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GENERAL GAMES => DayZ - Flashback / Standalone & Mod => DayZ Flashback => Topic started by: Dave790 on December 04, 2015, 12:21:47 PM

Title: Exile.Mod Dev Info
Post by: Dave790 on December 04, 2015, 12:21:47 PM
This is on the Exile Mod Website...
No update this weekend


By Eichi
12/02/15

Why? Read this:

While testing the new Arma version, we have identified at least nine bugs in it. We have reported all of them to Bohemia Interactive and hope for a second hotfix. They have already hotfixed one of our reports yesterday.

It is too late for me to mention all problems we have found. To mention a few problems we have found so far:

You cannot run through doors with launchers, axe or big weapons anymore
Hiding group hexagons does not hide the one of the leader, thus our new party ESP is somewhat useless
Fuel stations are not marked on the map anymore
Re-fueling of vehicles at fuel stations requires you to get out and in before it works (By design?)
Implementation of one essential SQF structure is broken, thus almost 400 of our files do not work anymore
We hope all of the critical bugs will be fixed as soon as possible.

This really demotivates us, so we will take a day off. Please understand.
Title: Re: Exile.Mod Dev Info
Post by: Dave790 on December 08, 2015, 08:22:36 PM
Good news...

0.9.4 "Lime" RC1 Testing has begun!


By Eichi
12/05/15

As usual, a couple of days before the official release, we do a release candidate testing. We've tested everything and corrected all the bugs that we've found. Please help us and play on our test server to identify more problems that we haven't found yet.

There is a new sub-forum where you can report problems. You can also join our Teamspeak and talk to other testers and us :)
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 08, 2015, 08:33:54 PM
Nice Nice, they made decent progress so far
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 10, 2015, 10:37:00 PM
Hello Elliot,

As you may know, Exile Mod 0.9.4 was released today and added to the panel, however, many users are reporting they cannot connect afterwards, including some other users on the Exile forums, for this reason, the base version is back on the old version until we can release a working 0.9.4, you may still use the new version, but you do so at your own risk for the time being.   

Apologies for any inconvenience, we will release as soon as we can.

For any questions or queries, please log a support ticket with us in your Billing CP.

Best regards,
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 11, 2015, 10:49:32 AM
Hi Elliot

Weve located the issue as being a rogue file supplied in the updated files just waiting on Sam getting up to implement this, hell be up early afternoon.

Regards,
Title: Re: Exile.Mod Dev Info
Post by: Dave790 on December 22, 2015, 09:56:30 PM
Info on new update 'Clementine'...
Eichi
Captain
Eichi
Developer

 1253
531 posts
Posted 13 December
TLDR Version

Less bugs, but not bug free
Much surprise
So wow
Admin Info

Run the upgrade SQL script
Replace extDB2.dll
Merge extdb-conf.ini
Replace exile.ini
Replace exile_server.pbo
Merge loot tables (if you like to)
Replace @Exile
Replace key
Use new BattlEye filters
Updating exile_server_config.pbo and mission file is not required
Changes

Changed: Replaced "KNOCKED OUT" with more fancy messages
Changed: Enabled unlocking of vehicles in safe zones after restart by default
Removed: Obsolete " visualThreshold" from server config
Fixed: Players could handcuff others while being tied up
Fixed: Boats were spawning on sea ground instead of water surface
Fixed: Fly sound not always de-spawning when de-spawning a corpse
Fixed: Grinder was missing in loot tables and traders (sorry!)
Fixed: Grenade HUD showing wrong names and values
Fixed: Delayed loading of character data so Arma (hopefully) does not throw magazines away
Fixed: Construction limit was taken from one level above the current level of territories
Fixed: Clean-up of territories would only work on newer MySQL server versions
Fixed: Location info in HUD was not showing and spawning and re-spawning
Fixed: Another glitchy way to access a locked safe
Added: Fly swarm particles on player corpses
Fixed: Loading lots of magazines into your weapon would prevent you from spawning - thx to @On4fox
Fixed: In rare situations, the detection of objects in a territory might not work well (AGL/AGLS)
Fixed: Camp fires would not be found in upper stories - thx to @On4fox
Title: Re: Exile.Mod Dev Info
Post by: Joanne on December 23, 2015, 10:52:53 AM
Hey Krisis just thought id let u know that no one can connect to our server as it needs updating an not sure if ur around doing it or anything
Title: Re: Exile.Mod Dev Info
Post by: Dave790 on December 23, 2015, 03:25:35 PM
Server has NOT been updated to 'Clementine', so roll back to 'Lime'. KrisiS will let us know when the serverside update has been done  :)
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 23, 2015, 04:07:57 PM
Starting this now guys, sorry about the delay
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 23, 2015, 04:19:24 PM
PS: This update just looks sloppy
Title: Re: Exile.Mod Dev Info
Post by: Mitton on December 24, 2015, 11:14:46 AM
A couple of people mentioned last night that they're unable to craft.  Just found this below, hope it's useful

http://www.exilemod.com/topic/9136-0941-emergency-fixes/

Quote
We have managed to slip two bugs through our testing. Sorry for that :(

Instead of pushing a complete update again, we would like to serve server owners with the fixes to be included in your mission file. This way, clients do not have to download ~400MB again.

We have found two problems so far, which are in the following functions:
• ExileServer_object_tree_network_chopTreeRequest
• ExileClient_object_item_craft

Please find the two function files attached to this post. Place them in your mission file PBO and add the following to your CfgExileCustomCode in the config.cpp of it.
class CfgExileCustomCode
{
   /*
      You can overwrite every single file of our code without touching it.
      To do that, add the function name you want to overwrite plus the
      path to your custom file here. If you wonder how this works, have a
      look at our bootstrap/fn_preInit.sqf function.

      Simply add the following scheme here:

      <Function Name of Exile> = "<New File Name>";

      Example:

      ExileClient_util_fusRoDah = "myaddon\myfunction.sqf";
   */

   // Emergency fixes for 0.9.41
   ExileClient_object_item_craft = "ExileClient_object_item_craft.sqf";
   ExileServer_object_tree_network_chopTreeRequest = "ExileServer_object_tree_network_chopTreeRequest.sqf";
};

Sorry again!

http://85.25.202.58/download-all-the-files/EmergencyFixes-0.9.41a.zip
Title: Re: Exile.Mod Dev Info
Post by: KrisiS on December 24, 2015, 02:38:26 PM
I have this done now, will test it soon!
Thanks Mitton,,, and good job providing the link :)