Beiträge von Moe

    Tja...was will man auch erwarten, wenn BI so miese Lernmaterialen und Tools zum Fehlerfinden bereitstellt. Good enough code ist eben kein stable code. Und da es auch kein Post Mortem geben wird, wird niemand von den Fehlern lernen können.

    Ich will nicht schwarzmalen, aber von außen gesehen, sind die sozialen Prozesse ums Dayz-Modding fern ab von ideal.

    Es gibt aber auch gute News: Autos fahren viel stabiler!

    Gestern abend kam ein Update des Mods Building-Fortification der Probleme mit Zahlenschlössern behebt: https://steamcommunity.com/sharedfiles/fi…elog/2670506982

    Jetzt ist mir nicht klar, ob das eine server-side mod ist, die hier auf GDZ benutzt wird und daher die Probleme mit den Schlössern kamen. Kann sich vielleicht jemand mit mehr Verständnis äußern? Haben die Schlösser beim 6 Uhr-Restart heute morgen die Türen ordentlich verschlossen gehalten?

    Beinbruch:


    Seit geraumer Zeit lief ich nun schon mit einem großem und bequemen Sanitätsrucksack durch die Lande herum. So einen, wie der + CRK + Tobi vom CRK immer trägt. Und je länger ich dieses Ding trug, desto mehr unwohl fühlte ich mich damit. Letztlich trägt man eine rote Zielscheibe mit sich herum.

    Da stiefelte ich so durch Castle Stark, als mir ein hübsch kompakter Urban-Backback auf einer Treppe eines ehemaligen Wachturmes ins Auge fiel. Gedeckte Farben, nützliche extra-Slots. Den hole ich mir! Hinaufgestiegen, Rucksack umgepackt und mich tierisch gefreut. Endlich ist dieses dämliche rote Ding von meinem Rücken runter, obwohl ich mich schon echt daran gewöhnt hatte. Also weiter! Und das passierte, was kommen musste, die Treppenstufe brach ab (OOC: Char-Hitbox sind gerade in Türmen buggy) und ich rutschte aus und segelte gute 7 Meter in die Tiefe.

    Beinbruch. Schmerz. Doppelschmerz! Aber der Busch war kriechend zu erreichen, gleich ums Eck. Splint, geschient und eine Multivitamintablette zur Beruhigung hinterher. Jetzt war die Beweglichkeit arg eingeschränkt und jeder Schritt tat stechen. Also suchte ich mir hohes Gras und einen Busch nahe eines Durchgangs und legte mich hinein. Und es kam wie es kommen musste, ich dämmerte ein. Ein paar Minuten später werde ich durch das Geräusch von Schritten munter. Instinktiv blieb ich liegen, mir war noch etwas duselig zumute. Beim Heben des Kopfes sah ich eine andere Person keinen Meter von mir entfernt durch den Durchgang fortlaufen. Hat er mich gesehen? Hat er mich beim Schlafen beobachtet? Hat er mich übersehen? Seine Augen waren blutunterlaufen und sein Gang wirkte müde.

    Er stiefelte ebenfalls einen Turm hoch, er musste ebenfalls Glück gehabt haben. Ich hörte, wie oben 2 mal durchgeladen wurde. Ich für meinen Teil beschloss liegen zu bleiben. Der Splint war noch nötig und halb mobil, lohnt die Bewegung nicht. Ach so, der andere trug einen roten Rucksack!

    OOC: Ich bilde mir ein, dass die GDZ admins den Tool-Verbrauch irgendwann im letzten halben Jahr stark erhöht haben. Imho ist das gewollt. Das sorgt dann dafür, dass man genau abwägen muss, wie man mehr mit weniger erreicht. Es soll halt anspruchsvoll sein. Ich hatte auch schon davor gewarnt, dass das mit den hohen GDZ-"Verbräuchen" und dem neuen dynamischen Qualitäten es sein kann, dass das Balancing sich krass verschiebt. Ich persönlich kann damit leben, wenig zu bauen und zu crafted. Aber letztlich bevorzugt die Situation die großen Clans mit ihren Power-Lootern. Wenn diese schnell ihre Basen hochziehen und Neben-Chars equippen und dann die Single-Chars-Gelegenheitsspieler griefen, dann muss man echt frusttolerant und clever sein, um wieder den Bein auf den Boden zu bekommen. Mal sehen, wie 1.19 so wird.

    Endlich, eine Zange. Mehrere Baseballschläge warten darauf, von ihrem Stacheldraht befreit zu werden. Aber die Zange zerfällt förmlich in meinen Händen. Ich will irgendwann ein Tor bauen. Also was tun? Vielleicht finde ich was, um die Zange zu fixen. Vielleicht liegt ja irgendwo ein Epoxy rum.

    Und meine Handschuhe sind auch im Eimer, sehr viele Stöcke sind durch meine Hände gegangen. Mein Messer hebe ich für die nötigsten Tätigkeiten auf. Das Beil sowieso. Ich muss mir echt überlegen, den Zustand meiner Tools nicht unnötig zu verschlechtern. Wer weiß, wann ich das nächste finde...

    OOC: Es ist schon krass, wieviel es im Moment ausmacht, wenn Dinge nicht immer in bester Qualität spawnen. Da hat BI endlich mal was richtig gemacht.

    Kurzeintrag:

    Ich sitze in einem Busch, ein anderer rennt mit Infizierten im Schlepptau an mir vorbei. Diese sehen mich trotzdem und schlagen mich windelweich. Wenig späte fangen meine geflickten Wunden an zu jucken....scheisse Wundbrand. Desinfektion ist nirgends zu finden. Plan B, Krankenhaus suchen.

    Artzhaus 1 nichts. Krankenhaus 1 nix. Krankenhaus 2. Zara getroffen. Desinfektionsspray. Das Fieber steigt trotzdem. Mist zu spät. Uhuh mir beginnt übel zu werden. Dort im letzten Raum, 5 Tetras! Kurz bevor ich umfalle, habe ich die dumme Pille aus der Blisterpackung gefummelt bekommen. Dann erstmal einen halben Tag auf dem Krankenhausdach regeneriert.

    Jetzt muss ich erstmal einen Gang runterschalten. Immerhin wachsen die Tomaten schonmal.

    Ich hatte das Glück auf einem Vanilla-Server neben einem Auto zu spawnen. Bin also schon mal 20 km mit der neuen Engine gefahren. Es geht gut, aber bei Geschwindigkeit schiebt die Karre ohne Ende über die Vorderachse bei eingelenkten Rädern. Spünge sind drin. Und die Räder aus der Brems-Blockierung zu bekommen, dauert ne Weile.

    Also hübsch vorsichtig fahren! Die Engen Kurven im Leerlauf habe ich aus der Schnelle nicht hinbekommen.

    Es wurden auch Granten und andere Dinge ausprobiert:

    63E10898E85D2CE938888986597AC7379C3762FB

    Die SchlüsselDienst:in musste auch ran:

    4FB44F69A01A6FA259A18C5E0F9C3A87E9AB78A2

    Und dann wurde es noch ein wenig abgedreht:

    0DDE5E81BDE16CFA097982F77A997A817D572176

    Ich hatte Mühe die Kamera im Einsatz zu halten:

    DC0BAC7909AFF77E706AAEF371D68FA6CEF7412A

    DCDF4752D31BBB5D6D74D2E540E7B8C8DA600BC0

    Manch einer verabschiedete sich selbst:

    75FE85DFD65DFEC723257E529CD310EDFEADE895

    Und ich wurde zum ersten Mal in 1.17 und 1.18 vom Spiel verabschiedet, als Dayz wegen Beengtheit in der CRK-Base keinen Platz fand, mich aus einem Krankenwagen aussteigen zu lassen. Auf die Idee mich auszuloggen bin ich nicht gekommen, so dass die Saison für mich wegen einer Stoßstange endete:

    96D2DC51148BF0B25E8FA49F03390C567A3C9E20

    OOC:

    Meine Saisonhighlights:

    • Stonington hat sich belebt.
    • Nette Leute im TS!
    • KMUC und den Krater besucht.
    • Immernoch Orte nicht besucht.
    • Durch Vorsichtiges Spielen kein Leben verloren.
    • Spaß gehabt.
    • Chernarus steht immernoch als Reiseziel an.

    Was ich ändern werde:

    • Mehr ingame-Kommunikation. Ich glaube das viele Durcheinander im TS quer über die Map ist mir zu anstrengend. Würden die Batterien nicht so zügig leeren, würde ich nur ingame-Walkie-Talkie versuchen zu nutzen. Mal sehen.

    Ein Versuch von Ausgelassenheit

    Tankstellen liegen den BBS irgendwie. Diesmal war es die "untere Tanke", die zum ausgelassenen Zusammensein einladen sollte. Manche brauchten nach der Ankunft erstmal eine Pause, wie der Flo.

    0C69C0A8F91C33182E6E766FED7E7BF55B539C33

    Die zu kurze Nacht konnten wir leider nicht geniessen, weil ein Scharfschütze das Model niederstreckte. Leuchtkugeln brachten keine Aufklärung:

    FFBA0524F05EC501F53B192EF9605DD688FCFF62

    LoKi1980 fand auch niemanden:

    08859BACE042330B60B9DEAE4CD69863C0A24708

    Zara hatte die Location sehr stimmig vorbereitet. Ob allein, weiß ich nicht:

    614FE6E1E6069E30523CC098480C7D3DF7F33223

    Teil 2 folgt gleich

    PC Experimental 1.19 Update 4 - Version 1.19.155386 (Released on 13.10.2022)

    GAME

    FIXED

    CHANGED

    • Made the hood of the M1025 un-openable (this is a temporary change) - attachments can be added/removed from the vicinity
    • Tweaked item collision sounds
    • Dynamic events did not spawn dynamic event loot (https://feedback.bistudio.com/T168083)

    LIVONIA DLC

    • Added: Laboratory in the underground
    • Fixed several loot spawn points in the Dambog ammunitions storage
    • Fixed several terrain issues

    MODDING

    • Added: Base classes for each vehicle simulation we have in the game
    • Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead
    • Fixed: Missing underground P3D files (https://feedback.bistudio.com/T168046)

    PC Experimental 1.19 Update 3 - Version 1.19.155361 (Released on 06.10.2022)

    GAME

    FIXED

    • The character could easily get stuck on objects while moving
    • The character could get stuck in falling animation when moving over an edge very narrowly
    • Specific collisions could catapult the player into the air
    • Falling unconscious in tight spaces could push characters through walls
    • Inertia remained active while jogging after sprinting (https://feedback.bistudio.com/T167630)
    • When falling in prone position, in certain cases the wrong landing animation would be played
    • A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195)
    • It was possible to "walk down" ladders
    • It was possible to bury stashes in several places where it shouldn't have been possible
    • Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751)
    • Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793)
    • It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608)
    • Attempting to roll while lying on your back would consume stamina
    • The trunk struts on the M1025 would not animate properly
    • The M1025 wouldn't properly reflect its ruined state
    • The widget to drink water at wells did not always show up properly
    • It was not possible to ignite a fireplace under a roof higher than 5 meters, if it was raining
    • Inventory items could overlap in certain cases (https://feedback.bistudio.com/T167874, https://feedback.bistudio.com/T167855)
    • The vicinity tab of the inventory could disappear in certain cases
    • Inspecting an item assigned to the quick-bar would make the quick-bar disappear (https://feedback.bistudio.com/T167628)
    • Some items would play wrong sounds when thrown
    • Certain parts of police situations were de-spawning too early
    • Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813)
    • Fixed several minor terrain issues
    • Fixed several game crashes

    CHANGED

    • Changed vehicle horn sounds for better audibility
    • The common cold should appear less frequently when the character is cold
    • All optics apart from night-vision scopes can be repaired using the electronics repair kit
    • Increased the brake strength of the hand brake
    • Reduced water required to extinguish a fire when using the canister
    • Moved various hunting rifles into higher tiers and re-balanced their numbers
    • Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
    • Increased the number of available BK-12 in the world
    • Added a warning red line to the cooling water temperature in the vehicle HUD

    LIVONIA DLC

    • Added: A work-in-progress variant of "POX2" storage hangar
    • Added: New variants of the static wooden ammo boxes within the ammo storage hangars (POX and two opened variants)
    • Added: An additional hint towards the danger of the deeper underground levels
    • Fixed: Walking in deforested areas did not produce footstep sounds (https://feedback.bistudio.com/T167653)
    • Fixed: It was possible to catch animals with the snare trap in the underground area
    • Fixed: It was possible to clip through a section of the underground
    • Fixed: Various object placement fixes
    • Fixed: Inner doors of the main underground entrance had wrong sounds (metal instead of wood)
    • Fixed: It was not possible to bury stashes over the Dambog ammunition storage
    • Fixed: The punched card would clip with specific building floors
    • Changed: Various placement of the ammo boxes within the ammo storage hangars
    • Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers
    • Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
    • Changed: Spawning of loot within Dambog ammo storage (dynamic ammo boxes were replaced by static ammo boxes with selected items spawned inside through dispatch spawner)
    • Changed: Updated the in-game Livonia tourist maps (portable and static)
    • Changed: Improved the transition of sounds when entering the underground
    • Tweaked: Increased the number of available BK-12 in the world
    • Tweaked: AmmoBox moved to dynamic events once again
    • Tweaked: Further adjustments of Livonia area flag map (military and hunting areas)
    • Tweaked: Town of Sitnik is now Tier 1
    • Removed: Special types of AmmoBox entity
    • Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update)

    LAUNCHER

    • Fixed: A crash caused by exiting the game while having active server details in the server browser

    SERVER

    • Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50)
    • Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191)
    • Fixed: Setting 0.0 in the CE item damage made it ignore the value (https://feedback.bistudio.com/T167857)
    • Fixed: Dispatch Player avoidance
    • Fixed: Loot spawn player avoidance now takes group radius into account

    MODDING

    • Added: Support for "-=" operator for arrays in the config
    • Added: Player avoidance information is now displayed in on-screen debug of "Game > Central Economy > Setup Vis"
    • Fixed: It was not possible to teleport using the DayZDiag_x64.exe in Multiplayer
    • Changed: Updated CfgConvert in the tools

    PC Stable 1.19 Update 1 - Version 1.19.155390 (Released on 18.10.2022)

    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

    • M1025 multipurpose vehicle
    • SSG 82 rifle
    • BK-12 shotgun and sawed-off variant
    • GPS Receiver
    • Water reflections (can be configured in the graphics settings)
    • Thrown items now have impact sounds
    • The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass)
    • Military convoys
    • Replaced abandoned police cars with police events
    • Blowtorch
    • Punched card
    • Glow plug
    • Improvised eye patch
    • Color variants of the plate carrier vest
    • New stealth kill variant
    • Hand-brake for vehicles
    • Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong)
    • Car horn for vehicles
    • The player can now drown when submerged for too long
    • Bleeding indicator in the HUD
    • Favorites tab to the in-game server browser, displaying cached offline favorite servers
    • Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2

    FIXED

    • Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439)
    • The improvised suppressor would not display the correct model when ruined and detached from the weapon
    • Public address system panels sometimes could not be started even when they had a battery in them
    • Display of other characters in prone did not include inclination and rolling
    • Attempting to roll while lying on your back would consume stamina
    • It was possible to cancel the rolling animation by entering iron sights
    • Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private)
    • Reduced clipping of 40mm smoke grenades through geometry
    • Dead bodies on top of a bear trap would reduce its damage significantly
    • Torches and brooms could not be ignited indoors
    • Grenades attached to vests would not explode when the vest was destroyed in a fireplace
    • Switching tabs in the server browser too fast could prevent servers from loading
    • The kitchen timer was not always rendered inside the improvised explosive
    • It was possible to cover an improvised explosive with a garden plot
    • The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006)
    • A ruined remote trigger attached to a tripwire would still trigger
    • When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available
    • An ignited torch in hands would not extinguish while swimming with it
    • Dead characters would still display a "strong pulse"
    • The characters arm would clip into the body when running with the fireworks launcher
    • Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110)
    • The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory
    • Vehicles would give off exhaust smoke only when started for the first time
    • The cargo of the Assault Vest and -Pack were not displayed separately
    • Plastic explosives close to an explosion did not take damage
    • Jumping into a steep hill caused the character to "float" to the top
    • Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829)
    • Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364)
    • It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925)
    • It was possible to refuel cars vehicles even when the tank was ruined
    • The radiator of the Sarka 120 was accessible even when the hood was closed
    • The player camera would fall faster than their character from huge heights
    • It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668)
    • Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711)
    • Changed materials of several objects for more accurate sounds and bullet penetration
    • It was not possible to put the KA and M4-A1 Bayonets into the knife slot
    • It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523)
    • Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551)
    • The character could get stuck behind opened doors
    • A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195)
    • It was possible to bury stashes in several places where it shouldn't have been possible
    • Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793)
    • The vicinity tab of the inventory could disappear in certain cases
    • Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813)
    • Fixed various object placement fixes for the Chernarus map
    • Fixed several building issues

    CHANGED

    • Reworked the simulation of vehicles, greatly impacting their general behavior
    • Tweaked vehicle simulation parameters on surfaces for vehicles
    • Reduced the speed of the player when running up/down steep terrain
    • Increased the inertia of the character when accelerating
    • Character slows down more when running turns
    • Character running speed is slowed down in medium water levels
    • 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact
    • It is no longer required to aim to the ground to empty a liquid container
    • Fish, hares and chicken can no longer be skinned using the mosin bayonet
    • Reduced the amount of explosives needed to break open a locked door
    • Improved the holding of the remote detonator receiver in players' hands
    • Improved synchronization of the stealth kill
    • Improved sounds of the gas station explosion
    • Damaged fuel tanks can now be repaired using duct tape or epoxy putty
    • Vehicles are now ruined when their fuel tank is ruined
    • All optics can now be repaired using the electronics repair kit
    • Decreased the improvement of the immune system by high energy/hydration levels on average
    • Most of the items in the world now have their damage state randomized
    • Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often
    • Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days
    • It is now possible to untie another player with bare hands
    • Updated the in-game credits
    • Tweaked the lights distance and brightness for the headtorch and flashlight types
    • The character now turns their head when looking around on ladders
    • Tweaked the font settings on the in-game 2D map
    • Sea chests and wooden crates can be repaired using wooden planks
    • The pipe wrench can no longer be used to repair vehicle engines
    • The common cold should appear less frequently when the character is cold
    • All optics apart from night-vision scopes can be repaired using the electronics repair kit
    • Reduced water required to extinguish a fire when using the canister
    • Added a warning red line to the cooling water temperature in the vehicle HUD
    • Moved various hunting rifles into higher tiers and re-balanced their numbers
    • Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
    • Reduced number of firearms available in the world (CE adjustment)

    LIVONIA DLC

    • Added sawmills
    • Added two new villages
    • Added Brena health care center
    • Added quarries
    • Added deforested areas
    • Added hunting cabins
    • Added forest camps
    • Added summer camps
    • Added tenement blocks to selected cities
    • Added amusement parks
    • Added Dambog ammunition storage
    • Added M1025 wrecks that can spawn its parts
    • Fixed: Various issues with object placement
    • Changed: Respawn locations upon server-switch
    • Changed: Reduced the military spawns within central (overgrown) part of Livonia to be contained to the military bases there
    • Changed: Military and hunting spawn areas on Livonia (areaflags.map)
    • Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers
    • Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
    • Changed: Updated the in-game Livonia tourist maps (portable and static)
    • Tweaked: Town of Sitnik is now Tier 1
    • Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update)

    CHERNARUS

    • Fixed: Various issues with object placement
    • Fixed: Medvezhi lugi was written in Latin letters on the map
    • Changed: Replaced old M1025 wrecks with new variants that can spawn its parts

    SERVER

    • Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server
    • Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647)
    • Added: Navigation-related settings to the cfgGameplay.json - Documentation
    • Added: Inertia-related settings to the cfgGameplay.json - Documentation
    • Added: Warning about duplicate prototype being skipped
    • Added: DE error messages indicating incorrect Limit setup
    • Added: Option to set scale of the object in the object spawner json files - Documentation
    • Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50)
    • Fixed: LoadPrototype warnings were sometimes not displayed
    • Fixed: LoadPrototype statistics were sometimes incorrect
    • Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647)
    • Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586)
    • Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled
    • Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1
    • Changed: Improved warning message about failed cluster adding

    LAUNCHER

    • Added: Launcher can now view cached offline favorited servers
    • Fixed: Crash data was not properly separated between the Experimental and Stable branches
    • Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206)
    • Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility

    MODDING

    • Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation
    • Added: Script DbgUI now works on the diagnostic executable
    • Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting
    • Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects
    • Added: World::GetGridCoords for translation of world position into grid position
    • Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs
    • Added: typename.GetModule
    • Added: Class.StaticGetType
    • Added: EnProfiler with API to profile script
    • Added: Scale is replicated upon object creation
    • Added: Additional EventTypeTypeIDs
    • Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344)
    • Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds
    • Added: Function Weather::SuppressLightningSimulation
    • Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects
    • Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal
    • Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to
    • Added: CentralEconomy.c documentation
    • Added: Base classes for each vehicle simulation we have in the game
    • Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead
    • Added: Support for "-=" operator for arrays in the config
    • Fixed: Double clicking on a call stack in Workbench did not always go to the correct file
    • Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader
    • Fixed: Several Workbench start-up crashes when script can't compile
    • Fixed: Several bugs leading to script compile error not displaying any error
    • Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing
    • Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working)
    • Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345)
    • Fixed: Localization of mod info was not updated until the game was restarted
    • Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled
    • Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065)
    • Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773)
    • Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081)
    • Fixed: Map markers being offset by +5 on the x axis
    • Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output
    • Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191)
    • Fixed: Dispatch Player avoidance
    • Fixed: Loot spawn player avoidance now takes group radius into account
    • Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex
    • Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344)
    • Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately
    • Changed: Updated CfgConvert in the tools
    • Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051)

    KNOWN ISSUES

    • Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change)
    • Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change)
      • this change is also recommended for community servers to ensure vehicle stability

    PC Experimental 1.19 Update 2 - Version 1.19.155316 (Released on 29.09.2022)

    GAME

    FIXED

    • Fixed a server crash related to restraining players
    • The player would slide down hills when walking backwards on slopes/stairs
    • The player could get launched into the air while colliding with an object while swimming
    • Fixed several faulty character interactions with the environment
    • It was possible to cancel the rolling animation by entering iron sights
    • It was possible to access the inventory while still being restrained
    • The fireplace was not correctly created with a punched card as tinder
    • Punched cards could not become drenched
    • Locked underground doors can now be opened by force
    • Several items showed a false "ignite" widget when approached with the blowtorch
    • Igniting brooms with the blowtorch did not consume butane
    • The start knob of the M1025 would disappear after the engine was started
    • Crashing into objects with the M1025 at low speeds would still result
    • Reduced damage to the engine by extreme RPMs

    CHANGED

    • Reduced the chance of SSG 82s spawning on infected
    • Tweaked the damage materials for the GPS receiver
    • The 3rd person camera for M1025 has been moved further away from the vehicle

    LIVONIA DLC

    • Added new sounds to the underground section for water level changes
    • Added: New type of hangar (Prison) into Dambog ammunition storage
    • Added: All plate carrier variants are now in both Livonia and Chernarus CE setups (spawns were untouched)
    • AI could glitch through the underground entrance
    • Fixed several terrain and collision issues
    • Changed: Military and hunting spawn areas on Livonia (areaflags.map)
    • Tweaked: Removed all spawnpoints from the ground in Dambog ammunition storage
    • Tweaked: Reduced the number of military convoys, spawning on Livonia
    • Tweaked: Reduced the chance for punched card to appear in cargo of the special convoy infected
    • Tweaked: Reduced the chance of SSG82 magazines spawning in police infected cargo

    Frage an die GDZ-Modder: Wird die rechte hohe GDZ-Abnutzungsrate wieder etwas runtergedreht, da Gegenstände mit 1.19 im Schnitt deutlich kaputter spawnen. Man könnte die erste Woche ja mit der halben "extra GDZ-Abnutzung" spielen, um zu sehen, wie sich beide Mechanismen ergänzen.

    haha....burnout im Skoda! Auch schön ist das Hochdrehen des Motors wenn Antriebsräder in der Luft.

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