Beiträge von Adebar

    Hallo erstmal,


    also Wipe NEIN, das ist meiner Erfahrung nach bei solchen Updates nicht notwendig. Was aber nicht heißen soll, dass es mit unter nicht schaden kann einen Wipe zu machen. Den macht man ihn nicht und es kommen warum auch immer Fehler auf und man muss es machen, dann ist es schade um den erspielten fortschritt.


    Bezüglich Mod, da gibt es zwei Seiten halt. Normale Mods und Overhaul Mods.

    -Normale Mods wie Stack Size Increase usw kann man benutzen man sollte sich aber Bewusstsein, dass es zu Crashes kommen kann.

    -Overhaul Mods wie Darnessfalls zb da muss man leider abwarten bis die Modder alles auf die neuste Version geupdatet haben.

    Official Alpha 19.5 Stable Release Notes


    Added

    • First version of Twitch Integration.
    • What it holds for you guys:
    • Voxel mesh pooling
    • Chunk decal and model dither fading
    • Distant terrain decreases mesh detail when farther
    • gfx dtmaxlod console command
    • Allow selection of steering mode on controllers by pressing DPad down

    Changed

    • FindTagInChilds does not make garbage
    • Improved Show Stability colors
    • Distant POIs to use a shared material
    • Improved chunk LOD update
    • Optimized chunk object handling and frame timings
    • Optimized terrain mesh generation
    • Optimized terrain control textures to not update with every mesh update
    • Optimized distant terrain tile size
    • Optimized VoxelMesh AddMesh
    • Optimized distant terrain render order

    Fixed

    • Zfighting at barn_02 (window/loot container)
    • Dedi servers fail to update bedroll locations after pickup
    • Block previews have differences in shading at night
    • Block preview for normal blocks leaking a mesh on each update
    • ItemClassBlock CreateMesh having to destroy unneeded colliders
    • Empty voxel meshes were being created
    • Distant POI mesh and material leaks
    • Distant POIs could load and leak extra invisible objects
    • Chunk LOD update not using XZ center for distance

    Quelle: https://community.7daystodie.c…-integration-goes-stable/

    A19.4 Highlights are:

    • Fat Hawaiian HD makes his debut in A19
    • A new ambient sound system with new content
    • The fix for the bed shared by everyone, at least nobody had to freeze!
    • The long awaited fix for AP rounds
    • A command to disable cursor snapping when using the gamepad, see if you like it!


    Added

    • New ambient sound system and content
    • Add focused block to DebugShot
    • Command line argument "-disablecursorsnapping" to disable cursor snapping when using gamepad

    Changed

    • Disabled Christmas themed loot items
    • Enabled new skin for fat zombie
    • Store electronics_01 chest is now unlocked

    Fixed

    • Falling Debris Entities Cause Rapid Damage during Fall-Duration
    • AP rounds not working as expected
    • Explosions on a bed changes everyones spawnpoint to that bed
    • Many of the ground textures are flickering
    • Removed remnant blocks in business_old_06
    • Writable Storage Box does not have label on bottom side
    • Block palletBrownBoxesTile has an intact bottom cap
    • Imposter for business_old_06 is now properly updated
    • NRE when interacting with junk sledge or turret spawned from debugmenu no longer occurs
    • Previous Tab / Next Tab keys does now work while in vehicle
    • Gamepad now steers exclusively with the left thumb stick
    • Achievement for broken leg now triggers
    • Updated item names to support achievement

    Quelle: https://community.7daystodie.com/topic/23828-a194-stable/

    Wichtiger Hinweis, der Moddb link leitet euch zur Veralteten Version von Anomaly, die neuste Version rc23 wurde vor 2 tagen veröffentlicht


    Hier der Changelog für rc 23: https://pastebin.com/NBdMMvar


    https://ap-pro.ru/forums/topic…omaly-15-pre-release-obt/


    ladet euch die Version rc19 runter, sind etwa 10gb. Danach müsst ihr nur noch auf Version rc 21.22.23 updaten was nochmal rund 6gb sind.


    Hier der Download link: https://drive.google.com/file/…NeinwOIKsVhxl28RRCOY/view


    rc 21 https://drive.google.com/file/…86yExMaHYC77o6siuaHi/edit


    rc 22 https://drive.google.com/file/…DO2B4WI_AzhsEgiI2LCB/view


    rc 23 https://drive.google.com/file/…RrRgx4Rm4sKw1x4iOjpU/view


    Ihr könnt auch bei rc 22 bleiben und euch ne Mod für die Mod runterlanden.


    https://www.moddb.com/mods/nzk…ir-revolutionnzkmod30-mod sind auch knapp 10gb und diese einfach in rc22 rein kopieren.

    Zweites Update für Namalsk:


    Update: 16. Dez.

    Added: barrel fireplace into Vorkuta church

    Tweaked: lowered main menu music volume

    Fixed: gate placement in compound north of Lubjansk area

    Fixed: brensk bridge train crossing

    Fixed: dry toilet placement in Tara sawmill

    Fixed: green guard tower placement at BK-T08

    Fixed: several deerstands that were non climb-able

    Fixed: fire barrel position in Sebjan mine

    Fixed: floating stone next to BK-L02

    Fixed: camera clipping issues in athena resarch institute side office building stair case

    Fixed: camera clipping issues in Athena 2 surface buildings

    Fixed: camera clipping on the roof of the Seraja military base main building

    Fixed: camera clipping issues in a1 underground

    Fixed: it was possible to get stuck next to A1 entrance

    Alpha 19.3 Stable is out!


    TFP wishes every single one of you Merry Christmas and a great start into 2021!


    Added

    • Network layer encryption
    • Connection rate limit
    • More feedback on clients on why they are not allowed to connect
    • Message on the client when they got disconnected because the server is shutting down
    • Wandering horde zombies are not alert, so stealth attacks work on them
    • Wandering horde 1 second delay between spawns

    Changed

    • Replaced static NetPackage list with runtime dynamically assigned IDs for more flexibility
    • Deleted old player StealthScreenOverlay and goggle eyed effects
    • Improved supply plane drawing
    • Optimized MinEvents finding of tranforms
    • Optimized MinEvent ActionRemoveParticleEffectFromEntity
    • Enabled Christmas themed loot items

    Fixed

    • Can't target, shoot or repair through Molotov Effects
    • Set player made door stability support to false to prevent AI exploitable building
    • Console command "water" hidden by console command "thirsty"
    • DecoManager large FPS drops when saving to a slow drive
    • DecoManager written log always having a count of 0 and added duration
    • ZombieOldTimer has no flame particles
    • Weighted Head can Still go into Machete/Knife/Bone Knife
    • Using admin/whitelist/ban on users with special characters in their name breaks the serveradmin.xml
    • ItemActionQuest now respects the current toolbelt size
    • Large localization mods breaking client connects


    Quelle: https://community.7daystodie.c…c/22970-alpha-193-stable/

    Hier mal 3 Screenshots die ich während meiner Runde gemacht habe.


    https://steamcommunity.com/sha…iledetails/?id=2307727457

    https://steamcommunity.com/sha…iledetails/?id=2307728751

    https://steamcommunity.com/sha…iledetails/?id=2307728259


    Lootspawn klappt soweit ich das beurteilen kann.

    Trinken ist nun gefroren.

    Spawnpunkt ist Nordöstlich oben auf der Map. Bin bis kurz nach dem Übergang zu Oldhospital gekommen

    Sound ist der hammer vorallem mit den Knatschenden Bäumen.

    Map ist nun im Steam Wokshop für alle verfügbar.


    Namalsk Island:


    https://steamcommunity.com/sha…iledetails/?id=2289456201


    FEATURES ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
    -Unique atmosphere - Experience complete visual overhaul of a legendary island, which has captured imagination of thousands across the globe. This iteration of Namalsk brings a major audio-visual overhaul to all the parts of the map.

    -Environment sounds and visual effects - Custom ambient backdrop alongside particle effects for various places to enhance the immersion.

    -Hundreds of custom assets - An unique look of the map is guaranteed by a rich library of over 400 models, tailored to fit the abandoned post-Soviet era environment.

    -Abandoned city of Vorkuta - Explore this vast Pripyat-like city, built on the northern side of Namalsk. Home to many, now a refuge for any Namalsk survivor out there.

    -Abandoned military and industrial installations - Explore number of abandoned installations, including uranium mine, research institute, hospital and number of military bases.

    -Underground locations - Explore a pitch black underground locations such as well known 6-floor Athena-2 underground laboratory or a railway tunnel.

    -Vast sea ice - Broken up sea ice around northern half of the map with hidden secrets such as an abandoned nuclear submarine.

    -Built for survival - Bone chilling visuals of Namalsk are meant to be played with a proper survival experience. It is recommended to use this mod together with the Namalsk Survival pack.



    Namalsk Survival:


    https://steamcommunity.com/sha…iledetails/?id=2289461232


    FEATURES ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
    -Random events - Unpredictable nature of dynamic events such as blizzards or EVR storms will ensure that no day will be the same on Namalsk.

    -Frostbite - Exposing body parts over longer periods of time can lead to a permanent injuries to survivors.

    -Frozen water and food - Additional steps required when preparing resources found in the environment.

    -Cold resistance soft skill - Staying alive increases the resistance against the cold over-time.

    -New items - New Gorka, Sumrak and Yeger camouflage, all with a brand new hoodie parts. The good old Down Jacket and plenty of new colour variants for vests, ghillies, backpacks and more.

    -Loot scarcity and choke points - Carefully designed high risk high reward Central Economy setups (Hardcore and Regular options) with survivor movement kept in mind.

    -Dynamic ambient soundtrack - Triggering selected custom-made tracks from based on the time of the day and current location.

    -Multiple terrain compatibility - While designed to be working primarily with Namalsk Island, this pack can be used with various other community-made terrains, which are focused on cold survival.

    Game Sense Features include (default settings):

    • Time Progression: F1-F12
    • Ammo: 1-0
    • Health: Q-P
    • Bloodmoon Warning: A-L
    • Visibility Meter: CTRL – ~
    • Tool / Weapon Durability: Num – –
    • Player Facing Direction: numpad 1-9
    • Bleeding: Del-Pause
    • Being Hit: Mouse
    • Duke Amount: Display

    Changelog A19.2 b3


    Added

    • Console command “ai pathgrid”
    • Console command “gfx dti” to set distant terrain instancing
    • Console command “gfx dtpix” to set distant terrain pixel error
    • Trees are set to consistent LOD transition values by code
    • Support for Steel Series SDK
    • We also updated to a new version of microsplat, improving performance.

    Changed

    • Renamed console command “ai path” to “ai pathlines”
    • Optimized path grid move buffer copy
    • Optimized path grid block checks and misc
    • Reduced the effect of High and Ultra Object Quality settings
    • Deleted WaterDepthRecorder that reduced FPS a bit
    • Updated terrain shaders
    • Improved terrain shader settings for better performance
    • Prefab editor to use same tree LOD bias as game
    • Our custom speed tree shader to Alpha Test queue

    Fixed

    • Trees are not rotated correctly on the diagonal directions
    • Desert terrain normal textures not set as normals
    • FirMed01 tree popping in oddly
    • Two trees not instancing
    • 8 block entities not instance rendering
    • You could see under the water plane when camera was close to it
    • Unlit explosives can explode in hand after throwing a lit one
    • Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point.

    Quelle: https://community.7daystodie.com/topic/22234-a192-stable/

    Alpha 19.1 Official Release Notes


    Added

    • Player side stepping while on ladders
    • Players falling onto ladders will be slowed until they reach a reasonable speed to attach
    • Support defining POI zones in Prefab Editor
    • Set entity rigid body drag to .25 when spawned with 0
    • Death ragdoll physics set max velocities lower
    • 20 Slot Toolbelt for Prefab Editor
    • New Stripper, Utility, and Business zombies

    Changed

    • Improved AI ladder use
    • Ladder type blocks to only be climbable when vertical
    • Increased player horizontal move speed on ladders and running boosts
    • Jumping conflicts with starting to climb a ladder
    • Console command replies on the Windows Dedicated Server terminal window same green as regular console output now
    • Loot window of writable storage box shows custom text if assigned
    • Reduced zombie flesh physics bounce and increased fat bounce
    • Increased toolbelt size to 10 slots
    • Increased value of cigars
    • Reenabled docks_02 in Navezgane

    Fixed

    • Switch lights do not seem to be working when they are placed.
    • Switches that are turned on will be white when logging back into the game
    • Fixed light source on player industrial light
    • First person hand animation for block placing is faster and doesn't de sync with fast placed blocks
    • Stone axe abledo brightness
    • Trees are invisible from one side and not the other
    • Object quality diminishes world object render distance too far
    • Cops and Radiated Cops aim poorly (Increased vomit radius)
    • Soldier zombie only shows head on fire
    • Goldenrod seed uses full grown stage ghost when planting (and similar drawing bugs in other plants)
    • Block placement would start rotated for certain blocks
    • Broken glass looked white when holding
    • AI jumping at you thinking the path to you was unreachable if you had moved
    • AI could not jump while on a ladder
    • AI obstacle check was disabled on ladder if not climbing
    • AI pathing not making horizontal ladder connections
    • AI pathing making unneeded inside drop connections
    • "house_modern_03" has zombie trapped in tub if/when spawned
    • Trader hughes poi has missing beam
    • Terrain AirPocket in cave_04
    • House_old_victorian_10 fire place paint looks out of place
    • Player jumping to a ladder block after having used a ladder would not attach unless jump was still pressed after entering the ladder block
    • Player or AI moving down from air to a ladder would fall 1m
    • Player moving down to ground while in a ladder block would keep you attached (slow)
    • Holding jump after attaching to a ladder slowly slides you down
    • Player does not use stamina when bunny hopping
    • Ladder rung above hay bale negates hay bale protection
    • Water makes moving dots effect
    • HUD timers overlap icons with local language changes
    • Prefab Editor nullref when toggling 'Show Stability Glue'
    • "ERR Prefab loading failed" when clients join a world with a custom POI
    • Toolbelt only remembers one slot per item type to return to (e.g. multiple spears)
    • Controller unable to select player profile character
    • onSelfEquip event consistency issues
    • Harvest animation plays when out of range to harvest
    • Healing other player is not working
    • Food animation speeds up after firing any weapon
    • Deployed robotic sledge animation doesn't have firing sound(s) for clients
    • Deployed robotic sledge animation doesn't fire correctly for clients
    • AP rounds not working as expected
    • Robotic sledge placement can be rotated using reload key during placement process
    • Junk Sledge dupe on 2 player pickup
    • Auto turret and traps use mod of item held in hand. ie. burning shaft mod
    • Spawning in a trader with ctrl num* causes nre
    • Error if anim pause (ctrl num*) enabled when placing robotic turrets
    • Dynamic resolution causes Z selection box issues
    • Floating crawler stumble
    • Zombies fall through floor/world when jumping over metalRailing blocks
    • Knocked down Fat Cops play a weird ragdoll
    • Bear corpse harvest ragdoll is excessive
    • Bear ragdoll hips could keep moving and improved impact handling
    • Lab and Hazmat zombie show no fire when burning
    • Robotic Turret freezing game when shooting a block and having 0 BlockPenetrationFactor


    Quelle: https://7daystodie.com/alpha-19-1-stable-is-out/

    Kleiner Nachtrag: In ein paar tagen, werden wir wohl ein neues Update zu Alpha 19 bekommen.


    Hier die Experimental Patch Notes zu 19.1 b4


    https://community.7daystodie.c…b=comments#comment-396357


    Quelle: https://steamcommunity.com/app…ns/0/4712410385450704849/


    Hey guys!

    Small correction patch coming up!


    Changelog b5-b8


    Added

    • Ambulance, Mopower and working stiff service trucks


    Changed

    • Removed simple rotations from POI decoration hubcapNoMine

    Fixed

    • Toolbelt slots 9&10 do not have localization
    • Exchanged Feral Hawaiian with old model

    am Airfield in Krasno, spawnen auch welche! [zumindest auf dem GDZ Survival]

    Dann hat gute Urs wohl dort einen Spawnpunkt gesetzt. Und nach aussage der Modder, arbeiten sie auch an AI Missionen. Die wird aber wohl noch dauern, da Bohemia so Intelligent war die AI aus der Enfusion Engine zu entfernen. Es gibt zwar Server mit Missionen dort sind aber nur Zombies zur Zeit.

    Nabend erstmal, habe nun 1-2 Infos für euch zur Expansion Mod, in der Entwicklung ist die Mod seit knapp 1.5 Jahren und muss sagen die Mod recht nett, vorallem die veränderungen an der Map so das Straßen nun bewachsen sind z.B.


    Wieviele Helis z.B aufeinmal spawnen können, kann ich nichts zu sagen, ich kann euch aber verraten das insgesamt 6 spawnpunkte momentan gibt ( und einer der mit 1.0.8 dazu kommt). Soweit ich es aber mit bekommen habe, kann man auch Custom spawnpunkte auf der Map setzen.


    Die spawnpunkte sind nach aussage der Modder:


    Prison Island

    Balota

    3 spawnpunkte auf dem NWA

    Tisy

    Jetzt ist es soweit und am 29.04 wurde DayZ Epoch v1.0.7 veröffentlicht, alles was ihr zur Mod wissen möchtet findet ihr hier: http://epochmod.com/a2dayzepoch.php


    download client: https://drive.google.com/file/…11vsxJNR0PjYmkSv36YK/view


    download server: https://drive.google.com/file/…e4NZgHK76k_CaY1jOUP2/view pw nach dem entpacken 123456



    Patchnotes für DayZ Epoch 1.0.7


    https://github.com/EpochModTea…/CHANGE%20LOG%201.0.7.txt


    Hier noch ein Video zum neuen Wettersystem mit DayZ Epoch 1.0.7




    Hier eine kleine Showcase:


    Added

    • Dyes on junk turrets now display the color when placed on the ground
    • Debugshot command now also reports perks, books, and schematics for forum reporting and testing (creates .csv file in screenshot folder)
    • Toggling of local player ignored by AI using left shift+keypad* key
    • Spectator Mode for admins. Use “sm” command in console
    • Rotate back is assigned to tapping “Reload”

    Changed

    • Changing time with commands or time slider now recalculates the blood moon day
    • Rebind “Accelerate” and “Reverse” to trigger buttons
    • Bind horn to D-Pad Right
    • Localization now includes community feedback

    Fixed

    • Drunken Disorderly now also works with moonshine
    • Microwave collision box was corrected
    • Bottom face of Control Panel Base 07 is no longer see through
    • Hat mods no longer have hair poking through the helmet
    • Handy Man steam achievement now works with new multishape frame block.
    • Claim blocks now properly protect against explosives again
    • Better Barter no longer allows better prices at vending machines
    • Intimidation with a 44 Magnum no longer works on vending machines
    • Waypoints not on the screen no longer activate when moving the mouse over the screen
    • Cheating XP by spamming the action key with books on the toolbelt is now prevented
    • Loose board traps successfully destroy now when damaged
    • Player clothing is properly removed with drop on death
    • Ramp shapes no longer delete faces to allow exploits
    • BurntWoodBlock4 no longer disappears when a block is placed under it
    • Dirt and topsoil now use the same mats for the same craft time
    • The wooden chair uses its proper texture again
    • Loose board blocks now show a block when falling
    • Tar paper (ID 148) can now be picked from the paint menu
    • Only single players can interact with spotlights and turrets
    • Forges no longer slow down the game
    • No more crashes caused by the electric fence
    • Warning spam by electric fence wiring is also fixed now
    • Junk turret hits and kills do not trigger perk bonuses while holding related weapon anymore
    • Junk Turret also respects party members that are not allies
    • Offsets on some multiblocks were corrected
    • “Invisible” from Debug Menu and Invisible hotkey now properly do what is expected

    Fixes for Localization

    • Initial saving of a new prefab is properly localized now
    • Localized distance and coordinate designations
    • Tooltip names of items will no longer be displayed off screen
    • UI label sizes fixed to fit visual layout (skill dialogs)
    • Quest Chain Rewards “NONE” is localized
    • “Required” for campfire and forge recipes is now localized
    • Batter Up Vol 7 name and description are correct again
    • Loading screen before main menu is now localized