ImpulZ 2491 Posted May 10, 2019 Hello Survivors, we have just released the initial 1.03 Experimental update. With this update we have also updated the Public Experimental Server Files. Patchnotes NOTES It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues 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: Switch on/off for walk modifier ('CTRL' by default) Added: Separated hold breath and walk inputs (both 'CTRL' by default) Added: Erect, crouch and prone inputs (no binds by default) Added: Turn on/off headlight/night vision goggles ('L' press/hold by default) Added: Rotate item in inventory ('SPACE' by default) Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item) Added: New vehicle Gunter 2 with its attachments Added: VSS rifle with its attachments Added: 9x39 ammunition Added: 9x39 armor-piercing ammunition Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN) Added: Night Vision Goggles (NVG) Added: NVG head strap Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off) Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off) Added: Baraka sights Added: Backup Iron Sights (BUIS) Added: PSO-1-1 Scope, designed for the VSS rifle Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66 Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets Added: Hand Saw Added: 4-dial Combination Lock Added: Strawberry Jam Added: Handheld Transceiver and Glow Stick attachments on backpacks Added: Separated erect, crouch and prone inputs Added: Quickbar working in inventory Added: "You are here" marker for each tourist trail map stand Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients Added: Quantity bar for energy based items and fireplace Added: New 'swayModifier' config param for weapons and their attachment Added: Milliseconds to client/server rpt files Added: check to prevent invalid requests from clients (inventory optimization) Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations) Added: Character statistics into the main menu Added: Baseball/nailed bat Added: Drop and pickup sound for scopes Added: Sounds for death animations Added: Sounds for suicide animations Added: Lock/unlock sound for doors Added: Sounds for prone animation with a rifle in hands Added: One male and one female character sound set Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet) FIXED Fixed: Server crash when planting seed into a watered garden plot (T138343) Fixed: Server error when crafting torch (T136903) Fixed: Building position updated after the first open/close door action (T137749) Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038) Fixed: Transition between close and distant light is now instant (without dark gap in-between) Fixed: Jammed weapons make shooting sounds for other players Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false Fixed: Black dots on a single wooden plank model Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold Fixed: Torch displaying "pieces" as quantity Fixed: A dropped Road flare now points forward, not always north Fixed: A dropped Flash light now points forward, not sideways Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways Fixed: Corrected texts and animations for digging hidden stash Fixed: Watering a garden slot had no progress bar Fixed: Possible desync issues when using base building actions Fixed: Torch did not update its quantity while not burning when rags were added to it Fixed: Infected can attack player through tent walls Fixed: Weapon fire mode is not saved upon relogging (T137708) Fixed: Infected can hit player character through walls (T138230) Fixed: Equipment window gets cut off on specific resolutions (T128448) Fixed: Loot in infected corpses spawns after a while (T133245) Fixed: Drinking gasoline does not harm your character (T117406) Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970) Fixed: Lens flares are visible when unconscious TWEAKED Changed: Limit of dynamic lights in render view has been increased to 16 Changed: Many fixes and tweaks to the Chernarusplus terrain Tweaked: Ladders on deer stands should be easier to get on Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c Changed: Config parameter recoilModifier[2] now used to modify cam offset Tweaked: Minor improvements for the fireplaces Tweaked: Minor improvements for the radial menu Tweaked: Improved Road flare particles Tweaked: Torch no longer illuminates the world during daytime any more Tweaked: Muzzle flash illumination range at night increased from 5m to 15m Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles Tweaked: Improved visibility of the blood splatter particle Tweaked: Smoke particles on weapons Tweaked: Decreased lethal radius of the landmines Changed: Melee refactor targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now) damaging of vehicles/doors Changed: Extended checking of client-server inventory requests (inventory optimization) Changed: Read and check of file signatures moved to different thread so it won't block the main thread Changed: Checking client signatures on the server is done in multiple frames Changed: Possibility to render proxy objects on creatures Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force) Tweaked: Death darkening not playing when already unconscious Tweaked: Inventory improvements to correctly display higher stack of items in the vicinity Tweaked: Inventory icons for bladed weapons, food and drinks Tweaked: Projectiles damage Tweaked: Bleeding sound Tweaked: Distance attenuation for weapons reloads Tweaked: Land Mine activation/explosion sounds Changed: Jumping is disabled when a player is significantly injured Changed: Separated hold breath and walk inputs MODDING Fixed: Cast warning spam caused by a modded playerbase class Changed: Greatly optimized RecipeCache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes) Added: Workbench script debugging documentation https://community.bistudio.com/wiki/DayZ:Workbench_Script_Debugging Added: Enfusion script syntax documentation https://community.bistudio.com/wiki/DayZ:Enforce_Script_Syntax Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files. Changed: Constants are now moddable through modded class https://community.bistudio.com/wiki/DayZ:Enforce_Script_Syntax#Modded_constants Fixed: FPrint crash when writing extremely large strings to file Changed: Increased max file size limit for script created files to 50MB Added: Separated lifetimes for dead bodies of players, infected and animals (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml) Added: Energy Manager - new config parameter convertEnergyToQuantity = true; Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item) Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities Changed: User actions inputs refactor (optimizations for adding inputs for user action and modifying input behavior , input synchronization optimizations) → old actions defines to be removed with Stable update! Changed: User actions initialization refactor (Set actions moved from config to script (support for inheritance), reduced exceptions in system, reduced number of steps for creating new user actions, Action input is part of action now) Tweaked: User actions selection process and conditions check optimizations 4 4 10 Share this post Link to post Share on other sites
Kerbo 198 Posted May 10, 2019 Wow, what a patch! Thank you 3 Share this post Link to post Share on other sites
aux7 234 Posted May 10, 2019 oooooh night vision goggles Share this post Link to post Share on other sites
Gobbokirk 546 Posted May 10, 2019 "Added: "You are here" marker for each tourist trail map stand" Nice touch, lots of goodies here, big question ofc, what is a Gunter 2? 🙂 1 1 Share this post Link to post Share on other sites
repzaj1234 126 Posted May 10, 2019 Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets Yeeeeehaaaaw! I'm guessing the survival focused update won't be until 1.04? 1 Share this post Link to post Share on other sites
x4NDRO1Dx 0 Posted May 10, 2019 And still no fix for duct tape glitch Share this post Link to post Share on other sites
Chainsaw_Squirrel 54 Posted May 10, 2019 HolY COW .. Huge .. worth the wait if all that works as intended !!!!!!!!!!! Share this post Link to post Share on other sites
Undeceived 22 Posted May 10, 2019 (edited) That's a really nice patch! 👍 I hope that the NVGs are as rare as e.g. the VSD (maybe only at heli crash sites) as they give such a huge advantage. And they are way more universally useable than the NV scope for the AKM. Edited May 10, 2019 by Undeceived Share this post Link to post Share on other sites
g4borg 74 Posted May 10, 2019 Really nice. Especially the docs. Happy about them documentation. So there is no try/catch for exceptions? And, maybe, just maybe, could we get a config setting to - define how many files can be in a directory (max of 500 is bad) - define a separate path for missions folder (so we can have it on a RAMDISK, but not the game) Well, maybe time to create some tickets for these... Share this post Link to post Share on other sites
Derleth 1357 Posted May 10, 2019 Impressive patch notes, excited to try everything, but: × Why VSS? In all wishlists I've seen from players about weapons that is one of few guns I have never seen mentioned. Not once - quite simply nobody likes it. What about the .357s? The .22s, the double-barrel shotty, the B95, the missing pistols? Any one of those would have made more sense. × No documented survival changes. Does that mean you can still gorge yourself on raw meat without getting sick? Apart from that I'm blown away by the sheer amount of additions and fixes. Good work! 2 Share this post Link to post Share on other sites
repzaj1234 126 Posted May 10, 2019 4 minutes ago, Derleth said: × No documented survival changes. Does that mean you can still gorge yourself on raw meat without getting sick? The only thing disappointing about this update. 1.04 better deliver on the survival side of this game. Share this post Link to post Share on other sites
Sid Debian 134 Posted May 10, 2019 What's a Gunter 2?! Is that vehicle, Is that weapon!? Or it's name of "Strawberry Jam"?!?!?!?! Share this post Link to post Share on other sites
Influence_X 51 Posted May 10, 2019 Kinda sad no survival update but it looks like a good patch none the less. Share this post Link to post Share on other sites
Naphin 4 Posted May 10, 2019 I think the gunter 2 is the truck Share this post Link to post Share on other sites
MATTEO M 12 Posted May 10, 2019 all very nice but I ask the developers. in 0.55 it was all much more simulative. in the generators served the gasoline, to mount a car they needed wrenches etc. there were fractures and many other things. I understand that you went out on the console but the game has become pure arcade 1 Share this post Link to post Share on other sites
sethxdeath 148 Posted May 10, 2019 It was said on the most recent developer live stream that broken limbs would be in 1.03. Was this feature mistakenly left off of the list? Share this post Link to post Share on other sites
Influence_X 51 Posted May 10, 2019 3 minutes ago, sethxdeath said: It was said on the most recent developer live stream that broken limbs would be in 1.03. Was this feature mistakenly left off of the list? They said if it wasn't coming in 1.03 then for sure in one of the patches after. Share this post Link to post Share on other sites
aux7 234 Posted May 10, 2019 theyve changed the eating noises . . .. had a big fall, no broken legs . . mil base is still full of 45 rounds . .. . Share this post Link to post Share on other sites
MATTEO M 12 Posted May 10, 2019 one of the many things done at the time and then removed xD Share this post Link to post Share on other sites
MATTEO M 12 Posted May 10, 2019 BUT WHY THIS regression? can any of you explain it to me? Share this post Link to post Share on other sites
Derleth 1357 Posted May 10, 2019 3 minutes ago, MATTEO M said: BUT WHY THIS regression? can any of you explain it to me? Where have you been the last year and a half? From 0.63 and onwards they have basically had to rebuild the entire game from scratch in the new engine. Up until 1.0 focus was basics, running and gunning more or less, so now that the core is complete the polishing is under way. 2 Share this post Link to post Share on other sites
chambersenator 106 Posted May 10, 2019 (edited) Problem with both the Gunter 2 AND the Hatchback in this patch. - There is no HUD indicator showing the option to "get in" or for refueling the gas tanks. However, if you look at the right spots and hold F it will let you get in or refuel. - Once you get into either vehicle, you cannot get out, and no HUD indicator appears as well. So at least with my tests in offline mode (using community offline mode, no other mods, and completely new DayZ settings folder), once you get into a vehicle, you are unable to get out. Disregard that, found a car on the exp branch, and what I found earlier in offline mode appears to be related to the community offline mode. Apologies Edited May 10, 2019 by chambersenator Spoke too soon, foot in mouth Share this post Link to post Share on other sites
chambersenator 106 Posted May 10, 2019 And just a FYI - if you find that you are unable to rotate items in your inventory, just quit out, delete the DayZ settings folder in your documents folder, and start the game back up. Share this post Link to post Share on other sites