rocket 16567 Posted February 6, 2014 (edited) 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 New Issues:Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivatedActions: If player puts burlap sack from his head to ground his vision stays blackNew:Animations: Ruger 10/22 hand poseAnimations: 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 recipesGear: Added configuration for durable riders jacketGear: Added Cowboy hats to the loot spawns (multiple colors)Gear: Added Sewing kit to the loot spawns Gear: Added B95 and 762 speedloader to loot spawnsGear: Added configuration for durable riders jacketGear: Added durable leather jacket to loot spawnsGestures: Thumbs Up gesture added with default F7 key bindingServer: 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 sackActions: No longer spawns clones of sack after Remove Head Cover actionActions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymoreArt: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in proneAnimations: 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 statesAnimations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reloadAnimations: Default rifle aim stance (stand and crouch) slightly changed to better fit different gunsAnimations: Twitches on right hand fixed when holding an item while middle finger and pointing.Crafting: Cannot combine ruined stacked objects (such as ammo, rags)Crafting: Cannot chamber/load magazine with ruined ammunitionCrafting: Motorbike helmet visors didn't retain their type when spray-painting the helmetCrash: Game Crash when using FLUSH commandCrash: Out of bounds crash when no sounds definedInventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaosMedical: Cleaning wounds with alcohol tincture doesn't add last stage of infected woundsMedical: Vomiting/Stuffed was completely broken. Now simplified and streamlinedMelee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)Spawns: Lowered probability of Weapon cleaning kit spawnsSystems: Healing system was double processing for blood regenerationSystems: Notifier messages were not being cleared/reset on within-state changesSystems: Players position was not saving on disconnectSystems: Players could get continually stuck in a dead character during load from central serverSystems: Players would not receive any falling damageSystems: Disconnecting dead player would delete the body after ~30 secondsSystems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)Systems: Notifier gets stuck on "stuffed"Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics) Edited February 7, 2014 by rocket Updated with new info +4 237 Share this post Link to post Share on other sites
Rancor 90 Posted February 6, 2014 Dude, i love the pace you and your team is going ! 28 Share this post Link to post Share on other sites
FatKangaroo 72 Posted February 6, 2014 Thank you for your hard work! :) 10 Share this post Link to post Share on other sites
mudnar 18 Posted February 6, 2014 Nice keep it up :thumbsup: 2 Share this post Link to post Share on other sites
Jack Dant 158 Posted February 6, 2014 Please reconsider the status of ruined rags / making rags from ruined clothing (currently generates a ruined rag). A rag is not a complex machine, so it's hard to imagine a zombie can damage a shirt so much it's not usable for even making rags. 29 Share this post Link to post Share on other sites
Judopunch 523 Posted February 6, 2014 Keep up the awesome work! 1 Share this post Link to post Share on other sites
BaseLine^ 22 Posted February 6, 2014 Impossible how fast you add and fix. Amazing <3 3 Share this post Link to post Share on other sites
Max Planck 7174 Posted February 6, 2014 Weapons: Ballistic parameters of all projectiles tweaked for more realism Any details? Pretty please? 11 Share this post Link to post Share on other sites
SFRGaming 718 Posted February 6, 2014 (edited) Weapons: Ballistic parameters of all projectiles tweaked for more realism Will this fix the M4's god-awful unrealistic inaccuracy. Edited February 6, 2014 by Shadow134 3 Share this post Link to post Share on other sites
starwarsfan@gmx.de 450 Posted February 6, 2014 Please reconsider the status of ruined rags / making rags from ruined clothing (currently generates a ruined rag). A rag is not a complex machine, so it's hard to imagine a zombie can damage a shirt so much it's not usable for even making rags.The T-shirt should become Rags when it's ruined... because you're totally wearing rags... 5 Share this post Link to post Share on other sites
wud 143 Posted February 6, 2014 Any details? Pretty please?Yeah, please. 1 Share this post Link to post Share on other sites
SnakeEyeZ (DayZ) 2 Posted February 6, 2014 Thanks, nice to see regular weekly updates. Game just keeps getting better and better. Why multiple experimental builds? Or do they just mean like hotfixes/updates for the experimental branch? 1 Share this post Link to post Share on other sites
Tabinator 20 Posted February 6, 2014 @rocket: Can we expect that Wednesday maintance will be usually used for stable-patching?Btw nice work! 1 Share this post Link to post Share on other sites
zeroy 240 Posted February 6, 2014 Ruger 10/22 ?? wOOt! 3 Share this post Link to post Share on other sites
Dchil 829 Posted February 6, 2014 (edited) Does this mean that the 10/22 should be available within the next 5 updates? If yes then good, if no then also good because then my SKS wont go hungry due to a new ammo spawning. I have a feeling that the stack size on 7.62x39 should be increased to 25. One thing to note is that the mosin apparently uses boxes of 7.62x51 and 7.62x54r changes to 7.62x51 upon loading the mosin. The mosin uses 7.62x54R. /also what's the deal with the reloading causing a staticky buzzing sound during certain points of the animation. EDIT: First Page WOOT! Edited February 6, 2014 by Dchil 2 Share this post Link to post Share on other sites
GeordieMarv 293 Posted February 6, 2014 Great work again Rocket and team. The dedication to getting fixes out is amazing.I don't understand how people can moan about slow updates, when it's 1 sometimes 2 a week. 5 Share this post Link to post Share on other sites
Bogart (DayZ) 8 Posted February 6, 2014 Wow, you guys are working at a feverish pace!!! Thanks for the hard work!! 2 Share this post Link to post Share on other sites
drouz@netti.fi 57 Posted February 6, 2014 Good work! Btw magnum is still using wrong sound. 4 Share this post Link to post Share on other sites
Odahviing 125 Posted February 6, 2014 (edited) how am I supposed to read this :I I'm a dog. Edited February 6, 2014 by Odahviing 2 Share this post Link to post Share on other sites
ryzoh 44 Posted February 6, 2014 u re a dog? rofl u re so funny dude! 1 Share this post Link to post Share on other sites
theswedishcathead 59 Posted February 6, 2014 Amazing dean will check this out! Share this post Link to post Share on other sites
Struikrovertje 8 Posted February 6, 2014 Nice work guys! Worth every penny so far :) Share this post Link to post Share on other sites
eirikr 34 Posted February 6, 2014 (edited) Awesome. You're the man, Dean. Your team is also the man. Edited February 6, 2014 by Erik204 3 Share this post Link to post Share on other sites
Etherimp 1323 Posted February 6, 2014 (edited) Hopefully that vague reference to weapon mechanics means that dispersion on the guns is going to be seriously revamped. One of the major gripes I have about DayZ at the moment is the incredible unpredictability of weapons... A pistol shouldn't be useless after 15 meters... An M4 shouldn't spray all over the place when you properly "tap" fire. Predictable guns = Skill can developeUnpredictable guns = People spray and hope they hit stuff, and/or gun fights are determined by sheer luck. Edited February 6, 2014 by Etherimp Share this post Link to post Share on other sites
Coldvein 9 Posted February 6, 2014 ! Keep up ! Keep up ! nnnnice speed Share this post Link to post Share on other sites