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ChicagoMikey

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About ChicagoMikey

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  1. ChicagoMikey

    PC Stable Update 1.02

    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 New vehicle Olga 24 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. New Firearms LAR The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets. M70 Tundra The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition. New & improved weapon attachments 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 Clothing Holster and pouch for the plate carrier vest Assault vest and its butt-pack Inventory 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 Other 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 Patchnotes 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.[support.bohemia.net], DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com] You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com]. ADDED 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: Expanded admin log[community.bistudio.com] (detailed hit messages, placement & base building action logging, player list printout) Added: Muzzle flash effect for Mosin compensator FIXED 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 TWEAKED 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 MODDING 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 KNOWN ISSUES Individual melee hit registration issues against infected Going unconscious with an open map can cause freezes View the full article
  2. Hello Survivors, There's been a lot of great stuff happening in the community and today's Community Spotlight is once again completely packed, so make yourselves a cup of tea, sit back and enjoy! To kick things off, I have some interesting facts for you from our animation team. The animators have already made or started progress on 5660 animations for DayZ, and 4169 of those animations are currently being used in the game. And another interesting fact - the longest animation we have is shaving which clocks in at 400 frames, meaning it's just a little over 13 seconds long. Thank you Adam Oresten for this interesting info! The Xbox community has a lot of questions and we decided to answer them in a live stream. We took the frequently asked questions and issues you've sent to us in theXbox Feedback Round - January 2019[forums.dayz.com] on our Forums and we were talking about them on the live stream. Check it out: https://www.youtube.com/watch?v=pBuRO9FP9SI I can't forget to mention it was Valentine's Day. All of us get from our nice colleague Ket (who's taking care of all the crashes you send, and takes her lovely huskies[www.instagram.com] to the office every day) a DayZ heart cookie. But we get nice stories and wishes from you too. Look at this cute picture. It's Valentine's gift from Kyla to her other half - a picture of them playing DayZ together for the first time. It's so romantic and it is cool to know you can find the love of your life in DayZ. And thank you all for nice wishes and pictures. It warmed our hearts. <3 Yeah, we've had an annoying issue with persistence, and hopefully it is all gone right now (thank you devs so much!), many of you tried to help us to identify and resolve persistence problems, and among the most active reporters were the members of the community from the Village server who built a wall across the Chernarus to find out what breaks the persistence. In the end, it was a different issue, but we want to thank you for your passion for DayZ, we love you. Here's how was "The Great Wall of Persistence" built. https://www.youtube.com/watch?v=MHXceeTJwoE But the persistence issue didn't scare some people, and they continued with their bases without the fear of losing progress. Check out this massive base made by ElementFireClan: Or this one made by judderman2005: A Reddit user jude_ned made an interesting post for all of you guys in the DayZ community. He made a couple of Reddit threads on history, types and exciting facts about the weapons that you can find in-game. He already covered Mosin Nagant and SKS. It's a quality read, check it out: Let's also check out some nice pictures from you. This one looks like some surrealistic painting but it is, in fact, a Chernarus map! Don't ask me how it was made, I have no idea, but you can ask drumfish who posted it on the Reddit. It's just beautiful. Imdenkos shared a screenshot of his squad and they look scary, I don't think they are friendly, but they are dope! Snakevsplane bought a map of Chernarus and put it into a frame, so he is not going to lose it anymore. If you are interested in this map[store.bistudio.com] too, you can find it in our shop together with patches[store.bistudio.com], hoodies[store.bistudio.com] and t-shirts[store.bistudio.com]. And the last picture is a photo by Ciiza, who lives in the Real Chernarus and wants to show you how it looks in Dubky right now. Can you recognize it? Modding is one of the most important things for the community right now, let me show some of fine things that I found. Guys from the Czech community (the same group also working on the BARRANDIEN map) created a really handy thing. It's an interactive map[map.dayz-sa.cz] where you can see logs of all the events that you need to have to make server admin's life easier. You can see real-time kills, deaths, logins, logouts and more on the map. It's still WIP and not for the public now, but it's sick! There's also a new map called Chiemsee. It's 10x10km big, and fully playable even though towns get improved all the time.. You can find it on the "Chiemsee Official" server. https://www.youtube.com/watch?v=65k_4S4osos And here a gameplay video from the Chiemsee map by 3RNO with his friend Gibs[www.twitch.tv] (that Jonny Rotten's face ). https://www.youtube.com/watch?v=omUKa9zKdic And another one by Belzelga: https://www.youtube.com/watch?v=I_auapF99DA Next up is DeanoZ who's creating some really entertaining content on his channel. He shows his modded content like karts or new cars but the most interesting are tutorial videos. If you are into modding but don't know how to start, his tutorial can help you. https://www.youtube.com/watch?v=QqiVxEsP14w Do you have a nice base, but are you tired of looking for food every day? A private garden is the solution to your problem. You can grow tomatoes, peppers, pumpkins or zucchinis and eat them raw, dry or prepare them on the stick. But do you know how to grow your vegetables? AmishZed has a guide for you. https://www.youtube.com/watch?v=niK06dSAb2Q Another guide is intended for beginners, who have troubles finding out where they spawned and where to run after spawn. Grunt made a helpful video for you. https://www.youtube.com/watch?v=NVCqqwkmh5c And one more guide! Building a working car is not easy. You need to find a lot of car parts and make them work together. Element FIRE Clan made a tutorial on how to build a 100% working Ada, so if you are not sure, check out this video. https://www.youtube.com/watch?v=pjDD7-b0TLc I couldn't imagine how cool this video is until I've played it. It is an ASMR DayZ video, just sounds of the sea, burning fireplace and ambient nature, really good for sleeping. I love this idea. https://www.youtube.com/watch?v=AlwPeckRPak This is a funny moment when Lirik[www.twitch.tv] met a crazy KKona Guy. I laughed a lot. https://youtu.be/vXHG7ww158k This is a story of two FBI officers investigating a cannibal in Electro, and it has everything, action, friendship and tears at the end. Check it out; it's really entertaining. https://www.youtube.com/watch?v=aSPZxfqYpZw That feeling when you complete a car and then someone kills your driver and you are a hostage of two full geared guys, trapped on the back seat: Priceless. Nice video CitrusPunch! And thumb up for 1PP and VOIP! https://www.youtube.com/watch?v=4cjzBIVbz1c Another great story made by Gekofish. His videos are so relaxing and funny. And he started to be really popular in the community, so join his subscribe crew: https://www.youtube.com/watch?v=Q2823dtKOr8 While we are working on our Survivor GameZ, some community make their own battle royal games. On the Round Table Gaming server will be the event on Saturday at 22:00 GMT/5:30 EST and if you want to participate, you need to sign up on their Discord[t.co]. You can find more info HERE. And here is a video from their last event: https://www.youtube.com/watch?v=P71-KiQIbXc And we can't forget about the location riddle. The last location was in the northeast of Shakovka village. And the winners are: Cyril‏ CanisDirus‏ DrDeSync‏ #FreeFadez‏ Rustycaddy‏ Molly Magoo‏ Here is a new location for the next Community Spotlight: If you know where is this place, tweet it to our official DayZ Twitter account[twitter.com] and don't forget to add #DayZRiddleTime. Thank you very much for all your content, I had really enjoyable time going through everything you shared. See you next time! - Baty Alquawen/Community Manager View the full article
  3. ChicagoMikey

    PC Stable Update 1.01

    Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms. https://youtu.be/caGOYM7eeYE New firearmsWith each Platform Update, we're aiming to expand the variety of content available in the game. Our choice for 1.01 were two classic 7.62x39 rifles previously available in the legacy builds: the SK 59/66 and the CR-527, also supported by the re-introduction of the Hunting Scope! SK 59/66A ten-shot semi-automatic rifle fed from an internal magazine. It is an older model, but still reliable, using 7.62x39mm rounds. Can be equipped with a PU scope and an improvised suppressor. CR-527A bolt-action hunting rifle, fed from a detachable magazine. It's light-weight and accurate when used at intermediate ranges. Uses 7.62x39mm rounds. Can be equipped with a Hunting Scope and an improvised suppressor. Persistence fixesUndesirable persistence wipes were definitely among the most annoying issues reported in 1.0. With 1.01, we're introducing a system of Persistence Backups that aims meant to prevent problems with saving of the persistence data on the servers. This system will be available to both official and community owned server. We've seen some pretty good results on the Experimental branch so far. In any case, we will still be closely monitoring all incoming reports should any loot, bases, or other persistence data get deleted after server crashes/restarts. Server Performance OptimizationsGood server performance is critical to ensure an enjoyable DayZ gameplay experience. In 1.01, our programmers have made some solid progress on that front. Official vanilla servers running at full capacity with 60 concurrent players should no longer be witnessing flying cars and other shenanigans on a regular basis. As far as community/modded servers go, please understand that increased player counts may and other modifications to the server setup have a significant impact on the server performance, and problems may occur. We will continue with further optimisations over the upcoming updates. The most curious of you can take a look at the report on this topic[forums.dayz.com] by our Lead Programmer, Mirek Maněna. Voice communication improvementsThe voice chat in 1.01 is using a completely new codec that bumps the overall quality of the Voice over Network sound - especially with a high quality microphone. We've also added a mumbling sound filter for players who try to communicate when their speech is restrained with a rag. New status indicators & damage tweaksAs a first step towards balancing the health and damage systems, we've added new icon status indicators that better communicate bleeding damage and the effect of medication (for example, the vitamins will now boost your immune system). We've also made some adjustments to the player damage, with the most visible example being the reintroduction of a bleeding damage penalty when walking barefoot. Furthermore, we removed the chance variable for bleeding damage dealt by bullets. Now, every bullet scratch causes bleeding 100 percent of the time. TrackIR SupportTrackIR is a head tracking input device that allows you to use freelook independently from your mouse controls, and 1.01 now fully supports this input method. Popular and proven in Arma, introducing this input method was pretty straightforward for us, so we made that option available already. If you own TrackIR, you'll definitely have some fun when driving around in your ADA! 50+ other changes and tweaksIn addition to the highlights, we've introduced over 50 other changes and tweaks that make DayZ a better game. Read the full changelog below! Notes on the Update Please verify your game files before playing, including User Data Storage files from the Experimental branch of the game may not be compatible with the Stable branch We've done some changes to the VoN Codec, so as server owners, when moving your current Server Config[community.bistudio.com] to the new patch, be sure to change your vonCodecQuality = 20 We recommend a persistence wipe for modded servers. In case of problems, please check the Bohemia Interactive support F.A.Q.[support.bohemia.net], DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[www.battleye.com] CHANGELOG ADDED: Added: SK 59/66 Added: CR-527 Added: Hunting Scope Added: Recovery backups to deal with data corruption during crashes, and user-scheduled backups Added: New stream from Kozlovka to Balota Added: Over time self-closing of bleeding wounds Added: Expanded admin logs[community.bistudio.com] (player positions, deaths and received hits) Added: Script versioning to prevent future data incompatibilities Added: Support for TrackIR head-tracking device Added: Support for bullet shells dropping, and new sounds Added: New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.) Added: Tree stem creak sounds Added: Sounds when dropping items Added: Implemented EQ filter for unconscious state Added: Sound position offset feature to config Added: New sounds for bullet shells dropping Added: Antibiotics can fight diseases Added: Vitamins can boost player's immune system Added: Long torch (made of a long stick and rags) Added: Various severities of bleeding Added: Bleeding from bare feet Added: Status indicators for bleeding and active medicament Added: Masks and headgear provide some level of biological protection Added: Close/open compass animations Added: Voice effects for mumbling when gagged Added: Ctrl + LMB will drop item from container (inventory) FIXED Fixed: A server crash when a character with a corrupt inventory tries to connect Fixed: A server crash when a server with a garden plot on it was restarted Fixed: A server crash related to script array manipulation crashes Fixed: A client crash related to script array manipulation Fixed: A client crash related to a light being removed while still in use Fixed: Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380 Fixed: Typos in localization Fixed: Possibility to toggle headlights when both are missing or destructed Fixed: Some actions on target have incomplete action messages Fixed: Crafting improvised suppressor took only 1% from the duct tape Fixed: Landmine not detonating when it becomes ruined while it is armed Fixed: Various IK poses (Stone, Medium Tent, BK-18) Fixed: Chemlights glowing in cargo for 10 seconds Fixed: Animals have no collisions with vehicles Fixed: Shooting through a ruined suppressor did not emit muzzle flash Fixed: Fireplace does not upgrade to stone circle if smaller stacks of stone are used Fixed: Wolves attack animals rather then humans Fixed: Sound sources on trees move with entity during cut down tree action Fixed: SG5-K with compensator uses regular gun shots sounds (used sounds for silencer) Fixed: Sea chest can be put into another sea chest - T135962 Fixed: When preforming suicide headgear does not get damaged Fixed: Player's ankles can disappear while wearing Orel police pants Fixed: Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559 Fixed: AIs get stuck near obstacles (reduced chance of occurrence) Fixed: Motorbike helmet visually disappears after few steps Fixed: Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367 Fixed: icons representing ammo are small - as reported in Ticket T136555 Fixed: Tactical googles have no texture - as reported in Ticket T135082 Fixed: AI walking through ground pipes Fixed: Server crash - as reported in Ticket T134543 + T136323 + T135501 Fixed: Server crash when HTTP request does not return OK Fixed: Player might not be killed when shot with 12ga pellet Fixed: Wooden logs get duplicated when building base of Fence and WatchTower Fixed: ADA 4x4 won't stop after driver jumps out of it Fixed: Some clothes cannot be damaged on ground Fixed: Removing the rag from the mouth, make the rag slots smaller Fixed: Temperature measurement has a question mark in the result text Fixed: Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666 Fixed: Bullets do not interfere with the player's body when fired through sea water TWEAKED: Tweaked: Inventory improvements in the visuals and performance of inventory code, including the addition of hierarchical attachment visualisation, hiding unused attachment categories (greatly uncluttered the Watchtower for example), inclusion of dedicated icons for these categories and overall bugfixes.) Tweaked: Improvements to server performance (central economy, networking and AI) Tweaked: Weapon muzzle attachments now steam during rain while they are hot Tweaked: Weapons animations polishing (animations speed, clipping) Tweaked: Sounds for climbing ladders Tweaked: Sounds for take item in hand action Tweaked: Projectile speed and air friction Tweaked: Rebalanced projectile damage Tweaked: Rebalanced character damage system Tweaked: Rebalanced armor against projectiles Tweaked: Shock damage for projectiles (chance to fall into unconsciousness increased) Removed: Chances for bleeding wounds from projectiles hit Removed: Flickering effect (roadflare) Tweaked: Antibiotics and vitamins only support single use consume action Tweaked: Traps no longer function as melee weapons Tweaked: Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas) Tweaked: Many improvements, tweaks and fixes for ChernarusPlus terrain Tweaked: Improvements to server performance (central economy, remote projectiles are not real) Tweaked: Damage to bare foot for non-roadway surfaces Tweaked: Infected damage system Tweaked: Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD) Removed: Chance to spawn SG5-K with 15Rnd magazine Updated: Inventory icons (placeholder icons replaced) Tweaked: IK pose for long torch Tweaked: Rangefinder zoom set to 4x Updated: Credits KNOWN ISSUES It is currently not possible to drink from certain water sources. When using the in-game text chat, you will not see your own messages. Other players can. 2-handed rifles can only be dragged and dropped via a small piece of their "Equipment" tab icon. A jammed BK-18 cannot be fixed. Official servers may be listed as private or in the Community tab. View the full article
  4. ChicagoMikey

    Status Report - January 2019

    Dear DayZ Community, We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through. The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once it's live on Experimental. We want to improve the game in many areas. We also hear you loud and clear and are aware of a vast amount of reported issues. They will get the attention they deserve when there's a right time for that, for now, let's look at some of the most critical and immediate ones. Top Community Issues Server Performance - server performance affects everything, from user actions taking too long, doors not opening, infected that stutter, to vehicle physics behaving in weird ways. Most of the gameplay can get affected when the server FPS dip below 20, and currently, that's happening on full or high population servers more often than acceptable. As such, this is our top priority to sort out. While the build out there right now has seen a noticeable FPS increase on low population servers, it still does not scale well enough when more players are active, and we are tracking possible causes of this server performance drop. https://clips.twitch.tv/CarefulJoyousPhoneJonCarnage Persistence - right now, we are preparing a safety net for persistence that will help the current shortcomings where entire areas get wiped when the server crashes during the writing process of the snapshot of the world state. In simpler terms, the persistence data does not save correctly because of a crash. The proposed solution is in testing and will land on Experimental once ready. When that happens, we will do our best to share useful information on the usage and functionality of the safety net solution. Picture by GallopingGepard Server Browser - we know the new server browser still has its flaws, and performance issues which are getting in the way of the DayZ experience. We are looking into possible improvements on a more granular level; however, those might take time, so at first, we will dig into the issues that damage the experience the most. Once there is more information to share, we will provide an update. Animation issues - we are tracking multiple issues that break characters/weapons and more, and these require engine level fixes that are in discussion right now. Once e details get sorted out, and fixes are confirmed, we will talk about these in greater detail. The issues above are our primary areas of interest as of now, but the list of reported issues goes on, from bullet damage to medical items not serving any real purpose, or item placing being very limited, and more. While the list above does represent some of the reported issues (arguably the ones that break the gameplay experience the most), it does not mean we're not considering, or working on the rest. ModdingWe'll do justice to our company motto - Curiosity, Creativity, Community - by delivering significant modding improvements this year. Documentation, samples, and fixes that make new things possible are all in our pipeline. We will look at the topics of licenses and content usage, as well as making sure that with upcoming Platform Updates, we provide Experimental server branch to everybody so that both server owners and content creators can look at the game changes happening, and make necessary arrangements for their creations. We're already seeing lots of cool creations in the Steam Workshop (some prime examples in the video below!), and it'll be exciting to see what's possible in the future. https://www.youtube.com/watch?v=8Pcfwt8RHsA WeaponsWe have a massive weapons backlog to go through, and you can expect that we will not only look into current issues with firearms (both visual and functional), damage and unconsciousness values but most importantly into that big stash of weapons that haven't been implemented yet. Our weapons strike team has already managed to make steps toward having two new firearms implemented in the upcoming February Platform Update. We will share more details when they're ready. VehiclesVehicles have a lot more polish coming to them this year in terms of stability and functionality. As already mentioned, we know and understand that server performance has a huge impact on the experience, especially when player counts go beyond the recommended 60 players on community servers. Server optimisation plays a huge part in our early spring cleaning, so bear with us. While this is, of course, important, we can't forget that we should expand the variety of vehicular transport; this year will bring more options to players. Once again, we will share more details on the upcoming vehicles once we're sure we're ready to deliver. ConsolesRecently, we've opened a round of Community Feedback targeted at our Xbox Survivors[forums.dayz.com], and it proved to be a great source of useful information. Our console specialists in Bratislava are already looking into Xbox specific issues that were reported often and can be scheduled for a relatively easy fix, and there are of course the more complex issues like rendering and performance drops that are being investigated. DayZ launched with very decent frames in Xbox Game Preview, and we believe we can get rid of the current drops. It will take some time though. We also know that we still have a large sleeper community on PlayStation 4 patiently waiting for a release. While we are currently not able to dedicate more resources to advancing with another platform, we're taking small steps towards a PS4 release later this year. CommunicationWith many internal changes in planning and how we approach update releases overall, we will also need to be rethinking how often and in what forms we're communicating with you. We still have a lot of brainstorming to do, but it's very likely that the frequency of development Status Reports will no longer follow the 2 week period. Instead, we'd like to think of ways how to more actively work with what's happening in the community, engage in the events organised by community server owners, and improve the direct communication across channels. Before the PC 1.0, we've made an attempt at Focused Feedback rounds[forums.dayz.com] with our game designers, and we'd like to get back to that idea when we know our developers can invest the time into carefully evaluating the feedback we receive on balancing, or specific game design topics. What we mentioned today is merely a fraction of things that are ahead of us this year; there's more to share down the road, but only when we're ready to talk about it. Once our internal roadmap is fleshed out, we will start our deep dive into how exactly DayZ will change this year. Until then, see you all in Chernarus! - Eugen Harton / Project Lead View the full article
  5. Hello, Survivors! It has been a bit over a month since our last Community Spotlight and a lot has happened since then! In December we released DayZ 1.0 on PC. It was definitely the craziest month in the office and the devs really deserved their Christmas holidays. I know we've been pretty quiet this year so far, and I've even noticed that some of you think we're still on holiday somewhere, but that could not be further away from the reality! Most of the team has been back to their stations since January 2nd and there's a lot of buzz in the office. We're working on fixes, planning our road ahead, and also getting ready for our first Platform Update - but I'll let Eugen explain it in his first Status Report of the year, so stay tuned! We are collecting feedback from the Xbox community because the Xbox version still has several specific issues, and we want to know them all. If you are an Xbox player and have some feedback, here is the place to talk about it[forums.dayz.com]. We've organized a 5 Year Anniversary Live Stream in December and answered a lot of questions, so if you missed it, here's a VOD of the live stream: https://www.youtube.com/watch?v=2Dl2YbbhESQ For the live stream, Tim and I organized a special community event for our content creators and a bunch of other members of our community. The event was about attackers assaulting the defenders inside their base. The defenders were asked to build and defend a complex of buildings, the attackers had to kill them all. If you want to know some stats from the battlefield, here they are: DayZ 5 Year Anniversary Stream Results: Hero of the Attackers - AnarchyHD (7 kills) Hero of the Defenders - M1ndr (7 kills) First Blood - M1ndr after 3 minutes Highest Kill Streak - Anarchy (7 kills, stopped by DrDeSync); M1ndr (7 kills, stopped by Moondye7) Blood Enemies - Fadez and Jonny Rotten traded Kills Brought a melee weapon to a gunfight - and won - Uncuepa: 2 kills with the Wooden Axe; Catfu: 1 kill with the Combat Knife Last Men Standing - DrDeSync, Dizzy and Gary were the last surviving defenders Immortal Warrior - Dannyboyy did not die during the event. The best motivational speech[clips.twitch.tv] - MrMoon We definitely want to keep doing live streams, so stay tuned for more - and feel free to send us some tips about what you'd like to see us streaming! Let's check the community content. Our friends at the Australian DayZ podcast Compass asked us for an interview and we joined them for their latest episode. Eugen and Peter were talking about some interesting topics and if you are interested in DayZ development, you should definitely check it out: https://www.youtube.com/watch?v=ovhdvgBYe18 If you are a DayZ beginner, you will maybe appreciate some community help: Recently, my favorite "DayZ teacher" has beenArchie Stormcloud, who has his own "DayZ school". Check out his videos, they are funny, informative and entertaining. How to find fruits in DayZ: https://youtu.be/I3v0kNVibvc How to navigate in DayZ: https://www.youtube.com/watch?v=oeT4g_jtEsA Have you ever thought about base building, but you never really knew how to do it? BarelyInfected has prepared a guide for base building. It can come in handy! https://www.youtube.com/watch?v=fOk9GwZvc3I Another amazing piece of work from Asmondian. He has created a series of #dayztips pictures with instructions how some things work. Let's check out some of them: If you are into modding, you can find some great community mods in the Steam Workshop. The most popular Workshop item -at least for the last month- has been Winter_Chernarus. This mod retextures Chernarus to a beautiful winter environment. And if you run Winter_Chernarus on your server, I suggest you to add Cl0ud's Wintergear, it is really nice. Everyone wants Namalsk, but other terrain creators are already doing an amazing job as well, so now you can check out a new terrain called DeerIsle. It is a 16x16 km size map based on the DeerIsle location in the USA and is still in development. You can try the 3x3km starting area on the creator's server 85.25.214.246. Here is a sneak peek by the map creator JohnMcLane. https://www.youtube.com/watch?v=TLJVCc1zy_Y And here is a first encounters video by TheRunningManZ. https://www.youtube.com/watch?v=XkFWN9xsj18 I want to show you one more video, which the DayZ team really likes. This base is really awesome, good job guys. https://www.youtube.com/watch?v=hP1xHz4tc4Q And the last thing I want to share with you are some examples of amazing handwork skill. dubas_ got this amazing picture as a gift. Why don't I have anything like this on my own wall? DrZZed shared with us his logo cut from wood. It is huge! I carved a DayZ logo into pumpkin last year and it was so hard. But Reddit user ApersonawithCANCER did the same thing with a piece of wood, how it is even possible to do this by hand? And the last one is a very atmospheric sketch made by Specu85. You are talented, man! And one bonus photo to end things in style. Who else is envious of this DayZ command center by DownBy9UpBy5? I know I am for sure. As always, it's location riddle time. The location from the latest Community Spotlight was under a little factory west of Lopatino. And who guessed it right? Rosiu (@Rosiu11) DrDeSync (@DrDeSync) Emu Threat (@DayzedEmu) Foxypote (@Foxypoteoffical) Good job, guys. Here's the next one: If you know where the location is, send your answer to our Twitter account with the #DayZriddleTime hashtag. Good luck! That's all from me for now, thanks for all the awesome content you create, enjoy the game and see you in two weeks. - Baty Alquawen / Community Manager View the full article
  6. Hello Survivors! Today is the day. The 1.0 update is out now on Steam! It is time to end the Early Access journey, and start a new chapter for the DayZ development. https://www.youtube.com/watch?v=Z8YxinOKNss Over the past days the team has come closer together and worked more passionately than ever to make this important leap happen. And of course, we have seen the support from our community, be it in Tweets, PMs or via Reddit. We want to thank every single one of you for your patience and endurance through the years. We know there is still a mountain of work ahead of us and the team is not taking this milestone as an opportunity to rest, but as a chance to recover, evaluate, and plan for future. So what's ahead until Christmas? First of all, we've just started our first Free Weekend on Steam, so this is your chance to show DayZ to your friends and invite them to a trip across Chernarus. This will also be the last chance to buy DayZ for 15% off its Early Access price, which will be increased when the free weekend ends on Monday, December 17th (19:00 CET)[www.timeanddate.com]. We are also approaching the 16th of December, marking our 5 year anniversary of DayZ. To celebrate this milestone with you, the team will also have a Live Stream on this Sunday evening, to show you some in-game action and talk about the release. For the following week (17.-21.), we have additional appearances on community streams planned, to share more about what the release means for DayZ and what's to come. This is DayZ. This is your story. See you in Chernarus! View the full article
  7. Hello Survivors, let's get straight to the point: It is time. DayZ is going to leave Early Access with a PC 1.0 update on December 13th, after almost exactly 5 years in open development! https://www.youtube.com/watch?v=1KsipmJinTo Everyone on our team has been working hard and will continue for this remaining week to deliver the best launch version we can. With the BETA last month, we've seen the return of the first vehicle and item stashes, as well as the premiere of DayZ base building, the release of server files and the beginning of Modding Support. The most recent Experimental Update has returned horticulture to the game, making survival within your base more autonomous, and allowing the return of the full hermit play style. Backed by the underlying engine changes introduced with the BETA, the 1.0 launch should feel like a fresh new start for anyone who has not played DayZ for some time - so let your friends know that they have a game to play on December 13. Keep following us for more events and information over the course of the next two weeks! See you in Chernarus! View the full article
  8. ChicagoMikey

    Status Report - 20 November 2018

    Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview of the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it! Dev Update/Eugen - General status report and overview of current issues Xbox One update/Martin - Basebuilding & Vehicles game update details; DayZ is 15% OFF on Xbox One now! Dev Update/Peter - Focused Feedback, Round 1 Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations Dev Update/Filip - new infected sounds, clothes/backpack sounds, and other improvements Community Spotlight/Baty - Community Spotlight on your Halloween content, mods, and more Dev Update/EugenDear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years. As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you. When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game. Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run. Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when needed. We want to get better. Update on pressing issues from the last Status ReportWe've made some progress on the pressing issues we listed the last time, let's take a look: HIT REGISTRATION We have tracked and fixed a number of hit registration issues over the last couple weeks. To be specific, I'm talking about the inventory manipulation of magazines through double click, which wasn't properly synchronised and caused ghost bullets. Another issue was with zeroing and a reload initiated during scoping/iron sights in a specific way. The most common issue was caused by problems in packet priority and networking. Overall, you shouldn't be seeing hit registration issues pop up too much any more, and I highly recommend you to contact us through the Feedback Tracker if you experience weapons not dealing damage at all. While there are certainly some issues with damage itself left, it is tied to a balance pass and things will get ironed out. I'll also be talking about one specific damage issue that has popped up on our channels recently. CHANGING KEYBINDS The next update should contain the keybinding UI and while still work in progress, it should be a large improvement over what was possible before, and it will also finally be consistent with other UI elements in-game. LIGHTING ISSUES Lighting and exposure settings are being debugged right now and you should see changes coming in over the next weeks, making sure that both day and night lighting problems, tone-mapping, luminosity, light sources and what the community describes as excessive bloom are improved. The issues we are tracking right now require more input from the Engine Team and are planned after the next Stable update. FPS DROPS With the investigation into FPS issues reported, we haven't gathered enough evidence yet. I would like to ask all of you experiencing a decrease over the last few patches to send us information about the server you play on (possible modification causing some drops, even economy changes causing more items to be placed on map), their configuration and drivers to help us iron out exactly what happened and how. Internally, we haven't been able to reproduce it on any range of systems we have available, but we may be missing a crucial piece of information. Current issuesAs I already mentioned, while fixing some things, we also manage to break them. Let's see what's broken. To make things short for the Status Report, I'm just going to list them as bullet points of current most pressing issues, and you can read the full context and our response in the related forums thread[forums.dayz.com]. Server crashes Vehicles issues Broken play button Persistance issues Gun sounds missing Sounds stuck in a loop Basebuilding issues Shotgun damage issues Night time setup Hit reaction and stun lock VOIP issues Again, please make sure you read the related forums thread[forums.dayz.com] to see our replies on the issues you reported. Many of the reported issues can be improved by value adjustments on our end. I want to emphasise how important this balance pass is for DayZ and its functionality. While all sorts of interesting features are in, they require us to review their current state. We need to get dirty to properly configure them. Gun-play, damage values, diseases, economy, persistence, and so on - bugfixing definitely comes first with high priority issues, but a balance pass is what makes the game fun in the first place. We will announce as things get rolled out over the following updates before we reach 1.0. The first thing you should be seeing is recoil and its behaviour tweaks. - Eugen Harton / Lead Producer Dev Update/MartinHi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our Xbox Development Briefing[www.dayz.com], if things go well, we'd like to release the Basebuilding & Vehicles game update on Xbox this Thursday. This is still with a disclaimer as we'll be going through the final stage of testing tomorrow, but even if we discover some specific issues, this update will still be the biggest Xbox update of DayZ since we launched in Game Preview. We're also right in the middle of the Xbox Black Friday sale, and this will probably be one of the very few chances to get DayZ on Xbox One[microsoft.com] for an advantageous price (currently 15% OFF at $33,99 / £26,99 / 33,99€). So, If you were considering getting DayZ on Xbox, or convincing your friends to give it a try, right now is probably a good time to go for it. The game will only get better and more polished from here, so while I'm of course strongly biased, I'd say the current price is a pretty decent deal. [www.dayz.com] - Martin Čulák / Brand Manager Dev Update/PeterOver the past week, we've been collecting your feedback on gameplay mechanics in the first installment of the Focused Feedback Round on our forums. Below, you can find links to the individual topics. You've sent us countless ideas and suggestions for every single one of them. Status Indicators in the HUD[forums.dayz.com] Character Movement, Gestures and Actions[forums.dayz.com] New Actions & Crafting[forums.dayz.com] Stamina[forums.dayz.com] As we are pretty busy with the preparation of the December release, we will take this week to evaluate your feedback before starting round two. We are going to talk about gun mechanics, melee, infected and the damage system, so gather your thoughts for when we open the next Feedback Round. - Peter Nespesny / Lead Designer Dev Update/MirekHello Survivors! As we're all very busy with our tasks, I just wanted to provide a quick bullet point overview of what we have done, what we are working on and what we have planned for the upcoming weeks. Let's go: Done Car physics update; We had to rework the car physics controller as the suspension system was very unstable at lower fps (both client/server side) Hit registration fixes; We've managed to fix one specific hit registration bug caused by packet ordering Support for hearing sounds outside the network bubble (this can be configured in a server config) View distances are now also configurable via server config Voice over Network fixes; We fixed specific issues with 5.1 & 7.1 headphones Aligning characters on sloped ladders Added script API for light sources; Our scripters (and modders) can now script the intensity, colour, and size of light sources and dynamically change them Support for additional character animations - e.g. sickness In progress Overall stability improvements; Mostly crash fixes Modding support; Further script API extensions, filepatching & security bug fixes Further car physics tweaking Input system (allowing the ability to assign key binds) Fixes for applying damage texture to specific damage zones Plans for next weeks Continue with crash fixes Character physical controller fixes Infected AI fixes - Miroslav Maněna / Lead Programmer Dev Update/ViktorGreetings from the animation team Survivors! We've been very focused on bug fixing and improvements to existing animations and systems in these past two weeks. We have finished a pass on hundreds of in-game items, mostly updating their holding poses to make the animations look more natural, and also to reduce various clipping issues. There are still some problematic items which will be up next. Other than that, we've also worked on bug fixes in the animation graph and animation polish for player character animations. One of the specific improvements is the addition of animations related to various sickness states. Player characters will be able to show signs of being sick by coughing or sneezing, and also to show signs of being too warm/too cold. - Viktor Kostik / Lead Animator Dev Update/FilipHi all! In the audio team, we've been working on introducing additional variety to the sounds of player movement. That includes three different sounds for movement with a backpack, three new sets of sounds for various types of clothes (represented by the Patrol Jacket, Raincoat, and Quilted Jacket) and noises for movement with the ghillie suit. By now, you have also probably discovered that the leaves are now rustling when players are moving through bushes and small trees. Finally, our infected received new voices, now totaling at four male and two female infected voice variations. - Filip Čenžák / Sound Designer Community SpotlightHello everyone, I am leaving to my two-week long holiday today, but I prepared a Community Spotlight for you before I take off. While it's quite some time since the Halloween, I have not had the chance to feature all the spooky screenshots and videos that you've sent me, so this is why I dedicated a large part of my yesterday's community spotlight to those!There ares also photos of our own real-life infected at the Prague Zombie Run, and a many community mods for you to try! Check out the Community Spotlight HERE[www.dayz.com]! [dayz.com] - Baty Alquawen / Community Manager Header image by Sagerest. View the full article
  9. Hello again, Survivors. Another Community Spotlight is here! Halloween is already gone, but I didn't tell you how much I liked your screenshots with the pumpkin heads. They've been in the game only for a week but you've had a lot of fun with them. Thanks for sharing! Let's check out your horror-themed content. Halloween squad shared by CryDoXz: This one is beautiful! Thank you [/u]Ladelthia‏[/u]! And love these too. Good job Juh_4u! DayZCore server organized a Halloween event and it looks like they really had fun. Sweetest_Kill and Jakon had fun with pumpkins too. Just for your interest, in case you didn't know, DayZ is a game developed by company based in the Czech Republic (Inter alia) and we don't celebrate Halloween. We have a special day called "Dušičky" (Souls in the English language). People visit cemeteries and light candles for the dead, we don't have pumpkins and costumes here (even though I love the Halloween costumes!). ]And one more thing! One of our infected joined the zombie-themed night race called Zombie Run here in Prague. The race was 5km long and it was fun to watch people dressed as zombies running around. This was our infected[/u], he didn't win but he didn't eat anyone at least: Who is Negan? A creepy creature. When you hear whistling, run for your life. https://www.youtube.com/watch?v=zYURWwRc8f4 DayZ can be scary. Belzelga proved it really well. https://www.youtube.com/watch?v=7EGqZRTxJ94 Another creepy little video (Mr. White is back), but with nice singing! Cool story, Foxy Pote! https://www.youtube.com/watch?v=Zi72aHWcp-A And one more horror-themed video by Gekofish: https://www.youtube.com/watch?v=gZT2fIjLwuo This is a school project inspired by Mr. Midnight. https://www.youtube.com/watch?v=u6m_arjdQsI Let's calm down. Berrett5Bumpas made a really relaxing video. Check it out: https://www.twitch.tv/videos/335312959 And if you are not into video, check out this visual[forums.dayz.com] basebuilding guide by RookieN: [imgur.com] And if this still isn't enough for you, Asmondian made a base building Infographic: Let's check out your modded content! Kuroakita is trying to mode his first vehicle and it looks cool already! When we are talking about cars, Repa24 is making one too. Nice work. If you are a role-play lover, you probably could appreciate a trader mod. Follow the mod's Twitter for more info. But this is a cool mode made by DannyDog. Let me introduce you to his street lights. They are not on the workshop right now but we hope they will be in the future. [imgur.com] Let's solve the location riddle - it was a place near Pik Kozlovka. Correct answers were sent by: Lad Foxypote Chill Pilgrim Lijazos Asmodian DrDeSync And the new one is pretty hard (greetings from Sumrak): As always, if you know where the location is, send your answer to our Twitter account with the #DayZriddleTime hashtag. Enjoy the game and see you in two weeks! - Baty Alquawen / Community Manager Header picture by -Canis-Dirus-. View the full article
  10. ChicagoMikey

    DayZ is entering BETA on PC

    Dear Survivors! Today is a very exciting day for all of us here at the DayZ team. Coming closer to five years of Early Access Alpha development, we are now moving the PC version of DayZ into BETA. What does that mean for the future of DayZ and how long do we intend to run the BETA? Watch our new Dev Log video to find out more. https://www.youtube.com/watch?v=N_ZfK6a8T00 To recap, The DayZ BETA shifts our focus from introducing new features and content to bug fixing, stabilization and balancing. The goal is to create a stable and -most importantly- fun experience for our 1.0 release, scheduled for the end of 2018. Worry not, this is not the end of DayZ development: we have more features and content planned after we stabilize the game, and they will come to you as part of free platform updates in the future. The former 0.62 version running on our old technology has been moved to a legacy branch on Steam, and the default (Stable) branch on Steam now runs the new, 0.63 BETA update. So what are some of the BETA highlights? Major engine changes Improvements to game and network performance Introduction of base building Massively improved implementation of vehicles More elaborate AI for infected and animals Major map rework to make Chernarus more beautiful and detailed Ability to run your own servers Modding Support While mentioned as the last bullet point, the modding toolset is equally important to our effort of polishing the game, as it opens a whole new world of opportunities to experience DayZ in different ways. Read more about our modding toolset on our official forums[forums.dayz.com]. Pricing plans, and post 1.0 plansDespite our original announcements suggesting otherwise, the pricing will not change for DayZ with the BETA release, and we'd like to reach the final price for DayZ when we release the game out of Early Access. That means for now, DayZ is still available for 27,99 EUR / 34,99 USD. For the rest of the year, we will be working on our post 1.0 development plans and evaluating where we take DayZ next in terms of additional features and content. As soon as we have a solid roadmap in place, we'll let you know through all the official channels. Until then - see you all in Chernarus, and please do report every issue and bug you find to our Feedback Tracker[feedback.dayz.com]! View the full article
  11. ChicagoMikey

    Status Report - 6 November 2018

    Today was quite a busy day at our office with the Experimental BETA patch hitting the Experimental servers. So apologize this late Status Report, it is worth it. Dev Update/EugenDear Survivors, we are listening. We know the last Status Report has started some heated discussion about DayZ. I'm gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don't go unanswered. But first, I also want to [/b] because today is the day that we updated the Experimental branch[forums.dayz.com] with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I'm excited about this first step to a more polished gameplay experience with more endgame goals to achieve. Farewell, 0.62 - 0.63 is fully taking the reignsNot only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we're no longer working on old technology, the 0.62 version is now becoming a legacy to look back at and learn from. We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit. The current 0.63 will be moving to the default branch (what we call the Stable branch, as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own "legacy branch" for future reference. This will make sure that players coming back in will get in touch with the new version of DayZ, and won't be facing a situation where they start up a game and can't join almost any server due to version difference. That way, we can focus on what the future of DayZ should be and we will deliver updates straight to you. Experimental and Stress Test Branches should not see much use for the rest of the year, and will be deprecated until we get to a point they are once again needed. Our goal right now is to focus on addressing issues you guys have been reporting, and on making DayZ fun for our core player base. With this change, we will release one more thing for you guys to play around with: DayZ modding tools. Yes it''s happening! While they can definitely be considered Experimental, your early feedback on the tool set can help us shape the future of the DayZ platform and game alike. Tools will be available as a free download on Steam and will be also supported by our new DayZ Launcher to organize your DayZ experience. The launcher (familiar to those of you who tried Arma 3) will be useful not only to work with mods, but also for work with startup parameters, server and tools after the tools package stabilizes a bit. With the DayZ tools release, we will be opening the Steam Workshop for you guys to share your creations in an easier way, accessible in one central place. TLDR; if nothing goes majorly wrong, 0.63 is moving to Stable tomorrow, and we begin our BETA development - the march towards a stable 1.0 release. Plans for the upcoming weeksWith 0.63 on the Stable Branch, and community server owners updating their servers with all these new features we introduced, I wanted to touch on few more things that are about to happen in the upcoming weeks, as that's certainly something you'll be very curious about. Server browser changes & update scheduleThe server browser is getting an overhaul based around a new technology that we developed together with our Online Services team. The gain with this implementation is that you'll be better able to tell if a given server is running a modified version of DayZ, and at the same time, the new implementation will make the server browser feel more aligned with rest of our UI design (which is by no means polished yet, but at least a basic direction has been set). Related to community servers, at least for the rest of the year, we're trying to go and have a fixed schedule of weekly updates so that server owners can be ready for any upcoming game updates. Fixing, tweaking, and polishingThe upcoming bugfixes and tweaks will be focused on many of your complaints over the years. We read almost everything you guys post across social media, including (especially) those comprehensive lists for 1.0, and I just want say we know these things are important to you. While features are in, their functionality is often broken. We know that's what makes or breaks a game, and now is exactly the time to get that fixed. During this period of stabilization and iteration, you'll see the game change around the details that matter. A balance pass is ahead of us, and while it's certainly not the last, it will definitely be a first one that will fix a whole lot of the inconsistencies you guys experienced over the years. Just as an example, I'm going to use the fix of misaligned guns that is already in Experimental (caused by either using a vehicle, being in prone, or using free-look). We're also going to go over some of the issues that bother you a lot: like hit registration problems, or changing your key binds. Let's go. Feature and content freeze for BETA/1.0With today's Experimental update, we have released a huge amount of items that were not available in-game before, and while some of their functionality might be bugged, these specific cases will be tackled in the bugfixing, polishing, and balancing push. What's in the Experimental build now is the list of items we want to hit 1.0 with, and anything else we've talked about in the past will be a post 1.0 content released as free platform updates. The same goes for features - features that we previously had planned to deliver and are not in-game right now and are postponed after 1.0 release. We will be working on our post 1.0 plans and communicate the exact details of our efforts through official channels. One thing I can already say - I'm really looking forward to working on a stable game platform. Something we have not seen a lot (or at all) for the past 5 years. Addressing the current most pressing issuesThere are some hot topic currently resonating in the community, and I wanted to touch upon some of those in more detail. As these would make the Status Report visually even longer, we're gonna put them into a separate forums post. These are the topics covered: Item renaming Hit registration Changing key binds Bloom post process effect tweaking FPS drops READ THE FORUM POST[http//status-report-6-november-2018] Now to an elephant in the room that has to be talked about in a proper manner. Previously, I have said that I want to write up my thoughts after talking to you guys on various channels and criticism that has ensued after the last Status Report. Here it is. Why go for a 1.0 release this year?There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken - additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds. Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We're taking a deep breath, we're taking a look back with the aim to properly plan out building on a platform that is fun to develop for. Can you really have a polished, stable 1.0 version of DayZ by the end of the year? There's not much time left.Yes, unless we believed that, we wouldn't have chosen the option to hit the deadline. There is about a month of real development left, and hopefully some you have noticed we have started fixing some really pressing issues in DayZ over the last week as we shuffled our priorities. And that is what deadlines do. They make you think twice about what is really important. While there are large numbers of issues left, only about 600 of them are crucial to make DayZ work as intended. We plan to do exactly that. Fix features, stabilize the game and make it enjoyable after being weighed down by bugs for a very long time. Are you pressured from the Bohemia management to go for the release?There is pressure of course, that's a natural part of game development. We've just spent five years in Early Access. That said, Bohemia Interactive is a privately owned company under no pressure from external investors. It is our decision to meet our deadline, and there are no business people standing behind our backs forcing us to do it. Bohemia is a family of like-minded people who want to make games without publishers calling the shots. It's also one of the core reasons why Bohemia still self-publishes its own games, and generally does things on its own. While we may not be perfect, our players, our community, our games are still very clearly different from the rest of the industry. Why not just continue in BETA after stabilizing the game, and not avoid "slapping" a 1.0 on a game that's not "feature/content complete"?Because if we were to do every single thing that was ever conceived/thought of/casually mentioned for DayZ, we would not be able to exit Early Access even next year. In development, especially if you work with new technology, there is no proper way to do estimates. You just do them based on your past experiences with different technologies. This a super complex topic and we were unable, and effectively failed to predict the amount of time some these things would take on the new engine. While the possibilities with our own technology are endless in theory, we just can't hit content/features that we wanted or wished for in the time we set for ourselves. That said, we know that the game is going to be tons of fun even when some of your favorite features and content are missing now. Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now. What are your plans for development after BETA? When can we see the remaining features being implemented?As mentioned previously, we want to properly plan out content and features for next year, and focus on timely delivery by having a stable platform that we can build upon. One of the top priorities will definitely be weapons and content variety. As for features implemented post 1.0, we will share more information once the whole team agrees on what exactly we can and will deliver. DayZ is our dream game and we want to make it the best possible experience for developers and players alike. - Eugen Harton / Lead Producer Header image by ​Uncuepa.View the full article
  12. ChicagoMikey

    Status Report - 23 October 2018

    Today is going to be quite an important Status Report as we are going to talk about the BETA update and our road towards the end of this year. Peter is explaining the current state of base building and Adam discusses the new in-game map which will support you on your travels. Let's get into it! Dev Update/Martin Dev Update/Peter Dev Update/Adam Dev Update/Filip <Community Spotlight Dev Update/MartinDear Survivors. As promised, it's time to address the upcoming BETA update. This will be a longer text, so take a deep breath, we're going to get back all the way to the last year. In the 2017 - Year In Review video published last December, we shared our goals to deliver the BETA and 1.0 updates of DayZ in 2018. Over the course of this year, we've made significant progress towards completing those goals (2 major experimental releases, and 50+ Stress Tests), and while there's less time left in 2018 than we'd all like to have (some 60 days left before the holiday season starts), we're still well on our way to releasing these important updates. In this blog post, we'd like to better define the PC BETA update - what our goals with it are and what your expectations towards it should be. What does reaching BETA mean for DayZ?Before we dive into the specifics of the DayZ BETA update, let's set the terms straight first. In software or game development, BETA is widely regarded as a product that's feature complete. For the DayZ PC BETA, this is true in a sense that the BETA will have all the features required for its core gameplay loop to work, but within the overall scope of the DayZ project, it's certainly not what we would consider a totally feature complete game. Then, the BETA stage of development is a point from which the focus of development shifts to bugfixing and polishing, instead of implementing new features and technology. This will be especially important for DayZ, as one of the the main goals of the BETA update is to start making the game into a stable platform that's ready for further development. The other main goal of the update is to make the vanilla game an enjoyable experience - after years spent on core technology development, we finally have a game in our hands - not a game concept. The game has a given set of features and content, and that will allow us to make the necessary balancing and polishing together with our community. Most of this will be happening throughout the rest of 2018, culminating in a 1.0 release where we leave Early Access - but even after this milestone is achieved (meaning we finally close the core development of the game), we're going to keep improving the platform before new things start making their way into the game again. So to summarize, the PC BETA update is going to be a version of the game that has all the basic fun elements of DayZ available, and it's also the start of the journey towards a balanced, stable platform that's ready to support further development and modding. With that out of the way, let's take a look at the particular features and content that will be available in the BETA update. BETA Features and ContentIn August, we've gone through a feature freeze - an important internal milestone where we've evaluated the overall state of the game and marked any item from our Feature & Content Goals[www.dayz.com] that did not reach a certain level of implementation as post 1.0 development. While we are ultimately the masters of our own development time, there is one universal truth in game development: you can always try to squeeze more stuff into a release, so eventually, a line needs to be drawn and goals need to be established in order to achieve results. The goal we've set was clear: making sure that we proceed towards stabilizing the DayZ gameplay and platform in 2018, as this stabilization will be necessary for further development of the game, and will benefit DayZ in the long run. Additionally, after working on a project for 5 years, it also became apparent that the team needs to have a sense of an end goal in mind. Making decisions like this is painful for every developer - nobody likes to see "their" feature being cut, or postponed to some future update - but having a balanced and polished core of basic gameplay is more important than having dozens of flavor, supporting and exotic features. Everyone who was ever involved in the full development cycle of any game knows that at the finish line, there''s always less stuff than was originally planned. Since DayZ's development has been very open from day one, you get to experience this side of game development with us, first hand. So, at the end, this is where we've arrived at for the DayZ BETA features and content - ultimately meaning that this will also be our 1.0 release after the polishing phase: Please note: the overview is not extensive and does not cover every single small feature or item in the game - DayZ is a pretty complex game after all. This mostly describes things that the BETA has in addition to the 0.63 Experimental release[dayz.com]. If you have a question about a specific feature, feel free to ask us about it in this forums thread[forums.dayz.com]! Critical new BETA features (not available in legacy versions of DayZ) Base building related crafting, items, and their economy setup precise placement of objects electricity system locking other players from accessing your base New implementation of vehicles improved controls, physics, and network synchronization improved damage system improvements in vehicle interactions, management, and maintenance Modding support implementation of the Steam Workshop game launcher specific modding tools[dayz.com] server files for hosting community servers New player character features visualization of bleeding source character lifespan (growing beards, learning soft skills) character restrain hit reactions Smaller new BETA features and improvements (not available in 0.62) major improvements of the sound design hidden loot stashes not losing your weapon double carry (when switching from hand slot to shoulders) improved in-game map implementation dynamic spawning of loot (fruits, stones, mushrooms and other items) specific animations for carrying/using most items melee attacks with guns server browser improvements central Economy improvements and more :) Features and improvements planned for BETA/1.0, or originally in 0.62, but moved post 1.0 Helicopters we've arrived at the decision that base building implementation will provide enough of an end goal for players, so helicopters can be added later on Climbing over obstacles this feature required additional programming and animation support that we've decided to invest more effectively into other parts of the game Throwing items throwing requires a lot of additional specialist work on physics and network synchronization, and we'd rather invest that into vehicles and other features this includes throwable weapons like grenades or smoke grenades Bows the implementation of bows means an introduction of a completely new weapon type on 0.63 and was always a risky goal, in the end unfortunately not achievable in 2018; we've invested the programming time into gun play, melee combat, vehicles and other core features that were more important Character and infected ragdoll unfortunately, there are many network synchronization cases that we need to resolve and implementing ragdolls in combination with death animations will require more time and resources Two-way doors while a huge quality of life improvement, changing the doors to two way opening will require additional rework of some of the assets, and is not achievable in 2018 Fishing and fish traps, decaying bodies, carrying characters, contaminated areas, item coloring etc. these are considered flavor features and for now, work on core gameplay features was prioritized instead In recap, there are no major feature cuts or postponements - anything that makes DayZ the game unique and original among the other survival games is still there. Some of the biggest trade-offs are probably bows, throwing, ragdolls, and some of the flavor features that you were already used to seeing in legacy versions of DayZ. These trade-offs are usually allowing us to spend more time on the core features, and that, again, is certainly more beneficial for the future of DayZ. In addition to those features, we've had to done some trimmings to the content. Specifically, we're only going to have two types of vehicles available in BETA - the V3S truck and the Lada 4x4. As for weapons, compared to our original goals for BETA, we're not going to be able to implement the following content in time: Magnum Red 9 IZH 43 shotgun SKS CR 527 Winchester 70 Any other firearm currently available in 0.62, but not on the 0.63 Stress Test branch In general, we''ve done our best to have each firearm type from 0.62 represented in the game, and additional variety in firearms will be provided with content updates after 1.0, where we should have more animation resources available at hand. Road to the 1.0 releaseIn general, polishing the package of content and features as described above will be our goal for 1.0, and for the weeks immediately after 1.0. This will include: general balancing of every part of the game (central economy, weapon damage...) a massive amount of bug fixing polishing and improving the general feeling you as players have when playing DayZ Just to assure everyone again, both the BETA and 1.0 releases will happen this year. All of that will be done together with our community, and we will be expecting to hear a lot of feedback on various things. When the BETA update gets released, we'll be providing more details on how we will be collecting and evaluating feedback. As the cherry on top, there's of course the planned modding toolset release - and we'll also get back to that later on, when the BETA update is in your hands. It deserves its own blog post, and after all, this has already been a very long wall of text anyway! :) - Martin Čulák / Brand Manager Dev Update/PeterEven after some of you had the chance to try out the construction feature to some degree with the recent release of the Stress Test, base building is still considered to be a kind of a mysterious part of DayZ. To recap, the construction feature allows you to build two main elements (portable mesh barriers aside): fence and a watchtower. The process of building these objects is identical and starts with a construction kit, which is placed to outline the position and layout of objects. From there, you are able to add building materials such as logs, planks, nails or metal sheets, and by using the proper tool and a user action, you turn them into actual parts of the fences or watchtowers. Similarly to the watchtower with its multiple floors, the fence includes an optional platform. Upgrades for both are available in terms of camouflage and passive defense. Moreover, a fence can be turned into a gate as there has to be some way how to get in or out, The opening is wide enough for a truck as well. The gate can be kept closed from unwanted visitors by utilizing a multi-dial combination lock with easily shareable custom codes. Of course the code can be cracked by brute force and -as everything in DayZ- it can be broken with a proper tool, although you should consider the time needed for such actions. That goes for dismantling actions as well. Currently we are in the process of solving unpleasant issues with the lifetime of constructed objects and intentional server hopping into the base. Especially the second one is tricky as I don’t want to introduce some unnecessary artificial counter measures or out of place actions which could potentially harm the unique DayZ experience. Base building as a whole is a broad set of activities. Throw horticulture, food preparation, obtaining water, stationary crafting, storage, building a shelter, engineering an electricity grid and others into a mix and you get your very own base. All of that was designed to blend in well with the environment, and I have to say that I’m excited to see the wide variations of bases you will come up with, and how they will add to the persistent world of DayZ. It’s hammer time... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/AdamIf you have played DayZ since the version 0.60, it is certainly possible that you never had an opportunity to see how the in-game item of Chernarus'' map looks and works. The revival of this feature was definitely one of the more important points for the upcoming BETA release and I am glad to announce that this was a success, and in addition to its re-introduction, we have been able to bring a number of improvements to it. So, how does it work? You find the Chernarus map and take it into your hands. After that, you can open it with a user action. Your character will unpack the map and you will have an access to the map interface, where you can use pan and zoom in or out. A nice extra about this is, that anyone else in the world will actually see you having the map open too. So what you can find on the map of Chernarus? While we would like to bring a number of different types of maps, we have decided that it would be best to start with a tourist map. This map features the whole in-game world in great detail (excluding the military areas of course). It shows all the pubs, stores, local offices (PAS panel), medical centres, police and fire departments. I should also not forget about the newly added tourist trails - you can see all the color tracks on the map too. Adding features like the trails is one of the improvements compared to the previous version of the map (versions 0.59 and older). It also allowed us to add all important lakes, streams, rivers and swamps. The location names on the map also received a necessary pass and we have got more types of them now. All the names are up-to-date with the map changes that happened for the past few years, and their names are in Cyrillic, so you can easily connect them with the names you see on tourist trails, settlement or traffic signs. The engine team has also looked at the performance of the map and has brought a number of improvements to it. [forums.dayz.com] [forums.dayz.com] [forums.dayz.com] [forums.dayz.com] The map feature, at its core, works the same way as it did in Arma, which means any community map (that is packed using the upcoming DayZ tools) is also supported and only minor additions in the config and script have to be done. And to those wondering - yes, you will be able to add notes (markers) to individual map items. Peter will explain this in more detail in a future Status Report. - Adam Franců / Map Designer Dev Update/FilipIf you have played on the Stress Test branch over the last weekend, you might have heard a number of new and updated sounds. Our work in this area continues with: sounds for evade prone animations updated animals footsteps sound dynamic attenuation of ambient and engine sounds, when character is inside vehicle. The sound changes according how many doors are open. sounds for rifle swap animation - Filip Čenžák / Sound Designer Community SpotlightHello guys, The Community Spotlight is separated to its own page because I have more space for your creations. You can check it out HERE[dayz.com] - there are some nice videos of basebuilding in action! - Baty Alquawen/Community Manager Header image by HaroldPalmer. View the full article
  13. Hello everyone! It is the day before our Status Report, and that means it's time for the Community Spotlight! We released a Stress Test last week and you clearly had some fun with it over the weekend. We didn't announce officially that you can find the first iteration of base building on the servers, because we didn't think it is ready (and no, it isn'''t). But some of you discovered it really quickly and tried their first creations. A small base concept in the offline editor by Lijazos: Another one by CryDoXz, including a time-lapse video: https://www.youtube.com/watch?v=zVWUYH-Dm_M And the last one made by JeckRush: It is really nice to see you had a fun on the Stress Test, even though it is very much WIP. https://www.youtube.com/watch?v=4gGkyDaZ3zo https://www.youtube.com/watch?v=25uAsvQTnW0 TheRealCDiggity has shared a deep truth with the community. He added a comment to this nice picture: Had a great time with these guys before we were brutally attacked by a barbaric madman, they taught me a valuable lesson, that making friends is a lot more fun than attacking randoms with knives and eating them. Don't forget, an empty stomach is not a good political adviser. What is better than calm evening on your farm? mov3ax is really enjoying the rest. And I don't want to force my opinion on you, but even in DayZ is the Earth round. mov3ax has a proof! We have another amazing screenshot-guy here. His nickname is DanceOfYesus and his pictures are breathtaking. Just sit down and enjoy the view. The whole gallery is here[imgur.com]: winterfellwilliam and his friend Sparky organised a fight club in Kamyshovo. I have no idea who won, but all participants are on this photo. This video is really weird. It scares me a little bit. Who the hell is the Mr. White?! https://www.youtube.com/watch?v=fuVRIjPHGY4 We've met members of the famous DayZ Underground community on Gamescom this year and they made a nice video from our meeting. Here is it: https://www.youtube.com/watch?v=126_cUst7kk TheRunningManZ met a very talkative player and it drove him crazy. Really funny story. https://www.youtube.com/watch?v=z0CdGE-KN_c I love this video. Cool song, dope video, good work HandZ! https://www.youtube.com/watch?v=d4pwrZGOV1o A new episode of the DayZ community podcast named Compass: https://www.youtube.com/watch?v=RUbkG5cjCKc Let's talk about your modding and game modifications. Server HeadhunterZ built a road to the Prison island, no more wet clothes and hypotermia. Dr. Zed is working on infested zones, looks cool, man! Vojtěch Matouš[www.facebook.com] is working on a new weapons. Check out his work down below. https://www.youtube.com/watch?v=cqEWxZ0rbhY I was already talking about our music composer L_K_P1 and I want to talk about him more. He send us a message that DayZ is for him not just a game, but also inspiration, it helps to trick his brain to forgetting his pain, because he had a spinal chord problem and he needs to stay in bed for 22 hours per day. His latest song has a cool video clip, you should check it out! https://www.youtube.com/watch?v=9nQBfNRsHBA Turambar44 is enjoying his peaches when exploring the real life Chernarus. DayZ in DayZ - is this a DayZception? Another interesting content made by NeuroticEUROtic on Reddit. Lets check out your answers to the last location riddle. Correct answers: S-BOY Tweedy Foxypote [i.imgur.com] And the next one is really hard: Send your answer to our Twitter account with the #DayZriddleTime hashtag and you can find your name here next time! Thank you for your attention and see you in two weeks! - Baty Alquawen/Community Manager Header image by imdenkos. View the full article
  14. ChicagoMikey

    Status Report - 9 October 2018

    Survivors, has it been two weeks already? We had the first internal multiplayer play-test of vehicles, Eugen is going to tell you more about it. He also talks about the hit registration issue, which is one of our priorities right now. Adam wants to introduce some changes related to gamma abuse, and Boris shows you how to prolong the burning time of torches. Dev Update/Eugen Dev Update/Adam Dev Update/Boris Dev Update/EugenDear survivors. Let’s start with something that definitely needs addressing. While I’m happy we've released the PC server files, in regards to the both the PC and Xbox versions, there are some serious flaws that we need to look into. Priority IssuesFor one, hit registration has been quite a problem recently, and I want to talk about what we know so far. While for most you, it seems like your bullets are not registering when hitting players around you, there might be (and probably are) multiple causes to this behavior. From magazines spawning and having ghost bullets (server and client think there is a different amount), through network messages not being sent, to maybe the armor system working incorrectly on specific items and configurations. We’re looking into different angles. So far, with the use of bots, we are able to reproduce the issue when there are multiple corpses around. It seems like a network issue, so we’re starting with this to eliminate the possible low level cause first. It is also the first course of action because if we can confirm some network messages are not being sent in certain cases, it probably causes much more than incorrect hit registration. We’re still in the process of debugging when exactly it happens and how. But having a sure way to see it in game helps us a lot. So if by any chance you know how you get your character/weapon/magazine/bullets in desynchronized state, please do report that through the Feedback Tracker[feedback.bistudio.com]. The second thing I want to mention today is the inventory implementation on Xbox. We know it needs to get our love and attention. We will soon be reaching out to you and we'll be interested in your feedback. Other than that, we are preparing a patch for the PC Experimental branch, ideally containing the fixes to the hit registration issue, as well as other smaller changes based on your feedback. From log upgrades to the ability to set a Steam query port for ease of DDOS setup when hosting a server, and some more. Progress towards Experimental BETAWe've recently had our first multiplayer playtest of vehicles on the new implementation and the first results are promising. Once we have more to share about the patch, we will do so, both here and other channels. But the current state leaves us with two major, risky features in terms of overall update stability: vehicles and base building. The rest are going through rounds of intense QA testing to make sure we’re not missing something game-breaking. So let’s get back to work and see you in game once we''re ready for further Stress Test. - Eugen Harton / Lead Producer Dev Update/AdamNighttime in DayZ should be dark and terrifying. It should force you into using any light source you have available. Having an ability to light up your surroundings should be just as vital as having enough water and food. Shutting off your light should only be required in case of an emergency. Also, when night vision goggles make their way into the game (which is something we still want to do in the future, but not in BETA), they should be a rare, powerful thing that can turn their owners into potential predators, not a laughing stock for people avoiding night-time by turning the night into a day by cranking up a gamma slider (be it through drivers or display settings). The removal of the in-game gamma slider was but a first step towards making the very frequent gamma abuse more complicated to do. In today's status report, I'm going to present another step towards making the night-time a en equal playing field for everyone (at least as much as we're actually able to do that). A survivor scouting Myshkino military camp using flashlight mounted on his AKM, unaware of a danger hidden in a shadow. Please keep in mind that this is still very much experimental feature and we will be tweaking it based on your feedback (once it hits public branches). We have also taken a look on the global light config again (adjusting some dusk and dawn values), boosted up brightness of all available light sources and we will be taking a closer look at the CE setup to make sure there is always enough light sources within the game world. - Adam Franců / Map Designer Dev Update/BorisGreetings survivors! Lately, there has been some effort invested into improving night gameplay across multiple departments (Adam will share more on that as well). So I'd like to report on one of the contributions I did in this regards, which is a refactor of the craftable torch. Firstly, the torch now contains an attachment slot for rags, which allows players to prolong its burning time by adding more than one rag on it. You can also refill its stock while it's burning, which means you don't have to craft a new torch after running out of fuel for the current one. The latest Experimental branch on Steam already contains this change so you can try this out for yourself. Additionally, in BETA, refueling will be possible to do through a crafting user action without the need to open inventory. As usual, this will be done through a quick bar or an interaction with a relevant item on the ground. Refueling of [media.giphy.com]a torc[media.giphy.com]h 1[media.giphy.com] Secondly, you'll be able to even further prolong the burning time by coating the torch with animal lard. Such upgrade is mainly useful for base builders, as it allows them to craft a long-lasting source of light that can be placed anywhere without the need of frequent refueling. Using gasoline as fuel is being considered, but currently, it's not implemented yet. Refueling of [media.giphy.com]a torc[media.giphy.com]h 2[media.giphy.com] Lastly, the amount of fuel on the torch will be represented by its quantity bar, so you will always know how much time you have left before it goes cold. With these changes, this basic item is more interesting to use while giving it some connections to other activities like hunting, base building and collecting clothes or rags. - Boris Vacula / Scripter Header image by Sp1kerZ. View the full article
  15. Hello everyone, I am really happy that we've made the decision to separate the Community Spotlight into its own day - now we have more space for you creativity, and also more information from me! We were shooting a Dev Log video last Thursday in our motion capture studio in Mníšek pod Brdy. It was a really long day but we are satisfied with the result. I can't promise you when this video will be out, but I have some behind the scenes pictures and a bunch of short Instagram stories on our Instagram account. I've added the stories to our archive, so you can watch them without any limits[www.instagram.com] I hope all of you know our best screenshot-er DrDeSync. This screenshot looks really creepy, and I am afraid to ask if these guys are friendly. Because I don't think they are. Another nice screenshot is made by pizzausfree. Thank you for sharing! rumski called this screenshot "Dropping Gear and Stuffing Faces Because...Running…". It is not needed to collect everything you find, man! Meet Michael and the trailer he's living in. It looks like a cozy place! Intruzo posted his experience from a role-play server on Reddit. He said Michael was really friendly and he invited him to his trailer for dinner. I like players like Michael, they make the DayZ experience more interesting for other players. This screenshot comes from the Xbox community. Wilson80121 and his squad are ready to go to Tisy. This is a nice edit from kakshiOG called "Fallout Storm". Good job! ZomboCZ really cares about DayZ. He likes to share every detail he can find in the game. Last week, he posted a bunch of new assets from the Experimental branch on Reddit, which he thinks could be interesting for the community. I am going to share it here with you. A train station is now enter-able, you can see all details of the building HERE. [imgur.com] He also focused on the new R-105 Soviet military radio. If you don't know how it works - you can use it the same way as a regular walkie-talkie, but the voice transmission, so it's very useful for role-players and friendly survivors. [imgur.com] You maybe don't know it, but we have new fruits on the Experimental branch. You can find plums and pears now. Here are detailed shots from ZomboCZ. [imgur.com] If you still have a problem to find a new fruit, I think this can help you a little. You can find pears under these trees: And plums here: The first video is by Rene aka BarelyInfected and he gave us a story about hunger. When you are dying of hunger in DayZ, are you going to kill and eat your buddy? It is all about choices. https://www.youtube.com/watch?v=Es73b-jvdPY This is not a friendly encounter. It is pure PVP action, fast and deadly: https://www.youtube.com/watch?time_continue=270&v=j4SpBri4XMQ When you join some server with increased infected spawn, you should expect some trouble. But never give up, man! https://www.youtube.com/watch?v=vJvec8NVshk Check out this great DayZ cinematic by mov3ax! https://www.youtube.com/watch?v=jecodf-BDoE This video is probably some part of role-play, I really did not get what happened there, but The Syndicate group isn't friendly at all. A lot of players died in this video. https://www.youtube.com/watch?v=ASjC_dGoUHo Uncuepa is a great buddy from the community and if you know him, you can ask him some questions, because Boydy will record an interview with him. Ask your questions HERE. https://youtu.be/Lh9ZRGcS0Lc People are fighting over water, food, ammo. But sometimes, the reason to kill is simply just a jacket. Damn, it had to be a really nice jacket though! https://www.youtube.com/watch?v=RF8JqVXO6fc This is also a funny video. Xbox player O_Ambulo_O got trolled by his friend. It is hilarious! Click on the picture for watching: Let's talk about modding or game changes you made! Xxkabalxx is probably working on winter in Chernarus, because he shared a first sound test and I can feel the cold from it. https://www.youtube.com/watch?v=Htwzzjqb400 ThePyrotechnic developed a BEC plugin to display the number of players on your server. You could be interested. More info HERE. https://www.twitch.tv/videos/316793437?t=01s Someone could want more spawn points on his/her server. If you don't know how to do it, here are instructions. https://www.youtube.com/watch?v=6zB3NGjgkA0 I know, I know. Everyone already heard about the DayZ Battle Royale mode. We are working on our own Battle Royale mode called the Survivor GameZ, but untill that's ready, you can try this community mode. https://www.youtube.com/watch?v=wrOYBS9aBxE And mov3ax is already working on airdrops. What do you think, guys? https://www.youtube.com/watch?v=iJgNfK9d2KY ZiltoidTheHorror doesn't care if we have an auto-run button in-game. Real PC players use coins, matches or papers. Console players are using hair rubber bands. Yolikus is living in the real Chernarus aka Ústí nad Labem. And this is the view from his flat compared to the game. Awesome, thank you for sharing! And the last part of the Community Spotlight is the location riddle. The small building is located near Gorka: And the winners are: souffiane mechri Lunar Cyril‏ Felix‏ Molly Magoo Tweedy Jonny K Astro Good work guys, thank you! And the next location is: Send your answer to our Twitter account with the #DayZriddleTime hashtag. That is all from me, thank you for your amazing content and see you in two weeks! Header image by Memorix Gamer. - Baty Alquawen/Community Manager View the full article
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