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Rolling Changelog 1.8.3

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This is the rolling Development change log for 1.8.3
 
Changes:
 
[New] - Blood type is now displayed on your UI, (if you have used the testing kit)
[New] -  "town generator", which spawns litter/rumble/wrecks inside 500 meter bubble around the player.
[New] -  500 plants spawned locally on client side (previously, 100 plants were networked and spawned on server side). Plant objects are handled by the "town generator".
[New] -  Antiwallhack concrete blocks are spawned locally (previously were networked and spawned on server side)
[New] -  POI and infectious waters are spwaned locally (previously were networked and spawned on server side)
[New] -  Reworked task scheduler both on client side and server side. To avoid "game lag", some client tasks are suspended during max 50 frames if fps_min is below 10, and a hint is displayed on screen.
[New] -  Keyboard event management reworked for faster handling. GCAM helper is available for GCAM developers (the GCAM is not provided in the mod)
[New] -  Zeds buried into the floor are detected and moved on the floor according to the elevation of the lowest loot position.
[New] -  Flies and fly sounds are spawned on dead character bodies. Flies and fly sound are monitored by the server (ArmA2 bug workaround)
[New] character will switch back to primary weapon if the throwable weapon is selected during 7 seconds and nothing has been throwed.
[New] loot spawn: Add lootpos in new POI (trains/ruins mainly). The loot focused on construction.
[New] Construction: metal fences can be built and disassembled, metal DIY guide.
[New] Construction: placement system:

Fences can be build straight up, but on a limited level difference, or fences can be built aligned to the slope.
"Magnet style" on object edges, so that 2 fences join seamlessly during assembly
The "ghost" object will always show the same side (player won't be able to build a fence inside-out)

[new] Animated building disassembly. Disassembly can be interrupted to a intermediate stage of the deconstruction.

 
[updated] - All security checks (anti-teleport, plant texture, variable hacks, timeshift, 'player' object) can still be disabled with the variable dayz_antihack = 0; in the mission file.
[updated] - Several client side routines moved to the new task scheduler.
[updated] - POI/infectious waters are enabled by default (to disable them, put 'false' to resp. 'dayz_POIs' and 'dayz_infectiousWaterholes' in your mission file)
[updated] - Animal spawn system.
[updated] Player will automatically enter the game after 5 seconds in the Lobby. (Press any dead key such Ctrl to prevent this). The center of the Lobby screen shows only the player list
[updated] Full moon day moved from june to august (more light, no disappearing moon at 4am)
[updated] all characters have the same aiming accuracy. All characters have the same armor level except armored military outfits (which are unchanged)
[updated] banned unused ArmA2 weaponholders and reammoboxes, banned unused ammo, banned some unused character models
[updated] All medical effects (post-processing effects and camshakes) are moved to a single file. Modified effects:

lack of blood: removed permanent blur and desaturation. Random "Wave shape" for desaturation level
in pain or thirsty => dizziness (very slow shake cams), during 15 seconds every 90 seconds (in average)
infected => flickering radial blur (center of the screen is not altered), coughs
unchanged: unconscious => full screen blur, full desaturation.
unchanged: low temperature => shivering

[updated] Construction: use default camera key (numpad "Enter" key by default) to toggle the special camera view.
[updated] login: Mission file smaller (10 kB)

[updated] Construction: Anyone can disassemble any fence foundation ("foundation" stage only), due to some previous exploits in 1.8.2. Any player can upgrade any fence; he becomes co-owner of the fence. Only an owner can disassemble his fence.
Fences can't be built on the road. Players/Zombies can walk on fence foundations, and crawl under the frame of fences where construction of stage #1 is in progress

[updated] Changed speed of small boats, so that their speed is equal to a running player one.

[updated] Lower limit of global Zed amount (3000 to 300)

 
[Fixed] - Free fall detection is separated from the anti-teleport loop. More precise free fall detection.
[Fixed] - Excessive weapon sway from arma's duty system.
[Fixed] - Gather system.
[Fixed] - Blood pool system.
[Fixed] - Lots of model changes to reduce overheads.
[Fixed] - Achievement system sync has been fixed.
[Fixed] - Nul state during login.
[Fixed] - Some String tables
[Fixed] - Jumping from heights now damages the player.
[Fixed] - Reduced water bottle size.
[Fixed] - Itemnails being the wrong class for buildings requirements.
[Fixed] -  "disappearing corpse situation" (ArmA2 bug workaround). Corpses are monitored on server side, and a corpse position will be restored if it has moved further 50 meters or if it is below the terrain level. Corpses stay 40 minutes on the map, then are deleted.
[Fixed] loot spawn: all old loot piles are removed and buildings are always freshly restuffed. Fix loot timer (all players are properly synchronized to the server now)
[Fixed] Players can chop some of the trees at the POIs
[Fixed] Drink menu is available at all water points and at most of the pond banks.
[Fixed] hundreds of messages are localized
[Fixed] Resting does not show the "up" arrow near the blood icon anymore. Eating cans/snack gives blood. Digestion is faster.
[fixed] Dometent can be upgraded and packed
[Fixed] "Unconscious" state rewritten from scratch (no more glitch)
[Fixed] Login heavily optimized (mission file process + login = 20 seconds)

[Fixed] menu for refueling/syphoning a vehicle

[Fixed] bug letting player fish from a vehicle

[Fixed] fishing at ponds

[Fixed] different matchboxes are combined to 1 full matchbox + 1 used matchbox

[Fixed] user will need a match to light up fireplaces, barrels, and tyreheaps

 

[Removed] Battleye filters from dayzmod distribution; admins have to refer only to https://github.com/DayZMod/Battleye-Filters now.

[Removed] Zed spawn under electric pole.

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[Fixed] - Itemnails being the wrong class for buildings requirements.

 

We still had itemnails being referenced for buildings this is a bug they should be equip_nails. Thanks dayzjarhead

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  • New "town generator", which spawns litter/rumble/wrecks inside 500 meter bubble around the player.
  • 500 plants spawned locally on client side (previously, 100 plants were networked and spawned on server side). Plant objects are handled by the "town generator".
  • Antiwallhack concrete blocks are spawned locally (previously were networked and spawned on server side)
  • POI and infectious waters are spwaned locally (previously were networked and spawned on server side)
  • Reworked task scheduler both on client side and server side. To avoid "game lag", some client tasks are suspended during max 50 frames if fps_min is below 10, and a hint is displayed on screen.
  • Keyboard event management reworked for faster handling. GCAM helper is available for GCAM developers (the GCAM is not provided in the mod)
  • Zeds buried into the floor are detected and moved on the floor according to the elevation of the lowest loot position.
  • Flies and fly sounds are spawned on dead character bodies. Flies and fly sound are monitored by the server (ArmA2 bug workaround)
  • Fixed the "disappearing corpse situation" (ArmA2 bug workaround). Corpses are monitored on server side, and a corpse position will be restored if it has moved further 50 meters or if it is below the terrain level. Corpses stay 40 minutes on the map, then are deleted.

 

Few New changes to fix a few issues knocking around.

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[Fixed] - Free fall detection is separated from the anti-teleport loop. More precise free fall detection.

[updated] - All security checks (anti-teleport, plant texture, variable hacks, timeshift, 'player' object) can still be disabled with the variable dayz_antihack = 0; in the mission file.

[updated] - Several client side routines moved to the new task scheduler.

[updated] - POI/infectious waters are enabled by default (to disable them, put 'false' to resp. 'dayz_POIs' and 'dayz_infectiousWaterholes' in your mission file)

 

Some nice little updates.

  • Like 1

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[New] character will switch back to primary weapon if the throwable weapon is selected during 7 seconds and nothing has been throwed.

[Fixed] loot spawn: all old loot piles are removed and buildings are always freshly restuffed. Fix loot timer (all players are properly synchronized to the server now)

[Fixed] Players can chop some of the trees at the POIs

[updated] banned unused ArmA2 weaponholders and reammoboxes, banned unused ammo, banned some unused character models

[Fixed] Drink menu is available at all water points and at most of the pond banks.

[Fixed] hundreds of messages are localized

[Fixed] Resting does not show the "up" arrow near the blood icon anymore. Eating cans/snack gives blood. Digestion is faster.

[updated] All medical effects (post-processing effects and camshakes) are moved to a single file. Modified effects:
lack of blood: removed permanent blur and desaturation. Random "Wave shape" for desaturation level
in pain or thirsty => dizziness (very slow shake cams), during 15 seconds every 90 seconds (in average)
infected => flickering radial blur (center of the screen is not altered), coughs
unchanged: unconscious => full screen blur, full desaturation.
unchanged: low temperature => shivering

[updated] Construction: use default camera key (numpad "Enter" key by default) to toggle the special camera view.

[New] Construction: metal fences can be built and disassembled, metal DIY guide.

[New] Construction: placement system:
Fences can be build straight up, but on a limited level difference, or fences can be built aligned to the slope.
"Magnet style" on object edges, so that 2 fences join seamlessly during assembly
The "ghost" object will always show the same side (player won't be able to build a fence inside-out)

[new] Animated building disassembly. Disassembly can be interrupted to a intermediate stage of the deconstruction.

[updated] Construction: Anyone can disassemble any fence foundation ("foundation" stage only), due to some previous exploits in 1.8.2. Any player can upgrade any fence; he becomes co-owner of the fence. Only an owner can disassemble his fence.
Fences can't be built on the road. Players/Zombies can walk on fence foundations, and crawl under the frame of fences where construction of stage #1 is in progress.

[fixed] Dometent can be upgraded and packed

[New] loot spawn: Add lootpos in new POI (trains/ruins mainly). The loot focused on construction.

[Fixed] "Unconscious" state rewritten from scratch (no more glitch)

[Fixed] Login heavily optimized (mission file process + login = 20 seconds)

[updated] login: Mission file smaller (10 kB)

[updated] Player will automatically enter the game after 5 seconds in the Lobby. (Press any dead key such Ctrl to prevent this). The center of the Lobby screen shows only the player list

[updated] Full moon day moved from june to august (more light, no disappearing moon at 4am)

[updated] all characters have the same aiming accuracy. All characters have the same armor level except armored military outfits (which are unchanged)

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  • Removed Battleye filters from dayzmod distribution; admins have to refer only to https://github.com/DayZMod/Battleye-Filters now
  • Changed speed of small boats, so that their speed is equal to a running player one.
  • Removed Zed spawn under electric pole.
  • Lower limit of global Zed amount (3000 to 300)
  • Fixed: menu for refueling/syphoning a vehicle
  • Fixed: bug letting player fish from a vehicle
  • Fixed: fishing at ponds
  • Fixed: different matchboxes are combined to 1 full matchbox + 1 used matchbox
  • Fixed: user will need a match to light up fireplaces, barrels, and tyreheaps
  • Like 1

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Release should be inbound within the next few hours If everything goes to plan :-)

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