BlackDalia 95 Posted March 17, 2014 PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: Currently deployedETA to Stable: No current ETA, dependent on testing results CHANGELOG: Known Issues:Physics: Item throwing physics is currently disabledMelee: Gestures currently do not work from two-handed meleeMelee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")Network: Issues in some cases of zombies, or players potentially being invisible. New:Actions: Vomiting have associated sound effectsActions: Ballistic helmet variants can be painted to black and green color with spraycanActions: Can check pulse on unconscious playersActions: Searching for berries will now add berries to your inventoryActions: Eat All now supported for consumablesActions: You can catch rain into canteen and water-bottle from inventoryAnimations: New Ruger 10/22 reload animationsAnimations: New Ruger MKII Reload animations.Animations: Player now can sit with gun/weaponAnimations: 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 recipeCrafting: Firefighter Axe paint recipeCrafting: B95 paint recipeEnvironment: New rock texturesFood: Sambucus berry item addedFood: Canina berry item addedGear: added black and UN ballistic helmet variantsGear: Wool Coat red/black/brown/blue/green/grey/check variants addedGear: can opener can be used as melee weaponGear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masksGear: Farming hoe configured and spawnsGear: M4 attachment green variants addedGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickGraphics: Adding lights to currently rendered scene changedGraphics: Lighting from objects now is rendered during daytime alsoGraphics: 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 correctlyMap: Olsha has been updatedMap: Khelm has been updatedMap: New rock formations outside Svetlo have been createdMap: New Orthodox Chapel has been createdMap: Police Stations & Medical Centers have been placed across the mapMap: New villages surrounding SvetloMedical: 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 spawnsSpawns: Wool Coats and Flat Caps added to spawnsWeather: Rain, Clouds, Wind, calculated on server and distributed to clientsWeather: Rain now causes items and player to become wetZombies: Simple respawn mechanic implemented for zombies, pending more robust method Fixed:Actions: Added 'inUseItem' back to action on target functionActions: Proper nutritional value will be added when eating near empty foodActions: Berry picking script messages to player improved.Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandageActions: Ruined rags/bandages and wooden sticks doesn't produce infinite splintsActions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animationActions: Edited player messages in force drink action and fixing broken limbsActions: Added collision tests for availability of prone position and vaultingActions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after actionAnimations: 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 linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Added color variants of ballistic helmets into loot spawnsGear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: SSAO in options savedGraphics: Rain effect settings changedGraphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)Graphics: Spot light culling fixedGraphics: Fix of terrain intersectionsGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsLogin: Failure during new character creation could cause player to get stuck as unconsciousMap: Optimizations for Svetlo performanceMap: Forests surrounding Svetlo bugfixesMedical: Would never actually die from zero health or blood due to medical conditionsMedical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very lowMedical: Defibrillator used for restarting the heart of players who have a heart attackMedical: 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 balanceMedical: Chance of bleeding from fists reduced significantlyMedical: Disconnected players avatars did not take shock or blood damageMedical: Falling from height while sprinting did not kill player when it should haveMedical: Player could vault with broken legsNetwork: 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/serverStructures: Changed inheritance of barrier structures (due to errors in logs)Structures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crackWeapons: Long-range scope reticle properly centeredZombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change) very cool, but could you maybe highlight or underline the new features as you update them? so it makes it easy to see what has been added :) cheers 1 Share this post Link to post Share on other sites
Guest Posted March 17, 2014 (edited) 0.36 0.37 0.42New:Actions: Vomiting have associated sound effectsActions: Ballistic helmet variants can be painted to black and green color with spraycanActions: Can check pulse on unconscious playersActions: Searching for berries will now add berries to your inventoryActions: Eat All now supported for consumablesActions: You can catch rain into canteen and water-bottle from inventoryAnimations: New Ruger 10/22 reload animationsAnimations: New Ruger MKII Reload animations.Animations: Player now can sit with gun/weaponAnimations: 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 recipeCrafting: Firefighter Axe paint recipeCrafting: B95 paint recipeEnvironment: New rock texturesFood: Sambucus berry item addedFood: Canina berry item addedGear: added black and UN ballistic helmet variantsGear: Wool Coat red/black/brown/blue/green/grey/check variants addedGear: can opener can be used as melee weaponGear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masksGear: Farming hoe configured and spawnsGear: M4 attachment green variants addedGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickGraphics: Adding lights to currently rendered scene changedGraphics: Lighting from objects now is rendered during daytime alsoGraphics: 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 correctlyMap: Olsha has been updatedMap: Khelm has been updatedMap: New rock formations outside Svetlo have been createdMap: New Orthodox Chapel has been createdMap: Police Stations & Medical Centers have been placed across the mapMap: New villages surrounding SvetloMedical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)Spawns: Sporter 22 added to spawnsSpawns: CR75 added to spawnsSpawns: Amphibia S added to spawnsSpawns: 1911 and respective magazines and ammo (22LR and 9mm) added to spawnsSpawns: Wool Coats and Flat Caps added to spawnsWeather: Rain, Clouds, Wind, calculated on server and distributed to clientsWeather: Rain now causes items and player to become wetZombies: Simple respawn mechanic implemented for zombies, pending more robust methodFixed:Actions: Added 'inUseItem' back to action on target functionActions: Proper nutritional value will be added when eating near empty foodActions: Berry picking script messages to player improved.Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandageActions: Ruined rags/bandages and wooden sticks doesn't produce infinite splintsActions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animationActions: Edited player messages in force drink action and fixing broken limbsActions: Added collision tests for availability of prone position and vaultingActions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after actionAnimations: 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 linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Added color variants of ballistic helmets into loot spawnsGear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: SSAO in options savedGraphics: Rain effect settings changedGraphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)Graphics: Spot light culling fixedGraphics: Fix of terrain intersectionsGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsLogin: Failure during new character creation could cause player to get stuck as unconsciousMap: Optimizations for Svetlo performanceMap: Forests surrounding Svetlo bugfixesMedical: Would never actually die from zero health or blood due to medical conditionsMedical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very lowMedical: Defibrillator used for restarting the heart of players who have a heart attackMedical: 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 balanceMedical: Chance of bleeding from fists reduced significantlyMedical: Disconnected players avatars did not take shock or blood damageMedical: Falling from height while sprinting did not kill player when it should haveMedical: Player could vault with broken legsNetwork: 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/serverStructures: Changed inheritance of barrier structures (due to errors in logs)Structures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crackWeapons: Long-range scope reticle properly centeredZombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)Credits: basinox Edited March 17, 2014 by Guest Share this post Link to post Share on other sites
dusty_nuttles 130 Posted March 17, 2014 any ETA for stable? Yup, its right in here. http://www.reddit.com/user/rocket2guns 1 Share this post Link to post Share on other sites
basinox 300 Posted March 17, 2014 (edited) Im just gonna leave this here.http://www.thezombiecock.com/You just came here to troll, dident you Edited March 17, 2014 by basinox Share this post Link to post Share on other sites
DropBearChick 1217 Posted March 17, 2014 Hey guys, just wondering if there is any loot in exp servers, ive been playing 4 hours now on 3 man server and theres literally nothing anywere not even flashlights. Share this post Link to post Share on other sites
Irish. 4886 Posted March 17, 2014 (edited) Hey guys, just wondering if there is any loot in exp servers, ive been playing 4 hours now on 3 man server and theres literally nothing anywere not even flashlights.It can be very unstable.. probably the server you're on has not reset in a long time. Edited March 17, 2014 by lrish Share this post Link to post Share on other sites
liquidcactus 719 Posted March 17, 2014 ive got an idea, what if they added to the game a simple Exp lvlup system ?every X amount of time you stay alive you gain Tiny bits of Xp,every time u kill a player or a zombie u gain xpand u lvl up,every X amount of lvls gives u points to upgrade certain things such as your Health, your chance to wake up from unconcious, your chance to not get bleeding when hit by zombies.and with Xp you can use lvls to learn special skills such as Cutting down trees, hunting, gathering and crafting materials from your environment. my thoughts about this is simply to add something to the game to keep the playerbase Active, tbh currently all we do is find guns to shoot ppl.and if we had something else to focus on we would be much more friendly, and even give soloplay some meaning again.No f****in way :D 3 Share this post Link to post Share on other sites
antykain 200 Posted March 17, 2014 (edited) So, I fired up DayZ Standalone to play some on the experimental servers.. and I see something new. I noticed 4 of the DayZ UK servers were running a new version numbered 42.116140. The current experimental build is 116002. Looks like there may be a new experimental build otw soon, from the looks of it. Been looking around on reddit and anywhere else I can, trying to find out more info on this new build. Nothing as of yet.. I can't join these servers as it gives me the "Wait for Host". Screenie of the servers in question.. Edited March 17, 2014 by Antykain 2 Share this post Link to post Share on other sites
DropBearChick 1217 Posted March 17, 2014 It can be very unstable.. probably the server you're on has not reset in a long time.Ok, have you found loot anywere? Share this post Link to post Share on other sites
Nails 150 Posted March 17, 2014 So, I fired up DayZ Standalone to play some on the experimental servers.. and I see something new. I noticed 4 of the DayZ UK servers were running a new version numbered 42.116140. The current experimental build is 116002. Looks like there may be a new experimental build otw soon, from the looks of it. Been looking around on reddit and anywhere else I can, trying to find out more info on this new build. Nothing as of yet.. I can't join these servers as it gives me the "Please Wait..". Screenie of the servers in question.. Just checked and can confirm this is true. Interesting. Share this post Link to post Share on other sites
antykain 200 Posted March 17, 2014 Just checked and can confirm this is true. Interesting. Still can't join the 42.116140 experimental version that is up.. Going to keep trying tho! :) Share this post Link to post Share on other sites
DropBearChick 1217 Posted March 17, 2014 This sucks, theyve taken down 30 odd servers, theres no loot, theres no players, no aussie servers and i cant revert back because ive used up my data for the month. Share this post Link to post Share on other sites
spinager 152 Posted March 17, 2014 Still can't join the 42.116140 experimental version that is up.. Going to keep trying tho! :)Well, if you dont have version 42.116140, what would make you think you can join it anytime soon? Share this post Link to post Share on other sites
Nails 150 Posted March 17, 2014 Still can't join the 42.116140 experimental version that is up.. Going to keep trying tho! :) It probably requires a client update. Hopefully it's a fix for what's keeping this update off stable. Share this post Link to post Share on other sites
antykain 200 Posted March 17, 2014 Well, if you dont have version 42.116140, what would make you think you can join it anytime soon? You can join some of the servers with different versions if it's a server side update. They've done this in the past. Share this post Link to post Share on other sites
Guest Posted March 17, 2014 (edited) This sucks, theyve taken down 30 odd servers, theres no loot, theres no players, no aussie servers and i cant revert back because ive used up my data for the month.Whatcha gonna do if they push a 500mb patch within this week? Edited March 17, 2014 by Guest Share this post Link to post Share on other sites
Ministelis 118 Posted March 17, 2014 Whatcha gonna do if they push a 500mb patch within this week? Time for a ISP change 1 Share this post Link to post Share on other sites
rickenbacker 190 Posted March 17, 2014 are you in any way saying that ArmA 2 engine WORKED?? the game that runs at 30FPS on the best of PC's (not mine)(...And yes i am slightly blowing it out of proportion) He's not only wrong about that, they also didn't use the ARMA 2 engine :). Share this post Link to post Share on other sites
rickenbacker 190 Posted March 17, 2014 What is the ETA on the next patch promised last wednesday by rocket himself? No one has promised anything. And thanks to assholes like you, soon they won't even give us an estimate. 4 Share this post Link to post Share on other sites
Ministelis 118 Posted March 17, 2014 anyone have anymore info on version 42.116140? Share this post Link to post Share on other sites
Gugolas 228 Posted March 17, 2014 Not yet, I've been looking almost everywhere but nothing is out and nobody talks about that...atm. Share this post Link to post Share on other sites
sinnaman 90 Posted March 17, 2014 (edited) 42.116140 is only enabled on one or two locked experimental servers, most likely for internal testing. I highly doubt that they'll release it before they push new stable update, or at the very least get the majority of the experimental servers back up and running. The wait is becoming rather boring, I'll admit. And for those who could not be bothered to check rockets reddit; Anyone who wonders why the patch has not been moved to stable only needs to play on the experimental and you can see the reasons there. If you are disappointed the update is not on stable, simply go play on experimental and you can see these changes. You also quickly see issues as to why it is not out on stable.Believe me: we want this patch out much more than the community. Because continuing like this is a majorheadache for development as branching and merging becomes an absolute nightmare. This is occurring at the same time as us finishing our planning/roadmap process and starting up our new feature scrums. However, this desire doesn't change the fact that for the patch to be pushed onto stable we must not introduce new serious, game-breaking bugs.Currently we are tracking two new major issues that we see as being blockers:Invisible Characters/ZombiesWe believe this is caused by them becoming stuck in geometry on client(s) and therefore rejecting new updates. In order to fix this our QA has been going back through different build revisions and checking to see if this occurs so we could isolate the exact point in development it started occurring. That was an extremely labor intensive process and through this we managed to narrow it down to an exact revision that caused the issue.Now that we have found out exactly when that occurred, we start to look into why that happened. Once we fully understand the problem we can design a solution. The problem is that these are not simple issues or bugs, they are complex bugs that can result from a variety of factors. They can be caused by multiple issues, or simply just a symptom of a much wider problem. They are also often very hard to reproduce, and are exceptionally difficult to produce estimates for on fixing.Network pauses roughly every 30 secondsThis recently appeared on experimental, and has been noticed by many. What happens is regularly the server stops sending updates for a second or so, which is caused by the server hard-locking for some reason. It lasts only a second before the server starts sending updates again. It looks like desync or rubber-banding for the client.The current most popular theory for this is that the Experimental Server Architecture itself is causing the issue. I.e. the Experimental "Hive" central database simply cannot handle the load, and therefore when a players is killed or dies, the updates are delayed and the server is forced to stop and wait for the central server to respond. I'm vastly oversimplifying the issue but I am sure you get the point. We're again testing this in detail with our 30 fulltime, onsite, QA staff. It's a huge job and it's been a major effort.Edit: Network Pauses... bug has been confirmed as being related simply to the Experimental database not handling the load. The experimental database is not configured for load balancing and is run on simple hardware so it simply cannot respond to servers fast enough. This leaves us with one blocking issue, the first issue. We have a full reproduction and we know the commit that caused it. It's related to network messaging changes. Simply reverting it will probably not work, because the change is complex. Edited March 17, 2014 by Sinnaman 2 Share this post Link to post Share on other sites
Nails 150 Posted March 17, 2014 Just looked at it again. I see 3 UK servers with 42.116140. I tried to join and it sits at "wait for host" then boots me with a BE not responding message. Share this post Link to post Share on other sites
Ministelis 118 Posted March 17, 2014 Just looked at it again. I see 3 UK servers with 42.11614042.116140. I tried to join and it sits at "wait for host" then boots me with a BE not responding message. interesting............CallSend SMSAdd to SkypeYou'll need Skype CreditFree via Skype Share this post Link to post Share on other sites
Gugolas 228 Posted March 17, 2014 I don't know, it looks like a little update (maybe some fixes?), not like the next experimental (that I believe is gonna be a big improvement, basing myself on the infos given in the last weeks).At this point they could also push that directly to stable instead of allowing us to test it on experimental again. Share this post Link to post Share on other sites