stal_dayz_system-0.0.29.jar
Curse Maven Snippet
What's new
## 0.0.29 — 2026-11-08 - Painkillers no longer feed: with a pack of 10 pills they would have filled hunger ten times. ## 0.0.28 — 2026-11-08 - **Pills — one at a time:** painkillers, protection pills and dizziness pills now come in packs of 10: using one takes a single pill, the last one takes the pack. An opened pack shows a bar of what is left and a tooltip "Left: N of 10". Packs do not stack. *Not yet checked in game.* - Artifact animation no longer slows down in old worlds; an artifact's glass and glow in hand do not vanish with "Fabulous" graphics. ## 0.0.27 — 2026-11-08 - **Medical items after real references:** bandage, morphine, adrenaline, painkillers, protection pill (the case is now a square crimson one), dizziness pills and the AI-2 first aid kit — new models and more detailed textures. *Not yet checked in game.* ## 0.0.26 — 2026-11-08 - **Artifacts come alive:** in hand, on the ground and on the head each plays its own animation — spins, sways, moves its parts; glowing spots shine in the dark too, and the glass of Ball Lightning, Pysanka and Sparkle is translucent and does not flicker at a distance. In the inventory the icon stays as it was. *Not yet checked in game.* - **Fix for 0.0.23:** mipmaps for items in hand and on the ground (melee weapons, tools, food, medical items, the PDA, binoculars) were not actually on — for an item Forge gives them only under another render type name. Now they are: items no longer flicker at a distance. ## 0.0.25 — 2026-11-08 - Internal: a core for artifact, detector and medical item models — the player can now move an OBJ model by its bones (vertices, normals, glass apart). Nothing changes in game yet: drawing with it is the next step. ## 0.0.24 — 2026-11-07 - The starting PDA on the ground no longer burns in lava or despawns before the player picks it up; spectators do not get one. *For existing servers:* a player who already had a PDA somewhere outside the slot and hands (in a backpack, a chest) gets one more on the first join after the update — once. ## 0.0.23 — 2026-11-07 - **Mipmaps for items and worn gear:** melee weapons, tools, food, medical items, artifacts, the PDA, binoculars and backpacks on the back no longer shimmer at a distance — textures shrink in levels like world blocks (decision 104). Still without mipmaps: three glass artifacts and the old Extinction-Z armour, which our own gear will replace. ## 0.0.22 — 2026-11-07 - **A PDA in the starting kit:** on the first join a player gets a PDA — it goes into the PDA slot by itself. Once per player; after death it does not come back out of thin air, it stays on the body. Admins turn it off with the «Starting kit» switch in the PDA admin menu or in `pda.toml` (decision 97). ## 0.0.21 — 2026-11-07 - **The PDA and the binoculars are now in creative mode** — a new tab, «StalDayZ — Gear». They were in the mod, but in no tab, so in creative mode they were invisible even to search and reachable only through `/give` (decision 97). The survival source — a starting kit — comes next. ## 0.0.20 — 2026-11-07 - New signs from the artists: **hazard triangles** — real frames with a level 1–3 (notches under the base and a filled apex, readable without colour); **event feed icons** — a vortex for a scouted anomaly, a grave cross for a death in the news, a PDA for news and messages; **bubbles** on the air row, and the row itself is a cleaner light blue. ## 0.0.19 — 2026-11-07 - **Event feed** in the top left corner: a new PDA news item, a new PDA chat message and «Anomaly scouted: name» — up to three lines, each visible for 8 seconds. While the stalker HUD is on, news and messages go here instead of pop-up toasts (the sound stays); with the HUD off they are toasts again (decision 94). - **Protocol "34"** — client and server must run the same version. ## 0.0.18 — 2026-11-06 - **Action bar** under the crosshair: while you eat, drink or apply a medical item you see how much is left. Shields, binoculars and bows get no bar — that is holding, not an action. ## 0.0.17 — 2026-11-06 - **Heat and cold triangles** in the top left corner: when it is hot or cold around you, a sign appears with a level 1–3 (as marks; the third is red), before your body actually freezes. The thresholds live in the data of the heat comfort scale and admins can change them (decision 92). - Fixed: in the heat, the heat comfort mini bar showed a snowflake instead of a flame. - **Protocol "33"** — client and server must run the same version. ## 0.0.16 — 2026-11-06 - Under water the status plate gets a fourth row — air: how many seconds are left; the last seconds are an alarm. The vanilla bubbles are hidden now. The row's sign is coming from the artists. - The HUD sees boss bars at the top and keeps clear of them. ## 0.0.15 — 2026-11-06 - The counter of hidden condition lamps shows the real number up to 99 («+12», not «+9»): two digits get the plus above them. ## 0.0.14 — 2026-11-06 - HUD fixes after review: the vanilla air bubbles and the experience bar with your level are shown again (we have no replacements of our own yet); with subtitles turned on, the status plate moves up above them; the HUD reads your real chat width, scale, height and line spacing and keeps clear of the chat; the HUD is hidden on the death screen. - Too many condition lamps: the last cell shows «+N» instead of silently dropping the rest; big numbers are aligned to the right; an alarming bar shows an alert sign (a triangle with an exclamation mark, just the mark in a mini bar), not only a colour; overheating (warmth above comfort) shows a flame, not a snowflake. - New icons and models from the artists: medical items, food, melee weapons and tools all get a dark outline; look-alike pairs now differ in shape (adrenaline, sabre and shashka, rusty tools, nail bat, hammers, moonshine). - An animation that loops does not fire hundreds of sound or particle events at once after the game was paused. - English names fixed: Tinned Fish, Tesak, Fire Hook, War Scythe, Adrenaline, Bottle of Water, Dizziness Pills, Desert Goggles, Lead Ingot, Blue Backpack, Spearhead, Helmet with Gas Mask, Leg Rig, Hazmat Jacket; in Ukrainian — «Рибна консерва». ## 0.0.13 — 2026-11-06 - **New HUD.** Bottom right — a status plate: health, blood (hatched) and stamina as segmented bars with signs and numbers, and below them what is in your hand with its durability. Above the plate — six mini bars for the other scales (food, water, temperature, radiation, wetness, warmth) with signs, and condition lamps (bleeding, fracture…), worst first; critical ones are red. The HUD fits any screen size by itself and does not cover the hotbar, the item name, effects or the server scoreboard. - Vanilla hearts, food, armor, air and experience are hidden — our HUD shows them. The old list of bars in the top left corner is gone. - Client settings: `hudScale` (size, 1.25 by default) and `hudOpacity` (plate opacity); `hudMode`: `BARS` — every scale, `THRESHOLD` — mini bars only when alarming, `SIGNS` — lamps instead of mini bars when something is wrong, `OFF` — our HUD off, the vanilla one comes back. - *Not checked in game* — this is the first look; what to adjust will show at the playtest. ## 0.0.12 — 2026-11-06 - Internal: the colours of the new HUD (blued steel plates; green, amber and red signals) with a check that every sign and label stays readable, and 15 of the "Art" subproject's own condition signs in two sizes plus segment digits. Not drawn in game yet. ## 0.0.11 — 2026-11-06 - Internal: the layout of the new HUD — where each block goes on any screen at any interface scale. Blocks do not cover each other, the chat, the hotbar, the item name, boss bars, effects or the server scoreboard; on a small screen the HUD shrinks instead of breaking. The new HUD itself is not drawn in game yet. ## 0.0.10 — 2026-11-06 - Melee weapons, shields and tools get our own models by the "Art" subproject — things you would really find in Polesia: knives, a shiv, a sickle, a crowbar, a pipe, a wrench, hammers, axes, shovels, pickaxes. Foreign ones became local: bat → **cudgel**, katana → **sabre**, sword → **shashka**, halberd → **pitchfork**, pike → **boat hook**, golf club → **fire poker**, kukri → **meat cleaver**, tomahawk → **camping hatchet**, the POLICE shield → **militia shield** and more. How they hit is unchanged. ## 0.0.9 — 2026-11-06 - Food and drinks get a post-Soviet look with our own models by the "Art" subproject: stewed meat, tinned fish, borscht, compote, mineral water, vodka, rye bread, an apple. Western products became local ones: beans → **"Sprats in Tomato Sauce"**, soda → **"Lemonade"**, whiskey → **"Moonshine"**, chips → **"Rusks"**. What they do is unchanged. ## 0.0.8 — 2026-11-06 - Seven medical items get a post-Soviet look with our own models by the "Art" subproject: a gauze bandage in a paper wrapper, an AI-2 kit (faded orange), morphine and adrenaline syrette tubes, a painkiller blister strip, a protective pill case and a dizziness pill jar. The items themselves and what they do are unchanged. - Fixed: artifacts in hand and on the ground would have sat half a block off — the model is now in its place. ## 0.0.7 — 2026-11-01 - Internal: our own animation player (core) — reads Blockbench animations and computes motion the same way its viewer does. Nothing changes in game yet: drawing with it comes together with the detector in hand. ## 0.0.6 — 2026-10-31 - Items for the eight "Echo"-tier artifacts with folk names (Pysanka, Hag Stone, Beetroot, Crackling, Red Rooster, Baked Potato, Sparkle, Ball Lightning): our own models by the "Art" subproject in hand and on the ground, an icon in the inventory (1×1, one per slot), and a creative tab "StalDayZ — Zone" together with the bolt. No spawning in the Zone or effects yet. ## 0.0.5 — 2026-10-31 - Artifacts as data: each type's class, the detector that sees it, radiation and effects after "Call of Pripyat". The first eight (for the "Echo" detector) ship; no items or spawning yet. ## 0.0.4 — 2026-10-31 - PDA news: "N died because of the … anomaly" when what an anomaly started finished the player off (a fall after a Springboard, fire after a Burner) within 10 s of the touch or while burning. ## 0.0.3 — 2026-10-31 - PDA event sounds: "An anomaly discharged" (heard nearby; the player is whoever set it off) and "PDA: anomaly scouted" (heard by the player only) — the admin binds sounds to them in the PDA. ## 0.0.2 — 2026-10-31 - PDA encyclopedia: the "Anomalies" section — a card for every type (class, trigger, damage, "from–to" radius, damage radius, height, phases) and a sketch of the radii; the entry is discovered when the player sees the anomaly closer than 16 blocks (a moving one — where it is now). - Commands `/staldayz pda encyclopedia add|remove|text|clear anomaly <type>`. - Fixed: the PDA showed raw keys instead of names — encyclopedia section buttons, the "Player PDA" switches, area kinds, emoji, sound events and more. - Protocol "32". ## 0.0.1 — 2026-10-31 (and everything before it) The first version this log starts from. Everything done since the port to 1.20.1 began (2026-10-07). **Inventory and gear** - DayZ inventory: items with a size in cells, backpack, chest rig and belt grids; a naked player has only hands. - 19 equipment slots, including "Binoculars", "PDA", "Detector", "Grenades"; slot keys. - Gear is visible on the player; the PDA and the binoculars have their own models, the PDA is held in the left hand when the right one is empty. **Damage and survival** - Hit zones, nine kinds of damage, protection and wear for each kind. - Condition scales, states, medicine, food and drink, wetness and thermoregulation. **The Zone** - 17 anomaly types with a trigger, a look and a sound; heat haze near anomalies; debris of Springboard, Vortex and Whirligig. - Anomalies stand in areas the admin draws on the PDA map: anomaly zones and fields with height, cover and density. - Anomalies notice a thrown bolt. **The PDA** - Phone: contacts, private messages, groups, channels, news, notifications. - "Gallery", "Game shot", photos in messages, avatars. - A map with markers and notes; scouted anomalies — walk around an anomaly from every side and it appears on the map. - An "Encyclopedia" with discoveries — mobs, items, blocks. - Event sounds from the admin and the player's own sounds. **Admin in the PDA** - The "Admin" tab: switches of players' PDA features, event sounds, the area editor on the map. - The "Anomalies" panel: on/off, "Reshuffle", a timer, damage, damage kind and "from–to" size of every type. - The anomaly plan on the map, manual anomalies, regenerating one area, teleport, "Hide type". - The same actions are commands `/staldayz pda …`.
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