte sogar einen Restart nachdem Sachen am Boden liegen geblieben sind und keine neuen Nachgespawnt. Vom Loot respawn selber merkt man ja leider auf Experimental Servern nicht so viel, aber ein paar Items hab ich auch gefunden die eigentlich niemand liegen lassen würde... (Waffen, Essen, Mun zB)

Heißt aber auch "Return of the Rubberbanding" falls die Server zu lange laufen.


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
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dp.eNemy
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# 31.07.2014 - 16:18:46 Leider keine Berechtigung       zitieren


Note: This update features many new features and their initial implementations. We will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix.
Note: Change log pending contributions from engine/programming team.

Known issues:
Player can in rare circumstances enter a state in which they cannot attack and must relog
Character may temporarily enter a frozen state when throwing (resolved a few seconds)
Melee targeting is off in some situations
Players can in some circumstances experience slight desync with server
Dynamic server events are temporarily disabled
Backpacks rearrange after reconnection
Players restrained while unconscious remained restrained until reconnection (after awaking)
Persistent items & storage are disabled server side pending hot fix to stable branch

New:
Actions: cans can be opened with SKS bayonet and sickle
Actions: added playerDrinkCan action to config
Actions: added Melee class to SurvivorBase
Animations: New default aimed animations with rifle
Animations: Player now can walk while surrender
Animations: Transitions for surrender/restrained player
Animations: Crouched zombie animation set
Animations: Reload for CZ527
Animations: Hand poses added for matchbox, Injection Vial, Hacksaw
Animations: Drinking from can
Character: New female face models
Character: New male face models
Engine: Ragdoll support for Zombies & Players
Engine: Initial implementation of navmesh for zombie pathfinding
Items: Boonie hat fishing hook storage
Items: Chemlights
Items: AK101
Items: CR 527
Items: Makarov
Items PM 73 RAK
[color=#FF0000]Items: Medium Civilian Tent[/color]
Items: Paramedic clothes (jacket and pants)
Items: Military Boots now store knives
Items: Red, Black, Polka dotted, Olive and Camo bandana added
Items: Untied Red, Black, Polka dotted, Olive and Camo bandana added
Recipes : Red, Black, Polka dotted, Olive and Camo as a bandage
Recipes: Red, Black, Polka dotted, Olive and Camo bandanas can be untied and tied to mask
Server: Persistent item support (disabled for this update)
Server: Simulation changes to support increased server performance
Server: Persistent storage support (disabled for this update)
[color=#FF0000]Server: Dynamic loot respawning[/color]
World: Turovo village added

Fixed:
Actions: Player is not able to fill a ruined canteen from well.
Actions: When player opens ruined canned food there is low amount of food left.
Actions: Player is not able to pour water from a ruined canteen.
Actions: Player can no long empty magazine attached to a weapon
Actions: No access to catch rain action during ongoing action
Actions: Fishing actions displayed while using different items than rod
Actions: Added missing part to improvised bag/backpack crafting messages in action menu
Actions: Zucchini can be force fed
Actions: Added new drink from well animation to blue well
Actions: Unable to use actions while swimming or while on ladder
Actions: Player can take Makarov into hands straight from ground
Actions: Player can take PM73 RAK into hands straight from ground
Actions: Removing item on which consume action was called, not item which was swapped to hands during consume action
Animals: Visual improvement of cow, rabbit and wildboar
Animations: Gestures related bugs fixed (Facepalm, Cut throat, Silence)
Animations: Crouch moves with bow
Animations: Prone moves with pistol
Animations: Fixed multiple issues with vaulting
Animations: Zucchini handheld position
Animations: SoundEdge(footstep sounds) set correctly for kneel run with rifle
Animations: Face-palm doesn't make the player stand up from prone anymore
Animations: Sitting tweaked(changing weapons keeps player in kneel, instead of making them stand....)
Engine: Adjustment to Night time lighting levels
Items: Dimmed fireplace light so it not interfere with HDR
Items: Tweaked shotguns dispersions and recoils
Items: Tweaked pistols dispersions
Items: Tweaked rifles, carbines and SMGs dispersions
Items: Tweaked attachments (optics, buttstocks, handguards, compensators, bipod) dispersions
Items: Wooden sticks can be held in hands
Items: CR527 shadow glitch fixed
Items: Set chemlight to last 60 minutes
Items: Lowered light intensity for chemlights and flare
Items: Temoved buttstock as default spawned attachment for MP5
Item: Binoculars size reduced
Items: Added other chemlight color material variants
Modifiers: Removed vomit message from blinded modifier
Recipes: Player can paint CR 527 black, green and camo
Recipes: Player can't tear clothing into rags while there are things in it
Recipes: Ruined cans opening tweaked


http://forums.dayzgame.co...5628-changelog-047124641/


Zuletzt modifiziert von dp.eNemy am 31.07.2014 - 16:20:29


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.

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dpLolly
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dp.Choleriker
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# 31.07.2014 - 17:04:32 Leider keine Berechtigung       zitieren


Heimlich still und leise packen sie die Zelte in einen Patch :D
Na dann kann das ja Sammeln beginnen. :D


Droggelbecher ?.... Droggelbecher !
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dp.Andulvar
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# 31.07.2014 - 17:20:20 Leider keine Berechtigung       zitieren


Leider wurde der persistent Item support vorerst noch disabled, d.h. Zelte bringen noch nicht viel, da sie mit dem Server Restart wieder verschwinden.

 Zitat
Server: Persistent item support (disabled for this update)
Server: Persistent storage support (disabled for this update)

Das feature soll nächste Woche mit einem Hotfix nachgereicht werden sobald die Probleme damit gelöst sind, aber wir wissen ja alle was bei DayZ ALPHER aus einer Woche werden kann ^^

Ansonsten wirklich ein großartiges Update, vor allem das dynamische Item Spawnen in Verbindung mit den persistent Items hört sich für mich großartig an! Und das Ragdoll ist einfach geil :D


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dp.eNemy
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# 31.07.2014 - 19:25:40 Leider keine Berechtigung       zitieren


 Zitat von dp.Andulvar

Leider wurde der persistent Item support vorerst noch disabled, d.h. Zelte bringen noch nicht viel, da sie mit dem Server Restart wieder verschwinden.

 Zitat
Server: Persistent item support (disabled for this update)
Server: Persistent storage support (disabled for this update)

Das feature soll nächste Woche mit einem Hotfix nachgereicht werden sobald die Probleme damit gelöst sind, aber wir wissen ja alle was bei DayZ ALPHER aus einer Woche werden kann ^^

Ansonsten wirklich ein großartiges Update, vor allem das dynamische Item Spawnen in Verbindung mit den persistent Items hört sich für mich großartig an! Und das Ragdoll ist einfach geil :D



Ja, das mit den Zelten dauert noch ein bisschen, aber hoffentlich werden sie dann auch noch gleich die Kühl- und alle andern Schränke miteinbauen.


Lootrespawn... Großartig... Ich zeig dir mal die häßliche Fratze des Lootrespawns... ^^



Man beachte den gewaltigen Haufen verfaultes Obst in der linken Ecke



Das Regal, nachdem ich es gelootet hatte. Da waren noch 3-4 Päckchen Mun und 5-6 Dosen dabei...


Ist aber vom Experimental, weiß nicht ob das auf dem Stable auch so aussieht...


Instructions were unclear - summoned Starspawn from the dephts of R'lyeh.
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