ImpulZ 2491 Posted April 3, 2019 Hello Survivors! The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan. While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below! New vehicle Olga 24 Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads. New Firearms LAR The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 calibre bullets. M70 Tundra The M70 Tundra is a bolt-action hunting rifle using .308 calibre ammunition. New & improved weapon attachments Usable backup iron sight of the ATOG Compensator for the Mosin 91/30 Mini Sight (small red dot) RVN sight Individual zeroing of iron sight and telescopic sight for compatible items Clothing Holster and pouch for the plate carrier vest Assault vest and its butt-pack Inventory Ability to move slowly while displaying the inventory Better visualisation of the inventory content Proper scaling of items in the hands slot Ability to have containers as an attachment (e.g. pouch on a plate carrier) Various icons and visuals Ability to reorder the inventory containers Other Possibility to kill an infected in melee hit (e.g. with an axe), from the back Changes to night lighting New Noise indicator to encourage stealthy gameplay Patchnotes Notes Consider using the Steam client option to verify the integrity of the local game files 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 Added: OLGA 24 with attachments Added: LAR with attachments Added: M70 Tundra Added: .308 WIN ammunition Added: Assault vest Added: Utility buttpack Added: Plate carrier holster and pouches Added: Mini red dot and RVN sights Added: Mini red dot sights now compatible with CR-75 and BK-133 as well Added: Functional back iron sights on ATOG optics Added: Toggle iron sights/scope aim by pressing RMB Added: Precise weapon lifting by weapon length Added: HUD noise indicator Added: Improved inventory icons rendering Added: Inventory icons dynamic scaling Added: Ability to one hit kill infected from behind with selected items Added: Particle effects visible on the inventory player character Added: Inventory character has items in hands Added: Ability to walk (but not jog or sprint) while inventory is open Added: Quick add to quickbar by hovering and pressing a number key Added: Highlighting to hovered items in inventory Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source) Added: Mosin 91/30 compensator Added: Independent firearm zeroing for iron sights and scopes Added: Option to change the order of inventory cargo containers Added: Hand cramp for brain disease Added: Injury animation is visible in inventory view Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout) Added: Footsteps sounds for movement inside tents Added: Footsteps scuff sounds for grass surface Added: Sounds for lock/unlock doors action Added: Sounds for combination locks Added: Sound animation events for heavy hit animations Added: New set of sounds for male infected Added: Sounds for hot and freezing character animation Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest) Added: Sounds for pick up and drop action for various items Added: Position dispersion when infected cannot see the target, but can hear it Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout) Added: Muzzle flash effect for Mosin compensator FIXED Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7 Fixed: Server crash caused by in-game actions Fixed: Server/client errors upon loading weapon Fixed: Client error when equipping bandana Fixed: Server error when manipulating vehicles parts Fixed: Client error when manipulating barrel Fixed: Client error when manipulating radios Fixed: Client error when manipulating dead infected Fixed: Client error when removing wooden logs from fence or watchtower Fixed: Client error when disconnecting near a radio control panel Fixed: Client error when removing rag from the mouth Fixed: Client error when attaching combination locks Fixed: Client error when committing suicide with weapon Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs) Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts) Fixed: Blending of textures on Skybox (previously causing sudden flashes) Fixed: Weak dynamic lights during dusk and dawn Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at Fixed: Items can be picked up through walls (T137847) Fixed: Texture artefacts on the crosshair Fixed: Player can skip vomiting by staying crouched Fixed: Player can skip vomiting by jumping Fixed: Salute gesture keeps items in hand Fixed: BK-133 does not change textures according to damage states Fixed: Speed of inventory scrolling Fixed: FPS drop when dismantling/destroying base building parts Fixed: Barbed wire attached to fence will now move properly when opening gate Fixed: Player does not get proper damage while standing in flames Fixed: Driving over a character with a vehicle does not inflict damage Fixed: Player receives damage from a vehicle while standing close to it Fixed: Some gestures with weapons make arms twitch Fixed: Infected do not inflict any damage to animals Fixed: Player becomes deformed for others while sitting in a car Fixed: Windows cannot be destroyed for some of the vehicles Fixed: Splitting/combining rags will overlay another item in the inventory Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643) Fixed: Items can be put in hands via inventory while sitting in a vehicle Fixed: Projectile impacts do not alert infected Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679) Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205) Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639) Fixed: Switching seat while driving will result in a silent vehicle (T137285) Fixed: Item size changes visually for wielded item when logging off (T136822) Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726) Fixed: Environmental damage is not logged correctly in server logs (T137257) Fixed: Attacking infected clip through the player (T137370) Fixed: Missing arrow mark on items with container or attachments (T137103) Fixed: Offline missions cannot be launched on Windows 7 (T137264) Fixed: Hunting scope allows looking through walls (T137033) Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200) Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent Fixed: Barrel inventory is misplaced when several barrels are in one place Fixed: Tent and barrel placement is restricted only to flat surfaces Fixed: Weapons cannot be reloaded while lying on the back Fixed: Restrained characters can play freezing animation Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102) Fixed: AIs might get stuck mid-air after being killed by vehicle Fixed: Enduro helmet attachments are out of place in inventory Fixed: Fitting of localized item names in tool-tips and headers Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart Fixed: Server crash upon respawn Fixed: FX-45 was not functional Fixed: Getting shot underwater put the character into falling animation Fixed: Inventory, vicinity, and hands slots were overlapping with each other Fixed: The first gunshot caused FPS drop Fixed: Server VMEs related to the in-game map Fixed: Character noise indicator not being present Fixed: Attachment icon dragged from hands slot to an invalid slot disappears Fixed: Character noise indicator not showing appropriate values Fixed: Collisions of base building objects remaining after their parts have been detached Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders Fixed: When opening doors for the first time, the whole building model can move slightly Fixed: Client error connected to player presence indicator Fixed: It is no longer possible to attach the Hunting Scope to the BK-18 Fixed: A client-side crash connected to the base building feature Fixed: Fence gate cannot be opened after server restart Fixed: Fence can be walked through after server restart Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such). Fixed: Client error tied to base building Fixed: Ruined tires now affect vehicle behaviour Fixed: Fire geometry for offshore worker infected type Fixed: Invisible dynamic events and custom objects Fixed: Adjusted MRDS post-process on FX to make it more usable Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass) Fixed: Stacks of .308 Ammo spawning with 0 quantity Fixed: The player now dies properly from hypothermia, preventing client errors and other issues Fixed: Only one player in a VoN conversation can hear the others Fixed: Vehicle radiator cannot be refilled until the car has been started Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not Fixed: Client error connected to using a water bottle on a fireplace Fixed: Leaving ADS on weapon actions TWEAKED Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed. Changed: Improved the impact of dynamic lights on surfaces (including the roads) Tweaked: Improved quickbar visuals and responsiveness Tweaked: Minor tweaks to the global light config Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter) Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights Tweaked: Inventory blur intensity is now at half of the previous value Tweaked: Inventory icons for firearms and their attachments Tweaked: Item sizes for handguards and buttstocks Tweaked: Inventory size of suppressors Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged' Tweaked: Damage system for ADA 4x4 Tweaked: Central economy (minor adjustments) Changed: Item view bounding box enlargement when attachments are added Changed: Improved behavior of all light sources (fade in / fade out effects and more) Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark Tweaked: Slightly darkened breath vapor particle to avoid glowing at night Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open) Tweaked: Decreased intensity of all light sources during daytime Changed: Reflector surface of all light sources now shines properly Tweaked: Chemlight illumination radius increased Changed: Torch is now always transformed to stick when its rags are removed from it Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical) Changed: Significantly improved quality of vehicle smoke particles during high speed Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation) Optimized: Physics rayRcast & Shapecast callbacks Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter Optimized: Size of entity create network messages Tweaked: In-game map behaviour Changed: All particles are now preloaded during the game's initial loading Changed: 'FullAuto' fire mode set as default mode on all relevant weapons Tweaked: Sneak attack on the Infected now also works when hitting the torso Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night Tweaked: Blood and health regeneration slowed by roughly 1/3rd Tweaked: Water and energy metabolism slowed down by approximately 1/5th Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high Tweaked: Chemlight illumination range lowered to 7.5 m Changed: Updated tourist trail map model and textures Changed: Lowered the Infected alertness caused by projectile impacts nearby Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first) Changed: Blood regeneration speed lowered Changed: Amount of blood loss from haemolytic reaction raised Changed: Lowered the illumination range of chemlight and the light around character at night Tweaked: Lowered chance of jamming for pistols MODDING Added: Script function for disabling flares on light entities Added: Script function for setting the relative position of flare on light entities Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation) Added: Script function PlayerPreviewWidget::GetDummyPlayer Added: New method on particles: ScaleParticleParamFromOriginal(...) Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors. Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase) Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance' Removed: Obsolete/deprecated configuration parameters were removed. Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding KNOWN ISSUES Individual melee hit registration issues against infected Going unconscious with an open map can cause freezes 1 2 4 Share this post Link to post Share on other sites
krazikilla 106 Posted April 3, 2019 (edited) Feedback to 1.02 Stable: canned tuna still sometimes bugged, you often cannot open it Binoculars are bugged, you cannot use them. Equipment you place near trees get bugged again, you cannot really access them. This was fixed with 1.01, now its back. seems like some doors, especialy in the small red restaurants are desynced / bugged. Often if you walk trough some doors, you gets stuck/ delayed for half a second before you can move on. could you please let us drop our gear 50cm in front of us again, like in 0.62? and not directly at our feed, or even worse below our stomach when you drop smth prone? other ppl often cannot access it and you have to do a step back first. in a melee fight against zombies for example you all the time have to turn around like crazy because you always step forward even you dont want to. The new inventory UI forces you to scroll constantly when you have a vest or backpack. If you want to sort some stuff from for example your jacket to the bottom of your backpack, you have to scroll 100x. Also the items are way to big, it doesnt look clean anymore, no clear borders around the equipment icons. 9mm and 45.ACP eg look exactly the same (just some color difference). In general the inventory looks now like from a 2005 RPG game. (even the same bad resolution). Can you please go back to a more clean and better optimized inventory where we are not forced to scroll so much? Best would be not at all? more to come. i have the feeling that hit registration got worse again. like i just saw some dude shooting anotherone with almost a full mag of mp5 and he survived. Olga cannot be refueled afain.. Edited April 4, 2019 by krazikilla 1 1 Share this post Link to post Share on other sites
Weyland Yutani (DayZ) 1159 Posted April 3, 2019 (edited) 3 hours ago, ImpulZ said: SNIP Do you recommend a wipe? Edited April 3, 2019 by Weyland Yutani (DayZ) Share this post Link to post Share on other sites
MarczXD320 171 Posted April 3, 2019 (edited) Hope it doesn't take long to reach Xbox, good job. Edited April 3, 2019 by MarczXD320 1 Share this post Link to post Share on other sites
ImpulZ 2491 Posted April 3, 2019 16 minutes ago, Weyland Yutani (DayZ) said: Do you recommend a wipe? It should not be required, but if you are running mods on your server, we cannot guarantee compatibility. 1 1 Share this post Link to post Share on other sites
Rammit (DayZ) 153 Posted April 3, 2019 (edited) I'm not seeing any keybinds in the menu. Have verified integrity. Have Trackir plugged in is the only difference from a couple of months ago (haven't played 1.x with trackir yet). EDIT to add: It just says "TestSubgroup" and has a drop down box with "user" as the only option. EDIT 2: Verified a 2nd time and it seems to be working now. Disregard. Edited April 3, 2019 by Rammit (DayZ) Share this post Link to post Share on other sites
odin_lowe 3686 Posted April 3, 2019 1 hour ago, Weyland Yutani (DayZ) said: Do you recommend a wipe? I'd say test it without a wipe as nothing really major changed from all the experience I had on experimental 1.02 and then if there are some hiccups then wipe. 1 Share this post Link to post Share on other sites
hegra 27 Posted April 3, 2019 hello, Can you fix the reload bug? Dragging ammo to the magazine and there is no function to load ammo. You lay down the ammo on the floor and you can already load ammo them from the floor. Share this post Link to post Share on other sites
RaddPanda 0 Posted April 3, 2019 So I've actually did a wipe, and can say that my server no longer starts. 18:46:26 !!! [Inputs] Cannot Register "UATimeInc" non-existent input - Fix Preset! 18:46:26 !!! [Inputs] Cannot Register "UATimeDec" non-existent input - Fix Preset! That was my last error. This is my first time posting btw. Share this post Link to post Share on other sites
hyz4 1 Posted April 3, 2019 (edited) patch seems nice, THX Edited April 3, 2019 by hyz4 Share this post Link to post Share on other sites
TStriker 0 Posted April 3, 2019 4 hours ago, MarczXD320 said: Hope it doesn't take long to reach Xbox, good job. I don’t see the update of Xbox? I thought they were planned to patch PC and Xbox at the same time? Has that changed? 1 Share this post Link to post Share on other sites
V03-Dookie 0 Posted April 3, 2019 The locks seems to be bugged. In the community server where i play ( without wipe for 1.02 and mods), we can't put news locks on fences already builded on 1.01. Are you gonna fix that ? Share this post Link to post Share on other sites
Smokeydapot 2 Posted April 3, 2019 (edited) Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart This remains broken, cable reels don't maintain connections over restarts and neither do spotlights. Battery recharger creates clienside issue once connected to generator and car battery is connected to recharger, causes interaction issue between other deployable objects such as spotlights ( e.g. connecting to generator and deployment after connection ) impossible until client quits from server then reconnects, car battery also remains in survivors inventory until reconnection. So far I have only noticed battery charger maintaining its connection to the generator over restarts. Edited April 3, 2019 by Smokeydapot Typo Share this post Link to post Share on other sites
Mookie (original) 799 Posted April 3, 2019 Either zeroing is broken, or the process has changed, because I can't figure it out on my M4. When I log in it's at 100m. As soon as I use the gun, it drops to 25m and stays there no matter how ruthlessly I jab at + and -, or PgUp, PgDn... Share this post Link to post Share on other sites
Supe2licious 9 Posted April 3, 2019 1. Favorites in game browser are gone and you can not set new ones. 2. The avatar movement simulation shown in the start menue is bugged if you rotate your char. But this is an old bug, not related to 1.02 Share this post Link to post Share on other sites
Mostabdel 1 Posted April 3, 2019 many lags and beug realy Share this post Link to post Share on other sites
helpthedeadwalk 179 Posted April 3, 2019 I don't mind change the orientation of items. I see the silencer I had is now horizontal. whatever. but please, please, please, change the inventory layout/sizing back to what it was. The graphics are far too big and cartoonish. There was nothing wrong with it previously.. 1 Share this post Link to post Share on other sites
Weyland Yutani (DayZ) 1159 Posted April 4, 2019 3 hours ago, V03-Dookie said: The locks seems to be bugged. In the community server where i play ( without wipe for 1.02 and mods), we can't put news locks on fences already builded on 1.01. Are you gonna fix that ? Destroy the gate, rebuild gate, and they work confirmed. Share this post Link to post Share on other sites
repzaj1234 126 Posted April 4, 2019 People have said it in the previous EXP threads, there are better temporary band-aids than this artificial light. All this thing does is erase all the progress dating from when gamma abuse was a thing. I really do not want to squint at my monitor because everyone else is doing it. I gotta give props to @krazikilla I always see you posting good feedback here and on Reddit, man. You're one hell of a tester for this game. A lot of us have great passion for DayZ. It's our dream game and we actually want it to live up to its potential. I hope the devs are taking our feedback seriously. 1 1 1 Share this post Link to post Share on other sites
mrrulez 8 Posted April 4, 2019 The cars are still working badly and died 2 times when flying with the car. The bases are very easy to break. Padlocks only 3 digits very easy to guess the password. The vast majority of players only play on the coast please do something to take advantage of the map .. 1 1 Share this post Link to post Share on other sites
krazikilla 106 Posted April 4, 2019 (edited) I actually think they accidentally didn’t push the lates exp to stable, but one version before, or have some other serious problems with managing the versions. lot of stuff which was fixed, is broken again. This happens almost after every update. like you cant refuel the olga. you cant use binocs you sometimes cant open tuna ... all was fixed in exp, or? you cannot access equipment dropped to close in a bush/ tree (was fixed in 1.01) getting shortly stuck (delayed) at a lot of open doors (no issue in 1.01) @repzaj1234 thx 🙂 but i am actually getting tired, investing hours of bug reporting and only seeing a few % of it fixed and then, stuff which was already fixed, broken again.. And even breaking stuff noone had a problem with (inventory UI suddenly looks like from 2005 and forces you to constantly scroll)...most likely just to fit the xbox version. NO progresd on base values since 5! Months. So its still useless to build bases in vanilla... Cars are a big mess since almost a year.. (just talking bout new engine). i mean if cars are so depending on server fps, there is a huge essential error somewhere deep in the new engine. In Arma3 you never had this problem and as the game is moddable server fps will always, one way or another go lower. i honestly doubt they even read the feedback, or if one guy maybe reads it, i don’t think it gets communicated to devs 😞 Edited April 4, 2019 by krazikilla 2 1 1 Share this post Link to post Share on other sites
Weyland Yutani (DayZ) 1159 Posted April 4, 2019 3 hours ago, mrrulez said: The cars are still working badly and died 2 times when flying with the car. I'm seeing this too. Did you notice if you were close to a bush or tree with you got launched? 1 Share this post Link to post Share on other sites
Dillwhop 0 Posted April 4, 2019 (edited) is anyone else having issues adding combination locks to fences after this update? Edited April 4, 2019 by Dillwhop Share this post Link to post Share on other sites
pilgrim* 3514 Posted April 4, 2019 (edited) Nice inventory Nice beards Tents place OK Cant get bandana to work as head cover (not mask) , don't know why ?? Binocs work - hand held scopes work The gear I use habitually works fine I don't do cars The "famous" can of tuna opens after 2 or 3 clicks.. kinds of hesitates but works Zeds don't glitch through stuff at all IMO .. the ends of one set of fingers is all I've seen once, through a wall. Zeds can't hit through walls, doors etc. Sometimes they spot you through windows and get mad.. this is all good.. (but there should be more of them).. Less autro-weapons around? ( .. GOOD .. ) But you can still renovate them with gaffer tape.. ( .. STRANGE .. ) The "tree glow" night effect is OK .. other things like bushes, ground, rocks, cliffs?.. don't show up - so you need fair care moving about.. full run will get you nowhere. If you know the country & you can navigate by the stars or have a compass (whatever) then the tree effect is good enough to get you around... I still don't know what you look like to other players or how THEY show up.. could be interesting ? Zombs should have reduced vision in darkness.. it seems to have no effect on them.. At night they "see/sense" me before they are in my sight.. Strange because they are supposed to be semi dead.. I'M the keen sighted AWARE dude here, not the Z fisheye folk with no brain. They sure can SEE me before they smell me. I l like the slightly more aggressive Infected and the spread of damage they can do now.. seems upped. Double the number of zombs across the map and the game will reach a better equilibrium.. But Hey - this is ALL GOOD : RAS EXCEPT ... - There should be a way of switching empty/full mags (or using clips) at least from the hotbar to the weapon in hand NOT inventory-only manips. That's crazy and unrealistic in any kind of fight. - To be FAIR and REALISTIC mags should only get a place in the hotbar IF they are kept in pockets not in the backpack. (but I guess THAT won't ever happen, right KIDDIES?) - Under fire you do NOT grope around in your berm for a mag (really, dude ask ANYONE ).. you can keep a mag in your boot instead of the bootknife or even in your hatband, or any pocket IF you WANT to fast change from the hotbar.. but not-not-not the Backpack (silly silly how you EVER going to survive in Real Life if you learn these awful stupid die-fast habits?) - Gaffer tape two mags together ends-inversed for quick change (and have the dual mag in the hotbar .. hmm? ) This is standard old time stuff. - an empty mag when "auto-switched" for a full one should drop to the ground, as IRL [JUST for A TINY BIT of COMBAT REALISMO ?] - So if you want to police up your empty mags after the battle, go right ahead, they're on the ground where you ejected them. When fire is incoming AT YOU, totally you DO NOT CARE where your empty mag went.. You so much do not care, that you in fact do not care MORE THAN 100% - you do NOT put empty mags away carefully and then recommence return fire. * And can we have REALLY long beards please, to show that you tune has survived 300+ hours IN game ?? A sharp machete or a K-bar should be able to cut that off if you don't want it.. and you can shave with a well-honed axe. - Seen it done IRL. - the boyz say thanx kindly : Edited April 7, 2019 by pilgrim* 2 Share this post Link to post Share on other sites
ImpulZ 2491 Posted April 4, 2019 20 hours ago, krazikilla said: canned tuna still sometimes bugged, you often cannot open it Binoculars are bugged, you cannot use them. Just to clarify, have you verified your game files before playing? We are not able to reproduce these two, so if you can give us more details on reproduction, that would be helpful. 20 hours ago, krazikilla said: seems like some doors, especialy in the small red restaurants are desynced / bugged. Often if you walk trough some doors, you gets stuck/ delayed for half a second before you can move on. The new inventory UI forces you to scroll constantly when you have a vest or backpack. If you want to sort some stuff from for example your jacket to the bottom of your backpack, you have to scroll 100x. Also the items are way to big, it doesnt look clean anymore, no clear borders around the equipment icons. 9mm and 45.ACP eg look exactly the same (just some color difference). In general the inventory looks now like from a 2005 RPG game. (even the same bad resolution). Can you please go back to a more clean and better optimized inventory where we are not forced to scroll so much? Best would be not at all? Video on these two would be helpful. You should also be able to sort your inventory easier using the sorting and individual clothing toggle functions. 20 hours ago, krazikilla said: i have the feeling that hit registration got worse again. like i just saw some dude shooting anotherone with almost a full mag of mp5 and he survived. This sounds quite circumstantial again. Please forward us any video evidence so that we can actually see what was going on in the situation. 18 hours ago, hegra said: hello, Can you fix the reload bug? Dragging ammo to the magazine and there is no function to load ammo. You lay down the ammo on the floor and you can already load ammo them from the floor. Did you have the magazine in hands while trying that? You need to combine items in your hands, from the inventory, ground or hotkey. 14 hours ago, Mookie (original) said: Either zeroing is broken, or the process has changed, because I can't figure it out on my M4. When I log in it's at 100m. As soon as I use the gun, it drops to 25m and stays there no matter how ruthlessly I jab at + and -, or PgUp, PgDn... We changed the zeroing process, you should not be able to adjust the zeroing of the M4 without scopes any more (iron sight default should be 25m). Is the 100m value still shown if you drop the weapon/relog? Do you have any scopes attached and did you have the weapon before the update? 7 hours ago, krazikilla said: i honestly doubt they even read the feedback, or if one guy maybe reads it, i don’t think it gets communicated to devs We do read feedback, we report it to QA for further testing and they forward it to the relevant devs for fixes, when we are able to reproduce the issue. 1 2 Share this post Link to post Share on other sites