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Kyiara

Experimental Update 1.21 (Change Log)

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2 hours ago, endreu said:

the mission files are gone after update in windows o_O

@Kyiara just wanted to +1 this. both chernarus and livonia are missing.

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Walking when crouching makes a strange noise that makes no sense when holding a crossbow in hand on consoles, please check this

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6 hours ago, endreu said:

the mission files are gone after update in windows o_O

Yup, completely deleted. Good thing I had backups... Someone failed a cut'n paste before the build was packed.

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10 hours ago, endreu said:

the mission files are gone after update in windows o_O

Same goes for Linux

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So will the bolt recovery from infected bodies will make it to stable?

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PC Experimental 1.21 Update 3 - Version 1.21.156165 (Released on 11.05.2023)

GAME

ADDED

  • Movement sounds for the chainmail top

FIXED

  • The landing animation for falls from medium heights was not played correctly
  • Swapping items while loading a weapon could lead to desync
  • Digging up worms could result in desync (https://feedback.bistudio.com/T170852)
  • Bolts would not get damaged from the second use
  • Bolts were incorrectly attached to characters, when hit
  • It was not possible to directly load bolts stuck in players and AI back into the crossbow
  • Bolts would delete themselves after making contact with items with armor
  • Heated items did not cool any further once taken into inventory (https://feedback.bistudio.com/T171725)
  • Walking with the crossbow in hands in crouching was making melee sounds (https://feedback.bistudio.com/T171703)
  • It was possible to tear clothing items into rags that should not
  • It was possible to open the inventory while entering vehicles
  • Armbands were not visible in first person perspective (https://feedback.bistudio.com/T171349)
  • Fixed a minor visual remnant on the PSO-1 scope (https://feedback.bistudio.com/T171712)
  • The PSO-1 scope had the wrong colors while having a battery attached
  • Water from animal troughs was not contaminated with cholera
  • Ruined wool gloves were appearing pristine in the inventory view
  • It was possible to skin and quarter ruined chicken, resulting in unreasonably large yields
  • Fixed several instances of items clipping with the medieval boots
  • It was possible to shave a character's face while it was covered with a mask
  • HUD brightness setting was being reset upon restart
  • Quickbar slot numbers for mouse and keyboard were barely readable with low HUD brightness settings
  • Applied some visual fixes to the chainmail coif
  • The login dialog UI was not wide enough for some languages
  • Chainmail leggings would clip with certain footwear
  • Medieval shoes would clip with certain pants
  • Fixed several animations that could be abused to look through walls
  • Items can no longer be dropped on dynamic objects
  • Kicking from prone position would not stagger players or infected (https://feedback.bistudio.com/T172024 - private)
  • RPM of cars could jump up while entering

CENTRAL ECONOMY

  • Fixed: Removed headtorches definitions from "cfgspawnabletypes.xml" and "cfgrandompresets.xml"
  • Fixed: Improvised Bolts were not marked as "crafted"
  • Fixed: Humvee wheels were not marked as "vehicleparts" causing them to often spawn in sheds instead of on wrecks
  • Fixed: Chickenfeather was missing from "types.xml"
  • Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
  • Tweaked: Adjusted medieval loot spawns to accommodate new items
  • Tweaked: Reduced amount of 7.62x54 mm and 9x39 mm ammunition spawning

CHANGED

  • Changed bolt crafting to a continuous action
  • Made bolts easier to be picked up
  • Tweaked positions of items on the back of players that would clip too much or appear to be hovering (https://feedback.bistudio.com/T165127)
  • Stuttering while riding as a passenger or observing other cars
  • Increased the inventory size of the crossbow
  • Adjusted the inventory view of the crossbow

SERVER

MODDING

  • Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
  • Added: 'Car.SetBrakesActivateWithoutDriver' to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
  • Added: 'Car.GetClutch' to get the value of the clutch
  • Added: 'Car.SetClutchState' to set if the clutch is disengaged
  • Added: 'Car.EngineRPMMin' to get the minimum rpm constant of the car engine
  • Added: 'Car.EngineRPMIdle' to get the idle rpm constant of the car engine
  • Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory_Base config class for the default settings)
  • Added: 'Object.GetBoundingCenter' to get the offset of the model center coordinate
  • Fixed: ClientConnectedEvent not giving the proper UID
  • Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support '$' prefixed paths
  • Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support '$' prefixed paths

KNOWN ISSUES

  • Loading a crafted, feathered bolt transforms it into a non-feathered bolt
  • Regular jumping causes the character to grunt as if falling from a higher distance

 

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Arma Reforger Dayz mod should be done long before this game is ever finished.

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6 hours ago, Kyiara said:

It was possible to open the inventory while entering vehicles

 

Why shouldn't it be possible to look at one's inventory inside a car? In which parallel universe is this not possible?

YOU... when you get into a car, can you no longer look at (and take) the objects you have in your pockets or bags?
Why are you always trying in every way to make this game absurd, unreal and idiotic to play?

😠  😡  🤬

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why don't headtorches work like armbands and attach over any headwear rather than under it?

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They're doing it worse than the ugliest arcade around... from forever, sadly... Luckily there are mods.

🙁

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On 5/11/2023 at 6:20 AM, Kyiara said:

PC Experimental 1.21 Update 3 - Version 1.21.156165 (Released on 11.05.2023)

GAME

ADDED

  • Movement sounds for the chainmail top

FIXED

  • The landing animation for falls from medium heights was not played correctly
  • Swapping items while loading a weapon could lead to desync
  • Digging up worms could result in desync (https://feedback.bistudio.com/T170852)
  • Bolts would not get damaged from the second use
  • Bolts were incorrectly attached to characters, when hit
  • It was not possible to directly load bolts stuck in players and AI back into the crossbow
  • Bolts would delete themselves after making contact with items with armor
  • Heated items did not cool any further once taken into inventory (https://feedback.bistudio.com/T171725)
  • Walking with the crossbow in hands in crouching was making melee sounds (https://feedback.bistudio.com/T171703)
  • It was possible to tear clothing items into rags that should not
  • It was possible to open the inventory while entering vehicles
  • Armbands were not visible in first person perspective (https://feedback.bistudio.com/T171349)
  • Fixed a minor visual remnant on the PSO-1 scope (https://feedback.bistudio.com/T171712)
  • The PSO-1 scope had the wrong colors while having a battery attached
  • Water from animal troughs was not contaminated with cholera
  • Ruined wool gloves were appearing pristine in the inventory view
  • It was possible to skin and quarter ruined chicken, resulting in unreasonably large yields
  • Fixed several instances of items clipping with the medieval boots
  • It was possible to shave a character's face while it was covered with a mask
  • HUD brightness setting was being reset upon restart
  • Quickbar slot numbers for mouse and keyboard were barely readable with low HUD brightness settings
  • Applied some visual fixes to the chainmail coif
  • The login dialog UI was not wide enough for some languages
  • Chainmail leggings would clip with certain footwear
  • Medieval shoes would clip with certain pants
  • Fixed several animations that could be abused to look through walls
  • Items can no longer be dropped on dynamic objects
  • Kicking from prone position would not stagger players or infected (https://feedback.bistudio.com/T172024 - private)
  • RPM of cars could jump up while entering

CENTRAL ECONOMY

  • Fixed: Removed headtorches definitions from "cfgspawnabletypes.xml" and "cfgrandompresets.xml"
  • Fixed: Improvised Bolts were not marked as "crafted"
  • Fixed: Humvee wheels were not marked as "vehicleparts" causing them to often spawn in sheds instead of on wrecks
  • Fixed: Chickenfeather was missing from "types.xml"
  • Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
  • Tweaked: Adjusted medieval loot spawns to accommodate new items
  • Tweaked: Reduced amount of 7.62x54 mm and 9x39 mm ammunition spawning

CHANGED

  • Changed bolt crafting to a continuous action
  • Made bolts easier to be picked up
  • Tweaked positions of items on the back of players that would clip too much or appear to be hovering (https://feedback.bistudio.com/T165127)
  • Stuttering while riding as a passenger or observing other cars
  • Increased the inventory size of the crossbow
  • Adjusted the inventory view of the crossbow

SERVER

MODDING

  • Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
  • Added: 'Car.SetBrakesActivateWithoutDriver' to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
  • Added: 'Car.GetClutch' to get the value of the clutch
  • Added: 'Car.SetClutchState' to set if the clutch is disengaged
  • Added: 'Car.EngineRPMMin' to get the minimum rpm constant of the car engine
  • Added: 'Car.EngineRPMIdle' to get the idle rpm constant of the car engine
  • Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory_Base config class for the default settings)
  • Added: 'Object.GetBoundingCenter' to get the offset of the model center coordinate
  • Fixed: ClientConnectedEvent not giving the proper UID
  • Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support '$' prefixed paths
  • Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support '$' prefixed paths

KNOWN ISSUES

  • Loading a crafted, feathered bolt transforms it into a non-feathered bolt
  • Regular jumping causes the character to grunt as if falling from a higher distance

 

Steam still doesn't include a mpmissions folder contents for those of us running community servers (in fact the update before this deleted what was there from the first build of 1.21).  Do you think we can get this fixed or a response so that we can run our own testing of EXP builds please?

Edited by Sileed

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It states resolving an issue for directly loading the crossbow with bolts stuck in players and AI.. But you cannot retrieve bolts from infected unless you leave, body disappears and it's left, or you bury it. 

Will it be altered so we can get bolts back from zeds at least? 

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5 hours ago, Sileed said:

Steam still doesn't include a mpmissions folder contents for those of us running community servers (in fact the update before this deleted what was there from the first build of 1.21).  Do you think we can get this fixed or a response so that we can run our own testing of EXP builds please?

verify your dayz experimental server files via steam. the missionfiles are there (again) since the 3rd of may.

2 minutes ago, JoeyB123 said:

It states resolving an issue for directly loading the crossbow with bolts stuck in players and AI.. But you cannot retrieve bolts from infected unless you leave, body disappears and it's left, or you bury it. 

Will it be altered so we can get bolts back from zeds at least? 

i played yesterday on exp and i had no issues to recover bolts from infected or even chamber the crossbow directly while looking at the corpse.

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18 hours ago, Xeonmeister said:

Bolts now go to ruined in like 10 shots, you cant be serious about this.

yea 10  uses sounds a bit too much. maybe half the usage would be reasonable.

Edited by etwas
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36 minutes ago, etwas said:

verify your dayz experimental server files via steam. the missionfiles are there (again) since the 3rd of may.

 

I'm using app_update 1042420 validate (which according to the steamcmd documentation should verify my files...I still don't have a mpmissions folder 😞

Choosing a new folder to download to - all the files EXCEPT the mpmissions folder appear

Edited by Sileed

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13 minutes ago, Sileed said:

I'm using app_update 1042420 validate (which according to the steamcmd documentation should verify my files...I still don't have a mpmissions folder 😞

Choosing a new folder to download to - all the files EXCEPT the mpmissions folder appear

hmm i dunno about an app to verify files.

just right click on dayz experimental server in your steam library -> properties -> local files -> verify

if it still fails for whatever reason - get the files from their github (google BohemiaInteractive DayZ-Central-Economy - links are blocked in this forum, so i dont bother anymore copy/pasting them here.).

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On 5/11/2023 at 5:50 PM, lemmac said:

why don't headtorches work like armbands and attach over any headwear rather than under it?

@lemmac Basically, armbands have a very simple model and interactions with other clothing.

This is because they go over your arm, and all of the clothing items share a very similar shape on the arm. This makes interactions between armbands and clothing very simple. You have a single ring (the armband) that goes over a tube (the arm clothing), and it works exactly the same for any armband/clothing combination.

If headtorch straps were to work the same, they would have to take shape from the thing you're wearing them over. This means a different shape for every single piece of headwear in the game (all the different hats, caps, helmets). Can it be done? Sure. Is it worth the workload?

Edited by MisterMysterious

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44 minutes ago, etwas said:

 

i played yesterday on exp and i had no issues to recover bolts from infected or even chamber the crossbow directly while looking at the corpse.

Yeah just tried on another zed I got the prompt to load or pick up it this time, didn't see it on first one maybe it was just bad luck. Will have to kill a load n see. 

 

 

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4 hours ago, etwas said:

yea 10  uses sounds a bit too much. maybe half the usage would be reasonable.

I mean 5-10 would be good for hardcore servers i guess or servers with more focus on survival. However, on the more casual servers, this is really low durability. And keep in mind im talking about the normal bolt that you can find. Crafted bolts lasting 5-10 shots is all good because they are made of wood and you can craft them any time, but finding even 5 normal bolts takes a lot of time. Having such a low durability makes them useless compared to the wooden ones.

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On 4/21/2023 at 5:30 AM, arlingtine said:

Noice! Crossbow.  Does this maybe mean we will be getting the craftable bow back in the future?

I think so too. The bows might be more complicated to make, so the devs adjust the mechanics on a simpler weapon — the crossbow. And the bow requires new unique animatiobns which looks nothing like handling a regular gun, while the crossbow does.

Quote

It was possible to open the inventory while entering vehicles

And why this should be fixed at all?
If there is a problem with dropping items from the inventory while in the car, drop them out of the window! 🙂(read: leave on the ground next to the car)

Edited by Aleksei Pankov
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22 hours ago, Sileed said:

I'm using app_update 1042420 validate (which according to the steamcmd documentation should verify my files...I still don't have a mpmissions folder 😞

Choosing a new folder to download to - all the files EXCEPT the mpmissions folder appear

Are you using stream with an account with the game license.. 

 

I used streamcmd and it worked after.

https://feedback.bistudio.com/T172082

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On 5/11/2023 at 4:22 PM, Riddick_2K said:

there is a mod out the that enables you to check your inventory while your in the car and that mod being is: https://steamcommunity.com/sharedfiles/filedetails/?id=2361330944&searchtext=inventory+in+car
Hope that helps sir

Why shouldn't it be possible to look at one's inventory inside a car? In which parallel universe is this not likely?

When you get into a car, can you no longer look at (and take) the objects in your pockets or bags?
Why are you always trying in every way to make this game absurd, unreal and idiotic to play?

😠  😡  🤬

 

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PC Experimental 1.21 Update 4 - Version 1.21.156198 (Released on 18.05.2023)

GAME

FIXED

  • Loading feathered bolt into the crossbow would transform it into non-feathered one.
  • If a wound closed itself, the bolt would not get removed automatically.
  • Thrown items were sometimes shaking and making repetitive impact noises.
  • Incorrect bolt position in some cases. (https://feedback.bistudio.com/T171743)
  • Some clothes were clipping with Chainmail.
  • Bolts can be stuck/shot inside each other and stacked that way.
  • Server error when a player reconnects with a bolt stuck into them.
  • Bolt is stuck in the air after skinning an animal.
  • Chestplate has no metallic sound when thrown at hard surface.
  • Digging for worms enables player to see through walls. (https://feedback.bistudio.com/T157876, https://feedback.bistudio.com/T165940, https://feedback.bistudio.com/T169841)
  • Third person camera clips through floor when walking into stairs.
  • Ruined feathers still function on craft action.
  • Crafting a bolt with a feather or a stick in any damage stage always results in pristine state.
  • Equipping a vest shot with multiple bolts, drops only one of the bolts on the ground the rest stay stuck.
  • Bolt widget appears when an item is stuck and taken to the hands.
  • Items with bolts stuck in them would drop the bolts when moved into cargo or attachment.
  • Character was making grunt noises when jumping.
  • Error when interrupting reload of a crossbow.
  • Not all items attached to other entities would synchronize to the client until the player got within the close (20m) network bubble of the root entity. (https://feedback.bistudio.com/T172397)

CENTRAL ECONOMY

SERVER

  • Fixed:  Fall and shock damage was logged in the admin log from small jumps.
  • Fixed:  Player can fall through some structures, spawned through the object spawner (https://feedback.bistudio.com/T172353)

MODDING

KNOWN ISSUES

  • Some mods with custom items with advanced placement could result in a client crash when item placing has started. Fix is already in testing internally. (https://feedback.bistudio.com/T172406)

 

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