Login |  Register |  FAQ
   

Steam Group

Teamspeak Server

Server Statistics

Facebook Page

Post new topic Reply to topic  [ 50 posts ]  Go to page 1, 2  Next

DayZ Mod 1.8

 Post subject: DayZ Mod 1.8
PostPosted: Wed Sep 18, 2013 10:30 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!
So 1.8 came out, and my first impressions of the patch are great. Performance is improved both on your client and on the server itself with faster load times etc. The zombies feel much better although they do a lot of damage, all in all its the best dayz patch I can remember in a long time.

Currently we have 2 servers the main server will stay on 1.7.7.1 until I have merged the majority of the server mods. There is also likely to be a hotfix to 1.8 over the next few days. I cannot give a timescale on how long all the modifications are going to take the incorporate.

I encourage you all to switch to the 1.8 server ASAP anyway. Your profiles have been transferred to there so you will keep your humanity etc. Within a week or so we will probably be back to one server on one patch. The more feedback and testing I get from people in the 1.8 server the faster this process will be.

144.76.72.235:2414


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Wed Sep 18, 2013 7:35 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!
Things coming to the 1.8 server after next restart

- Animated Crash sites
- Debug monitor - I switched the toggle key to ` because i kept taking accidental steam screenshots
- Server into
- Bury Bodies - Using the Etool rather than the shovel for now
- Strip Clothes

More coming soon :)


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Wed Sep 18, 2013 7:47 pm 
Offline

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!
Great work SW


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Wed Sep 18, 2013 8:19 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!
One more now after restart

- Custom Buildings Added


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 7:14 am 
Offline

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!
Hey man, can we see 1st person at least until the servers are merged?

Would be great to test run it


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 8:15 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!
I've enabled 1st person only from after next restart, I still want to see how the server does under load though as I modify things so if its not very full tonight I will probably change it back.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 8:35 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!
Spawn selection is currently enabled via a dll swap, its unsupported right now and could probably lead to new bugs so let me know if you guys have any issues.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 9:08 am 
Offline
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!
Good to have it while testing, but hopefully it aint gonna be enabled on our server, right?

_________________
Always outnumbered, never outgunned!


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 9:26 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!
Investoren wrote:
Good to have it while testing, but hopefully it aint gonna be enabled on our server, right?


I know its too unpopular to run full time, just going to run it for a day or so whilst I'm adding things unless the player count is really low tonight


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 10:34 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!
1st person only was very unpopular it seems, so its off. Like I've always said if we grow big enough I'll happily run a second server for 1st person only.

On the upside I have now finished merging most addons here's whats new

- Street Lights - Not that night time works properly yet but the lights are in there ready for when they do!
- Light towers
- Serverside Anti hacks
- Churches replaced
- Self Bloodbag - Same as before, only in hospitals


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 12:05 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!
Moved the debug key again to F2, also fixed no voice in sidechat


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 3:01 pm 
Offline

Posts: 14

IGN: TheZohan
Current Life: 2.3 hrs
Time Alive: 787.5 hrs
Humanity: -1,056
Rank: Bandit

Murders: 120
Bandit Kills: 108
Deaths: 198
Zombies Killed: 4,685

I'm a bandit!
Great work getting this stuff integrated so fast mate


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 3:03 pm 
Offline
User avatar

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!
Seaweed wrote:
Investoren wrote:
Good to have it while testing, but hopefully it aint gonna be enabled on our server, right?


I know its too unpopular to run full time, just going to run it for a day or so whilst I'm adding things unless the player count is really low tonight


Would be sweet to just have it enabled when the player count is below 7 or something. haha.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 4:42 pm 
Offline
User avatar

Posts: 16

IGN: Dampveivals
Current Life: 1.3 hrs
Time Alive: 716.8 hrs
Humanity: -462,507
Rank: Satan Himself

Murders: 257
Bandit Kills: 163
Deaths: 189
Zombies Killed: 11,977

I'm a bandit!
So will we lose all our shit? Tents, bases?

_________________
Always outnumbered, never outgunned!


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 5:22 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!
Dampveivals wrote:
So will we lose all our shit? Tents, bases?


1.8 server database will likely be wiped when I merge servers your 1.7.71 character will become your 1.8 character. I'm waiting on dayzmod to release their hotfix so I can begin work on my new loot table. Once I have my loot table in place the servers will be merged and all the characters will come across, tents and bases will come later when basebuilding is working.

Vehicles I will probably respawn but I guess I could use the vehicles that are already on the 1.8 server if people want. That way you can put stuff you want to keep in vehicles I guess. Thinking about it I can probably do the same thing with the 1.8 servers tents too.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 6:02 pm 
Offline
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!
Subquestion: do we only get the "main" base back, or will we get all our containers back?

_________________
Always outnumbered, never outgunned!


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Thu Sep 19, 2013 7:22 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!
Investoren wrote:
Subquestion: do we only get the "main" base back, or will we get all our containers back?


Should be bringing everything, all bases all tents


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Fri Sep 20, 2013 4:21 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!
If my loot table doesn't get people off the coast I will be turning this spawn selection crap off.

I'm astounded by the amount of cherno/elektro noobs we've had since it was enabled, with 40+ people online there are still less people up North than on the old server would have had with less than 10 people online.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 8:53 am 
Offline
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!
Seaweed wrote:
If my loot table doesn't get people off the coast I will be turning this spawn selection crap off.

I'm astounded by the amount of cherno/elektro noobs we've had since it was enabled, with 40+ people online there are still less people up North than on the old server would have had with less than 10 people online.



I can confirm that. MM has to move to the coast to even see players. Its boring, we are bored lol.
GTF up north and fight like a man!

Hopefully you dont have to turn it off. m14s in firestations are OP.

_________________
Always outnumbered, never outgunned!


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 11:09 am 
Offline

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!
SFG is also spending more time @ the coast than we EVER would.
This is simply (as investoren stated) because there is never more than a few players up North.

Go North, spend ages looking for people, then realise they've never left the bloody main cities...so we have to go look for people back on the coast.

It's like most of them don't realise that there is another 200 km2 above them! Since all these new people have turned up...it's turned into Cherno/Elektro deathmatch. Getting a bit boring tbh.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 12:43 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!
I recommend Berizino if you guys want to get some action and want to avoid the usual coastal repetitive bullshit. I've never seen so many players in Berizino since the spawn selection, have also seen a lot of them heading to NEAF.

Personally I don't understand it, I got bored of fighting fresh spawns in Cherno/Elektro after maybe 1 month of playing this mod. I really don't understand people who still like to lay prone on a firestation roof all night using third person. With elektro people are always camping in the same places.

Razors loot tables are getting better, I compared his to mine last night and there's only a few firestation items I would remove (M14 and 24 slot backpacks), however the amount of trash loot being dropped is too low. I tried my own table last night but had some weird issues due to the new loot spawning system. I will keep working on it this weekend.

I think a lot of the players we have been getting are solo guys too and it tends to be squads who will journey North and put up a good fight hopefully over time we can attract some new squads to the server too. At the moment I think a lot of the logins are just people playing to test the new patches features.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 12:54 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!
.8.1 patch notes are looking good as I suspected the loot spawn system isn't working as intended at the moment

http://dayzmod.com/forum/index.php?/top ... -changlog/


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 9:49 pm 
Offline

Posts: 92

IGN: Sirus
Current Life: 0.5 hrs
Time Alive: 741.8 hrs
Humanity: 3,870
Rank: Neutral

Murders: 133
Bandit Kills: 60
Deaths: 333
Zombies Killed: 3,965

I'm not a bandit!
one of the major things for getting people up north is the loot up there. So many times you just find smoke or chem lights it's difficult to keep it balanced i know. Maybe fill the airfields with loads of custom buildings for players to spend half an hour finding stuff then dying :) Just thinking it might draw players away from the coast.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 10:23 pm 
Offline
User avatar

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!
sirus wrote:
one of the major things for getting people up north is the loot up there. So many times you just find smoke or chem lights it's difficult to keep it balanced i know. Maybe fill the airfields with loads of custom buildings for players to spend half an hour finding stuff then dying :) Just thinking it might draw players away from the coast.


NWAF 2.0.
I dig it.


Top
 Profile  
 
 Post subject: Re: DayZ Mod 1.8
PostPosted: Sat Sep 21, 2013 11:44 pm 
Offline
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!
Game is kinda dependant on who, and what goals the player itself have.

The example; A new player loot up on the coast for basic loot, then travels north, and gets shot obviously - cuz MM, SFG and Eby with his choppers is up there hunting. He has to start all over again on the coast. When that happens several times, the player might drop from the server... If he does, hes a noob, and its fine that he leaves the server. A true gamer continues, and learns from his mistakes :)

Lonewolfing is hard on our server, it is. Guess we have to encourage more people to squad up, and work together. And advertise more on different forums (reddit) to encourage allready stablished squads to join our server.

NWAF 2.0 seems awesome tho :D

_________________
Always outnumbered, never outgunned!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 50 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Board index » Announcements » Announcements
cron

© 2012 - 2013 ZeroSurvival.net