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DayZ Mod 1.8
http://zerosurvival.net/forum/viewtopic.php?f=2&t=675
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Author:  Seaweed [ Wed Sep 18, 2013 10:30 am ]
Post subject:  DayZ Mod 1.8

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

Author:  Seaweed [ Wed Sep 18, 2013 7:35 pm ]
Post subject:  Re: DayZ Mod 1.8

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 :)

Author:  GeordieMarv [ Wed Sep 18, 2013 7:47 pm ]
Post subject:  Re: DayZ Mod 1.8

Great work SW

Author:  Seaweed [ Wed Sep 18, 2013 8:19 pm ]
Post subject:  Re: DayZ Mod 1.8

One more now after restart

- Custom Buildings Added

Author:  DKmintz [ Thu Sep 19, 2013 7:14 am ]
Post subject:  Re: DayZ Mod 1.8

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

Would be great to test run it

Author:  Seaweed [ Thu Sep 19, 2013 8:15 am ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Seaweed [ Thu Sep 19, 2013 8:35 am ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Investoren [ Thu Sep 19, 2013 9:08 am ]
Post subject:  Re: DayZ Mod 1.8

Good to have it while testing, but hopefully it aint gonna be enabled on our server, right?

Author:  Seaweed [ Thu Sep 19, 2013 9:26 am ]
Post subject:  Re: DayZ Mod 1.8

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

Author:  Seaweed [ Thu Sep 19, 2013 10:34 am ]
Post subject:  Re: DayZ Mod 1.8

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

Author:  Seaweed [ Thu Sep 19, 2013 12:05 pm ]
Post subject:  Re: DayZ Mod 1.8

Moved the debug key again to F2, also fixed no voice in sidechat

Author:  TheZohan [ Thu Sep 19, 2013 3:01 pm ]
Post subject:  Re: DayZ Mod 1.8

Great work getting this stuff integrated so fast mate

Author:  tomisafish [ Thu Sep 19, 2013 3:03 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Dampveivals [ Thu Sep 19, 2013 4:42 pm ]
Post subject:  Re: DayZ Mod 1.8

So will we lose all our shit? Tents, bases?

Author:  Seaweed [ Thu Sep 19, 2013 5:22 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Investoren [ Thu Sep 19, 2013 6:02 pm ]
Post subject:  Re: DayZ Mod 1.8

Subquestion: do we only get the "main" base back, or will we get all our containers back?

Author:  Seaweed [ Thu Sep 19, 2013 7:22 pm ]
Post subject:  Re: DayZ Mod 1.8

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

Author:  Seaweed [ Fri Sep 20, 2013 4:21 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Investoren [ Sat Sep 21, 2013 8:53 am ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  GeordieMarv [ Sat Sep 21, 2013 11:09 am ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Seaweed [ Sat Sep 21, 2013 12:43 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Seaweed [ Sat Sep 21, 2013 12:54 pm ]
Post subject:  Re: DayZ Mod 1.8

.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/

Author:  sirus [ Sat Sep 21, 2013 9:49 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  tomisafish [ Sat Sep 21, 2013 10:23 pm ]
Post subject:  Re: DayZ Mod 1.8

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.

Author:  Investoren [ Sat Sep 21, 2013 11:44 pm ]
Post subject:  Re: DayZ Mod 1.8

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

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