DayZ StandAlone Patchnotes


Super Postatore
ah meglio ancora se non funziona xD
devono mettere che se slogghi in combat muori come un cane, come in alcuni mmo.
Cè gia, se slogghi mentre sei sotto combat (è da chiarire cosa sia realmente questo stato di combat btw), inconscio o ammanettato, rilogghi direttamente col personaggio sulla spiaggia.
Detto questo, sono state fatte delle prove, ed il sistema non sempre funziona. Prima di tutto va chiarito cosa sia questo stato di combat, siccome gente che ha sparato un colpo od ha ricevuto un colpo vicino a se, slogga tranquillamente, comunque stanno continuando a lavorarci e si vedrà alla fine cosa uscirà fuori, sinceramente non sono un'amante del placeholder che rimane li 30 secondi dopo che sono uscito.
Per il timeout timer se nè parlato, ma non a tutti piace l'idea, se ne riparlerà in futuro, comunque il principale problema è l'alt+F4 che è stato risolto cosi. (almeno momentaneamente.)

Raiky ha scritto:
alt+f4 non funziona più (almeno a me non funziona), quando muori o rimani svenuto c'è il tasto respawn che fa partire un countdown di 30 sec e poi .... "please wait" all'infinito.
No, la shortcut alt+4 è stata bloccata dentro il gioco, ma ci sono altri modi per chiuderlo. Cosi come sicuramente troveranno il modo di riabilitare il comando, essendo uno delle shortcut di Windows.

Edit: 04/02/2014
Aggiornata l'ultima patchnote con le aggiunte apportate a quella ufficiale.

Nuova patch rilasciata su Steam, appena caricano le patchnote aggiornate le metto nel thread.
Ultima modifica:


Super Postatore
è integrata anche la parte 2 della patch notes? perchè l'ho notata su steam
E' la patchnote ufficiale rilasciata sul loro devtracker, caricata da Hicks.
Non so perchè rilascino 50 patchnote su 50 diversi siti facendo solamente casino.

Leggendo comunque le prime voci della patchnote part2 su Steam è gia tutto dentro in questa patchnote.
Ultima modifica:


Super Postatore
provata l'ultima patch, ho trovato un cappello da cowboy tamarro, uno da pilota (bianco ç_ç) e il kit con ago e filo per rattoppare i propri vestiti (ho "rattoppato" anche il casco nero da motociclista, è un kit cazzuto :asd:), in sostanza sono diventato la sarta del gruppo:asd:


Super Postatore
Commento di Rocket sui problemi riguardanti l'ultima patch experimental e sullo slittamento della Stable:
(Poi vedrò se mi viene voglia di tradurre tutto il testo.)
Rocket ha scritto:
Anyone who wonders why the patch has not been moved to stable only needs to play on the experimental and you can see the reasons there. If you are disappointed the update is not on stable, simply go play on experimental and you can see these changes. You also quickly see issues as to why it is not out on stable.
Believe me: we want this patch out much more than the community. Because continuing like this is a majorheadache for development as branching and merging becomes an absolute nightmare. This is occurring at the same time as us finishing our planning/roadmap process and starting up our new feature scrums. However, this desire doesn't change the fact that for the patch to be pushed onto stable we must not introduce new serious, game-breaking bugs.
Currently we are tracking two new major issues that we see as being blockers:
Invisible Characters/Zombies
We believe this is caused by them becoming stuck in geometry on client(s) and therefore rejecting new updates. In order to fix this our QA has been going back through different build revisions and checking to see if this occurs so we could isolate the exact point in development it started occurring. That was an extremely labor intensive process and through this we managed to narrow it down to an exact revision that caused the issue.
Now that we have found out exactly when that occurred, we start to look into why that happened. Once we fully understand the problem we can design a solution. The problem is that these are not simple issues or bugs, they are complex bugs that can result from a variety of factors. They can be caused by multiple issues, or simply just a symptom of a much wider problem. They are also often very hard to reproduce, and are exceptionally difficult to produce estimates for on fixing.
Network pauses roughly every 30 seconds
This recently appeared on experimental, and has been noticed by many. What happens is regularly the server stops sending updates for a second or so, which is caused by the server hard-locking for some reason. It lasts only a second before the server starts sending updates again. It looks like desync or rubber-banding for the client.
The current most popular theory for this is that the Experimental Server Architecture itself is causing the issue. I.e. the Experimental "Hive" central database simply cannot handle the load, and therefore when a players is killed or dies, the updates are delayed and the server is forced to stop and wait for the central server to respond. I'm vastly oversimplifying the issue but I am sure you get the point. We're again testing this in detail with our 30 fulltime, onsite, QA staff. It's a huge job and it's been a major effort.
Edit: Network Pauses... bug has been confirmed as being related simply to the Experimental database not handling the load. The experimental database is not configured for load balancing and is run on simple hardware so it simply cannot respond to servers fast enough. This leaves us with one blocking issue, the first issue. We have a full reproduction and we know the commit that caused it. It's related to network messaging changes. Simply reverting it will probably not work, because the change is complex.

Sirio Snow

Super Postatore
Highlights for next update

- More robust process for testing / delivery
- bow and arrow / crossbow
- Fireplaces
- Network optimizations
- No spawn penalties for joining same server
- When ?
- Best case: two weeks
- Worst case: end of April


- Can cook things!
- Crafting fireplaces
- Upgrading them to ovens

Respawning Loot Prototype

- World divided into quadrants
- Quad resets when empty X time
- Includes resetting doors
- Door state randomly set on world start

Accelerated Time

- Removed as part of lag / desync fix
- Comfigurable by servers admins
- Up to 64x faster day / night cycle
- Rules for Hardcore t.b.d.

Player Controls

- Mouse Acceleration issues
- Dexterity
- Freelook
- Physics based movement
- Jumping considered

Short-term (Q2)


- Nearly functionally complete
- Based on "Bullet" physics lib
- Includes falling characters
- The future?
- Dragging unconscious / bodies
- Blended body injuries

New AI pathfinding

- Animals and Zombies
- Techniques
- Voxelization
- Walkable polygons
- Navmesh optimization
- Object Avoidance
- First iteration nearly complete
- handles interiors, small objects


- Compiling!
- Server can use more memory
- Helps with
- Physics integration
- Vehicle physics
- New zombie AI
- Possibly much more

Prototype Animals

- Prototype implementation
- Allow player "hunting"
- 6 new animal types
- Starting from scratch
- Wandering

Persistent Objects

- All objects or just some?
- Save state of everything
- Decide which to permanently use

World Containers

- Refrigerator
- Oven
- Cupboards

Medium-term (Q3)

Multi-thread / Multi-core

- Multiple threads on Multiple cores
- More zombies...
- More players...
- More animals...
- Probably more server focused

Advanced Animals

- Hostile animals
- Neutral animals
- Companion animals

New Zombie Behaviour

- More responsive
- Redeveloped "agro" system
- More benefits to stealth

Central Loot Economy

- Control loot numbers centrally
- Set for all servers per hive


- Physics based construction
- Mainly focused on existing buildings.

Basic Vehicles

- Small Vehicles
- Bicycle / Motorcycles / ATV
- Possibly includes small car
- Customizable / Configurable-like weapons
- Physics based ("bullet" Physics SDK )

Modding Support

- Probably tied with private hives
- Full support for mods
- Steam Workshop integration

Player Statistics

- Steam Achievements
- Database interaction API for developers


- Growing plants
- Persistent to server
- Prototype to come earlier

Long-term (Q4/Qx)

Advanced Vehicles

- Cars / Trucks / Planes / Helicopters / Boats
- Upgradable components
- Similar approach as weapon attachments

Extended barricading

- Existing barricading to full construction
- Allows players to create new structures
- Persistent to that server

Advanced Social Mechanics

- Faction identification methods
- Spawn systems tied to controlled locations
- Better UI support for trading.


Super Postatore
con l'ultimo aggiornamento sull'exp. il giorno dura 3 secondi e di notte non si vede nulla, c'è un modo per far diventare la notte più chiara come si faceva un tempo settando le "nuvole"?
Ultima modifica:


Super Postatore
con l'ultimo aggiornamento sull'exp. il giorno dura 3 secondi e di notte non si vede nulla, c'è un modo per far diventare la notte più chiara come si faceva un tempo settando le "nuvole"?
spero proprio di no, usare gli exploit lo odio, semmai spero aggiustino il bug delle torce che hanno il fascio luminoso che attraversa le pareti...


ETA to Stable: No current ETA, dependent on testing results

[h=5][edit]Known Issues[/h][h=5][edit]New[/h]
  • Throwing physics for one-handed objects
  • New mouse controls
  • New networking message
  • Accelerated Time (Server Setting)
  • New physics SDK
  • Higher population servers
  • New Items
    • Engraved 1911
    • Binoculars
    • Crossbow
    • Bolt
    • Bolts Quiver
    • Pickaxe
    • Tracksuit Pants
    • Zucchini
    • Rotten Zucchini

      non mi pare di averla vista qui.

      Comunque il piccone fà sanguinare ma fà poco danno .<


Super Postatore
No, ho smesso di aggiornare finche i membri del DayZ team non tirano la testa fuori dal buco del culo e decidono di fare patchnote decenti, ben scritte e postate dove devono, non che bisogna spulciare il forum leggendosi 80 pagine di commenti per trovare una patchnote, o spulciarsi il devtrack alle 3 di notte sperando che finalmente si siano decisi a postarla.

Edit: Postata nuova patchnote di oggi.
Ultima modifica:


Patch di oggi, anche se non ho capito se si tratta del client normale o dell'experimental.


Known Issues:

Crash caused by the duplication of burnt meat.
Camera can clip through walls.
Occasionally zombies are spawning at the same spot they died.
Extremely rare crash when a player throws item
Player's next character will not be saved into database if he disconnects after death.
Rapid player movement vertically can in rare circumstances incur falling damage


Actions: Added cancel current player action on self and on target back to gear configuration
Actions: Added cancel current player action on self and on target back to data and character configuration
Actions: Added cancel current player action on self, on target and on items back to actions themselves
Actions: Added new animations for drinking from pond and well actions
Actions: Igniting fireplace depends on wind strength and rain
Actions: Salmonellosis is curable with antibiotics
Actions: Emptying large magazine will split ammo in adequate amount of smaller piles
Actions: You can sharpen a bit badly damaged blades using stone
Actions : You can tear few blank pages out of a book
Actions : You can go fishing (ponds and lakes for this moment)
Actions : You can drink whole bottle at once
Animations: Clapping now possible while crouching
Animations: Binoculars transitions added for crouch and prone.
Content: Garage office building loot spawns added
Content: Doors on vehicle wrecks now show name in scroll menu so users are able to know which door or boot they are opening/closing.
Crafting : You can craft improvised fishing rod using long ashwood stick and rope
Crafting : You craft and break down leather courier bag
Crafting : You craft and break down leather backpack
Crafting: Splitting long ashwood stick into thirds
Crafting: Breaking Courier bag down into materials
Crafting: Breaking Improvised backpack down into materials
Crafting: Breaking Splint down into materials
Gathering : You can collect wood from bushes and trees and also search for kindling in woods
Gathering : You can mine stones from some smaller boulders
Gathering : You can dig up worms from ground
Gathering : You can search for apples
Gathering : You can skin and quarter animals
Gear: Road flare configuration
Gear: Road flare animation
Gear: Configuration of fireplace items and crafting recipes for them
Gear: Crafting recipes for combine/split firewood and stones
Gear: Added flare particle effects synchronization on server
Item: AKM attachments (folding buttstock, rail handguard, plastic magazine), AK rail handguard allows the attachment of a flashlight and a bipod
Item: Animal pelts added (Wildboar, Rabbit, Cow, Pig, Deer)
Item: Improvised Backpack and Courier bag made of fur, recipes added.
Items: Road Flare, Fishing hook, High Capacity vest, Longhorn pistol, AKM butt stocks, AKM magazines added to loot spawns
Items: Chernarus Police uniform (pants, jacket, cap) added to loot spawns
Items: OREL special Police unit uniform added to loot spawns
Items: Gorka Military Pants added to loot spawns
Items: Various meats configs
Item : Improvised fishing rod config
Item: Fishing hook config
Item: Fishing bait config
Item: Worm config
Localisation: Door names added to string table.
Server: Animals spawning
Server: Initial implementation of dynamic server events


Actions: Added conditions to crafting recipes
Actions: Wooden sticks are stackable, crafting recipes with sticks modified to take stacks into account
Actions: Catching some rain action, doesn't add water to a stomach
Actions: Removed 'isUsingSomething' variable from player's stored variables
Actions: Deconstructing improvised backpack produce wooden sticks in actual quantity required to craft it
Actions: Fireplace sound effects fixed
Actions: Fixed addressee of the messages in ignite fireplace action
Action: Changed frying time to 30s
Action: Higher probability to light fire in the wind
Actions: Splitting ruined ammo won't create a pristine stack
Actions: Bow loading action fixed
Actions: Firewood splitting action fixed
Animations: Fixed an issue where some animations were not interrupted with a death animation, when the player died
Animations: Eating, drinking, crafting animations states are now correctly connected to death states
Animations: More animations are now able to be cancelled(crafting, pills, injection)
Animations: Some basic movement with binoculars is now possible in raised pose
Config: Binoculars ability to be placed into holster
Crafting: Splint recipe fix
Gear: Changed firewood model
Gear: Road flares to last 15 minutes
Gear: Adding parameter to geometry lod to resolve alpha sorting
Gear: Road flare cannot be lit after it's has already been used
Gear: Road flare quantity is not showing in inventory for now (removed till they able to be stacked)
Gear: Added cooking subclass to other meat configs
Gear: Model filename changed for burned fillet
Items: Shoes become damaged after falling from height
Item : Long ashwood stick inventory size increased, can be placed on back
Item: Improvised short bow inventory size
Item: Binocular inventory size changed
Item: Closed tuna can, lack of inventory image fixed
Item: Closed sardines can, lack of inventory image fixed
SFX: Fixed configuration for fireplace flame sound effect
Spawns : Bugged crossbow bolt
VFX: Helicopter crash site smoke particle effect initialization


Leoni Cimmerici
E' quasi un'anno che seguo il DayZ,"nuovo"..e due che ho smesso da Arma2...da vecchio giocatore assiduo continuo a seguire.Chissà se quando finiranno i soldi che si son guadagnati,riprendano a LAVORARE più alacremente e finirla.Mi sa che uscirà prima Arma4..:D intanto in Arma3 (Imho e OT) sto già a 1500ore di gioco..e mi spiace per DayZ..non riesce a convincermi sebbene ripeto ero uno di quelli che ci campeggiava dentro..


Abbiamo giocato insieme sulla mod e ti posso assicurare che da quando é uscito ha compiuto dei bei passi avanti sia lato otimizzazione sia introduzione di nuove features; certo ci sono ancora molte cose da implementare/sistemare ma ti invito comunque a continuare a seguirlo.