Jump to content
Kyiara

Experimental Update 1.24 (Change Log)

Recommended Posts

PC Experimental 1.24 Update 1 - Version 1.24.157302 (Release on 16.01.2024)

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

  • Vikhr rifle
  • 30rd 9x39mm magazine for the Vikhr, ASVAL and VSS rifles
  • Camouflage variants of the ballistic helmet
  • Updated book shelves with the winning entries of our #DayZBook contest
  • Sounds for crafting improvised clothing from rags
  • Sounds for crafting base-building kits
  • Sounds for crafting a bone knife
  • Sounds for wringing out clothing
  • Sounds for splitting firewood
  • Sounds for breaking down bushes with hands
  • Animations for cleaning hands with the cooking pot and gasoline canister

FIXED

  • The heavy melee attack was displayed with the wrong key assigned in the settings
  • Weapons could desynchronize when modified outside of the players network range
  • Item interaction by a player who just left another players network bubble could result in item desynchronization
  • The microphone icon could be displayed on-screen with no microphone connected when in voice activation mode and lowest voice threshold
  • Bolts attached to a door wouldn't move or animate with a vehicle
  • Unloading a bolt with full inventory would reset the bolt health to full (https://feedback.bistudio.com/T177396)
  • Corpses could not be pulled out of vehicles properly
  • Fixed an exploit to glitch the camera through walls
  • Weather could be desynchronized for players
  • Bolts shot on players or creatures would attach in the wrong direction (https://feedback.bistudio.com/T173208)
  • Potatoes would yield full quantity when peeled regardless of the tool used
  • When standing up from prone with raised hands, the camera would not properly follow the player
  • It was possible for players to rotate with their dead bodies until respawn
  • All colored skirts appeared blue on female characters (https://feedback.bistudio.com/T175252)
  • Some birch trees were offering the option to collect dark bark
  • The lab coat was not correctly reflecting damage visually
  • The leather duffel bag had wrong buttons being displayed (https://feedback.bistudio.com/T174349)
  • The blue hoodie was displayed as red in the inventory view
  • The sling bag was clipping with most clothing items on the female model
  • Several items were displayed too big in the inventory view
  • It was possible to shoot through some corners of the base fence
  • It was possible to get stuck in the blocking position if activating it right after picking up a firearm
  • Unjamming the AUR AX would play the wrong sound
  • The jammed state of firearm models was not synchronized when on the ground
  • The camera was briefly in the wrong position after waking up from unconsciousness in a car
  • Padded gloves could not be repaired with a leather sewing kit
  • No widget allowed to attach barbed wire or camo net to a fence or watchtower (https://feedback.bistudio.com/T169159, https://feedback.bistudio.com/T175010)
  • The widget of the watchtower's roof blocked widgets for other walls
  • The large entry door of the cement works played the wrong sound (https://feedback.bistudio.com/T175866)
  • It was possible for the stagger animation to be skipped (https://feedback.bistudio.com/T174787 - private)
  • Infected were reacting to suppressed shots over long ranges (https://feedback.bistudio.com/T161760)
  • It was possible to push a car while a gear was clutched
  • Firearms would twitch in some cases when too close to obstacles
  • An error with despawning base-building objects could result in invisible barbed wire (https://feedback.bistudio.com/T176347 - private)
  • The state of the crossbow was not always correctly saved during server restarts
  • The inventory view was sometimes cut off in narrow screen resolutions (https://feedback.bistudio.com/T167177, https://feedback.bistudio.com/T174019, https://feedback.bistudio.com/T176060)
  • Fixed a game crash that could occur when connecting to multiple servers at the same time
  • The combine button did not work when an item was in the cargo of another held item
  • Fixed an exploit that created infinite amounts of liquids
  • Some item spawn points inside the bus wreck were in the ground or floating (https://feedback.bistudio.com/T176895)
  • Two players putting an item from their hands into the same cargo slot could result in desync
  • Reduced server performance load on player-(dis)connection and -respawn (https://feedback.bistudio.com/T177400)
  • It was not possible to remove items fast from a incapacitated player or infected through CTRL+LMB
  • It was possible to get stuck in prone by using the portable map with enabled "use3DMap: true" settings (https://feedback.bistudio.com/T175771)
  • Fixed a server crash related to player death
  • Items dropped next to a fence or gate could not be picked back up (https://feedback.bistudio.com/T176992)
  • Fixed an animation glitch that allowed passing below walls faster than intended
  • It was not possible to refuel a torch while it was burning (https://feedback.bistudio.com/T176149)
  • The large ship wreck had several collision issues (https://feedback.bistudio.com/T170004, https://feedback.bistudio.com/T172940)
  • Ambient fruits from trees were still spawning at their old positions at the NWA (https://feedback.bistudio.com/T178137 - private)
  • Items in the Chernogorsk hotel were spawned below the map

CHANGED

  • Changed the collision checks for weapon raising for better accuracy
  • Reconfigured the calculation of weapon lengths for more accurate collision detection
  • Shock damage of blunt weapons will now partially be translated into health damage when fighting infected and animals
  • Bandaging is now a continuous action when treating multiple cuts
  • Removed outdated server browser filters
  • Partial optimizations on the network traffic (https://feedback.bistudio.com/T177400)
  • Simplified collisions of trees for better behavior with vehicles and reduced performance impact from penetrating shots
  • Gave basic chemical protection to the OKZK cap
  • The great helmet, chestplate, tripod and barrel can now be repaired using the blow torch
  • Pulling a body from a vehicle is now done by simply pressing F instead of holding
  • Adjusted insulation values of tracksuits and police clothing for consistency (https://feedback.bistudio.com/T174705)
  • Re-balanced the weight of tools and melee weapons
  • Reduced the weight of shovels (https://feedback.bistudio.com/T176615)
  • Reduced the weight of plant material (https://feedback.bistudio.com/T175196)
  • It is no longer possible to split plant material
  • Adjusted the recoil of several automatic firearms
  • Reduced the fire rate of the Vaiga and slightly lowered its recoil
  • Reduced area in which infected will be alerted by bullet impacts
  • Reduced the alert level impact on infected by suppressed shots
  • Slightly increased the silencing effect of the pistol suppressor
  • Regular infected will keep their alert state for slightly longer periods
  • Tweaked the overheating particles of firearms
  • Updated sounds of the SK 59/66 rifle
  • Updated the game credits

LIVONIA

  • Updated the Lukov Airfield

SERVER

  • Added: PlayerSpawnEditor now has (?) next to values to tell you more about them
  • Added: It is now possible to have player spawn points not generate a grid and stay a singular spawn point by setting density to 0
  • Added: Player spawn point editor now saves which subwindows are hidden and what checkboxes were ticked
  • Added: Player spawn point editor now has options for the debug shapes being drawn
  • Added: Player Spawn Points can now avoid triggers
  • Fixed: PlayerSpawnEditor duplicating group points into regular points when saving with <groups_as_regular>true</groups_as_regular>
  • Fixed: Servers with verifySignatures=0 should no longer disconnect players in the queue due to validation errors (https://feedback.bistudio.com/T175275)
  • Fixed: Linux: Json files loaded through script had capitalization (https://feedback.bistudio.com/T165620)
  • Changed: Player Spawn Points will now automatically force change group when no good points are available in the currently selected group
  • Changed: PlayerSpawnEditor now saves documentation when saving xml
  • Changed: Player spawn gear JSON: If a particular preset has an empty or undefined characterTypes, the character model last set in character creation menu will be used for that preset (Documentation)

LAUNCHER

  • Added: The password window now allows to view the password
  • Fixed: The Direct Connect window could not connect to LAN servers
  • Fixed: The command line parameter could not be removed in the favorites tab
  • Changed: Made the Direct Connect button red for better visibility
  • Removed: Outdated server browser filters

MODDING

  • Added: terrainNormalPower parameter into world config
  • Added: Exposed STANCEIDX_RAISED in DayZPlayerConstants
  • Added: SurfaceInfo script API
  • Fixed: Human.StartCommand_ScriptInst should no longer crash the game (but can trigger a memory leak)
  • Fixed: 'CGame.AddActionJuncture' wouldn't setup the replication relationship between the player and the item
  • Fixed: Crash with using the DayZPhysics bullet library functions and passing in a skeleton based object as the ignore entity (i.e. static HouseNoDestruct, static ItemBase)
  • Fixed: Inventory Commands were dependent on distance checks from a player which would fail when an object still existed on the client but was outside of it's network bubble
  • Changed: PlayerIdentity can now be sent over an RPC as a serializable parameter, sent as 4 bytes
  • Changed: The steam ID can now be accessed on the client for all identities via 'PlayerIdentity.GetPlainId' directly now, replacing scripted 'SyncPlayer'
  • Changed: Moved m_dT and GetDeltaT from PlayerBase to DayZPlayerImplement
  • Tweaked: JSONFileLoader: better handling of file errors + throwing those to VME or log; new API + old one deprecated (with warning messages)
  • Tweaked: JSONFileLoader is passing all the errors to the caller in new API; displaying is not part of the API anymore
  • Tweaked: JSONFileLoader: Commented out ifdef added to show future intentions with old API
  • Tweaked: JSONFileLoader: Removed the extra logging from old API

_______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.24 Update 2 - Version 1.24.157353 (Release on 25.01.2024)

GAME

FIXED

SERVER

MODDING

___________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.24 Update 3 - Version 1.24.157400 (Release on 06.02.2024)

GAME

ADDED

  • Valentine's Bolt (temporal seasonal event object)

FIXED

SERVER

  • Added: <groups_as_regular> was using its default value, but was not defined in playerspawnpoints.xml (Documentation)

MODDING

  • Changed: Security: Removed 'ScriptModule.LoadScript' on Retail Client. No change to Retail Server and Diag
  • Changed: File injecting now exposed to DayZDiag executable, which is file patching a file that doesn't exist in pbo such as config.cpp

___________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental 1.24 Update 4 - Version 1.24.157444 (Release on 09.02.2024)

GAME

FIXED

  • The characters position was not properly synchronized with the water level

SERVER

  • Fixed: Linux servers were not able to load modded files or PBO with uppercase letters
  • Like 5
  • Thanks 2
  • Beans 2

Share this post


Link to post
Share on other sites
56 minutes ago, Kuzyn. said:

No news regarding vehicle hud? There is no way to hide it, even with option to turn the hud off.

 

https://feedback.bistudio.com/T170699

Hi, 
No info for now, but I have forwarded it to the team to see If there is a chance to push for it a bit.

  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, Kuzyn. said:

No news regarding vehicle hud? There is no way to hide it, even with option to turn the hud off.

 

https://feedback.bistudio.com/T170699

It is way past overdue that the HUD is made more customisable. I would like to be able to play with the HUD completely hitten yet still get widgets for actions, such as crafting, opening doors etc. This should be a separate option.

Vehicle HUD showing while HUD is otherwise disabled has been a thing ever since last time devs fiddled with HUD logic. Funny how they create a new bug by twiddling with a feature (and reverting the change after feedback), then leave the bug thus created in for over a year...

Also, yet another assault rifle? Please... The game is saturated with military weaponry as is, it really doesn't need any more, especially considering there is still a bunch of civilian weapons from legacy missing. Where's the Red9, Rak, pistol grip shotgun and the Trumpet? Where's the bow? Where's the leather crafting and dyeing? Speed loaders? Bipod? I just wish the legacy stuff still missing had a little more priority. But hey, at least there is chainmail...

Other than that, some nice fixes and changes in these patch notes. Will be interesting to see how the recoil changes feel in-game.

Edited by Derleth
  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites

Vikhr aka CP-3 (search in google or somewhere else info about it) is a 9x39 rifle without suppressor (but you can use the improvised suppressor), has slot for weapon wrap amd accept the AK Optics/Scopes.

  • Beans 1

Share this post


Link to post
Share on other sites
2 hours ago, Kyiara said:

Hi, 
No info for now, but I have forwarded it to the team to see If there is a chance to push for it a bit.

This was about hiding vehicle hud.

Please also bring up a possibility to hide the "action circle".

The white circle spinning in the center of the screen, spinning whenever you bandage/eat etc.

This can never be disabled and makes it impossible to record cinematic DayZ videos, just like the un-removable vehicle HUD.

Thanks :)

  • Like 2

Share this post


Link to post
Share on other sites
9 minutes ago, Pyongo Bongo said:

This was about hiding vehicle hud.

Please also bring up a possibility to hide the "action circle".

The white circle spinning in the center of the screen, spinning whenever you bandage/eat etc.

This can never be disabled and makes it impossible to record cinematic DayZ videos, just like the un-removable vehicle HUD.

Thanks 🙂

Yeah basically we miss the option to turn off completely everything, to make it more immersive or friendlier for content creators.

Edited by Kuzyn.

Share this post


Link to post
Share on other sites

The time it takes from being able to hear the footsteps of a sprinting player, to said player being close enough to be able to either stun-lock with melee or knock you out with a shotgun is way too low.

 

The sound does not have to be louder, but it should be audible from further away.

Share this post


Link to post
Share on other sites

Dear developers, I would really like to see a new build on the official DayZ servers.
And I would like to ask, are there plans to replace the construction on a more improved?

  • Like 1

Share this post


Link to post
Share on other sites

Why not bicycles? Find a chain and tire at most, easy quiet, less energy.  Big game changer to get around the map.

  • Like 2

Share this post


Link to post
Share on other sites
4 hours ago, Sid Debian said:

Vikhr aka CP-3 (search in google or somewhere else info about it) is a 9x39 rifle without suppressor (but you can use the improvised suppressor), has slot for weapon wrap amd accept the AK Optics/Scopes.

It's actually an SR-3M, and it takes it's own specific suppressor that looks extremely similar to the integral suppressor of the AS VAL and VSS, but reading through the patch notes it seems once again, the devs have forgotten to add it's suppressor, just like they removed the bipod from the M14 DMR and never included it's specific optic because of laziness.... just like we still haven't gotten a massive majority of our still missing legacy and promised weaponry or our leather crafting and leather clothing and dyeing....oh hey devs, while you're jumping on the above mentioned, don't forget the folding buttstocks (the SR-3M has one as well, don't even animate it, just make it fold and take up less space in inventory with a key press or something) or the speed loaders, moon clip, and stripper clips we still haven't gotten back.

On a side note, add some snow to the north of Chernarus Plus, at least some snow patches on the ground, and don't forget that promise of adding Utes Island off the southern coast of Skalisty Island like you previously told us you "did".... thanks.

Edit: I forgot about the wrap mention, hey devs, where's our still missing burlap and burlap and grass rifle wraps at?? I absolutely adore the burlap rifle wraps, the ghillie wrap looks terrible, please return the missing wraps while you're playing with new sounds and trimming bushes thx.

Edited by Johnny Georgopoulos
  • Like 1

Share this post


Link to post
Share on other sites

This would be a very small feature request, but I think a great one to add. Sometime I notice when opening the launcher it doesn't accurately see updates to mods, which will mean you have to

1. Constantly restart until the launcher notice these changes
2. Load into a server and see which mod is not updated and mainly repair. Doing it this way it seems to instantly close the launcher sometimes after doing it.
3. Just go through each mod manually and try to repair.

It it just an annoying process and I even have the option to keep things up to date. Is there a way to just have a "check for updates" or "repair all mods" button that will just automate this entire process to check for workshop updates. I have tried my hand at making a little script to manually do this but I have friends that experience the same thing. So it could be just a small issue that no one really has shined light on. 

Share this post


Link to post
Share on other sites
42 minutes ago, Johnny Georgopoulos said:

It's actually an SR-3M, and it takes it's own specific suppressor that looks extremely similar to the integral suppressor of the AS VAL and VSS, but reading through the patch notes it seems once again, the devs have forgotten to add it's suppressor, just like they removed the bipod from the M14 DMR and never included it's specific optic because of laziness.... just like we still haven't gotten a massive majority of our still missing legacy and promised weaponry or our leather crafting and leather clothing and dyeing....oh hey devs, while you're jumping on the above mentioned, don't forget the folding buttstocks (the SR-3M has one as well, don't even animate it, just make it fold and take up less space in inventory with a key press or something) or the speed loaders, moon clip, and stripper clips we still haven't gotten back.

On a side note, add some snow to the north of Chernarus Plus, at least some snow patches on the ground, and don't forget that promise of adding Utes Island off the southern coast of Skalisty Island like you previously told us you "did".... thanks.

Edit: I forgot about the wrap mention, hey devs, where's our still missing burlap and burlap and grass rifle wraps at?? I absolutely adore the burlap rifle wraps, the ghillie wrap looks terrible, please return the missing wraps while you're playing with new sounds and trimming bushes thx.

Man it's alright. It will never have it same as SVD, M14 & FAL has no bayonets.

Share this post


Link to post
Share on other sites
3 hours ago, Johnny Georgopoulos said:

It's actually an SR-3M, and it takes it's own specific suppressor that looks extremely similar to the integral suppressor of the AS VAL and VSS, but reading through the patch notes it seems once again, the devs have forgotten to add it's suppressor, just like they removed the bipod from the M14 DMR and never included it's specific optic because of laziness.... just like we still haven't gotten a massive majority of our still missing legacy and promised weaponry or our leather crafting and leather clothing and dyeing....oh hey devs, while you're jumping on the above mentioned, don't forget the folding buttstocks (the SR-3M has one as well, don't even animate it, just make it fold and take up less space in inventory with a key press or something) or the speed loaders, moon clip, and stripper clips we still haven't gotten back.

On a side note, add some snow to the north of Chernarus Plus, at least some snow patches on the ground, and don't forget that promise of adding Utes Island off the southern coast of Skalisty Island like you previously told us you "did".... thanks.

Edit: I forgot about the wrap mention, hey devs, where's our still missing burlap and burlap and grass rifle wraps at?? I absolutely adore the burlap rifle wraps, the ghillie wrap looks terrible, please return the missing wraps while you're playing with new sounds and trimming bushes thx.

Why do you think that they have forgotten? You can attach improvised suppressor to this rifle and I guess that this rifle is like a baby AK in AK family, lower tier weapon in 9x39 family, takes less space but at cost of not being able to silence it properly.
 

4 hours ago, Eh-Hole said:

Why not bicycles? Find a chain and tire at most, easy quiet, less energy.  Big game changer to get around the map.

They answered that many times already. Map is not suitable for bicyles and motorcycles. And you can experience this for yourself with bicycles mods.
Terrain in many situations is very steep due to its lower amount of details and it would require basically a total revamp of whole Chernarus and Livonia map to make bicycles reliable. And I guess that its not a priority to revamp the whole map for one vehicle, instead of doing other new things and bug fixes.

6 minutes ago, Der Kellner said:

What about this error it really freaks us out??

https://feedback.bistudio.com/T178308

It happens after relogging but without closing the game right? You need to turn on and off hud in game options to have it again, pressing "~" does not always work for some reason.

Edited by Kuzyn.
  • Like 2
  • Beans 1

Share this post


Link to post
Share on other sites

I haven't read anything about this issue:
https://feedback.bistudio.com/T173493
Seems to me like it should have been fixed for 1.24...
I know it's not a serious problem, but you just need to widen the dialog box a bit to adapt it to the translation... it should have been solved for more than a year.
Thank you.

Share this post


Link to post
Share on other sites
21 hours ago, Derleth said:

Also, yet another assault rifle? Please... The game is saturated with military weaponry as is, it really doesn't need any more, especially considering there is still a bunch of civilian weapons from legacy missing. Where's the Red9, Rak, pistol grip shotgun and the Trumpet? Where's the bow? Where's the leather crafting and dyeing? Speed loaders? Bipod? I just wish the legacy stuff still missing had a little more priority. But hey, at least there is chainmail...

I completely agree. There are so many military weapons already,  which is not bad, but at this moment it is just adding stuff without really enhancing the gameplay. Adding more weapons in the low to mid tier actually improves the gameplay due to a lack of weapons. Right now there is still only one submachine gun and shotgun to be found in police stations/guard houses, so adding the Rak and pistol grip shotgun would really create a much needed variety. 

 

On 1/15/2024 at 12:37 PM, Kyiara said:

Updated book shelves with the winning entries of our #DayZBook contest

I really like this. However, are there any much needed plans to revamp some of the low quality textures of furniture (or other stuff)? The book shelf itself looks way uglier than they the newly added books.

  • Beans 1

Share this post


Link to post
Share on other sites
21 minutes ago, MastaHiggins said:

How come that all weapons now have a quantmin and quantmax?

It's so mag-fed weapons can also spawn with a round chambered.

  • Thanks 1

Share this post


Link to post
Share on other sites

BI Team... great work on the updates. I know there are many bug fixes for you to deal with but here are some observations and comments:

1) Is there something the game can provide though the server file options whereby additions via DayZEditor can be placed, as when added via init.c (buildloader) or through .dze (Editloader), the fps doesnt take such a hit. Otherwise your limited on the number items per addition just to keep the server running smoothly.

2) Can the devs please look into the detail of the buildings. Interiors to be specific. Its like there is no real effort to make the skins of such a detail level that it doesnt make them look like something off a playstation 1 game (e.g. door surfaces).

3) There appears to be a zmb glitch when they wear a wooly hat: their hair shows through making them look like they have alapecia.

4 The new skybox or weather system (as applicable) seems to transition into fog instantly (enoch) with no fade in/out.

5) Enoch: when driving on certain roads (same places usually) the vehicle is knocked off course and normally into the nearest tree or post causing death most of the time. Its like there is an invisible clip in the way.

6) Lastly (not more I sense you thinking lol) the gameplay can be laborious at times. Especially with low player counts. Is there ambition to introduce some different effects areas (like radiation or random mortar explosions etc.) or even where if a player is cut by the infected and where the cut gets infected, that if not treated within a certain time, you develop zmb like body and physical movements (making you prone to being incorrectly identified as a zombie by other players and potentially killed).

Edited by Das-good
additional comment

Share this post


Link to post
Share on other sites
On 1/16/2024 at 5:12 PM, Dudepile said:

The time it takes from being able to hear the footsteps of a sprinting player, to said player being close enough to be able to either stun-lock with melee or knock you out with a shotgun is way too low.

The sound does not have to be louder, but it should be audible from further away.

Hi, since this is very subjective request. The best wold be to create a ticket and ask other people to comment on it in case more people have the same opinion. Like that, there is a higher chance the team will look into more possibilities.

On 1/16/2024 at 6:55 PM, danilSTR said:

Dear developers, I would really like to see a new build on the official DayZ servers.
And I would like to ask, are there plans to replace the construction on a more improved?

I currently have no information about that. There are some very cool things planned for this year (and I am pretty sure you will love them), but as far as I am aware, no big changes for base building are expected anytime soon.

Once again, what I can recommend is to create a ticket on the FT with all the changes you guys would like. Ask more people to comment on that ticket, mention why those changes are important, how they should work, and also provide reasons for the changes you want. That is the best way to provide feedback/suggestions, and with more people commenting, it also gives it slightly higher value.

On 1/16/2024 at 8:01 PM, Eh-Hole said:

Why not bicycles? Find a chain and tire at most, easy quiet, less energy.  Big game changer to get around the map.

There are more reasons for this. It would require a lot of time to make this function smoothly.

On 1/16/2024 at 8:38 PM, Johnny Georgopoulos said:

It's actually an SR-3M, and it takes it's own specific suppressor that looks extremely similar to the integral suppressor of the AS VAL and VSS, but reading through the patch notes it seems once again, the devs have forgotten to add it's suppressor, just like they removed the bipod from the M14 DMR and never included it's specific optic because of laziness.... just like we still haven't gotten a massive majority of our still missing legacy and promised weaponry or our leather crafting and leather clothing and dyeing....oh hey devs, while you're jumping on the above mentioned, don't forget the folding buttstocks (the SR-3M has one as well, don't even animate it, just make it fold and take up less space in inventory with a key press or something) or the speed loaders, moon clip, and stripper clips we still haven't gotten back.

On a side note, add some snow to the north of Chernarus Plus, at least some snow patches on the ground, and don't forget that promise of adding Utes Island off the southern coast of Skalisty Island like you previously told us you "did".... thanks.

Edit: I forgot about the wrap mention, hey devs, where's our still missing burlap and burlap and grass rifle wraps at?? I absolutely adore the burlap rifle wraps, the ghillie wrap looks terrible, please return the missing wraps while you're playing with new sounds and trimming bushes thx.

I am sorry, but I have to react on the word "laziness". The team is definitely not lazy; they work really hard. There's a lot happening behind the scenes in development, and I do feel I have to stand up for the team here.
If you have specific changes in mind, go ahead and create a ticket. List all the things you'd like to see, and encourage others to share their thoughts. Once the ticket is ready, feel free to share it with me. I'll make sure the team takes a look.
Note, it's best to focus on one topic per ticket for clear communication.

On 1/16/2024 at 8:52 PM, TFletch said:

This would be a very small feature request, but I think a great one to add. Sometime I notice when opening the launcher it doesn't accurately see updates to mods, which will mean you have to

1. Constantly restart until the launcher notice these changes
2. Load into a server and see which mod is not updated and mainly repair. Doing it this way it seems to instantly close the launcher sometimes after doing it.
3. Just go through each mod manually and try to repair.

It it just an annoying process and I even have the option to keep things up to date. Is there a way to just have a "check for updates" or "repair all mods" button that will just automate this entire process to check for workshop updates. I have tried my hand at making a little script to manually do this but I have friends that experience the same thing. So it could be just a small issue that no one really has shined light on. 

Since this one is not really 1.24 related. I added it to our general community feedback list. Thank you.

On 1/16/2024 at 11:58 PM, Der Kellner said:

What about this error it really freaks us out??

https://feedback.bistudio.com/T178308

The ticket will be updated soon. The team is aware.

On 1/17/2024 at 12:40 AM, Riddick_2K said:

I haven't read anything about this issue:
https://feedback.bistudio.com/T173493
Seems to me like it should have been fixed for 1.24...
I know it's not a serious problem, but you just need to widen the dialog box a bit to adapt it to the translation... it should have been solved for more than a year.
Thank you.

Hi Riddick, the team had already started looking into it, but it got postponed because it will need additional work. Thank you for the reminder. I have sent it to them once again (I noticed they had a discussion on what needs to be done to fix it).
Those minor bugs are worked on when someone has small amount of time between big projects. I hope it gets sorted out soon.

  • Like 1

Share this post


Link to post
Share on other sites
21 hours ago, Das-good said:

BI Team... great work on the updates. I know there are many bug fixes for you to deal with but here are some observations and comments:

1) Is there something the game can provide though the server file options whereby additions via DayZEditor can be placed, as when added via init.c (buildloader) or through .dze (Editloader), the fps doesnt take such a hit. Otherwise your limited on the number items per addition just to keep the server running smoothly.

2) Can the devs please look into the detail of the buildings. Interiors to be specific. Its like there is no real effort to make the skins of such a detail level that it doesnt make them look like something off a playstation 1 game (e.g. door surfaces).

3) There appears to be a zmb glitch when they wear a wooly hat: their hair shows through making them look like they have alapecia.

4 The new skybox or weather system (as applicable) seems to transition into fog instantly (enoch) with no fade in/out.

5) Enoch: when driving on certain roads (same places usually) the vehicle is knocked off course and normally into the nearest tree or post causing death most of the time. Its like there is an invisible clip in the way.

6) Lastly (not more I sense you thinking lol) the gameplay can be laborious at times. Especially with low player counts. Is there ambition to introduce some different effects areas (like radiation or random mortar explosions etc.) or even where if a player is cut by the infected and where the cut gets infected, that if not treated within a certain time, you develop zmb like body and physical movements (making you prone to being incorrectly identified as a zombie by other players and potentially killed).

Thank you for the kind words!
1) This is beyond my expertise, so I would kindly ask you to create a ticket in case the team would have more questions.
2) I'm afraid this is more of a manpower issue. It would require a lot of time and there are a bit more important things to focus on. But leaving this link here, just in case.:) 
3) The team is aware, this ticket just got re-opened.
4) Marked, it would be the best to create a ticket on FT in case the team would have more questions. If you will make one, please, send me the number and I will attach it.
5) Once again, creating a ticket would be the best approach, ideally with a video or mentioning the specific roads where it's happening. The provided information is not sufficient.
6) There is something the team is looking into, but it's very early stage and I have no idea what will come out of it (even if). You can still make a ticket with suggestions of what you would like to see in the game, how it should work etc... The team is happy to look into more ideas.

 

19 minutes ago, GreenIsRabbit said:

 

https://feedback.bistudio.com/T178425

The issue of counterfeiting official servers should be addressed, as it will cause the official servers to lose credibility

There is already comment from Geez. The team is looking into it.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×