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May 11 2016

joe_mcentire edited Steps To Reproduce on T114233: damaged Balaclava can't be mended.
May 11 2016, 7:23 AM · DayZ
joe_mcentire added a comment to T114231: chars should always be able to tear simple shirts into rags.

changed this issue from bug --> feature request

May 11 2016, 7:23 AM · DayZ
joe_mcentire added a comment to T114231: chars should always be able to tear simple shirts into rags.

i can agree with needing a sharp object to destroy clothes such as sweaters, jeans and the like but shirts?
imo opinion shirts should _ALWAYS_ be instantly useable as a bandage or armband or whatever _WITHOUT_ the use of a sharp object.

this doesn't make much sense imo.

edit: also, i was specifically talking about shirts not any other type of clothing

May 11 2016, 7:23 AM · DayZ
joe_mcentire edited Additional Information on T114231: chars should always be able to tear simple shirts into rags.
May 11 2016, 7:23 AM · DayZ
joe_mcentire added a comment to T114230: Switching between desktop and game (ALT-TAB) occasionally locks your view (aka double-tap ALT).

is really only me having this issue. i think it's one of the most consistent bugs since day one. but might also be desync related for all i know

May 11 2016, 7:23 AM · DayZ
joe_mcentire edited Steps To Reproduce on T114230: Switching between desktop and game (ALT-TAB) occasionally locks your view (aka double-tap ALT).
May 11 2016, 7:23 AM · DayZ
joe_mcentire edited Steps To Reproduce on T114229: road flares only make a sound when initally ignited - stop then to make any.
May 11 2016, 7:23 AM · DayZ
joe_mcentire added a comment to T114225: Pumpkin seeds.

pumpkin seed oil is a styrian specialty:
http://herz.steiermark.com/wp-content/uploads/2012/03/Steirisches-K%C3%BCrbiskern%C3%B6l-1.jpg

May 11 2016, 7:23 AM · DayZ
joe_mcentire added a comment to T114206: Character holding down primary mouse button automatically and right mouse button locking itself..

related to #24155

May 11 2016, 7:23 AM · DayZ
joe_mcentire set Category to category:environment on T114118: road textures do not overlap each other / are not seamless anymore.
May 11 2016, 7:20 AM · DayZ
joe_mcentire added a comment to T114117: scaffolding without any building (intentional?).

there are even other sceneries like this with seemingly senseless objects. any plans regarding this?

May 11 2016, 7:20 AM · DayZ
joe_mcentire edited Additional Information on T114117: scaffolding without any building (intentional?).
May 11 2016, 7:20 AM · DayZ
joe_mcentire added a comment to T114062: switching between handguns or from melee to handgun leads to brief "fists-clench" animation.

were you ever able to recreate that issue?

May 11 2016, 7:18 AM · DayZ
joe_mcentire edited Steps To Reproduce on T114062: switching between handguns or from melee to handgun leads to brief "fists-clench" animation.
May 11 2016, 7:18 AM · DayZ
joe_mcentire added a comment to T114061: paper seems to be floating in the air most of the times (always!) UPDATE: also seeds(!).

hej short update: this seems to be also the case with several (if not all) kinds of seed-packages. same thing: you see them "standing" on or slightly floating above the ground

May 11 2016, 7:18 AM · DayZ
joe_mcentire added a comment to T114061: paper seems to be floating in the air most of the times (always!) UPDATE: also seeds(!).

So these might be evem two separate issues then

May 11 2016, 7:18 AM · DayZ
joe_mcentire edited Additional Information on T114061: paper seems to be floating in the air most of the times (always!) UPDATE: also seeds(!).
May 11 2016, 7:18 AM · DayZ
joe_mcentire edited Additional Information on T114060: floating hay balls in and all around the metal barn in Dobroe.
May 11 2016, 7:17 AM · DayZ
joe_mcentire added a comment to T113980: Randomly loose breath.

are you 100% positive that you don't "hold breath" while zooming? is it related with zooming/scoping in on targets?

May 11 2016, 7:15 AM · DayZ
joe_mcentire added a comment to T113513: space behind reception desks in hospitals/hotels is too narrow - inhibits movement.

because i hate unnecessary environmental bottlenecks and you should too!
just tried and checked out the hospital in cherno. no way you can "simply" walk behind that desk.

May 11 2016, 6:59 AM · DayZ
joe_mcentire added a comment to T113513: space behind reception desks in hospitals/hotels is too narrow - inhibits movement.

is it possible to manage these objects universally somehow or is it only possible manually, by moving each instance on its own? Would be interesting to hear an explanation regarding this minor "issue"

May 11 2016, 6:59 AM · DayZ
joe_mcentire edited Steps To Reproduce on T113513: space behind reception desks in hospitals/hotels is too narrow - inhibits movement.
May 11 2016, 6:59 AM · DayZ
joe_mcentire set Category to category:other on T113403: [Meta] Once you set a report to private you cannot set it back to public.
May 11 2016, 6:56 AM · DayZ
joe_mcentire edited Additional Information on T113360: rails are "off" in Berezino harbor.
May 11 2016, 6:55 AM · DayZ
joe_mcentire added a comment to T113359: street pylon in entry of street.

relation to #0001729

May 11 2016, 6:55 AM · DayZ
joe_mcentire added a comment to T113358: one more flying haiball.

relation to #0001729

May 11 2016, 6:55 AM · DayZ
joe_mcentire added a comment to T113357: flying trash bins.

relation to #0001729

May 11 2016, 6:55 AM · DayZ
joe_mcentire added a comment to T113356: can't access top of building crane (sniperspost).

any chance to get an explanation how these random displacements from one build to an other can happen?

May 11 2016, 6:55 AM · DayZ
joe_mcentire edited Steps To Reproduce on T113356: can't access top of building crane (sniperspost).
May 11 2016, 6:54 AM · DayZ
joe_mcentire edited Additional Information on T113355: top of port crane is floating above its base (singularity??).
May 11 2016, 6:54 AM · DayZ
joe_mcentire added a comment to T113354: flying logs pieces.

relation to #0001729

May 11 2016, 6:54 AM · DayZ
joe_mcentire added a comment to T113353: more flying haiballs.

relation to #0001729

May 11 2016, 6:54 AM · DayZ
joe_mcentire added a comment to T113326: missing aspect ratio 21:9.

see also #19658, #10515 and #9063

May 11 2016, 6:53 AM · DayZ
joe_mcentire added a comment to T113326: missing aspect ratio 21:9.

resolved

May 11 2016, 6:53 AM · DayZ
joe_mcentire edited Steps To Reproduce on T113326: missing aspect ratio 21:9.
May 11 2016, 6:53 AM · DayZ
joe_mcentire added a comment to T113323: Grass Inside house.

can you provide coordinates, areas or building types? anything?

May 11 2016, 6:53 AM · DayZ
joe_mcentire added a comment to T112985: 1911 standard + 7rnd 1911 magazine are damp and the magazine will not load.

report #29025 is imo not entirely the same bug, however might be related. didn't try to reload the gun so this really might be a duplicate.

May 11 2016, 6:43 AM · DayZ
joe_mcentire added a comment to T112985: 1911 standard + 7rnd 1911 magazine are damp and the magazine will not load.

still an issue? already fixed?

May 11 2016, 6:43 AM · DayZ
joe_mcentire added a comment to T112686: add a/different wading animation(s) for characters when moving in water.

especially with the new player controller coming up it would be a very nice addition.

May 11 2016, 6:33 AM · DayZ
joe_mcentire set Category to category:featurerequest on T112686: add a/different wading animation(s) for characters when moving in water.
May 11 2016, 6:33 AM · DayZ
joe_mcentire added a comment to T112368: [MAP] Container in forest behind Elektrozavodsk.

can confirm:
https://i.imgur.com/k7NqAMx.jpg

May 11 2016, 6:23 AM · DayZ
joe_mcentire added a comment to T112263: That a fence in the house in Bor.

relation to #1729

May 11 2016, 6:19 AM · DayZ
joe_mcentire added a comment to T111744: Military loot "explosions" at guard houses.

related to #0025450

May 11 2016, 6:02 AM · DayZ
joe_mcentire added a comment to T111146: Cannot open object dz\plants\bush\b_fagussylvatica_1f.p3d.

#24383 is back

May 11 2016, 5:43 AM · DayZ
joe_mcentire added a comment to T110937: door blocks entry to bathroom (apartment buildings).

any chance to see anything changed in these apartment buildings? or have they been abandoned by the devs completely?

won't fix?

May 11 2016, 5:36 AM · DayZ
joe_mcentire set Category to category:structures on T110937: door blocks entry to bathroom (apartment buildings).
May 11 2016, 5:36 AM · DayZ
joe_mcentire added a comment to T110937: door blocks entry to bathroom (apartment buildings).

relation #0024459

May 11 2016, 5:36 AM · DayZ
joe_mcentire added a comment to T110935: 0.56 - "Confirmation of changes: No entry 'bin\config.bin.CfgSkeletons'.".

#24532

May 11 2016, 5:36 AM · DayZ
joe_mcentire added a comment to T110865: clipping issue: face mask and quilted jacket.

still present?

May 11 2016, 5:34 AM · DayZ
joe_mcentire set Category to category:characters on T110865: clipping issue: face mask and quilted jacket.
May 11 2016, 5:34 AM · DayZ
joe_mcentire added a comment to T110864: no entry 'bin/config.bin.cfg.skeletons'.

#0024603

May 11 2016, 5:34 AM · DayZ
joe_mcentire set Category to category:errormessage on T110864: no entry 'bin/config.bin.cfg.skeletons'.
May 11 2016, 5:34 AM · DayZ
joe_mcentire set Category to category:errormessage on T110840: cannot load material file: containers/data/barrel_yellow.rvmat.
May 11 2016, 5:33 AM · DayZ
joe_mcentire added a comment to T110834: Crawling zombies are as fast as running zombies.

can confirm, they are hilariously fast. straight out of an anaconda movie :D

https://youtu.be/lPZrFS2dlAg

May 11 2016, 5:33 AM · DayZ
joe_mcentire added a comment to T110791: apartment buildings do not have _functional_ doors.

i've seen the latest trello updates. any chance to get infos about these buildings?

May 11 2016, 5:31 AM · DayZ
joe_mcentire added a comment to T110791: apartment buildings do not have _functional_ doors.

please consider, if time

relation: #24605

May 11 2016, 5:31 AM · DayZ
joe_mcentire edited Additional Information on T110791: apartment buildings do not have _functional_ doors.
May 11 2016, 5:31 AM · DayZ
joe_mcentire added a comment to T110788: Gorka Helmet+face mask clipping issues.

still present?

May 11 2016, 5:31 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110788: Gorka Helmet+face mask clipping issues.
May 11 2016, 5:31 AM · DayZ
joe_mcentire added a comment to T110742: Wall obstacle.

i'd have to agree. it's an aspect how to "game" the DayZ. i also used it regularly, but it shouldn't be possible to use it.

May 11 2016, 5:30 AM · DayZ
joe_mcentire edited Additional Information on T110740: no sound when consuming liquids/foods.
May 11 2016, 5:30 AM · DayZ
joe_mcentire added a comment to T110739: can't access higher level of chimney (fire station Elektro only??).

fixed? would someone verify, please?

May 11 2016, 5:30 AM · DayZ
joe_mcentire added a comment to T110739: can't access higher level of chimney (fire station Elektro only??).

would someone maybe be so kind and check if other chimneys are affected as well?

May 11 2016, 5:30 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110739: can't access higher level of chimney (fire station Elektro only??).
May 11 2016, 5:30 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110738: (NO BUG - see description) melee weapons do not appear in inventory (vicinity -> inventory) (RESOLVED)!.
May 11 2016, 5:30 AM · DayZ
joe_mcentire added a comment to T110738: (NO BUG - see description) melee weapons do not appear in inventory (vicinity -> inventory) (RESOLVED)!.

might be related to #24384 and #24401!! i tried to verify bug #24401 at that time and didn't check the vests inside of the vests for the loot! will try to verify this, so it might actually be not a bug..

edit: as expected https://i.imgur.com/FDlAS6j.jpg

May 11 2016, 5:30 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

building (105 129) in Elektro is also affected

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

is it possible to manage these boxes universally somehow or is it only possible manually, be moving each instance on its own?

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

building in (127 055): near the lumber mill in Berezino and the fire department.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

any more of these?

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

i thought that it would be a general issue with this type of building. i have trouble in at least more than one (speaking from my experience i would have said all of them i had entered). so unfortunately i have no specific building.

but i will try the next best i see and report back.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

so first one after respawn:

building in question is according to dayzdb "houseblock_b4" (http://i.imgur.com/aSH6qhS.jpg) at location (069, 128) (http://i.imgur.com/lznzTCc.jpg)

this is literally the first building i've come across. the last time, when i reported that bug, was a different one.

however what i noticed is, that if you run/sprint you pass this obstacle almost wthout noticing anything most of the time. if you walk you will not be able to get across, unless you keep pressing the cursor key and are facing a somewhat "right" direction. (however in the building from my last experience, the obstacle seemed to be more pronounced, so it really seems as if it's more or less dependent on the specific location)

i'd suggest to move these boxes maybe only just slightly.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110737: boxes in "attic" block path.

i wonder if something similar might be possible for the future. in the same way as with bushes, being able to tear down cardboard boxes

May 11 2016, 5:29 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110737: boxes in "attic" block path.
May 11 2016, 5:29 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110734: space needed for telescopic baton remains in extended state.
May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110733: capacity vest can store multiple other vests - illogical.

i think this is a bit a different though. it's more a design issue than a bug per se. you can drag a vest into pouches and then drag these pouches again into a vest etc.

what you mean is this bug where you simply click 2xLMB and the object is placed in the next available slot. i would say it's not exactly the same. you still can't manually drag a vest holding items into pouches for example.

May 11 2016, 5:29 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110733: capacity vest can store multiple other vests - illogical.
May 11 2016, 5:29 AM · DayZ
joe_mcentire set Category to category:errormessage on T110732: cannot open object: plants/bush/b_fagussylvatica_1f.p3d.
May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110729: [.56 exp] Got an error while walking around..

could you be a bit more "descriptive"? is it this #24400, by any chance? i can't open your image and it leaves the rest of the bug reporters completely in the dark.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110728: drinking.

already confirmed.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110716: Inventory Glitch on .56.

https://www.reddit.com/r/dayz/comments/35ddot/cloths_inception_on_exp_56/

https://youtu.be/lpfHJP-ykN0

this also happens when you simply drag and drop it somewhere in your inventory!

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110716: Inventory Glitch on .56.

ahhh...might be related to #24406. can someone verify this on experimental please? EDIT: IRRELEVANT

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110715: Error message upon logging into server.

could you be a bit more "descriptive"? is it this #24400, by any chance? i can't open your image and it leaves the rest of the bug reporters completely in the dark.

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110713: 0.56 EXP Hotbar duplication.

please set this bug to "private"

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110710: 0.56.

shi...you can't actually. however you can initially upon creating your report

http://i.imgur.com/KJgOfwI.png

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110710: 0.56.

please set to "private"!

May 11 2016, 5:29 AM · DayZ
joe_mcentire added a comment to T110707: 0.56 EXP, Unable to set up landmine..

can confirm

May 11 2016, 5:28 AM · DayZ
joe_mcentire added a comment to T110487: Camara Lock / melee attack spam..

related to #27906

May 11 2016, 5:21 AM · DayZ
joe_mcentire added a comment to T110487: Camara Lock / melee attack spam..

i wonder if it gets acknowledged at some point. i tried to recreate the "stuck zoom" issue but from my pov it happens really quite randomly and at this point i am inclined to blame server lag/issues.

it is maybe _THE_ most persistent bug in dayz

May 11 2016, 5:21 AM · DayZ
joe_mcentire added a comment to T110487: Camara Lock / melee attack spam..

still an issue on exp. 0.56.127666

May 11 2016, 5:21 AM · DayZ
joe_mcentire added a comment to T110333: zeds automatically "anticipate" all open entries to buildings..

Will there be slight adjustments in the zed ai? will we hear some new infos regarding zeds?

May 11 2016, 5:16 AM · DayZ
joe_mcentire added a comment to T110333: zeds automatically "anticipate" all open entries to buildings..

copy-paste from CarefulBeef:

The problem is more that they always know the open/closed state of every door. It is knowledge above and beyond what a non-infected human has. The instant that an out of sight door is opened on the otherside of the building, they make a perfect bee line for that door. The instant that door closes, they stop.
The AI in this respect is really rather unconvincing, but we all know that is is an early implementation so it's not unexpected, and I am pretty much certain that the devs know this and will work on it. As we have seen in Wobo's recent video, the zombies have a few different states, IIRC: passive, searching, alert and aggro. The searching is actually very nicely done, they wander towards sounds, and line of sight is important.
The changes that could be made to make the AI seem much more convincing when dealing with buildings and doors, could be to have the aggro state be transferred to the door once a player locks a zombie outside. The zombie will then beat on the door for a slightly varied amount of time (if you play project Zomboid, I hope you would agree that this is a really nice feature!).
At this point the zombie would enter another state, like an aggro'd seach. When in this state the zombie starts looking for other entrances, the motion could be somewhat more random and interupted than the current sprinting bee line to the next door, but given enough time should eventually find another entrance. After a certain amount of time without line of sight on any player, the zombies become passive again and start wandering.
All of these states could be probability based, and adjusted based on the horder behaviour (they did say horde AI was coming). e.g. 90% chance of a single zombie following the above AI states, but a second zombie might have a 75% chance of beating on the door or reaching through windows (I wish!) and 25% chance of immediately going into the search phase. Each additional zombie being more likely to enter a search phase when it arrives at the building with other zombies already beating on the door etc..

May 11 2016, 5:16 AM · DayZ
joe_mcentire edited Steps To Reproduce on T110333: zeds automatically "anticipate" all open entries to buildings..
May 11 2016, 5:16 AM · DayZ
joe_mcentire added a comment to T110298: cooking potatoes vs raw potatoes.

this seems to be more of a feature request, than anything. but i'd highly endorse this sentiment.

May 11 2016, 5:15 AM · DayZ
joe_mcentire added a comment to T110151: attract Animals (deer) by straw from haybales.

unless we have snow-covered terrain this idea is not necessarily realistic. as long as there is plenty of food to be found on meadows and forests, no deer will ever come to eat hay

May 11 2016, 5:10 AM · DayZ
joe_mcentire added a comment to T109999: unconscious is bugged.

https://imgur.com/a/ZrDO2

May 11 2016, 5:05 AM · DayZ
joe_mcentire added a comment to T109882: Slicing pumpkins.

can be closed!

May 11 2016, 5:00 AM · DayZ
joe_mcentire added a comment to T109384: randomly lock doors on server-restart.

you surely can use the player's bubbles to prevent such things as suddenly imprisoned players.

also like the idea with spawning zeds inside of buildings. imagine to find a way to open a locked door only to find a swarm of zeds.

May 11 2016, 4:43 AM · DayZ
joe_mcentire added a comment to T109384: randomly lock doors on server-restart.

please consider :D

May 11 2016, 4:43 AM · DayZ
joe_mcentire edited Steps To Reproduce on T109384: randomly lock doors on server-restart.
May 11 2016, 4:43 AM · DayZ