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ImpulZ

Stable Update 1.03.151552

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Hello Survivors!

This update includes a number of fixes for critical issues in the current 1.03 version.

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 after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

FIXED

  • Fixed: Combat Gas Mask obstructed view in first person view when using optics (T139332).
  • Fixed: Tactical Helmet obstructed view in optic mode in first person view (T139336).
  • Fixed: Hair and beards were floating above some characters.
  • Fixed: Console button could appear in gesture menu.
  • Fixed: Handheld transceiver was not held properly.
  • Fixed: Weapons barrel hiding while using optics.
  • Fixed: NVGoggles could be turn off in iron sights.
  • Fixed: Long Torch had incorrect name and missing description.
  • Fixed: Client error while inspecting an item in the inventory
  • Fixed: Combination Lock could not be detached after a server restart
  • Fixed: Swapping items via quickbar did not work properly
  • Fixed: Headlights could not be detached
  • Fixed: Gunter attachments could not be picked up while in crouch or prone stance
  • Fixed: Animations were missing while swapping weapons via quickbar
  • Fixed: Client error while moving a rotated item in the inventory
  • Fixed: Player could not walk through a gate after a server restart
  • Fixed: Dropped items could be clipping through the ground
  • Fixed: Item weight penalty is not applied when heavy items are taken into a backpack with Glow Stick attached

TWEAKED

  • Tweaked: enabled Gunter spawning in the default DayZ Server mission

Thank you for your continued support, and see you in Chernarus!

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Nice! However I see nothing in here about frequent server crashes or despawning cars, I assume these are still being investigated?

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news about the frequent server crashes would be nice . ..

Edited by aux7
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8 minutes ago, Derleth said:

Nice! However I see nothing in here about frequent server crashes or despawning cars, I assume these are still being investigated?

 

4 minutes ago, aux7 said:

news about the frequent server crashes would be nice . ..

The server crashes are not reproducible on our official servers. If you encounter frequent crashes on your server, please have your server admin/provider report with all relevant details to our Feedback Tracker at feedback.dayz.com.

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5 minutes ago, ImpulZ said:

 

The server crashes are not reproducible on our official servers. If you encounter frequent crashes on your server, please have your server admin/provider report with all relevant details to our Feedback Tracker at feedback.dayz.com.

I've got two servers. One is a 100% vanilla server. I'll upload some crashlogs from it.

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4 minutes ago, ImpulZ said:

 

The server crashes are not reproducible on our official servers. If you encounter frequent crashes on your server, please have your server admin/provider report with all relevant details to our Feedback Tracker at feedback.dayz.com.

T139611

I dont know if this guy is the server admin though . .. .

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3 minutes ago, aux7 said:

T139611

I dont know if this guy is the server admin though . .. .

No logs in that report. It's pretty useless. I've attached two of my logs: https://feedback.bistudio.com/T139771

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3 minutes ago, BetterDeadThanZed said:

No logs in that report. It's pretty useless. I've attached two of my logs: https://feedback.bistudio.com/T139771

so its just you and friends playing on the server?

do you have a link so I can get my server to allow friends on to play?

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4 minutes ago, aux7 said:

so its just you and friends playing on the server?

do you have a link so I can get my server to allow friends on to play?

It's a public/community server. I run two of them on my dedicated box.

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was the weight of items tweaked? cos kinda everyone lost about a third of stamina.

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2 minutes ago, etwas said:

was the weight of items tweaked? cos kinda everyone lost about a third of stamina.

 

5 hours ago, ImpulZ said:

Fixed: Item weight penalty is not applied when heavy items are taken into a backpack with Glow Stick attached

Everyone took a hit.

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3 minutes ago, C4-timah said:

 

Everyone took a hit.

i had no glow stick attached to my clothes before and after the update.

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2 minutes ago, etwas said:

i had no glow stick attached to my clothes before and after the update.

For some reason the AK seems to weigh more than usual. We've noticed that on my server. Simply using a different weapon seems to give a third to half the stamina back. But that was before they applied the "fix" for the glow stick. I'll have to see later today how it changes the balance.

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Hi, everybody. I did not find any information in the game files about spawn Gunter. Did you forget to add it again?

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i did some testing. it seems combining items mess up the weight.

for example plate carrier (12kg) + (empty) pouches (1kg) will make it 25kg. same with adding the holster (under 0,25kg)

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22 minutes ago, etwas said:

i did some testing. it seems combining items mess up the weight.

for example plate carrier (12kg) + (empty) pouches (1kg) will make it 25kg. same with adding the holster (under 0,25kg)

Odd that this was not found/happening on the experimental servers...

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Good day, dear developers.
I would like to share my thoughts on the radio:
It is convenient to hang the radio on a backpack, but it is very noisy - I do not think that people will use it.
Why not make it noiseless. And why not make the radio start making noise when it’s nearby helly crash - so it would be more convenient for people to find them, and when using a radio station, the radius of the noise increased.
Do more helly crash and people will start using cool mechanics with a radio and a radio station.
And I want to see a couple of guns with a caliber of 5.45 and 60 magazines for m4 and a 75 drum for AKM.

I think stamina can be done х2.

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25 minutes ago, etwas said:

i did some testing. it seems combining items mess up the weight.

for example plate carrier (12kg) + (empty) pouches (1kg) will make it 25kg. same with adding the holster (under 0,25kg)

 

3 minutes ago, amadieus said:

Odd that this was not found/happening on the experimental servers...

Figured as much. It explains quite a few weight issues. Last night I had a third of my stamina left. I now have less than 5% left. Changed nothing, just logged in and that was the first thing I noticed before I even moved.

First one to open a Feedback Tracker gets a cookie!!!!

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I have 3 server running and there is still no Gunter. I know that they share the spaws with the sedan, but I have a bunch of sedans and less blue hatchbacks .. and still no gunter ..

Just askin and don't really care 'cause they are shite anyways ..

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28 minutes ago, MAMEniac said:

I have 3 server running and there is still no Gunter. I know that they share the spaws with the sedan, but I have a bunch of sedans and less blue hatchbacks .. and still no gunter ..

Just askin and don't really care 'cause they are shite anyways ..

Gunter 2 actually is better than the 4x4. Shift key gives you a boost now.

To get the new hatchback to spawn you have to clear the vehicle db. There are 2 ways of doing it. Either way you will loose all current vehicles. At least that was my experience.

BACKUP YOUR SEVER BEFORE YOU START!

1st Method: On your server navigate to \mpmissions\dayzOffline.chernarusplus\storage_75898\data\ and delete the vehicle.bin file and restart the server

2nd Method: Edit the events.xml and set the "<active>1</active>" to "<active>0</active>" and restarted the server. Once its up, switch it back to "<active>1</active>"  and you'll have the new spawns.

 

To make them spawn assembled use the code below. You'll crash eventually so don't worry about the parts that spawn. You'll use them for sure.

Edit events.xml - the <min> and <max> values that are set to ZERO refer to the minimum and maximum amount of random damage the car will spawn with. The other min-max values that are at 60 refer to how many vehicles will spawn. Adjust accordingly.

<event name="VehicleCivilianSedan">
        <waves>0</waves>
        <nominal>120</nominal>
        <min>0</min>
        <max>0</max>
        <lifetime>300</lifetime>
        <restock>0</restock>
        <saferadius>500</saferadius>
        <distanceradius>500</distanceradius>
        <cleanupradius>200</cleanupradius>
        <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/>
        <position>fixed</position>
        <limit>mixed</limit>
        <active>1</active>
        <children>
            <child lootmax="0" lootmin="0" max="60" min="60" type="CivilianSedan"/>
            <child lootmax="0" lootmin="0" max="60" min="60" type="Hatchback_02"/>
        </children>

 

Edit cfgspawnabletypes.xml if you want fully assembled vehicles.

	<type name="Hatchback_02">
		<attachments chance="1.00">
			<item name="Hatchback_02_Wheel" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Wheel" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Wheel" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Wheel" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="CarRadiator" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="CarBattery" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="SparkPlug" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="HeadlightH7" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="HeadlightH7" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Door_1_1" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Door_1_2" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Door_2_1" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Door_2_2" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Hood" chance="1.00" />
        </attachments>
		<attachments chance="1.00">
			<item name="Hatchback_02_Trunk" chance="1.00" />
		</attachments>
	</type>

Now you will have Gunters spawn ready to drive. Just add water and fuel. You can do the same to the other vehicles.

Edited by C4-timah
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GUYS TY FOR THE FIX now can fix the combination lock change the code when the server restart.. please fix this we cant do a safe base... is imposible

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42 minutes ago, Igor Fontes said:

Personal radio weighing 5k when you place 9v battery!

Sounds like the dev team moved the decimal place for the weight penalty in the wrong direction.

Edited by C4-timah
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12 hours ago, Derleth said:

Nice! However I see nothing in here about frequent server crashes or despawning cars, I assume these are still being investigated?

 

12 hours ago, aux7 said:

news about the frequent server crashes would be nice . ..

I know BetterDeadThanZed said he's got a vanilla server with crashes, but all of my crashes from both 1.03 builds were mod related. Sneaky Stashes is still crashing servers last I checked the comments (day or so ago). Mass Many Items was crashing servers, not sure if that's been resolved yet. 110% confirmed neither one of my modded community servers are crashing since I removed Mass Many Items and Sneaky Stashes. I originally pulled those as well as Fido and OP Base Items. OP and Fidov are confirmed working perfect atm.

Best advice, check comments from your mods if you haven't done it already.

Edited by Weyland Yutani (DayZ)
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13 hours ago, ImpulZ said:
  • Added: Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)

I know the ^ is from the original 1.03 release, but that topic is locked now. I just wanted to say thank you for adding this. Being able to change the time a dead body despawns is something I've been literally waiting YEARS for so thank you for that.

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