DayZ Updates

II III
User avatar
[XK]meancloth
=The General=
Posts: 667

DayZ Updates

Post#1 » Sat Jan 18, 2014 1:12 pm

►DayZ Standalone experimental branch update on Monday with fixes and additions


DayZ Standalone players should watch out for an update to the game as a new experimental branch is going into testing and these changes and additions can be tried by players as soon as Monday.

Changes include the ability to pack backpacks inside backpacks, dead character clean-ups after ten minutes, hacksaws and sawn-off shotguns are also being added. There’s now the ability to open cans with saws and there’s been some balancing to stomach capacity and a new “stuffed” notifier for greedy gits.

If you want to try the experimental branch you need to follow the instructions below under the description heading below, it’s simple enough.

Here’s all the details….

Description:

This build is being tested on experimental branch, and contains a number of fixes and changes that have been in preparation for the last two weeks. Please note that we do not expect that this build will be quickly posted to stable branch as we anticipate at least one more update will occur to Experimental prior to being pushed to stable. Only a limited number of servers will be running this version, so be aware slots may be limited. Once we have confirmed this build is functioning correctly we will announce more information about the release to stable branch.

What are experimental/stable branches?
In your steam application settings, you can choose a “beta branch”. This allows you to opt in to our experimental branch to try it out.

Does my saved character get affected in experimental branch?
No. It runs on a different database, so any changes will not affect your character on stable branch.

I can’t find a slot while on experimental branch!
Only a small number of servers run this branch. You will need to change your game back to the stable branch and play on a normal server

Can I join a stable branch server wil experimental branch client?
No, you would need to change your client back to stable.

When will this be in stable?
We expect stable to be updated before the end of that week (by Friday 24 January 2014).

Fixed:

Niosh mask (respirator) inventory size fixed to 1/1 slot.
Missing strings for BE popup for alternate languages, set to English while translations are being done.
Reduced dispersion of FNX45 (from 0.05 to 0.03)
Balanced stomach capacity,
Added stuffed notifier (instead of sickness when full up)
Eating and drinking animations properly set for tablets/disinfectants
Version number in server browser and details
Saline transfusion doesn’t refill full blood
Charcoal and Tetracycline tablets won’t give sick badge if you aren’t actually sick
Player aim run speed updated, weapon position changed and improved for first person view
Glitches on right hand while moving and while giving taunt fixed
Players can’t pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
Magnum speedloader should be spawning now
Number of backpacks spawning lowered
Number of .357 Pythons spawning lowered.
Number of M4A1s spawning lowered
Dead character cleanup performed at 10 minutes past death
Removed scripted server teleporting check as now managed by engine
New:

Editable character name in main menu
Hive, mode and time columns in server browser
Database support for sub hives. (Sub-private, Hardcore/Regular public)
DayZServer.exe support for sub hives.
Signature verification against PBOs
Added shotgun speedloader into loot spawns
Added box of 20 pieces .357 rounds into loot spawns
Added color variants of all shoes into loot spawns
Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns
Added hacksaw into the loot spawns
Added shotgun into loot spawns
Berry picking
Added Hacksaw into loot spawns
Saw-off shotgun recipe
Opening cans with saw
Painting Mosin now supported w/ spraypaint
Added spraypaint can into loot spawns
Coastal harbor town of Svetloyarsk (and surrounding areas)
Last edited by [XK]meancloth on Thu Feb 06, 2014 11:37 am, edited 2 times in total.
Image

User avatar
Adam
Top Donator
Top Donator
Posts: 705

Re: DayZ Update Monday, January 19th 2014

Post#2 » Sun Jan 19, 2014 12:34 pm

Monday is the 20th... not the 19th

User avatar
[XK]meancloth
=The General=
Posts: 667

Re: DayZ Update Monday, January 20th 2014

Post#3 » Mon Jan 20, 2014 1:00 pm

Thats what I said cock squeezer
Image

User avatar
Adam
Top Donator
Top Donator
Posts: 705

Re: DayZ Update Monday, January 20th 2014

Post#4 » Mon Jan 20, 2014 5:39 pm

Last edited by [XK]meancloth on Mon Jan 20, 2014 6:00 pm, edited 1 time in total.

nice edit bro

User avatar
[XK]meancloth
=The General=
Posts: 667

Re: DayZ Updates

Post#5 » Thu Feb 06, 2014 11:37 am

2/6/2014

PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED.
ETA to Experimental: 2 builds likely, one Thursday 6 Feb, another on Friday 7 Feb. Possibly another on Monday 10 Feb.
ETA to Stable: We will most likely do an update to stable on Wednesday 12 February during the scheduled maintenance period.
An important feature of this update is logic changes to how the player character is processed on connection and disconnection. Some serious errors were identified by the new penalty timeout system relating to how the character is processed when they are not in control of their character. This included a serious bug with the respawn button on an unconscious player. Additionally, more bugfixing is included in this update.

Known Issues:

New:
Animations: Ruger 10/22 hand pose
Animations: It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
Gear: Configured sewing kit and its recipes
Gear: Added configuration for durable riders jacket
Gear: Added Cowboy hats to the loot spawns (multiple colors)
Gestures: Thumbs Up gesture added with default F7 key binding
Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)
Fixed:
Actions: Could not cover another players head with a burlap sack
Actions: No longer spawns clones of sack after Remove Head Cover action
Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
Animations: Pointing and clapping now works even when initiated from aimed states
Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
Crafting: Cannot chamber/load magazine with ruined ammunition
Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
Crash: Game Crash when using FLUSH command
Systems: Healing system was double processing for blood regeneration
Systems: Notifier messages were not being cleared/reset on within-state changes
Systems: Players position was not saving on disconnect
Systems: Players could get continually stuck in a dead character during load from central server
Systems: Players would not receive any falling damage
Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
Image

User avatar
[XK]Chewy
=Highly Respected Member=
Posts: 1757

Re: DayZ Updates

Post#6 » Fri Feb 07, 2014 12:45 am

[01:08] [XK]Erøsion: you are correct
[01:08] [XK] | =JHF= Chewy: say that again.
[01:08] [XK]Erøsion: you are correct

User avatar
[XK]meancloth
=The General=
Posts: 667

Re: DayZ Updates

Post#7 » Wed Feb 19, 2014 2:58 pm

2/19/2014

Actions: Vomiting have associated sound effects
Actions: Can check pulse on unconscious players
Actions: Searching for berries will now add berries to your inventory
Actions: Eat All now supported for consumables
Animations: New Ruger 10/22 reload animations
Animations: Player now can sit with gun/weapon
Environment: New rock textures
Food: Sambucus berry item added
Food: Canina berry item added
Graphics: Adding lights to currently rendered scene changed
Map: Olsha has been updated
Map: Khelm has been updated
Map: New rock formations outside Svetlo have been created
Map: New Orthodox Chapel has been created
Map: Police Stations & Medical Centers have been placed across the map
Map: New villages surrounding Svetlo
Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
Weather: Rain now causes items and player to become wet
Fixed:
Actions: Added 'inUseItem' back to action on target function
Actions: Proper nutritional value will be added when eating near empty food
Actions: Berry picking script messages to player improved.
Graphics: SSAO in options saved
Graphics: Rain effect settings changed
Graphics: Rain geometry optimized (28bytes vs 12 bytes per vertex)
Graphics: Spot light culling fixed
Graphics: Fix of terrain intersections
Graphics: Fix of geometry trace for flares
Login: Failure during new character creation could cause player to get stuck as unconscious
Map: Optimizations for Svetlo performance
Map: Forests surrounding Svetlo bugfixes
Medical: Would never actually die from zero health or blood due to medical conditions
Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
Medical: Defibrillator used for restarting the heart of players who have a heart attack
Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
Medical: Melee damage application system changed to better balance
Medical: Chance of bleeding from fists reduced significantly
Medical: Disconnected players avatars did not take shock or blood damage
Zombies: Zombies aims mostly for chest area now when attacking
Image

Return to “ARMA”

Who is online

Users browsing this forum: No registered users and 2 guests

cron

Login