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Nov 8 2021

Beavis added a comment to T161755: Hit markers PC Experimental Update 1.15 - Version 1.15.154306.

I am fairly okay with the basic idea - if I get hit I will know where I got hit - but the current implementation in experimental is awful. Three things:

Nov 8 2021, 7:55 PM · DayZ
Beavis added a comment to T139497: Car Despawn.

@Geez after 1.14 this has started happening again. Several vehicles parked inside garages have ben bashed up and destroyed. Since I have set "remove if damaged" to 0 on my servers the evidence can be found sometimes half sunk into the ground, sometimes on the roof of the structure the vehicle was parked in, and sometimes just a little damaged.

Nov 8 2021, 7:33 PM · DayZ

Sep 30 2021

Beavis added a comment to T160592: Chernarus object Land_Smokestack_Big have wrong both upper endings of ladders. (stable 1.13).

Came here to report this very issue, had an influx of players on my Takistan server who fell to their deaths in Hachaman, thought it was a Takistan issue but turns out it is Land_Smokestack_Big on whatever map... Nice to see it is acknowledged.

Sep 30 2021, 4:02 PM · DayZ

Sep 28 2021

Beavis added a comment to T160967: Typo in mapgroupproto.xml vehiclesparts/vehicleparts.

Yeah, that happened to me too but only with modded car parts, so it stopped happening after I gave them a separate category in order to force them to garages and workshops. Might be that the "typo" is half intentional to dodge the issue until a thorough cleanup of old loot points (from before the wrecks were added) can be done.

Sep 28 2021, 8:26 AM · DayZ

Sep 27 2021

Beavis created T160967: Typo in mapgroupproto.xml vehiclesparts/vehicleparts.
Sep 27 2021, 6:50 PM · DayZ

Sep 23 2021

Beavis created T160913: Hydration Loss not affected by temperature or sprinting.
Sep 23 2021, 6:48 PM · DayZ

Sep 16 2021

Beavis added a comment to T157369: building/tent placement.

Yeah, 1.14 on experimental and still the same impossible placement restrictions. Found a lovely spot to set up a couple of tents, in the end I had to abandon the idea because it was impossible. And the ground was level - all that was there was grass. This really needs to be looked at.

Sep 16 2021, 2:04 PM · DayZ Xbox

Sep 15 2021

Beavis created T160803: 1.14 Experimental - Fall Animation.
Sep 15 2021, 3:42 PM · DayZ
Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

Fix for this in the latest 1.14 experimental build seems to be working. Crashed my Ada into a car wreck doing about 20 kmph today and it was NOT totalled! I didn't want to sacrifice my ride to see where collisions start doing significant damage, but definitely progress here. Thanks guys!

Sep 15 2021, 3:23 PM · DayZ

Sep 12 2021

Beavis updated subscribers of T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

This is STILL an issue in 1.14 Experimental (and of course 1.13 Stable).

Sep 12 2021, 5:49 PM · DayZ

Aug 21 2021

Beavis added a comment to T155500: Knife Sheath cannot be reskinned.

Please?

Aug 21 2021, 6:12 PM · DayZ Modding, DayZ

Jun 23 2021

Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Just remembered I had posted this suggestion: https://feedback.bistudio.com/T149490 about felled trees and bushes not respawning if a tent or base structure had been built nearby. Maybe link the ticket or close the older one as duplicate?

Jun 23 2021, 12:43 PM · DayZ
Beavis added a comment to T149588: Suggestion - Add a "Give item" action.

Shameless bump to this old suggestion. Shouldn't be too much of a hassle - no new animation required, just use the regular “raised item” (for throwing) hands movement. Would be a nice little addition for RP.

Jun 23 2021, 12:27 PM · DayZ
Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

Still an issue in 1.13 experimental.

Jun 23 2021, 12:18 PM · DayZ
Beavis added a comment to T155500: Knife Sheath cannot be reskinned.

it would be nice if the knife sheath could be given the hidden selection camo slot, to make it possible to retexture.

Jun 23 2021, 12:11 PM · DayZ Modding, DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

Still happening in 1.13 Experimental.

Jun 23 2021, 12:08 PM · DayZ
Beavis added a comment to T147211: Wolves or the bear won't fight against zombies..

Adding to my comment from April - I have had the feature activated on my servers through a mod since I noticed it was intentionally disabled, and I have noticed no detrimental effect on server performance.

Jun 23 2021, 11:53 AM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Still an issue in 1.13 experimental. Thrown objects need to make sounds so they can be used to trick players as well as infected.

Jun 23 2021, 11:49 AM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Adding to this since it is kinda related - maybe add the possibility to stack long sticks? At least two or three, and possibly firewood too?

Jun 23 2021, 11:41 AM · DayZ
Beavis added a comment to T157369: building/tent placement.

Tent placement (and hence probably fences too) is still a nightmare on 1.13 experimental. Really, the logic around where placement is allowed needs some work. I hate using BuildAnywhere because it opens the door to so much wonky building that shouldn't be possible, but with the frustratingly restrictive placement what choice do we have?

Jun 23 2021, 11:35 AM · DayZ Xbox
Beavis added a comment to T157832: Inventory balance.

Since this topic is again being discussed, this time around 1.13 experimental, I thought I'd try and revive this post. TheRunningManZ wrote this nice entry on the topic:

Jun 23 2021, 11:30 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Chiming in to give this suggestion a bump. I see no reason headtorch and NVG:s should not handle the same when it comes to what inventory slot they occupy. Headtorch blocking the head slot make them very awkward to use in the permacold DayZ environment.

Jun 23 2021, 11:12 AM · DayZ

Jun 22 2021

Beavis added a comment to T159206: Feedback for 1.13 exp.

Also about Radios, a Radio right now weights 2kg, not sure if I am the only one thinking that it could be lowered to 1kg.

Jun 22 2021, 5:02 PM · DayZ
Beavis added a comment to T159206: Feedback for 1.13 exp.

Simplest and best solution would be to have voice communication always on and only use push-to-talk for the radio. This would be realistic and make discord/teamspeak meta more awkward, but it would be potentially awful for streamers who need be able to talk to chat without everyone in their vicinity hearing it... Could get around that with two microphones so maybe.

Jun 22 2021, 5:00 PM · DayZ

Jun 21 2021

Beavis added a comment to T159206: Feedback for 1.13 exp.

Smashing open a can of peaches with a baseball bat (or a broom...) would be awesome if it had an animation... Leave 10% of the contents or so and it is okay :)

Jun 21 2021, 11:03 AM · DayZ

Jun 5 2021

Beavis added a comment to T158917: Stone Oven no longer persistent in 1.12.

Thank you Geez. I never realised there were two different classes for indoor fireplaces so I simply assumed the OvenIndoor was the stone oven and just had a funky classname. Now I realise the upgrade doesn't have a classname of its own so there is no way to customise its persistence in the economy files.

Jun 5 2021, 3:05 PM · DayZ

Jun 3 2021

Beavis created T158917: Stone Oven no longer persistent in 1.12.
Jun 3 2021, 1:48 PM · DayZ

May 19 2021

Beavis added a comment to T158636: Sound bug with filling/emptying bottles from barrels.

Thanks!

May 19 2021, 3:57 PM · DayZ
Beavis added a comment to T142876: Player speed/zigzags potential fixes/solutions.

Thanks for the response anyway Geez, I know we can be harsh in here sometimes. Don’t shoot the messenger and all that...

May 19 2021, 3:57 PM · DayZ

May 18 2021

Beavis updated the task description for T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:42 PM · DayZ
Beavis added a comment to T158636: Sound bug with filling/emptying bottles from barrels.

Swapped the video, the first one had audio out of sync.

May 18 2021, 4:33 PM · DayZ
Beavis updated the task description for T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:31 PM · DayZ
Beavis created T158636: Sound bug with filling/emptying bottles from barrels.
May 18 2021, 4:28 PM · DayZ

May 17 2021

Beavis added a comment to T142876: Player speed/zigzags potential fixes/solutions.

@Geez Any hope of this issue ever getting dealt with?

May 17 2021, 4:31 PM · DayZ
Beavis added a comment to T157880: You can lean while sprinting.

I would change the severity of this issue to major. It is an incredibly annoying meta - people sprintwiggling and shooting from their hips with accuracy. It looks stupid and gives an unfair advantage vs players who don't want to abuse the mechanic.

May 17 2021, 4:23 PM · DayZ

May 4 2021

Beavis created T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.
May 4 2021, 12:02 PM · DayZ

Apr 28 2021

Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

Awesome, thank you!

Apr 28 2021, 2:42 PM · DayZ

Apr 27 2021

Beavis added a comment to T157911: Mods not loading in 1.12.

Fix seems te be working. I loaded a bunch of various mods to a server using condensed names, and loading in to the server as player - using "local mod" since the launcher can still not automatically load mods from the main game's workshop folder - I could enter the server without issue.

Apr 27 2021, 10:32 PM · DayZ
Beavis added a comment to T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.

Thank you Geez for the swift response, you're a gem!

Apr 27 2021, 5:23 PM · DayZ Modding, DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

Sadly not many modded servers on exp to try with, possibly due to Ticket T156324 making it very awkward to enter a modded experimental server.

Apr 27 2021, 3:24 PM · DayZ
Beavis added a comment to T158112: Base fences and gates disappearing seemingly at random.

Sounds more like someone is harvesting your fences for materials. Either that or the server has messed up its persistence or economy files. Nothing like this happens on any of the servers I play on. (Both official and community).

Apr 27 2021, 11:42 AM · DayZ
Beavis created T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.
Apr 27 2021, 10:22 AM · DayZ Modding, DayZ

Apr 26 2021

Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

Point still stands- keep it closer to reality. No unsuppressed firearm discharge will ever be completely inaudible below 1,000 meters. I’d say bump pistols up to the same level as the smg:s (same ammo!) shotguns twice that, AR:s to 2,500 and leave the biggies at 3,500 meters.

Apr 26 2021, 1:56 PM · DayZ
Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

Found this, an interesting read on the subject. Probably not feasible to put all these factors into the calculation of how long gunshots are heard in-game (I can only imagine the effect on server performance...), but nevertheless an interesting read:

Apr 26 2021, 11:40 AM · DayZ
Beavis added a comment to T158027: [FEEDBACK] 1.12 gunshot audio range adjustments are terrible.

How about sticking to somewhat reflecting reality instead of inventing arbitrary fantasy levels in the name of gameplay "balance"? It is going down a road of arcadish "gamey" changes that - to put it bluntly - does not belong in DayZ.

Apr 26 2021, 11:09 AM · DayZ

Apr 23 2021

Beavis edited Steps To Reproduce on T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:55 PM · DayZ
Beavis changed Severity from severity:major to severity:minor on T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:54 PM · DayZ
Beavis changed Reproducibility from reproducibility:always to reproducibility:sometimes on T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:37 PM · DayZ
Beavis added a comment to T158010: 1.12 Changes to view distance.

Hello again, I tested this again by removing the profile and logging in again - and this time the values were again 2200 and 1375.8242 respectively. So I will change the Reproducibility to Sometimes.

Apr 23 2021, 1:37 PM · DayZ
Beavis updated the task description for T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:19 PM · DayZ
Beavis created T158010: 1.12 Changes to view distance.
Apr 23 2021, 1:18 PM · DayZ

Apr 22 2021

Beavis updated the task description for T157982: 1.12 Incorrect animation when an unconscious player bleeds out.
Apr 22 2021, 11:52 AM · DayZ
Beavis created T157982: 1.12 Incorrect animation when an unconscious player bleeds out.
Apr 22 2021, 11:51 AM · DayZ
Beavis added a comment to T157673: 1.12 Exp Melee Damage Changes.

With 1.12 now on Stable I took the time to look through the melee config and to me the damage values look mostly okay. There are some things that are strange - all knives being equal for example, realistically the steak knife wouldn't be any more efficient in combat than the stone knife, yet it is equal to a combat knife...

Apr 22 2021, 10:08 AM · DayZ

Apr 21 2021

Beavis added a comment to T157911: Mods not loading in 1.12.

It was HeadTorch_fix. It’s in the workshop folder with all other mods, but in the meta.cpp file the name is just HeadTorch instead of the workshop title which is HeadTorch_fix. That was enough.

Apr 21 2021, 12:24 PM · DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

Finally got it sorted, there was this one mod that had an incorrect name in meta.cpp. Apparently that is enough now...

Apr 21 2021, 11:57 AM · DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

I give up, there is nothing more I can do on my end. No matter what I do the result is the same. I'm getting pretty damn sick of seeing this one:

Apr 21 2021, 9:16 AM · DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

I used to just simplify the mod name by removing spaces, apostrophes, underscores, hyphens and other crap that tends to cause problems. Tried putting them all back, didn’t work so now I have vanilla servers again... 😬

Apr 21 2021, 8:51 AM · DayZ
Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

If this was solved there would be more modded community experimental servers - and the current situation with mods not loading (T157911) would have been spotted before stable.

Apr 21 2021, 8:17 AM · DayZ
Beavis updated subscribers of T157911: Mods not loading in 1.12.

This popped up on Twitter:

.

Apr 21 2021, 8:14 AM · DayZ

Apr 20 2021

Beavis added a comment to T157911: Mods not loading in 1.12.

Weird. Would that thing with folder names be the name as written in the meta file? Underscores, apostrophes and all?

Apr 20 2021, 7:37 PM · DayZ
Beavis added a comment to T157911: Mods not loading in 1.12.

Yeah I put my modded servers on hold for the time being, no use bashing my head against that particular brick wall. Either it is the launcher that is borked so it doesn't actually load the mods it is told to load, or the validation logic gets false positives. I don't think it has to do with the number of mods, I got it with only one mod loaded. And I know how to make sure the mods are up to date on both server and client - and the key in the keys folder. There's something going on here.

Apr 20 2021, 7:19 PM · DayZ
Beavis added a comment to T157867: 1.12 Exp economy files - mags and ammo stacks nearly all maxed.

Hello, I noticed this when I was editing a copy of the economy files to make my deathmatch experimental server, but now that I check the original chernarusplus mission files that I started with, that is not the case. So it would seem the copy/paste mishap was at my end!

Apr 20 2021, 10:14 AM · DayZ

Apr 18 2021

Beavis created T157867: 1.12 Exp economy files - mags and ammo stacks nearly all maxed.
Apr 18 2021, 6:37 PM · DayZ

Apr 16 2021

Beavis added a comment to T157718: Rubber Slugs do not cause correct shock damage on 1.12 Experimental.

I have not met another person on Exp since I wrote that so I have not had an opportunity to test it...

Apr 16 2021, 7:59 PM · DayZ
Beavis created T157832: Inventory balance.
Apr 16 2021, 1:09 PM · DayZ
Beavis created T157830: Vehicle gears misconfigured.
Apr 16 2021, 10:55 AM · DayZ

Apr 15 2021

Beavis added a comment to T157797: 1.12 And still no wound infection. Where is it?.

Ok, thank you for the response.

Apr 15 2021, 11:58 AM · DayZ

Apr 14 2021

Beavis updated the task description for T157797: 1.12 And still no wound infection. Where is it?.
Apr 14 2021, 9:22 PM · DayZ
Beavis created T157797: 1.12 And still no wound infection. Where is it?.
Apr 14 2021, 9:21 PM · DayZ
Beavis added a comment to T157734: Incorrect "initSpeedMultiplier" on SKS, CR527 and Pioneer rifles (1.12 Exp).

Thank you Geez, can you answer if they were changed with the update yesterday, or are they still 1.5x?

Apr 14 2021, 2:29 PM · DayZ

Apr 13 2021

Beavis added a comment to T157706: 1.12 Exp - Armour Values Balancing.

Sorry, I can't quite understand the reasoning behind these changes. Interestingly the STAB vest - which is supposedly designed for law enforcement to use as lightweight protection from knives and other melee violence - is MUCH better vs projectiles than vs melee. Also, in the current 1.12 the hit point changes to tactical and leather vests make them superior to the STAB vest vs melee. It is downright silly, I'm sorry but it is.

Apr 13 2021, 2:43 PM · DayZ
Beavis updated subscribers of T157734: Incorrect "initSpeedMultiplier" on SKS, CR527 and Pioneer rifles (1.12 Exp).

Thank you Gews! @Geez guys please acknowledge this issue while 1.12 is still in experimental. These numbers should not be allowed to slip into stable...

Apr 13 2021, 2:08 PM · DayZ

Apr 12 2021

Beavis added a comment to T157369: building/tent placement.

This has been the case ever since the game was released. Hence BuildAnywhere or similar mods are used on nearly all community servers. I prefer vanilla, but this issue drove me to add mods to my servers.

Apr 12 2021, 7:04 PM · DayZ Xbox
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Got another suggestion from a player on my servers - tie the mechanic to the flag pole. Something like "RespawnTreesInFlagRadius=0" and no felled tree/bush within the flag pole's refresh radius would regenerate at server restart. It would allow dedicated base builders to clear ground without the need of a proximity check vs individual tents/walls etc.

Apr 12 2021, 5:35 PM · DayZ
Beavis updated the task description for T150237: Infected vs Cars.
Apr 12 2021, 5:02 PM · DayZ
Beavis updated subscribers of T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Any possibility you guys could look into this @Geez? I've had players on my servers asking me about this, and it really would make a lot more sense. Might be possible to mod this, but that shouldn't be necessary.

Apr 12 2021, 4:57 PM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Still an issue in 1.12 experimental.

Apr 12 2021, 4:54 PM · DayZ

Apr 10 2021

Beavis added a comment to T157734: Incorrect "initSpeedMultiplier" on SKS, CR527 and Pioneer rifles (1.12 Exp).

Thanks Gews, well formulated!

Apr 10 2021, 3:05 PM · DayZ
Beavis added a comment to T157735: Highly incorrect airFriction / ballistics values in 1.12 experimental.

Thank you Gews for posting this, I dearly hope the devs listen!

Apr 10 2021, 3:04 PM · DayZ

Apr 8 2021

Beavis created T157718: Rubber Slugs do not cause correct shock damage on 1.12 Experimental.
Apr 8 2021, 2:17 PM · DayZ
Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

Hello, I saw this ticket about a body disappearing and then reappearing in a moving vehicle. https://feedback.bistudio.com/T157684

Apr 8 2021, 12:17 PM · DayZ
Beavis added a comment to T157684: Body dissapearing inside moving car 1.12.

This may actually be related to the premature despawning of player bodies that keeps happening. (Ticket https://feedback.bistudio.com/T145488) Maybe the bodies aren't actually cleaned away by the server (=despawned) but somehow hidden or not loading properly for players? In other words, is it possible that the body state can cause a desync error hiding the body?

Apr 8 2021, 12:14 PM · DayZ
Beavis added a comment to T147211: Wolves or the bear won't fight against zombies..

@Geez Do you know if there are any plans to revert this change in the future? I made a server side mod that community servers can use, but I am still curious if and when they will start fighting each other on vanilla again. Tricking zombies to turn up and fight the wolves was a valid (and entertaining) way to escape a difficult situation, now they gang up on the player instead. If a bear comes walking he'll camp the player too - it is actually unfair...

Apr 8 2021, 12:08 PM · DayZ
Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

Any news on this? Launcher still behaves like this in 1.12 experimental.

Apr 8 2021, 11:56 AM · DayZ
Beavis added a comment to T157618: 1.12 Exp - No sound effect for stealth kills on infected.

Hello, I have also noted that the zombies will fall backwards towards the player 100% of the time, while the natural way to fall for most weapons would be forward on their face.

Apr 8 2021, 11:40 AM · DayZ

Apr 5 2021

Beavis added a comment to T157673: 1.12 Exp Melee Damage Changes.

Very good post, the melee behaves very weirdly on experimental in general. The above values really should not be allowed to go on to stable, something is definitely not right. Also, why have infected received magich helmets reducing melee damage to the head by 50%? Combined with nerfed damage of all weapons and increased attack speed of the infected, and less ability of melee attacks to stagger them, this is a very poorly designed change. Please revert the head damage reduction.

Apr 5 2021, 11:07 PM · DayZ

Apr 3 2021

Beavis added a comment to T93907: [Suggestion] Remove the shine and darken the screen a bit when using dark glasses..

Such an old suggestion - but still relevant. Allow sunglasses and dark moto helmets to reduce sun glare. There are mods that do it with a few lines of code - so there is really no excuse not to do this.

Apr 3 2021, 4:31 PM · DayZ

Feb 22 2021

Beavis added a comment to T156325: 1.11 Experimental - Car battery will not charge when driving.

As predicted, the battery drain feature brings nothing but frustration in this form. Naturally a mod popped up pretty much instantly (indeed, he already had the scripts for the E-cart mod) that fleshes the feature out to what it should be. Please, consider making batteries charge in a car with the engine running.

Feb 22 2021, 10:06 AM · DayZ

Feb 8 2021

Beavis created T156685: DayZ 1.10 Vehicle vs Small Object Physics.
Feb 8 2021, 5:01 PM · DayZ

Jan 29 2021

Beavis added a comment to T156485: DayZ 1.10/1.11 Map Markers not working.

Ah thank you, I believe there was in older Legacy builds though, before 0.63. Thank you for clearing that up anyway, then I need not try more key combos!

Jan 29 2021, 4:35 PM · DayZ
Beavis added a comment to T156325: 1.11 Experimental - Car battery will not charge when driving.

Okay, fair enough. But, with all due respect, then there really should not be a feature that drains the battery either. I would suggest the 1.11 battery drain is put on ice until charging when driving is a thing. Being forced to take the battery out to charge it will become a very annoying meta game.

Jan 29 2021, 4:17 PM · DayZ
Beavis created T156485: DayZ 1.10/1.11 Map Markers not working.
Jan 29 2021, 10:49 AM · DayZ

Jan 21 2021

Beavis created T156325: 1.11 Experimental - Car battery will not charge when driving.
Jan 21 2021, 1:21 PM · DayZ
Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

Very odd. I have tested on both modded and vanilla environments and bodies regularly disappear as soon as there is nobody in the net bubble close to the corpse. Sometimes within a few minutes despite the cleanup time being set to two hours or more.

Jan 21 2021, 1:08 PM · DayZ
Beavis added a comment to T156311: NBC gas mask disappeared after reconnecting to server??.

Yes, we have noticed this too. If you are wearing gas mask and NVG headstrap and log out there is a risk that the gas mask is gone when you log back in. It does not happen every time, I haven't tested enough so I am not 100% sure how to reproduce it. It is possible the NVG needs to be on when you disconnect for it to happen. It is not related to server restart but to the character saving to the database. I suspect that when logging out the mask and glasses slots can somehow collide so the mask doesn't get saved.

Jan 21 2021, 1:01 PM · DayZ
Beavis edited Steps To Reproduce on T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.
Jan 21 2021, 10:34 AM · DayZ
Beavis created T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.
Jan 21 2021, 10:33 AM · DayZ

Jan 16 2021

Beavis added a comment to T150237: Infected vs Cars.

Hello, as an added input related to the above: Just an hour ago I was once again killed by a bear when driving. This time in a truck, fully built. The bear came rushing out of the forest and easily caught up with me (beacause the M3S is kinda slow...) and started attacking me through the closed door. It then got sucked under the wheels and died, but I bled out before I could bandage all the cuts.

Jan 16 2021, 2:22 AM · DayZ
Beavis added a comment to T135495: Wolves Jumping through cars and causing damage..

Just an hour ago I was once again killed by a bear when driving. This time in a truck, fully built. The bear came rushing out of the forest and easily caught up with me (beacause the M3S is kinda slow...) and started attacking me through the closed door. It then got sucked under the wheels and died, but I bled out before I could bandage all the cuts.

Jan 16 2021, 2:14 AM · DayZ