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Experimental Update 1.20 (Change Log)

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PC Experimental 1.20 Update 1 - Version 1.20.155659 (Released on 19.01.2023)

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

  • Mime masks
  • Carnival masks
  • Warning icons for the connection stability and server performance

FIXED

  • Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891)
  • It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358)
  • When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again
  • It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975)
  • Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned
  • Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931)
  • Drink sounds were not played when drinking from pots or cauldrons while prone
  • Impact sound of items when landing in water was repeating itself
  • It was possible to shave characters while having their face covered
  • Equipped belts were not accumulating wetness
  • Explosives could not be armed reliably (https://feedback.bistudio.com/T168007)
  • Reduced instances of vehicle access being prohibited due to another user already interacting with it
  • Fixed several broken character animations while restrained in prone
  • Improved damage zones of the M1025
  • M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594)
  • Sound of taking the SSG 82 magazine was doubled while prone
  • The player could get stuck in throwing stance
  • During combat with infected, the player's position could get reset to a previous infected kill (https://feedback.bistudio.com/T167694https://feedback.bistudio.com/T168690 - private)
  • ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015https://feedback.bistudio.com/T165855)
  • Jumping while having a gag applied or removed could desync the player
  • Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private)
  • It was not possible to cover/uncover a characters head while they are prone
  • It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private)
  • The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360)
  • Inventory icon of the deployed spotlight was badly cropped
  • Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967)
  • Items were interfering with the character collision when dropped from gift boxes upon their destruction
  • Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131)
  • Using the quick bar while moving items in the inventory could result in desync
  • Some twin doors could not be closed (https://feedback.bistudio.com/T160737)
  • Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950)
  • Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534)
  • VOIP did not work after reconnecting the microphone 
  • It was possible to access certain underwater locations
  • Portable maps could display wrong map features when switching between servers running different terrains
  • Fixed character collision shape shifting causing clipping through structures
  • It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private)
  • The character collision shape would not adjust when falling into water
  • Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688https://feedback.bistudio.com/T162468https://feedback.bistudio.com/T162412https://feedback.bistudio.com/T164586)
  • The head-torch with the yellow light did not update its light location in all cases
  • Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114)
  • Chemlight on ground models of utility bags not lighting from the correct position
  • A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private)
  • The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private)
  • Smoke grenades wouldn't show smoke outside of the players near distance network bubble
  • Doors could have their animations and sounds played when reconnecting
  • Previously felled trees would play their fall-animation upon reconnect
  • Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in
  • Grass did not move with the wind on the tenement buildings
  • Bear traps could hit the player in multiple zones
  • The M3S truck was missing a sound related to high RPM
  • Reversing lights of the M3S truck did not emit light
  • Reversing lights did shine even when the engine was off
  • Stamina was not decreasing during jogging in deep water
  • Fixed several issues with individual buildings
  • Fixed bad rendering of specific trees
  • Source of the car horn sound was not properly located in 3rd person view
  • The Santa infected did not scream while attacking
  • Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577)
  • Dropping the wooden cooking tripod would make metal sounds
  • The unloading sound and bullet animation of the Longhorn were not in sync
  • The dry fire sound of the Derringer was too quiet while prone
  • Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private)
  • An exploit allowed to repair car parts to the pristine state
  • It was possible to repair vehicle engines while they were running
  • Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155)
  • The M1025 driver was accessing the wrong lever when switching gears
  • Damaged Santa's hats looked pristine while worn
  • The Claymore mine explosion did not have the proper volume when the player was facing away
  • Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660)
  • Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330)
  • It was possible to deploy the spotlight using the drop action
  • The Gunter 2 did not have sounds when removing and attaching wheels
  • Large clusters of rocks and cliffs could result in in client performance drops
  • Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465)

CHANGED

  • Vehicles can spawn without wheels again
  • Wheels can again be damaged
  • Reworked item weight calculation (fixing several bugged item weights)
  • Item wetness now influences their weight again
  • Weight of the carried gear now impacts player movement inertia
  • Increased the time needed to refill the car radiator
  • Checking a player's pulse is now a continuous action
  • Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
  • The stairs of the concrete silos are now usable to access the roof
  • Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
  • Improved the surface detection for throwing impact sounds
  • Optimized the character update to environmental exposure
  • Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)
  • Positional wind and tree creaks are more audible now
  • Tweaked the 3rd person camera collisions to reduce possibilities of exploits
  • The 3rd person camera zooms in when an obstacle is in front of the camera
  • Disconnect due to a server restart will no longer kill restrained players
  • Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
  • You can now stealth-kill with the Cleaver
  • Replaced outdated dirt pile model
  • Updated textures on static pipes
  • Updated sounds for the different stages of cooking for more variety
  • Slightly increased the volume of the stealth kill
  • Improved the sun reflection on water and changed its color in quarries

CHERNARUS

  • Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
  • Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
  • Tweaked: Increased audibility of the positional bird sounds during windy weather
  • Changed: Adjusted player spawn points for more even distribution

SERVER

  • Added: Server config parameters for connectivity warnings (Documentation)
  • Added: Gameplay JSON version mismatch and default value handling
  • Added: Parameter to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation)
  • Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation)
  • Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation)
  • Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
  • Added: Warning when DE spawns an entity with no Types entry
  • Fixed: Sawedoff18 was missing from types
  • Fixed: Deleting events.bin but not vehicles.bin would cause events composed of eventgroups to have the possibility to spawn inside each other
  • Changed: Improved error messages and error handling regarding storage location
  • Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player

MODDING

  • Added: DiagMenu script API
  • Added: Variety of new debug settings within the script section of the DiagMenu
  • Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
  • Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
  • Added: 'EntityAI.IsSimpleHiddenSelectionVisible'
  • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states
  • Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances
  • Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact
  • Added: Collision overlap testing methods to DayZPhysics
  • Added: "$storage:" prefix can now be used to access storage through script
  • Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
  • Added: Launch parameter for diag exe to allow window resizing '-resizeable'
  • Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
  • Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
  • Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
  • Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
  • Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
  • Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
  • Fixed: ScriptCallQueue.GetRemainingTime(...) methods
  • Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
  • Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488)
  • Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746https://feedback.bistudio.com/T151279)
  • Fixed: Scripted command method 'PrePhys_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933)
  • Changed: Moved and renamed certain RPCs relating to Diags to prevent conflicts and usage outside of Diag
  • Changed: ScriptInvoker now has additional flags and documentation
  • Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
  • Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these
  • Changed: Improved func reliability and error messages
  • Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe
  • Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
  • Changed: Weapon and magazine textures now contain the bullet for better optimization
  • Tweaked: Widget::GetRotation exposed
  • Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
  • Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)

KNOWN ISSUES

  • Due to a navmesh issue causing infected to run through closed doors, official PC Livonia Experimental servers will only be available from next week
  • Bleeding effect reappears on screen after dying while bleeding
  • Player cannot get bleeding from punching with empty hands into objects
  • Bleeding effects remain on the screen after player respawn, with helmets equipped
  • User can not hear other players, when joins the server without a microphone plugged in

______________________________________________________________________________________________________________________________________________________________________________________________________________________________

PC Experimental Update 2

PC Experimental 1.20 Update 2 - Version 1.20.155700 (Released on 26.01.2023)

GAME

FIXED

  • Stealth-killing infected with rifle bayonets could result in a glitch
  • Carnival masks could not get wet while equipped
  • Carnival masks did not make sounds when thrown
  • Player corpses had collisions after committing suicide
  • Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862)
  • The player collision was conflicting with vehicles while sitting in them
  • It was not possible to pull corpses from vehicles
  • Players could not get bleeding sources from punching objects with bare hands

LIVONIA

  • Fixed: Infected were running through closed doors
  • Police cars were not spawning loot

MODDING

  • Added: 'Human.PhysicsEnableGravity' for enabling/disabling gravity
  • Added: 'dBodyIsSolid' (and 'Human.PhysicsIsSolid') for checking if the entity has collision enabled
  • Added: 'dBodySetSolid (and 'Human.PhysicsSetSolid') for enabling/disabling the collision checking of an entity
  • Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870)
  • Fixed: On Diag exe, when one player's hands got bloody, all nearby player's hands would as well
  • Fixed: Conflicting synchronization of entity hierarchy with 'IEntity.AddChild' and 'Human.LinkToLocalSpaceOf'
  • Fixed: 'CollisionOverlapCallback' destructor wasn't being called

KNOWN ISSUES

  • Bleeding effect reappears on screen after dying while bleeding
  • Bleeding effects remain on the screen after player respawn, with helmets equipped
  • Users can not hear other players, when they join a server without a microphone plugged in

______________________________________________________________________________________________________________________________________________________________________________________________________________________________
 

PC Experimental 1.20 Update 3 - Version 1.20.155743 (Released on 02.02.2023)

GAME

FIXED

LAUNCHER

  • Fixed: Incorrectly formatted servers could result in a launcher crash
  • Fixed: The launcher could display duplicated servers with the same IP/Port

MODDING

  • Added: Command line parameter '-scrDef' to enable modding defines in script in Workbench/Diag executables
  • Added: Command Line option '-newErrorsAreWarnings' to Diag/Workbench executables
  • Fixed: Buldozer crashing after selecting an object which was deleted and restored (https://feedback.bistudio.com/T169650)
  • Fixed: Base game script defines weren't available in 'engine' and 'gameLib' script modules (https://feedback.bistudio.com/T169907)

KNOWN ISSUES

  • Users can not hear other players, when they join a server without a microphone plugged in
  • Like 4
  • Thanks 2
  • Confused 1
  • Beans 3

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thx for big patch fix. gota test it all.

p.s. eta with files available on steam?

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@Kyiara forgive me, I see individual fixes for certain vehicles, I see tires can now be left off vehicles, but I don't see any reference to further fixes of vehicle stability.  Can you clarify this?  I was under the impression that this patch would further iterate on the change with vehicles from last patch 1.19.

Also, curious, why put the connection and server messages in.  The game originally had a connection icon (link chain), and it was decided it wasn't needed.  Why bring that back now?

 

 

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28 minutes ago, oryhiou said:

Any progress on weapon raise bug, or hand bug issues?

they acknowledged on stream yesterday that theyve identified multiple issues and they're still working on it, but currently nothing to comment on at this time

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umm.. there is annoying sound bug with a car when you press H
sound gets bugged from the car location and will continue to sound even if you drive forward

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Can we please fix vehicles, they are completely broken since 1.19.

Also why don't damage settings for tents and fences work? Our server has set disabledamage to 1 but they can still be broken.

Edited by Supsuli

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4 minutes ago, Supsuli said:

Can we please fix vehicles, they are completely broken since 1.19.

Also why don't damage settings for tents and fences work? Our server has set disabledamage to 0 but they can still be broken.

BI does ignore it's own variables.  I have deadplayerlifetime set at default, 3600 seconds, yet player bodies despawn after 20 minutes.  I have set that GLOBAL variable to 5 seconds, yet, player bodies despawn after 20 minutes.  I could go on, but yeah, it is what it is at this point.

 

  • Beans 1

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Hello, good wishes to those present.

My concern is about the official NY experimental server. Maybe someone has mentioned it, but they aren't running.

Thanks

Z. P.

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They must start somewhere, these variables, which means just another portion of files outside of clients reach. What's the point of modding if it's limited?

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1 hour ago, THEGordonFreeman said:

BI does ignore it's own variables.  I have deadplayerlifetime set at default, 3600 seconds, yet player bodies despawn after 20 minutes.  I have set that GLOBAL variable to 5 seconds, yet, player bodies despawn after 20 minutes.  I could go on, but yeah, it is what it is at this point.

 

Body lifetimes are bugged as fudge, yet when testing internally the devs have been unable to confirm this, so despite multiple tickets on the subject they have gotten nowhere with it. There is a workaround however - add each survivor model's classname to types.xml and set their lifetime to whatever you want it to be. Server restarts will still clear dead bodies, no way around that, but in this manner you can get bodies to at least remain until next server restart. Which means you get to see their decomposition stages, which are practically never seen since bodies despawn as soon as you turn your back...

More info in this ticket:

https://feedback.bistudio.com/T145488

  • Thanks 1

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1 hour ago, clod999 said:

Fixed several exploits used to look through walls?? Really??  Still in 1.20:
<snip>

Several does not mean all. Also, do post videos like that in a private ticket on the feedback tracker, we don't want exploiters to learn every trick in the book on the off-chance they haven't seen that particular one yet.

Edited by Derleth
  • Like 2

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Love the update and cars feel much better now. Still wish they had more traction and maneuverability after slipping a little. One thing i don't like is how much slower the character gets by carrying more weight. If I have 50% of my stamina it feels like I'm heavy as a truck.

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1 hour ago, Derleth said:

Body lifetimes are bugged as fudge, yet when testing internally the devs have been unable to confirm this, so despite multiple tickets on the subject they have gotten nowhere with it. There is a workaround however - add each survivor model's classname to types.xml and set their lifetime to whatever you want it to be. Server restarts will still clear dead bodies, no way around that, but in this manner you can get bodies to at least remain until next server restart. Which means you get to see their decomposition stages, which are practically never seen since bodies despawn as soon as you turn your back...

More info in this ticket:

https://feedback.bistudio.com/T145488

So it's been an issue since October 9, 2019... WOW.

  • Haha 1

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14 hours ago, Kyiara said:

Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)

sadface.jpeg

I understand that they needed a nerf but they sound like regular shoes now - noise and sound  - is this intended? I mean shouldn't they be as loud as "athletic shoes" but with the "rag shoe" sound file? (which is the "no shoe" sound file i guess)

  • Like 1

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Is this going fix AMD GPU issues like playing at 144 locked in most cases unless am in town's dip to 60-70 fps.. And when am looking around at 144 fps i drop 40 fps and feels like playing a game at locked 60 fps? Also getting off DX11_1 to DX11_3 would fix all issues AMD gpus have. The frame pacing is terrible 

Edited by mobbie

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11 hours ago, THEGordonFreeman said:

@Kyiara forgive me, I see individual fixes for certain vehicles, I see tires can now be left off vehicles, but I don't see any reference to further fixes of vehicle stability.  Can you clarify this?  I was under the impression that this patch would further iterate on the change with vehicles from last patch 1.19.

Also, curious, why put the connection and server messages in.  The game originally had a connection icon (link chain), and it was decided it wasn't needed.  Why bring that back now?

 

 

It is absolutely wonderful to see that the developers have patched up the final remaining minor bugs related to vehicles in 1.20. Of course they didn't touch vehicle stability; that was already addressed and taken care of in 1.19, in case you missed the memo. Now that we got an engine update for stability at a bug patch to follow we finally have as perfect a vehicle experience as you can get in just about any video game on the market. Congratulations BI, you really outdid yourselves this time!

  • Confused 1

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What's about enable forum feature for discord posts about updates?

 

https://discord.com/channels/130030068377452544/175640639029903360/1065636556301410405

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2 minutes ago, clod999 said:

Fixed several exploits used to look through walls?? Really??  Still in 1.20:
<SNIP>

You already posted that once. Several does not mean all. Also you should remove the link and post it as a private feedback ticket on the tracker, or you're basically just spreading exploit instructions. 

  • Like 1

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Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles

So "adjusted" in this case equals "removed"? You can now walk through barrels as if they are not there... While this will certainly frustrate base raiders and save the odd vehicle, it is not a good change.

What happened with those "heavy object physics" you were working on two (or is it three???) years ago. For one build in one experimental, barrels would roll downhill (and servers crash...), having vehicles' mass actually trumping that of the barrel to send it flying would be just a tad more elegant than making it immaterial.

Edited by Derleth
  • Like 2

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45 minutes ago, Derleth said:

You already posted that once. Several does not mean all. Also you should remove the link and post it as a private feedback ticket on the tracker, or you're basically just spreading exploit instructions. 

Sorry, I made this bug on the tracker, but they made it private and just don't care. I've been waiting for almost a year. My goal is to make sure that as many people as possible know this. I will spam this link wherever possible. That's the only way developers do things. An example is Wobo's last bug about "Hitboxes of items in characters hands were misplaced" as soon as many people found out about it they did something.

Edited by clod999
  • Thanks 1

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14 minutes ago, clod999 said:

@Derleth look someone has already made a new bug. I wonder how quickly it just becomes private.  https://feedback.bistudio.com/T169841

They are made private just to avoid that they are spread to ppl who will use the exploits, that's the whole point..

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1 hour ago, Derleth said:

They are made private just to avoid that they are spread to ppl who will use the exploits, that's the whole point..

if its a year old then people already know it

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