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Kyiara

Stable Update 1.20

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1 hour ago, zraider13 said:

What is being done about servers not found in the browser/launcher? I have two servers that I am paying for that are not found when searching with either the name or IP addresses. The servers are found using DZSA and are listed in the steam API. So there is nothing wrong with the servers. Clearly I'm not the only one having this problem. The population of my servers has dropped drastically because of this and I am disgusted by it. When can we expect to see a solution to this issue?

Mate I wish to gove you an idea about Steam. Through Steam you may find servers without any kind of problems. Then you might throw the launcher find necessary server and join there.

 

Or if you wish you may try to write your Steam server browser for dayz servers. Steam has a WebBorwser protocol that return JSON with servers data.

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After 1.20 Hummer's automatic-trans. is broken, when you slow down it doesnt lower gears automaticaly and you have to manualy shift down, so lets say you ride 100km/h, slow down to 0 and when you want to move again it barely moves, cause its trying to start moving at 4th gear.

Also after 1.20 update, server logs are full of Enoch objects missing Geometry, etc etc, expecting Geometry 5 instead of (3), etc, etc

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I just had this one interesting graphic bug in forest. If you walk from zeleno to dam throw forest, i get this one and it affect only that type of tree..

 

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48 minutes ago, endreu said:

I just had this one interesting graphic bug in forest. If you walk from zeleno to dam throw forest, i get this one and it affect only that type of tree..

 

That's definitely not a bug...an infected bit the tree and it became infected.

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PC Stable 1.20 Update 2 - Version 1.20.155817 (Released on 22.02.2023)

If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities.

FIXED

SERVER

KNOWN ISSUES

  • Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally
  • The player character might glitch under the map when leaving vehicles - the team is looking into a fix
  • The gear box of the M1025 might desync when shifted up in drive mode
  • The 3rd person camera view might shake in close quarters
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1 hour ago, lynn.zaw said:

PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022)

If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities.

FIXED

SERVER

KNOWN ISSUES

  • Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally
  • The player character might glitch under the map when leaving vehicles - the team is looking into a fix
  • The gear box of the M1025 might desync when shifted up in drive mode
  • The 3rd person camera view might shake in close quarters

Shouldn't the launcher being borked beyond hope be mentioned among the Known Issues? Players who don't follow twitter, twitch etc probably have no idea. At the moment I'd say it is the single worst issue the game has, not even listing it among Known Issues gives the impression you just don't give a toss. "Official tab not affected, who cares huhuh go use DZSA like everyone else." Now I know that's not how you guys think - but that is the impression you are giving. Acknowledge the issue!

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2 hours ago, lynn.zaw said:

PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022)

If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities.

I just ignored the objects that are spawning through object spawner using cfgignorelist.xml it will remove the past iterations of the objects. You can do this for one restart, however if you are using objects from events it will remove the objects from those events for one restart. The fix I did for the _DE objects was changing the value of the storageCategory to 7 (there wasn't much documentation when I researched for this value, however seven worked for me) and reusing the same _DE classes to get the models etc and then spawning in the new class.

Edited by VinGal

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1 hour ago, Derleth said:

Shouldn't the launcher being borked beyond hope be mentioned among the Known Issues? Players who don't follow twitter, twitch etc probably have no idea. At the moment I'd say it is the single worst issue the game has, not even listing it among Known Issues gives the impression you just don't give a toss. "Official tab not affected, who cares huhuh go use DZSA like everyone else." Now I know that's not how you guys think - but that is the impression you are giving. Acknowledge the issue!

Absolutly agree. I think is the main bug for all the community servers at this moment. 

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I cant update my dayz to the newest build please send help, i tried deleting dayz and reinstalling it but nothing happend still on version 1.19.155542 rather then 1.20.155766 :c

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It is absolutely shameful that the problem with the launcher/server browser isn't even on their list of issues "being looked into" in the "State of 1.20 Update" thread.

With the browser the way it is, community servers are not even able to be found.  How is that not a top priority or even a priority at all? Servers are losing players every day because of this.

 

 

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People are paying money to host community servers that can't even be found because of this bug!!

How is this not even mentioned??

I've seen great community servers call it quits this week due to being delisted from the game. They at the least deserve the respect of being acknowledged in an attempt to fix the biggest bug in the game currently, not even being able to play it!!

Roll back the launcher change until you can figure out what broke!!!

1.19 had its own issues but at least servers were not delisted!

 

The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers.

 

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53 minutes ago, NateLapT said:

The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers. 

This might be helpful. Use it to find the IP Address of the server you're looking for, then use the method NateLapT mentioned to connect to it:

https://www.battlemetrics.com/servers/

 

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2 hours ago, NateLapT said:

People are paying money to host community servers that can't even be found because of this bug!!

How is this not even mentioned??

I've seen great community servers call it quits this week due to being delisted from the game. They at the least deserve the respect of being acknowledged in an attempt to fix the biggest bug in the game currently, not even being able to play it!!

Roll back the launcher change until you can figure out what broke!!!

1.19 had its own issues but at least servers were not delisted!

 

The only current work around to connect to the servers is knowing the IP address and direct connecting, going into your recent tab then favoriting the servers.

 

For years our community rented instances and servers and paid thousands and thousands of dollars.  Once I got fiber, I wised up and custom built a machine for 900 bucks that will last us for years, and thank GOD I did, because if I were a server owner right now renting a dedi or dayz instance, I would have the red ass 10X over.  The browser fail makes the piss poor excuse we have for vehicles look amazing.

It's still irritating, but at least my community is not out money because BI can't get their shit together.

Edited by THEGordonFreeman
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Here is another nice search tool, which is also an interesting demonstration:

https://cactus.tools/dayz/servers

Try searching for All and see how quickly it gives a list of every single server. Or, you can type in a server name and it will find it instantly.

Edited by zraider13

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On 2/7/2023 at 12:34 AM, Kyiara said:

PC Stable 1.20 Update 1 - Version 1.20.155766 (Released on 14.02.2023)

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

  • Mime masks
  • Carnival masks
  • Warning icons for the connection stability and server performance

FIXED

CHANGED

  • Vehicles can spawn without wheels again
  • Wheels can again be damaged
  • Reduced the eye zoom distance while sprinting
  • Reworked item weight calculation (fixing several bugged item weights)
  • Item wetness now influences their weight again
  • Weight of the carried gear now impacts player movement inertia
  • Increased the time needed to refill the car radiator
  • Checking a player's pulse is now a continuous action
  • Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
  • The stairs of the concrete silos are now usable to access the roof
  • Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
  • Improved the surface detection for throwing impact sounds
  • Optimized the character update to environmental exposure
  • Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)
  • Positional wind and tree creaks are more audible now
  • Tweaked the 3rd person camera collisions to reduce possibilities of exploits
  • The 3rd person camera zooms in when an obstacle is in front of the camera
  • Disconnect due to a server restart will no longer kill restrained players
  • Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
  • You can now stealth-kill with the Cleaver
  • Replaced outdated dirt pile model
  • Updated textures on static pipes
  • Updated sounds for the different stages of cooking for more variety
  • Slightly increased the volume of the stealth kill
  • Improved the sun reflection on water and changed its color in quarries
  • Skinned animals now yield more pieces of meat

CHERNARUS

  • Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
  • Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
  • Tweaked: Increased audibility of the positional bird sounds during windy weather
  • Changed: Adjusted player spawn points for more even distribution

LIVONIA

  • Added: Artwork of the winner of the GraffitiZ contest
  • Added: New props to the Dambog ammunition storage
  • Fixed: The Brena Health Care Center was not spawning paramedic infected (https://feedback.bistudio.com/T168337)
  • FixedPolice cars were not spawning loot

SERVER

  • Added: Server config parameters for connectivity warnings (Documentation)
  • Added: Gameplay JSON version mismatch and default value handling
  • Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation to be updated soon)
  • Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation to be updated soon)
  • Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation)
  • Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
  • Added: Warning when DE spawns an entity with no Types entry
  • Fixed: Sawedoff18 was missing from types
  • Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other
  • Changed: Improved error messages and error handling regarding storage location
  • Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player

MODDING

  • Added: DiagMenu script API
  • Added: Variety of new debug settings within the script section of the DiagMenu
  • Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
  • Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
  • Added: 'EntityAI.IsSimpleHiddenSelectionVisible'
  • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states
  • Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances
  • Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact
  • Added: Collision overlap testing methods to DayZPhysics
  • Added: "$storage:" prefix can now be used to access storage through script
  • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
  • Added: Launch parameter for diag exe to allow window resizing '-resizeable'
  • Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
  • Added: 'Human.PhysicsEnableGravity' for enabling/disabling gravity
  • Added: 'dBodyIsSolid' (and 'Human.PhysicsIsSolid') for checking if the entity has collision enabled
  • Added: 'dBodySetSolid (and 'Human.PhysicsSetSolid') for enabling/disabling the collision checking of an entity
  • Added: Command line parameter '-scrDef' to enable modding defines in script in Workbench/Diag executables
  • Added: Command Line option '-newErrorsAreWarnings' to Diag/Workbench executables
  • Fixed: Buldozer crashing after selecting an object which was deleted and restored (https://feedback.bistudio.com/T169650)
  • Fixed: Base game script defines weren't available in 'engine' and 'gameLib' script modules (https://feedback.bistudio.com/T169907)
  • Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870)
  • Fixed: On Diag exe, when one player's hands got bloody, all nearby player's hands would as well
  • Fixed: Conflicting synchronization of entity hierarchy with 'IEntity.AddChild' and 'Human.LinkToLocalSpaceOf'
  • Fixed: 'CollisionOverlapCallback' destructor wasn't being called
  • Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
  • Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
  • Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
  • Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
  • Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
  • Fixed: ScriptCallQueue.GetRemainingTime(...) methods
  • Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
  • Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488)
  • Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746https://feedback.bistudio.com/T151279)
  • Fixed: Scripted command method 'PrePhys_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933)
  • Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag
  • Changed: ScriptInvoker now has additional flags and documentation
  • Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
  • Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these
  • Changed: Improved func reliability and error messages
  • Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe
  • Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
  • Changed: Weapon and magazine textures now contain the bullet for better optimization
  • Tweaked: Widget::GetRotation exposed
  • Tweaked: return type of ActionBase::IsEat (https://feedback.bistudio.com/T169770)
  • Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
  • Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)

KNOWN ISSUES

  • The character might shake when close to doors

 

23 hours ago, lynn.zaw said:

PC Stable 1.20 Update 2 - Version 1.20.155814 (Released on 22.02.2022)

If your community server was impacted by the duplicated objects through object spawner usage, we are highly recommending to wipe your server contents - or revert to a previous storage version - to assure game stability. Not following this procedure can result in severe instabilities.

FIXED

SERVER

KNOWN ISSUES

  • Spawning objects with _DE-suffix by Object Spawner can result in them being duplicated with every server restart - the team is testing a fix internally
  • The player character might glitch under the map when leaving vehicles - the team is looking into a fix
  • The gear box of the M1025 might desync when shifted up in drive mode
  • The 3rd person camera view might shake in close quarters

 

@lynn.zaw

@Kyiara

 

Has there any discussion by the devs about allowing zombies kill players in a future patch? At the moment they're kinda useless in the game. At best they're a mild annoyance, when they should be the player's primary antagonist.

I've never understood why the devs chose to nerf the zeds in the first place. But it would be great to have that particular decision reversed and make the zeds an actual threat again.

 

 

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2 hours ago, Tonyeh said:

@lynn.zaw

@Kyiara

Has there any discussion by the devs about allowing zombies kill players in a future patch? At the moment they're kinda useless in the game. At best they're a mild annoyance, when they should be the player's primary antagonist.

I've never understood why the devs chose to nerf the zeds in the first place. But it would be great to have that particular decision reversed and make the zeds an actual threat again.

100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead.

OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible. Will give you a chance to escape if shot and/or passing out from blood loss.

Edit: By the way - Liven's PvZMod Customisable Zombies can enable it again. That guy's mod has features that can make zombies close to what they should be in this game.

Edited by Derleth
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5 hours ago, Derleth said:

100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead.

OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible.

You are partly correct here, but the problem was much less about zeds ignoring the shooter than it was about fights where players would trade (not 1:1 in kills, but 1 killed and 1 unconscious) the infected would run over and finish the uncon guy, meaning that no one would win the fight, this made for extremely lame PvP and I'm glad they fixed it, but I agree the current solution isn't great.

"Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible."
I agree with you, this is the ideal solution, keeps the infected deadly in PvE-only scenarios while eliminating the possibility for them to create unsatisfying PvP encounters.

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6 hours ago, Derleth said:

100% agree, I hate that change. It was made only to appease whinging pvp players who kept moaning they were being killed by zombies when unconned in firefights. Instead of fixing it so zeds go for the shooter instead of his unmoving victim, the devs did this... First and foremost caving to the loud crowd who only play DayZ for guns and glory is weak, and the action that was taken was truly the easy way out. Please guys, make an effort revert this change this year and rework how zombies prioritise targets instead.

OR: Simply make them only hit players unconned after hit by an infected. Damage source is logged so that would definitely be possible. Will give you a chance to escape if shot and/or passing out from blood loss.

Edit: By the way - Liven's PvZMod Customisable Zombies can enable it again. That guy's mod has features that can make zombies close to what they should be in this game.

Personally I don't really mind if the infected change their minds and come after you, even if they've originally targeted another player. They're supposed to be infected people and pretty mindless in their motivations. It can be a little annoying, but it also can make things a bit more dangerous too.

However, nerfing them was the absolute worst thing that the devs have done to the game. And if the reason was really just to placate noisy PvP idiots, then that makes it even worse TBH. I'd very much like to see this silly idea reverted back to the way things were. Players SHOULD have to be wary about the zeds and they SHOULD have to think twice before shooting their weapon.

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1 hour ago, Tonyeh said:

However, nerfing them was the absolute worst thing that the devs have done to the game.

I agree that the huge nerf to zombies is less than ideal.   I wish that they would finally settle down and balance the game.   We've seen two fundamental changes to the game in the last two updates in the way of inertia and weight.  Things that are crucial to first person shooters.  It's like alpha phase tho, they have to nerf zeds because otherwise people will constantly die to absurd stuff. (bugs)

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Responding to this:

"
The 3rd person camera zooms in when an obstacle is in front of the camera
"

This zoom issue bothers a lot. The zoom bothers a lot, but a lot. Please drop this proposal.
The third-person view is for players who like that visual breadth. The other player who doesn't want to be at a disadvantage, look for a first person server.
 

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Interesting: there was a hefty discussion between pro/contra 3pp and how it could be nerfed/modified back in 2014 here in this forum. (I digged a bit in the archives) And now it seems that BI is trying to solve these 9 year old "problems" with 3pp and sell it to us as a brand new invention and genius solution to the POW(peek-over-wall) issue. But in fact, they massively disrupted the whole game experience for some people (like me) with their actual changes (and they are maybe trying to 'kill' 3pp through the back door at all because just abandon it would be suicide. But that's conspiracy theory) anyways, The actual changes are causing several problems on console(PS5) for example with: fps-drops, lame rendering, lack of overview and orientation in close quarters and probably in worst case a sort of motion sickness from the rapid and harsh camera shifts and the mentioned points above. I would switch to an classic-3pp server ASAP if possible but it is what it is: sad! That leads to my Question now: can i completely disable the 3pp-nerf (not only the zoom) on a community server and if yes: do you know a good(vanilla) with old 3pp on Playstation ??? 

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Suggestion: Change the ADS while prone'd logic to maintain your previous aiming angle. Its kinda silly how it always levels with the angle of the floor, so you aim at the sky or floor when at the slightest incline

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Btw. In my opinion, one of the reasons why they made the infected less dangerous/not deadly anymore were the often and frequent server connection problems back in 2020/21 (on Ps4).  I remember that I created my first alt acc. as a back up then. Because I hate nothing more than dying through a game issue/bug. And that happens several times: "no server response since x seconds" during a fight was a 101% death call...

 

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4 minutes ago, Buakaw said:

Suggestion: Change the ADS while prone'd logic to maintain your previous aiming angle. Its kinda silly how it always levels with the angle of the floor, so you aim at the sky or floor when at the slightest incline

Indeed. Sniping from a prone position is basically only possible from a level floor because of this.

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