Beiträge von Curtos

    Vielleicht sind beim Bau von Zaunelementen Bauteile von unterschiedlichen Qualitäten verbaut worden, sodas die Lifetime sich minimal ändert.


    Das Interagieren setzt den Lifetimer zurück. Ob ein Blick ins Inventar schon reicht müsste mal getestet werden.


    Allerdings ist das Bausystem immer noch verbugt.

    Mit dem Tool "CFTools Omega - DayZ Server Management Tool" soll es wohl gehen, das man Backups erstellt. Dieses Tool erkennt auch Servercrashes und spielt automatisch die Backups wieder ein, sodass eigentlich keine Basen oder andere Elemente verschwinden können. Habe es nur gelesen und noch nicht selbst probiert.

    Die Nacht gehört einfach zum Survival. Sie entschleunigt das Spielen enorm. Auch ist sie nicht mehr so dunkel wie früher. Man muss sich eben vorbereiten auf die kommende Nacht. Es ist ja nicht so, als wenn da plötzlich jemand das Licht ausschaltet. Die Nacht kündigt sich an. Das Spielverhalten ist ein völlig Anderes. Es gibt außerdem genug Items, mit denen man nicht unbedingt im Dunkeln steht. Jeder der eine Base baut, kann sich auch Lichtquellen besorgen. Damit ist es in den Basen keineswegs dunkel.


    Meine Meinung: 2 mal am Tag für 1 Std Nacht

    Ich habe in meiner Testumgebung mehrfach Servercrashes erlebt ohne das ein Spieler auf dem Server war. Nicht jedes mal verschwinden dann aber Zelte.

    Das Verschwinden passiert nur, wenn der Crash im Moment des Schreibens der binären Datenbankdatei für diese Objekte, passiert.

    Die Datei ist dann korrupt und wird beim Neustart durch eine Defaultdatei ersetzt.


    Es sind 16 Dateien, die es erwischen kann. Die players.db scheint nie betroffen zu sein. Sie beinhaltet alle Spielerinformationen inkl. Inventar.

    Dann sind da noch Events.bin, Types.bin und Vehicle.bin, die ebenfalls recht sicher zu sein scheinen. Zumindest ist mir noch nicht aufgefallen das hier Dateien auf default zurück gesetzt wurden.


    Aber die dynamic.bin's sind echt nachvollziehbar. Und darin ist die ganze restliche "dynamische" Welt. Alles was durch Spieler gecraftet und/oder abgestellt wurde. Da sind die Basen drin. 12 Dateien von denen beim Crash immer mal eine mit default "repariert" wird. Und alle Elemente die darin waren sind dann weg.


    Ich vermute, das Chernarus in 12 Abschnitte aufgeteilt wurde und jede Datei einen Bereich speichert. Weshalb dann auch gleich mehrere Basen in einer Region verschwinden und andere wiederum stehen bleiben.


    Verhindern kann dies leider noch niemand. Auch von Spielerseite gibt's nicht was man beachten könnte. Die Ursache der Crashes ist einfach noch nicht bekannt und reproduzierbar. Möglicherweise sind es auch mehrere Ursachen und somit unterschiedliche Crashes.


    Wir werden abwarten müssen, was die Devs anstellen... im kommenden Jahr. Und somit wünsche ich uns allen einen guten Rutsch 8o

    Jupp … so ist es. Die Interaktion kann schon ein Blick ins Inventar sein oder das öffnen des Zeltes.


    Zum despawn gehören aber auch noch andere Parameter. So darf zum exaktem Zeitpunkt des Despawn kein Spieler in unmittelbarer Nähe oder es aus größerer Entfernung ansehen (Blickkegel). Sobald der Spieler weit genug weg ist und keinen Blick darauf hat, wird das Item verschwinden.

    Ja, da kannst Du für jeden "möglichen" Spawnpunkt die Anzahl definieren -> wolf_territories.xml oder wild_boar_territories.xml oder red_deer_territories.xml usw.


    Und die Anzahl der einzelnen Tierarten die möglicherweise spawnen -> types.xml


    Es lässt sich mittlerweile sehr gut durchdefinieren. Auch die Zombie-KI. Im Grunde funktionieren alle KI´s gleich.

    Ja, es despawnt, nach der Zeit die in "Lifetime" steht. Allerdings ist dies nur eine Vermutung, da die Persistenz generell noch total verbugt ist. Das Verschwinden von ganzen Basen, mit Zelten/Tonnen die zu unterschiedlichen Zeiten aufgestellt wurden und die unregelmäßig interagiert wurden, ist immer noch nicht geklärt/gefixt.

    Derzeit lässt sich die Zeit nicht mehr über die ConfigDZ.cfg einstellen. Die dortigen Werte (was die Zeitsettings angeht) werden ignoriert. Man muss aktuell die init.c editieren.

    Dieses Problem ist aber schon bekannt und wird sicherlich nächste Woche gefixt.

    Aktuell läufen alle Server (außer die mit Änderungen in init.c) mit persistenter Zeit, also immer fortlaufender Zeit. Kein Zurücksetzen der Uhrzeit beim Neustart möglich.

    Neues Update:


    A17 b199

    Added

    • New custom Tier 1 custom POI to Navezgane only
    • New Tier 1 gas station in Perishton, can also spawn in RandomGen
    • Some more detailed explanations in serverconfig.xml
    • ModMeleeClubBurningShaft is functional
    • Moonlight to and adjusted sunlight in stealth calculation
    • Animal gore to roads for an easy supply of bone shivs and bones for glue.
    • Gas_station7 in Navazgane.
    • Gamma Reset Button




    Changed

    • Removed trickle zombies from 7 day hordes
    • Improved BloodMoonParty logging
    • Hobo stew takes 10 rotting flesh
    • Decreased player noise distance by 8%
    • Removed cinder blocks from country roads and removed small rocks from the main roads
    • Console command "debugshot" can also be executed by the short hand "dbs"
    • Added buff resistance to armor
    • Decreased player path grid size from 80 to 76
    • Increased sleeper volume padding xz to 8 and despawn delay to 60 seconds




    Fixes

    • Corrected Cardio description
    • Melee attacks spamming when clicking while animation is playing
    • Crafted items overriding existing items in a preferred equipment slot
    • Last toolbelt slot did not have memory of last item type
    • Tops of the cacti are not giving damage as they should
    • Stews now give the correct amount of food and health
    • Wrong requirement for Yeah, Science 4
    • Corrections to journal entries
    • DrinkYuccaJuiceSmoothie not functional
    • GunCompoundBow can not be scrapped
    • Beer does not regen stamina
    • Legacy and/or ambient stingers are playing before new day/night chime (Zack)
    • Update and dungeonize gas_station5
    • Server trying to load world from "random" location if the GameWorld setting is invalid
    • Duping bug using place/drop at the same time
    • Projectile hits not setting Other, so sneak bonus was not applied
    • PerkHiddenStrike doing an extra 100 percent EntityDamage
    • Kills from buffs do not reward any xp
    • Grandpa's learnin' elixer gives 20% XP gain.
    • You can potentially get a buff like bleeding after the moment of death
    • Console command “exportcurrentconfigs” only works once unless export folder is deleted
    • Controller: Can not use all radials
    • Controller: Can not get out of vehicles
    • Controller: Trader talk dialogs not supported
    • Speed bonus on flurry of blows appears too strong
    • Fetch container does not get set for last person in shared quest list.
    • Speed bonus on flurry of blows appears too strong
    • Renamed Hypo/Hyperthermal to Heat/Cold Resist
    • Several zombies have 100% bleed chance
    • Simple and easy duping of any armor/clothing in "B" screen



    Known issues

    • Auger and chainsaw soundloop in MP games
    • Trader Jen has a deep voice
    • Players visually disappear for another when looking up
    • No lights on vehicles
    • Turrets target zombies through walls
    • Guns with a magazine size of 1 still auto-reload
    • Some mods are in a testing phase only and do not work yet.
    • Stealth has some issues that may not get fixed until the next patch.
    • Tablesaw is not taught by perk
    • Gas stations may not have rally marker making them invalid for group quests.
    • Clients may see trees without a hitbox
    • Server connection issues
    • Floating POIs
    • You will die

    Da rollt was Großes an. Nach 1,5 Jahren kommt ein riesiges Update:


    Achtung: Die Notes sind hier nicht vollständig, da nur 10.000 Zeichen in einen Post passen. Hier steht nur die erste Hälfte. Im Link ist alles zu lesen. https://7daystodie.com/a17-early-streaming-release-notes/

    Wer es testen möchte muss in "Steam / Bibliothek / 7Day2Die / Eigenschaften / Betas / Latest_Experimental" wählen und das 2,9GB-Update laden.

    Alpha 17 Official Early Release Notes (B197)

    Art, Lighting, PBR Rendering and Texture Streaming

    First off, we’ve updated Unity Engine versions to take advantage of physically based rendering features, as well as greatly improved scene lighting. We have also integrated Unity’s new Texture Streaming which lowers texture ram and provides support for crisp HD textures. This streaming allows us to add nearly unlimited art content in future updates.

    • Nearly all objects and surfaces in game have been improved to support the new lighting features.
    • Ambient lighting improved to show more natural scene lighting.
    • Many surfaces now light with natural subtle reflections to improve overall scene appearance.

    Party System

    Join up with friends to form a Party which allows you to play together much easier. Do this by simply inviting a player to your Party from the players menu tab. The system offers these benefits:

    • Share team XP with nearby party members of Zombie Kills
    • Share Quests.
    • Track Party members location, and health.

    Quest System

    We’ve added a brand-new quest system. The player receives quests by simply talking to a Trader and looking at his offered jobs and accepting a quest. The player can progress through the ranks of 6 quest difficulty tiers receiving better reward choices for each quest and for graduating each Tier. With it comes a new quest reward system that gives the player XP, money and a growing choice of multiple rewards that can be modified by perking up into the new Daring Adventurer Perk. The system supports many new and old quest types including:

    • Clear Sleeper
    • Fetch
    • Hidden Cache
    • Buried Supplies
    • Clear and Fetch
    • Clear and Hidden Cache
    • Treasure (Old)
    • Challenge (Updated)

    Navezgane Improvements

    The Navezgane world grew from 16 square kilometers to 36 square kilometers in size and the terrain and the height have been given an overhaul. The height is much more extreme and natural looking. You will not recognize the world.

    Locations

    We’ve re-imagined dozens of original A16 locations with a complete art and gameplay overhaul converting them to beautiful and quest-able dungeon experiences. We have also created many brand-new locations. These locations are all setup to support a variety of quests of 6 Tier difficulties. All locations are working in Navezgane and Random Gen worlds. Over 125 new locations and counting. Some of these include:

    • Shamway Factory
    • Shotgun Messiah Factory
    • Navezagne Hospital
    • Perishton Courthouse
    • 4 Skyscrapers in Departure
    • New giant Perishton Church
    • 4 new Perishton Business Strips
    • 9 Old Businesses
    • 8 Abandoned houses (Non Quest)
    • Apartment Building
    • 65 Houses of varying size and challenge
    • 8 Ramshackle Survivor Sites
    • Water Works Utility Company
    • 3 Army Camps
    • 3 Barns
    • Bus Stop (Non Quest)
    • Cemetery
    • Road Culvert (Navezgane Olny)
    • 7 New Garages
    • Red Mesa Installation
    • Vacant Lot
    • Gas Station
    • Docks

    Vehicles

    We’ve completely rewritten and overhauled the vehicle system with from the ground up making many new additions, improvements and changes include:

    • New real physics that make the vehicles feel like a real driving game
    • New Bicycle vehicle that consumes stamina when you pedal it
    • New Badass Motorbike vehicle
    • New 4×4 vehicle that allows a friend to ride shotgun as a passenger
    • New Gyrocopter vehicle allows players to own the skies
    • Updated minibike that uses the new systems
    • New vehicle placement system
    • New vehicle camera system with turning to where you are looking
    • New vehicle controls for hop and turbo. Vehicle control binds were added in a menu/controls/vehicle section
    • New vehicle sound system that handles gears and loops better
    • New ragdoll system so you can drive over zombies and they will realistically ragdoll react to vehicle impacts and go flying in the air taking damage. Surprisingly they can get up again if you didn’t kill them.
    • Improved vehicle storage so it’s on its own radial button with different storage amounts per vehicle
    • New Vehicle mod support. The system will allow players to install vehicle mods that can make vehicles perform better, have more storage and more. Note: Mod items are coming in a future version. This replaces changing of vehicle parts

    AI and Pathing

    We’ve completely overhauled the enemy AI and pathing, writing an entirely new A-Star pathing system that rocks. Enemies can do many things in this system including:

    • New path calculations based on distance vs destroying blocks and uses the block health including block downgrades
    • New movement, turning and target estimation
    • New obstacle detection to better path around or destroy
    • New jumping across gaps and up onto ledges (Spiders have a long jump)
    • Improved jumping onto obstacles
    • Updated jump animations with three separate parts
    • Improved handling of stairs
    • Improved ladder climbing, including skipping rungs
    • New digging down if their destination is below them and they can’t walk to it
    • New destroy area mode, when players can’t be reached
    • New group damage bonus, when AI are close together
    • New Vulture AI including circling, attacking the weak and re-positioning in combat. New Radiated Vulture
    • Improved sleeper spawning and tracking. New types of sleepers
    • All sleeper spawns are now game-staged to up the challenge as you level up or party in a group

    Animals

    We’ve added a couple new animal models including:

    • New Stag
    • New Doe

    Modded Item System

    We’ve added a new mod system that allows users to install mods into weapons, firearms, clothing, armor and vehicles. Basically, anything with a quality can be modded. We removed the old tedious weapon part system to make room for this. There are already over sixty mods to augment your items of quality. Here are a few item mod examples:

    • Attachments like a weapon, scopes, flashlight, silencer or duck bill
    • Internal modifications like a trigger group for burst fire, increased damage, increased fire rate, improved accuracy, full auto, and increased magazine size
    • Adding barbed wire or a different grip to a club for improved damage or swing speed
    • Mods to make tools more efficient
    • Armor mods to help with encumbrance, heat, cold and stealth
    • Mods to dye items to unify your clans look.

    New Items / Recipes

    • We’ve added dozens of new items, recipes, modes too many to list check out the creative menu for more information or play the game.
    • New foods, drinks and drugs to craft and use.
    • Magazines to grant you temporary attribute and perk levels.
    • Item mods, of course.
    • Schematics to craft mods yourself.
    • Dyes to personalize your weapons and armor.
    • Table saw for crafting furniture and advanced wooden blocks.
    • Grandpas Moonshine (Increases Melee damage for limited time)
    • Grandpas Learnin’ Elixir (Gives you 20% XP boost for limited time)
    • Grandpas Awesome Sauce (Increases your barter ability for limited time)
    • Recog Drug (Increases perception for increased ranged weapon damage)
    • Steroids (Increases strength attribute and removes all encumbrance penalties for a limited time)
    • Mega Crush now boosts your running speed to extreme levels for a limited time.

    Physical Attribute Skill System and Progression

    We gutted and rebuilt the skills system from the ground up to be more of a true skill tree.

    This re-configuration of the skills system centers around five main physical attributes of the player: Perception (PER), Strength (STR), Fortitude (FRT), Agility (AGI) and Intellect (INT),. Each of these attributes are tied to the player’s physical body, and can be affected by equipment, injuries, and illnesses, creating boons and banes to the player’s skills and abilities. Under this system, all skills and perks are governed by one of the five attributes, grouping the skills and perks into general areas of play, and allowing for players to more easily create “class” archetypes by focusing on one or more attributes.

    The new system has endless possibilities. For example the player might get a concussion which lowers his intellect attribute which has the side affect of not being bale to craft certain items until the concussion heals.

    Perks grant you specific abilities and higher perk levels require certain attribute levels. Attributes have 10 levels and most perks have 5 levels. The governing attributes and child perks are as follows:

    • Perception Attribute (Perception is the measure of your sensory awareness. Increasing Perception raises damage with firearms)
      • Marksmanship Perks
        • Gunslinger
        • Shotgun Messiah
        • Automatic Weapons
        • Dead Eye
        • Archery
        • Explosive Weapons
        • Boom! Headshot!
        • Run and Gun
      • Scavenging Perks
        • Lucky Looter
        • Salvage Operations
    • Strength Attribute
      • Melee Combat Perks
        • Wrecking Ball
        • Sexual Tyrannosaurus
        • Flurry of Blows
        • Deep Cuts
        • Stay Down
        • Heavy Metal
        • Skull Crusher
      • Construction Perks
        • Miner 69’er
        • Pack Mule
        • Mother Lode
    • Fortitude Attribute
      • Survival Perks
        • Heavy Armor
        • The Huntsman
        • Intrinsic Immunity
        • Well Insulated
        • Living Off The Land
        • Pain Tolerance
      • Recovery Perks
        • Healing Factor
        • Fully Hydrated
        • Slow Metabolism
        • Self Medicated
    • Agility Attribute
      • Athletic Perks
        • Rule 1: Cardio
        • Light Armor
        • Charging Bull
        • Parkour
        • Olympic Swimmer
      • Stealth Perks
        • Ninja Movement
        • Hidden Strike
        • From The Shadows
    • Intellect Attribute
      • Influence Perks
        • Better Barter
        • The Daring Adventurer
        • Charismatic Nature
      • Craftsmanship Perks
        • Hammer and Forge
        • Grease Monkey
        • Advanced Engineering
        • Yeah, Science
        • Physician
        • Master Chef

    Man kann derzeit auf einem DayZ-Server nur die gesamte Tageszeit beschleunigen oder verlangsamen. Also 50/50 Tag/Nacht. Es ist noch nicht möglich die Nacht zu verkürzen, also die Zeit tagsüber langsamer und Nachts schneller laufen zu lassen.