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Pending Changelog: Experimental branch: 0.34.XXXXX


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#1 rocket

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Posted 06 February 2014 - 11:52 AM

*
POPULAR

PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. 
ETA to Experimental: 2 builds likely, one Thursday 6 Feb, another on Friday 7 Feb. Possibly another on Monday 10 Feb.
ETA to Stable: We will most likely do an update to stable on Wednesday 12 February during the scheduled maintenance period.

An important feature of this update is logic changes to how the player character is processed on connection and disconnection. Some serious errors were identified by the new penalty timeout system relating to how the character is processed when they are not in control of their character. This included a serious bug with the respawn button on an unconscious player. Additionally, more bugfixing is included in this update.
 
Known New Issues:
  • Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated
  • Actions: If player puts burlap sack from his head to ground his vision stays black
New:
  • Animations: Ruger 10/22 hand pose
  • Animations: It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
  • Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
  • Gear: Configured sewing kit and its recipes
  • Gear: Added configuration for durable riders jacket
  • Gear: Added Cowboy hats to the loot spawns (multiple colors)
  • Gear: Added Sewing kit to the loot spawns 
  • Gear: Added B95 and 762 speedloader to loot spawns
  • Gear: Added configuration for durable riders jacket
  • Gear: Added durable leather jacket to loot spawns
  • Gestures: Thumbs Up gesture added with default F7 key binding
  • Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
  • Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)
Fixed:
  • Actions: Could not cover another players head with a burlap sack
  • Actions: No longer spawns clones of sack after Remove Head Cover action
  • Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
  • Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
  • Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
  • Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
  • Animations: Pointing and clapping now works even when initiated from aimed states
  • Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
  • Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
  • Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
  • Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
  • Crafting: Cannot chamber/load magazine with ruined ammunition
  • Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
  • Crash: Game Crash when using FLUSH command
  • Crash: Out of bounds crash when no sounds defined
  • Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
  • Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
  • Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
  • Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
  • Spawns: Lowered probability of Weapon cleaning kit spawns
  • Systems: Healing system was double processing for blood regeneration
  • Systems: Notifier messages were not being cleared/reset on within-state changes
  • Systems: Players position was not saving on disconnect
  • Systems: Players could get continually stuck in a dead character during load from central server
  • Systems: Players would not receive any falling damage
  • Systems: Disconnecting dead player would delete the body after ~30 seconds
  • Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
  • Systems: Notifier gets stuck on "stuffed"
  • Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)

Edited by rocket, 07 February 2014 - 01:27 PM.
Updated with new info +4

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#2 Rancor

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Posted 06 February 2014 - 11:55 AM

Dude, i love the pace you and your team is going !


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#3 FatKangaroo

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Posted 06 February 2014 - 11:56 AM

Thank you for your hard work! :)


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#4 Sommer

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Posted 06 February 2014 - 11:58 AM

Nice keep it up :thumbsup:


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#5 Jack Dant

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Posted 06 February 2014 - 12:00 PM

Please reconsider the status of ruined rags / making rags from ruined clothing (currently generates a ruined rag). A rag is not a complex machine, so it's hard to imagine a zombie can damage a shirt so much it's not usable for even making rags.


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#6 Judopunch

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Posted 06 February 2014 - 12:01 PM

Keep up the awesome work!


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#7 BaseLine^

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Posted 06 February 2014 - 12:03 PM

Impossible how fast you add and fix. Amazing <3


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#8 Max Planck

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Posted 06 February 2014 - 12:03 PM

 

  • Weapons: Ballistic parameters of all projectiles tweaked for more realism

 

 

Any details? Pretty please?


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#9 SFRGaming

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Posted 06 February 2014 - 12:03 PM

 

  • Weapons: Ballistic parameters of all projectiles tweaked for more realism

 

Will this fix the M4's god-awful unrealistic inaccuracy.


Edited by Shadow134, 06 February 2014 - 12:04 PM.

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#10 James Ashwood

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Posted 06 February 2014 - 12:09 PM

Please reconsider the status of ruined rags / making rags from ruined clothing (currently generates a ruined rag). A rag is not a complex machine, so it's hard to imagine a zombie can damage a shirt so much it's not usable for even making rags.

The T-shirt should become Rags when it's ruined... because you're totally wearing rags...


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#11 dawud

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Posted 06 February 2014 - 12:16 PM

Any details? Pretty please?

Yeah, please.


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#12 SnakeEyeZ

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Posted 06 February 2014 - 12:19 PM

Thanks, nice to see regular weekly updates. Game just keeps getting better and better.

 

Why multiple experimental builds? Or do they just mean like hotfixes/updates for the experimental branch?


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#13 Tabinator

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Posted 06 February 2014 - 12:19 PM

@rocket: Can we expect that Wednesday maintance will be usually used for stable-patching?

Btw nice work!


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#14 zeroy99

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Posted 06 February 2014 - 12:25 PM

Ruger 10/22 ?? 

 

wOOt!


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#15 Dchil

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Posted 06 February 2014 - 12:32 PM

Does this mean that the 10/22 should be available within the next 5 updates? If yes then good, if no then also good because then my SKS wont go hungry due to a new ammo spawning.

 

I have a feeling that the stack size on 7.62x39 should be increased to 25. One thing to note is that the mosin apparently uses boxes of 7.62x51 and 7.62x54r changes to 7.62x51 upon loading the mosin. The mosin uses 7.62x54R. /also what's the deal with the reloading causing a staticky buzzing sound during certain points of the animation.

 

EDIT: First Page WOOT!


Edited by Dchil, 06 February 2014 - 12:57 PM.

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#16 GeordieMarv

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Posted 06 February 2014 - 12:35 PM

Great work again Rocket and team. The dedication to getting fixes out is amazing.

I don't understand how people can moan about slow updates, when it's 1 sometimes 2 a week.


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#17 Bogart

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Posted 06 February 2014 - 12:36 PM

Wow, you guys are working at a feverish pace!!!

 

Thanks for the hard work!!


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#18 drouz

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Posted 06 February 2014 - 12:37 PM

Good work! Btw magnum is still using wrong sound.


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#19 Odahviing

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Posted 06 February 2014 - 12:40 PM

6LXUe.png

 

how am I supposed to read this :I

 

 

 

I'm a dog.


Edited by Odahviing, 06 February 2014 - 12:40 PM.

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#20 ryzoh

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Posted 06 February 2014 - 12:52 PM

u re a dog? rofl u re so funny dude! 


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