Beiträge von Moe

    PC Experimental 1.29 Update 4 - Version 1.29.162270 (Release on 19.02.2026)

    NOTES

    FROSTLINE EXPANSION

    ADDED

    • New section of the underground bunker on Burukan island
    • Sakhal flag and armband
    • Pilot jacket
    • Winter Military Coat

    FIXED

    • Bodies on Sakhal could decay and attract flies despite the cold environment
    • MICH helmet not spawning in locked Sakhal containers


    GENERAL GAME

    REMOVED

    • DLC Carousel from Main Menu

    ADDED

    • Bear headdress
    • Heavy labor jacket
    • Military sweater
    • Fox headdress
    • Military winter boots
    • Fur boots
    • Long haul backpack

    CHANGED

    • Assault rifles gunshot sound reworked
    • Pistol gunshot sounds reworked
    • The Server Browser now opens the "Official" tab by default if the player has no favorite servers; otherwise, it opens the "Favorites" tab
    • General server performance optimizations
    • Adjusted player spawnpoints to be more random. The game is now more likely to spawn players in different areas of the map on repeated deaths.
    • Increased crafted and blunt melee weapon damage.
    • Increased melee weapon damage transfer to infected and animal.
    • Improved ground texture blending

    FIXED

    • Character could glitch and clip through objects when taking vaultable items in hands (T192558, T193315, T193320, T193316)
    • Inventory could be accessed in Surrender pose
    • Issues with displaying items in Vicinity tab and being able to access them through objects
    • Reconnecting removed blinding effect of Burlap sack on head
    • Vehicles twitched when driving on concrete panels (T191309)
    • AIs could clip through closed door of specific garage building
    • Specific boat wreck model became invisible at too short view distance
    • Unpacking a headlight had no audio (T192384)
    • Plums disappeared at too short view distance
    • Aiming with M79 removed night vision (T193230)
    • Part of bear attacking audio sample was incorrect (T192086)
    • Fixed multiple locations allowing to look through structures (T191053)
    • Windows in specific garage building were missing collisions
    • Humvee was Missing Getting In/Out Sound (T167764)
    • AP Items deployed through activate widget were missing sound
    • Illness symptom sounds (e.g., coughing or laughing) continued to play even after the player has fallen unconscious
    • Various clipping issues
    • Cars could crash without apparent reason due to unexpected collisions with terrain (T191200, T192926)
    • Under unstable or low FPS, the selected vehicle gear could be skipped over unintentionally
    • Players could see moving cars and boats glitch after reconnecting
    • Players reconnecting above the ground could be teleported outside the world (T191843, T191945, T191215, T191664, T192504)
    • Deployed tripwire was not functional (T193431)
    • Start engine sound is played when player leaves started vehicle
    • Incorrect sound could be played when loading the crossbow (T191119)
    • Incorrect sound could be played when disarming Explosive with a different detonator
    • Items dropped near some specific assets could be inaccessible afterwards (T189382)
    • Certain assets would have incorrect collisions
    • Cars could crash on even roads and launch players into near-death situations (T191200, T192926)
    • Exploit where players were able to duplicate items
    • Exploit allowing players to enter vehicles while holding heavy items
    • RAK was not spawning chambered when equipped with a magazine
    • Players could spawn random items in their inventory (T192644, T192643)
    • Players could see dynamic contaminated zones become invisible over time (T192492)
    • Players could launch themselves into the air by going prone on a car roof edge (T192699)
    • Players could freeze the client by some cargo operations (T192460)
    • Players could hit invisible barriers on some fence and wall objects
    • Item swapping functionality wasn't working in some cases
    • Server crash exploited by users (T195100 - private)
    • Animation of taking items from the shoulder and belt could glitch (T188349, T188469, T188454, T188536, T189283, T188523, T191268)
    • Vehicles were missing attach/detach sounds for battery, spark plug and radiator
    • Manipulating a fire barrel could result in desync for other players
    • Indoor shots could sound silenced to the shooter
    • Chelating Tablets could cure wound infection and influenza (T194353)
    • Rain was falling upwards when you run in the direction of the rain
    • Items that were very wide would not scale up properly when inspected
    • Players could get teleported when exiting vehicles
    • Infected movement was stuttering at low server FPS
    • Splitting animation was not working for long wooden sticks
    • Airfield bunkers had badly placed loot spawns (T193452)
    • A ladder at the Rify ship wreck was not functional (T193170)
    • Position of moving vehicles could be severely desynchronized for a character not in the vehicle
    • Heat buffer sigs were not visible in Inventory UI representation when in-game HUD was disabled (T191347)
    • Issue where players would spawn in same spot as other player when there were other free spawn spots available
    • Zeroing was not working for certain scopes/optics when in optics mode (T192573, T192729)
    • Vicinity cargo section was not adjusting its size depending on the amount of visible items in the vicinity (T191752)
    • An issue where the player was still flagged as swimming in water when climbing into a boat from the swimming state.
    • An issue where it was not possible to wring out clothing items when climbing into a boat from any water type.

    CHERNARUS

    • Player could see through specific wall by squeezing between it and a container (T191053)
    • Specific trees were floating in air (T190606, T191125)
    • Fallen tree was clipping through other trees (T190606)

    LIVONIA

    • Some items and widgets could be inaccessible in swampy locations with reeds
    • Incorrect sizing of contaminated zones in Pavlovo and Radunin

    SERVER

    • Fixed: Scripts would not compile with '-doScriptLogs=1' CLI on Retail
    • Added: Player location to connection and disconnection logs (T176899)
    • Fixed: Items in the ignore list would still spawn when they were part of cfgspawnabletypes.xml
    • Fixed: Items that were part of the ignore list would still spawn if they were in the player inventory (T190555)
    • Fixed: Some weapons had chance to spawn with incompatible attachments, resulting in errors (T192338, T192311 - private)
    • Changed: Enabled multithreading support for Bullet Physics library
    • Fixed: Crash in networking

    TOOLS

    ANIMATION EDITOR

    • Added: Live Debug, connect via in-game diag "Animation > Enable debugger"
    • Changed: Animations now always re-import from the TXA source file when editing Events
    • Changed: Changes to animations are now saved via "Workspace -> Save Changed Animations" instead of using the small "edit" button in the timeline
    • Fixed: Various crashes
    • Removed: "Test" button in Controls window, now automatic based on active context

    TERRAIN BUILDER

    • Version information is now shown in the Terrain Builder’s Help > About dialog
    • Saves objects with a persistent ID into WRP instead of regenerating them every build
    • WPR files, exported with TB version higher than X (lets get the exact version number) require 1.29 binarization executable
    • Added: Align to ground mode in Buldozer (default keybind 7)

    MODDING

    • Fixed: Crash when using SurfaceUnderObjectByBone on some animals
    • Changed: Temporarily increased the maximum size of 'ScriptInputUserData' to accommodate for Network IDs being larger
    • Added: Physics functions directly on Transport to allow vehicles to sleep
    • Added: Physics: 'Physics.GetGeomName' to get the name of a geometry at that index
    • Added: New Inventory location type ILT_TEMP for items that are desynced, held in limbo until the server sends the correct one
    • Added: Pawn.GetOwnerState' and 'Pawn.GetNextMove' to preload data during character CommandHandler
    • Changed: EntityType can now be used in script per config class definition, used to cache shared variables and expensive initialization logic
    • Changed: Initial update of Animation System to Enfusion 2021
    • Changed: Physics: Filtered will no longer show collision that has no interaction layer
    • Changed: Prioritized usage of variables such as g_Game instead of function calls such as 'GetGame()'
    • Changed: Specific optimiziations to several scripted functions such as 'Object::IsAnyInherited'
    • Changed: Physics: Inactive bodies no longer tick EOnSimulate/EOnPostSimulate
    • Changed: Vehicles: Vehicle headlights has been partially moved from script to native
    • Changed: Improved Gizmo api, moved to GizmoApi class
    • Fixed: Make avoidGrassUpdate property properly transfer during binarization process
    • Fixed: Physics: Crashes with geometry element usage on skeleton component
    • Fixed: Object::IsAnyInherited should return early on 1st match (T194456)
    • Fixed: Several crashes with DebugText
    • Fixed: Physics: Crashes with geometry element usage on skeleton component
    • Fixed: Vehicles: Players could be sent to random coordinates when getting out of some vehicles with improper geometry
    • Fixed: 'DayZPlayer.IsAuthority' would return false in Singleplayer
    • Fixed: Inventory.CreateEntity would not use the "flip flag"
    • Fixed: Gizmo rotation would be reversed in some cases
    • Fixed: Vehicles: Transport class couldn't gather inputs
    • Fixed: Vehicles: Transport class didn't have dynamic collision resolution (only cars did)
    • Fixed: Vehicles: Vehicles could still be controlled while in freecam while "Player move in FrCam" was disabled
    • Fixed: Assigning typename to variable wouldn't work for base types (e.g. string, int)
    • Fixed: Some cases when assigning a quoted vector to a variable would fail
    • Removed: Unnecessary native calls that caused poor performance
    • Added: 'EntityAI.SetRequiredSimulation' for setting vehicle active state of custom Transport vehicles (T195712)
    • Added: User data can now be passed into action/inventory junctures
    • Fixed: Forcing objects to be spawned inside other objects that shouldn't be possible (barrel in barrel) from script
    • Fixed: Workbench: Local method variables in workbench plugins could become corrupted

    KNOWN ISSUES

    • Reloading animation of break-action weapons can be laggy
    • Character status icons can incorrectly display as red (visual issue only)
    • Animation and audio for swapping item in hands play twice
    • Some locations on Chernarus have surface issues manifesting as black spots from distance
    • Additional "language" option is present in language settings
    • Items can disappear when swapping location in inventory
    • Items can be dropped from some containers upon reconnect

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    Weil die Tickets noch nicht sichtbar sind:

    - Tankstellen geben scheinbar keinen Sprit auf Deer
    - Temperaturgefühl wie in einer Sauna
    - Sakhalhäuser geben doch Loot
    - Zugänglichkeit ftw (Baumaterialtips)
    - Nägel spawnen

    Falls es gewünschten Benzinmangel geben soll, könnte man bis zur Behebung des Tankstellenproblems auch einfach mehr Benzinkanister spawnen lassen. Ich bin mir sicher, die Fahrer halten gerne für auf Straßen (von Spielern dort gedroppt) herumliegende Kanister an. Dann ist mehr Zeit den Tankstellen-Mod korrekt an den Start zu bringen.

    [gdzherz]


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