[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4458811/f0167aa6628a308aecb9d47249522ddf780f9278.jpg[/img] Hello Survivors!  The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan. While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below! https://www.youtube.com/watch?v=5bJ_sBgLTxo [h1]New vehicle[/h1] [b]Olga 24[/b] Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads. [img]https://i.imgur.com/pV0YlXp.png[/img] [h1]New Firearms[/h1] [b]LAR[/b] The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets. [img]https://i.imgur.com/EOzk7Z7.png[/img] [b]M70 Tundra[/b] The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition. [img]https://i.imgur.com/GaBbTjE.png[/img] [h1]New & improved weapon attachments[/h1] [list] [*]Usable backup iron sight of the ATOG[/*] [*]Compensator for the Mosin 91/30[/*] [*]Mini Sight (small red dot)[/*] [*]RVN sight[/*] [*]Individual zeroing of iron sight and telescopic sight for compatible items [/*][/list] [h1]Clothing[/h1][list] [*]Holster and pouch for the plate carrier vest[/*] [img]https://i.imgur.com/c18nTsm.png[/img] [*]Assault vest and its butt-pack[/*][/list] [img]https://i.imgur.com/nmOdteu.png[/img] [h1][b]Inventory[/b][/h1][list] [*]Ability to move slowly while displaying the inventory[/*] [*]Better visualisation of the inventory content[/*] [*]Proper scaling of items in the hands slot[/*] [*]Ability to have containers as an attachment (e.g. pouch on a plate carrier)[/*] [*]Various icons and visuals[/*] [*]Ability to reorder the inventory containers[/*][/list][h1] [/h1][h1][b]Other[/b][/h1][list] [*]Possibility to kill an infected in melee hit (e.g. with an axe), from the back[/*] [*]Changes to night lighting[/*] [*]New Noise indicator to encourage stealthy gameplay[/*][/list][h1] [/h1][h1]Patchnotes[/h1] [b]NOTES[/b] [list] [*]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 [url=https://support.bohemia.net/dayz]Bohemia Interactive support F.A.Q.[/url], [url=https://forums.dayz.com/topic/238481-troubleshooting-faq/]DayZ F.A.Q.[/url], or [url=https://www.battleye.com/support/faq/]BattlEye F.A.Q.[/url][/*] [*]You can help us to further improve the game by posting your feedback on the [url=http://feedback.dayz.com/]Feedback Tracker[/url].[/*][/list] [b]ADDED[/b] [list] [*]Added: OLGA 24 with attachments[/*] [*]Added: LAR with attachments[/*] [*]Added: M70 Tundra[/*] [*]Added: .308 WIN ammunition[/*] [*]Added: Assault vest[/*] [*]Added: Utility buttpack[/*] [*]Added: Plate carrier holster and pouches[/*] [*]Added: Mini red dot and RVN sights[/*] [*]Added: Mini red dot sights now compatible with CR-75 and BK-133 as well[/*] [*]Added: Functional back iron sights on ATOG optics[/*] [*]Added: Toggle iron sights/scope aim by pressing RMB[/*] [*]Added: Precise weapon lifting by weapon length[/*] [*]Added: HUD noise indicator[/*] [*]Added: Improved inventory icons rendering[/*] [*]Added: Inventory icons dynamic scaling[/*] [*]Added: Ability to one hit kill infected from behind with selected items[/*] [*]Added: Particle effects visible on the inventory player character[/*] [*]Added: Inventory character has items in hands[/*] [*]Added: Ability to walk (but not jog or sprint) while inventory is open[/*] [*]Added: Quick add to quickbar by hovering and pressing a number key[/*] [*]Added: Highlighting to hovered items in inventory[/*] [*]Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)[/*] [*]Added: Mosin 91/30 compensator[/*] [*]Added: Independent firearm zeroing for iron sights and scopes[/*] [*]Added: Option to change the order of inventory cargo containers[/*] [*]Added: Hand cramp for brain disease[/*] [*]Added: Injury animation is visible in inventory view[/*] [*]Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)[/*] [*]Added: Footsteps sounds for movement inside tents[/*] [*]Added: Footsteps scuff sounds for grass surface[/*] [*]Added: Sounds for lock/unlock doors action[/*] [*]Added: Sounds for combination locks[/*] [*]Added: Sound animation events for heavy hit animations[/*] [*]Added: New set of sounds for male infected[/*] [*]Added: Sounds for hot and freezing character animation[/*] [*]Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)[/*] [*]Added: Sounds for pick up and drop action for various items[/*] [*]Added: Position dispersion when infected cannot see the target, but can hear it[/*] [*]Added: [url=https://community.bistudio.com/wiki/DayZ:Administration_Logs]Expanded admin log[/url] (detailed hit messages, placement & base building action logging, player list printout)[/*] [*]Added: Muzzle flash effect for Mosin compensator[/*][/list] [b]FIXED[/b] [list] [*]Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7[/*] [*]Fixed: Server crash caused by in-game actions[/*] [*]Fixed: Server/client errors upon loading weapon[/*] [*]Fixed: Client error when equipping bandana[/*] [*]Fixed: Server error when manipulating vehicles parts[/*] [*]Fixed: Client error when manipulating barrel[/*] [*]Fixed: Client error when manipulating radios[/*] [*]Fixed: Client error when manipulating dead infected[/*] [*]Fixed: Client error when removing wooden logs from fence or watchtower[/*] [*]Fixed: Client error when disconnecting near a radio control panel[/*] [*]Fixed: Client error when removing rag from the mouth[/*] [*]Fixed: Client error when attaching combination locks[/*] [*]Fixed: Client error when committing suicide with weapon[/*] [*]Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )[/*] [*]Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)[/*] [*]Fixed: Blending of textures on Skybox (previously causing sudden flashes)[/*] [*]Fixed: Weak dynamic lights during dusk and dawn[/*] [*]Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at[/*] [*]Fixed: Items can be picked up through walls (T137847)[/*] [*]Fixed: Texture artefacts on the crosshair[/*] [*]Fixed: Player can skip vomiting by staying crouched[/*] [*]Fixed: Player can skip vomiting by jumping[/*] [*]Fixed: Salute gesture keeps items in hand[/*] [*]Fixed: BK-133 does not change textures according to damage states[/*] [*]Fixed: Speed of inventory scrolling[/*] [*]Fixed: FPS drop when dismantling/destroying base building parts[/*] [*]Fixed: Barbed wire attached to fence will now move properly when opening gate[/*] [*]Fixed: Player does not get proper damage while standing in flames[/*] [*]Fixed: Driving over a character with a vehicle does not inflict damage[/*] [*]Fixed: Player receives damage from a vehicle while standing close to it[/*] [*]Fixed: Some gestures with weapons make arms twitch[/*] [*]Fixed: Infected do not inflict any damage to animals[/*] [*]Fixed: Player becomes deformed for others while sitting in a car[/*] [*]Fixed: Windows cannot be destroyed for some of the vehicles[/*] [*]Fixed: Splitting/combining rags will overlay another item in the inventory[/*] [*]Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)[/*] [*]Fixed: Items can be put in hands via inventory while sitting in a vehicle[/*] [*]Fixed: Projectile impacts do not alert infected[/*] [*]Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)[/*] [*]Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)[/*] [*]Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)[/*] [*]Fixed: Switching seat while driving will result in a silent vehicle (T137285)[/*] [*]Fixed: Item size changes visually for wielded item when logging off (T136822)[/*] [*]Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)[/*] [*]Fixed: Environmental damage is not logged correctly in server logs (T137257)[/*] [*]Fixed: Attacking infected clip through the player (T137370)[/*] [*]Fixed: Missing arrow mark on items with container or attachments (T137103)[/*] [*]Fixed: Offline missions cannot be launched on Windows 7 (T137264)[/*] [*]Fixed: Hunting scope allows looking through walls (T137033)[/*] [*]Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)[/*] [*]Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent[/*] [*]Fixed: Barrel inventory is misplaced when several barrels are in one place[/*] [*]Fixed: Tent and barrel placement is restricted only to flat surfaces[/*] [*]Fixed: Weapons cannot be reloaded while lying on the back[/*] [*]Fixed: Restrained characters can play freezing animation[/*] [*]Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)[/*] [*]Fixed: AIs might get stuck mid-air after being killed by vehicle[/*] [*]Fixed: Enduro helmet attachments are out of place in inventory[/*] [*]Fixed: Fitting of localized item names in tool-tips and headers[/*] [*]Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart[/*] [*]Fixed: Server crash upon respawn[/*] [*]Fixed: FX-45 was not functional[/*] [*]Fixed: Getting shot underwater put the character into falling animation[/*] [*]Fixed: Inventory, vicinity, and hands slots were overlapping with each other[/*] [*]Fixed: The first gunshot caused FPS drop[/*] [*]Fixed: Server VMEs related to the in-game map[/*] [*]Fixed: Character noise indicator not being present[/*] [*]Fixed: Attachment icon dragged from hands slot to an invalid slot disappears[/*] [*]Fixed: Character noise indicator not showing appropriate values[/*] [*]Fixed: Collisions of base building objects remaining after their parts have been detached[/*] [*]Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders[/*] [*]Fixed: When opening doors for the first time, the whole building model can move slightly[/*] [*]Fixed: Client error connected to player presence indicator[/*] [*]Fixed: It is no longer possible to attach the Hunting Scope to the BK-18[/*] [*]Fixed: A client-side crash connected to the base building feature[/*] [*]Fixed: Fence gate cannot be opened after server restart[/*] [*]Fixed: Fence can be walked through after server restart[/*] [*]Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).[/*] [*]Fixed: Client error tied to base building[/*] [*]Fixed: Ruined tires now affect vehicle behaviour[/*] [*]Fixed: Fire geometry for offshore worker infected type[/*] [*]Fixed: Invisible dynamic events and custom objects[/*] [*]Fixed: Adjusted MRDS post-process on FX to make it more usable[/*] [*]Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)[/*] [*]Fixed: Stacks of .308 Ammo spawning with 0 quantity[/*] [*]Fixed: The player now dies properly from hypothermia, preventing client errors and other issues[/*] [*]Fixed: Only one player in a VoN conversation can hear the others[/*] [*]Fixed: Vehicle radiator cannot be refilled until the car has been started[/*] [*]Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not[/*] [*]Fixed: Client error connected to using a water bottle on a fireplace[/*] [*]Fixed: Leaving ADS on weapon actions[/*][/list] [b]TWEAKED[/b] [list] [*]Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.[/*] [*]Changed: Improved the impact of dynamic lights on surfaces (including the roads)[/*] [*]Tweaked: Improved quickbar visuals and responsiveness[/*] [*]Tweaked: Minor tweaks to the global light config[/*] [*]Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)[/*] [*]Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights[/*] [*]Tweaked: Inventory blur intensity is now at half of the previous value[/*] [*]Tweaked: Inventory icons for firearms and their attachments[/*] [*]Tweaked: Item sizes for handguards and buttstocks[/*] [*]Tweaked: Inventory size of suppressors[/*] [*]Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'[/*] [*]Tweaked: Damage system for ADA 4x4[/*] [*]Tweaked: Central economy (minor adjustments)[/*] [*]Changed: Item view bounding box enlargement when attachments are added[/*] [*]Changed: Improved behavior of all light sources (fade in / fade out effects and more)[/*] [*]Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark[/*] [*]Tweaked: Slightly darkened breath vapor particle to avoid glowing at night[/*] [*]Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)[/*] [*]Tweaked: Decreased intensity of all light sources during daytime[/*] [*]Changed: Reflector surface of all light sources now shines properly[/*] [*]Tweaked: Chemlight illumination radius increased[/*] [*]Changed: Torch is now always transformed to stick when its rags are removed from it[/*] [*]Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)[/*] [*]Changed: Significantly improved quality of vehicle smoke particles during high speed[/*] [*]Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)[/*] [*]Optimized: Physics rayRcast & Shapecast callbacks[/*] [*]Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter[/*] [*]Optimized: Size of entity create network messages[/*] [*]Tweaked: In-game map behaviour[/*] [*]Changed: All particles are now preloaded during the game's initial loading[/*] [*]Changed: 'FullAuto' fire mode set as default mode on all relevant weapons[/*] [*]Tweaked: Sneak attack on the Infected now also works when hitting the torso[/*] [*]Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night[/*] [*]Tweaked: Blood and health regeneration slowed by roughly 1/3rd[/*] [*]Tweaked: Water and energy metabolism slowed down by approximately 1/5th[/*] [*]Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high[/*] [*]Tweaked: Chemlight illumination range lowered to 7.5 m[/*] [*]Changed: Updated tourist trail map model and textures[/*] [*]Changed: Lowered the Infected alertness caused by projectile impacts nearby[/*] [*]Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)[/*] [*]Changed: Blood regeneration speed lowered[/*] [*]Changed: Amount of blood loss from hamolytic reaction raised[/*] [*]Changed: Lowered the illumination range of chemlight and the light around character at night[/*] [*]Tweaked: Lowered chance of jamming for pistols[/*][/list] [b]MODDING[/b] [list] [*]Added: Script function for disabling flares on light entities[/*] [*]Added: Script function for setting the relative position of flare on light entities[/*] [*]Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)[/*] [*]Added: Script function PlayerPreviewWidget::GetDummyPlayer[/*] [*]Added: New method on particles: ScaleParticleParamFromOriginal(...)[/*] [*]Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.[/*] [*]Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)[/*] [*]Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'[/*] [*]Removed: Obsolete/deprecated configuration parameters were removed.[/*] [*]Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding[/*][/list] [b]KNOWN ISSUES[/b] [list] [*]Individual melee hit registration issues against infected[/*] [*]Going unconscious with an open map can cause freezes[/*][/list]