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1.7.5.1 Update

 Post subject: 1.7.5.1 Update
PostPosted: Tue Feb 05, 2013 9:14 am 
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We are now running the latest DayZ patch. This means we are running an almost completely standard private hive again currently (stmovement will still be enabled). I have reintroduced the weapons crates for guns not currently in the loot pool until I can rework them into the crash sites and standard loot.

I will be spending most of my time trying to merge changes we had made previously to the new patch. One thing we did find last night is that the LRR is now a banned weapon class :( I have replaced all the LRR's in game as a result of this.

Our vehicle spawns remain the same, low chance of helicopters (although I will crank this up a bit later this week temporarily so we can all have a look at the MH6J_DZ) I really want to get this mod working for it if I can too!



I'm told if you had one of the backpacks that has been rebalanced with changed slots you may have lost some of your loot.

I have also placed spawn points for the new humvee's and they should spawn as normal vehicles. I hope you all enjoy the new patch, feedback is appreciated I heard the new zombies are brutal so watch out :D


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Tue Feb 05, 2013 3:50 pm 
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weapon crates? not sure what you mean.... like the care packages that appear like random wreck sites?

yeah new version has its own little bunny hop built in with a much cooler animation than a dude that falls up. And personally still a huge fan of the low chopper rate combined with decreased number of anti vehicle rifles. Oh.... are there still no as50s? havent been able to find a chopper crash site yet to check.

_________________
"Don't I know you? I stole the baby from you, Daikini! While you were taking a peepee!"


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Tue Feb 05, 2013 4:12 pm 
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IGN: Seaweed
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Murders: 162
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Zombies Killed: 7,911

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madmartigan wrote:
weapon crates? not sure what you mean.... like the care packages that appear like random wreck sites?

yeah new version has its own little bunny hop built in with a much cooler animation than a dude that falls up. And personally still a huge fan of the low chopper rate combined with decreased number of anti vehicle rifles. Oh.... are there still no as50s? havent been able to find a chopper crash site yet to check.


Yeah they are like care packages, various different types of crate (10+) they spawn randomly in fields and forests up north daily. If you find one and don't want to loot it you can shoot it to burn it :D

There are still AS50's and M107's at the moment as we are on the standard loot pool. I can replace these once users logout with other rifles, but its not the ideal solution. I'm working on getting the loot substitution code back in at the moment. Once we have it back in place I can hopefully bring the LRR back as a replacement for all AS50's (assuming they unban it again in the next update - this one has a lot of bugs currently).


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Tue Feb 05, 2013 4:44 pm 
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IGN: Seaweed
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LRR is gone for good without client downloads according to the dayzmod guys :-(

I will be replacing the 50 cals soon still once I get loot changes working again....


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Tue Feb 05, 2013 8:57 pm 
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please just remove op snipers all together. makes sniper battles alot more fun, and sniping in general more fun.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Wed Feb 06, 2013 12:32 am 
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Conan wrote:
please just remove op snipers all together. makes sniper battles alot more fun, and sniping in general more fun.


That's the current plan DMR will be the new AS50 but it will take some time to merge things. I hink there will be other patches as there are bugs right now.

Zombies are less glitchy in some ways and way more in others, crash sites aren't spawning due to a bug with custom buildings, day.st said they will add an option to disable them soon I will do when it's possible.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Wed Feb 06, 2013 3:54 pm 
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Are the g36c sd's out of the game too or is it a database error? Had one pre patch don't have one now.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Wed Feb 06, 2013 4:11 pm 
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kerbdog wrote:
Are the g36c sd's out of the game too or is it a database error? Had one pre patch don't have one now.


They've been banned by dayz


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Wed Feb 06, 2013 5:27 pm 
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IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
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Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
kerbdog wrote:
Are the g36c sd's out of the game too or is it a database error? Had one pre patch don't have one now.

Banned class now, Mg36 and makarovsd also no longer allowed.

If you find any others let me know so I cab replace them in the db


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Fri Feb 08, 2013 8:43 am 
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IGN: Seaweed
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Deaths: 122
Zombies Killed: 7,911

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Helicopter crashes should now be spawning again :D


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Fri Feb 08, 2013 5:45 pm 
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Deaths: 122
Zombies Killed: 7,911

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There's also a new dayz patch brewing with fixes for the zombies agro range and talking distance among other things


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Fri Feb 08, 2013 7:26 pm 
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Apparently the MG36 is still available, I looted one from a weapon crate, however I died and lost to another player.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Fri Feb 08, 2013 8:57 pm 


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Haxxalainen wrote:
Apparently the MG36 is still available, I looted one from a weapon crate, however I died and lost to another player.


This happen today? I hope this means we can still spawn them in via weapons crates. I never had an issue with the crates. We just need to work on a cron script that will randomize their spawn location and contents on every restart. Shouldn't be too hard.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Fri Feb 08, 2013 11:14 pm 
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SNM! Omen wrote:
Haxxalainen wrote:
Apparently the MG36 is still available, I looted one from a weapon crate, however I died and lost to another player.


This happen today? I hope this means we can still spawn them in via weapons crates. I never had an issue with the crates. We just need to work on a cron script that will randomize their spawn location and contents on every restart. Shouldn't be too hard.


This happend today. A player named Sirius or Sirus shot me and looted it from my cold, betrayed corpse.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sat Feb 09, 2013 1:16 am 
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IGN: Seaweed
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Zombies Killed: 7,911

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Yup I was wrong on the MG36 :) I will leave it in the weapons crates till I can work it into the code


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 10, 2013 3:00 am 
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Full moon nights are back now, albeit without the custom weather so the cloudy nights will still be quite dark.

50 cals are now removed from the crash sites also

Omen has also given the NEA a spruce up in the first of many new building updates we have planned...


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 10, 2013 7:24 am 


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I have also fixed the Kamenka market, added a fire station to Berezino and touched up more at the NE Airfield. These additions/fixes should be implemented as soon as Seaweed merges the new changes with our existing map. Let me know if you see any building glitches.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 10, 2013 3:27 pm 
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SNM! Omen wrote:
I have also fixed the Kamenka market, added a fire station to Berezino and touched up more at the NE Airfield. These additions/fixes should be implemented as soon as Seaweed merges the new changes with our existing map. Let me know if you see any building glitches.


I have now merged these changes, new NEA looks awesome going to make some more additions myself tonight.

I have also turned down the timed frequency the new crashspawner code runs at and increased the percentage chance of spawning a crash, this means there should be more helicopter crash sites in game now.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 10, 2013 6:55 pm 
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IGN: Seaweed
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Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
The custom weather changes should be back in once I get home tonight, this means clear sky at night so it should be very bright again. There are more 3d mission file updates planned with extra buildings and other surprises on the way :D


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Mon Feb 11, 2013 9:56 pm 
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IGN: Seaweed
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Time Alive: 1242.5 hrs
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Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
There is now custom weather again, this means 0 fog and clear skies for nice bright nights :D


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Tue Feb 12, 2013 12:57 am 
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good job boys


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 17, 2013 11:20 am 
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IGN: Seaweed
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Time Alive: 1242.5 hrs
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Zombies Killed: 7,911

I'm a bandit!
Debug monitor is back, as is the custom loading screen and a few other small tweaks. We found out we can spawn Ospreys on chernarus if we want and a T90 tank lol, I don't think they have a place in DayZ but could be fun for server events.

I want to get the loot substitution code back in next, then I'm looking at the events again hopefully if omen can help out we can finish the events script in time for a Survivor Games next weekend.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 17, 2013 3:41 pm 


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Now that the squad manager is done, I can help where ever I'm needed with the events script.


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 17, 2013 4:12 pm 
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Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
SNM! Omen wrote:
Now that the squad manager is done, I can help where ever I'm needed with the events script.


That'd be sweet dude, I just ordered the dedicated host too, so I can use ASP next week for it hopefully, we may even be able to host it over on the new server by then :)


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 Post subject: Re: 1.7.5.1 Update
PostPosted: Sun Feb 17, 2013 7:53 pm 
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Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
Loot substitution is now back in place,no more double barrelled shotguns etc again plus some new tweaks here's a few details

There are no 50 cal snipers
The DMR is now much rarer (think m107 levels of rarity)
More new guns, l85 variants and other surprises
Houses have flickering lights at night

I will be working further to rebalance the snipers so feedback is appreciated, the M24 and DMR are intended to be the new "rare" snipers. The SVD has been brought into the loot pool again and the ammo should spawn more prominently now.

Feedback on these changes is encouraged it will take some time to balance completely, my next task is to handle the percentages of the loot in buildings themselves better.

I ordered a dedicated host for us this afternoon, I will be setting it up over next week, this means we can potentially run 3 servers amoung other things. We would defintely like to have a wasteland server. I know the player count has taken a hit recently but with some more server events and help from reddit we can soon get it back above previous levels.

If you have stopped playing on the server recently I encourage you to come back and post feedback, or let us know why you left. Also keep your eyes out for the 1 MV22 Osprey we are currently spawning :D

Image

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