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DayZ Mod 1.8

 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 2:51 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!
Apologies for some of you as I know this will be confusing. I am not going to be using the 1.7.7.1 character database on the 1.8 server. There's several reasons for this, the primary one being I still have no clue when 1.8.1 is coming out. The longer it takes the more new players there are going to be messaging me confused and angry because their 1.8 characters are lost. Even once 1.8.1 is out I will probably still need a day or two to get my own loot tables working correctly. There are also a fair few guns and items which I would need to manually remove from characters on 7.7.1 before we could use them on 1.8.

Really this is by far the simplest solution so from the next server restart at 6pm I am going to take the 1.7.7.1 server down and switch the live database to being the 1.8 database. When I set the 1.8 server up I used all the old profiles, so no statistics will have been lost. I will still have the old tents and bases backed up and ready to move into the new server once basebuilding is active. Your character will be the one you have on the 1.8 server now. If you do have gear on there you wish to keep you have 2 hours in which you can take it off your character and store it in a tent.

No one has really been playing the old patch anyway, which is good and the opposite of the situation we had last patch. Again I'm sorry if some of you thought you were keeping your 7.7.1 characters it's just too much work for me and either way I do it people will be pissed. You can lose your life and all your gear to a glitch in this game in a second losing one character is not a huge loss in the grand scheme of things. I already got fully geared on 1.8 in only a few hours play, its not that hard especially with the current broken loot tables.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 3:42 pm 
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Posts: 1

IGN: Syd
Current Life: 5.7 hrs
Time Alive: 73.1 hrs
Humanity: -273
Rank: Bandit

Murders: 4
Bandit Kills: 49
Deaths: 29
Zombies Killed: 2,522

I'm a bandit!
i cant log onto the server 1. would rly like to save 1 or 2 things from there.


edit: k, server was stated 1.8 in my dayz comm 1.7 worked.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 3:59 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'm gonna wait until the 10pm restart to do the switch now, I have some things I would like to finish testing first.

Also I have fixed the broken night time in 1.8 :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 4:58 pm 
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Posts: 48

IGN: [SFG] infected elvis
Current Life: 0.1 hrs
Time Alive: 29.6 hrs
Humanity: 3,250
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 5
Zombies Killed: 263

I'm not a bandit!
Seaweed you need to work for bohemia and with standalone so far i know only 5 server fixing all issues with new patck all time and always your first and rest of server following you gj Seaweed


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 7:20 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!
Image

Good news everyone!

I have successfully implemented my own loot tables again, I also believe I have found the mistake the dayzmod team made which was causing loot to pretty much spawn on every single available loot point.

Fixing this caused a lot of unforseen problems loot wise as everything across the board became much rarer. I have done my best to correct these issues with some workarounds until a full fix is released by the dayzmod guys. From my testing the loot was far better than the old tables items were rarer across the board.

I have brought back my own custom loot tables for, military locations, crash sites, barracks, toilets and stary sobor. Once again people will need to travel North to have a chance of finding the best items.

No doubt there will be some problems with this new table it always takes some time and testing to get right and correctly balanced, all of your feedback will be appreciated as part of this. You can check the new table out after the next restart when I finish moving the server back to its old home and making the 1.8 database the "live" database.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 7:35 pm 
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Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
noice


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 9:06 pm 
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Posts: 44

IGN: [SFG] GeordieMarv
Current Life: 0.6 hrs
Time Alive: 33.2 hrs
Humanity: 2,500
Rank: Neutral

Murders: 3
Bandit Kills: 1
Deaths: 10
Zombies Killed: 130

I'm not a bandit!
Cool


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sun Sep 22, 2013 10:52 pm 
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Posts: 48

IGN: [SFG] infected elvis
Current Life: 0.1 hrs
Time Alive: 29.6 hrs
Humanity: 3,250
Rank: Neutral

Murders: 0
Bandit Kills: 0
Deaths: 5
Zombies Killed: 263

I'm not a bandit!
gj


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Mon Sep 23, 2013 8:50 am 
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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!
Not sure if the novelty of 1.8 has worn off for some people but I've never seen the server so empty since the IP change.

In case any more of you thought it was down the server has been up since 20 mins after the restart last night. The IP is:

144.76.72.235:2314


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Mon Sep 23, 2013 4:50 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!
There is a bug atm with the military loot table and some of the other tables, only items from the base loot table are spawning, meaning all the items you usually find on their own at a loot point. Things like magazines, food, bandages etc which are usually grouped in a loot pile are not spawning correctly. This also means no toilet paper in the toilets :(

I've been working on the problem since yesterday atm I believe its a bug with dayzmod itself and the new loot spawn system rather than my own loot table.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Mon Sep 23, 2013 5:51 pm 
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Posts: 30

IGN: [SFG] DKmintz
Current Life: 1.6 hrs
Time Alive: 28.3 hrs
Humanity: 2,500
Rank: Neutral

Murders: 1
Bandit Kills: 0
Deaths: 5
Zombies Killed: 128

I'm not a bandit!
Toilets are the place to be then.

In addition, the svd and svd camo do not let me ads, dont know if this is particular to me or not, but i swapped out to a dmr and it worked fine.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Mon Sep 23, 2013 5:55 pm 
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Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
There is a standard bug in 1.8 that fucks up the SVD, it is in the patchnotes for 1.8.1 but they still need to release it


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Mon Sep 23, 2013 10:24 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!
I have reverted to the default loot table whilst I continue to debug this problem with ammo etc my tables. There's still something strange with these too but the problem is not as pronounced. I have fixed the lootbias to a lower level so even though its default loot tables loot should still be less common.

These changes will be active after next restart.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Tue Sep 24, 2013 5:17 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!
Found this gem earlier in the code, looks like they haven't finished it yet but enough works that once I have my loot table working again I'll add them

Image

15 Weapons 35 Items, looks like you cant remove it when it's been built atm but I might be able to fix that. Should hopefully have them spawning in game very soon :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Wed Sep 25, 2013 8:10 am 
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Posts: 174

IGN: Bernard
Current Life: 1.1 hrs
Time Alive: 369.8 hrs
Humanity: -294,680
Rank: Satan Himself

Murders: 200
Bandit Kills: 118
Deaths: 170
Zombies Killed: 4,513

I'm a bandit!
Two-man tent, awesome.


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 26, 2013 7:06 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!
Basebuilding will be back after the 10pm restart, along with all the old bases and tents :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 26, 2013 7:12 pm 
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Posts: 18

IGN: B3ll
Current Life: 0.0 hrs
Time Alive: 238.8 hrs
Humanity: -85,577
Rank: Mass Murderer

Murders: 36
Bandit Kills: 36
Deaths: 91
Zombies Killed: 1,698

I'm a bandit!
What's happening with all the current tents and vehicles? Will the tents be removed and vehicles reset?


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 26, 2013 7:21 pm 
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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!
B3ll wrote:
What's happening with all the current tents and vehicles? Will the tents be removed and vehicles reset?


Vehicles will stay tents *should* also stay i'm working some SQL magic atm to make sure we can keep both old and current tents


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 26, 2013 7:26 pm 
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User avatar

Posts: 18

IGN: B3ll
Current Life: 0.0 hrs
Time Alive: 238.8 hrs
Humanity: -85,577
Rank: Mass Murderer

Murders: 36
Bandit Kills: 36
Deaths: 91
Zombies Killed: 1,698

I'm a bandit!
Okay, thanks :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 26, 2013 10:26 pm 
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!
There's a small bug from when I split the two databases from each other. Anyone who played on the 1.7.7.1 server and died since the 1.8 server was setup may have lost ownership of their basebuilding items.

I have manually corrected the majority of these but I'm sure a few will have slipped through so if you have an item you can't remove or a tent you can't pack (and you haven't died since before the server restart) message me so I can fix it :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Fri Sep 27, 2013 12:16 pm 
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Posts: 122

IGN: Investoren
Current Life: 0.0 hrs
Time Alive: 574.8 hrs
Humanity: -293,162
Rank: Satan Himself

Murders: 153
Bandit Kills: 92
Deaths: 234
Zombies Killed: 7,180

I'm a bandit!
Finally basebuilding is back! You're my hero SW! Any ETA on the hotfix, or is it allready released etc?

_________________
Always outnumbered, never outgunned!


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Fri Sep 27, 2013 12:36 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!
Investoren wrote:
Finally basebuilding is back! You're my hero SW! Any ETA on the hotfix, or is it allready released etc?


Word on the dayzmod forums was there's still a bug with humanity (the reason all kills are registering as bandit kills) and they are still working on a fix for it but people have been busy.

R4Z0R49 added me on skype and hopefully I am going to be able to help them test patches more before release so maybe we will have it soon :)


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Fri Sep 27, 2013 12:50 pm 
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User avatar

Posts: 122

IGN: Investoren
Current Life: 0.0 hrs
Time Alive: 574.8 hrs
Humanity: -293,162
Rank: Satan Himself

Murders: 153
Bandit Kills: 92
Deaths: 234
Zombies Killed: 7,180

I'm a bandit!
Sweet tits. Tried to find info about it on forum myself, couldnt find it tho. Will there be any nerf on zombie dmg, or the amount of zombies in an area and the amount of zombies spawning based on players in area etc., or is it like this it will be from now on?:)

_________________
Always outnumbered, never outgunned!


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Fri Sep 27, 2013 1:23 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!
Here's the changes for the 8.0.1 patch although I don't think they put everything in there http://dayzmod.com/forum/index.php?/top ... try1477052

Zombie damage is reduced by a third and there's a new system for attracting agro when you fire a gun, which should stop every single zombie within like 1km agroing whenever you shoot :lol:

Some more info on known bugs in this thread also http://dayzmod.com/forum/index.php?/top ... 18-update/


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 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Oct 05, 2013 3:56 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!
Everything from 1.8.0.1 is merged and ready to go, server will be patched and all mods will be active once the files are officially available.


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