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DayZ Experimental | DEXN 1.4

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DayZ Standalone сервера от проекта DEXN

213.226.114.109:2303 — Lite Moded

Сервера DayZ DEXN дадут вам возможность бесплатной игры, на нашем игровом клиенте, а также возможность тестировать игру в общем. Запуск игры производится через Xemu Game Centr
Показать полностью.
Количество серверов: 1
Время работы обычных серверов: 24/7

Версия игры: 1.4.152.166
Версия сервера: 1.4.152.166

Вот последние добавленные нововведения:
— машины
— сохранение транспорта
— случайный лут внутри рюкзаков, контейнеров
— синхронизация погоды и времени
— добавлен туман и разные погодные условия, изменяющиеся со временем
— время на серверах идет в 4 раз быстрее
— ведётся доработка респавна лута (поможет делать рестарты гораздо реже)
— работает система сохранения палаток и сейфов
— использование глушителей (звук работает правильно)
— топливо транспорта сохраняется при рестарте сервера
— на заправках можно заправляться

Игра включается файлом XEMUNetwork.pro

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DayZ Experimental | DEXN 1.4 запись закреплена

Хэй друзья!
Проект DayZ Experimental запущен!
Для того чтобы безопасно скачать и установить продукт переходим на сайт > www.xemunetwork.pro > нажимаем на красную кнопку Download XEMUPlay устанавливаем > нажимаем на Register регистрируем аккаунт и авторизируемся. Переходим в Игры > DayZ нажимаем PLAY.
Дожидаемся завершения процесса установки и успешно подключаемся к игре.

С уважением администрация!

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DayZ Experimental | DEXN 1.4 запись закреплена

Привет всем! Давно не было новостей т.к. я работаю и нету времени запустить проект. По этому поводу ведется набор в Администрацию проекта. На должность Администратор-Куратор сервера(ов).
1. Что бы стать Администратором сервера. Нужно понимать с чем вы будете работать и что от вас будет конкретно требоваться. Администратор должен выполнять указания от Разработчиков #Xemu
И так же по поводу ошибок и не исправности игрового продукта уведомлять Разработчикам и Владельцу сервера. И самое важное это следить за игровым процессом игры. За хорошую и проведенную работу будут выдаватся бонусы в виде копий игры #DayZ Standalone а так же других игр.
2. Что бы стать Куратором игровых серверов нужно иметь опыт в сфере пиара. Кто такой Куратор? Это лицо личного проекта помогающий и развивающее должное лицо. В Лице Куратора вам нужно будет пиарить проект и договариваться с рекламодалеми об рекламе данного проекта. Когда договор будет заключен, тогда владельци будут оплачивать.

За более подробной информацией обращаемся к Naoki (@dev_postum)

От обеих должностей не требуется финансирование. Оплата игровых серверов поступает от меня «Naoki»

Источник

DayZ Wiki

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Experimental

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Contents

In DayZ Standalone, there is a secondary branch of the game available to the general public referred to as Experimental. It is named so because it is generally a less polished version of the game, and is used for testing new features or fixes before they reach a wider audience in order to ensure that they are ready. It is not intended to be the primary branch of play for users.

Experimental servers were used for small testing patches before Stable pushed to Beta, instead of full dedicated builds. This also marked the movement of 0.63 Experimental to Stable, and 0.62 Stable to a Legacy version of the game. Stress Test builds also ended at this time.

Stable vs. Experimental [ ]

What’s the Difference? [ ]

That second branch is Experimental. Users must manually switch to this version using the game options available to them through Steam, and manually switch back to Stable if they wish to play on that version instead. Steam will automatically download any files that are necessary to change versions. Servers for this branch are controlled exclusively by the development team, meaning regular users are unable to own a server that is set up for this branch, and they are operated on their own hive that is exclusive to Experimental.

About 99% of the time, users who have opted-in to the Experimental branch on Steam will be unable to play on Stable branch servers because they will be using incompatible versions. However, occasionally the Experimental branch is running the exact same build as Stable, and under those rare circumstances players are able to play on any server without having to switch between versions. However, Experimental servers are still on a separate hive, meaning character data does not carry over from the Stable branch or vice versa.

The Purpose of Experimental [ ]

So what is the reason for Experimental? Creative Director Brian Hicks defines it as the following (edited for clarity and formatting):

Over the time that DayZ Standalone has spent in Steam’s Early Access program, Experimental has gained a reputation as the branch where you play if you want to see new items and features before Stable release.

Users may encounter potential issues and bugs while playing Experimental due to the nature of the pre-polish pre-test gameplay.

Special Servers [ ]

Official requests from the development team for players to concentrate on something specific will often come in the form of an open invitation to play on some type of «special» server. In the past, that has taken the form of unique server configurations (extremely harsh weather), limited-time builds (0.58 camp hotfix), and stress tests (100 slot servers) just to give a few examples.

The purpose of these uniquely designated testing spaces is to gather specific data related to whatever it is that makes that server special. In the examples above, that differentiation is obvious and tangible, however at times these special servers are just a particular configuration that better suits the collection of a particular kind of data that the development team needs in order to improve something or fix a problem.

How to Switch [ ]

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Users can move back and forth between the Stable and Experimental branches using the appropriate options within DayZ’s settings on Steam (not in-game settings). Follow the steps below to switch between them.

Currently as of 6/25/2019 the method of joining Experimental is to download the Experimental Client in Steam, the below method no longer works.

This is a seperate FULL game download, now you can switch between the two much easier but does require hard drive space aprox 12Gb free to install the EXP branch. EXP servers are only up during testing of new exp versions.

The Debug Monitor [ ]

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Exclusive to the Experimental branch of Vanilla DayZ is something called the Debug Monitor. This is a small, semi-transparent box that lives in the upper-right corner of your screen when playing on servers that are part of this branch. It exists to give testers more information about their character in order to aid them in filing related tickets on the Feedback Tracker.

The following character information can found on the monitor:

How You Can Help [ ]

(Note: the contents of this section are taken primarily from Tatanko’s Guide to Feedback.)

Play on Experimental [ ]

The simple act of playing on the Experimental branch is helpful to the efforts of the development team. Although ideally there would be a steady stream of people in these servers at all times, that is often not the case between major updates being previewed on this branch. There may not always be new content to see, but in the true spirit of Experimental there are is almost always something that needs to be tested. That «something» is not always stated outright by the developers because sometimes it is a sensitive issue (i.e. security-related), but if there is an alternative build available here then it means that they need to collect data from players.

Submit Feedback [ ]

First, let’s talk about how to capture your thoughts, ideas, and observations so that you can reference them later and use them to submit feedback in some form or another. Personally, I’m a huge fan of keeping a pen and a notepad next to the keyboard when I’m playing, that way I can take notes about a bug I’ve encountered or write down ideas without having to Alt+Tab out of the game and without risking the possibility of forgetting it all later. Some may see this as old school, but it’s important to have a quick and ready method of recording these things. Alternatively you could use a note-taking app on your phone or tablet, have a second monitor or computer available, etc.

Now that you’ve got some way of getting your thoughts down on paper so to speak, you can begin training yourself to take notes as you play. By all means go crazy with your comments, draw doodles, whatever, just remember to be coherent and thorough so that you’re not asking yourself, «What did I mean by that?» later on when you go to share the information. Also remember that bad or incomplete information can be worse than nothing at all because it can be misleading or confusing, so be as detailed as possible if you’re recording information to report a bug.

Feedback can be submitted in many forms, but the most helpful commentary is filing a ticket on the Feedback Tracker. Before you go and create a ticket however, let’s discuss what kind of information to gather in addition to what else you may want to include with your submission.

The goal of a feedback ticket (or really any constructive feedback) is to provide information that will hopefully result in a problem being fixed. In order to fix anything, the developers need to know how to reproduce that bug so that they can observe it for themselves and determine the cause. If you do not provide them with adequate information to reproduce the bug, then your feedback isn’t nearly as useful because it’s essentially just a statistic. If you want to be helpful, be detailed in your note-taking so that you can then be thorough in your explanation.

When documenting an issue, try and be as scientific as possible. Eliminate variables as much as you can while still reproducing the bug, because the fewer outside factors there are, the easier it will be to determine the cause of the problem. If possible, recreate the bug a few times to be sure that it is both repeatable and consistent.

Information you should record and include for submission:

Submitting a Ticket

If you’ve taken good notes and you’re satisfied with the information and materials you would like to submit, then it’s time to visit the Tracker. Before you go creating a new ticket however, do a search: find out if there is an existing ticket for the same issue. If a ticket has already been started for that issue, contribute additional relevant information or pictures/video as a comment or «subtask» to that original ticket rather than creating your own. This reduces clutter within the Tracker and aids the bug fixing process by making it as easy as possible to reproduce the issue thanks to all of the data being available to reference in one place.

After you have searched and are certain a prior ticket for the same issue does not exist, you can create a new one by clicking the + symbol at the top and choosing either «New DayZ Bug Report» or «New DayZ Security Bug Report» depending on what type of issue you are reporting (see the post linked below if you are unsure what category your report should go to). The form you are given will ask you for all of the information I outlined in the previous section. Provide everything that you are asked for and anything else you feel may be helpful in identifying and fixing the bug, including pictures and video which can be uploaded as part of the ticket. You aren’t asked for too many things, but it’s better to provide too much information than not enough, so detail as much as you know about the issue because you never know what may help track it down.

Before hitting submit, ask yourself one last time if what you’re submitting is helpful and informative; if not, consider going back and elaborating further or compiling more evidence.

Submitting a report for a bug that crashes the game requires a few extra steps in order to sufficiently inform the development team. In the future, the hope is that it will be possible to send the necessary data automatically, but for now it is a manual process. You will need to do the following things:

Both of these reports can then be uploaded as part of your ticket. You can do this by simply dragging the file from wherever you have it on your computer into one of the text boxes on the form (preferably the «Description» box). Files can also be uploaded by clicking the «Upload File» button that you’ll see within the row of icons at the top of each text box.

A link to the Feedback Tracker itself can be found below, and a guide on how to navigate the Feedback Tracker can be found on the official forum.

Источник

Что такое дейз экспериментал

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It’s only been a few weeks since we released the biggest update of the year (1.14), but here we are again, this time with the first experimental release of Game Update 1.15. We will cover the parts of the update we’d like the most feedback on while avoiding any talk about the new content, which you can find by exploring the experimental servers or by visiting our official change notes.

One of the update’s major additions is the new server-side gameplay settings. These new files (within the mission folder) aim to make certain gameplay adjustments more accessible without the need for modding the game itself. For now, these include control over the following systems:

— Weather behavior through various parameters in cfgWeather.xml
— Player stamina system in cfgGameplay.json
— Placing and construction restrictions in basebuilding in cfgGameplay.json
— Support for overriding other gameplay parameters, currently stored within the server config (to simplify the approach)

We’re already looking at expanding the customization options even further for future updates. If you already have any feedback or requests, do not hesitate to share your thoughts on our feedback tracker. Documentation for all these new settings will be available around the stable release of 1.15.

This game update also focuses on improving feedback to the player through the addition of onscreen directional hit effects. These accompany the already present red vignette and are positioned in a way that will help you locate the direction from which you are getting hit. Work on these effects also allowed us to start working on the onscreen effects of bleeding. This will greatly improve feedback on the bleeding, which is currently lacking (especially when playing without HUD). While we’re pretty excited to bring this into the game, we’re going to need more time to develop it. Therefore, it’ll be included in a later game update.

Another thing we’ve done is balance the player character’s stomach, water, and energy storage. Our primary goal was to decrease the strength of a character’s water and energy reserves, which had previously allowed players to stay alive for hours without the need for food or drink. These changes include:

— It is now easier to get out of dangerously low energy and water levels, but harder to retain high values for a longer time.
— It takes longer for water and energy to be processed from stomach contents.
— Slightly lowered damage to health during dangerously low levels.
— ]Adjusted thresholds to better reflect the actual state of water and energy levels (primarily to give sufficient time to react).

There are also a lot of smaller changes that greatly improve the overall experience:

— Fire mode switching now has audio feedback; mainly useful when playing without the HUD.
— Performance during shooting has been greatly improved.
— Some firearms had their fire rate increased to match their real-life counter parts more closely.
— Unconscious state from a firearms hit has been prolonged (compared to 1.14, not the original 1.12 values).
— Head torch can be worn with most head gear (takes glasses instead of head slot).
— Most of the small bushes now yield long sticks after being cut down.
— Night vision scopes now have the ability to switch between day and night modes while in hand.
— Ski mask clipping with head gear has been solved.

Finally, we’ve added a new female character and there are some new toys to be found in the world as well, but we’re not going to tell you what they are. We hope you’re going to enjoy this update and we’re looking forward to meeting you on the experimental servers during our Friday play tests. As usual, if you run into any issues or have some feedback for us, do not hesitate to contact us through our official channels (forums, feedback tracker).

Источник

Что такое дейз экспериментал

It’s only been a few weeks since we released the biggest update of the year 1.14 https://dayz.com/article/game-update/DayZ-Update-1-14 but here we are again, this time with the first experimental release of Game Update 1.15. This article will cover the parts of the update we’d like the most feedback on while avoiding any talk about the new content, which you can find by exploring the experimental servers or by visiting our official change notes for PC https://forums.dayz.com/topic/251666-experimental-update-115-changelog/ and Xbox https://forums.dayz.com/topic/251667-update-115-xbox-experimental-change-log/

One of the update’s major additions is the new server-side gameplay settings. These new files (within the mission folder) aim to make certain gameplay adjustments more accessible without the need for modding the game itself. For now, these include control over the following systems:

— Weather behavior through various parameters in cfgWeather.xml
— Player stamina system in cfgGameplay.json
— Placing and construction restrictions in basebuilding in cfgGameplay.json
— Support for overriding other gameplay parameters, currently stored within the server config (to simplify the approach)

We’re already looking at expanding the customization options even further for future updates. If you already have any feedback or requests, do not hesitate to share your thoughts on our feedback tracker https://feedback.bistudio.com/ Documentation for all these new settings will be available around the stable release of 1.15.

This game update also focuses on improving feedback to the player through the addition of onscreen directional hit effects. These accompany the already present red vignette and are positioned in a way that will help you locate the direction from which you are getting hit. Work on these effects also allowed us to start working on the onscreen effects of bleeding. This will greatly improve feedback on the bleeding, which is currently lacking (especially when playing without HUD). While we’re pretty excited to bring this into the game, we’re going to need more time to develop it. Therefore, it’ll be included in a later game update.

Another thing we’ve done is balance the player character’s stomach, water, and energy storage. Our primary goal was to decrease the strength of a character’s water and energy reserves, which had previously allowed players to stay alive for hours without the need for food or drink. These changes include:

— It is now easier to get out of dangerously low energy and water levels, but harder to retain high values for a longer time.
— It takes longer for water and energy to be processed from stomach contents.
— Slightly lowered damage to health during dangerously low levels.
— Adjusted thresholds to better reflect the actual state of water and energy levels (primarily to give sufficient time to react).

There are also a lot of smaller changes that greatly improve the overall experience:

— Fire mode switching now has audio feedback; mainly useful when playing without the HUD.
— Performance during shooting has been greatly improved.
— Some firearms had their fire rate increased to match their real-life counter parts more closely.
— Unconscious state from a firearms hit has been prolonged (compared to 1.14, not the original 1.12 values).
— Head torch can be worn with most head gear (takes glasses instead of head slot).
— Most of the small bushes now yield long sticks after being cut down.
— Night vision scopes now have the ability to switch between day and night modes while in hand.
— Ski mask clipping with head gear has been solved.

Finally, we’ve added a new female character and there are some new toys to be found in the world as well, but we’re not going to tell you what they are. We hope you’re going to enjoy this update and we’re looking forward to meeting you on the experimental servers during our Friday play tests. As usual, if you run into any issues or have some feedback for us, do not hesitate to contact us through our official channels.

On behalf of the DayZ team,

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— Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
— Consider de-fragmenting your HDD after downloading large updates.
— In case of problems, please check the Bohemia Interactive support F.A.Q. https://support.bohemia.net/dayz DayZ F.A.Q. https://forums.dayz.com/topic/238481-troubleshooting-faq/ or BattlEye F.A.Q. https://www.battleye.com/support/faq/
— You can help us to further improve the game by posting your feedback on the Feedback Tracker https://feedback.bistudio.com/project/view/2/

— AUR A1 assault rifle
— AUR AX assault rifle
— 30rd AUR magazine
— Hunter vest
— UI indicator when being hit
— Craftable barbed wire baseball bat
— Craftable Sawed-off LE-MAS
— New female survivor
— Sounds for switching the fire mode of a firearm
— Day-time setting for night vision scopes
— Metal wire can now be crafted out of barbed wire

— Ski masks and balaclavas would clip with several pieces of headgear
— Fixed a server error caused by specific attachment slots
— Electric appliances would always make plug-in sounds when the user was connecting to the server https://feedback.bistudio.com/T159441
— The sawed-off version of the BK-43 had wrong fire mode names
— Added a missing bed in the big yellow medical tent
— Fixed bad collisions in the yellow medical tents
— A killed chicken couldn’t be picked up properly in all cases
— The fishing hook was not visible on the boonie hat on the ground
— If a player died while in surrender stance, the death animation was played twice
— Base building parts could become indestructible under specific circumstances
— The CR-75 could not be damaged by gunfire
— Small items could not be picked up from specific positions in car wrecks https://feedback.bistudio.com/T160968 https://feedback.bistudio.com/T161261
— Livonia bunkers were missing textures of fallen leaves

— Grenades can’t be pinned anymore, once the fuse has started
— Adjusted the thresholds for energy and hydration levels
— Food now takes longer to process in the stomach
— Slightly reduced the health damage caused by dehydration and starvation
— Adjusted weapon fire rates and recoil
— Added new variants of muzzle flash for more variety
— Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
— Changed the weight of tents to be more realistic
— Head torches now count as eye-wear so they can be worn with other types of head gear
— Removed ghillie wrap attachment slot from the sawed-off BK-43
— It is now possible to craft rags using the shovel or farming hoe
— Bushes drop more long sticks instead of short sticks
— Dry bags can now be repaired with the tire repair kit https://feedback.bistudio.com/T161090
— Removed grenade armor and cut protection from the high capacity vest
— Unconsciousness caused by firearms lasts longer
— Reduced the inventory size of the carp fillet from 2×3 to 1×3

— Fixed: Infected weren’t spawning at the Balota air field and military area
— Fixed: Position of some loot spawn points on the western helicopter crash site
— Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
— Fixed: Incorrect loot spawn points of Land_House_2W01
— Fixed: Livonia CE tiers 1 and 2 were mixed together https://feedback.bistudio.com/T161247

— Added: Particle overhaul, with the addition of «ParticleSource» and «ParticleManager»
— Added: New script method PlayerBase::OnVoiceEventPlayback called per frame during voice sound event
— Added: ErrorEx, script error message containing what class and function it came from
— Added: HasActiveParticle for fast checking if the IEntity as any active particles
— Added: GetParticleEmitorCount to quickly obtain the count of emitters
— Added: IEntity::IsFlagSet for fast testing if a flag is present on the IEntity
— Added: IEntity::IsHierarchyPositionOnly to check if it was added to a parent with «positionOnly» enabled
— Added: Exposed AbstractWave::GetVolume to script API https://feedback.bistudio.com/T161111
— Added: ParticleList.GetParticleIDByName, a faster alternative for ParticleList.GetParticleID
— Added: CGame.IsDedicatedServer to check if the current instance of the game is a real server or not
— Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (CanReceiveItemIntoCargo/CanLoadItemIntoCargo)
— Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the _view rvmats are unused now
— Fixed: OnExplodeClient should now support usage of modded particles
— Fixed: Config entry «healthLevels» inside of «DamageSystem» not reading integers
— Fixed: StartupEvent not being sent to CGame.OnEvent on script side
— Fixed: ScriptModule.CallFunction always returning 0 even when succeeding
— Fixed: SetDirection and SetOrientation not working on DayZCreature
— Changed: IEntity::AddChild now returns a bool instead of int and has an updated description
— Changed: IEntity::RemoveChild now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
— Changed: Moved the AUG magazine’s textures and materials to the magazines folder
— Changed: Reduced sizes of unused AUG textures to 256×256
— Changed: Engine-level entity events are now protected (instead of private)

— Road flares and torches are missing their particle effects

— Fixed a server error related to particles
— Torches and road flares were missing their particles
— Slicing rotten pumpkin produced raw pumpkin slices
— Charcoal tables were only working for a very brief time window
— The fishing rod was not properly extended during the fishing process
— It was possible to equip both the head torch and night-vision goggles
— The AUR AX was considered to be as long as the AUR A1
— Muzzle flash of the CR-61 Scorpion was missing particles at the start

— Reworked conditions for allowed item combinations
— Increased the volume of the LE-MAS reload sounds to make it more audible
— Closed containers won’t show their cargo space anymore
— Increased water and energy consumption (still non-linear in nature)
— Further increased time it takes to stomach to process its contents
— Adjusted the size of the inner circle of AUR A1 reticle to match person at 300 meters
— Splash hit effect iteration (more subtle, slightly bigger and less accurate)
— Legacy red overlay hit effect disabled (still possible to enable it through the configuration)

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