EpochModTeam / DayZ-Epoch

Experimental DayZ Mod for Arma 2
http://epochmodteam.github.io/DayZ-Epoch
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Epoch 1.0.7 Beta - RC2 #2105

Closed AirwavesMan closed 3 years ago

AirwavesMan commented 3 years ago

Ladies and Gentlemen we are ready for the second Epoch 1.0.7 Release Candidate.

Joining with the DayZ Launcher

  1. Download and install 7-zip from this website: https://7-zip.de/download.html
  2. Download the Epoch 1.0.7 Client Files from google drive: https://drive.google.com/drive/folders/1Xx0wq8QJFG4AqeXquxMQADm8y73FYeYO
  3. If you have finished the download, unpack the Epoch 1.0.7 Client Files. You need at least 7,4 GB of disk space.
  4. Go into the folder where you have installed all your of Arma 2 OA DayZ mods. It depends on where the DayZ Launcher has set the path.
  5. Once you found the folder with your mods rename @DayZ_Epoch to @DayZ_Epoch_old.
  6. Copy and paste the downloaded and unpacked folder from 3. into the mods folder where you have renamed the Epoch Mod. Keep in mind you need at least 7,4 GB of disk space.
  7. There should be a folder with the name @DayZ_Epoch_old and @DayZ_Epoch now.
  8. Click on @DayZ_Epoch and check if there is a sub folder called addons. @DayZ_Epoch\addons.
  9. If there is another folder called @DayZ_Epoch copy everything from this folder into the root folder called @DayZ_Epoch. So it looks like: that @DayZ_Epoch\addons and not: @DayZ_Epoch\@DayZ_Epoch\addons.
  10. Update to RC2:
  11. Download the updated files from: https://drive.google.com/drive/folders/1JgjLJZG7E7DBFeF2BGKBBju8v3vyMQUg
  12. Unpack the RC2 Files and copy from the unpacked @DayZ_Epoch from the updated files folder over the @DayZ_Epoch from 6. and overwrite all files in there.
  13. You are ready to join an Epoch 1.0.7 Server now. Open the DayZ Launcher and join 94.130.68.169 - Offical DayZ Epoch 1.0.7 Test Server.
  14. You will get a message that Epoch needs validating/updating. Click ok and ignore it. You can join the Test Server now.
  15. If you want to join any other Epoch non 1.0.7 server, just rename @DayZ_Epoch_old back to @DayZ_Epoch.13.

For Server Admins:

  1. Download and install 7-zip from this website: https://7-zip.de/download.html
  2. Download the Epoch 1.0.7 Server Files from google drive: https://drive.google.com/drive/folders/1gHNE4VBCeYXi0P_hosAI8k-49v15WNdr

How to test:

  1. Do not use any third party scripts or tools. Do not use infistar as an admin tool. Use this testkit: https://github.com/worldwidesorrow/TestKit
  2. Enable -showscripterrors in the DayZ Launcher and never ever use -nologs for testing.
  3. If you have bugs and problems on testing always provide logs. Server(if you are the admin) and Client Logs. You can find the Client Logs under C:\Users\YourUsername\AppData\Local\ArmA 2 OA
  4. It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10
  5. Do not post the logs directly, use pastebin.com, google drive, or something like that and add the link.

Report all bugs under this topic.

IsGoose commented 3 years ago

~~There appears to be an dupe vulnerability regarding the new TallSafe. Unlocking, and then taking gear out of the safe, but not locking the safe, then waiting for (or manually) server restart will result in the player having the gear from the safe, and the same containing the items the player removed.~~

This was brought to my attention by Discord user Th3-Hunter333, who mentioned that he and choc had done some testing with this.

After some digging, I believe the cause to be that the DayZ_GearedObjects array does not contain "TallSafe", and so TallSafes are missed when this line is called in server_playerSync: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/compile/server_playerSync.sqf#L226

~Posting on behalf of, and credit to Th3-Hunter333 & choc~

~Update: Adding "TallSafe" to the DayZ_GearedObjects appears to fix this issue~

AirwavesMan commented 3 years ago

Thx, fixed with https://github.com/EpochModTeam/DayZ-Epoch/commit/11cd12cffd1884caa3e431caac679ab083de6a03

staticallydynamic commented 3 years ago

Hey @AirwavesMan - I just came across this because I wanted to start another DayZ Epoch (Arma 2) server (I miss playing this with my friends) and saw that the last release was in 2017 - 1.0.6.2. There's a potential this RC could be the next release in over 4 years, is this really happening?!?!

SgtLuka commented 3 years ago

The name for HK417 mag (STR_DZ_MAG_20RND_HK417_NAME) says it's a 30 round mag but it's actually a 20 round mag.

AirwavesMan commented 3 years ago

@SgtLuka Fixed with https://github.com/EpochModTeam/DayZ-Epoch/commit/e78effe8bf3a7237aa64d865a587f9796400482e

@js4tony Yes it is really happening and we have reached a very good state already.

SgtLuka commented 3 years ago

The trader billboards have a super weird glow at night time. 123456

looter809 commented 3 years ago

I was about to test something with a base design when I noticed an issue with snapping. See video for better explanation, but basically I snapped a 4x metal floor bottom snap point to another 4x metal floor's side snap point (I believe it was it's side) and used the bank right vector.

ndavalos commented 3 years ago

It’s because the spheres are local, executing attach to with non local objects and local ones behaves badly. To correct that doing createvehicle instead of createvehiclelocal on the spheres will fix it. I already made that change on my copy and it fixes any weird snapping issues.

looter809 commented 3 years ago

Explanation went slightly over my head @ndavalos but if you say that fixes it then I'll believe you. I was thinking it may be that the snap points are on the bottom of the metal floor (when laid flat) rather the center (also here's another video which I thought was going to prove my idea of why it's misbehaving video link. Where would the code be to change that?

ndavalos commented 3 years ago

I made the change on my copy to test. I was getting weird snapping angles that were not exactly vectored right. They would initially snap at 10 degrees or so, so I took a look at the snap code. I’ve had other misalignments happen like you’re showing as well, which I haven’t tested floors since making changes locally, but my guess that would also fix that. You should also always do a setdir on objects before an attachto, even if you’re not changing the orientation. That’s documented somewhere in the bis wiki if I remember correctly.

AirwavesMan commented 3 years ago

CreateVehicleLocal is not the problem here. The actual problem is that you have snapped from the wrong side of the metal floors. You took the opposite snappoint from the opposite side. You can see it on the screenshot. Ive fairly tested the snapping with the metal floors and it looks always good. If the snappoints would be centered on the floor you would have not this problem. Ive tested snapping with both createVehicle and createVehicleLocal and could not see a difference. @ndavalos if you can guide me to the problems you ran into with snapping and createVehicleLocal it would be very helpful. At the moment I could not find any. snapping

ndavalos commented 3 years ago

Oh, the issue I've seen is pretty random, you can build for a while then eventually things start snapping at weird angles. It's hard to reproduce. I had fixed it in my code on 1.0.6.2 by doing everything with createvehicle. I started redoing all my stuff back in June and went back to the default Epoch snap and it started again. When I started looking at 1.0.7 I noticed the code in snap was converted to use createvehicle instead of createvehiclelocal, which is good, it has less bugs. There's one part in the current code snap_functions.sqf in fnc_initSnapPoints where its doing _objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];. If you change it to createVehicle instead, none of the strange snapping happens. I've only seen this happen when the owner differs between object being built and object being snapped to. When the locality is different between objects being attached, if one of them is created with createvehiclelocal and the other was created with createvehicle, executing attachto will behave badly. Also doing createvehicle instead of createvehiclelocal when its appropriate avoids the rpt being spammed with errors about invalid ref to non-network object.

AirwavesMan commented 3 years ago

Ok then, hopefully it is fixed now. https://github.com/EpochModTeam/DayZ-Epoch/commit/b030fc49ddf6128da6346a3a0bfbf811bbc64a02

ndavalos commented 3 years ago

This is more of a request, but I know that my players will invert garage doors in order to get larger vehicles through them. It appears the collision on the garage doors is different now on the top part of the garage. Basically players will flip the garage doors over and sink the tops below the terrain so there is a gap at the top allowing taller vehicles to get through them. Here's a video of what I'm talking about. Usually they sink them just enough to make the top part of the opening disapear under the ground, I've sunk this particular garage door deeper than that and am still getting a collision when trying to drive across it. Also when I try to walk across it I can't, I actually have to jump over it. If it's possible to make the collision points a little smaller, more like the old garage door models that would be great. I haven't tested it being placed rotated 90 degrees on it's side yet, but I wouldn't doubt that's also an issue. Many people will do that as well so you have sort of a dual door, 2 doors side by side that are rotated 90 degrees on their side with the side sunk into the ground. https://youtu.be/7b7YkRkwdFk

Edit: I tested 90 degree rotation and it's fine. So if it can't be altered I can tell people to just rotate 90 degrees and do 2 doors instead of one inverted.

dreamforceinc commented 3 years ago

STR_EPOCH_HOTWIREKIT_DESC: Is this kit used to hack buildings?

dreamforceinc commented 3 years ago

Is it possible to increase the width of the context menu? 2021-02-17_00-52-27

AirwavesMan commented 3 years ago

@ndavalos We added the cinder garage with no top and the cinder gate for the old problem that vehicle are to big to move into the garage. So there is basically no need to rotate it any longer.

@dreamforceinc STR_EPOCH_HOTWIREKIT_DESC is only used to hotwire vehicles. Ive increased the size of the context menu and increased the number of context menu actions that can be created.

AirwavesMan commented 3 years ago

RC3 is up.

survived91777 commented 3 years ago

plz restart server