Experimental Update 1.28

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  • from reddit: https://www.reddit.com/r/dayz/…ap_experimental_releases/

    Update 1.28 Dev Stream Recap - Experimental releases on April 15th.


    Quick recap of the new additions showcased in the recent 1.28 dev stream.

    Firearms/Gunplay

    • Re-added the old PM73 RAK SMG, now with a new name "RAK-37"
    • Added new Marksman Mildot Scope 3.5-10x magnification. Classic Arma 2 DMR with mildots is back.
    • Added new Sportpoint Sight, 2x magnification.
    • Added new PSO-6 Scope, 6x magnification, attaches to weapons that accept the Kobra/PSO-1.
    • Updated hunting/marksman scopes to now show cracked glass damage state. The Marksman scope can be illuminated too.
    • New gunshot sounds for a ton of weapons, new audio for cycling the bolt.
    • Reworked weapon raise mechanic.
    • Reworked the rangefinder scope HUD.
    • Rebalanced weapon sway, dispersion and recoil across the board.

    Sakhal

    • Added Dynamic Events: Helicopter Crashes / Medical Van Wreck / Military Patrol Boat / Civilian Fishing Boat.
    • Added Geysers to the hot springs.
    • Added new ambient audio in the caves.

    Vehicles

    • Updated vehicle synchronization using Arma Reforger tech to improve bouncy/floaty feeling and responsiveness of vehicles, especially when suffering from high ping.
    • Audio of vehicles has been rebalanced - quieter for players inside of vehicles and louder for players outside.

    BBS -Hof-Foto-Fritze und Instruktor bei 🚁 Moe Lines.

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  • PC Experimental 1.28 Update 1 - Version 1.28.159768 (Release on 15.04.2025)

    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.


    FROSTLINE EXPANSION

    ADDED

    • Heli crash event
    • Crashed Patrol boat event
    • Crashed Fishing boat event
    • Medical event
    • Geysers added to hot springs
    • Ambient sounds added to caves

    FIXED

    • Dead fallen trees would rustle like bushes when walked over
    • Missing sound on submarine tower



    GENERAL GAME

    ADDED

    • RAK-37
    • PSO-6 scope
    • Leupold Mark 4 scope
    • Sportpoint Sights
    • New music track added to the in-game credits
    • Updated weapon obstruction system

    CHANGED

    • Updated weapon obstruction system
    • Updated tail sounds for hunting and sniper rifles
    • Tweaked tail sounds for SMGs
    • Upgraded the networking for Cars, improving most situations when driving at higher ping
    • Automatic gearbox simulation has been improved, affecting Humvee
    • Rebalanced firearm damage against infected
    • Tweaked bandaging animations
    • Reduced optic edge distortion on hunting optics
    • Added damage visuals for 2D optics
    • Reworked range finder optic view
    • Adjusted teeth clattering sound
    • Disabled Gamepad in Server Browser
    • Decrease weapon sway in the prone position
    • Global weapon sway speed decrease
    • Slightly increased weapon recoil for most rifles
    • Dispersion increased weapons by moderate amount
    • Adjusted sway and recoil values for several weapons to improve consistency across categories
    • Reduced muzzle flash size to improve visibility while shooting
    • Slightly reduced player footstep volume and restored infected footstep range
    • Improvised clothing could be repaired with rags
    • The fire geometry of the static road barricade was reduced to better match the actual shape of the object


    FIXED

    • Weapon and magazine could desync when picked up near distant players
    • Base building kit folding produced no sound
    • Mini sight reticle visible without battery
    • Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279)
    • Jumping sound in deforested areas was too loud
    • Various clipping issues
    • Incorrect wood grain on house pillars
    • Splint action shown on seated player with broken leg
    • Night vision reticle still worked visually after battery was removed
    • Unable to throw items when another player was checking pulse
    • Vehicles could become partially stuck in terrain after falling
    • Infected could clip through floors
    • Visual issues with some bushes
    • Explosives couldn't be disarmed right after arming
    • Missing collision on lockers in power generator room
    • Flash of white screen when falling unconscious from shock
    • Shock effect not visible when regaining consciousness until standing animation finished
    • Various duplication exploit mitigations
    • Mitigated item teleportation exploits
    • Freeze when spamming filters in server browser
    • Server browser sort by map caused freeze during server load
    • Some indoor sounds were incorrectly played as outdoor
    • Some glasses invisible in 1st person
    • Player could see through walls in 3rd person
    • Camera twitching when walking on rails
    • Knife could fail to open food can in inventory (T189714, T189784, T190046)
    • Plants in garden plots seeded before a server restart could not grow after the restart (T189434)
    • Sones with trail markers were unusable for crafting
    • Missing windowsill in Tisy barracks
    • Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571 - private)
    • Exiting a boat as a driver could teleport the player to an unintended location (T189750)
    • The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002 - private)
    • The contaminated area created by ChemGas grenades was invisible from a distance, while still cause a disease and produce bleeding cuts on a player
    • Players could move while exiting the server under specific input conditions
    • Damaged glass on pistol optic attachments could appear overly bright during nighttime
    • The Steyr AUG scope reticle changed color depending on what it was aimed at
    • Leaning before using binoculars causes rotated mouse movement (T174629)
    • Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894)
    • The map category label in the server browser was not properly localized across all supported languages
    • Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108)
    • Damage on reflex optics was not visible when aiming through them
    • Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI
    • The sound of washing hands continued after canceling the action
    • Failed engine start due to missing battery did not play the correct sound
    • Heat buffer icon could flash and show the breathing animation incorrectly
    • Light melee attack chains could randomly break and not continue as expected
    • Item held in hands would levitate when the player became unconscious while seated in a boat
    • Players could swim while holding heavy items, enabling unintended transport across water
    • Dragging and dropping items into the vicinity bar failed unless dropped on a specific area
    • Vehicles no longer get partially stuck inside the terrain after falling from a height
    • Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door


    SERVER

    • Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206)
    • Added: spawnabletypes.xml now supports nested item cargo and attachments
    • Added: spawnabletypes.xml now supports nested damage min max
    • Added: spawnabletypes.xml now supports nested presets through equip="true"
    • Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet
    • Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine
    • Added: randompresets.xml can now be appended to with cfgeconomycore.xml
    • Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between
    • Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty
    • Removed: "Flags reset for type:" redundant message which was being wrongly displayed


    MODDING

    ADDED

    • Documentation for Environment class API in script
    • Documentation for PlayerAgentPool and AgentBase API in script
    • Model optics will now partially support hidden selections
    • Physics: In Contact class, variables 'ShapeIndex1, ShapeIndex2, VelocityBefore1, VelocityBefore2, VelocityAfter1, VelocityAfter2'
    • Cars: 'wheelHubFriction' config variable to define axle drag when no wheels are attached
    • Cars: 'useNewNetworking' config parameter, default 1. Mods that modify the vehicle physics outside of the 'SimulationModule' config may need to disable the reconciliation system
    • Enforce Script: 'sealed' keyword
    • Enforce Script: 'Obsolete' attribute for functions and classes
    • Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, buffer overflows and randomly crashes
    • 'vector Object.GetSelectionBasePositionLS(string)' to get selection position without animations applied
    • Gizmos to the script API, enabling interaction through the context menu in Inventory. Available only on DayZDiag
    • Functions to get the user animation source names by index for Entity 'int Entity.GetNumUserAnimationSourceNames()', string Entity.GetUserAnimationSourceName(int index)'
    • vector Object.GetSelectionBasePositionLS(string)' to get the position without animations applied
    • WeaponObstructionData settings to CfgGameplay

    CHANGED

    • Physics: Bullet Physics updated to the latest Enfusion version
    • Physics: 'PhysicsGeomDef.MaterialName' now takes .bisurf (e.g. 'DZ/data/data/penetration.bisurf') or CfgSurfaces (e.g. '#cp_concrete1' where the config path is 'CfgSurfaces cp_concrete1)
    • Physics: Terrain intersections are now extruded one meter down to improve collision detection against large fast moving objects
    • Physics: In Contact class, 'Material1' and 'Material2' have changed from type 'dMaterial' to type 'SurfaceProperties'. which is now the base class of SurfaceInfo
    • Cars: Suspension is now always active while the vehicle is awake, even when there are no wheels attached
    • Enforce Script: Improved 'Multiple declaration of class' error
    • Enforce Script: Parser now contains more FIX-ME warnings
    • 'CGame.OnPostUpdate' event is now executed after the camera has been updated, ensuring 'CGame.GetScreenPos' uses the correct transformation to prevent UI elements from being positioned based on the previous frames camera data
    • 'SoundObject.SetParent' now takes in the pivot index, allowing attachment to an animated component
    • GameplayEffectWidgets manager inits to help facilitate modding

    FIXED

    • Physics: Various fixes to dBodyCollisionBlock/dBodyRemoveBlock
    • Cars: Brake/Handbrake was being applied twice, please update the 'maxBrakeTorque' and 'maxHandbrakeTorque' for your car mods by doubling the values in config
    • Enforce Script: Script USER define will now correctly reflect the active user name
    • Crash when using 'SoundObject.SetParent'
    • Spawning an object outside of the world via ObjectSpawner no longer causes a stack smashing detected crash on Linux servers.
    • Infinite stamina mods could prevent jumping or holding breath after 1.27 Patch 1 (T190645)
    • Crash and restored functionality of ResourceBrowser.GetCurrentFile workbench module script API

    REMOVED

    • Physics: In Contact class, variables 'MaterialIndex1, MaterialIndex2, Index1, Index2'
    • Option to change rangefinder color in config (use layout)


    TOOLS

    ADDED

    • Script Editor: When using the floating 'Find Symbol' window, the Escape keypress or submit via Return will now close the window
    • Script Editor: Debugger watch search bar
    • Script Editor: Context Menu: Methods: "Overrides" and "Overridden by"
    • Script Editor: Context Menu: Types: "Base Classes" and "Derived Classes"
    • Script Editor: Scrollbar will now draw cursor, break points and bookmarks positions as well as scope and lines with changed/saved changes. Option to toggle this added
    • Script Editor: Search/replace now supports current selection only
    • Script Editor: Lines can be moved in the Script editor via Alt+Up Arrow/Alt+Down Arrow key combinations
    • Script Editor: Status bar info for viewing scope, line and column
    • Script Editor: Selecting symbols in script files will highlight them in the Outline
    • Script Editor: Split view for viewing two script files at one time
    • Script Editor: Reopen last closed tab (Ctrl+Shift+T)

    CHANGED

    • Workbench: Updated splash screen and icon to reflect the new Enfusion visual identity
    • Workbench: Double-clicking '.layout', '.imageset', and '.styles' files in Workbench no longer opens them in an external application; a new "Open file with" option is available via right-click context menu
    • Script Editor: Improved breakpoints window search, enable/disable/remove all breakpoints options

    FIXED

    • Workbench: Frequent crashes on widget text field changes
    • Workbench: Frequent crashes on widget property changes
    • Workbench: Crash when clicking into widget viewport while editing a property
    • Workbench: A crash when clicking outside a text field after editing it without pressing Enter
    • Script Editor: 'super' keyword syntax highlighting


    KNOWN ISSUES

    • Updated firearm sounds are not as audible as they should be on long range, will be tackled in a future experimental release

    BBS -Hof-Foto-Fritze und Instruktor bei 🚁 Moe Lines.

  • Ich bin mal gefahren auf 1.28.


    Fahrgefühl, viel direkter. Da lohnt sich fast ein Lenkrad. Ich bilde mir ein Lags gehabt zu haben, bin aber einfach durchgefahren. Sind halt keine Megabasen auf exp. Man müsste mal 100 Zäune aufstellen oder so. Aber ob die Autos noch Federn und Dämpfer haben ist fraglich. :D


    Kamera: 1pp = ein ewiges Gewackel, 3pp = gut.

    Sound: innen = ohne Kopfhörer gut. außen = ganz schon laut.


    Es gibt Testserver mit "many cars" - Ich hab dort einen Car bei Novy Petr. Falls dort jemand mal Fahrzeuginteraktionen testen mag, gern Bescheid geben.


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    BBS -Hof-Foto-Fritze und Instruktor bei 🚁 Moe Lines.

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