0.42c Bugs Updated...

classic Classic list List threaded Threaded
15 messages Options
Reply | Threaded
Open this post in threaded view
|

0.42c Bugs Updated...

luke
This post was updated on .
Issues so far:

1. logged in starving when spawning on one occasion. (Rare)

2. Hearing loss does not restore with food, but color does (ongoing game issue).
    (can sometimes be fixed by relogging, or using a blood bag)

3. Ui error springs up when you right click to eat/use/drop something the first time, then doesnt appear again till you reload/start a new game/save (ongoing game issue). 

4. Time cheat does not work anymore i get "setTime.sgf not found" error.

5. Hueys/wrecks sometimes spawn inside/near buildings (applies to 42b/c) which can prevent them from taking off/being looted...

6. Bandits have stopped appearing in both towns, they appear initially but after several saves, restarts or reloading of game, the spawns seem to have stopped.

7. Survivors from churches seem to run out of ammo, can I give them ammo? (so not sure is this bug?)

8. Crashing a vehicle can cause you to lose the vehicle, and be unconcious and be able to move despite the hourglass, although you bleed to death as well. (bug in game or mod I do not know). This appears to mess up the hud, as the bleed icon does not return.

9. HUD seems to flash on and off at times...

10. No bandit messages appear anymore (could this be point 9 related?)

11. Entering a church can still grant between 1-3 survivor group spawns of 2 each.

12. Users report not being able to use/pickup backpacks sometimes.

13. Bodies can spawn in walls, or not be available for looting due to being in the ground (not buried...)

14. Survivors on the map (not the church ones), seem to just stand/lie about.

15. Snipers appear with shotguns, (just added 22/10/2012)

16. PBX boats spawn to far inland to be useable.

17. Sometimes you spawn with headphones on your head, like your on vacation.
Can be switched out by DayZ_SP helpful fix, or if your on your initial first spawn, restarting a new game can sometimes fix this, (its random what you get at the start of the game) or using the support call add on to switch to another skin.

18. Occasionally and I mean very occasionally you can spawn being stuck in 1st person...
This is a temporary bug and should automatically take you back to the loading screen and rectify itself given a few seconds and return you into the game again.

19. Occasionally users report no vehicles spawning, or too many vehicles spawning en masse, however the mass spawning appears to be very rare.

Will keep playing, I am using the latest 1.7.2.6RL files, with the 0.42c with genuine arma/co patched to current.

Update 24/10/2012: with a new modified version being tested thanks to Dayz_SP I will be moving off this list as some of the issues have been corrected in the unofficial version that deals with the AI changes. Im sure Kodabar/Unknown now have enough informaion about any current bugs in the 0.42c that they may implement in future updates. If new bugs do show up and are replicated/confirmed by someone else, I will continue to add them here, until the next version comes out. (if there is a next one???)
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

Above
Administrator
About bandit messages not appearing. I think he removed it because it ruins the mod.
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
Well yeah, but the hud still flashes, hence why i say is that point 10 related?
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

fedus_87
Administrator
In reply to this post by luke
2. Hearing loss does not restore with food, but color does (ongoing issue).

hearing loss is only restored over time it has never been restored by healing or eating of any kind its just random and always has been ever since i started playing dayz and not just SP i have played countless hours online aswell since around late may/early june

3. Ui error springs up when you right click to eat/use/drop something the first time, then doesnt appear again till you reload/start a new game/save (ongoing issue)

this is a result of the last set of updates for dayz itself its nothing to do with this particular mod

Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
2. Hearing loss does not restore with food, but color does (ongoing issue).

hearing loss is only restored over time it has never been restored by healing or eating of any kind its just random and always has been ever since i started playing dayz and not just SP i have played countless hours online aswell since around late may/early june

Noted: but for me it never came back, hence why I listed it under bug, but ill reverify it again, and move it to ongoing game issue...


3. Ui error springs up when you right click to eat/use/drop something the first time, then doesnt appear again till you reload/start a new game/save (ongoing issue)

this is a result of the last set of updates for dayz itself its nothing to do with this particular mod

Noted: hence the words ongoing issue, ill amend it to ongoing game issue instead to seperate it...
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

Above
Administrator
Sorry for late response, but "Well yeah, but the hud still flashes, hence why i say is that point 10 related? "
that never happened to me. :o

And about your hearing dissapearing, that happened to me too, on 042c. However this happens on multiplayer too sometimes, and the solution is relog. However, seeing as this is SP, I got no clue how to solve it.
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
I did relog, but like i said, it never came back hehe, so i moved it to ongaming game issue...

Ill add the possible fix "relog" to the list though...
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

zedhunter
In reply to this post by luke
Regarding giving ammo to survivors, you need to explore the command interface to solve this problem. It's defaulted to the "`" key for all team members, "F2" for man 2, etc. You can order your team members to pick up nearby objects, Gear on nearby corpse, take a backpack, and many other things. By default, this is bound to the "6" key when a man is selected. Once he has a backpack on, you can stick ammo into it then use the Gear command in the Units portion of the map screen.

It's actually quite fun to kit out your men, and I am working on code to make playing with fellow AI survivors a lot more fun. I hope it sees the light of day. My biggest problem is that I write something fun and end up playing all night :P
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
Thanks for the response, I completely forgot about the gear screen, and the other commands, I recently found out you could heal at a hospital tent using the commands menu with the survivor group, it points you to a medical camp with a waypoint and once you get inside it changes to a star, then you can heal from the command menu.

Since I avoided the survivors due to the bugs, and them not being able to fire, I did not explore these options as they were not much help until dayz_sp and others came along and adjusted the AI on survivors

Thank you for the additional info...

Funny thing is, I bought this game to play Dayz and Arma 2/CO and yet have only played one mission on each since getting Dayz, multiplayer is fine, but the hacking has put me off going back till the standalone comes out. It was literally every server every night, all we were getting is "Get out" "Get out" calls as we watched all our teamates being artillery bombed by hackers. I actually managed to escape and log out, but I gave up on the multiplayer due to all the satchel/artillery/battleship/exploding/teleporting into ocean hackers.
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

zedhunter
Yeah, the medical tent thing is not terribly useful in DayZ. It's kind of funny, when you have a busted leg and you use the menu to say you're wounded, and he just points out where the medical tent is as if to say "Feel free to crawl to the hospital, Captain!"

Just about any problem in DayZ can be fixed, but my main problems are 1. there too many things I want to fix/add, 2. getting to a comfortable place where unknown and I can work on the same codebase is hard, and 3. when I make a fun change, I just want to play the game because it's so fun!

I made some great survivor AI enhancements/fixes, but trying them was so fun, I ended up playing all night. Me and my AI buddy are using axes/crossbows only (haven't found silenced weapons yet), playing in pitch dark with no NVGs (the turned on street lights are AWESOME!), we fixed up a moto and almost done with an offroad, then we're headed up north to find some silenced weaps. Making progress is hard when you are having so much fun.

I am working on adding a lot more randomness and personality types and things to do to DayZ SP. unknown's mod is great, and I am happy to help with it; maybe my changes will coalesce and find a home in the mod, or somewhere. I feel guilty for screwing around with my changes more than I should, but I can't help it.
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

zedhunter
In reply to this post by Above
To elucidate on this hearing bug, from what I can see, it is a bug in the DayZ code. Just studying the code, the following may be true:

- if you have more then half your blood when you wake and are not bleeding, your sound will come back in 10 sec.

- if you are beat down to less than 35% of your blood without being knocked out, your sound will be set to 85% to 100% (lucky you)

- an effect that causes the whine noise without knocking you out, such as a frag going off within 20m, bullets and so forth, will bring your sound back after the whine

This is all just from a glance, so I wouldn't take it to the bank, but if you don't have a console (5 fadeSound 1), you can try being between 10 and 20 meters away from an explosion. Should do the trick without knocking you out. Try not to get killed :P
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
I read both your posts zed, in answer generally to the Dayz single player, you have a basic pattern now setup fairly well with the ai and the loot and spawns in the game, but like the standalone, where do you go from there?

The maps are only so big, and there is only so much you can do with it, before you get bored eventually...

I guess thats why they are making the standalone map bigger and the buildings will be more explorable, so will be a bit of renewed interest and perhaps make for some interesting fights in multiplayer.

I do hope they tweak the weapons a bit, especially the1 shot kills and thermal goggles as they still make the game far too easy once you got them. The only way you get topped off that throne is if a hacker gets you, or you get careless and someone else with the same gear spots you, cat and mouse I guess.

I hope we get some backstory as well, that would be nice to know what really happened in the game to cause this infection/catastrophe in the first place.  Still reminds me of I am legend movie, where YOU are the survivor...

Also random and unpredictable gameplay is more interesting, ie: going on a loot hunt, suddenly entering a war between zombies and bandits, you suddenly lose track of what you were doing, then the sun goes down and you think, "I havent looted any NVG's" yet!" and still no silenced weapon to be found.

If they can do a day/night cycle that would be good too...



Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

FoxDIE
hi luke, i am testing the 0.42c with the Day_SP files and the vRz0. I am playing on Arma II CO build 96751 and dayz 1.7.2.6. and i have no dead animations, its  really strange because  when i load 42b and  unoficial 42d dead animations works just fine.....  do you have this bug to? i dont think so....any idead?
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

DayZ_SP
I read both your posts zed, in answer generally to the Dayz single player, you have a basic pattern now setup fairly well with the ai and the loot and spawns in the game, but like the standalone, where do you go from there?
The big difference between the MP and SP versions of DayZ is MP provides endless emergent game play where simple things become the goal e.g. find your friends, find shelter, seek food and water, avoid Zombies, Bandits, heal yourself if wounded, etc. These goal(s) change minute to minute, hour to hour like your example illustrates. MP has infinite play until you are killed. This is the only way to stop playing even when you log off because you are a persistent character that can be spread over numerous servers.

Conversely, SP DayZ is finite. You have the option of playing until you get bored (quit, save, restart), or just starting all over again whenever you feel like it. This is why I feel single player DayZ needs more direction as far as larger goals are concerned e.g. Get to a specific cache of food, medical supplies & better weapons marked on the map. How you get to that cache of survival gear is where the emergent (non-scripted) game play comes from in SP since it is a finite game play experience overall. And the beauty is players don't even have to go after the cache if they don't want to, but it gives single players a tangible goal with real rewards other than just surviving.

This is why I hope to have more time in the future to hopefully get scripted Helo extractions working in the game.

I feel this would give SP players a realistic goal with tangible rewards given the context of the game:

Get out of the infected hot zone.

This is the essence of survival and what is great is, is it is not time dependent. It allows for emergent game play, but gives SP players an secondary goal they could be working toward after they get bored of just surviving (fighting, looting, setting up camp) in the infected zone.
Reply | Threaded
Open this post in threaded view
|

Re: 0.42c Bugs Updated...

luke
In reply to this post by FoxDIE
I think i remember someone else saying that too about dead animations, ill check back tomorrow (its late) and will follow it up again for confirmation.