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Jackfish

DayZ Update Thread

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22 minutes ago, California said:

2x ctrl

 

nvgs, no hair clipping, vss. issa wet dream lads

In dreamland right now. The VSS is hella fun and belts are a bonus 

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"Chemlights and the Handheld Transceiver can now be attached to most backpack stripes" sweet now all we need is a camera and more quality to life mods. cant wait

 

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I think all mods got updated and from what I noticed, there hasn't been any character wipe because mine was the way I left her last time.

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Not really a update but a pretty fun video DayZ just posted on their youtube channel.

 

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A new experimental update!

Throwing = back?

Infected with backpacks and helmets?

And more!

Spoiler

NOTES

It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues 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., DayZ F.A.Q., or BattlEye F.A.Q.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME ADDED

Added: New Steam Experimental apps

Added: KA-74 with attachments

Added: KA-101 with attachments

Added: P1-87-L Scope

Added: 5.45x39mm ammunition

Added: 5.45x39mm tracer ammunition

Added: Overlay icons to differentiate ammo variants

Added: Music in main menu

Added: Independent shoulders (possibility to carry two ranged/melee weapons at the same time)

Added: Magazine auto reload by pressing 'R'

Added: Throwing (hold 'G' to activate throwing stance)

Added: Grenades (EGD-5, 6-M7, 1-M8, EGD-2, 8-M4 Flashbang)

Added: Grenades can be attached to selected vests

Added: Handheld Transceiver can be attached to Courier Bag

Added: Mod presentation in main menu (documentation)

Added: In-game hints and tutorials

Added: Vomit emote/gesture

Added: Mitigation of so called server hopping on public hives (when player changes the server, hopping spawn point is used instead of last log off position)

Added: Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)

Added: Fever now causes water loss

Added: Epinephrine restores stamina to max value

Added: Codeine Pills mitigate injured state for limited time

Added: Morphine suppresses injured state for limited time

Added: Charcoal Tablets can eliminate Salmonella bacteria

Added: Shoes gradually wear off while using

Added: Check Pulse action now display blood pressure and pulse type if irregular

Added: Infected can be spawned with head gear, vests and backpacks

Added: Positional rain sounds for Coal Plant

Added: Character sounds for male wearing gag

Added: Flare effect around Road Flare

FIXED

Fixed: Inventory was closed if another player performed restrain action (T140237)

Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)

Fixed: AI herds were not releasing the territory after last member of the herd has died (could prevent AI herds from re-spawning on smaller terrains with lower number of territories)

Fixed: Incorrect visual state of speedometer

Fixed: Character will not fold map while in prone and becomes stuck

Fixed: Liquid contents of Barrel do not persist upon server restart (T139791)

Fixed: Ruined weapons could twitch while trying to look through optics

Fixed: Character started to float in some sections of small rivers (T140952)

Fixed: Influenza did not cause blur effect

Fixed: Texture filtering option in graphics settings was not working correctly

Fixed: Many fixes and improvements to ChernarusPlus terrain

Fixed: DayZ local application data folder was not properly deleted via DayZUninstaller

Fixed: Punching walls was emitting unsuitable bullet impact particles

Fixed: Spotlight had a hole where the reflector part should be

Fixed: Switch ON/OFF actions sometimes not being available on Spotlight after server restart

Fixed: Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)

Fixed: Opening/Closing of car doors was missing sounds

Fixed: When character stamina was reduced by gear it did not replenish correctly (T139932)

Fixed: Action to eat pumpkin slices was missing (T139428)

Fixed: Missing footsteps sound while strafing with heavy item in hands (T139604)

Fixed: Incorrect item weight upon adding attachments on specific items (T139773)

Fixed: Gas Stations can be blown up again

TWEAKED

Tweaked: Headlights on cars now switch to left/right/center depending on attached headlight bulbs state

Tweaked: Cars now have functional rear lights

Tweaked: Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there during night

Tweaked: Player stomach is now item/liquid-type based instead of nutritional-component-breakdown based

Tweaked: Connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.

Tweaked: Player spawn logic for avoiding water surfaces

Tweaked: Gunshot sounds are audible up to 3.5 km

Tweaked: Vehicles HUD

Tweaked: Improved plaster and concrete impact particle effects

Tweaked: Bullet impact effects are scaled by impact force much more visibly now

Tweaked: Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)

Tweaked: Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70

Tweaked: Burning light sources now subtly flicker

Tweaked: Shadows from burning light sources subtly move

Tweaked: Smoke/Steam particles on weapons

SERVER

Added: -serverMod= server exe launch parameter for server-only mods

Added: Default Central Economy addon for ChernarusPlus (worlds_chernarusplus_ce.pbo)

Added: Possibility to override any file from Central Economy files in the mission folder

Added: Newer signature verification version now supported

Changed: verifySignatures= serverDZ.cfg parameter now properly verifies mod addons (equalModRequired is deprecated)

Changed: AI territories are defined in default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)

Changed: Updated values and format of player spawn points (mandatory change, see cfgplayerspawnpoints.xml in dayzOffline.chernarusplus) - If you do not follow this change, new players on your server could spawn in the ocean!

MODDING

Added: object::enabledynamicccd for enabling continuous collision detection on dynamic objects

Added: New function GetHiddenSelectionsTextures()

Added: New function GetHiddenSelectionsMaterials()

Added: Private members are now moddable (documentation)

Added: ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude() & their Get...() functions. See FireplaceLight.c for an example.

Added: Ability to define default Central Economy files (mission xml files) for any terrain (ceFiles parameter in world config class)

Changed: Number of constants moved to a class to allow their direct modding (stamina, environment, damage/wetness states...)

Changed: MakeDirectory() script function enabled

Changed: Removed script file writing limits

Changed: Lights on vehicles were refactored, only scripted lights are being used now.

Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).

Fixed: Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)

Fixed: Character orientation when linked onto another entity

Fixed: Camera collision when player is attached on another entity

Fixed: Ladder command when player is attached on another entity

Fixed: Animated static physics after transformation change

Tweaked: Renamed method GetTesting() to GetCEApi()

KNOWN ISSUES

Items cannot be thrown through most windows

It is not possible to eject a chambered round via 'R'

Individual Servers are rarely not showing up in the server browser - refreshing the server list should fix this.

 

Edited by Jackfish

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1 minute ago, Firemoiselle said:

Grenades...

Oh boy. I'm calling a lot of reports.

- Gas Stations can be blown up again

Same.

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22 minutes ago, Jackfish said:

Added: Grenades (EGD-5, 6-M7, 1-M8, EGD-2, 8-M4 Flashbang)

Throwback to the real grenade times.

Edited by AndreyQ

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3 minutes ago, Firemoiselle said:

Grenades...

Oh boy. I'm calling a lot of reports.

I'm getting flashbacks to Outrun near Lopatino...

1 minute ago, AndreyQ said:

Holy shit, CSI-DayZ over there

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32 minutes ago, Jackfish said:

Mitigation of so called server hopping on public hives (when player changes the server, hopping spawn point is used instead of last log off position)

No more ghosting?

32 minutes ago, Jackfish said:

Added: Epinephrine restores stamina to max value

Oooh, this is useful and great for those who asked for it to be added to the DayZRP mod.

32 minutes ago, Jackfish said:

Added: Infected can be spawned with head gear, vests and backpacks

Sick, now infected spawn more than just food and ammo and actually can look like survivors.

...

but they haven't fixed locks yet 😕

Edited by Finn

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Just now, Finn said:

Sick, now infected spawn more than just food and ammo and actually can look like survivors.

Imagine you round the corner and mistake one of them at dusk or so for a survivor, say "Hello there stran- AHHHH"

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Just now, Combine said:

Imagine you round the corner and mistake one of them at dusk or so for a survivor, say "Hello there stran- AHHHH"

if only your friends turned into infected when they died.. that would be a good twist.

and kinda sad tbh.

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3 hours ago, Finn said:

if only your friends turned into infected when they died.. that would be a good twist.

and kinda sad tbh.

That'd be a good feature for the DayZ devs to add, they implement a mechanic that if you don't shoot your dead friends body in the head or bury the body it reanimates after some time with whatever gear is left on them, would def add a little more immersion to the server.

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On 6/22/2019 at 1:03 AM, Eagles_4L1fe said:

 

Maybe in the future? Who knows. 

Or maybe our dev team can do it in the future 🙂  

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On 6/21/2019 at 3:20 PM, Finn said:

if only your friends turned into infected when they died.. that would be a good twist.

and kinda sad tbh.

that isnt in line with the dayz lore...

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14 minutes ago, HaroldGains said:

that isnt in line with the dayz lore...

It would be interesting though.

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New 1.04 trailer!

 

 

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New update

https://forums.dayz.com/topic/245104-stable-update-104152050/

Spoiler

NOTES

It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues 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., DayZ F.A.Q., or BattlEye F.A.Q.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

FIXED

Fixed: The Menu/Server Browser UI remains present while on a server (occurring when the connection timer is present at the same time as the login queue one).

Fixed: Server crash upon connection

Fixed: The Play button wouldn't work under certain circumstances (T141249)

Fixed: Incorrect name of the material that was taken from the Watch Tower

Fixed: There was no sound when mounting the barbed wire with pliers

Fixed: 6-M7 Grenade did no damage (T141844)

TWEAKED

Tweaked: 100 new player spawn points for server hopping (all with positioned away from the coast)

Tweaked: Global lighting config (changed the thresholds, toned down the blue during overcast dusk and dawn, desaturated the cloud textures)

Tweaked: Lowered damage from all surfaces to the shoes (damage constant lowered to about 1/3 of previous value)

Tweaked: footDamage parameters tweaked for object (roadway) surfaces

Tweaked: Durability of shoes (damage system hit-points of shoes)

Tweaked: Epinephrine provides a complete stamina refill for 60 seconds (formerly just a one time boost)

MODDING

Added: Script function Entity::MoveInTime

Added: Name of the PBO which is not part of server data in error message

Fixed: Movement on ladder when the parent entity is moving

Fixed: Door collision after rotation change

 

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For those interested, patch notes for the new experimental build (1.05) popped up;

https://forums.dayz.com/topic/245888-experimental-update-105/

Spoiler

ADDED
Added: New pistol Mlock-91 with attachments
Added: New pistol MKII with magazine
Added: New rifle KAS-74U with attachments
Added: Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates and watchtowers)
Added: .22 LR Rounds
Added: Tutorial screens in the main menu
Added: VoN whisper/talk/shout voice levels
Added: Infected are attracted by talking players
Added: Food Poisoning

FIXED
Fixed: Items can be thrown through windows
Fixed: Patrol pants couldn't be wrung out
Fixed: IV Saline Bag and IV Blood Bag didn't have any effect
Fixed: The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target

TWEAKED
Changed: Ambient loot can now also spawn in "rotten" and "dried" states
Changed: The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator)
Changed: Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
Changed: The hemolytic transfusion reaction is faster and more severe
Tweaked: Bullet damage is reduced with longer bullet travel time
Tweaked: Lowered the regeneration rate of the character health
Tweaked: Adjusted the injured stance thresholds to allow more mobility at lower character health values
Tweaked: Increased the amount of blood lost from bleeding sources
Tweaked: Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
Tweaked: Reduced damage and shock value received from infected
Tweaked: Slightly increased chance for a bleeding source from an infected attack
Tweaked: Lowered the damage of the players fists to health and shock
Tweaked: Drinking from wells and ponds should no longer get the player replenished so fast
Tweaked: Global lighting config has been adjusted: overall brightness during day, less prominent shadows during clear days, less blue in shadows

MODDING
Added: A script callback Object::OnPhysicsCreate
Added: A model (p3d) property "canClimb" to enable climbing the model (default is 1, 0 is disabled).
Added: A method to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
Added: Hidden selections for the LAR to allow re-texturing
Added: Hidden selections for the wooden crate to allow re-texturing
Added: Possibility to disable the resizing of the inventory bbox view via a new config parameter "enlargeInventoryView"
Changed: HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
Fixed: A null pointer in 'SlotToAnimType'
Optimized: Command start/finish events

SERVER
Added: Priority queuing for the login queue
Fixed: Server config related issues weren't logged in the rpt and crash files
Fixed: A crash occurring when an infected was updated without valid network object
Fixed: A server crash caused by a player disconnecting after an item was thrown
Fixed: A server error caused by a player committing suicide being simultaneously killed by another player
Fixed: A server error when entering and exiting vehicles

 

 

Edited by Kenyi

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Damn, those patch notes look sick. Especially about vaulting/climbing and voice levels (shouting, whispering etc.). That last one, I think, will be especially welcomed by a majority of people here. 🙂

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Can't wait for whispering 

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Can't wait for queue priority 😄 

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8 minutes ago, Roland said:

Can't wait for queue priority 😄 

Expect a staff app from me 😉

On a serious note, I hope the vaulting actually works and doesn't break the game...

Edited by BrianM

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Quote

Added: VoN whisper/talk/shout voice levels

I think they listened to us 😉

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