Page MenuHomeFeedback Tracker

Beavis (Johan Westerlund)
User

Projects

User does not belong to any projects.

User Details

User Since
Jun 15 2018, 3:26 PM (233 w, 2 d)

Recent Activity

Nov 1 2022

Beavis added a comment to T168505: Repairing damaged magazine yields worn ammo.

Hello @Geez I know this was listed as resolved, I was just curious as to what purpose there are damage states for ammunition if it does not affect its functionality in any way? I would suggest simply having damaged ammo bring a risk of a cartridge malfunctioning - leading to a "click" and forcing the player to cycle the action (tap R) to clear the dud and continue firing. This would would be less punishing than actual jams but give the damage states some purpose and add an interesting element to gunplay.

Nov 1 2022, 2:53 PM · DayZ

Oct 6 2022

Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

This issue is not resolved. The Longhorn sound effect still has not changed in 1.19 experimental. As is, the .45 acp DERRINGER is louder than the .308 Longhorn! Please @Geez I know this is a minor issue to most players, but could you see if someone just forgot to push the update? If the sound effect is intentionally low then I'll just mod it, but I'd prefer not to have to...

Oct 6 2022, 8:43 PM · DayZ

Aug 19 2022

Beavis added a comment to T164081: Players/Items have different weight between client and server ( desync ? ).

This still happens way too frequently, nearly every time I play for a prolonged time. A relog usually but not always resets it.

Aug 19 2022, 8:01 AM · DayZ

Jul 21 2022

Beavis added a comment to T164711: Staying in vehicles doesn't prevent character and objects in it's clothes from getting wet while raining. (V 1.17).

It is, https://feedback.bistudio.com/T164711#2306020

Jul 21 2022, 10:51 AM · DayZ

Jul 4 2022

Beavis updated subscribers of T162844: Infected and headtorches.

Excuse the ping @Geez, but would it be possible to nudge the devs about this issue? I can't imagine it is an insurmountable issue compared to vehicle physics etc.. Using a mod as a workaround works for me, but for console or pc server owners who want to run without mods it is an issue. Also completing configuration of the eyewear slot on infected would allow some of the settings that have been in place in randompresets.xml and spawnabletypes.xml forever to finally see some use!

Jul 4 2022, 9:38 PM · DayZ
Beavis added a comment to T164711: Staying in vehicles doesn't prevent character and objects in it's clothes from getting wet while raining. (V 1.17).

How come this issue is not even accknowledged yet? Happens on all servers, vanilla and modded. It came with the change to heat comfort from heat sources a couple of patches back.

Jul 4 2022, 4:02 PM · DayZ

Jun 23 2022

Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

Awesome, than you for this @mdc !

Jun 23 2022, 1:14 PM · DayZ

Jun 22 2022

Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

Well look at that, I took MDC's script above and applied it and it works flawlessly.

Jun 22 2022, 1:10 PM · DayZ
Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

@mdc Legend!

Jun 22 2022, 11:01 AM · DayZ

Jun 21 2022

Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

You'd think that yeah. They can obviously hide selected proxies depending on actions/conditions - or you wouldn't have invisible weapons etc when climbing ladders and, here's the twist, when sitting in cars. Expanding that to include back and shoulder slots should not be impossible.

Jun 21 2022, 12:49 PM · DayZ

Jun 20 2022

Beavis added a comment to T150113: Backpacks and weapons clipping in vehicles.

Okay, not the answer I was hoping for, but thanks for the feedback.

Jun 20 2022, 11:44 PM · DayZ
Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

Awesome, can't wait to hear it!

Jun 20 2022, 11:43 PM · DayZ

Jun 18 2022

Beavis updated subscribers of T150113: Backpacks and weapons clipping in vehicles.

Please @Geez could you nudge the devs a bit on this issue? The ticket is more than two years old but the issue has been in since 0.63. The obvious band aid fix until a more logical system can be implemented is to hide the back and shoulder proxies on players when seated in a vehicle. It is done with anything held in hands, so it should be a piece of cake to do it with two more slots.

Jun 18 2022, 11:53 PM · DayZ

Jun 16 2022

Beavis added a comment to T165978: DayZ Character Customisation - Locking gender for randomised character.

Don't know about the situation on console, but for customised characters to apply the server needs to allow this, if the server enforces randomisation you'll get a random character whether you want it or not. And I wonder if your customised character somehow gets reset or overwritten when this happens. It's not very intuitive the way it is designed on PC either...

Jun 16 2022, 1:38 PM · DayZ
Beavis created T165978: DayZ Character Customisation - Locking gender for randomised character.
Jun 16 2022, 12:37 PM · DayZ

Jun 8 2022

Beavis added a comment to T164289: Outhouses have no doors..

I doubt the outhouse doors have any measurable impact on server performance - if so, filling the giant apartment complexes with working doors despite the buildings having zero loot spawns would make absolutely no sense... (There were no working doors in those in 0.62)

Jun 8 2022, 7:29 PM · DayZ
Beavis added a comment to T151396: Zombie Floating Chin straps on death.

This issue has been known (the helmets are commented out from spawning on zeds in the economy files) a long, long time now and it would be nice if it was fixed at some point so heavy mil (and police) zombies can be appropriately intimidating. A 1960:s steel helmet just doesn't give the same impression that a ballistic or gorka helmet would do along with a plate carrier. I very much doubt this requires a lot of work, likely just a few points on either model that aren't weighted properly.

Jun 8 2022, 6:00 PM · DayZ
Beavis added a comment to T153440: EXP 1.09 and STABLE 1.08 - Shouldered weapon sits within character model.

New placement and orientation in 1.18 is much better in most cases. However it looks very, very weird on character wearing low end clothes and no backpack. I realise that might be a necessary compromise, but it would be cool if the placement could be individually aligned for each weapon, and possibly conditioned depending on what other gear the player has equipped. Having actual calculated interactions & collisions between worn items is not something we'll see in this kind of game for a long, long time, but yeah that's the dream...

Jun 8 2022, 5:45 PM · DayZ
Beavis added a comment to T164019: DayZ - No damage from thrown items.

Still an issue in 1.18.

Jun 8 2022, 5:36 PM · DayZ
Beavis changed Operating System from os:w7 to os:w10x64 on T164289: Outhouses have no doors..
Jun 8 2022, 5:33 PM · DayZ

Jun 7 2022

Beavis added a comment to T165284: HUD parts still show when HUD Disabled Experimental Version 1.18.154845.

Can confirm. Logically, there should be four options:

  1. Everything on
  2. Hotbar hidden
  3. HUD and hotbar disabled but with interaction popups active.
  4. HUD completely disabled.
Jun 7 2022, 2:49 PM · DayZ

May 31 2022

Beavis created T165555: DayZ 1.18 Experimental - Typo in cfgeventgroups.xml.
May 31 2022, 1:43 PM · DayZ

May 30 2022

Beavis added a comment to T165068: DayZ 1.18 Experimental - Gas Canisters do not explode when ruined.

This seems to go with any explosive device, grenades, M40 grenades, mines, etc. They are completely inert when damaged.

May 30 2022, 5:38 PM · DayZ
Beavis added a comment to T165336: DayZ - Hunting Scope has no damaged overlay.

Yeah, shouldn't be a major undertaking to provide these optics with a couple of overlays to even the field.

May 30 2022, 5:36 PM · DayZ

May 25 2022

Beavis added a comment to T164985: Grenades activating on vests.

Yes, this happened to me just now and killed me. I had a field vest on with a flashbang and a hand grenade. Found an assault vest and swapped, then moved the grenades over from the field vest. First flashbang, then the hand grenade. Immediately after the flashbang went off - and while everything was white and ringing BOOM you are dead from the hand grenade.

May 25 2022, 3:56 PM · DayZ Xbox

May 24 2022

Beavis added a comment to T165336: DayZ - Hunting Scope has no damaged overlay.

Other optics that also lack damage states:

May 24 2022, 8:10 PM · DayZ
Beavis created T165336: DayZ - Hunting Scope has no damaged overlay.
May 24 2022, 6:01 PM · DayZ

May 20 2022

Beavis created T165101: DayZ 1.18 Experimental - Stealth Kill Animation.
May 20 2022, 2:41 PM · DayZ
Beavis created T165068: DayZ 1.18 Experimental - Gas Canisters do not explode when ruined.
May 20 2022, 9:16 AM · DayZ

May 6 2022

Beavis added a comment to T164711: Staying in vehicles doesn't prevent character and objects in it's clothes from getting wet while raining. (V 1.17).

I can confirm. It would be nice if this was actually tied to if you have a door by your seat, or if the windshield or door windows are broken. To make those things more than cosmetic.

May 6 2022, 1:30 PM · DayZ

Apr 22 2022

Beavis created T164443: CookingStand is missing from types.xml.
Apr 22 2022, 12:43 PM · DayZ

Apr 19 2022

Beavis created T164289: Outhouses have no doors..
Apr 19 2022, 9:38 AM · DayZ

Apr 17 2022

Beavis updated the task description for T164272: Player's footsteps too loud.
Apr 17 2022, 11:23 PM · DayZ
Beavis created T164272: Player's footsteps too loud.
Apr 17 2022, 11:22 PM · DayZ

Mar 31 2022

Beavis created T164019: DayZ - No damage from thrown items.
Mar 31 2022, 11:27 AM · DayZ
Beavis changed Severity from severity:minor to severity:major on T147311: No sound or splash from thrown objects.
Mar 31 2022, 11:11 AM · DayZ
Beavis added a comment to T147311: No sound or splash from thrown objects.

Still an issue in 1.17 experimental.

Mar 31 2022, 11:11 AM · DayZ

Mar 29 2022

Beavis updated subscribers of T157490: Reduce weight of Handheld Radio and Field Transceiver.

The personal radio actually weighs 750 grams in-game, but that is still too much - the real world model it is based on (IC-M7) weighs 310 grams with the depicted battery pack. So it still needs to be updated.

Mar 29 2022, 4:04 PM · DayZ

Mar 28 2022

Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

Thanks Geez, you're a gem!

Mar 28 2022, 12:58 PM · DayZ

Mar 27 2022

Beavis created T163930: DayZ 1.17 Experimental - Infected Stepover Animation.
Mar 27 2022, 2:31 PM · DayZ

Mar 25 2022

Beavis added a comment to T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.

Yeah Wobo just confirmed the Longhorn cannot be heard further away from the shooter than just under 800 meters. I understand this is most likely an intentional design to make the Longhorn more of a "king pistol" than what it actually is - a freak weapon shooting rifle ammunition from a pistol sized frame. I plead with you to reconsider this - dig out the old Longhorn sound effect from Legacy and use that - and make the sound carry as far as any other rifle.

Mar 25 2022, 5:27 PM · DayZ

Mar 24 2022

Beavis created T163872: DayZ 1.17 Experimental - Longhorn Sound Effect too quiet.
Mar 24 2022, 12:50 PM · DayZ
Beavis created T163871: DayZ 1.17 Experimental - Spear issues.
Mar 24 2022, 12:38 PM · DayZ
Beavis added a comment to T156324: Experimental launcher can't automatically load mods and affects stable launcher's mod cache.

Still an issue in 1.17 experimental. The launcher cannot connect with the workshop to subscribe to mods, nor can it locate subscribed mods on the computer's Steam installation. If a player wants to connect to a modded experimental server they need to manually add the mod as a "local" mod by navigating to it in the workshop folder.

Mar 24 2022, 8:52 AM · DayZ
Beavis created T163863: DayZ 1.17 - No sound when cooking.
Mar 24 2022, 8:37 AM · DayZ

Mar 1 2022

Beavis updated subscribers of T153440: EXP 1.09 and STABLE 1.08 - Shouldered weapon sits within character model.

Sorry for pinging you @Geez but now that you guys are polishing so many things with the game it would be nice if this finally was looked at, it is a visual glitch that frustrates me every time I play... Some weapons look okay, but some look really bad.

Mar 1 2022, 7:08 PM · DayZ

Feb 16 2022

Beavis added a comment to T158117: 1.12 AI damage from Barbed Wire and Bleeding Animals.

Hello @Geez , is there any information you can share about these issues? Zombies getting stuck in and dying to barbed wire was great feature and it would be awesome to see it come back.

Feb 16 2022, 12:30 PM · DayZ Modding, DayZ

Feb 12 2022

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

I can confirm the above, I have done the same testing on a 1.15 test server and had the same results.

Feb 12 2022, 1:41 PM · DayZ

Feb 10 2022

Beavis created T163201: DayZ 1.16 Experimental - AI cannot damage players in OPEN vehicles..
Feb 10 2022, 3:28 PM · DayZ
Beavis edited Additional Information on T162844: Infected and headtorches.
Feb 10 2022, 2:15 PM · DayZ
Beavis added a comment to T145488: [Not Working] CleanupLifetimeDeadPlayer.

This is still not working properly. CleanupLifetime is not consistent with any value put into globals.xml, bodies very often disappear as soon as they are no longer within range of any player network bubbles. Sometimes they are gone in less than five minutes, sometimes they remain for the full lifetime. Something is provoking a premature cleanup.

Feb 10 2022, 2:04 PM · DayZ

Feb 5 2022

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

Hello, in the current 1.16 experimental it seems vehicles have taken a giant leap backwards. Twice I have crashed in low speeds (about 20 kmph) due to lag spikes and both times my car was nearly totalled. Both wheels ruined, radiator ruined, spark plug ruined. If I am to guess I think the server somehow - through desync or lag - gets a much higher velocity value than what is actually going on and calculates way more damage than it should.

Feb 5 2022, 8:32 PM · DayZ

Feb 4 2022

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

No news about this? It would be nice if the config option actually worked.

Feb 4 2022, 9:11 AM · DayZ

Feb 1 2022

Beavis added a comment to T156205: Personal Opinion: Clothing Rework - Enable a clothing layer system or change insulation/Waterproofness values.

Agreed. It should be possible to layer clothes, at least to some extent. It is not sensible that to wear a raincoat I have to throw my t-shirt on the ground, and if I am freezing to death I will not dump my hoodie if I find a jacket...

Feb 1 2022, 11:51 AM · DayZ

Jan 27 2022

Beavis created T162967: DayZ - Red-9 model.
Jan 27 2022, 10:14 PM · DayZ

Jan 18 2022

Beavis edited Steps To Reproduce on T162844: Infected and headtorches.
Jan 18 2022, 12:55 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Hey guys, I made a new ticket to increase the chances of Geez noticing it. https://feedback.bistudio.com/T162844

Jan 18 2022, 12:49 PM · DayZ
Beavis created T162844: Infected and headtorches.
Jan 18 2022, 12:48 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Right, so I poked around a little more in this issue. Just enabling the "Eyewear" slot for infected will not work 100%. Zombies will wear the headtorches correctly and you can see the lamp on their head, but there will be no illumination from them. However, I made a tiny mod to re-enable the Headgear slot for headtorches - and it turns out that if zombies wear headtorches in that slot, they do work as intended.

Jan 18 2022, 12:11 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Yeah I know you guys run vanilla or mostly vanilla. PvZMod is a nightmare to configure, but after much trial and error I have found a balance where zeds work mostly as in vanilla but with the nice little perks that the mod has - vehicles getting damaged when running them over, bashing in doors, reaching players on obstacles and so on. This thing with the headtorches was an unexpected boon :)

Jan 18 2022, 9:31 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Ooooh wait I have PvZMod on my servers - it adds the glasses slot to zeds, that must be why it works. Didn't even think about that!

Jan 18 2022, 9:17 AM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

Are you sure it's not working? I still have infected running around with headtorches so I'm getting a bit confused...

Jan 18 2022, 8:54 AM · DayZ

Jan 15 2022

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

After trying to configure this file for a few weeks without seeing much difference to weather behaviour I have now decided to disable it for now. No matter what values I put in the file, if enabled the weather on the server will slide towards full overcast, fog and rain and then sit on a nearly permanent torrential downpour and thunderstorm. Occasionally it does decrease for a while, but soon goes back to hard rain. My guess is that whatever random function decides what to change when the weather state changes is heavily favouring going towards bad weather. I'd need to do some dedicated testing over time to get an approximation of the ratio, and I don't have the heart to expose the poor players on the servers to that.

Jan 15 2022, 7:55 PM · DayZ

Jan 11 2022

Beavis updated the task description for T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:55 PM · DayZ
Beavis updated the task description for T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:51 PM · DayZ
Beavis created T162739: Infected Movement (DayZ 1.15).
Jan 11 2022, 1:50 PM · DayZ
Beavis added a comment to T157830: Vehicle gears misconfigured.

The above issues still stand. Either the vehicles don't have enough torque or gravity is simply too strong.

Jan 11 2022, 1:28 PM · DayZ
Beavis added a comment to T158257: Make headtorch wearable in the Glasses inventory slot like NVG headstrap.

This has been implemented, task can be closed.

Jan 11 2022, 1:24 PM · DayZ
Beavis added a comment to T149040: DayZ 1.07 - Braking sound from car when another player is driving.

Still happening in 1.15 stable.

Jan 11 2022, 1:16 PM · DayZ
Beavis updated subscribers of T160383: Trapped on a ladder by zombies.

Holding F (or a similar command) to simply let go of the rungs and fall from the ladder should be a simple enough feature to implement. Is this something that could be forwarded to the team @Geez ?

Jan 11 2022, 12:59 PM · DayZ

Jan 3 2022

Beavis added a comment to T153440: EXP 1.09 and STABLE 1.08 - Shouldered weapon sits within character model.

This is still a major issue in 1.15. Most if not all firearms sit too close to the player character's shoulder and are oriented straight forward, making them clip into the body, with parts even protruding through the character's chest. Some are worse than others, below a screenshot of the recently added Aug. Honestly this looks really bad, it should be a priority to make an effort to tweak every weapon individually if possible.

Jan 3 2022, 4:48 PM · DayZ

Dec 21 2021

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

Your problem is DZSA launcher, not DayZ. Delete everything in the !dzsal folder (located in the DayZ folder). Said third party launcher caches files and then can't update properly when a mod removes files in an update. In this case one or more mods has removed a pbo in an update, but your DayZ will still load that mod with those pbo:s because they are still saved in that folder.

Dec 21 2021, 9:53 AM · DayZ

Dec 18 2021

Beavis added a comment to T162322: Default cfgweather.xml (when enabled) makes it rain without getting an overcast.

When looking around on the internet for answers I found out that the reset bool (whether or not the server should read weather data from storage when restarting) MUST be set to 1 (true) or the cfgweather.xml file will not be read. Just setting enable=1 is not enough. After I set both to 1 the weather behaves as expected from the settings in the file, before I did that it would slide to full extremes of everything (rain, fog and wind on 100%) and then never change. People were getting depressed on the server...

Dec 18 2021, 8:47 PM · DayZ

Dec 17 2021

Beavis added a comment to T132949: 360 head rotate.

Came looking for a ticket on this issue before posting one myself - did not expect to find one more than three years old. I realise this is not a high priority issue, but still.. Anyhow as of 1.15 in December 2021 the 360 degree head rotation in "locked" animations is still a thing. Here when drinking from a well:

Dec 17 2021, 12:36 PM · DayZ
Beavis added a comment to T159423: Featherfall (PC Experimental 1.13 Update 1: Version 1.13.153989.).

Hello Geez, my ticket https://feedback.bistudio.com/T160803 is a duplicate of this issue, could you merge them?

Dec 17 2021, 12:21 PM · DayZ

Nov 18 2021

Beavis updated subscribers of T160803: 1.14 Experimental - Fall Animation.

@Geez This persists in 1.15 Experimental. Grabbed better video of the issue:

Nov 18 2021, 7:54 PM · DayZ

Nov 14 2021

Beavis created T161925: DayZ 1.15 Experimental - Jumping over bear traps and land mines will set them off.
Nov 14 2021, 11:04 PM · DayZ

Nov 11 2021

Beavis created T161892: 1.15 Experimental - Sound bug with Aug mags.
Nov 11 2021, 9:01 PM · DayZ
Beavis added a comment to T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.

I believe this ticket can be closed, I had missed this line in the wiki about the cfggameplay:

Nov 11 2021, 8:37 PM · DayZ

Nov 10 2021

Beavis updated subscribers of T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.

Thankfully it still works as intended if the line is left in serverDZ.cfg.

Nov 10 2021, 9:19 AM · DayZ

Nov 9 2021

Beavis created T161868: DayZ 1.15 Experimental - disablePersonalLight in cfggameplay.json not working.
Nov 9 2021, 7:13 PM · DayZ

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