Experimental Update 1.23

  • DayZ Experimental Update 1.23 kommt heute, 05.10.2023


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  • PC Experimental 1.23 Update 1 - Version 1.23.156797 (Release on 05.10.2023)

    A Humble Request to Community

    • Despite our rigorous QA process, given the extensive nature of these changes, we anticipate there may be some unfound bugs or issues. This is where our incredible community comes in! We humbly request that if you come across any quirks or issues, please let us know. Your keen eyes and passionate feedback have always been an essential part of our development process, and we deeply appreciate your continued support and collaboration.

    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

    • Characters can now push vehicles
    • Designated marksman rifle (DMR) with 10- and 20-round magazines
    • Field Shovel
    • Padded Gloves
    • Winter Coif
    • OKZK hat
    • Petushok hat
    • Firefighter M3S Wreck
    • The server browser now displays the number of players in the waiting queue
    • Sound for deploying fireplaces and improvised explosives
    • Sounds for crafting rags
    • Sounds for washing hands
    • Sounds for locked valve doors
    • Sounds for cutting planks
    • Sounds for (un)equipping the pipe wrench
    • Sounds for pulling corpses from vehicles
    • Sounds for placing a claymore mine
    • Sounds for placing and arming the improvised explosive
    • Sounds for crafting fireplaces
    • Sounds for crafting a hand drill
    • Functionality to hide/show the password when entering servers

    FIXED

    CHANGED

    • Major overhaul of the skybox and its textures
    • Reworked the interior of the large castle tower
    • Removed a redundant sound during the gas canister explosion
    • Disabled shadows for fireworks and reduced their light radius to reduce their performance impact
    • Increased maximum bandwidth limits of Client->Server traffic to reduce movement desync when firing weapons
    • Updated the game credits
    • Renamed the fire-mode of the crossbow from semi-auto to single (https://feedback.bistudio.com/T174788)
    • The clutch for the M3S now triggers faster
    • Increased the inertia of the M3S
    • Slightly adjusted the weight of the M1025 Offroad to be able to climb climbing hills
    • Adjusted explosion sounds and ranges
    • Tweaked red tracer bullets for better visibility (https://feedback.bistudio.com/T173456)
    • Adjusted vehicles for better control on grass

    CENTRAL ECONOMY

    • Changed: Reduced the spawning of warm hats to account for newly added items

    CHERNARUS

    • Added: Overhead lines for the railway network
    • Changed: Major overhaul for the Vybor Air Base (NWAF)
    • Changed: Moved ASVAL and VSS spawns from contaminated areas to high tier military areas and increased their numbers
    • Changed: Moved VSD and FAL to contaminated area spawns and decreased their numbers
    • Changed: Moved KA74, KA74U and M16A2 to higher military tier spawns

    LIVONIA

    • Changed: Base building items can no longer be placed in the Livonia underground
    • Changed: Moved ASVAL and VSS spawns from contaminated areas to high tier military areas and increased their numbers
    • Changed: Moved VSD and Aug from military to contaminated area spawns and decreased their numbers

    SERVER

    • Added: Group Spawning system (documentation*)
    • Added: cfgPlayerSpawnGear.json to assign gear for players to spawn with (documentation)
    • Added: New gameplay json parameter to disallow items spawning in underground areas documentation*)
    • Added: Gameplay config ability to disable respawn of unconscious players from the ingame menu (documentation*)
    • Fixed a typo related to vehicleparts resulting in CE errors

    LAUNCHER

    • Added: The server browser now displays the number of players in the waiting queue
    • Added: DLC section
    • Fixed: Traditional Chinese language was not properly functioning

    MODDING

    • Added: 'Object.GetActionComponentsForSelectionName', 'Object.GetActionComponentCenter', 'Object.GetActionComponentCenterOOB' and 'Object.GetActionComponentMinMax'
    • Added: Expanded on the Door API for Building, adding in events, state accessors and getting the maximum door count
    • Added: "space" panorama layer
    • Added: "atmosphere" panorama layer, deprecated "sky" panorama layer
    • Added: Renamed "horizon" panorama layer, deprecated "horizont" panorama layer
    • Added: "spaceIntensity" to weather config, controls brightness of space texture
    • Added: "atmosphereIntensity" to weather config, controls how much of the atmosphere is visible
    • Added: Diag menu "DayZ render > Sky" for disabling individual parts of the sky (documentation*)
    • Added: Script Editor: Dropdown 'Build' > 'New Errors Are Warnings', works same as command parameter '-NewErrorsAreWarnings=1'
    • Added: 'HumanInputController.OverrideFreeLook' to force enable/disable freelook
    • Fixed: Attached sounds would play at the origin of the parent when offset
    • Fixed: r-value would be ignored when finding a function to be called, i.e. a static function could be called through any variable like 'GetGame().SpawnEntity' where 'SpawnEntity' is a static global function
    • Fixed: Sky was purple in buldozer under circumstances where the weather was not being updated due to horizon not being initially set on world load
    • Changed: Streamlined the deploy sound playback script implementation
    • Changed: 'Object.GetBonePivot' now supports memory lod, added 'Object.GetMemoryLevel'
    • Changed: Moved 'string.Get' and 'string.Set' to native for slight performance improvement
    • Changed: Moved "starsIntensity" to lighting config to configure at each sun angle
    • Changed: 'LightingNew' config will now ignore any class that starts with 'Default', can be used for inheriting default parameters amongst sun angle/height/overcast groups
    • Changed: Config entries that expect a color now support a single float value as a grayscale entry without alpha (e.g. LightingNew diffuse entry)
    • Changed: 'HumanInputController' overriding supports 'HumanInputControllerOverrideType' to allow overriding a value for only one input frame

    KNOWN ISSUES

    • Server connection might be rejected with error message 0x00020009 - we are looking for exact reproduction steps
    • The DMR might have glitched animations while shooting in prone - a fix is in internal testing
    • The sun and moon are not in all cases displayed as desired
    • When entering a false password, access to the server might be prevented until server restart
    • Cars can be pushed from far away or from the roof - a fix is in internal testing


    One of the major additions in this update are player spawn groups. We’ve updated the player spawn system in such a way that it now cycles between pre-defined sets of positions during a server’s runtime. Our primary goal is to keep fresh players closer together and to increase the chances of interactions. Finding good values for this new system may take a bit of time, so please let us know what your experience is like.


    Speaking of player spawns, we’re also introducing the ability to adjust player spawn gear through a dedicated mission file. Documentation for both of these features will be coming to the official wiki during the experimental period.


    We made a number of tweaks to driving the M3S truck and M1025 off-road, which should help players while driving uphill and during general off-road conditions. In addition to this, we’ve also introduced a push vehicle action, which should help get vehicles unstuck from various light crashes with the environment. We’ve also continued efforts to increase your immersion by adding more custom sounds to actions within the game. You can find a list of them in the change notes. Keep in mind that this is a massive undertaking, but we are slowly getting to them all.


    The server browser has received quality of life improvements again, this time with the introduction of the number of players (if any) in the queue, as well as displaying the time on each server (previously missing in the console server browser). We’ve also decided to disable the placing of base building objects in the underground areas, though server owners can re-enable it through the server-side settings.


    The long awaited overhaul of the Vybor Air Base (commonly known as NWAF) on Chernarus has arrived, alongside many supporting assets. We hope these changes will improve your experience within the area by making the looting less tedious and interactions more fun overall. Speaking of looting, we made some adjustments to the distribution of higher tier weapons in both Chernarus and Livonia. While you’re (probably) shooting at each other at the updated airfield, please keep an eye out for any character movement desyncs on your targets while shooting between trees, as we’ve been working on some low-level fixes to tackle desyncs during those situations.


    We’ve added a lot of cosmetic items (primarily for your player’s head), and the field shovel has made a comeback. There’s also a brand new rifle, which may look familiar to those of you who used to play the old Arma 2 mod.


    Finally, you may want to look up this time around, as things should feel very different!


    DayZ

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  • Ich habe mir mal den neuen NWAF angeschaut...


    Naja, nicht hässlich.

    Teilweise schön gestaltet (Livonia-Niveau)


    Aber keine wirklichen Neuerungen.

    Leider kein Bunker, keine Tunnel unter dem Flugfeld.


    Auch nichts derartiges angedeutet.


    Die neue Militär-Feuerwache ist nur ein neuer Skin, zwar schön, aber im inneren 100% identisch zu der zivilen Feuerwehrstation.

    Da hätte ich mir wenigstens eine andere Gestaltung der Räume gewünscht.


    Das im Teaser gezeigte "Camo-Jail" - Gebäude, also die neue Version davon gibt es in ganz Chernarus nur ein einziges mal.


    Und nein, wie von all den Preview-Videos zu dem Teaser, ist der Anbau, neben der Doppeltür weiterhin nicht begehbar.


    Auch im inneren keine Änderung, die Räume im neuen Camo-Jail sind identisch gestaltet wie beim alten Camo-Jail auch.


    Nur dass es unter der Treppe noch mal nach unten in den Untergrund geht.


    Dort gibt es eine vermüllte Bunkertür (ähnlich wie im Tisy-HQ) und ein paar Kellerräume.


    Auf dem Dach allerdings viele Details.

    Scheinbar für die Lore oder dem Patch-Trailer.


    Den neuen Chernarus-Himmel finde ich jetzt nicht sonderlich schön, da ist mir meine Mod-Skybox lieber.


    Ich hoffe, dass die schönere Livonia-Skybox auch bei Chernarus genutzt werden kann.


    Ansonsten bin ich die ganze Karte angeflogen und habe sonst nicht wirklich Neuerungen an der Landschaft entdeckt.


    Features sind ja ganz net.

    Die neuen Klamotten auch.


    Das DMR, naja...

    Vom Flughafen bin ich etwas enttäuscht.


    Aber vielleicht kommt der Bunker ja noch irgendwann mal...

    Ich möchte mich für vermutlich unnötige Fragen im Forum, die man sich evtl durch testen usw selber beantworten könnte entschuldigen.

    Leider bin ich beruflich bedingt immer mal für 12 ganze Tage am Stück nicht zuhause!

    Ich arbeite deutschlandweit im Schichtdienst und das gut und gerne auch mal bis zu 16 Stunden.

    Mir steht nicht die Möglichkeit zur Verfügung einen Patch, eine Mod oder etwas anderes auf die schnelle zu testen.

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  • PC Experimental 1.23 Update 4 - Version 1.23.157045 (Release on 21.11.2023)

    GAME

    FIXED

    CHANGED

    • Reduced the intensity of god-rays

    SERVER

    LAUNCHER

    • Fixed: Sever details in the server browser claimed a missing Livonia DLC for servers not running Livonia
    • Fixed: Closing the server details in the server browser unfocused the launcher

    MODDING

    • Fixed: Bullet Physics Library shape tests in Camera Solver or exposed in script class 'DayZPhysics' wouldn't appropriately ignore objects that have a skeleton (i.e. HouseNoDestruct)

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