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Beavis (Johan Westerlund)
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User Since
Jun 15 2018, 3:26 PM (151 w, 12 h)

Recent Activity

Tue, May 4

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

Wed, Apr 28

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

Awesome, thank you!

Wed, Apr 28, 2:42 PM · DayZ

Tue, Apr 27

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.

Tue, Apr 27, 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!

Tue, Apr 27, 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.

Tue, Apr 27, 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).

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

Mon, Apr 26

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 3,400 metres (maximum according to wobo at least.)

Mon, Apr 26, 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:

Mon, Apr 26, 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.

Mon, Apr 26, 11:09 AM · DayZ

Fri, Apr 23

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

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

Thu, Apr 22

Beavis updated the task description for T157982: 1.12 Incorrect animation when an unconscious player bleeds out.
Thu, Apr 22, 11:52 AM · DayZ
Beavis created T157982: 1.12 Incorrect animation when an unconscious player bleeds out.
Thu, Apr 22, 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...

Thu, Apr 22, 10:08 AM · DayZ

Wed, Apr 21

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.

Wed, Apr 21, 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...

Wed, Apr 21, 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:

Wed, Apr 21, 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... 😬

Wed, Apr 21, 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.

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

This popped up on Twitter:

.

Wed, Apr 21, 8:14 AM · DayZ

Tue, Apr 20

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?

Tue, Apr 20, 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.

Tue, Apr 20, 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!

Tue, Apr 20, 10:14 AM · DayZ

Sun, Apr 18

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

Fri, Apr 16

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...

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

Thu, Apr 15

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

Ok, thank you for the response.

Thu, Apr 15, 11:58 AM · DayZ

Wed, Apr 14

Beavis updated the task description for T157797: 1.12 And still no wound infection. Where is it?.
Wed, Apr 14, 9:22 PM · DayZ
Beavis created T157797: 1.12 And still no wound infection. Where is it?.
Wed, Apr 14, 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?

Wed, Apr 14, 2:29 PM · DayZ

Tue, Apr 13

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.

Tue, Apr 13, 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 guys hints should not be allowed to slip into stable...

Tue, Apr 13, 2:08 PM · DayZ

Mon, Apr 12

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.

Mon, Apr 12, 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.

Mon, Apr 12, 5:35 PM · DayZ
Beavis updated the task description for T150237: Infected vs Cars.
Mon, Apr 12, 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.

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

Still an issue in 1.12 experimental.

Mon, Apr 12, 4:54 PM · DayZ

Sat, Apr 10

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

Thanks Gews, well formulated!

Sat, Apr 10, 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!

Sat, Apr 10, 3:04 PM · DayZ

Thu, Apr 8

Beavis created T157718: Rubber Slugs do not cause correct shock damage on 1.12 Experimental.
Thu, Apr 8, 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

Thu, Apr 8, 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?

Thu, Apr 8, 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...

Thu, Apr 8, 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.

Thu, Apr 8, 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.

Thu, Apr 8, 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

Jan 14 2021

Beavis added a comment to T135495: Wolves Jumping through cars and causing damage..

Also applies to bears by the way. I have lost count of all the times I have been driving along and a bear comes charging out of the woods and knocks me out in the car. Should only be possible if you have no door or a broken window. :)

Jan 14 2021, 3:54 PM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Any news on this issue? I know from statements from Adam that there is work going on with some physics related issues, would this be included? Thrown object really should have sound effects on impact. (Using the drop item sound effect would work as placeholder.)

Jan 14 2021, 3:51 PM · DayZ
Beavis added a comment to T147002: 1.06 stable - Sound from multiple sound sources stuttering.

Hello, I see that this is marked as resolved already 2019-12-17 but the issue is still happening as much as always.

Jan 14 2021, 1:56 PM · DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

This is still happening by the way. Appears to be desync related, I have had it happen on official servers as well as modded, what vehicle it is does not seem to matter.

Jan 14 2021, 12:59 PM · DayZ
Beavis renamed T149040: DayZ 1.07 - Braking sound from car when another player is driving from DayZ 1.07 - Breaking sound from car when another player is driving to DayZ 1.07 - Braking sound from car when another player is driving.
Jan 14 2021, 12:58 PM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Bumping this old suggestion. Really - it would fit well with DayZ's overall design to need to first fell the tree and then cut it up into logs or firewood. Also, if the felled tree model was removed until regenerated, wouldn't that perhaps improve performance? At least it would be a more believable and immersive state since carrying away logs while still seing the felled tree feels...odd.

Jan 14 2021, 12:57 PM · DayZ

Jan 12 2021

Beavis added a comment to T139497: Car Despawn.

@Geez I suggest you guys look into the scripts surrounding the "remove if damaged" variable. I am starting to suspect that this function can get false positives and delete a vehicle that is actually not ruined. On mine and a couple of associated servers we had problems with the M3S truck disappearing without trace, after we put "remove if damaged" to "0" it has stopped happening. It means crashed vehicles will stay on the server though, so players are encouraged to drive carefully.

Jan 12 2021, 9:13 AM · DayZ

Jan 10 2021

Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

I agree, this can be a very frustrating bug. Today a player on my server died and begged me to put his stuff in a stash since body lifetimes can't be trusted. I was there within ten minutes and it had been cleared already. Sometimes the bodies stay for the intended lifetime, sometimes not - and I have not been able to find a pattern to it. It is an issue that needs to be addressed.

Jan 10 2021, 11:10 PM · DayZ

Dec 3 2020

Beavis added a comment to T150237: Infected vs Cars.

Thank you for looking into it, looking forward to whatever you come up with!

Dec 3 2020, 4:38 PM · DayZ

Dec 1 2020

Beavis created T155500: Knife Sheath cannot be reskinned.
Dec 1 2020, 10:10 PM · DayZ Modding, DayZ

Nov 23 2020

Beavis added a comment to T155184: Noticeable Server FPS issues 1.10.

I am getting it too, seems to be a general 1.10 problem. Server FPS fluctuating violently, and even if it is still over 2k on average you will see players rubberbanding, door and other interactions getting delayed and cars being horrible to drive with constant rubberbanding. Sometimes the car is jerked sideways, sometimes it changes direction up to 45 degrees without you even touching the keyboard. Results are of course disastrous if you are travelling at speed.

Nov 23 2020, 9:59 AM · DayZ
Beavis added a comment to T139497: Car Despawn.

Vehicles getting thrown about on server restart has become a lot worse with the stable 1.10 release. Really guys you HAVE to do something about this now! If a car is missing a wheel or more it will be tossed around and smashed to pieces more often than not. I made the M3S spawn with all wheels attached after observing this behaviour on Experimental, but it seems I'll have to do it on all vehicles.

Nov 23 2020, 9:44 AM · DayZ

Nov 17 2020

Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

It seems to me that bodies will be cleaned away pretty much instantly if there are no other players within the network bubble. Either that or the body sometimes simply falls through the ground and gets deleted because of that?

Nov 17 2020, 1:32 PM · DayZ

Nov 14 2020

Beavis added a comment to T139497: Car Despawn.

More observations from 1.10 Experimental:

Nov 14 2020, 3:29 PM · DayZ

Nov 12 2020

Beavis added a comment to T143702: 1.05 Experimental - New R to swap magazine bugs removed magazines.

This still happens occasionally in 1.10 Experimental. Holding R to swap magazine can desync the hands slot and/or the removed magazine, leading to some very awkward situations. It is safer to use hotbar or simply use drag/drop in inventory, but you'll run out of hotbar slots quickly and opening inventory in combat is not something you want to do...

Nov 12 2020, 8:31 AM · DayZ

Nov 9 2020

Beavis updated the task description for T150113: Backpacks and weapons clipping in vehicles.
Nov 9 2020, 11:24 AM · DayZ
Beavis added a comment to T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood.

Edited the title in the hope the ticket will be noticed...

Nov 9 2020, 10:54 AM · DayZ
Beavis renamed T149844: [Suggestion] Cutting down trees and THEN cutting logs & firewood from [Suggestion] Cutting down trees for logs and firewood to [Suggestion] Cutting down trees and THEN cutting logs & firewood.
Nov 9 2020, 10:54 AM · DayZ
Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

This issue needs to be looked at in some way. The way it currently looks in-game with backpacks and guns clipping through vehicles looks really bad. At least alternative 2 should be fairly straightforward to do, considering items held in the character's hands are already hidden when entering a vehicle.

Nov 9 2020, 10:51 AM · DayZ
Beavis added a comment to T139497: Car Despawn.

While this issue has improved a lot, parking cars in small garages is still dangerous. They can be flipped or spawned up on the roof of the garage after server restarts - or simply gone if they have been ruined or bounced out of bounds. Speaking of Experimental 1.10.

Nov 9 2020, 10:46 AM · DayZ
Beavis added a comment to T150237: Infected vs Cars.

Issues 1-4 still persist in 1.10 Experimental.

Nov 9 2020, 10:39 AM · DayZ

Nov 4 2020

Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

Footnote - the overly squishy cars are especially punishing because of how easy it is to crash due to lag and server stutter. Until vehicle simulation stability is better you might want to consider making cars a lot tougher to compensate. Players do not enjoy spending time and blood to get a car going and then seeing it get wasted after five minutes due to a lag spike...

Nov 4 2020, 7:41 PM · DayZ
Beavis added a comment to T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.

In 1.10 this is still an issue.

Nov 4 2020, 7:36 PM · DayZ
Beavis changed Reproducibility from reproducibility:always to reproducibility:sometimes on T154641: 1.10 Experimental - Fishing animation broken.
Nov 4 2020, 7:20 PM · DayZ
Beavis added a comment to T154641: 1.10 Experimental - Fishing animation broken.

After some more testing it seems this happens more when fishing in the sea, I thought it might be related to the swell but I can't get a 100% reproductible result. It happens on 1.09 stable too, but more rarely.

Nov 4 2020, 7:20 PM · DayZ

Oct 28 2020

Beavis added a comment to T154580: deaath by infected exp 1.10.153507.

Yeah, I will do some more testing tonight with knives and record video. With axes and other two-handed melee weapons I do not get the problem at all. Will add to my ticket https://feedback.bistudio.com/T137370 if I get some footage.

Oct 28 2020, 10:09 AM · DayZ
Beavis added a comment to T137370: No collision with infected in melee.

Hello @Geez it seems that with the current 1.10 Experimental build this issue has once again become more common, especially when fighting zombies with knives. Something about the knife animation negates collision so the infected can phase into the player - where it can hit us but we can't hit them until we back away (which gives them another free hit).

Oct 28 2020, 8:54 AM · DayZ

Oct 27 2020

Beavis added a comment to T154571: Tools get damaged really fast.

I have also observed this, any activity with knives and other tools cause them to go damaged unreasonably fast. Digging worms with a kitchen knife made it go ruined after three worms (from worn). Improvised knife is more or less instantly ruined, you can use it twice or maybe three times depending on what you use it for. Axes wear stupidly fast from cutting down anything at all (trees, bushes, zeds...).

Oct 27 2020, 1:03 AM · DayZ

Oct 26 2020

Beavis created T154641: 1.10 Experimental - Fishing animation broken.
Oct 26 2020, 10:15 PM · DayZ

Sep 7 2020

Beavis added a comment to T146001: Closing Inventory Causes Freezing.

In another forum I have seen players saying it helped to go into the DayZ folder, right click on the DayZ_x64.exe, go into "Properties" and the "Compatibility" tab and tick the box for "Disable full screen optimisation".

Sep 7 2020, 10:59 AM · DayZ

Aug 27 2020

Beavis created T153448: DayZ 1.09 Experimental - Cars take too much damage at low speed impacts.
Aug 27 2020, 11:40 PM · DayZ
Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

Fixed in the latest 1.09 exp patch, thanks!

Aug 27 2020, 11:33 PM · DayZ
Beavis added a comment to T153426: [1.09.153360] There is a sound "Opening barrel" after player loading on map.

This has been going on a long time (many pathces, maybe since 1.03 or 1.04). It occurs just after logging in in the vicinity of vehicles and/or storage units such as barrels, tents etc. A few seconds after loading in you will hear a few sounds related to something that has happened with these items - if you have broken a window on the car you will hear it getting shattered - every time you log in near that car, even if was weeks since it was broken. You'll hear barrels opening/closing, tent openings zipping etc. Simply put it seems the sound of historical actions related to things in the player's vicinity are replayed at login. I haven't really found a way to formulate a ticket before this, but now that I saw this I thought I'd leave some more info.

Aug 27 2020, 11:32 PM · DayZ

Aug 23 2020

Beavis added a comment to T147052: Mostly female infected in towns (DayZ 1.06).

This bug is still at large in 1.09 experimental, in any area where the zombies are of the "city" type, you will only see female infected, with the exception of other specific types (police, firefighter, medical etc).

Aug 23 2020, 2:47 PM · DayZ

Aug 19 2020

Beavis added a comment to T153322: 1.09 Experimental - No fruit in Chernarus.

Thank you, I just noticed it was added that Chernarus is running Livonia economy to the known issues. Explains it!

Aug 19 2020, 1:00 PM · DayZ