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Stable Update 1.25

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PC Stable 1.25 Update 1 - Version 1.25.158199 (Release on 27.05.2024)

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

  • The Livonia terrain is now part of the core game
  • VS-89 rifle and magazine
  • Support for game crash reporter
  • In-game ambient soundtrack

FIXED

CHANGED

  • Items located inside of nested containers are no longer accessible through the quick bar or the reload key
  • Reworked the sound sets for all shotguns shots
  • Reworked the sound set for the crossbow shots
  • Reworked the sound set for the M79 grenade launcher shots
  • Adjusted the attenuation of character action sounds
  • Reworked character reconciliation between client and server
  • Updated the game credits
  • Reduced the width of the weapon collection triggers to allow more natural behavior of the weapon lifting
  • Removed promotional Livonia DLC highlighting
  • Optimized the system greatly behind noise system reducing drops in server performance when AI is around many dynamic objects or there is AI grouped together attacking a player

SERVER

  • Added: Server config parameter 'networkObjectBatchUseEstimatedBandwidth' to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
  • Added: Server config parameter 'networkObjectBatchUseDynamicMaximumBandwidth' to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
  • Added: Server config parameter 'networkObjectBatchEnforceBandwidthLimits' to enable the replication limiter based on bandwidth (default disabled)
  • Added: Server config parameter 'networkObjectBatchBandwidthLimit', if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
  • Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 - private)
  • Fixed: CfgGameplay: Values set for 'rotationSpeedJog' or 'rotationSpeedSprint' would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103, https://feedback.bistudio.com/T175489, https://feedback.bistudio.com/T178397)
  • Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not fucntioning properly (https://feedback.bistudio.com/T179268)
  • Changed: Server config parameter 'networkObjectBatchSend' split into 'networkObjectBatchSendCreate' and 'networkObjectBatchSendDelete'
  • Changed: Improved replication statistics in server debug window on diag builds
  • Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead
    • Added: Server config parameter "clientPort" to assign connecting clients a specific port e.g. "clientPort = 2304;" (Documentation)
    • Added: Possibility to add steam query port of a server to connect parameter to query if they have a custom client port "-connect=IP:PORT:QUERY" -> "-connect=127.0.0.1:2302:27016"
    • Changed: In-game server browser also uses the new connect format to automatically query for and apply the custom port
    • Changed: Launcher now uses the new connect format, since "-port=" overrides port used by the client which is not desired (-port= functionality is untouched)

MODDING

  • Added: 'Math3D.IntersectRayPlane'
  • Added: 'Math3D.MatrixInverse3'/'Math3D.MatrixInverse4'
  • Added: 'Pawn' class with full feature set of functions
  • Added: 'PawnMove' and 'PawnState' class
  • Added: 'PlayerIdentity.Possess(Pawn)' to possess a Pawn
  • Added: Security: Config parameter 'hasHistory' per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
  • Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
  • Changed: Moved calls to 'OnVehicleSeatDriverEnter' and 'OnVehicleSeatDriverLeft' from script to native, 'OnVehicleSeatDriverLeft' is now called when getting out starts instead of when the command ends
  • Changed: 'Human.LinkToLocalSpaceOf' will now internally call 'UnlinkFromLocalSpace' if 'Human' is already parented and prevent linking if already parented to the same entity
  • Changed: 'DayZPlayerTypeRegisterItems' now gets called when (re)joining servers

KNOWN ISSUES

________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Stable 1.25 Update 2 - Version 1.25.158344 (Release on 19.06.2024)

GAME

FIXED

CHANGED

  • Re-worked optimization to the noise system, infected will now hear through less objects than they did in 1.24, instead of more objects

SERVER

_____________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Stable 1.25 Update 3 - Version 1.25.158396 (Release on 03.07.2024)

GAME

ADDED

  • Payday event masks

LAUNCHER

  • Re-Added DLC section

KNOWN ISSUES

  • We are investigating an increase in BattlEye-related kicks of regular players. We are in contact with BattlEye and working on a solution.
  • We are investigating a game crash related to ladders.

_____________________________________________________________________________________________________________________________________________________________________________________________________________________________

  • Like 3
  • Thanks 1
  • Sad 2
  • Beans 3

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cheers!
now lets update the servers..

  • Like 1

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Posted (edited)
1 hour ago, endreu said:

cheers!
now lets update the servers..

I'm already got my first kick: IsMan fnc marked as override but not defined in the base class xD I guess I shall validate game files (mods on client and etc) xD

 

P.S. After validation got only crashes related to Man.c and heap corruptions. That's life xD

Edited by Sid Debian

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Content of all installed tents and shelters is gone. And there's not a single word about these changes in Experimental thread. Just great.

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Just now, MastaHiggins said:

Content of all installed tents and shelters is gone. And there's not a single word about these changes in Experimental thread. Just great.

Em did you readed about server's wipe?

Also is your server private or you are playing on officials?

That information could help BI to find what's going wrong hand fix that.

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55 minutes ago, Sid Debian said:

 

There is also not a word about the need for wipe.
I have a private server. Before the update there were no problems with tents.

  • Sad 1

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i know about wipe since 9 of may(from video about new map and info)

the only issue i have is there is no reg zeds kill for expansion AI

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Posted (edited)
1 hour ago, MastaHiggins said:

There is also not a word about the need for wipe.
I have a private server. Before the update there were no problems with tents.

youre on the official forum whimping about losing loot from tents on your private server? man, gotta love loot goblins

Edited by razoell
  • Haha 1
  • Confused 1

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Ok, I just regenerated my serverpack and everything works fine, as before. No wipe was needed.
Sorry for disturbing you.

  • Like 1

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any reason why tents wont delpoy they just lock in hands or looks like there placing and just place folded up the floor

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43 minutes ago, mrwolv said:

any reason why tents wont delpoy they just lock in hands or looks like there placing and just place folded up the floor

Man are you using Community Online Tools (Admin Tool for community servers).

Last update of COT added new feature "Fast Actions", in 85% it works awesome but didn't allow deployment of tents (of any kind).

To disable that get to admin tool on your server -> seoect your character (from players list) -> open section "View Roles" -> and in that list set disabled for "Fast Actions". After that you can simply deploy the tents.

Other option is disable COT before deployment of tents.

 

If you're not using COT then IDK. 🙂

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Posted (edited)

its also doing it for reg players that are not admin and its only since 1.25 updated

Edited by mrwolv

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1 hour ago, mrwolv said:

any reason why tents wont delpoy they just lock in hands or looks like there placing and just place folded up the floor

This bug is from @BuildAnywhere_v3 mod.

 

X.

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ahh nice thank you are you 100%

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10 hours ago, Xanth-846ee6c4adc972cd said:

This bug is from @BuildAnywhere_v3 mod.

 

X.

😯

But is there still anyone who uses the various versions of "BuildAnywhere"?!?

Did you know that:

*) By enabling the "enableCfgGameplayFile = 1" entry in the "serverDZ.cfg"

*) By modifying the parameters in the "cfggameplay.json" file, in the "BaseBuildingdata" entries ("HologramData" & "ConstructionData") you can simulate the mod above and obtain the same effects... and moreover, you have many voices to select 1x1 to get exactly what you want to be able to do... much more than the mod itself?!?

😉

 

 

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4 hours ago, Riddick_2K said:

😯

But is there still anyone who uses the various versions of "BuildAnywhere"?!?

Did you know that:

*) By enabling the "enableCfgGameplayFile = 1" entry in the "serverDZ.cfg"

*) By modifying the parameters in the "cfggameplay.json" file, in the "BaseBuildingdata" entries ("HologramData" & "ConstructionData") you can simulate the mod above and obtain the same effects... and moreover, you have many voices to select 1x1 to get exactly what you want to be able to do... much more than the mod itself?!?

😉

 

 

No man. Mod is better because no need to keep your attention to the changelogs and etc. You know man better keep crying that mode os broken escaply on DayZ Forum at the changelog section then at the Steam Workshop 😄

  • Confused 1

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4 hours ago, Riddick_2K said:

😯

But is there still anyone who uses the various versions of "BuildAnywhere"?!?

Did you know that:

*) By enabling the "enableCfgGameplayFile = 1" entry in the "serverDZ.cfg"

*) By modifying the parameters in the "cfggameplay.json" file, in the "BaseBuildingdata" entries ("HologramData" & "ConstructionData") you can simulate the mod above and obtain the same effects... and moreover, you have many voices to select 1x1 to get exactly what you want to be able to do... much more than the mod itself?!?

😉

 

 

This mod was used to move non empty barrels.

X.

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Is it my imagination or is it WAY easier to pull a Z now? Nothing in the patch notes about changes to Z behavior, but it seems that I have a much harder time sneaking around since the update. 

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4 hours ago, Sid Debian said:

No man. Mod is better because no need to keep your attention to the changelogs and etc. You know man better keep crying that mode os broken escaply on DayZ Forum at the changelog section then at the Steam Workshop 😄

I don't understand everything you write, however I assure you that the setting works perfectly to build wherever you want and also allows you to set some limitations.
Try to do it.

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3 hours ago, Xanth-846ee6c4adc972cd said:

This mod was used to move non empty barrels.

X.

To move full barrels there is another mod to do it.
Don't fill up with mods when you can do the same job, and even better, with server settings!
But do you at least have your own server or are you speaking from "hearsay"?

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4 hours ago, Xanth-846ee6c4adc972cd said:

This mod was used to move non empty barrels.

X.

Just to move full barrels try this "Loot Barrel Transfer" (steamcommunity . com/sharedfiles/filedetails/?id=2832887415&searchtext=barrel).
I use it on my server and it works well... at least with the mods I use... you always have to check that there are no incompatibilities between the various mods. This is also why I always recommend using as few mods as possible and using the server's native settings to the maximum. A "clean" job always gives the best results... and I assure you that I went crazy with some mods to improve the vanilla vehicles that were in conflict with each other. Managing a modded server is not a great job, the worst is finding a "mod combination" that actually works without problems and conflicts.

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4 hours ago, Riddick_2K said:

I don't understand everything you write, however I assure you that the setting works perfectly to build wherever you want and also allows you to set some limitations.
Try to do it.

1st it was joke.

2nd not everyone keep their attention on the changelogs and missing such information.

3rd sometimes some mods has useful overrides (for example that mod allows you to carry loaded barrel in hands).

4th the base idea was: not everyone wish to read all changelogs to get useful features and instead of it just installing the mods that solving their "issues".

5th I still can't understand, the section is about the game, not about the Workshop mods or something, it's about the game then why are they write about mods issues here and not at the page of mod at the Steam Workshop?

 

Was I able to explain what I mean? 🙂

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Posted (edited)

I was sneaking around a millitary base with the new music playing. And then I had to blast a few zombies with a shotgun.

That was so cool, the new music and shotgun sound effects are so immersive.

The shotguns sound even more realistic and high quality AND more badass now!

I'm glad all the gun sounds will be redone, the SKS and Shotguns so far sound more realistic and badass.

🙂

Edited by Pyongo Bongo
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Cool update, but why now when some players open the doors several times or try to open the barrels, they have a hang and a red chain, and people are either kicked off the server, or the barrels do not open, why did this happen after the release of update 1.25?

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