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DayZ 1.7.7.1 is available on DayZ Commander now

 Post subject: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:19 pm 


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As the title says. You can download DayZ 1.7.7.1 on DayZ Commander now.

Seaweed is working on the server side of 1.7.7.1 so please give him some time. You will see it is password protected as he gets it up and running. Just be patient and you will be able to join normally.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:32 pm 
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Location: England

IGN: Jdog
Current Life: 0.0 hrs
Time Alive: 0.0 hrs
Humanity: 2,500
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 0
Zombies Killed: 0

I'm not a bandit!
whats the changelog for it has it got decreased infection rates?

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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:35 pm 
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IGN: Timmymachine109
Current Life: 0.5 hrs
Time Alive: 35.0 hrs
Humanity: 2,875
Rank: Neutral

Murders: 7
Bandit Kills: 5
Deaths: 24
Zombies Killed: 747

I'm not a bandit!
Yes it does :) Less chance for knockdown as well :) But you can get KO'd by zeds now!

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Manui Dat Cognitio Vires


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:52 pm 
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IGN: Mojoo
Current Life: 0.2 hrs
Time Alive: 0.6 hrs
Humanity: 2,500
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 2
Zombies Killed: 0

I'm not a bandit!
Sounds good, gonna check the changes after dinner.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:52 pm 


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Changelog:

* [FIXED] - Crashsite loot spawn fixed.
* [FIXED] - LOS should now reset correct.
* [FIXED] - Updated Chopper Repair system to include hull and missiles.
* [FIXED] - Blood transfusion should now work properly.
* [FIXED] - Zeds can knock you unconscious again.
* [FIXED] - Issue with built items not display properly over the network.
* [FIXED] - Changing clothes while in a gear menu of a pile/vehicle/tent will no longer crash your game.
* [FIXED] - Fixed duplication of mags via combining/converting and duplication of tents/built items.
* [FIXED] - 100% damaged vehicles do not respawn anymore.
* [FIXED] - Added check to make sure no one is within 30 meters of zed spawning.
* [FIXED] - Fixed bandit detection for kills and humanity changes.
* [FIXED] - Fixed an issue where you wouldn't be able to pick up any loot.
* [FIXED] - Fixed an issue where bandaging an other player wouldn't bandage them.
* [FIXED] - Added a range check to zed attacks, no more 5-10m hits. (We Hope)
* [FIXED] - Fixed issue where your player's body would be deleted if aborting too quickly.
* [FIXED] - Shadow LODs on soda cans.
* [FIXED] - Zeds full scale damage reverted to 100% was 50% in .7.

* [UPDATED] - Color saturation starts to fade out at blood level 9000
* [UPDATED] - Rest to provide a 1% chance to cure infection (Can only be done once every 5 mins)
* [UPDATED] - Zed will now attack again while prone with animation.
* [UPDATED] - Updated tackle animations to an actual stumble/trip animation for back, left and right of player (holding a pistol remains unchanged). Players hit from the front will be stopped in their tracks.
* [UPDATED] - Reported bike damage is divided by 10.
* [UPDATED] - Much quicker login/loading.
* [UPDATED] - More reliable loot spawns.
* [UPDATED] - Infection rates are much lower (based on #zeds attacking you) viral zeds have 4x greater infection rates
* [UPDATED] - player knockdown by zeds should be less common.
* [UPDATED] - SUV has been unbanned and readded under SUV_DZ Server admins must update there database.
* [UPDATED] - fishing_Boat speed update from 15 to 45.
* [UPDATED] - SQL files for private database users Included all hitpoints and inventory systems.
* [UPDATED] - Updated pMain to now include extra setting --execute="call pMain(serverinstance) example. --execute="call pMain(1) would spawn all vehicles for instance 1
* [UPDATED] - Zed Target system updated to include movement speed changes. above 10m = full speed, above 2.2m and below 10m = Approach speed, below 2.2 = Attack speed.
* [UPDATED] - Attack system updated to include LOS & Angle of attack checks as the animation is run to make sure player is only damaged/knockdown if they meet both conditions.
* [UPDATED] - RoadBlocks/Trash should now spawn quicker based on the current speed of the player.

Both removed so we can debug fps issues.

* [REMOVED] - Wild Zeds while we try to debug issues with FPS.
* [REMOVED] - Zeds will no longer spawn while in vehicles.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:54 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!
I just gave it a quick once over, working nicely server starts up much faster now. The vehicles have had to be reset.

Crash site loot is A LOT better in this patch from the ones I checked out (2 DMR's 1 M14 + RPK), we'll see how stable it is then hopefully I can start adding mods....


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:55 pm 


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looking good. will idle till i get home. cant fucking wait to get back into the server


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:56 pm 


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Seaweed wrote:
The vehicles have had to be reset.


FUCK! im all the way up north where i landed the plane!


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 5:56 pm 
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Posts: 18

IGN: Mojoo
Current Life: 0.2 hrs
Time Alive: 0.6 hrs
Humanity: 2,500
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 2
Zombies Killed: 0

I'm not a bandit!
Damn like the changes except the vehicle reset xD. Now me and my clan have to find new cars, we had 1 for each member meh


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 6:01 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!
Mojoo wrote:
Damn like the changes except the vehicle reset xD. Now me and my clan have to find new cars, we had 1 for each member meh


Yeah sorry about that, spent about 40 mins trying to work around it but it had to be done in the end.

I haven't spawned them all in at once but there will still be LOADS at spawn points right now...


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 6:02 pm 
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Posts: 18

IGN: Mojoo
Current Life: 0.2 hrs
Time Alive: 0.6 hrs
Humanity: 2,500
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 2
Zombies Killed: 0

I'm not a bandit!
Yeah no problem, already awesome that you fixed it


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 7:11 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!
http://opendayz.net/threads/dayzmod-v1- ... post-54396

THERE WILL BE BUGS

It still seems better than 1.7.7 but things will only get better once reality actually gets an update for this patch :)

I imagine the first updates for reality should come within a day or so...


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 8:13 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!
judging by the new loot tables antibiotics are still going to be hard to come by

Military
Hospital
MilitaryEast
MilitaryWest
Medical

Are the only tables currently containing them, the percentage looks too low in my eyes but we will see after a few days of play. Remember only the zombies with blood all over them should infect you now...


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Tue Jun 18, 2013 11:19 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!
Main server has been downgraded temporarily back to 1.7.6.1 database has been restored to pre-restart times

This was to fix the problems 1.7.7.1 brought with people being unable to login to the server at all (black screen) I believe these are only down to the lack of a reality update yet, and are nothing to do with the patch itself. Rather than going back to the broken 1.7.7 I know you all hate it was easier for me to just restore my old backup.

From the playtime I had with this new patch I think it will be a step in the right direction, and as soon as reality has been confirmed as stable again in my test server on 1.7.7.1 the main server will be restored to this. I will continue to try and get a namalsk server setup in the mean time too also but first I need a stable 1.7.7.1 server.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Fri Jun 21, 2013 6:27 pm 


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Hey all.
Seaweed possibility to have DOGS in server ?


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Fri Jun 21, 2013 9:52 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!
MaD | Fredrich wrote:
Hey all.
Seaweed possibility to have DOGS in server ?


Rocket gave up coding them on the mod for a reason....

He left all his code in and there are community made addons to add them and people made them "work" but it's extremely buggy. I tried them before and they were really buggy. I'm not aware of any updates to the code since I last tried it but I'll check it out if there has been and test it....


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Sun Jun 23, 2013 5:21 pm 


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Hey Seaweed.

I see the dogs on this server : 91.121.26.61:2312

Maybe now code is good.

I think dogs is an good idea for the server.

See you.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Sun Jun 23, 2013 5:25 pm 
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Site Admin
User avatar

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!
MaD | Fredrich wrote:
Hey Seaweed.

I see the dogs on this server : 91.121.26.61:2312

Maybe now code is good.

I think dogs is an good idea for the server.

See you.


Thanks I'll take a look at their mission pbo but I suspect its the same mod I tried before.


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Wed Jun 26, 2013 5:29 pm 


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Hey Seaweed, you have can see for dogs ?

See you


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Wed Jun 26, 2013 9:19 pm 
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Posts: 293

IGN: TooHighToFly
Current Life: 0.0 hrs
Time Alive: 452.6 hrs
Humanity: -134,510
Rank: Satan Himself

Murders: 92
Bandit Kills: 68
Deaths: 127
Zombies Killed: 2,957

I'm a bandit!
I think he wants dogs, guys. :D


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 Post subject: Re: DayZ 1.7.7.1 is available on DayZ Commander now
PostPosted: Thu Jun 27, 2013 9:36 am 
Offline
Site Admin
User avatar

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!
MaD | Fredrich wrote:
Hey Seaweed, you have can see for dogs ?

See you


Not yet mate, I've been busy making all the existing mods work on 1.7.7.1 before I start looking at new ones.


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