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Showing results for 'Vehicles'.
Found 43147 results
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Started a LAN Server, Can't take off any tires on any vehicles, except spare, The hood doesn't open on the new Offroad_02, Is anyone else experiencing this?
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Why not ?!? At least one vehicle that works decently. Have you ever tried the others? Are you old to drive? Have you ever driven a real vehicle? Did you realize the difference between real vehicles and these crap in the game (little power, little torque, no wheel grip, absurd gear ratios, etc.) I would be curious to see a Hummer going uphill on a lawn, if it really works like reality.
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Hi I am having an issue where vehicles around the map cannot be interacted with and if you do get one going it glitches out and you cannot get out. the only fix is to relog, and when you log back in, you roll back and the vehicle has despawned
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Clearly, a lot of work was put into this update, and not just for vehicles. Thanks. This looks new. Should be interesting.
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This is an awesome update. I used to ignore vehicles, but I had so much fun driving around Livonia, it will change my playstyle for sure. I really liked the random damage status too, it will make the repair items essential to carry. I'd like to have more uses for the repair items though. I'm looking forward to an underground area for Chernarus too :D
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Console 1.19 Update 1 - Version 1.19.155374 (Released on 18.10.2022) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED M1025 multipurpose vehicle SSG 82 rifle BK-12 shotgun and sawed-off variant GPS Receiver Water reflections Thrown items now have impact sounds The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass) Military convoys Replaced abandoned police cars with police events Blowtorch Punched card Glow plug Improvised eye patch Color variants of the plate carrier vest New stealth kill variant Hand-brake for vehicles Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong) Car horn for vehicles The player can now drown when submerged for too long Bleeding indicator in the HUD Favorites tab to the in-game server browser, displaying cached offline favorite servers Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2 FIXED Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439) The improvised suppressor would not display the correct model when ruined and detached from the weapon Public address system panels sometimes could not be started even when they had a battery in them Display of other characters in prone did not include inclination and rolling It was possible to cancel the rolling animation by entering iron sights (https://feedback.bistudio.com/T166568) Attempting to roll while lying on your back would consume stamina Reduced clipping of 40mm smoke grenades through geometry Dead bodies on top of a bear trap would reduce its damage significantly Torches and brooms could not be ignited indoors Grenades attached to vests would not explode when the vest was destroyed in a fireplace Switching tabs in the server browser too fast could prevent servers from loading The kitchen timer was not always rendered inside the improvised explosive It was possible to cover an improvised explosive with a garden plot The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006) A ruined remote trigger attached to a tripwire would still trigger When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available An ignited torch in hands would not extinguish while swimming with it Dead characters would still display a "strong pulse" The characters arm would clip into the body when running with the fireworks launcher Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110) The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory Vehicles would give off exhaust smoke only when started for the first time The cargo of the Assault Vest and -Pack were not displayed separately Plastic explosives close to an explosion did not take damage Jumping into a steep hill caused the character to "float" to the top It was possible to bury stashes in several places where it shouldn't have been possible Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829) Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364) It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925) It was possible to refuel cars vehicles even when the tank was ruined The radiator of the Sarka 120 was accessible even when the hood was closed Radiators did not smoke consistently when low on water The player camera would fall faster than their character from huge heights It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668) Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711) Changed materials of several objects for more accurate sounds and bullet penetration The common cold would be too effective against the players immune system It was not possible to put the KA and M4-A1 Bayonets into the knife slot It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523) A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) The In-game map was too zoomed out Text on certain menu buttons could overlap with the button icon Miniature icons of damaged wheels is too dark The knife sheath was missing damage textures The miniature icon of ruined or damaged skirts was too dark The ruined texture of skirts was incorrect Miniature icons of damaged wheels were too dark SVD damaged textures did not change when damaged The cargo of an item in hands could not be fully accessed Cargo of attached items could not be opened/closed via controller The vicinity tab of the inventory could disappear in certain cases Containers did not always show their full contents (https://feedback.bistudio.com/T161014, https://feedback.bistudio.com/T161765) The inventory would scroll to the top on certain actions (https://feedback.bistudio.com/T165560) It was problematic to scroll through the inventory with a controller (https://feedback.bistudio.com/T165894, https://feedback.bistudio.com/T166347) Quickbar was disappearing during M&K support (https://feedback.bistudio.com/T155290) Gesture and quick wheels could not be properly operated with M&K It was not possible to shoot while holding shift when using M&K (https://feedback.bistudio.com/T163427) Combining was not working in the radial menu Improved the controls of the in-game 2D map, making the movement easier (using left stick to move and right stick to zoom) Xbox: Voice activation chat needed to be re-enabled after leaving an Xbox party PlayStation: The game would not connect the correct account upon switching to a controller with a separate account PlayStation: Game would sometime become too dark after re-logging to a server Fixed several game crashes CHANGED Reworked the simulation of vehicles, greatly impacting their general behavior Tweaked vehicle simulation parameters on surfaces for vehicles Added a warning red line to the cooling water temperature in the vehicle HUD Reduced the speed of the player when running up/down steep terrain Increased the inertia of the character when accelerating Character slows down more when running turns Character running speed is slowed down in medium water levels 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact It is no longer required to aim to the ground to empty a liquid container Fish, hares and chicken can no longer be skinned using the Mosin bayonet Reduced the amount of explosives needed to break open a locked door Improved the holding of the remote detonator receiver in players' hands Improved synchronization of the stealth kill Improved sounds of the gas station explosion The pipe wrench can no longer be used to repair vehicle engines Damaged fuel tanks can now be repaired using duct tape or epoxy putty Vehicles are now ruined when their fuel tank is ruined All optics apart from night-vision scopes can be repaired using the electronics repair kit The common cold should appear less frequently when the character is cold Most of the items in the world now have their damage state randomized Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days It is now possible to untie another player with bare hands Updated the in-game credits Tweaked the lights distance and brightness for the headtorch and flashlight types The character now turns their head when looking around on ladders Tweaked the font settings on the in-game 2D map Sea chests and wooden crates can be repaired using wooden planks Reduced number of firearms available in the world (CE adjustment) Barrels can now be filled with gasoline from canisters faster Reduced water required to extinguish a fire when using the canister Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) LIVONIA DLC Added sawmills Added two new villages Added Brena health care center Added quarries Added deforested areas Added hunting cabins Added forest camps Added summer camps Added tenement blocks to selected cities Added amusement parks Added Dambog ammunition storage Fixed: Various issues with object placement Changed: Respawn locations upon server-switch Changed: Replaced old M1025 wrecks with new variants that can spawn its parts Changed: Updated the Livonia maps for the additions (portable and static) CHERNARUS Added M1025 wrecks that can spawn its parts Fixed: Various issues with object placement Fixed: Medvezhi lugi was written in Latin letters on the map SERVER Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647) Added: Navigation-related settings to the cfgGameplay.json - Documentation Added: Inertia-related settings to the cfgGameplay.json - Documentation Added: Warning about duplicate prototype being skipped Added: DE error messages indicating incorrect Limit setup Added: Option to set scale of the object in the object spawner json files - Documentation Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: LoadPrototype warnings were sometimes not displayed Fixed: LoadPrototype statistics were sometimes incorrect Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647) Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586) Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1 Changed: Improved warning message about failed cluster adding KNOWN ISSUES Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change) Detaching/Attaching vehicle wheels might cause them to despawn or be bugged in certain cases Console 1.19 Update 2 - Version 1.19.155418 (Released on 26.10.2022) GAME FIXED Crawling off the edge of a higher object could glitch the character alignment The character could get launched into the air when changing stances close to objects It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls In certain situations, the screen would stutter while sprinting sideways (https://feedback.bistudio.com/T168133) Burying some items could result in a tilted pile of dirt The character could get stuck behind opened doors Activating a heat pack in prone would play the drinking animation Dialing the number on a combination lock in prone would play the chemlight animation instead Combining two stacks of items would result in one inventory slot being blocked (https://feedback.bistudio.com/T167758) The controller disconnect message would appear inconsistently when activating/deactivating mouse and keyboard support Widgets for the quickbar and stamina were misaligned in certain cases It was possible to glitch through base-building objects It was possible to use the vehicle horn in the pause menu It was difficult to access the engine widget in the Sarka 120 Reversing into objects with M3S truck could result in major crash damage to the fuel tank Fixed several spawning issues related to the Halloween event Fixed several building issues It was possible for long-time players to have more than 25 servers favorited, resulting in an error in the favorites tab CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability Console 1.19 Update 3 - Version 1.19.155463 (Released on 03.11.2022) GAME FIXED Fixed an exploit to glitch the character through walls Ladders in tight spaces might have had issues with climbing Infected were not properly de-spawning from convoys on Livonia Throwing items could lead to a character glitch It was possible to glitch the character when exiting a ladder while running out of stamina The glowplug was visible and accessible through the closed hood of the M1025 The trigger of the SSG 82 did not move when triggered (https://feedback.bistudio.com/T168269) The inventory scrolling would reset to the top at every re-opening (https://feedback.bistudio.com/T168060) Inventory button helpers were overlapping with the stamina and status indicators If the inventory focus was on an item in a container in the hands slot, it would not properly reset on re-opening Disconnecting the controller while playing with MnK enabled would result in a warning message Fixed a collision at a ladder in large tenement buildings that could result in players falling off Changing ADS while holding breath could result in desynchronization Fixed a server crash related to item placement CHANGED Changed default action of filled cooking pot to "drink" instead of "empty" (https://feedback.bistudio.com/T167922) Damaged ammunition can no longer be repaired using the weapon cleaning kit (https://feedback.bistudio.com/T168505 - including more information on the issue) SERVER Fixed: Placement objects could not properly be stacked with disableIsCollidingCheck enabled Fixed: Custom spawning of the water reservoir would result in problematic rotation of the water surface Changed: PSN ID and Xbox Gamertags are no longer treated as case sensitive in whitelists/banlists etc KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability
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PC Stable 1.19 Update 1 - Version 1.19.155390 (Released on 18.10.2022) NOTES 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., 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 M1025 multipurpose vehicle SSG 82 rifle BK-12 shotgun and sawed-off variant GPS Receiver Water reflections (can be configured in the graphics settings) Thrown items now have impact sounds The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass) Military convoys Replaced abandoned police cars with police events Blowtorch Punched card Glow plug Improvised eye patch Color variants of the plate carrier vest New stealth kill variant Hand-brake for vehicles Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong) Car horn for vehicles The player can now drown when submerged for too long Bleeding indicator in the HUD Favorites tab to the in-game server browser, displaying cached offline favorite servers Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2 FIXED Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439) The improvised suppressor would not display the correct model when ruined and detached from the weapon Public address system panels sometimes could not be started even when they had a battery in them Display of other characters in prone did not include inclination and rolling Attempting to roll while lying on your back would consume stamina It was possible to cancel the rolling animation by entering iron sights Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private) Reduced clipping of 40mm smoke grenades through geometry Dead bodies on top of a bear trap would reduce its damage significantly Torches and brooms could not be ignited indoors Grenades attached to vests would not explode when the vest was destroyed in a fireplace Switching tabs in the server browser too fast could prevent servers from loading The kitchen timer was not always rendered inside the improvised explosive It was possible to cover an improvised explosive with a garden plot The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006) A ruined remote trigger attached to a tripwire would still trigger When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available An ignited torch in hands would not extinguish while swimming with it Dead characters would still display a "strong pulse" The characters arm would clip into the body when running with the fireworks launcher Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110) The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory Vehicles would give off exhaust smoke only when started for the first time The cargo of the Assault Vest and -Pack were not displayed separately Plastic explosives close to an explosion did not take damage Jumping into a steep hill caused the character to "float" to the top Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829) Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364) It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925) It was possible to refuel cars vehicles even when the tank was ruined The radiator of the Sarka 120 was accessible even when the hood was closed The player camera would fall faster than their character from huge heights It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668) Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711) Changed materials of several objects for more accurate sounds and bullet penetration It was not possible to put the KA and M4-A1 Bayonets into the knife slot It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523) Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551) The character could get stuck behind opened doors A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) It was possible to bury stashes in several places where it shouldn't have been possible Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793) The vicinity tab of the inventory could disappear in certain cases Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813) Fixed various object placement fixes for the Chernarus map Fixed several building issues CHANGED Reworked the simulation of vehicles, greatly impacting their general behavior Tweaked vehicle simulation parameters on surfaces for vehicles Reduced the speed of the player when running up/down steep terrain Increased the inertia of the character when accelerating Character slows down more when running turns Character running speed is slowed down in medium water levels 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact It is no longer required to aim to the ground to empty a liquid container Fish, hares and chicken can no longer be skinned using the mosin bayonet Reduced the amount of explosives needed to break open a locked door Improved the holding of the remote detonator receiver in players' hands Improved synchronization of the stealth kill Improved sounds of the gas station explosion Damaged fuel tanks can now be repaired using duct tape or epoxy putty Vehicles are now ruined when their fuel tank is ruined All optics can now be repaired using the electronics repair kit Decreased the improvement of the immune system by high energy/hydration levels on average Most of the items in the world now have their damage state randomized Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days It is now possible to untie another player with bare hands Updated the in-game credits Tweaked the lights distance and brightness for the headtorch and flashlight types The character now turns their head when looking around on ladders Tweaked the font settings on the in-game 2D map Sea chests and wooden crates can be repaired using wooden planks The pipe wrench can no longer be used to repair vehicle engines The common cold should appear less frequently when the character is cold All optics apart from night-vision scopes can be repaired using the electronics repair kit Reduced water required to extinguish a fire when using the canister Added a warning red line to the cooling water temperature in the vehicle HUD Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Reduced number of firearms available in the world (CE adjustment) LIVONIA DLC Added sawmills Added two new villages Added Brena health care center Added quarries Added deforested areas Added hunting cabins Added forest camps Added summer camps Added tenement blocks to selected cities Added amusement parks Added Dambog ammunition storage Added M1025 wrecks that can spawn its parts Fixed: Various issues with object placement Changed: Respawn locations upon server-switch Changed: Reduced the military spawns within central (overgrown) part of Livonia to be contained to the military bases there Changed: Military and hunting spawn areas on Livonia (areaflags.map) Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Changed: Updated the in-game Livonia tourist maps (portable and static) Tweaked: Town of Sitnik is now Tier 1 Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update) CHERNARUS Fixed: Various issues with object placement Fixed: Medvezhi lugi was written in Latin letters on the map Changed: Replaced old M1025 wrecks with new variants that can spawn its parts SERVER Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647) Added: Navigation-related settings to the cfgGameplay.json - Documentation Added: Inertia-related settings to the cfgGameplay.json - Documentation Added: Warning about duplicate prototype being skipped Added: DE error messages indicating incorrect Limit setup Added: Option to set scale of the object in the object spawner json files - Documentation Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: LoadPrototype warnings were sometimes not displayed Fixed: LoadPrototype statistics were sometimes incorrect Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647) Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586) Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1 Changed: Improved warning message about failed cluster adding LAUNCHER Added: Launcher can now view cached offline favorited servers Fixed: Crash data was not properly separated between the Experimental and Stable branches Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206) Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility MODDING Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation Added: Script DbgUI now works on the diagnostic executable Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects Added: World::GetGridCoords for translation of world position into grid position Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs Added: typename.GetModule Added: Class.StaticGetType Added: EnProfiler with API to profile script Added: Scale is replicated upon object creation Added: Additional EventTypeTypeIDs Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344) Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds Added: Function Weather::SuppressLightningSimulation Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to Added: CentralEconomy.c documentation Added: Base classes for each vehicle simulation we have in the game Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead Added: Support for "-=" operator for arrays in the config Fixed: Double clicking on a call stack in Workbench did not always go to the correct file Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader Fixed: Several Workbench start-up crashes when script can't compile Fixed: Several bugs leading to script compile error not displaying any error Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working) Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345) Fixed: Localization of mod info was not updated until the game was restarted Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065) Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773) Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081) Fixed: Map markers being offset by +5 on the x axis Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: Dispatch Player avoidance Fixed: Loot spawn player avoidance now takes group radius into account Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344) Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately Changed: Updated CfgConvert in the tools Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051) KNOWN ISSUES Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change) Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability PC 1.19 Update 2 - Version 1.19.155430 (Released on 26.10.2022) GAME FIXED Steam Achievements were not functional The character could get launched into the air when changing stances close to objects It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls Widgets for the quickbar and stamina were misaligned in certain cases It was possible to glitch through base-building objects It was possible to use the vehicle horn in the pause menu It was difficult to access the engine widget in the Sarka 120 Reversing into objects with M3S truck could result in major crash damage to the fuel tank Fixed several building issues CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability PC 1.19 Update 3 - Version 1.19.155463 (Released on 03.11.2022) GAME FIXED Fixed an exploit to glitch the character through walls Ladders in tight spaces might have had issues with climbing Infected were not properly de-spawning from convoys on Livonia Throwing items could lead to a character glitch It was possible to glitch the character when exiting a ladder while running out of stamina The glowplug was visible and accessible through the closed hood of the M1025 The trigger of the SSG 82 did not move when triggered (https://feedback.bistudio.com/T168269) The inventory scrolling would reset to the top at every re-opening (https://feedback.bistudio.com/T168060) Fixed a collision at a ladder in large tenement buildings that could result in players falling off Changing ADS while holding breath could result in desynchronization Fixed a server crash related to item placement CHANGED Changed default action of filled cooking pot to "drink" instead of "empty" (https://feedback.bistudio.com/T167922) Damaged ammunition can no longer be repaired using the weapon cleaning kit (https://feedback.bistudio.com/T168505 - including more information on the issue) SERVER Fixed: Placement objects could not properly be stacked with disableIsCollidingCheck enabled Fixed: Custom spawning of the water reservoir would result in problematic rotation of the water surface KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability
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OK... so the new physics engine is in place. There are a crap ton of community servers that are possibly going to suffer worse now with this engine switch. Vehicles and security exploits have been my main problem with DayZ, and while supposedly making vehicles try to run better with an engine switch, it better not be a final step. We need some optimizations done on the server exe.
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Hey all 👋 Now that the vehicles are on a good journey to being fixed, I propose to add another (optional!) component to cars. My idea is that vehicles will require an alternator belt if you want the battery to be charged. In real life the cooling pump is also connected on some cars so realistically the car would overheat without one, but I feel that would be too much. My idea is simply that if you do not have an alternator belt, your battery will slowly drain from simply having the car turned on -due to the sparkplugs doing their job- and also if you have your headlights turned on and such. This would be done in a way where it's not totally obnoxious, just something to think about looting if you don't have one and would like to keep your car without having to charge the battery once in a blue moon. Which also brings me to my next advantage; The battery charger actually getting some use. When have you ever used a battery charger ? I once had to use one due to a bug, that is about it. Now if the vehicles slowly discharge their battery during driving without the alternator belt, you'd have to charge it sometimes, or bother finding the belt. The vehicle could even spawn with the alternator belt if you're lucky. Of course you could also always find a new battery, as they aren't too hard to find in case your battery does actually die after a fair amount of time. I know making the cars more complicated isn't everyone's cup of tea, but this is why this component would be optional. The battery drain time would be done in a way where it's not annoying, but still something to think about. The cars will fully function in this state and the component is absolutely optional, yet if you'd like to keep using your car for more than a trip to Tisy, find an alternator belt so the car will sustain itself with power without you having to do it yourself in your base after extended periods of driving the vehicle. 🙂
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I'm not new at this I've had 2 servers before. First 2 were testing ones. But, I still have a lot to learn. 1. Can you make changes on ALL files when server is running? Like types, events, eventspawns, spawnabletypes, traderconfig, traderobjects. I know it takes effect next server restart. Json files I know you can. Want to reduce server downtime. 2. Can you have respawn timer higher than lifetime? AKA for RARE items. 3. Can a traderconfig file be UPLOADED safely Instead of editing on server? I recall when I uploaded it due to keys on it all vehicles despawned. I MAY have uploaded trader object at the same time though. Don't recall lol. 4. Rain OMG what a pain lol. Anyone got it working to REDUCE the amount? I don't wanna remove it. Other than changing month. .
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Update 1.19 Xbox Experimental (Change Log)
Robin George replied to Kyiara's topic in Xbox Experimental Updates
I'm pretty sure the vehicles spawn with a random amount of things on them so finding them with nothing is possible. -
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PC Experimental 1.19 Update 3 - Version 1.19.155361 (Released on 06.10.2022) GAME FIXED The character could easily get stuck on objects while moving The character could get stuck in falling animation when moving over an edge very narrowly Specific collisions could catapult the player into the air Falling unconscious in tight spaces could push characters through walls Inertia remained active while jogging after sprinting (https://feedback.bistudio.com/T167630) When falling in prone position, in certain cases the wrong landing animation would be played A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) It was possible to "walk down" ladders It was possible to bury stashes in several places where it shouldn't have been possible Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751) Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793) It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608) Attempting to roll while lying on your back would consume stamina The trunk struts on the M1025 would not animate properly The M1025 wouldn't properly reflect its ruined state The widget to drink water at wells did not always show up properly It was not possible to ignite a fireplace under a roof higher than 5 meters, if it was raining Inventory items could overlap in certain cases (https://feedback.bistudio.com/T167874, https://feedback.bistudio.com/T167855) The vicinity tab of the inventory could disappear in certain cases Inspecting an item assigned to the quick-bar would make the quick-bar disappear (https://feedback.bistudio.com/T167628) Some items would play wrong sounds when thrown Certain parts of police situations were de-spawning too early Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813) Fixed several minor terrain issues Fixed several game crashes CHANGED Changed vehicle horn sounds for better audibility The common cold should appear less frequently when the character is cold All optics apart from night-vision scopes can be repaired using the electronics repair kit Increased the brake strength of the hand brake Reduced water required to extinguish a fire when using the canister Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Increased the number of available BK-12 in the world Added a warning red line to the cooling water temperature in the vehicle HUD LIVONIA DLC Added: A work-in-progress variant of "POX2" storage hangar Added: New variants of the static wooden ammo boxes within the ammo storage hangars (POX and two opened variants) Added: An additional hint towards the danger of the deeper underground levels Fixed: Walking in deforested areas did not produce footstep sounds (https://feedback.bistudio.com/T167653) Fixed: It was possible to catch animals with the snare trap in the underground area Fixed: It was possible to clip through a section of the underground Fixed: Various object placement fixes Fixed: Inner doors of the main underground entrance had wrong sounds (metal instead of wood) Fixed: It was not possible to bury stashes over the Dambog ammunition storage Fixed: The punched card would clip with specific building floors Changed: Various placement of the ammo boxes within the ammo storage hangars Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Changed: Spawning of loot within Dambog ammo storage (dynamic ammo boxes were replaced by static ammo boxes with selected items spawned inside through dispatch spawner) Changed: Updated the in-game Livonia tourist maps (portable and static) Changed: Improved the transition of sounds when entering the underground Tweaked: Increased the number of available BK-12 in the world Tweaked: AmmoBox moved to dynamic events once again Tweaked: Further adjustments of Livonia area flag map (military and hunting areas) Tweaked: Town of Sitnik is now Tier 1 Removed: Special types of AmmoBox entity Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update) LAUNCHER Fixed: A crash caused by exiting the game while having active server details in the server browser SERVER Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: Setting 0.0 in the CE item damage made it ignore the value (https://feedback.bistudio.com/T167857) Fixed: Dispatch Player avoidance Fixed: Loot spawn player avoidance now takes group radius into account MODDING Added: Support for "-=" operator for arrays in the config Added: Player avoidance information is now displayed in on-screen debug of "Game > Central Economy > Setup Vis" Fixed: It was not possible to teleport using the DayZDiag_x64.exe in Multiplayer Changed: Updated CfgConvert in the tools
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Update 1.19 Xbox Experimental (Change Log)
Kyiara replied to Kyiara's topic in Xbox Experimental Updates
Xbox Experimental 1.19 Update 3 - Version 1.19.155347 (Released on 06.10.2022) GAME FIXED The character could easily get stuck on objects while moving The character could get stuck in falling animation when moving over an edge very narrowly Specific collisions could catapult the player into the air Incorrect items showed the "ignite" widget using the blowtorch The M1025 would take damage when its wheels were removed The starting knob of the M1025 would disappear after starting The trunk struts on the M1025 would not animate properly Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751) The player was unable to exit vehicles with a smoke grenade in hands In vehicles, the foot of the player would be constantly shaking on the pedals The player would receive unreasonably high damage from low-speed collisions in vehicles Vehicle engines would be destroyed too fast by high RPMs It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608) A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) The "Show quickbar" setting selection was missing a description The widget to drink water at wells did not always show up properly It was possible to "walk down" ladders It was possible to bury stashes in several places where it shouldn't have been possible Attempting to roll while lying on your back would consume stamina It was problematic to scroll through the inventory with a controller (https://feedback.bistudio.com/T165894, https://feedback.bistudio.com/T166347) The cargo of an item in hands could not be accessed The vicinity tab of the inventory could disappear in certain cases Fixed several minor terrain issues Fixed several game crashes CHANGED All optics apart from night-vision scopes can be repaired using the electronics repair kit Increased the brake strength of the hand brake Reduced water required to extinguish a fire when using the canister Changed vehicle horn sounds for better audibility SERVER Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) -
Im ok with wipes if the vehicles are being fixed along with some other bug fixes. I prefer 4 to 5 updates per year and if it needs a wipe, so wipe. U have to understand central loot economy. No one would find vehicles or nvgs since all vehicles and nvgs are already being stored in some hoarders base.
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Where does the infinite fuel supply come from?
Neptune Man replied to trevlar2's topic in General Discussion
ZeRo SeNsE to have food items respawning without food trucks to restock. ZeRo SeNsE to have zombies spawning from nowhere. This is a game. Easier to say that u dont like vehicles. I like vehicles. Good job devs ty -
After have driven quite a lot of cars and the truck in the test server, they have really been improved. From time to time there is a bit of lag, but I haven't seen jumping/flying vehicles. There is only one aspect that bothers me, and it is the brake, it feels very subtle. I am using space and S at the same time, but still it feels very soft, like it does not stop a lot.
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DAYZ EUROPA - The world's finest vanilla DayZ Mod server
vinyljunkie replied to vinyljunkie's topic in Mod Servers & Private Hives
DayZ Europa server wipe 30/9 - No base building Hello. We just wiped DayZ Europa and this time we will be running the server without base building as this has been asked for by many of you over the years. We're excited to see the server fill up with players looking forward to play DayZ Mod as it was prior to the base building feature was introduced. No more vehicles locked in to bases, no more barns locked up with gates and no more players sitting in their bases shooting at other players running by. Also we have some exciting changes planned for the future that can be read in our discord. Join the DayZ Europa discord: https://discord.gg/7GRXY8c DayZ Europa is funded by its players and has been online since 2014. If you want to help us in running the server for many more years to come, join our discord to become a DayZ Europa supporter, thank you! -
Experimental Update 1.19 (Change Log)
penguin511 replied to Kyiara's topic in PC Experimental Updates
I realize there is a language barrier between us but i would like to try to communicate a few things. It is important to note that some things can be lost in translation, so it is important to convey as much as possible in a concise manner. It is also important to set expectations to help communicate intent and feelings. As i type this reply i wish to convey no hate or ill will towards you. I also am not arguing or trying to appear hostile. It is difficult to disconnect DayZ from Arma2 as they both share the same "universe", location, and history. As you stated before you do not know the history of Arma2 and consider it "irrelevant", and that DayZ is "standalone". I believe a miss-translation is partly to hold for this belief. "Standalone" in this sense is to mean "it's own game" or "product", but not as "independent" or "Alone" of other games in the series. To use an example; Think of it as part of a movie or book series. The "Marvel cinematic universe" is also a useful comparison. Does this make sense? Within this context knowing the history of Arma2 can help you understand why certain items, tech, and factions are in the game. I too would question some of the items and gear in the game if i did not understand the context behind them. Prevalence of eastern weapons, vehicles, and tech makes logical sense if we were to base the game off of "real life" but we are playing in a fictional world based on it's own history and lore. Again this context can change how we look at it. my last point is the difference between "realism" and "game-play" and the balance that both play within the game. Looking at certain mechanics and items in game we can argue that they do not meet a standard of "realism", but that contrasts against the "game-play" and "ease of use" of the player. DayZ takes many aspects of real life including; Bush craft, combat, medical treatment, navigation, and survival. It then mixes those with a fictional setting and translates them into game play. This isn't always perfect and often times it will not go in the direction we wish it to. I understand your frustration, i have felt it many times during the journey from the Mod days in Arma2 to where we are now. But i would ask that you try to relax some. And if the game is not going in the direction you wish, maybe let it sit some before coming back, or finding another game that can satiate your hunger and desire. Peace. -
I know exactly where kingfisher is coming from. Just recently, I was after taking a large amount of loot from someone who then moaned to the admins on a community server to get his base deleted before we could take anything after his guys shot one of ours. Now all of a sudden, we are having a fresh wipe which would make him get his wish. It's almost like we are all being punished for being surviving and being good at the game. I think DayZ is becoming a waste of money and patience. The game needs to be developed in a way to prevent any update from requiring a wipe, or it will just discourage players. DayZ already has a significant problem with lag, desync and the hopium to fix, vehicles. The community feels ignored and lied to quite frequently about why things aren't allowed to happen and receiving 2 very different responses (especially in regard to modding on xbox) and none of the community's ideas are ever listened to. Instead, you're adding things nobody asked for like a broom torch and an eye patch???? Not saying these are bad additions but would be nice if community ideas and needs were prioritised. I think the first priorities with all hands-on deck, is fixing desync, lag and vehicles, before adding anything to the game. How on earth can you build on a broken game? Makes zero to little if any sense.
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My Hummer got nicked. Probably by some teenager. 🤬 But I'm in a truck now. 😊 Vehicles are handling very well so far. I think the devs have done a great job over all on that front.
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MassacreMike posted a topic in Server Advertisement
PC only Rizen [Fresh Wipe 9/9/2022] Custom Arsenal| PVP| 10 max| Player Bounties| Warzone| Safe Haven| Custom PVP Map Edits| Airdrops| Discord: https://discord.gg/v2fpVyYEZy R I Z E N |War Zone PVP Trader| Custom Coin and Gold Bar Currency| Custom Creatures| Challenging Gauntlets “The Labs”| Safe Haven Settlement| Sleeping Bag Base Spawn| Air Drops| KOTH| Keycards| Mystery Box| Cannabis and Cocaine| Breach Charge Door Raid Only| Custom Map Locations both Military and Non-Military| Custom Armor and Weapons| Tactical Flava and SNAFU| Armored Vehicles and Sports Cars| 1PP w/ Vehicle 3PP| Wide Selection of Helicopters| BBP Building Mod T1/2/3| Starting Money| Our server breathes life into both PVP and PVE. Face off other players in bounties and open world PVP collecting dog tags and grinding coin. Trade your tags and coins in to the warzone exchange for gold bars. Transport your gold bars to the warzone vendor for our top tier guns and armor. For new players and solo, find your place in the "Safe Haven Settlement." A home specially designed for players like you to learn and grow in DayZ. While exploring enjoy our many new customized areas on the map and get your hands on uniquely customized selection of weapons and armor. More of a pve'r, great!, we have custom gauntlet styled LABS were you will face the servers fiercest AI. Fight your way through to unlock crate rooms packed with prizes. What are you waiting for! Join today and explore Chernarus like you've never seen it before! -
Experimental Update 1.19 (Change Log)
discipled replied to Kyiara's topic in PC Experimental Updates
Vehicles feel AMAZING!!! I'm so excited for this on stable and to have and see more vehicles driving around. I'm so excited for this. Hoping you add a bunker in Chernarus.... -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
I can’t wait to try out cars again. I’m really interested in seeing how many bandaids it took to make vehicles passable. -
Experimental Update 1.19 (Change Log)
radamantyz replied to Kyiara's topic in PC Experimental Updates
After more hours of play I have to say that I have completely adapted to the new driving and it seems great to me, the test server with excess vehicles was very bad with the lag issue, I guess because of so many bodies, loot, cars and in spite of everything the cars worked very well, very stable, something that was very common was that shortly after starting a car suddenly on my screen I saw how it was moving forward but my co-driver told me that we were standing still and that it was only moving against the wall, none of us could get out of the vehicle because the option did not appear and at the time of relogging the car had disappeared, it also happened to me that when I hit a tree the screen went black and the game crashed, when relogging the car was gone. I love the inertia in the character