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Kyiara

Stable Update 1.15

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UPDATE 1.15 - Version 1.15.154337 (Released on 23.11.2021)

NOTES

  • Consider using 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.
  • 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

  • AUR A1 assault rifle
  • AUR AX assault rifle
  • 30rd AUR magazine
  • Hunter vest
  • UI indicator when being hit
  • Craftable barbed wire baseball bat
  • Craftable Sawed-off LE-MAS
  • New female survivor
  • Sounds for switching the fire mode of a firearm
  • Day-time setting for night vision scopes
  • Metal wire can now be crafted out of barbed wire

FIXED

  • Ski masks and balaclavas would clip with several pieces of headgear
  • Fixed a server error caused by specific attachment slots
  • Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
  • The sawed-off version of the BK-43 had wrong fire mode names
  • Added a missing bed in the big yellow medical tent
  • Fixed bad collisions in the yellow medical tents
  • A killed chicken couldn't be picked up properly in all cases
  • The fishing hook was not visible on the boonie hat on the ground
  • If a player died while in surrender stance, the death animation was played twice
  • Base building parts could become indestructible under specific circumstances
  • The CR-75 could not be damaged by gunfire
  • Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968https://feedback.bistudio.com/T161261)
  • Livonia bunkers were missing textures of fallen leaves
  • Slicing rotten pumpkin produced raw pumpkin slices
  • Charcoal tables were only working for a very brief time window

CHANGED

  • Grenades can't be pinned anymore, once the fuse has started
  • Adjusted the thresholds for energy and hydration levels
  • Food now takes longer to process in the stomach
  • Slightly reduced the health damage caused by dehydration and starvation
  • Adjusted weapon fire rates and recoil
  • Added new variants of muzzle flash for more variety
  • Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
  • Changed the weight of tents to be more realistic
  • Head torches now count as eye-wear so they can be worn with other types of head gear
  • Removed ghillie wrap attachment slot from the sawed-off BK-43
  • It is now possible to craft rags using the shovel or farming hoe
  • Bushes drop more long sticks instead of short sticks
  • Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
  • Removed grenade armor and cut protection from the high capacity vest
  • Unconsciousness caused by firearms lasts longer
  • Reduced the inventory size of the carp fillet from 2x3 to 1x3
  • Reworked conditions for allowed item combinations
  • Increased the volume of the LE-MAS reload sounds to make it more audible
  • Closed containers won't show their cargo space anymore

CENTRAL ECONOMY

  • Fixed: Infected weren't spawning at the Balota air field and military area
  • Fixed: Position of some loot spawn points on the western helicopter crash site
  • Fixed: Incorrect loot spawn points of Land_HouseBlock_2F1
  • Fixed: Incorrect loot spawn points of Land_House_2W01
  • Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)

SERVER

  • Added: cfgweather.xml for configuring weather (documentation on the BI wiki)
  • Added: cfggameplay.json for configuring several gameplay elements (documentation on the BI wiki)
  • Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (documentation on the BI wiki)
  • Added: Basic XML errors for invalid XMLs
  • Fixed: Some mission files were not distributed in their lowercase form
  • Changed: Weather init removed from default init.c (now done automatically from c++)
  • Changed: FoodDecay parameter is now multiplier (instead of 0 - 1 toggle), meaning decay can be made faster or slower, 0 still switches it off

MODDING

  • Added: Particle overhaul, with the addition of "ParticleSource" and "ParticleManager"
  • Added: New script method PlayerBase::OnVoiceEventPlayback called per frame during voice sound event
  • Added: ErrorEx, script error message containing what class and function it came from
  • Added: HasActiveParticle for fast checking if the IEntity as any active particles
  • Added: GetParticleEmitorCount to quickly obtain the count of emitters
  • Added: IEntity::IsFlagSet for fast testing if a flag is present on the IEntity
  • Added: IEntity::IsHierarchyPositionOnly to check if it was added to a parent with "positionOnly" enabled
  • Added: Exposed AbstractWave::GetVolume to script API (https://feedback.bistudio.com/T161111)
  • Added: ParticleList.GetParticleIDByName, a faster alternative for ParticleList.GetParticleID
  • Added: CGame.IsDedicatedServer to check if the current instance of the game is a real server or not
  • Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (CanReceiveItemIntoCargo/CanLoadItemIntoCargo)
  • Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the _view rvmats are unused now
  • Fixed: OnExplodeClient should now support usage of modded particles
  • Fixed: Config entry "healthLevels" inside of "DamageSystem" not reading integers
  • Fixed: StartupEvent not being sent to CGame.OnEvent on script side
  • Fixed: ScriptModule.CallFunction always returning 0 even when succeeding
  • Fixed: SetDirection and SetOrientation not working on DayZCreature
  • Changed: IEntity::AddChild now returns a bool instead of int and has an updated description
  • Changed: IEntity::RemoveChild now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
  • Changed: Moved the AUG magazine's textures and materials to the magazines folder
  • Changed: Reduced sizes of unused AUG textures to 256x256
  • Changed: Engine-level entity events are now protected (instead of private)

KNOWN ISSUES

  • A fire barrel might despawn when all attachments are removed

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

UPDATE 1.15 - Hotfix 1 - Version 1.15.154355 (Released on 06.12.2021)

GAME

FIXED

  • Fixed a game crash cause by bad memory handling of particles
  • Fire barrels could despawn when all attachments were removed
  • Inventory attachment slots were not visible on some items while in hands
  • AUR rifles played the reload sound twice when reloading

SERVER

  • Fixed: Gameplay settings modifiers for stamina (sprintStaminaModifierErc and sprintStaminaModifierCro) were not working correctly
  • Fixed: Incorrect message handling on loot from the dynamic events (causing excessive flooding of logs)

MODDING

  • Fixed: Crash when calling GetGame().ObjectDelete() on a ParticleSource managed by a ParticleManager, it will now ignore the request and output an error
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finally add adequate CPU usage, why are there still restrictions in 21???

I bought a top-end processor for a lot of money and in the end I can accommodate only 40 people, yes, I have a lot of mods, but the processor is used for only 10%

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So here we are, the final patch of the year, the same year in which you set out to improve vehicle physics yet failed to deliver a SINGLE attempt to solve the problem. It's the most pressing issue in the most played game by your company yet you completely ignore the problem. Seriously disappointed with the development of this game. I was hoping I could get back into it after seeing the year in review with a revitalized passion for the game, yet it seems it'll be left collecting dust in my Steam library for the foreseeable future.

What a disappointment... 

Edited by Pinneddown
Clarity
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It is extremely disappointing that we haven't seen any major or even minor vehicle improvements this year. I'm not one to comment or give feedback often but this issue has become so stagnate I really do feel like the community PC and Console need some sort of update on the status of the vehicles.

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By far the most disappointing and pointless update we've had in a whilst.  It's like the dev team doesn't even listen to feedback anymore. 
Both I and Wobo ran polls about the hit indicators.  The overwhelming majority of players flatout think that they do NOT belong in the game WHATSOEVER.  

Get a better project lead that actually understands the core values of the game, please. 
Had to create an account JUST to express how much of a mistake this update is. Likely is my last patch. 

Edited by AgonyTTV
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Does not feel so bad to me even though I prefer a pure hardcore experience with the fewer indicators the better to mimic real-life, even if that generates frustration on the game. Survival = suffering.

Anyway the update brings a lot of stuff, I wanted to show some positivity here.

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For those who have not even tried the experimental and are already commenting about this topic, I remind you that the HUD damage indicator can be 100% deactivated (servers side, for all clients).

Good update. Thank you.

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3 minutes ago, Asmondian said:

For those who have not even tried the experimental and are already commenting about this topic, I remind you that the HUD damage indicator can be 100% deactivated (servers side, for all clients).

Good update. Thank you.

And guess what this does? This is going to make finding a community server that isn't overly modded/true to vanilla even HARDER, because now we need to look for a server that isn't overly modded AND has no hit indicators.  
Point blank, it does not belong in the game. 

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8 minutes ago, Asmondian said:

For those who have not even tried the experimental and are already commenting about this topic, I remind you that the HUD damage indicator can be 100% deactivated (servers side, for all clients).

dunno how that would help people playing on official.

im aware it can be disabled by server owners.

they stated with exp release that this needs further development and gonna be only released in a later update of the game.

they released it anyway.

yes its a good update, but this thing is beyond my understanding.

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1 minute ago, etwas said:

dunno how that would help people playing on official.

im aware it can be disabled by server owners.

they stated with exp release that this needs further development and gonna be only released in a later update of the game.

they released it anyway.

yes its a good update, but this thing is beyond my understanding.

He didn't bring up official because it completely destroys his argument of the feature not being as bad as it seems.  
There is a MASSIVE amount of players out there that only play Official for certain reasons.  They're not gonna have an easy time finding community servers that don't have indicators, and on top of that - they already can't find servers that are close enough to official/vanilla to even WANT to play community servers to begin with. 

The whole update is extremely backhanded to the community. Devs haven't listen to a single word we've said. 


 

Edited by AgonyTTV

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yo all, is there was a wipe on officials servers ?

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I think it's about time you give the console server owner the same freedom as pc server Owners. We all pay the same fees yet console server Owners get restricted by your self I think it's unfair. And you want to implement the same type of idea as farming simulator where the mods are link to the game by there website and players are able to download and install the mods they like. And your then only able to join the servers that has them mods.  console are only able to run 10 mods at one given time.

And as a server owner would like access to the files to change the loading screen and music as I would like to make my server look better 

Console modder always have had the short end of the stick when it comes to modding there is like over 13.000 mods on the pc. plus 11 maps and counting 

And console has a hand full of xml mods and 2 map so hardly call it fair 🙄 

So come on bohemia 

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enableCfgGameplayFile = 1; <- added this line to the server config

"hitDirectionBehaviour": 0, <- set it to zero in the json file

getting hit indicators anyway.

21 minutes ago, Rammur said:

all i see is qq 

i wonder why

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3 hours ago, Kyiara said:

SERVER

 

  • Fixed: Crash fixes for the Linux server build
  • Tweaked: Linux server now also shuts down on SIGTERM/SIGQUIT in addition to SIGINT

So there's Linux servers in stable now?

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26 minutes ago, jawollja said:

So there's Linux servers in stable now?

Good spot. No, Linux is not on stable yet. Adjusted the changelog.

1 hour ago, endreu said:

yo all, is there was a wipe on officials servers ?

There was no wipe with the 1.15 update.

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40 minutes ago, etwas said:

enableCfgGameplayFile = 1; <- added this line to the server config

"hitDirectionBehaviour": 0, <- set it to zero in the json file

getting hit indicators anyway.

What do you have set for hitDirectionOverrideEnabled (see documentation)?

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Overall a small update for a big year for DayZ, and quite a controversial update at that.

Hoping for a 2022 roadmap of sorts, or what we can expect at least. Apparently from what I've heard there will be stability fixes at the beginning of the year, Livonia changes, and hopefully more features after that.

Soon we will have Winter Holidays, so I'm looking forward to see what's in store for us... some special events maybe?
Anyway... wishing all the best to the devs and everyone in this community during the winter holidays, you guys did a lot for the game this year.

 

Edited by DefectiveWater
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3 hours ago, Kyiara said:

UPDATE 1.15 - Version 1.15.154337 (Released on 23.11.2021)

NOTES

-snip-

UI indicator when being hit

now you turn the suppressor into something useless

Gz...

 

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2 hours ago, AgonyTTV said:

By far the most disappointing and pointless update we've had in a whilst.  It's like the dev team doesn't even listen to feedback anymore. 
Both I and Wobo ran polls about the hit indicators.  The overwhelming majority of players flatout think that they do NOT belong in the game WHATSOEVER.  

Get a better project lead that actually understands the core values of the game, please. 
Had to create an account JUST to express how much of a mistake this update is. Likely is my last patch. 

Damn bro, chill.
I've seen your vids, you mostly play on modded servers. Ask the owners to disable the effect and you're set. No need to go after the devs.

Edited by Ermanhaut
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9 minutes ago, ImpulZ said:

What do you have set for hitDirectionOverrideEnabled (see documentation)?

thx for your reply.

that line in the documentation:

hitDirectionOverrideEnabled - Decides whether the values get used or not. Since anything undefined in the 'HitIndicationData' class (or any class in json file) is considered zero, allows us to determine that some valid data had been loaded

just confuses me. i set it back to value "1" and it works now.

however im still confused u released it after the massive negative feedback bout it during experimental.

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1 hour ago, AgonyTTV said:

And guess what this does? This is going to make finding a community server that isn't overly modded/true to vanilla even HARDER, because now we need to look for a server that isn't overly modded AND has no hit indicators.  
Point blank, it does not belong in the game. 

yehh

one million five hundred thousand mods for this... managed to end up as vanilla HC.. congratulations 8 peopleTime negative qi


you can be full ghille and suppressor a novice will know where you shoot from

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