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Pending Changelog: Experimental Branch: 0.42.116002

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PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. 

ETA to Experimental: Currently deployed

ETA to Stable: No current ETA, dependent on testing results

 

CHANGELOG:
 
Known Issues:
Physics: Item throwing physics is currently disabled
Melee: Gestures currently do not work from two-handed melee
Melee: 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 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)

 

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

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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 added to spawns

Spawns: CR75 added to spawns

Spawns: Amphibia S added to spawns

Spawns: 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)

Credits: basinox

Edited by Guest

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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.

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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 by lrish

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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 xp

and 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

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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".

DayZexpservers_zps30716833.png

 

Screenie of the servers in question.. 

Edited by Antykain
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It can be very unstable.. probably the server you're on has not reset in a long time.

Ok, have you found loot anywere?

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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..".

DayZexpservers_zps30716833.png

 

Screenie of the servers in question.. 

 

Just checked and can confirm this is true. Interesting.

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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!  :)

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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.

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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?

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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.

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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.  

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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 by Guest

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Whatcha gonna do if they push a 500mb patch within this week?

 

Time for a ISP change

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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 :). 

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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.

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Not yet, I've been looking almost everywhere but nothing is out and nobody talks about that...atm.

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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/Zombies

We 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 seconds

This 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 by Sinnaman
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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.

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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............

You'll need Skype CreditFree via Skype

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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.

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