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Server Changelog

 Post subject: Re: Server Changelog
PostPosted: Tue May 27, 2014 11:09 am 
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Benuar wrote:
Glored wrote:
( we dupped CZ and alice pack of it;S )


Please tell me I read that wrong, would be a shame to see another clan go.


They reported this to me already. I hope you don't actually think I would ban them for a single thing like that either. There's a big difference between doing something once and doing it daily. Though I am unhappy they didn't report it to us when it happened.

KR are aware they shouldn't have taken anything and the offence will be treated as a warning for any future problems. I've been through weeks worth of skin change logs and I have no reason to believe anyone besides rtb has been abusing them that way currently.


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 Post subject: Re: Server Changelog
PostPosted: Tue May 27, 2014 7:23 pm 
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Seaweed wrote:

I hope you don't actually think I would ban them for a single thing like that either. There's a big difference between doing something once and doing it daily.


Nono ^^ just thought it was written a bit misleading =) i like the way you handle the server and even though im sometimes sad seeing people go for the stupid things they do it has always been justified.


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 Post subject: Re: Server Changelog
PostPosted: Wed May 28, 2014 12:45 pm 
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Erm is putting half used mags into tents at the end of a hard day allowed or not?

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 Post subject: Re: Server Changelog
PostPosted: Wed May 28, 2014 12:52 pm 
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reen624 wrote:
Erm is putting half used mags into tents at the end of a hard day allowed or not?


As I said before, most people who have played the game more than a few months do things like this sometimes. I think when the server has to restart or even when you have to relog its no where near as unfair as what RTB were doing. It's a lot more of an inconvenience when you have to go back to your base to do it.


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 Post subject: Re: Server Changelog
PostPosted: Wed May 28, 2014 10:31 pm 
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Come to think of something, do you remove old bases that arent in use anymore? I often come over stuff that is built but left for some reason.
should delete everythin were the owner havent been present for a few months imo.


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 Post subject: Re: Server Changelog
PostPosted: Wed May 28, 2014 11:48 pm 
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Smurf wrote:
Come to think of something, do you remove old bases that arent in use anymore? I often come over stuff that is built but left for some reason.
should delete everythin were the owner havent been present for a few months imo.


Bases get removed after a month of inactivity but I only have the flags mapped as theres too many objects for my web tool. There's a few odd objects left from the days where basebuilding didn't require a flag.

If you come across any of these just send an admin a message so we can get them removed :)


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 Post subject: Re: Server Changelog
PostPosted: Tue Jun 03, 2014 11:54 pm 
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03/06/2014 (after next restart)

Zombies Tweaked - I've made the first changes to the zeds, mostly in line with the ones described in the dayzmod 1.8.2 patchnotes here:

Quote:
[Updated] - Reduced local spawning zeds to 15(from 20) and nearby to 30(from 20).
[Updated] - Damage scale lowered on normal zeds to 450 down from 600.
[Updated] - Damage scale from head hits reduced to *2 in place of *4. (head hits should be down to around 2500 from viral head shots).


However rather than 450 instead of 600 I changed to the following
Regular Zeds = 350 (was 600)
Viral Zeds = 500 (was 900)
I did this because the old values we were on 1.8 were much lower (250 for normal and 350 for viral).

I'm sure the settings won't be perfect so give them a chance and give feedback.

Wild Zombies Re-enabled - With a fix from the dayzmod devs that should stop the wild zeds spawning inside of people.
Junk on Roads Disabled - First server mod I've added back, more will follow once I've got the new beta patch working correctly server side...
Old 1.8 Custom Weather Restored - Bye bye 1.8.1 pea soup fog! Hopefully you all still notice improved fps :)


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 7:06 am 
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Seaweed wrote:
However rather than 450 instead of 600 I changed to the following
Regular Zeds = 350 (was 600)
Viral Zeds = 500 (was 900)
I did this because the old values we were on 1.8 were much lower (250 for normal and 350 for viral).

I'm sure the settings won't be perfect so give them a chance and give feedback.



Thank you! Will do !

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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 7:31 am 
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Thank god XD

Is it possible to do something about the knock out?

Yesterday a single zed hit me once!, i went unconcious for what felt like an eternity but was definitly long enough for one! single zed to take 10k from me and kill me. Maybe let them make you trip more often instead of long unconcious times...


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 7:32 am 
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Thank god XD Finaly sniping again

Is it possible to do something about the knock out?

Yesterday a single zed hit me once!, i went unconcious for what felt like an eternity but was definitly long enough for one! single zed to take 10k from me and kill me. Maybe let them make you trip more often instead of long unconcious times...


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 10:33 am 
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Zombies spawn huddled up in certain locations, mostly inside buildings now. Doesn't look like it's intended.


Attachments:
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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 11:22 am 
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Arfour wrote:
Zombies spawn huddled up in certain locations, mostly inside buildings now. Doesn't look like it's intended.


Nothing new there for 1.8.1. Though it does remind me I need to turn the zed spawns at power lines off again.


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 11:22 am 
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Arfour wrote:
Zombies spawn huddled up in certain locations, mostly inside buildings now. Doesn't look like it's intended.

That's good for you :D and me :P


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 11:23 am 
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Benuar wrote:
Thank god XD Finaly sniping again

Is it possible to do something about the knock out?

Yesterday a single zed hit me once!, i went unconcious for what felt like an eternity but was definitly long enough for one! single zed to take 10k from me and kill me. Maybe let them make you trip more often instead of long unconcious times...


Maybe I can decrease frequency of knock-downs, best to wait a while and see how the current changes work out but certainly its possible. They should only knock you down when hitting you from behind.


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 11:38 am 
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That was just an example picture, they are bundled up like asparagus in small garages and other buildings as well.


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 Post subject: Re: Server Changelog
PostPosted: Wed Jun 04, 2014 11:40 am 
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Arfour wrote:
That was just an example picture, they are bundled up like asparagus in small garages and other buildings as well.


Yup I've seen it for all of 1.8.1 including the test patches, its just a new problem thats come as a result of other zombie improvements I guess. Not really my concern currently but if you don't like it I suggest letting the mod devs know.


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 Post subject: Re: Server Changelog
PostPosted: Thu Jun 05, 2014 10:15 pm 
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05/06/2014 (next restart)

- Full Moon Nights Fixed - Small bug in 1.8.1 meant full moon nights were disabled. They are back now.
- Gut Humans
- Bury Corpses
- Chop Down Trees
- Suicides
- Player Knockouts
- Biplane Guns
- Strip Clothes

I didn't get a chance to test some stuff like knockouts and gutting people, can't see any reason why they shouldn't work though


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 Post subject: Re: Server Changelog
PostPosted: Fri Jun 06, 2014 2:05 pm 
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Seaweed wrote:
- Full Moon Nights Fixed - Small bug in 1.8.1 meant full moon nights were disabled. They are back now.

I'm quite sure previous night was not full moon as intended. I couldn't see my dark vehicle at all, even with gamma at 2.0. :P
And btw I like it, it would force people to start using flashlights, (M4A3 CCO would be a very good gun), head lamps in car and also NVGs. It also makes NVGs to be real huge advantage (but still there's not many NVGs so I don't think its problem).
For me it would be nice to leave most of nights full moon, but some would be nice to be a real dark ones.
But if it's something that is hitting player count or so then probobly not worth changing.


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 Post subject: Re: Server Changelog
PostPosted: Fri Jun 06, 2014 2:14 pm 
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wojos1Artist wrote:
Seaweed wrote:
- Full Moon Nights Fixed - Small bug in 1.8.1 meant full moon nights were disabled. They are back now.

I'm quite sure previous night was not full moon as intended. I couldn't see my dark vehicle at all, even with gamma at 2.0. :P
And btw I like it, it would force people to start using flashlights, (M4A3 CCO would be a very good gun), head lamps in car and also NVGs. It also makes NVGs to be real huge advantage (but still there's not many NVGs so I don't think its problem).
For me it would be nice to leave most of nights full moon, but some would be nice to be a real dark ones.
But if it's something that is hitting player count or so then probobly not worth changing.


Yeah I sort of like the normal moon ones too, its a bit more interesting when not every night is the same. However I also remember before we had full moon nights how empty the server used to get when it was night time.

I think once you make it that dark the only people still playing are just turning gamma and brightness up anyway. With full moons you don't need to fuck with your settings to play. One thing we could try is to find a different static date that's a half moon or something. So its darker than it is now, but not totally pitch black. It's up to you guys though, someone make a thread if you want to get some discussion on it going.


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 Post subject: Re: Server Changelog
PostPosted: Fri Jun 06, 2014 4:22 pm 
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Seaweed wrote:
wojos1Artist wrote:
Seaweed wrote:
- Full Moon Nights Fixed - Small bug in 1.8.1 meant full moon nights were disabled. They are back now.

I think once you make it that dark the only people still playing are just turning gamma and brightness up anyway. With full moons you don't need to fuck with your settings to play. One thing we could try is to find a different static date that's a half moon or something. So its darker than it is now, but not totally pitch black. It's up to you guys though, someone make a thread if you want to get some discussion on it going.

Gamma doesn't work in any way when it's dark. Exept there is some light source like nearby lamp post or so (or moon in our case).
But in dark forest it's just getting extremely dark, and tuning up gamma will not help in any way. Only NVG/torch.
I may set up thread like this but I wouldn't like to see people leaving server because of this reason.
But maybe there's some chance if they stood that 1.8.1 zeds :P


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 Post subject: Re: Server Changelog
PostPosted: Fri Jun 06, 2014 5:16 pm 
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wojos1Artist wrote:
Gamma doesn't work in any way when it's dark. Exept there is some light source like nearby lamp post or so (or moon in our case).
But in dark forest it's just getting extremely dark, and tuning up gamma will not help in any way. Only NVG/torch.
I may set up thread like this but I wouldn't like to see people leaving server because of this reason.
But maybe there's some chance if they stood that 1.8.1 zeds :P


I think I remember R4z0r saying something about zed agro being very different at night in 1.8.2 so it could definitely be good for future


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 Post subject: Re: Server Changelog
PostPosted: Fri Jun 06, 2014 9:49 pm 
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Full moon nights is too bright really, the zeds seem to behave the same no matter how dark the night is so its just like a black and white day but much easier.


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 Post subject: Re: Server Changelog
PostPosted: Sat Jun 07, 2014 1:05 pm 
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I made that thread.


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 Post subject: Re: Server Changelog
PostPosted: Sat Jun 07, 2014 9:27 pm 
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Currently not a big fan of the disabled spawn selection, I'll try playing with it a bit more, but I dont like it atm :l

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 Post subject: Re: Server Changelog
PostPosted: Sun Jun 08, 2014 9:46 am 
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Same. What are the reasons for doing this? Game is difficult enough without having to spend ages trying to meet up with your friends.


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