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Experimental Update 1.03.151457

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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
  • Like 4
  • Thanks 4
  • Beans 10

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Wow, what a patch! Thank you

  • Beans 3

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"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? 🙂

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Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets

 

Yeeeeehaaaaw! I'm guessing the survival focused update won't be until 1.04?

  • Sad 1

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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 by Undeceived

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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...

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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!

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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. 

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What's a Gunter 2?! Is that vehicle, Is that weapon!? Or it's name of "Strawberry Jam"?!?!?!?!

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Kinda sad no survival update but it looks like a good patch none the less. 

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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

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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?

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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. 

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theyve changed the eating noises . . ..

had a big fall, no broken legs   . . 

mil base is still full of 45 rounds  .  .. .

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one of the many things done at the time and then removed xD

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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.

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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 by chambersenator
Spoke too soon, foot in mouth

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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.

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