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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.


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


    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.


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



    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.



      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


      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.



        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


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


        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


      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




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