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Pending Changelog: Experimental Branch: 0.42.116002

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Wow what? They will fix the bugs and then its good the next day so.. wtf? If you got no idea what you are talking about then just dont say anything or try to understand it.

 

Haha!

You wait for the new patch delayed for 3 days to welcome the "fix the bugs and then it's good so wtf"?

Are you so zombielized that you lose your own mind? Which time do you think any team of BI has a fine debug level through delaying the releasing time to guarantee its quality? How long have you been playing BI's game? LOL

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never mind ......  no point saying it again.

Edited by just4me

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So am I right to assume the only new things added are three pistols ; a crappy bb-gun esque rifle and the ability to spray paint a few of the older weapons?

 

 

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Whoa whoa whoa. Slow down man. The .22LR is a man killer in real life. The game hasn't done it justice. :|

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If it didn't come out today they will just add more in when they do patch stable. I would just chill. It will be here. In the mean time, I've already scored a ruger on the exp :D

 

Does anyone have a side by side comparison of what exactly changed? I know I saw someone do that a few other times.

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Whoa whoa whoa. Slow down man. The .22LR is a man killer in real life. The game hasn't done it justice. :|

 

Machetes kill zombies faster in this game the then .22LR so ; I dropped it as it was a complete waste of a gun slot.

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Nice work,

fps has improved from ~15 or less to 22-24 near cherno skyscraper, so its kind of playable.

 

Zombies seem to be a bit laggy/slow but they hit hard and are plenty.

 

I could reload while using alcohol on my wounds, and it feels like too much weapon cleaning kits spawn.

Also when i was like 100-200 m away from zombies and was eating and cleaning my wounds i constantly dragged new zombies to me.

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There were a number of fixes and changes.

 

Check out the change log for a complete list of changes in the patch.

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Waiting for 1 Month. Now Version 0.42 is the same as 0.37.

The differenz between 0.35 and 0.37 was big. Differenz between 0.37 and 0.42 is nothing! Could be renamed to 0.38. Tzzz

See my previous post as why the version number is so much higher

 

What was added today?

  

What are the changes exactly? I have seen a few of them already like different ammo. But is there a changlog somewhere? What changed?

See this post

Btw: Thanks for the beans

Edited by Ellen Ripley
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0.36  0.37  0.42
New:
Actions: Vomiting have associated sound effects
Actions: Ballistic helmet variants can be painted to black and green color with spraycan
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
Actions: You can catch rain into canteen and water-bottle from inventory
Animations: New Ruger 10/22 reload animations
Animations: New Ruger MKII Reload animations.
Animations: Player now can sit with gun/weapon
Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. Animations: "Low" and "Aim" stances introduced for stand, crouch and prone.
Crafting: SKS paint recipe
Crafting: Firefighter Axe paint recipe
Crafting: B95 paint recipe
Environment: New rock textures
Food: Sambucus berry item added
Food: Canina berry item added
Gear: added black and UN ballistic helmet variants
Gear: Wool Coat red/black/brown/blue/green/grey/check variants added
Gear: can opener can be used as melee weapon
Gear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
Gear: Farming hoe configured and spawns
Gear: M4 attachment green variants added
Gear: Green and black variant of firefighter axe added
Gear: Rabbit leg, boar steak and chicken breasts added
Gear: Flat Cap red/black/brown/blue/green/grey/check variants added
Gear: Green and black variant of SKS
Gear: Green and black variant of B95
Gear: Long wooden ash stick
Graphics: Adding lights to currently rendered scene changed
Graphics: Lighting from objects now is rendered during daytime also
Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
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)
Spawns: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns
Spawns: Wool Coats and Flat Caps added to spawns
Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
Weather: Rain now causes items and player to become wet
Zombies: Simple respawn mechanic implemented for zombies, pending more robust method
 
 
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.
Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
Actions: Edited player messages in force drink action and fixing broken limbs
Actions: Added collision tests for availability of prone position and vaulting
Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
Animations: Bandage and eating pills animation glitch fixed.
Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.
Animations: Player can now be properly knocked out while in water.
Animations: holding animations of various weapon magazines correctly linked
Animations: Evade animations in prone (Q and E) are faster now.
Gear: Added color variants of ballistic helmets into loot spawns
Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added.
Gear: Even lower chance of backpacks spawning on construction sites
Graphics: SSAO in options saved
Graphics: Rain effect settings changed
Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
Graphics: Spot light culling fixed
Graphics: Fix of terrain intersections
Graphics: Fix of geometry trace for flares
Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
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
Medical: Falling from height while sprinting did not kill player when it should have
Medical: Player could vault with broken legs
Network: Dropped items appeared only after a delay (now instant)
Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
Structures: Changed inheritance of barrier structures (due to errors in logs)
Structures: Items disappearing when dropped near stairs or walls
Sound: subsonic projectiles no longer emit supersonic crack
Weapons: Long-range scope reticle properly centered
Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)
 

There you go, correct me on the places where I'm wrong. And rocket please copy past this into the main post so we may get some clearance about the new additions.

 

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THANK YOU!The main changelog should be updated like that ; it was hard to decipher what was in .37 as opposed to .42.

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I got hit by an invisible zombie twice on different sessions on the grey house with the black piano on the hall. It was on the top level of the house, when the zombie followed me up the stairs.

Bug probably easy to replicate.

Edited by duude

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I got hit by an invisible zombie twice on different sessions on the grey house with the black piano on the hall. It was on the top level of the house, when the zombie followed me up the stairs.

Bug probably easy to replicate.

Or you were hit by a zombie below you.  As far as I know, the zeds can't go up those stairs yet.

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Would be good if they updated the log and changes like this. So we can get a very clear idea of what has been added in the different builds or taken away at least.

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I don't know what the coordinates for Bor are, but it's the town immediately north of the coastal town of Komarovo, near Balota.

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So testing the ruger, it is not a super powerful gun at all. takes 2 head shots on zeds. It's as expected as it is a .22. It should be nice for quiet hunting without getting caught when animals come out though. It is VERY quiet. You can barely hear the shot standing right next to it, compared to other guns. 

 

I did run into a glitch about every 8 or 9 shots when the bullet shell wouldn't disappear and i had to manually eject it and reload another (jammed gun? lol) but all in all I like it. I'm not sure if you're supposed to be able to spray paint it yet either. It lets you put the can on it and goes through the animation to paint but it doesn't paint it at all. I'll be reporting these things.

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Agreed. I was glad someone put the effort into it as I certainly wasn't gonna do it, haha.

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Or you were hit by a zombie below you.  As far as I know, the zeds can't go up those stairs yet.

zombies can crawl upstrairs, pretty smart folk they are.

 

 

So testing the ruger, it is not a super powerful gun at all. takes 2 head shots on zeds. It's as expected as it is a .22.

 

yeh, hahah - it's more like a shooting gallerie gun - like the "sporty .22" is a toothpick - quiet nice!

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So testing the ruger, it is not a super powerful gun at all. takes 2 head shots on zeds. It's as expected as it is a .22. It should be nice for quiet hunting without getting caught when animals come out though. It is VERY quiet. You can barely hear the shot standing right next to it, compared to other guns. 

 

I did run into a glitch about every 8 or 9 shots when the bullet shell wouldn't disappear and i had to manually eject it and reload another (jammed gun? lol) but all in all I like it. I'm not sure if you're supposed to be able to spray paint it yet either. It lets you put the can on it and goes through the animation to paint but it doesn't paint it at all. I'll be reporting these things.

lol i havent gotten to try it yet, it shouldnt take two headshots unless the devs gave it the wrong damage

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Join experimental just now. Spawn at Svetlo and got my self a UN helmet not bad. Guess one can be a remnant of UN forces later on.

 

 

 

 

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