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Kyiara

Experimental Update 1.24 (Change Log)

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4 hours ago, Kyiara said:

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.:) 

Now I understand there are some more pressing matters, such as fixing and improving the AI. I do want to say immersion is one of the most important things for DayZ. So re-doing certain objects/buildings dating from 2013 is really welcome. I mean, there are some objects like the book shelf, those single beds or entire buildings like the Chernarus supermarket that really really need some attention.

Does not even have to be each patch or something. But if from time-to-time some stuff gets a makeover, it would really help to make DayZ prettier and thus more immersive. 

Especially since DayZ is in it for the long haul, considering you are still looking into expanding the team 😉

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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

After every server/game restart the quickbar is de-activated.
The workaround everyone is using is to disable and re-enable the UI in the options.

This is by far the most annoying bug.

Edited by Behelith
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11 hours ago, niks_b4 said:

Hi Kyiara,

I hope you're well. I enjoyed your October spotlight article and the mention of Dose Of DayZ.

I've noticed that with the recent 1.24 experimental update, about 80% of trees have become unusable due to new collisions. While I understand the performance goals, I'm curious if there are plans to address this issue without compromising user interaction with trees.

Your insights on this matter would be appreciated.

Best, Dose

Hi, we were pleased to feature it in the Spotlight!
Are you referring to the changes highlighted in this article? (images are included as well). We would greatly appreciate it if you could share your feedback. Could you elaborate on why it's considered unusable now? Detailed feedback is what we're seeking, so please provide as much information as possible.
Thank you!

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Hi! About the modification to tree collision hitboxes. It is no longer possible to climb most of them. I mean, climb the branches using the highest points in the city. This was an extremely hardcore feature that was simply "pruned" (pardon the pun). This was a real skill gap in the game. What I noticed is that the character's collision simply IGNORES the lower branches of the trees, as if they no longer exist. Was this on purpose or is there still salvation?

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On 1/15/2024 at 11:37 AM, Kyiara said:

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

 

Are there any plans to revert the infected back to being able to kill the player. It's been, what, a couple of years now since they were nerfed making them little better than pointless. They are supposed to be the main antagonist for the player to overcome in the game and yet they do nothing to the player but send them for a nap every now and then.

They might as well not be in the game at all.

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Edited by Guest

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Did you by any chance forget to mention the change with the fireworks? I'm sure they got changed.

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so absolutely nothing about hackers? ive been wiped maybe 10 times just this week because of people hacking on official, i dont understand why they arent getting banned immediately 

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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.

One of the DayZ team people said years ago something like:

Four wheeled vehicles are not working perfectly right now (years ago) and two wheeled vehicles a lot more complicated.

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15 hours ago, TheSkizzler said:

so absolutely nothing about hackers? ive been wiped maybe 10 times just this week because of people hacking on official, i dont understand why they arent getting banned immediately 

DayZ is claiming that they are banning a lot of hackers, every year or so they show how many hackers have been banned.

And it was dozens of thousands the last year(s) or something.

Escape from Tarkov and even Valve, a many many times bigger company than Bohemia is struggleing extremely with hackers ever since Corona hit THREE YEARS AGO.

It seems to me that is a very hard and complicated problem to fix. Or all of the named companies aren't really that invested in fixing it, I cannot judge.

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18 hours ago, niks_b4 said:

Kind regards, Dose.

In short: climbing trees has been removed, for the sake of performance when shooting in wooded areas.

 

Dose of DayZ has showed off how amazing the tree climbing feature was on his channel a while ago.

People like myself had started putting on ghillie suits and enjoying using trees as spots to hide / snipe / stash gear, it really shocked me how this was possible and how cool and fun it was.

This is no longer possible.

On the other hand, I have never had any problems with "performance" in relation to shooting trees.

 

If this change stays the way it is, the game experience will be greatly hampered for no noticeable benefit.

I am just claiming this based on my own experience, I have not tested shooting the old and new trees, looking at the numbers and such.

Maybe it is necessary, I hope not and strongly doubt that.

Here is one of the cool videos where Dose shows off this now removed feature.

Dozens of thousands of people have seen it and many videos have appeared of people using this now removed functionality:

https://youtu.be/PZvmRNs4uHs?si=_F8nNBAN6B71X6ei&amp;t=834

 

Edited by Pyongo Bongo

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On 1/20/2024 at 12:48 AM, cuddlyyy said:

Did you by any chance forget to mention the change with the fireworks? I'm sure they got changed.

https://forums.dayz.com/topic/257674-experimental-update-123-change-log/

Disabled shadows for fireworks and reduced their light radius to reduce their performance impact

On 1/20/2024 at 2:18 AM, TheSkizzler said:

so absolutely nothing about hackers? ive been wiped maybe 10 times just this week because of people hacking on official, i dont understand why they arent getting banned immediately 

Man, what do you expect them to say on every update? What's wrong with you guys? How many times they can repeat on every stream that:

- cheaters are handled by BattlEye;
- every case needs to be investigated, you can't ban everyone because you think that they are cheating;
- they are continuously working on anticheat methods but cheaters are invtenting new ways to cheat after every update, it is not possible to get rid all of them.

And they repeat that on every occasion but still there are people like you, asking the same question?

Edited by Kuzyn.
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@Kyiara any chance we will ever get the craftable bow back? If not i would love someone to at least just say "we have no interest in bringing the bow back"  no one has said anything about it since release.  Was an enjoyable item back in the good ol dayz

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On 1/18/2024 at 12:42 PM, 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

The official servers have been no-go zones for me and my friends for three years.

Because of extreme laggs (thankfully fixed)

Random kicks (not fixed, even with good internet connection)

And the biggest reason: constant numerous cheaters

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On 1/19/2024 at 7:28 PM, Tonyeh said:

 

Are there any plans to revert the infected back to being able to kill the player. It's been, what, a couple of years now since they were nerfed making them little better than pointless. They are supposed to be the main antagonist for the player to overcome in the game and yet they do nothing to the player but send them for a nap every now and then.

They might as well not be in the game at all.

Not that I would be aware of. This is hard, as many people think the infected are too strong and some would like them stronger.

On 1/19/2024 at 4:29 PM, TITONELI said:

Hi! About the modification to tree collision hitboxes. It is no longer possible to climb most of them. I mean, climb the branches using the highest points in the city. This was an extremely hardcore feature that was simply "pruned" (pardon the pun). This was a real skill gap in the game. What I noticed is that the character's collision simply IGNORES the lower branches of the trees, as if they no longer exist. Was this on purpose or is there still salvation?

On 1/20/2024 at 12:01 AM, niks_b4 said:

Hello Kyiara,

Thank you for your prompt response. Yes, I am indeed referring to the 1.24 patch. Below, I will upload screenshots from both the 1.23 and 1.24 patches to illustrate the differences I've noticed. In the 1.23 patch screenshots, you can observe that we were able to interact with tree branches. This functionality has been present for quite some time. However, with the introduction of the new 1.24 patch, we are no longer able to interact with these branches as freely.

I want to highlight that in the 1.23 patch screenshots, we could interact with branches at various heights on the big tree. This made it easy to navigate and move around. On the contrary, in the 1.24 patch screenshots, you'll notice that there is collision detection only along the middle straight line of the big tree. Attempting to jump onto branches outside this line results in falling down.

While there are still branches at very high or very low positions that remain interactive in the 1.24 patch, the overall interaction with branches has been significantly limited. The pictures should provide a clear visual representation of these changes. If you require further clarification or more detailed explanations, please feel free to let me know.

Kind regards, Dose.

 

Thank you, the feedback was forwarded. Not sure if it's gonna change as it might be the toll the team was willing to take, but it's good to point out.

 

On 1/20/2024 at 2:18 AM, TheSkizzler said:

so absolutely nothing about hackers? ive been wiped maybe 10 times just this week because of people hacking on official, i dont understand why they arent getting banned immediately 

Hi, would you have any video?

On 1/22/2024 at 3:08 AM, arlingtine said:

@Kyiara any chance we will ever get the craftable bow back? If not i would love someone to at least just say "we have no interest in bringing the bow back"  no one has said anything about it since release.  Was an enjoyable item back in the good ol dayz

The team is aware of this request. I think there are still some issues with the craftale bow, and at this point, I have honestly no idea If the bow will make it back to stable.

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New mechanics were announced a long time ago. What have we got so far? Refreshed weapons and items from old versions of the game. We keep getting guns. What for? Where there is an improvement in mechanics, where there is a deepening of survival. Dayz is now a slower call of duty. Only pvp, nothing more. You are adding individual clothes that add nothing to the game. You are still counting only on modders and they are the ones who saved this game from death. Since adding building, you have added virtually no new construction. Still the same fences and gates. You still have to count on modders....

Maybe focus on mechanics in bases? Deepen survival in this game, which was its main goal. Eat less, force players to grow vegetables, hunt, fish. All people do is shoot themselves because everything is easy. You haven't done anything sensible in this game to make it as enjoyable as versions 0.39-0.45

Edited by pablitomk1
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PC Experimental 1.24 Update 2 - Version 1.24.157353 (Release on 25.01.2024)

GAME

FIXED

SERVER

MODDING

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On 1/23/2024 at 3:35 AM, Kyiara said:

The team is aware of this request. I think there are still some issues with the craftale bow, and at this point, I have honestly no idea If the bow will make it back to stable.

Wow thank you for the response.  Is sad cuz i miss the bow so much but just to hear back is amazing 

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3 hours ago, lynn.zaw said:

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

GAME

FIXED

CONSOLES

  • Fixed a bug resulting in the exit countdown stopping

If item spawn points where adjusted for 2 models, shouldn't we be seeing adjustments to mapgroupproto.xml? there are no changes in today's exp xml files in the mission folders
 

Minor but it seems you included the "Consoles" section in the PC patch notes, and it's missing from the Consoles patch notes 😉

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2 minutes ago, arlingtine said:

Wow thank you for the response.  Is sad cuz i miss the bow so much but just to hear back is amazing 

I believe a long time ago they stated they felt the craftable bow was too powerful to give to fresh spawns so it was being left out.
I would say, ok - you still have the model for the recurve bow in the game - make that work and leave out the craftable version maybe? or alternatively give the modders a bone and complete the animations etc for the bows so that communities can choose to add it in if they wish and have a polished product vs what we have today is bows with gun sounds for "loading" an arrow and no animations for shooting arrows

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1 hour ago, Sileed said:

I believe a long time ago they stated they felt the craftable bow was too powerful to give to fresh spawns so it was being left out.
I would say, ok - you still have the model for the recurve bow in the game - make that work and leave out the craftable version maybe? or alternatively give the modders a bone and complete the animations etc for the bows so that communities can choose to add it in if they wish and have a polished product vs what we have today is bows with gun sounds for "loading" an arrow and no animations for shooting arrows

Her honesty was very much appreciated.  Giving an excuse like "too powerful for fresh spawns" is no good when you can find a rifle or handgun in the first police station you visit.

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you're forgetting: bows are essentially free to make and so are the arrows, and those arrows do a pile of dmg...  that bk18 you find isn't half as useful as an improvised bow.

Edited by Sileed

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2 hours ago, Sileed said:

 that bk18 you find isn't half as useful as an improvised bow.

Will you say this to someone sixty meters away who is currently holding a bk18 rifle?

Edit: Sorry I didn't look at the context of your post.

Edited by Pyongo Bongo

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On 1/23/2024 at 10:35 AM, Kyiara said:

Thank you, the feedback was forwarded. Not sure if it's gonna change as it might be the toll the team was willing to take, but it's good to point out.

This is about tree-climbing being removed, for the sake of...?

 

Tree climbing amazed me when it was first shown to me, I never knew it was possible to this extent.

It really amazed me with how realistic it was. OFCOURSE you could climb the trees and every branch had an actual hitbox, nobody said you couldn't 🙂 It was badass to put on a ghillie suit and sit in a tree to ambush people, or watch people do megabrain moves during baseraids and clan wars with their insane tree ghillie tactics.

It cranked my DayZ defining paranoia through the roof, making me fearfully watch the trees xD

Any time we saw another tree spot and the parcour needed to get into it in a video, or found one ourselves we would say "wow!" and it would be really noteworthy.

 

And the DayZ team would be willing to remove all of that? For?

 

This has to be the most questionable decision I have witnessed in 11 years of DayZ, this cannot stand.

I don't believe they were aware of what they are removing from the game when "optimising" the trees.

At least not without a thorough and convincing explanation, other than "there were performance issues" "there was weird car collission". Both of which I have never experienced in relation to the removed branches.

 

Edited by Pyongo Bongo
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