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Mardi 16 juillet 2019  
 
Status Report - July 2019

Curious about what's going to be our focus for the DayZ development in 2019? Have a read in our new DayZ Status Report, where we speak about console updates and the future of the game.

Dear Survivors!

DayZ is now out on all the major platforms – PC, Xbox, and PS4.

You've probably seen team changes on social networks and are wondering: what's next? Of course, that's only natural, and today we would like to talk about the current issues, the expectations set by both the DayZ Mod and 0.62, and the future of the game.

Consoles

The console updates will always happen after the PC updates – within 3 to 4 weeks of each other. The main reason for this lies with the specifics related to the console submission and review process. It takes 3-7 days for a submitted game to go through review. If it is decided that the build is good to publish, it takes 3 more days to roll the update out to the public. However, if there are any issues flagged as a must-fix by Sony or Microsoft (even ones that could be fixed in an hour), the whole process has to start again.

Because this review process can take so long, we use the readily available PC platform to try new versions early – to check if there are any significant issues we missed (as you know, it happens). This PC testing lets us deliver the console update in a more reliable state and minimizes the chance of re-sending builds for review.

A quick 1.04 update: we will carry out a complete server and character wipe, and will introduce private servers. Also, this update will address some of the current most troublesome issues in the game – duping, server hopping, and frame rates. 

Past, Present, and Future 

Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.

You might question the necessity of a new engine, but for those who took a long break from the game, it's plain to see just how much of a difference it has made. DayZ runs a lot smoother on the new engine. Although it might be hard to notice the change when you play daily, taking a step back should help to highlight many of the improvements that have been made during development. And these improvements are strengthening the game every day. We see it through the steadily increasing player count (even on PC) since March 2019 (public data is here). We see it in Twitch statistics – with more channels streaming the game and more people watching (link to Twitch stats). It might be a far cry away from the numbers of 2013, but for an almost 6-year-old game, it's pretty good! Of course, we will continue to work on DayZ to make everyone's experience better.

Let's take a more detailed look at the game and its future:

    Advanced health system – We improved it in 1.04 and will continue the balancing. However, at this time we will not commit to implementing complex medical/injury gameplay – while this is desired by many hardcore players, we are still struggling to fully explain the complexity of the existing system to the majority of players. Moving forward, we are working on a nice balance between authenticity and accessibility.
    New content (guns, cars, etc.) – As you know, we have already added some of these. More will follow, but keep in mind that it will depend on how quickly we can achieve this year's goals.
    Modding support – We will improve the user experience for both modders and players. For example, we will soon bring animation tool support.
    Stable base building – A large part of this is the matter of balancing, and it's one of our key objectives for the year.

Our focus for DayZ for the rest of 2019 will be: bug fixing, stabilizing, balancing, and modding support.

We also plan to release an official DLC this year (keep your eyes open, and follow us on social media for updates). Additionally, we are currently experimenting with Survivor GameZ (a mod and popular tournament from the past), and will possibly bring this to DayZ as an additional game mode.

About people

It's normal – especially in this industry – to move on after working on a particular project for several years. And after major releases are done is the most likely time to do so. With DayZ, it's no different, and after releasing 1.0 on PC and console, some people are moving onto other projects internally, or leaving the company. It should go without saying that no matter what, these people will always be in the hearts of the DayZ team.

While these are by no means the only team changes, we wanted to at least address the public faces of the game who are leaving:

    Peter, Lead Designer, who led the design direction of DayZ through many tough years.
    Eugen, Project Lead, will always be loved for his honesty and open ears to both players and developers.
    Martin, Brand Manager, is in our hearts for his effort to finally bring DayZ successfully to players on Xbox and PlayStation.
    Baty, Community Manager, loved for all the personal care for our community and interactions with our player base.

Everyone who worked on DayZ not only has a great line in their portfolio, but the tremendous support of both us and the community behind them, and we wish them all the success in the world. Press F to pay respects.

 
 


Mercredi 26 juin 2019  
 
PC Stable Update 1.04

Hello Survivors! 

The fourth Platform Update of DayZ on PC is now live (both the client and server files). DayZ 1.04 brings you an expansion on the disease system and gives purpose to several medical items. On the combat side, we've added two new assault rifles from the trusty KA family and an arsenal of grenades as survivors discover their ability to throw items. However the infected have upgraded as well!

Get all the details and full patch notes below!



New Weapons

KA-74

The KA-74 is a selective-fire assault rifle, fed from a detachable magazine. It was introduced in the 1970s, as the replacement of the KA-M with compatible attachments. It uses 5.45x39mm rounds.

KA-101

The KA-101 is a selective-fire assault rifle, fed from a detachable magazine. This is an export version of the modernized KA-74M with compatible attachments. It uses 5.56x45mm rounds.

New & improved weapon attachments

    Regular and tracer variants of the 5.45x39mm ammunition
    P1-87-L Scope

Other

Infected

    Infected can now spawn with headgear and other attachments

Actions

    Players can now throw items (hold 'G' to activate throwing stance)

Inventory

    Independent shoulders allow you to carry two melee weapons or firearms

Medical Additions

    Fever
    Effects and balancing for Epinephrine, Codeine Pills, Morphine, and Charcoal Tablets
    Shoes gradually wear off while using
    Check Pulse action now displays blood pressure and pulse type if irregular

Patchnotes

Notes

    Server Admins: Please read the changes on the player spawn points in the "Server" section below to avoid complications!
    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

      New Steam Experimental apps
      KA-74 with attachments
      KA-101 with attachments
      P1-87-L Scope
      5.45x39mm ammunition
      5.45x39mm tracer ammunition
      Overlay icons to differentiate ammunition variants
      Music in the Main Menu
      Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
      Magazine auto-refill by holding 'R'
      Throwing (hold 'G' to activate throwing stance)
      Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
      Grenades can be attached to selected vests
      Handheld Transceiver can be attached to Courier Bag
      Mod presentation in the Main Menu (documentation)
      In-game hints in the Pause Menu
      Vomit emote/gesture
      Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
      Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
      Fever now causes water loss
      Epinephrine restores the patients' stamina to the max value
      Codeine Pills mitigates the patients' injured state for a limited time
      Morphine suppresses the patients' injured state for a limited time
      Charcoal Tablets can eliminate Salmonella bacteria
      Shoes gradually wear off while using
      Check Pulse action now displays the blood pressure and pulse type if irregular
      Infected can be spawned with headgear, vests, and backpacks
      Positional rain sounds for the Coal Plant
      Character sounds for male characters wearing a gag
      Flare effect around the Road Flare
      Stamina is depleted if a player is hit by a Flashbang
      Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)

    Fixed

      Inventory was closed if another player performed the restrain action (T140237)
      AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
      AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
      Incorrect visual state of the speedometer
      Character will not fold the map while in prone and becomes stuck
      Liquid contents of the barrel do not persist upon server restart (T139791)
      Ruined weapons could twitch while trying to look through optics
      Character started to float in some sections of small rivers (T140952)
      Influenza did not cause the blur effect
      Texture filtering option in graphics settings was not working correctly
      Many fixes and improvements to the ChernarusPlus terrain
      DayZ local application data folder was not properly deleted via DayZUninstaller
      Punching walls was emitting unsuitable bullet impact particles
      Spotlight had a hole where the reflector part should be
      Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
      Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
      Opening/Closing of car doors was missing sounds
      Character stamina did not replenish correctly when reduced by the gear (T139932)
      Action to eat pumpkin slices was missing (T139428)
      Missing footsteps sound while strafing with a heavy item in hands (T139604)
      Incorrect item weight upon adding attachments on specific items (T139773)
      Gas Stations can be blown up again
      Corrected material on the rear lights of the Olga
      Corrected the left headlight position on the Gunter 2
      Incorrect rotation of the remaining headlight of a car when one was detached
      Infected attacked players inside a closed Gunter
      Combination locks couldn't be opened upon server restart
      Client error in the main menu
      In-game HUD could disappear while typing in the chat

    Tweaked

      The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
      Cars now have functional rear lights
      Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
      The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
      The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
      Player spawn logic for avoiding water surfaces
      Gunshot sounds are audible up to 3.5 km
      Vehicles HUD
      Improved plaster and concrete impact particle effects
      Bullet impact effects are scaled by impact force much more visible now
      The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
      Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
      Burning light sources now subtly flicker
      Shadows from burning light sources subtly move
      Smoke/Steam particles on weapons
      character position is changed after a server change to mitigate server hopping

    Server

      -serverMod= executable launch parameter to define server-only mods
      Default Central Economy for ChernarusPlus moved to a PBO file (worlds_chernarusplus_ce.pbo)
      Possibility to override any file from the Central Economy files in the mission folder
      New V3 signature verification
      Changed: verifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
      Changed: AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
      Changed: Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!

    Modding

      object::enabledynamicccd for enabling continuous collision detection on dynamic objects
      New function GetHiddenSelectionsTextures()
      New function GetHiddenSelectionsMaterials()
      Private members are now moddable (documentation)
      ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
      Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
      Changed: Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
      Changed: MakeDirectory() script function enabled
      Changed: Removed the script file writing limits
      Changed: Lights on vehicles were refactored, only scripted lights are being used now.
      Changed: The secondary spawner (dynamic event configuration) is now an element (was previously an item).
      Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
      Character orientation when linked onto another entity
      Camera collision when a player is attached on another entity
      Ladder command when a player is attached on another entity
      Animated static physics after transformation change
      Renamed method GetTesting() to GetCEApi()
 
 


Mercredi 15 mai 2019  
 
PC Stable Update 1.03

Hello Survivors! 

We have just released the third Platform Update of DayZ on Steam (both the game update and server files update). The 1.03 update features new ways to use your firearms, along with several quality of life improvements and some nice tacticool touches like the ability to attach the NVGs and the Universal Flashlight to your Tactical Helmet, or two brand new belt models!

Get all the details and full patch notes below!



Gunter 2

The Gunter 2 is a small first generation family hatchback with front wheel drive.

VSS

Selective-fire, integrally suppressed marksmen rifle, fed from a detachable magazine. Compatible with KA scopes, using 9x39mm rounds.

New & improved weapon attachments

    Regular and armour-piercing 9x39mm ammunition for the VSS
    Tracer variants for 5.56x45, 7.62x39, 7.62x54R and .308WIN
    Baraka sights
    Backup Iron Sights (BUIS)
    PSO-1-1 Scope, designed for the VSS rifle
    Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66

Combat features

    Melee attack with firearms, knocking enemies back

    Ability to break open locked doors with force

Clothing

    The universal light and the new night vision goggles can be attached to the Tactical Helmet

    Chemlights and the Handheld Transceiver can now be attached to most backpack stripes
    New belt, able to carry a knife sheath, gun holster, and canteen.

Inventory

    Ability to rotate items in inventory
    Quick bar working in the inventory

Patchnotes

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

      Chinese localisation
      Switch on/off for walk modifier ('CTRL' by default)
      Separated hold breath and walk inputs (both 'CTRL' by default)
      Erect, crouch and prone inputs (no binds by default)
      Turn on/off headlight/night vision goggles ('L' press/hold by default)
      Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)     
      New vehicle Gunter 2 with its attachments 
      VSS rifle with its attachments
      9x39 ammunition
      9x39 armor-piercing ammunition
      Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
      Night Vision Goggles (NVG)
      NVG head strap
      NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
      Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
      Baraka sights
      Backup Iron Sights (BUIS)
      PSO-1-1 Scope, designed for the VSS rifle
      Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
      Firearms Melee Attacks with pistols, buttstocks, and bayonets
      Hand Saw
      4-dial Combination Lock
      Strawberry Jam
      Handheld Transceiver and Glow Stick attachments on backpacks
      Separated erect, crouch and prone inputs
      Quickbar working in the inventory
      "You are here" marker on each tourist trail map stand
      Instead of press, some actions are now triggered by holding 'F' button for a continuous action
      New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
      Quantity bar for energy based items and fireplace
      New 'swayModifier' config param for weapons and their attachment
      Milliseconds to client/server rpt files
      check to prevent invalid requests from clients (inventory optimization)
      Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
      Character statistics into the main menu
      Baseball/nailed bat
      Drop and pickup sound for scopes
      Sounds for death animations
      Sounds for suicide animations
      Lock/unlock sound for doors
      Sounds for prone animation with a rifle in hands
      One male and one female character sound set
      Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
      Belts (Military and Civilian version) with attachments.
      Wooden Crate (crafted).
      Hair hiding mechanism to avoid hair clipping.
      Sliding down a ladder without gloves (or ruined gloves) can cause a bleeding source, gloves receive damage

    Fixed

      Server crash when planting seed into a watered garden plot (T138343)
      Server error when crafting torch (T136903)
      Building position updated after the first open/close door action (T137749)
      Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
      Transition between close and distant light is now instant (without dark gap in-between)
      Jammed weapons make shooting sounds for other players
      A crash when looking at the outside terrain from the close-up at certain terrain configurations
      Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
      Black dots on a single wooden plank model
      Incorrect visuals for Patrol Pants in 1st resolution LOD
      ClockHour and clockMinute animation sources now synchronize with the accelerated time
      Breath vapour should now properly handle temperatures lower than its lower range threshold
      Torch displaying "pieces" as quantity
      A dropped Road flare now points forward, not always north
      A dropped Flash light now points forward, not sideways
      Universal Light and Pistol Light now face forward when dropped, not sideways
      Corrected texts and animations for digging hidden stash
      Watering a garden slot had no progress bar
      Possible desync issues when using base building actions
      Torch did not update its quantity while not burning when rags were added to it
      Infected can attack player through tent walls
      Weapon fire mode is not saved upon relogging (T137708)
      Infected can hit player character through walls (T138230)
      Equipment window gets cut off on specific resolutions (T128448)
      Loot in infected corpses spawns after a while (T133245)
      Drinking gasoline does not harm your character (T117406)
      Character doesn't go to the crouch position when lying on the back and moving (T138970)
      Lens flares are visible when unconscious
      Server crashed when a session was terminated
      Car/Truck battery was invisible when attached to Battery Charger
      Boxed Headlight Bulb could not be opened
      Player could not drink from pumps with item in hands
      NBC Gloves typo
      Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
      Issue in vehicle physics regarding in them appearing twitchy to nearby clients
      Server error while drinking from a well.
      Drinking from wells/pumps with an item in hands.
      Quickbar not being visible despite it being on in HUD settings.
      Items could be rotated even when they were not being dragged.
      Buried containers were unable to dig up.
      Inventory could not be scrolled all the way down.
      Weapon swap animations were not played when switched via Quickbar.
      Weapon dropped by restrained player was unusable.
      Player was not able to type into the chat bar.
      Melee with a one-handed item pushed character forward - allowing to look through walls.

    Tweaked

      Changed

        Limit of dynamic lights in render view has been increased to 16
        Many fixes and tweaks to the Chernarusplus terrain
        Config parameter recoilModifier[2] now used to modify cam offset
        Damaging of vehicles/doors.
        Extended checking of client-server inventory requests (inventory optimization)
        Read and check of file signatures moved to different thread so it won't block the main thread
        Checking client signatures on the server is done in multiple frames
        Possibility to render proxy objects on creatures
        Unified unlocking behaviour for house doors (using Lock pick or brute force)
        Jumping is disabled when a player is significantly injured
        Separated hold breath and walk inputs

      Removed

        Airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c

      Tweaked

        Ladders on deer stands should be easier to get on
        Minor improvements for the fireplaces
        Minor improvements for the radial menu
        Improved Road flare particles
        Torch no longer illuminates the world during daytime any more
        Muzzle flash illumination range at night increased from 5m to 15m
        Improved variability of the muzzle flash particle for the VSD and LAR rifles
        Improved visibility of the blood splatter particle
        Smoke particles on weapons
        Decreased lethal radius of the landmines
        Death darkening not playing when already unconscious
        Inventory improvements to correctly display more items in the vicinity
        Inventory icons for bladed weapons, food and drinks
        Projectiles damage
        Bleeding sound
        Distance attenuation for weapons reloads
        Land Mine activation/explosion sounds
        Disabled locking of aim while the melee attack is committed.
        Character statistics in the main menu
        Melee damage
        Melee armour

    Modding

      Cast warning spam caused by a modded playerbase class
      Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
      Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
      '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
      Constants are now moddable through modded class
      FPrint crash when writing extremely large strings to file
      Increased max file size limit for script created files to 50MB
      Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
      Energy Manager - new config parameter convertEnergyToQuantity = true;
      New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
      Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
      Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
      Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
      User actions selection process and conditions check optimizations
 
 


Mercredi 3 avril 2019  
 
PC Stable Update 1.02

Hello Survivors! 

The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.

While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!



New vehicle

Olga 24

Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.

New Firearms

LAR

The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.

M70 Tundra

The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.

New & improved weapon attachments

    Usable backup iron sight of the ATOG
    Compensator for the Mosin 91/30
    Mini Sight (small red dot)
    RVN sight
    Individual zeroing of iron sight and telescopic sight for compatible items

Clothing

    Holster and pouch for the plate carrier vest

    Assault vest and its butt-pack

Inventory

    Ability to move slowly while displaying the inventory
    Better visualisation of the inventory content
    Proper scaling of items in the hands slot
    Ability to have containers as an attachment (e.g. pouch on a plate carrier)
    Various icons and visuals
    Ability to reorder the inventory containers

Other

    Possibility to kill an infected in melee hit (e.g. with an axe), from the back
    Changes to night lighting
    New Noise indicator to encourage stealthy gameplay

Patchnotes

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.

Added

    Added: OLGA 24 with attachments
    Added: LAR with attachments
    Added: M70 Tundra
    Added: .308 WIN ammunition
    Added: Assault vest
    Added: Utility buttpack
    Added: Plate carrier holster and pouches
    Added: Mini red dot and RVN sights
    Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
    Added: Functional back iron sights on ATOG optics
    Added: Toggle iron sights/scope aim by pressing RMB
    Added: Precise weapon lifting by weapon length
    Added: HUD noise indicator
    Added: Improved inventory icons rendering
    Added: Inventory icons dynamic scaling
    Added: Ability to one hit kill infected from behind with selected items
    Added: Particle effects visible on the inventory player character
    Added: Inventory character has items in hands
    Added: Ability to walk (but not jog or sprint) while inventory is open
    Added: Quick add to quickbar by hovering and pressing a number key
    Added: Highlighting to hovered items in inventory
    Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
    Added: Mosin 91/30 compensator
    Added: Independent firearm zeroing for iron sights and scopes
    Added: Option to change the order of inventory cargo containers
    Added: Hand cramp for brain disease
    Added: Injury animation is visible in inventory view
    Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
    Added: Footsteps sounds for movement inside tents
    Added: Footsteps scuff sounds for grass surface
    Added: Sounds for lock/unlock doors action
    Added: Sounds for combination locks
    Added: Sound animation events for heavy hit animations
    Added: New set of sounds for male infected
    Added: Sounds for hot and freezing character animation
    Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
    Added: Sounds for pick up and drop action for various items
    Added: Position dispersion when infected cannot see the target, but can hear it
    Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
    Added: Muzzle flash effect for Mosin compensator

Fixed

    Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
    Fixed: Server crash caused by in-game actions
    Fixed: Server/client errors upon loading weapon
    Fixed: Client error when equipping bandana
    Fixed: Server error when manipulating vehicles parts
    Fixed: Client error when manipulating barrel
    Fixed: Client error when manipulating radios
    Fixed: Client error when manipulating dead infected
    Fixed: Client error when removing wooden logs from fence or watchtower
    Fixed: Client error when disconnecting near a radio control panel
    Fixed: Client error when removing rag from the mouth
    Fixed: Client error when attaching combination locks
    Fixed: Client error when committing suicide with weapon
    Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
    Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
    Fixed: Blending of textures on Skybox (previously causing sudden flashes)
    Fixed: Weak dynamic lights during dusk and dawn
    Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
    Fixed: Items can be picked up through walls (T137847)
    Fixed: Texture artefacts on the crosshair
    Fixed: Player can skip vomiting by staying crouched
    Fixed: Player can skip vomiting by jumping
    Fixed: Salute gesture keeps items in hand
    Fixed: BK-133 does not change textures according to damage states
    Fixed: Speed of inventory scrolling
    Fixed: FPS drop when dismantling/destroying base building parts
    Fixed: Barbed wire attached to fence will now move properly when opening gate
    Fixed: Player does not get proper damage while standing in flames
    Fixed: Driving over a character with a vehicle does not inflict damage
    Fixed: Player receives damage from a vehicle while standing close to it
    Fixed: Some gestures with weapons make arms twitch
    Fixed: Infected do not inflict any damage to animals
    Fixed: Player becomes deformed for others while sitting in a car
    Fixed: Windows cannot be destroyed for some of the vehicles
    Fixed: Splitting/combining rags will overlay another item in the inventory
    Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
    Fixed: Items can be put in hands via inventory while sitting in a vehicle
    Fixed: Projectile impacts do not alert infected
    Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
    Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
    Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
    Fixed: Switching seat while driving will result in a silent vehicle (T137285)
    Fixed: Item size changes visually for wielded item when logging off (T136822)
    Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
    Fixed: Environmental damage is not logged correctly in server logs (T137257)
    Fixed: Attacking infected clip through the player (T137370)
    Fixed: Missing arrow mark on items with container or attachments (T137103)
    Fixed: Offline missions cannot be launched on Windows 7 (T137264)
    Fixed: Hunting scope allows looking through walls (T137033)
    Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
    Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
    Fixed: Barrel inventory is misplaced when several barrels are in one place
    Fixed: Tent and barrel placement is restricted only to flat surfaces
    Fixed: Weapons cannot be reloaded while lying on the back
    Fixed: Restrained characters can play freezing animation
    Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
    Fixed: AIs might get stuck mid-air after being killed by vehicle
    Fixed: Enduro helmet attachments are out of place in inventory
    Fixed: Fitting of localized item names in tool-tips and headers
    Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
    Fixed: Server crash upon respawn
    Fixed: FX-45 was not functional
    Fixed: Getting shot underwater put the character into falling animation
    Fixed: Inventory, vicinity, and hands slots were overlapping with each other
    Fixed: The first gunshot caused FPS drop
    Fixed: Server VMEs related to the in-game map
    Fixed: Character noise indicator not being present
    Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
    Fixed: Character noise indicator not showing appropriate values
    Fixed: Collisions of base building objects remaining after their parts have been detached
    Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
    Fixed: When opening doors for the first time, the whole building model can move slightly
    Fixed: Client error connected to player presence indicator
    Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
    Fixed: A client-side crash connected to the base building feature
    Fixed: Fence gate cannot be opened after server restart
    Fixed: Fence can be walked through after server restart
    Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
    Fixed: Client error tied to base building
    Fixed: Ruined tires now affect vehicle behaviour
    Fixed: Fire geometry for offshore worker infected type
    Fixed: Invisible dynamic events and custom objects
    Fixed: Adjusted MRDS post-process on FX to make it more usable
    Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
    Fixed: Stacks of .308 Ammo spawning with 0 quantity
    Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
    Fixed: Only one player in a VoN conversation can hear the others
    Fixed: Vehicle radiator cannot be refilled until the car has been started
    Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
    Fixed: Client error connected to using a water bottle on a fireplace
    Fixed: Leaving ADS on weapon actions

Tweaked

    Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
    Changed: Improved the impact of dynamic lights on surfaces (including the roads)
    Tweaked: Improved quickbar visuals and responsiveness
    Tweaked: Minor tweaks to the global light config
    Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
    Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
    Tweaked: Inventory blur intensity is now at half of the previous value
    Tweaked: Inventory icons for firearms and their attachments
    Tweaked: Item sizes for handguards and buttstocks
    Tweaked: Inventory size of suppressors
    Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
    Tweaked: Damage system for ADA 4x4
    Tweaked: Central economy (minor adjustments)
    Changed: Item view bounding box enlargement when attachments are added
    Changed: Improved behavior of all light sources (fade in / fade out effects and more)
    Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
    Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
    Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
    Tweaked: Decreased intensity of all light sources during daytime
    Changed: Reflector surface of all light sources now shines properly
    Tweaked: Chemlight illumination radius increased
    Changed: Torch is now always transformed to stick when its rags are removed from it
    Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
    Changed: Significantly improved quality of vehicle smoke particles during high speed
    Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
    Optimized: Physics rayRcast & Shapecast callbacks
    Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
    Optimized: Size of entity create network messages
    Tweaked: In-game map behaviour
    Changed: All particles are now preloaded during the game's initial loading
    Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
    Tweaked: Sneak attack on the Infected now also works when hitting the torso
    Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
    Tweaked: Blood and health regeneration slowed by roughly 1/3rd
    Tweaked: Water and energy metabolism slowed down by approximately 1/5th
    Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
    Tweaked: Chemlight illumination range lowered to 7.5 m
    Changed: Updated tourist trail map model and textures
    Changed: Lowered the Infected alertness caused by projectile impacts nearby
    Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
    Changed: Blood regeneration speed lowered
    Changed: Amount of blood loss from hamolytic reaction raised
    Changed: Lowered the illumination range of chemlight and the light around character at night
    Tweaked: Lowered chance of jamming for pistols

Modding

    Added: Script function for disabling flares on light entities
    Added: Script function for setting the relative position of flare on light entities
    Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
    Added: Script function PlayerPreviewWidget::GetDummyPlayer
    Added: New method on particles: ScaleParticleParamFromOriginal(...)
    Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
    Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)
    Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
    Removed: Obsolete/deprecated configuration parameters were removed.
    Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding

Known issues

    Individual melee hit registration issues against infected
    Going unconscious with an open map can cause freezes
 
 


Mercredi 13 février 2019  
 
PC Stable Update 1.01

Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms.



New firearms

With each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles previously available in the legacy builds: the SK 59/66 and the CR-527, also supported by the re-introduction of the Hunting Scope!

SK 59/66

A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor.

CR-527

A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor.

Persistence fixes

Undesirable persistence wipes were definitely among the most annoying issues reported in 1.0. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. 

This system will be available to both official and community owned server. We've seen some pretty good results on the Experimental branch so far. In any case, we will still be closely monitoring all incoming reports should any loot, bases, or other persistence data get deleted after server crashes/restarts.

Server Performance Optimizations

Good server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official vanilla servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. 

As far as community/modded servers go, please understand that increased player counts may and other modifications to the server setup have a significant impact on the server performance, and problems may occur.

We will continue with further optimisations over the upcoming updates. The most curious of you can take a look at the report on this topic by our Lead Programmer, Mirek Maněna.

Voice communication improvements

The voice chat in 1.01 is using a completely new codec that bumps the overall quality of the Voice over Network sound - especially with a high quality microphone. We've also added a mumbling sound filter for players who try to communicate when their speech is restrained with a rag.

New status indicators & damage tweaks

As a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). 

We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time.

TrackIR Support

TrackIR is a head tracking input device that allows you to use freelook independently from your mouse controls, and 1.01 now fully supports this input method. Popular and proven in Arma, introducing this input method was pretty straightforward for us, so we made that option available already. If you own TrackIR, you'll definitely have some fun when driving around in your ADA!

50+ other changes and tweaks

In addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below!

Notes on the Update

    Please verify your game files before playing, including User Data
    Storage files from the Experimental branch of the game may not be compatible with the Stable branch
    We've done some changes to the VoN Codec, so as server owners, when moving your current Server Config to the new patch, be sure to change your vonCodecQuality = 20
    We recommend a persistence wipe for modded servers.
    In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.

Changelog

Added

    SK 59/66
    CR-527
    Hunting Scope
    Recovery backups to deal with data corruption during crashes, and user-scheduled backups
    New stream from Kozlovka to Balota
     Over time self-closing of bleeding wounds
     Expanded admin logs (player positions, deaths and received hits)
    Script versioning to prevent future data incompatibilities
     Support for TrackIR head-tracking device
    Support for bullet shells dropping, and new sounds
    New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.)
    Tree stem creak sounds
    Sounds when dropping items
    Implemented EQ filter for unconscious state
    Sound position offset feature to config
    New sounds for bullet shells dropping
    Antibiotics can fight diseases
    Vitamins can boost player's immune system
    Long torch (made of a long stick and rags)
    Various severities of bleeding
    Bleeding from bare feet
    Status indicators for bleeding and active medicament
    Masks and headgear provide some level of biological protection
    Close/open compass animations
    Voice effects for mumbling when gagged
    Ctrl + LMB will drop item from container (inventory)

Fixed

    A server crash when a character with a corrupt inventory tries to connect
    A server crash when a server with a garden plot on it was restarted
    A server crash related to script array manipulation crashes
    A client crash related to script array manipulation
    A client crash related to a light being removed while still in use
    Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380
    Typos in localization
    Possibility to toggle headlights when both are missing or destructed
    Some actions on target have incomplete action messages
     Crafting improvised suppressor took only 1% from the duct tape
    Landmine not detonating when it becomes ruined while it is armed
    Various IK poses (Stone, Medium Tent, BK-18)
    Chemlights glowing in cargo for 10 seconds
    Animals have no collisions with vehicles
    Shooting through a ruined suppressor did not emit muzzle flash
    Fireplace does not upgrade to stone circle if smaller stacks of stone are used
    Wolves attack animals rather then humans
    Sound sources on trees move with entity during cut down tree action
    SG5-K with compensator uses regular gun shots sounds (used sounds for silencer)
    Sea chest can be put into another sea chest - T135962
    When preforming suicide headgear does not get damaged
    Player's ankles can disappear while wearing Orel police pants
    Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559
    AIs get stuck near obstacles (reduced chance of occurrence)
    Motorbike helmet visually disappears after few steps
    Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367
    icons representing ammo are small - as reported in Ticket T136555
    Tactical googles have no texture - as reported in Ticket T135082
    AI walking through ground pipes
    Server crash - as reported in Ticket T134543 + T136323 + T135501
    Server crash when HTTP request does  not return OK
    Player might not be killed when shot with 12ga pellet
    Wooden logs get duplicated when building base of Fence and WatchTower
    ADA 4x4 won't stop after driver jumps out of it
    Some clothes cannot be damaged on ground
    Removing the rag from the mouth, make the rag slots smaller
    Temperature measurement has a question mark in the result text
    Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666
    Bullets do not interfere with the player's body when fired through sea water

Tweaked

    Inventory improvements in the visuals and performance of inventory code, including the

      addition of hierarchical attachment visualisation,
      hiding unused attachment categories (greatly uncluttered the Watchtower for example),
      inclusion of dedicated icons for these categories and overall bugfixes.)

    Improvements to server performance (central economy, networking and AI)
    Weapon muzzle attachments now steam during rain while they are hot
    Weapons animations polishing (animations speed, clipping)
     Sounds for climbing ladders
    Sounds for take item in hand action
    Projectile speed and air friction
    Rebalanced projectile damage
    Rebalanced character damage system
    Rebalanced armor against projectiles
    Shock damage for projectiles (chance to fall into unconsciousness increased)
    Removed: Chances for bleeding wounds from projectiles hit
    Removed: Flickering effect (roadflare)
    Antibiotics and vitamins only support single use consume action
    Traps no longer function as melee weapons
    Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas)
    Many improvements, tweaks and fixes for ChernarusPlus terrain
    Improvements to server performance (central economy, remote projectiles are not real)
    Damage to bare foot for non-roadway surfaces
    Infected damage system
    Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD)
    Removed: Chance to spawn SG5-K with 15Rnd magazine
    Updated: Inventory icons (placeholder icons replaced)
    IK pose for long torch
    Rangefinder zoom set to 4x
    Updated: Credits

Known issues

    It is currently not possible to drink from certain water sources.
    When using the in-game text chat, you will not see your own messages. Other players can.
    2-handed rifles can only be dragged and dropped via a small piece of their "Equipment" tab icon.
    A jammed BK-18 cannot be fixed.
    Official servers may be listed as private or in the Community tab.
 
 


Vendredi 25 janvier 2019  
 
Status Report - January 2019

A new year brings new challenges - and the biggest one for us in 2019 is definitely post-1.0 development planning. Read a report from our Project Lead Eugen Harton to find out what's happening in the office!


Image by u/nvgboink

Dear DayZ Community,

We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through.

The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once it's live on Experimental. We want to improve the game in many areas. We also hear you loud and clear and are aware of a vast amount of reported issues. They will get the attention they deserve when there's a right time for that, for now, let's look at some of the most critical and immediate ones.

Top Community Issues

Server Performance

Server performance affects everything, from user actions taking too long, doors not opening, infected that stutter, to vehicle physics behaving in weird ways. Most of the gameplay can get affected when the server FPS dip below 20, and currently, that's happening on full or high population servers more often than acceptable. As such, this is our top priority to sort out. While the build out there right now has seen a noticeable FPS increase on low population servers, it still does not scale well enough when more players are active, and we are tracking possible causes of this server performance drop.

Persistence

Right now, we are preparing a safety net for persistence that will help the current shortcomings where entire areas get wiped when the server crashes during the writing process of the snapshot of the world state. In simpler terms, the persistence data does not save correctly because of a crash. The proposed solution is in testing and will land on Experimental once ready. When that happens, we will do our best to share useful information on the usage and functionality of the safety net solution.

Server Browser



We know the new server browser still has its flaws, and performance issues which are getting in the way of the DayZ experience. We are looking into possible improvements on a more granular level; however, those might take time, so at first, we will dig into the issues that damage the experience the most. Once there is more information to share, we will provide an update.

Animation issues

We are tracking multiple issues that break characters/weapons and more, and these require engine level fixes that are in discussion right now. Once the details get sorted out, and fixes are confirmed, we will talk about these in greater detail. 

The issues above are our primary areas of interest as of now, but the list of reported issues goes on, from bullet damage to medical items not serving any real purpose, or item placing being very limited, and more. While the list above does represent some of the reported issues (arguably the ones that break the gameplay experience the most), it does not mean we're not considering, or working on the rest. 

Modding

We'll do justice to our company motto - Curiosity, Creativity, Community - by delivering significant modding improvements this year. Documentation, samples, and fixes that make new things possible are all in our pipeline. We will look at the topics of licenses and content usage, as well as making sure that with upcoming Platform Updates, we provide Experimental server branch to everybody so that both server owners and content creators can look at the game changes happening, and make necessary arrangements for their creations.

We're already seeing lots of cool creations in the Steam Workshop (some prime examples in the video below!), and it'll be exciting to see what's possible in the future. 



Weapons

We have a massive weapons backlog to go through, and you can expect that we will not only look into current issues with firearms (both visual and functional), damage and unconsciousness values but most importantly into that big stash of weapons that haven't been implemented yet. Our weapons strike team has already managed to make steps toward having two new firearms implemented in the upcoming February Platform Update. We will share more details when they're ready.

Vehicles

Vehicles have a lot more polish coming to them this year in terms of stability and functionality. As already mentioned, we know and understand that server performance has a huge impact on the experience, especially when player counts go beyond the recommended 60 players on community servers. Server optimisation plays a huge part in our early spring cleaning, so bear with us. While this is, of course, important, we can't forget that we should expand the variety of vehicular transport; this year will bring more options to players. Once again, we will share more details on the upcoming vehicles once we're sure we're ready to deliver.

Consoles

Recently, we've opened a round of Community Feedback targeted at our Xbox Survivors, and it proved to be a great source of useful information. Our console specialists in Bratislava are already looking into Xbox specific issues that were reported often and can be scheduled for a relatively easy fix, and there are of course the more complex issues like rendering and performance drops that are being investigated. DayZ launched with very decent frames in Xbox Game Preview, and we believe we can get rid of the current drops. It will take some time though.

We also know that we still have a large sleeper community on PlayStation 4 patiently waiting for a release. While we are currently not able to dedicate more resources to advancing with another platform, we're taking small steps towards a PS4 release later this year. 

Communication

With many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. 

Before the PC 1.0, we've made an attempt at Focused Feedback rounds with our game designers, and we'd like to get back to that idea when we know our developers can invest the time into carefully evaluating the feedback we receive on balancing, or specific game design topics. 

What we mentioned today is merely a fraction of things that are ahead of us this year; there's more to share down the road, but only when we're ready to talk about it. Once our internal roadmap is fleshed out, we will start our deep dive into how exactly DayZ will change this year.

Until then, see you all in Chernarus!

- Eugen Harton / Project Lead -

 
 


Jeudi 17 janvier 2019  
 
Stable Update 1.0.150192

Hello Survivors,

we have the first Stable Update of the year incoming.

Please verify your game files before playing the new update, and report all bugs you encounter!

This Stable update will update the server files and tools.

Patchnotes

Fixed

    Strafe keys do not work when rebound to different keys than default
    Camera goes into inappropriate height when walking up a slope upon exiting water
    Possible stack in wolf combat behavior
    Face textures and beards are not set properly
    Client-side freeze caused by nearby players
    Muzzle flash not disappearing
    Attempted fix for server performance degradation
    Getting kicked from queue after a prolonged wait
    Incompatibility between Workbench and the game version
    A memory server crash
    Client crashes
    Server termination doesn't end properly when client connects in the middle of it
    Server crashes
    Client/server errors related to in-game actions
    Background rain sfx might not be audible
    Using surrender gesture through gesture wheel results in disappearance of wielded item
    Wheels that spawned already on the car are impervious to bullets
    An issue with vehicle disappearing/flying away upon exiting it/changing seats
    Items dropped in trees/bushes cannot be picked up - might require usage of drag and drop in inventory rather than the pick-up action
    A player to player desync issue
    Error messages pertaining to weapon usage
    Further changes to improve server performance

Tweaked

    Minor changes in input configuration
    Renderer changes, primarily in lighting system
    Changed snow back into rain
    Server-side lighting system to improve server performance
    Additional server performance tweaks
    Improved stability of car in lower server frame-rates
    Improved stability of car with no wheels
    Leather gloves color
    Interior sounds (tails) for animals and weapons
    Landmine kill-zone

Known issues

    Server crashes can cause a persistence wipe. So especially for server owners, try to work with regular persistence backups and if you encounter server crashes, report with your crash dumps to our Feedback Tracker. If you have any proven reproduction steps for persistence wipes, let us know. The team is working on a long-term solution, which unfortunately will take some time.

Notes

 
 


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