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ChicagoMikey

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Everything posted by ChicagoMikey

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. Status Report - 25 September 2018

    It's a crazy time for us here at the office, with the release of the Xbox version and the PC server files behind us we're now moving for the PC BETA! Of course, this is not going to happen over night, Eugen will give you an introduction on this. We also have our Leads from the Gameplay Programming, Animation and Sound departments with us to bring you some more detailed information on what's going on behind the scenes of our road to BETA. Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Filip Dev Update/Baty Dev Update/EugenDear Survivors, the server files release is now behind us, and I would like to thank all the community members who have patiently waited all the way to this point. We are very happy to see old players coming back to try the new servers popping up. We are aware of the issues currently plaguing the administrators running community servers and your feedback is very much welcomed. We have already deployed a patch with fixes, and there's more coming. We are looking specifically into issues with zombie spawns, logs, configuration and security. Once ready, you will see updates coming directly to the Experimental branch of the game. Now that our Experimental content patch is out in the open, I wanted to talk about the next thing. Some of it has been said previously mentioned in interviews from Gamescom, and I wholeheartedly recommend watching these, as the questions asked by both M1ndr and BarelyInfected have been straight to the point. While there have been some serious delays with the delivery of the first content patch, the work on the internal version of the game has not stopped. This basically means one thing: the next patch arriving to the Stress Test branch will be considered an Experimental BETA and will contain new content and features, including vehicles and base building. We will offer a detailed list of the BETA package later on. The list for both features and content is not exactly short, so we'll need to make make sure everything works. The process for the publishing of this patch will start with Stress Tests focusing on the new content. Currently, we are quite happy about the stability of the internal client and server, and most of the team is focusing on bugfixing. More information on the release will be shared through our official channels, I cant wait for you guys to drive around Chernarus with your friends. Once this patch hits the Experimental branch of the game, it will again be made available with both server and client, and pushed to Xbox as fast as possible. That brings me to our players on Xbox. While we may not seem that active now, we are listening to your feedback and concerns, and we're working on necessary changes and bugfixes plaguing the game. There was a smaller game update pushed earlier today, and whenever possible, we'd love to keep updating at least once a week. The current patch focuses on UI fixes (no major inventory changes yet), server messages and VOIP. This also includes any fixes done to the game on PC. More changes are coming alongside the mentioned BETA patch and features. See you in Chernarus! - Eugen Harton / Lead Producer Dev Update/MirekI have a very brief overview of the features and bugs we are currently working on. Let's take a look: LODs for the animation systemCurrently, when playing any animations, the whole skeleton is evaluated (every single bone), no matter how far away from the camera the other entities are. Our new system will improve the client & server performance significantly - especially server-side. Instead of evaluating almost 200 bones, we now need only about 20 or even less to be evaluated on server-side. The evaluation of the entire skeleton currently takes about 75 percent the of AI's simulation time, so we believe this optimization will help to increase AI numbers significantly. Vehicles - physicsThe gearbox (clutch) simulation and tire friction still need some tweaking, because vehicles still have some issues with riding to hills. Vehicles - animations / cameraWe improved the 3rd person camera and added more character animations. This includes handling the clutch, brake & thrust pedals. Vehicles - networkingWe have reworked the networking logic for 4 wheeled vehicle synchronization (and the same logic will work for future vehicles), the next step is network traffic optimizations. Input systemWe had to rework the input system a bit, due to requirements to simply add new actions (something the modders among you will appreciate!). Currently, the new system is in testing, adding the key binding options will be the next step. AI spawns on servers with offline DBThis is probably one of the last bugs we want to solve on the current Experimental branch. The rest will be fixed within the Experimental BETA update. A lot of other bug fixes (bugs which we have already fixed on the internal branch) will also be included in the Experimental BETA. This includes fixes for the iron-sights/optics inaccuracy, damage system issues, attachments rendering in inventory and many, many more. - Miroslav Maněna/ Lead Programmer Dev Update/ViktorLast week, we've had a small motion capture session. This was mainly dedicated to a capture of various missing animations for player character or minor fixes to existing animations. Meanwhile, we were also focusing on bugfixing and polishing of the player actions, vehicle related animations, and item poses. The vehicles now have many advanced animations like switching the lights off and on, using pedals, shifting gears and of course steering. There are many new things and improvements done on the player animation graph side. One example to speak for all, just recently we have reworked aiming with the flashlight, torch and other items. This was always not very convenient to use because the light was not going in the right direction. From now on though, it works just great! The light beam now aims where you are looking, no matter if the character is standing or moving, so flashlight should be your best friend from now on in dark areas. We have also added a small detail in the form of an animation for switching the flashlight off/on. - Viktor Kostík / Lead Animator Dev Update/FilipHello everyone. The entire audio team is continuing the work on the overall audio appeal of DayZ, and we've created a range of new and updated game sounds. Let's have a look: new rain sounds for tarmac, tile and wooden roof surfaces updated the rain sounds for trees and bushes updated the leave rustling sounds for bushes new sounds for the "empty vessel" and "pour liquid" action (pouring water onto the ground or into another vessel) sounds for jump and landing animations new sounds for various items for pick into hands action new sounds for carrying weapons on your shoulder infected play different footsteps (bare feet, sneakers, boots) according to what they are wearing new sounds for eating fruit, cereals and taking pills - Filip Čenžák / Sound Designer Dev Update/BatyHey guys, we separated the Community Spotlight and released it yesterday and I hope you liked it. If you have anything you want to share with the community, tweet it to me and I am going to check it! You can find the latest Community Spotlight here: [dayz.com] - Baty Alquawen / Community Manager Header image by A1ANNUAKII.View the full article
  11. Status Report - 14 August 2018

    Gamescom is upon us, but before we head out we have another Status Report prepared for you guys. To start things off, our Lead Producer Eugen provides an update on the current state of the first content update, as well as our plans moving forward. Our leads from gameplay programming, animation and sound give a quick recap of their past two weeks of work. We close the Status Report with our Community Spotlight. Let's get into it! Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Dev Update/Filip Community Spotlight Dev Update/EugenDear Survivors, although the struggle with the server performance is ongoing, we're seeing some good results overall in our goals. We have implemented multiple optimizations during our Stress Test period and there are more coming. Right now, we are seeing some unintended behavior in the multi-core server environment, and that's our current focus. Running servers on a single core, we're experiencing a large upswing in the server FPS that should, in theory, be even more noticeable in a multi-core configuration, but unfortunately, that is not the case now. Some of these issues are quite complex, so we will be tweaking the server code base even more. The first content patch is in an okay state, but we're still not happy with the overall performance. As far as content goes, that seems to be received well, and I'm happy to see people enjoying the returning features and flavor that was added to them. Once we're happy with the performance itself, we will move the build over to the Experimental branch of the game and make the build available to the servers owners in our community. We know it has been a long time and the community has suffered because of it, but if we work together, we can make this dream game of ours a reality. Besides the development of the first content patch, there is a lot of ongoing work put into other BETA features. On Friday last week, we have concluded the primary feature development and the Internal build seems to be in a good place feature-wise. The focus has shifted to bug fixing. There are more than 2000 fixes to get through and we want to make sure we get them done! We will share more details about the next patch after Gamescom. I know some of you are worried about missing features or content. Over the last few years, there have been many features designed, and an insane amount of content created both externally and internally. Some of these things make DayZ better as a game and simulation. Some of them can be considered more or less an added flavor, or even clutter in the overall vision of what the game should be. DayZ needs to be fun first and foremost. It needs to meet your expectations in behavior, stability, and balance. It also needs features that support the player interaction and empower players who want to invest time into learning the details and intricacies of the simulation itself. We read everything you guys say. This is a game made by gamers and for gamers. We want to enjoy the game with you and even though the struggle is sometimes real, all of us want the game to succeed the same way you do. When we have any details to share beyond what has already been stated in the goals for the Beta release[dayz.com], we will do so on all of our channels. Some of you might have noticed an increased commotion around the Xbox version of the game. What we are testing now is the same version that you're seeing on PC Stress Tests. We're making sure it runs well and provides a gameplay experience that feels good on a controller, and shows good performance. The benefits of the performance work we have done are already enjoyed by a smaller group of players that already have access to the Closed Preview, but there are so many players out there that have been with DayZ for a long time and even more who haven't had a chance to try this unique experience. One of the benefits of utilizing modules of the Enfusion engine is being able to have a game like DayZ running on a console. We always want to grow the DayZ community, and it's important not to forget about other platforms. I'll be at Gamescom this year talking about what we will be seeing in the near future and what our goals are before we reach 1.0. I can't wait to share more with you as there are exciting times ahead of us. - Eugen Harton / Lead Producer Dev Update/PeterWhat would DayZ be without the possibility to restrain others and put them into captivity! Now you can also restrain yourself if you would like to plot some twist - of course you will be able to struggle free if something goes wrong. While the character has his hands restrained, his inventory is blocked as well as his quick-slots. However, his inventory is accessible by other players through the vicinity part of inventory screen. https://media.giphy.com/media/OO2J5QpwGnTTYsNmmV/giphy.gif We are also working on the implementation of continuous interactions with objects in the environment. It will allow us to broaden possible interactions, like taking items directly into hands (or swapping them), slowly opening doors, seamless drinking from wells or switching channels on the radio transmitter laying on the ground. Speaking of items on the ground, there is a comeback of dropping items from hands to the ground directly in the world (of course the 'take' animation displayed instead of the 'drop' animation in the GIF is a placeholder). The next step will be a shortcut for putting an item from your hands to the inventory cargo even without it being assigned to a quick-slot, as we would like to minimize any unnecessary access of the inventory. https://media.giphy.com/media/NQ23rqTPGLtwsJWvzg/giphy.gif The work on firearms is still ongoing as well. The support for the new weapon (and items) swapping animation is being implemented, after which there will be a possibility to add independent shoulders. Recently, the long awaited leaning has been reintroduced in it’s basic form (as it was in 0.62 version). However, we would like to make it more prominent and useful for gameplay later. Weapon inertia was missing as well until now and its new implementation is portrayed as sight misalignment. Its degree depends on rotation speed, a nice side effect to it is a parallax shift in the new 3D scopes. You can see them presented in Mirek’s portion of Status Report below. As the latest addition to the pack, welcome the first implementation of lifting weapons in front of obstacles. This mechanic will prevent firearms from clipping through objects geometry, may it be walls, infected or other characters. Don't worry about self defense, as in these cases you will be still able to use a melee attack with your firearm. The lifting at obstacles takes various firearms lengths and their muzzle attachments too into account . https://media.giphy.com/media/vy0fWoWIDb7VBKxPhk/giphy.gif Also, progress on firearms malfunction was recently resumed and unjamming support is being added to all the firearms which will be available in 0.63 version of DayZ. Type of malfunction used is 'failure to eject' which causing mechanism to jam where next round fails to feed. https://media.giphy.com/media/iDJmLvnnOua9OEi4SP/giphy.gif Chance of malfunction is directly proportional to condition of the firearm. In case the firearm is fed from detachable magazines, chance of its malfunction is combined with condition of used magazine. Firearms and magazines condition can be repaired, making weapon cleaning kit a valuable and important item. With firearm malfunction in, I’m looking forward to see all that interesting situation which will emerge during the heat of firefights. Better stock up on weapon cleaning kits... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/MirekFor the last couple of weeks and for the next weeks, the major tasks for our gameplay programmers are server-side optimizations, bugfixing for features and content and the implementation of core systems to support new gameplay features, which can then be tweaked by designers. Optimisations We have found a bug, which has been in the game for more than two years but was finally visible after the introduction of ambient loot. This bug was tied to the game entity deletion and caused massive performance drops. We are also preparing optimisations for the Central Economy process, which should be done in a few days time. Gameplay features Vehicles - probably the biggest and most complex feature we're now working on is vehicles. Almost everything had to be rewritten (including character parts), in order to be able to add additional vehicle-related features more easily in the future. Viktor already showcases some progress two weeks ago and I'm sure we will show you more in a couple weeks. Leaning - We've reintroduced a very basic implementation of leaning. The first iteration is in the game and now we have to polish things like animations, camera, and probably more. Check out this first teaser here: Weapon changing - We have implemented a basic system for the changing of weapons. For now, we are supporting only firearms, but the rest is on the way. Sights misalignment - Which means weapon inertia in iron sights and scope. Now, only a few parameters have to be tweaked in order to achieve the best gameplay experience with this feature. - Miroslav Maněna/ Lead Programmer Dev Update/ViktorOver the last weeks, we've been creating and implementing new attack animations for the infected. That's light, heavy and running attacks with individual arms to get some variation into the PvE encounters. For the player character, we've started the implementation of basic facial expressions during combat-actions. We've also implemented multiple improvements for the idle character animations, like blinking, exhaustion and new idle movements in general. Apart from that, the team has been working on placing and deployment animations that will be used while handling cars, during base building, or when placing traps. All of this comes with numerous fixes to our player animations and the animation graph. - Viktor Kostík / Lead Animator Dev Update/Filip Čenžák Our audio team went on a trip across our offices and beyond to record some footage for the reintroduction of vehicles. The results are new engine sounds, as well as tire sounds for different surfaces. When it comes to shooting, we will bring back an Arma feature of the shooting controller, which silences insects and birds for a while after a gun is fired. To add to the infected, we've implemented and improved several of their animation sounds with steps and rustling clothing during three different states: idle, running and climbing. Here you are some pictures from our tires and engine recording: - Filip Čenžák / Sound Designer Community SpotlightHello guys, It's here, finally! Gamescom time! Bohemia Interactive is going to have a large booth with at Gamescom - with DayZ on PC and on consoles too (both Xbox and PlayStation!), so you can play on whatever platform you prefer, meet the devs and get some merch of course. We prepared a photobooth where you can take some cool DayZ-styled photos. You can try and wear a Gorka uniform, Ushanka, Zmijovka, guns, baseball bat, the Taloon backpack, High capacity vest, Ghillie and more gear from DayZ. So if you're at Gamescom next week, don't forget to stop by in our booth D042 in the Hall 10.1, we are going to be there from Tuesday to Saturday - you have a lot of time to visit us! That is all from me and now is your time! Someone is really excited about the upcoming DayZ Preview release on Xbox! AlexRUiLs[forums.dayz.com] made this 3D print of a DayZ logo. Looks so good! But he isn't the only one who has a 3D printer at home. Kerbo has it too and he printed DayZ logo as a gift for our amazing streamer TheLoyalPatriot. The logo was made b a fan of DayZ called Meyk[t.co]. What about some videos? This is an emotional story about what happened to Chernarus when the infection started by DudeiRage https://www.youtube.com/watch?v=rD7xeASxnAI Syl is an awesome guy. He opened a shop in Electro to interact with people. And he had a few nice customers! Check out his shop here: https://www.youtube.com/watch?v=7ECqzh6U1q0&t= NeuroticEUROtic shared a cool picture with us. He called it "Friendly Planet Cherno", but here is a question: Are video game planets flat? Who knows! Let's check out our riddle. Where was this mystery location from the latest Status Report? Who guessed the riddle correct this time? MisterrKain Tempest Sojourner ‏Emu Threat bullet head Manatee HumbleAtomicBohemian Jonny K ‏Herbert J. Leder DrDeSync Good job guys! And the next riddle is: I am looking forward to seeing you at Gamescom, and for people who can't be there, I am going to share everything with you on our social networks. - Baty / Community Manager Header image by Uncuepa. View the full article
  12. Status Report - 31 July 2018

    Today we have a quite exciting Status Report for you guys as we have several topics to cover. To start things off, Eugen is talking about the long-awaited content update for 0.63. Next, our Brand Manager Martin Culak will finally reveal some information on how we intend to deliver on our promise to bring DayZ to our fans on Xbox this year. Peter is talking about the introduction of scopes, the continuing debate of "Aimgate" and shotguns. Plus, there's a first glance at the return of vehicles. So, buckle up, and let's dive into it. Dev Update/Eugen Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Filip Community Spotlight Dev Update/EugenDear Survivors, let's talk about the hot topics first. The content patch -while delayed- is shaping up nicely. During the extra weeks spent on the stabilization of its features, we have solved quite a large number of issues, while the main three that were blocking the release are confirmed to be fixed as well. Three main reasons that the patch has not been released sooner are : 1. Client Freezes (Happening in random intervals causing 10+ seconds of no response whatsoever) The issue manifested itself in specific situations and actions of multiple players in a single bubble. We have found the cause and were able to confirm last week that it's no longer happening. 2. Stability issues (Crashes, VME and asserts on the branch) While important, these are definitely considered less damaging on the whole gameplay experience. However, we should be good to go! 3. Scopes During the implementation we have come across a large number of issues from animations, clipping, shaking and more that needed to be solved. Now that we have talked about these, I wanted to confirm that the content patch is getting released on the Stress Test branch tomorrow and that it will be focused on Player vs Player interaction. During this period we might try to raise the player numbers per shard and see where the additional optimizations can take us. After the Stress Test period is over, we will port the patch over to Experimental and enable the switch to do the same for server owners. I'm looking forward to the vanilla experience as there is so much more to explore with these new features. While all this was happening the team was working on the BETA features. We're running several work groups focused on important parts of DayZ, specifically weapons, infected, vehicles and actions. As of now, the general production is running two weeks behind and we are ready to get back on track. - Eugen Harton / Lead Producer Dev Update/MartinSurvivors! I've got a couple of great news to share with you all! There's something with DayZ on Xbox that caused some surprises and confusions, so let me start with that! DayZ on Xbox - The road to Xbox Game Preview begins!The rumors are right! Our guys in Bratislava and Prague have managed to get the first series of builds through the Xbox certification process, and have already made them available for preliminary testing to a closed group of players enlisted in the Xbox Insider Program[support.xbox.com] (basically a community of super hardcore Xbox One players and fans, as well as Xbox employees). While this is truly a smaller-scale test with only a handful of servers running, it's hard to hide our own excitement, as this is the first time we've let anyone outside of the office play the "full" DayZ experience on a console! For obvious reasons, this also translated into a lot of excitement (and outrage) in the DayZ community, so it's time to share some update on where we are with DayZ on Xbox. Current State of DayZ on Xbox The first important thing to say is that the build that some of the Xbox Insiders are playing is pretty much on par with our current 0.63 build for PC, and shares the same features and content. The way our development pipelines are set allows for most of the progress with PC development to beimmediately used in the Xbox build, and since we've recently done quite a lot on that front, the Xbox version is already well playable. This will only get better as soon as the 0.63 content patch goes out on the Stress Test Branch. Of course, if it was all sunshine and roses, we'd probably just release the thing already, so unsurprisingly, there's a catch. A few of them, actually: we're still applying some minor changes to the controls scheme we're getting our server infrastructure ready we're awaiting fixes for some Xbox specific issues (UI, some user actions missing etc.) Despite these issues, the progress with PC builds, and some platform specific optimisations already bring a good enough gameplay to Xbox, along with a generally very good client and server performance, so as soon as we get ahead of the listed issues (and as long as there aren't new ones appearing), we will proceed to the next step! Closed Preview If you've been following our friends from the Vigor[vigorgame.com] team (they have released Vigor into Game Preview just yesterday, go check that out[vigorgame.com]!), you'll get a decent idea about what that next step is going to be for DayZ - a Closed Preview. Ultimately, that's where we'll get together a bunch of the most excited Xbox Survivors among you, and give you a chance to secure access to pre-release builds of DayZ. In return, we'll ask you to provide us with feedback on your experience, and we'll also use the traffic created on our servers to further evaluate the performance there. Even in the Closed Preview phase, we're probably not going to be ready for any large scale testing, so we'll pick our first bunch of Survivors very carefully, and try to involve some content creators at Mixer and Twitch to spread the excitement for others waiting to get their hands on DayZ. We should get to that part rather quickly though, so be prepared! For Xbox fans around you, also one more clarification: we're currently not planning on expanding the Xbox Insider build to further rings, so the Closed Preview will be your only chance to get some early hands-on time with DayZ! Game Preview We're probably a bit further away from the last step - releasing DayZ for everyone in the "Xbox Early Access program", the Xbox Game Preview[www.xbox.com]. As we've been saying at press events over the past months, we'd like to bring DayZ to Xbox Game Preview at the end of this summer, and currently, it looks like we should be able to deliver. For the final confirmation though, we still need things to settle down a bit more, so your best bet is to wait for Gamescom (starting August 21, more on that below!) - by then, things should be more clear, and it's also a good opportunity for any release date announcements, so please cross your fingers that everything works out just fine! As with any Game Preview title on Xbox, there will be a trial version available that'll help you decide whether DayZ is already a fun game to you in its current state. We're considering the trial to be limited to one hour of gameplay. I'd like to clarify one important thing - the general timing of the Xbox One release. Up until now, we've been counting on releasing the Xbox Game Preview shortly after DayZ hits BETA on PC. Since we're able to come up with Xbox version of our PC content rather quickly, and we're also enjoying tremendous support from Microsoft, we'll probably take a turn on that position. If things keep going well, we may see an Xbox Game Preview release happening before the PC BETA. And as a last bit: I know some of you are worried about this entire console thing slowing down the PC development. We've already said that on a couple of occasions, but let me repeat this again - our primary development, where most of the work is happening on daily basis, is the PC version, and that's where any progress with Xbox builds always comes from. While we have certainly grown beyond just having 2 programmers working on things related to Xbox releases, our primary focus is, and will remain on developing the PC builds. I may let Peter expand on that, but also the overall game design vision of DayZ has never been changed or strongly influenced by the fact that DayZ will eventually be released on consoles. Even in Game Preview, and later on on PS4, DayZ will remain a hardcore, authentic survival game. We're going to Gamescom (and maybe, just maybe to PAX West and Australia)Brief update on upcoming events: we'll be at Gamescom again, yay! Gamescom is taking place between August 21 - 25, and we're bringing a much bigger team this year, with all the usual suspects (Baty, Eugen, Peter, Dan), and a very welcome addition of our Senior Map Designer Adam! Altogether, there will be 11 DayZ developers at the event (including our new Community Managers - Tim and Bestius), ready to meet you all and show you the game on all three platforms - PC, Xbox One AND PlayStation 4 (yes, that would be a premiere!). We're also doing our best to answer the many invitations (yes, that's you too, Boydy!) and arrange at least a brief visit of PAX West in Seattle, and PAX Australia in Melbourne. We'll keep you updated! That's all for today - see you at Gamescom, Survivors! - Martin Čulák / Brand Manager Dev Update/PeterAs mentioned in our last Status Report, when it comes to firearms we are focused mainly on the scopes right now. In the following GIF you can see the new PSO 1 scope in action together with the new post processes. Aiming down the sights uses depth of field to blur the firearm while keeping the front sight focused. The scoped-in view is using a circular mask to blur the surroundings and creates spherical distortion to make the magnification effect more prominent. The next GIF shows how the combination of ADS and scope is operated in a case where such possibility of firearm and scope allows it. The last mode used for precise aiming (sights or scope) is remembered and the next time the aiming action is called it switches right into it. Regarding point shooting (not precise aiming, in other words hipfire from raise), there was sway applied from the very first implementation. However, it used the same strength as in ADS which isn’t enough for such a situation. It lead to the belief that the projectiles are always landing in the exact center of the screen. Now, we have a multiplier for sway implemented, to make it harder to hit targets further away. On the screenshot below, the left target was fired at with point shooting, the right target was fired at with ADS, both using a pistol at 25 meters. You see the results displayed by the trajectory lines and their bullet impacts. By the way, due to the controversy revolving around "Aimgate", it’s also a common belief now, that the projectile direction when fired while point shooting is drastically bend, which isn’t the case. The angle is getting smaller with larger distances. You can see two lines on the following screenshot, the white line is the direction from the camera, the orange line shows the actual direction at which the projectile was fired. Using the 3PP camera, which has the largest offset from the axis of the weapon barrel and with the target in a distance of 10 meters, the angle between the direction of the gun barrel and the fired projectile is around 2 degrees. And to display even this minimal change in projectile direction to the players, we plan to have the weapon visually realigned towards the center of the screen. Last but not least, alongside with the implementation of the pump-action shotgun in the new weapon system, we found what was wrong with buckshots all the time. After a rewrite, buckshots are now spawning the set amount of independent projectiles which are getting dispersed with distance and can penetrate materials. I’m excited this change will make shotguns finally valuable and deadly - exactly how you would expect. Come get some... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/ViktorIn the past two weeks our animators have been working on: vehicles: steering wheel poses so the character can steer the wheel nicely. This includes animations like starting the vehicle, adjustments of enter/exit animations and idles. Please be aware that everything you see here is still WIP and subject to change: Getting into V3S[media.giphy.com] Starting V3S[media.giphy.com] Turning[media.giphy.com] Jumping out of the vehicle / Getting back in[media.giphy.com] surrender/restrained: implementation and missing animations hit reactions for crouch and prone for when player character gets hit bugfixing related to firearms - Viktor Kostík / Lead Animator Dev Update/Filip Čenžák Just a very brief update from the audio team: new reload sounds for the MP133 new sounds for falling trees and bushes (after hack tree and bush action) shooting controller for ambient sounds. Birds and insects go quiet for a while after shooting Coast ambience is positional now. You hear the ambience from the direction where the coast is. Sound Occlusion for gun shots. Gun shots are attenuated if there is any obstacle (like wall or structure) between the shooter and listener - Filip Čenžák / Sound Designer Community SpotlightHi guys, I would like to dedicate my first post to server admins. As development towards BETA is progressing, and more players are interested in permanently playing on 0.63 Experimental, we want to extend our communication when it comes to server owners and communities. We know how much time, passion and resources go into the proper management of a DayZ server, and with the upcoming changes we want to keep you in a better loop on what's coming next. This information starts with the upcoming optional switch for community servers from 0.62 Stable to 0.63 Experimental and will continue covering further changes that will affect server management. Please be aware that we are not talking about access to "exclusive information" or a "direct line" to the development team. This newsletter will be designed to keep interested server owners informed about all changes and events coming to the very backbone of our community. If you are a server owner, you can register HERE for the newsletter. Sometimes I am very surprised how the community can help each other. For example XAMpew, who wants to help all poor lost survivors with an interactive online map of 0.63 that is currently on the Experimental branch. It is still not ready, but he has done a good job so far. Thank you XAMpew! You can find the map HERE. We have already received several packages from you. Blue and Quennie[www.twitch.tv] sent us a teddy bear, Boydy a big bunch of Australian goodies, but one day there were seven boxes full of scotch beer in our office and we were pretty surprised! We would like to thank you Spaggie again because you made us come together in the evening and just talk about other things than just work after a long time. After all, we are not only colleagues but also friends. I would like to introduce you to these two players who love to make wallpapers and screenshots. One of them is Harold Palmer, who has been supplying us with his great screenshots for years and he has his own web page. Check out his work HERE[www.haroldpalmer.co.uk]. The second player is called Squad Crow and Chernarus is so beautiful through his eyes. You can find his work HERE[www.behance.net]. Let me introduce you MrOG, the streamer who is known (besides for his fear of wolves) as an excellent sniper. And if I didn't add his clips to this Status Report he is going to snipe me too. https://clips.twitch.tv/AnnoyingWanderingClintPermaSmug https://clips.twitch.tv/SuperIronicFriseeHassaanChop IS DAYZ TRASH? This question has been asked by Polish streamer TopeREC in this video. Okey, it is just a click bait header but the video is hilarious. Check it out! https://www.youtube.com/watch?v=AvMmTbCeJWk SepticFalcon started a new series called "How To Survive DayZ 0.63 & Beyond!" and it is really handy for new players of 0.63. So if you are a 0.63 newbie, check it out, it is worth it. https://www.youtube.com/watch?v=WVGIDMJy7-Q I want to show you a picture of a bug we found during our internal testing. I am not an expert but I am sure this is not the way how to aim correctly with a weapon. And it is time for another riddle! I found only three correct answers this time: Matt MisterrKain Andi Carpenter Here is the location: And here is a new one. Where is it located? Send an answer to our Twitter account with the #DayZriddleTime hashtag. And this is all from me, see you in two weeks, Survivors! I am looking forward to see your content! - Baty / Community Manager Header image by apd23. View the full article
  13. Status Report - 17 July 2018

    This week, we are moving to push our first content update to the public Stress Test branch. To start today's report off, Eugen is going to talk us through the remaining issue of the week as well as last weeks challenges for the team. Our leads from animation, sound and map design share a few insights on their past work. We close everything with our beloved Community Spotlight. Dev Update/Eugen Dev Update/Eugen Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/EugenDear Survivors, it's been quite busy around the office in the last two weeks, and there is a lot to talk about in general. I wanted to cover a couple of topics: the first content update for 0.63, and issues you have been experiencing in the past few days. Database issues with 0.62The problem with the legacy 0.62 Stable branch had manifested in two different ways: a) an infinite spawn timer b) by loading a wrong character During the last maintenance, we switched to a temporary database to figure out a solution, making sure the issue does not repeat in the future. Since then we have identified the culprit, fixed it and will be moving back to the Stable hive during our next regular maintenance tomorrow morning. Most of you will be getting your old characters back as the data itself has not been tampered with. Blue Screen of Death crash issuesThis issue was quite rampant - luckily, we managed to get it identified and fixed in a patch released last week. The problem was caused by an interaction of multiple external factors that we have since looked into and found a workaround that will keep us stable going forward. New content and features for 0.63I'm happy to say that we no longer track any major gameplay issues with the upcoming 0.63 update there were assigned a priority of blocker/critical. There is a number of issues being tracked, and on schedule to get fixed, but most (if not almost all) of them can be described as visual glitches. As of now, the patch is scheduled for a large internal playtest tomorrow and if we don't run into any more issues, we will release the update on the Stress Test branch. One thing we're quite excited about is not only the features that we're bringing back but also the huge number of bugs that have been fixed. All this together should bring a more stable and interesting DayZ experience. As we're seeing the comeback of the unconscious state, as well as everyone's favourites - the M4A1 and Mosin, alongside numerous scopes - we will consider using a specialized mission for testing these, probably switching back and forth from the regular survival gameplay to a more action packed combat scenario. I'm extremely excited to see those unconscious clutch situations getting back to DayZ, as saving people and playing a hero has always been my thing a lot more than being a bandit :) I don't want to spoil everything, but I do believe it's going to be tons of fun! See you in Chernarus! ;) - Eugen Harton / Lead Producer Dev Update/PeterThe implementation of the firearms scopes back into 0.63 version is ongoing for some time now. Long range combat has always been a staple of DayZ and you can count on the fact, that it will be in the future as well. The focus is to bring back scopes for firearms currently in the game and those which are coming. Switching between iron sights/scopes The new implementation introduced the ability to use iron sights along with scope view. Of course, that’s possible only when a given firearm and scope combination allows it. If you are curious, we are not planning to do slanted sights for now. Zeroing and accuracy With upcoming scopes, allowing encounters over long distances, it’s time to utilize zeroing to compensate projectile ballistic trajectory. Similarly, you should be aware of the accuracy of different firearms to choose the best tool for the job. As a side note, barrel dispersion is already back in Experimental 0.63 version for quite some time, however it seems it’s not that noticeable without magnified view of scopes. While aiming down the scope, projectiles should be fired directly from a barrel of a gun, same as it’s while in iron sights. This will prevent the possibility of some additional angle to be added to the trajectory. Unfortunately, we found out that there is a divergence between actual projectile trajectory and directional vector of the barrel, which is definitely an issue on longer ranges. We are currently going through all aspects of range combat as we are trying to isolate and fix the underlying problem. Revision of scopes Reimplementation of scopes is also a good opportunity for us to revisit individual scope models, as well as their configuration. Especially their camera positions, reticles, magnification levels and zeroing ranges. For some of them, it’s needed anyways, for example the PSO 1 can be used along iron sights, and it’s being turned into a 3D scope now, instead of just a 2D texture. This change alone requires a removal of the eyepiece to avoid the first person camera clipping, and will allow for a in-scope view as large as possible. We don’t have a picture in picture rendering, so we're looking into adding some post-processes such as depth of field, sphere distortion and colour tints to make scopes more visually pleasing. I believe that scopes will now be be easier and more fun to use. Zoom in... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/ViktorThe animation team has been quite busy over the past two weeks, creating some completely new animation and improving existing ones. Let me go over a few of those. New usage animations for items like a shovel, pickaxe, or hoeThese should provide more variety in animations and a better representation of each item in general. Improved holding of items emitting lightWe have added a new animation instance and a new set of animations (walking, running, holding) for flashlight, torch, and a flare. Players are now able to have the light in better positions. Animations related to vehiclesWe are testing and finding the best way of adding animations for changing gears, starting the engine, and other related actions. Improvements to existing animations and systemsWe created new animations for when the player gets hit and added more unconscious variations for different items and stances. Additionally, we polished attacking animations and fixed bugs related to firearms animations. We've also made a bunch of new holding poses for various items, so your character can now hold items in a visually more pleasing way. - Viktor Kostík / Lead Animator Dev Update/Adam FrancůThis time around I won't be sharing anything brand new, as I have spent most of past few weeks squashing bugs all over the Chernarus terrain. While the 0.62 update has definitely brought Chernarus up to whole a new level, the vegetation swap also introduced a lot of issues with the object placement. This trend continued with the update 0.63, which introduced a revamp for rocks, stones and bushes as well as a number of model updates to the environment assets (be it a complete replacement or just smaller changes to the doors and ladders). It has been a long time since a proper bug fixing passed and as the updating of 0.63 is progressing, Chernarus should definitely receive some bug fixing love from us. Over the past weeks, I have squashed literally thousands of issues (major issues like getting stuck somewhere, problems with swimming, ladders, but also minor ones such as frequent object clipping). I am certainly not done yet and plan to continue this bug bash in the upcoming weeks before returning to the general map updates (for example we have got buildings like the city police station to add to the major towns). There is one more thing that I would like to mention, as it is kind of tied with the topic bug fixing. Everyone knows (and loves :)) the all-Cyrillic directional and settlements signs (did anyone say KAMYWOBO?). For a very long time, a number of settlements, railway stations and road intersections in the new (non-Arma 2) parts of Chernarus were completely missing these features. As a part of this bug fixing pass, we have re-added them along with fixing many issues with the existing signs. These changes along with the already mentioned bug fixing pass (or at least a part of it) will be available in the Content Patch #1. I hope that you all have a great time exploring Chernarus, see you there! - Adam Franců / Map Designer Dev Update/Filip ČenžákThe last couple of weeks brought a number of updates from the audio department - we don't have any samples for you, but most of the things should make their way into the game soon enough. Let's go over a couple of examples: female character voice support has been added some new character sounds have been added hacking down trees cutting bark off of a tree digging mining for stones cooking (boiling, baking, drying) thunderstorm sounds were improved to capture the atmosphere of DayZ just right For the upcoming new features and content for the Experimental branch, we've mostly contributed in terms of weapon sounds: a sonic crack of bullets has been improved impact sounds of bullets have been improved Mosin and M4 sounds have seen some updates we have a brand new set of reloading sounds for each weapon we've managed to fix a bug with weapon reload sounds while on the move - Filip Čenžák / Sound Designer Community SpotlightHello guys, At first, I have a news for you. Our name on social channels has been changed. We were known as DayZDevTeam on our Twitter and Facebook for a long time, but now we are just DayZ. So no more weird tweets like "I am playing @DayZDevTeam right now, come and join me!", I am so proud of Martin, who managed to change it, it is not that easy. Don't forget to tag @dayz next time! Let's check the community content. Do you have a Samsung Gear S3 watch? https://twitter.com/FlipGamingde has an inspiration for you. He made the most perfect Watch face ever and of course it is in DayZ style. Some of you went to real Chernarus and sent us nice pictures from your trip. Like NiloxCSHO from Reddit, who didn't need a map to travel around this area. He knows Chernarus very well. Check out the gallery here. I want to show you a talented player, who can make really nice screenshots. His nickname is Sp1kerZ and you can follow his work on Twitter. Keep it up, man. Streamer Reece McDowall shared a screenshot with us. It is about resolving struggle between players. The king is dead, long live the king! Love is everywhere, even in Chernarus. WineDaddy captured a picture of two lovers who don't care about the apocalypse. I have no idea how you made it, WineDaddy, but you did it right. And the last thing from your content is a story made by M1NDR. He infiltrated a group of cannibals and tried to destroy them from the inside… And we want to congratulate M1NDR because he hit 100 000 subscribers on his YouTube channel today! You are amazing, man and we <3 you. https://www.youtube.com/watch?v=F9aWK_9PNtA You've sent me so many answers to the last riddle, I was really surprised! But only a few were correct. Here is a wall of fame! Puddin_TheKrow D. E. Parry Rustycaddy CanisDirus Go Up Setup Jacob_Mango And here is a next one. Can you guess where is this location? It is not so hard this time! Tweet your answer to our official Twitter channel with a #DayZriddleTime hashtag. Don't forget, our Twitter is changed to @DayZ now. Thank you for reading today's Status Report till here and see you in two weeks. - Baty / Community Manager Header image by CMDR_sunny. View the full article
  14. Status Report 3 July 2018

    Hello Survivors, as this week we have some national holidays coming up in the Czech Republic and a big part of the team took this chance to take a few days of vacation, this Status Report will be shorter than usual. However, we are diving into exciting content regardless, as we will be talking about the upcoming first big update for 0.63. And we are happy to showcase another huge collection of your awesome community content - Let's get to it! Dev Update/Eugen Community Spotlight Dev Update/EugenDear Survivors, it's about time to talk about the content update that's coming to Stress Test branch very soon and will get rolled over to the Experimental servers after making sure everything works as intended. We will try and batch the content updates in this way so we can stabilize and make sure the content works properly. AI Sensors/Audibility/Visibility With this change you will see your stealth options getting expanded by quite a bit: Besides stances, the colours and weight of items will affect your ability to avoid zombies and confuse their perception. Hidden Stash With this feature, you'll be able to hide your loot underground and put containers to use. The shovel will be spawning alongside the new containers ready to use. Same goes for corpses. Character - Unconsciousness Shock stat and weapon hits that increase it can cause the character to fall unconscious to be possibly saved by friends in your group. With the unconsciousness state, you'll be seeing more options to disable players and interact with them in combat. CPR The ability to CPR people with high shock values. Gestures The new radial menu alongside the newly added gestures will now be available for even more interactions and videos you may create. Repairing Items like the Sewing kit, Weapon Cleaning kit, Duct tape and more are seeing a comeback as durability matters again. Weapons don't jam yet but that's something you'll definitely see in a future content update. New weapons Yes, there are new weapons coming to the game and it's two classics that everybody loves. M4A1 and Mosin. Yay! Scopes There is no definite list of scopes coming yet in the first content update, but, based on the weapons currently in the game, we will deliver a meaningful selection. Soft skills The Soft skills are getting in, so you'll see the basic specializations working and your crafts bringing better results faster. Environmental Exposure The temperature system will start working without any repercussions first to gather more information on how harsh we want to get. Jumping We have started working on a huge animation set for jumps and climbing this year. So with the upcoming update, the first part of this package is gonna get in and give you the ability to cross some basic obstacles improving your manoeuvrability throughout Chernarus. Diseases Diseases and associated effects (coughing, sneezing and more) are returning as well as items that resolve possible negatives, such as purification tablets. This includes the possibility of diseases transfer from player to player and items. Compass The first part of the navigation system in DayZ besides the new map is the compass. Hopefully, it will help you to learn more about Chernarus and its intricacies. Ambient Loot One of the core features that we want to use to solve a possible lack of loot is a set of items that spawn not centrally but based on the player position and interactions. This might need a lot more tweaks, so expect its values to change even during testing. Voice Communication The whole Voice Communication system along with radios, public radios, megaphone etc. is coming to the game to give you objectives on the map as well as new options to communicate and meet with other survivors in the game. So, how soon this is going to happen? The features listed here are undergoing testing as of now and the content has been branched away from the internal development version with many more fixes and improvements to stability, security and server performance. On a side note, since in the internal version of this patch, we resolved the GDPR issues blocking the ability to switch to the experimental version, with its introduction we will enable this option for server owners. I'm personally looking forward to all this content coming back alongside things that changed and have been improved upon heavily. See you in Chernarus! - Eugen Harton / Lead Producer Community SpotlightHello Survivors, This weekend, Nine Inch Nails (a band that many of us in the dev team like) had a gig at the Aerodrome festival near Prague, and guess what - Alessandro Cortini, who's been a member of NIN for quite some time now, is a fellow DayZ survivor! We could not pass on the opportunity to meet with Alessandro, and so we did bother him for a bit before he went up on stage! It's been so awesome to chat and listen to some of his stories! Just a brief look at his DayZ t-shirt reassured us that he's serious about being a fan - the condition of the t-shirt has been way, way past pristine, and so we set him up with a new one :) Check out Alessandro on iTunes[itunes.apple.com] or SoundCloud[soundcloud.com], and look for him on Chernarus. Remember - talk to people! You never know who's on the other side, it could be someone from your favorite band! Let's check out some new video content: An emotional story of the life of Ricky Jameson by CamCANTRUN recorded in DayZ and the Arma 3 Eden Editor: https://www.youtube.com/watch?v=xAO1SrvzRnk Ant made a DayZ fan trailer and it is really nice! https://www.youtube.com/watch?v=vh_Xf1alkHY Rustycaddy made a video in honor of our beautiful Chernarus: https://www.youtube.com/watch?v=rDQaQtKDJ1w This is a story about the great opening of Uncuepa's bar. It starts really nice, there were a plenty delicious food, drinks and music, but what happened in the end wasn't nice… https://www.youtube.com/watch?v=wWDGNnFsyhQ And what about some of your pictures and drawings? Check it out: The first one is a nice edit of a screenshot by the famous DrDesync. Another edit is made by Reddit user TheWhishImBallHorson named "They Found Me". Good job! Zarrov sent us a sketch of his idea of barricading. It looks impressive! It is an end of a school year and Barrett5Bumpas is getting bored at his classes. So he made this DayZ inspired picture. It is really nice, but don't forget - education is more important than video games! Do you know you can change the skin of your Steam? I didn't know until today. Mdswish shared his DayZ themed customized skin with the community, you can download it here[editor.steamcustomizer.com]. Do you remember the photo series Humans of Chernarus[www.dayzunderground.com]? It continues and it is still really cool. If you don't know it, it is a portrait of some DayZ characters living on the DayZ Underground server, the project is inspired by Humans of New York. And the last community content for today are Joito's Twitch alerts made by the talented Cobalt_Smobalt. They are so awesome! Let's check the riddle. Who guessed the riddle from the last Status Report? Emu Threat basedBara_RL CanisDirus The correct answer was a Little Hill near Mogilevka. And the riddle for this Status Report is: If you know where is it, tweet it to our official Twitter account with #DayZriddleTime and you can be on the Wall of Fame next time. Thank you for every content you've sent me and see you next time! - Baty / Community Manager Header image by A1ANNUAKII. View the full article
  15. Status Report - 19 June 2018

    Following the 0.63 Experimental release last week we are back with our Status Report. Today, Eugen gives us an update on the state of development, while Viktor and Adam from the animation team show us what they've been up to for the past couple of weeks. Our Map Designer Adam demonstrates changes to the weather system and we get some insights into the audio progress by our Sound Designer Filip. And of course we close with our community highlights, let's dive into it! Dev Update/Eugen Dev Update/Viktor Dev Update/Adam Oresten Dev Update/Adam Franců Dev Update/Filip Community Spotlight Dev Update/EugenDear Survivors, the Experimental release is behind us, but the work does not stop here. So I would like to look at the issues present, troubling the community playing this version and also talk about the internal development that has happened and features you'll be seeing very soon on the Stress Test and Experimental branch. We kept both of the branches active to make sure we don't break Experimental too often and have features coming into it with more polish. While 0.63 is heavy on new technology, we know it's quite light on content. But you will be able to enjoy a lot of the new stuff in the upcoming weeks. The issues that take longest to iron out are related to the stability of client and server, and problems that would end up interrupting your play sessions for various reasons. From locked characters, to server kicks or just unexpected crashes to desktop. Things are getting better, but there is more to be done in this regard and we continue to monitor the situation and apply fixes to make sure we eliminate this as soon as possible. We know its not there yet and its our top priority. We should also talk about our plan to make the Experimental servers available to server owners currently running their communities. Sadly this had to be slightly postponed due to changes necessary for GDPR and memory leaks wreaking havoc on stability and performance. These seem to be fixed as of today, so very soon you will be able to switch over and enjoy the updated version with your fellow community members on your own terms. In terms of development, we are currently moving along quite nicely with only small delays in features planned out internally. The benefits of the new technology are already showing themselves in the pace of implementation. We are also looking into possible solutions to issues that currently cause these delays and make sure we deliver. Let's go over the current state of development and features themselves. We can consider finished for Experimental phase: Hidden stash CPR Gestures Repairing UI Main Menu Soft Skills Environmental Exposure Goat - Animal Last week we have moved/continue to the review/bug fixing of: Character Unconsciousness Chambering Loop Fireplace Jump UI Server Browser Cooking Weapon/Item Swap Action/Animation Compass Gathering Ambient Loot Gathering Actions Vehicles - Open/Close doors Vehicles - Attach/Detach vehicle parts Injured Animations This week is dedicated to the internal implementation of: Climbing Weapon dispersion Weapon zeroing Weapons - Double Barrel Diseases Scopes Enfusion Hierarchy New Input System Action Animations Collisions during melee So you might be asking yourself when these things hit Stress Test and Experimental branches. We plan to switch over a bunch of these very soon, and you can expect to have these available in batches over the coming weeks. However, we want to aim for at least unconscious state to be finished in different edge cases. As of now, there are still small issues with ladder/water unconscious state interactions that are not ready for the Stress Test, but this week we should see them fixed and as such moved to the Stress Test branch alongside many other new features and content. - Eugen Harton / Lead Producer Dev Update/ViktorHello everyone, today I would like to share with you in this short update what the animation team has been working on for the past weeks and what is going on at the moment. Obviously, the player character is important to us, so we continue improving its behaviour and what it can do. At the moment, we are revisiting some of the animations and improving them, or replacing them with better ones. This includes melee combat and its attacks. There have been some animation changes to better represent which item is the player attacking with, like a new sprint-attack with the baseball bat. Also, a lot of work has been put into finger poses so that the character is holding various items the best way it can. Some of the recent animation additions include the new IZH43 animation set, and some gestures like nodding head, shrug, and "OK". One of the more significant improvements to player locomotion is the ability to jump over obstacles. The feature is still work-in-progress, as well as the animations, but the character is now able to overcome small objects that are in his way by jumping over them. We are now in the process of adding all the animation variations for different directions and items in hands. At the same time, our programmer is working on the climbing for players and soon, we will start implementing animations for it. As we also started tidying up some animations and features, there is an ongoing work on player actions. This includes polishing of existing animations, some graph tweaks, but also some new animations to better visualize what the character is doing. Our Technical Animator Adam will share more details on what was happening over the past weeks regarding various animation improvements related to these actions. Make sure to check out the gifs for the baseball bat attack, cutting down bushes and, jumping. Cheers! - Viktor Kostík / Lead Animator Dev Update/Adam OrestenFor the past couple of weeks, I have been hard at work revamping, tweaking, and creating animations for many various actions. User actions are the backbone of the game, and as such, they require thought out implementation; what items can they be done with? What stances are they realistic in? Should the character be able to move during the action? All of these play a huge role in their realization, concept, and execution. I’ve implemented animations for on back actions (mainly important ones; drinking, eating, etc), tweaked some action animations to be faster or slower and cutting out unnecessary parts, depending on which type of action. I’ve also created and implemented animations for placing heavy items (barrels, generators, etc) and smaller items (bear traps, mines, etc), and I’ve also revamped the horticulture action animations, such as cutting down a tree with a two-handed axe, or one-handed hatchet, cutting down bushes, and getting bark from trees with knives or machetes. As a part of these actions, I also implemented some smaller QoL (quality of life) representative action animations for viewing compass and viewing the map to properly convey what the player is currently doing. We’re in “full steam ahead” mode with the actions and their corresponding animations, and every week we’re working on new actions and polishing the animations for the ones we already have! - Adam Oresten / Technical Animator Dev Update/Adam FrancůIn our Status Report from 22 November 2016[dayz.com], we shared our plans to upgrade SimulWeather/TrueSky - a 3rd party library used to render volumetric clouds in DayZ. Unfortunately, due to technical difficulties, we had to ultimately cancel this plan and rather focus our attention on the current implementation that is present in DayZ since the beginning of Early Access. This has not only allowed us to make necessary performance adjustments but also to take a closer look at the visuals of clouds and what could be improved within the limits of the current implementation. Here is a short summary of what has been changed: Regarding performance improvements we have reached a point, where we have decided to remove the ability to disable volumetric clouds on the client side - this change will take an effect once revamp of graphical options is finalized. There have been major changes in the cloud configuration, which are mainly aimed to make the clouds more visible and distinct from the skybox background. We improved the interaction of fog (in distance and height) and volumetric clouds, so that clouds should blend better with the horizon when it is foggy. The silver lining effect of clouds has been greatly boosted during the early to late sunrises and sunsets. The movement speed of clouds during windy conditions has been reduced and we've brought additional improvements to the skybox background textures (overcast-dependent) along with some minor tweaks to the global lighting config to support the changes in the skybox and volumetric clouds. In addition to the changes of clouds, we have also taken a look again at the visuals of rain. These new changes include: Closeup raindrops are much more visible now. Re-added effect that tries to visualize light refraction on raindrops. Fogginess parameter has been tweaked so the rain blends better with the background. Closeup rain drops are more visible during the night-time around light sources. Rain speed has been increased. Both clouds and rain changes should be available to test once the next major Stress Test branch update happens. We are looking forward to your feedback on these improvements! - Adam Franců / Map Designer Dev Update/Filip ČenžákHi all, The latest sound feature we started to work on are voice sounds for the character. So far we've implemented breathing when the character runs out of stamina, the sounds for holding breath while aiming in iron sight mode. and hit reactions when the character takes damage. We plan to add more sounds to create a more immersive character representation. Some of the sounds will be connected to animations, like grunts while jumping, or picking up heavy items, or sounds to emphasize melee combat. Others should be connected to character states, like the feeling of hunger or representation of disease. So far, all sounds are placeholders and in some cases, only male sounds are played. - Filip Čenžák / Sound Designer Community SpotlightHello everyone, the last two weeks were both really exciting and busy for us. The release of Experimental was a big milestone all of us have been looking forward to for a long time. Even though we are aware of some issues on Experimental, we are happy, that you finally can play 0.63 almost whenever you want. If you haven't done it already, check our Highlight page[dayz.com] featuring all the good stuff from this update! [dayz.com] Another big event was our Community Live Stream. We knew that just a day after the release of 0.63 Experimental, there were going to be a lot of questions. Unfortunately, after announcing the stream, our beloved Eugen got sick and it was clear, that he wouldn’t be able to attend the stream. We still wanted to hold on to our promise and decided to take it as an opportunity to do our first Community Live Stream. We introduced new members of our Community team, opened Boydy's package (thanks again!) and tried to answer as many questions as possible even without the devs. As I said before, we had a Community Live Stream. I just want to explain what it means. In future, we want to stream in two formats – a developer and a community stream. On developer streams, you can expect information directly from devs and detailed answers for your questions. The second format is more community-related. Our community team wants to talk with the community about events, content from creators and all the stuff from you because you are really important to us. We tried the first community stream and we had a lot of technical difficulties (as always, it is not fun without it, is it?). Here is the VOD from the stream: https://www.twitch.tv/videos/273523726 You asked who made the music on the stream. It is a member of our community from the Netherlands called L_K_P1 [soundcloud.com]who makes DayZ inspired music and we love it in the dev team! The song from the stream is named DayZ meme and here it is if you are interested: Soundcloud[soundcloud.com] Do you need a new wallpaper? I have a cool one for you made by ChernoMerlo from the DrDesync’s screenshot. And here is another one. I have it on my desktop already! Shane O’Sullivan sent me a really interesting piece of a newspaper. It is named Bohemian Post and he made it by himself. There you can find news about the infection spreading across Chernarus. Now I want to show you a special project by DayZUnderground called #TwitterPlay. It is an interactive DayZ story within Twitter and it is updated daily. People are making a story through their votes in polls and they can decide what happened with a survivor, about whom the story is. It is a really nice idea and we love it! Join the story and make your own part! You can find the latest part HERE. Cage, who we met personally at Pax East, sent us his custom advertisement inspired by our Nota Cola and Pipsi drinks and they are pretty creative. And the last two pieces of content are videos. The first one is a cinematic trailer about surviving in Chernarus and it is sick. Everyone from the dev team loves it, this is amazing work by HookOak Productions! https://www.youtube.com/watch?v=WAqpdS7FwtE The last short clip is made by our loyal member NeuroticEUROtic and he is sharing his feelings when Experimental was near. https://www.youtube.com/watch?v=xtOjKsAiWdk Time for a riddle. The riddle from the latest Status Report wasn't so hard, the rock is situated on the North-West of Svetlojarsk above the train yard. Who guessed it right? Megamente Polski Tytan Beehive1982 Kerbo This time we prepared this picture with Adam: If you know where is it, tweet it to our official Twitter account with #DayZriddleTime and you can be on the wall of fame next time. Thank you guys for your content and I hope you will share your creation with us next time! - Baty / Community Manager Header image by WaffelsBR. View the full article
  16. DayZ 0.63 Experimental Update

    Dear Survivors, today, we are releasing the DayZ 0.63 Update to the Experimental branch! With this update, you’ll be able to experience some of the key engine changes brought to DayZ. Developing this new technology backbone for the game took the better part of the past 4 years in Early Access, and we’re very happy that we can finally let everyone play what we call “the new DayZ”. Check out this article for more information. [dayz.com]View the full article
  17. Status Report - 5 June 2018

    To start off this Status Report, we are going to let Stress Test #18 run over night, so have a good time. Today, Eugen is going to talk about the upcoming weeks as our Stress Test versions gain more and more stability. Peter gives an introduction to the conditions of our new Central Economy system and Adam explains the ongoing changes to the Balota airfield. We close with some of the most memorable highlights of our community. Let's dive into it! Dev Update/Eugen Dev Update/Peter Dev Update/Adam Community Spotlight Dev Update/EugenDear Survivors, As we are pushing a large amount of fixes into the current Stress Test Branch, our aim is to stabilize the build enough to launch an Experimental Branch that will be available on official Experimental severs, as well as community servers, as server owners will be able to switch over. We expect the 0.62 Stable to be played less often and we will move server resources to Experimental depending on the player interest. We expect a couple more Stress Tests to be happening this week, aimed at least a couple fixes for crashes and locked character issues. We would like to confirm these fixes over the next couple of days and have the build available during the weekend for an extended Stress Test. This will be the version we will be launching for all the players interested in moving to experimental. In the meantime, we have planned out the features that will be reviewed and connected to the new engine. This is done on the Internal branch of development and will move over to the Experimental in bundles. Last week we have moved to review/bug fixing of: Hidden stashes Chambering loop (Enabling weapon classes such as the Mosin in-game) Character - Unconsciousness CPR Gestures Repairing UI - Main Menu Polished Sensors audibility/visibility (Infected) Sheep/animations, behavior This week is dedicated to the implementation of: Softskills Fireplace Environmental exposure Jump Weapons - double barrel UI - Server Browser Polished Goat/animations, behaviour When these features will hit experimental, soon after the Experimental release we expect to switch over and keep doing Stress Tests for the newer builds before they move on to Experimental. The process itself is focused on connecting these features to the new character as a lot of them have been under development for a long time now. Each week we aim to deliver the implementation and dedicate the second week to bug fixing. Switching these over to Experimental will be done depending on the feature review and the community feedback that might affect priorities. - Eugen Harton / Lead Producer Dev Update/PeterThe new Central Economy (CE) is in charge of the spawn and clean up of items, infected, animals, vehicles and dynamic events. It is easier to setup than the old CE and allows us to be more flexible with the categorization and areas of occurrence. A more precise placement can be achieved as well. After a series of internal tests during its implementation, we deployed it to DayZ 0.63. The CE is a complex system, as its behaviour develops over time and reacts to player interaction. Testing on our side was limited in scale and time. To check how the new Central Economy is behaving on a mass scale in the wild, we gathered data during the 11th Stress Test. From 18.5. to 20.5. we saved the storage files every hour across all servers which were constantly under full load. Loading this data back into the game allowed us to reconstruct how the CE behaved over time. From all the items spawned by the CE we picked the ones that are crucial for survival - food (beans, spaghetti, peaches, sardines, tuna), drinks (Cola, Pipsi, Spite, Kvass, water bottle) and firearms (Makarov, FNX45, Skorpion, IZH18, MP5, UMP45, AKM). The presented data is from the UK 0-8 server. The overview maps show where these items were spawned over time and similarly, the graphs show their overall quantity on the map over time (note that one dot means at least one item or more). To put things into context there is also a map of character spawn areas. Areas of character spawns along the coast. https://youtu.be/TnqF2boItvI An animated occurrence of food across the map from Friday to Sunday. Amounts of food across the map from Friday to Sunday. Positions of food in the map at its lowest, Saturday 11:00. Amounts of drinks across the map from Friday to Sunday. Positions of drinks on the map at their lowest, Saturday 09:00. Amounts of firearms across the map from Friday to Sunday. Positions of firearms on their map at their lowest, Saturday 15:00. From available data granularity, it can be seen that in general, there have been enough food and drinks across the map to survive, as well as firearms to provide empowerment of survivors. Interestingly, the sum of all initially spawned food in 0.62 is lower than the sum of all spawned food at their minimal quantity in 0.63 (when an item hits its minimum threshold it will start to respawn back to its initial value). It would be nice to see players adapting to a new mindset of getting prepared before starting their next trip by checking more houses and structures at their location. However, there are things which will be addressed down the road to improve the CE behaviour and its balance. It’s clear that some parts of the map are rather empty, especially in the bottom right corner. In such cases, areas for character spawns will be tweaked and more structures will be added where it makes sense. That goes hand in hand with lowering the safe radius around characters which prevents items to pop up, as in high traffic areas this can cause the lockout of entire cities. Next, it’s the settings of the CE itself playing the decisive role. The randomisation of the lifetime of more common items has to be set in a greater range, as we noticed there were cleanups of large amounts at once causing noticeable dips. Moreover, the difference between nominal and minimal values of an item makes items spread across map even more unevenly. Most importantly, the short time frame we had to ‘boot up’ the new Central Economy and the truncated list of given items to spawn, led to a sub-optimal items categorization and defined tier zones. This is the area of the CE which will become crucial when more items start to flow back into the game and we really need to nail it. With the new Central Economy we definitely have a great toolset to tune loot and its distribution as good as possible, but given the nature and complexity of it, it will take some time. Let the looting begin... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/AdamAs mentioned in our Status Report from April 25, we are re-designing Chernogorsk and its surroundings. If you have played on the 0.63 Stress Test Branch and visited this area, you may have seen where we are heading with this re-design. I should remind you that map changes, unlike other parts of the game, are something that is not receiving updates on the Stress Test Branch that often, because of the difficulties with the branching of map data. Anyway, I am happy to say that quite a lot of progress has been made over the past few weeks and we are nearing the final stages of polishing and optimizing the overall area. If you have played the more recent versions of the 0.63 Stress Test Branch, you may have also noticed that we have decided to re-design the Balota airfield. This change was planned for a long time and originally set to be made at a later stage of development, but since the re-design of Chernogorsk is covering the area from Balota to Elektro, we have decided to include the Balota airfield re-design in it too. Balota is such an odd spot for any type of airfield to begin with, but we feel the need for a number of airfields across the Chernarus. Now with the NWAF re-design close to being done, we have got a proper military airbase on the map and we feel like there is no need to have other military air bases. And so the airfield was completely de-militarised, the concrete runway was removed and the whole airfield was rotated a bit more facing inland (so the corridor is pointing away from inhabited areas). Given the relatively small and odd place, we have decided to transform this airfield into a local airstrip, maintained by a local flying club and have re-used NEAF buildings to support this idea (and if you ask, yes, we do have further plans for NEAF too, but not for 0.63). To give this newly re-designed airfield a backstory, it has been captured by the military forces, with most of its entrances sealed off by mostly improvised structures. - Adam Franců / Map Designer Community SpotlightHello guys, Let's check out what the community has for us after two weeks. I need to start with something really sad. Our community lost one of its members and a great streamer. Jen, known as Poisonantler[www.twitch.tv], died under unfortunate circumstances on 8th March. We decided among the dev team to commemorate her by placing a small cross and a bench in the place where she disconnected for the last time. Our Brand Manager Martin Čulák accepted an invitation from our favourite Australian content creator Boydy and joined him in his podcast. Check it out, you can find interesting info in the video: https://www.youtube.com/watch?v=WT50aSzwUFg I didn't expect much from a video with just walkie-talkie recording. But I was really surprised by how entertaining the video is. This is a recording of a few people's conversations from The Village server which has a very interesting ending. I really recommend to check it out. https://www.youtube.com/watch?v=QilcAfCPMxQ It is good to see that hand painting is not dead. This DayZ logo on a canvas made by danyuls0n's girlfriend makes us happy. We hope it is already hanging on the wall somewhere near a PC. I know we didn't have a location riddle for a long time. Our Twitter is now overwhelmed, because of Stress Tests, so we need to identify the riddle tweets. Just tweet the location with #DayZriddleTime hashtag and I will find it! Have a nice day(Z), Survivors! - Baty / Community Manager Header image by zombi. View the full article
  18. Status Report - 22 May 2018

    Following the 0.63 Stress Test weekend we are back with a new issue of our biweekly Status Report. Today, Eugen looks back at the first results from the weekend, Peter talks about missing visual indicators in the current Stress Test builds and Viktor gives a glimpse into the progress of the animation team. The Community Spotlight is defined by your first reactions to 0.63. Let's dive into it! Dev Update/Eugen Dev Update/Peter Dev Update/Viktor Community Spotlight Dev Update/Eugen Dear Survivors, at first, I would like to thank you for the amazing participation during the weekend Stress Test. It has helped us to identify a number of new issues that we are investigating as I write this. Let's take a closer look at some of those issues. Crashes and general game stability issuesThere have been about 200 crashes altogether over the period of two days with a couple of different causes. Some of them are new, but most are known. Hopefully, the amount of data generated will identify the pattern to replicating these issues internally and getting them fixed. Character locked in databaseBesides the stability issues, we are still tracking situations where a player character gets locked in a database. Although happening less often than previously, this is still a major problem that is most likely tied to a server/client crash/freeze not closing the connection gracefully, and not unlocking the character as intended. We have a possible fix for these outlier issues and crashes in our internal main Development Branch of the game and should roll these out in next few Stress Tests. Basic Central Economy balanceThere is an investigation ongoing into Central Economy loot distribution. Specifically, we're looking at cases where the intended gameplay loop is not properly supported by items presented/spawned to players exploring even the most remote corners of Chernarus. DayZ Central Economy The Central Economy is a complex system that controls the distribution of loot across Chernarus. It's supposed to sustain a barrage of ongoing player interaction on a given server (player picking up and dropping loot, taking it across different servers...), with the goal to keep the core gameplay loop during a gameplay session challenging, encouraging players to learn, and eventually master the survival in DayZ. At the same time though, it needs to be a fun gameplay mechanic. It's important to note that the Stress Tests are our first real opportunity to really see how the Central Economy behaves in 0.63, as we're just not able to internally reproduce the behavior of large amount of players in the game. That ultimately puts us at the very beginning of all the balancing. During Stress Tests, we are extracting economy states over periods of time to understand the players movement and their interactions. This in turn helps us understand where our priorities should be within the spawning system. The second part of our loot/basic survival mechanic problem is the character representation itself - meaning how healthy/hungry/thirsty your character is. That sets the pace to this core gameplay loop of keeping your character fed and alive. Any potential tweaking of character representation values depends on the findings of our loot distribution tests. We will have to cover a lot of possible border cases that happen to players. Additionally, we will (as previously suggested) also play around with the overall player numbers per server, and we will need to see how to scale the Central Economy with the player numbers going up, possibly all the way to a 100 players per server. How do we prepare the Stress Test release packagesSince I've mentioned our internal Development Branch earlier, I also wanted to explain the process behind the scenes that goes into releasing a Stress Test itself. Internally, we have created a new branch of DayZ for data and changes that we specifically need to run public Stress Tests. Software Branching Branching, in revision control[en.wikipedia.org] and software configuration management[en.wikipedia.org], is the duplication of an object under revision control (such as asource code[en.wikipedia.org] file or a directory tree[en.wikipedia.org]) so that modifications can happen in parallel along both branches. More in a related Wikipedia article[en.wikipedia.org]. We've been merging various fixes and surgical tweaks to the game on that branch, while the regular development has been ongoing on our main Development Branch. With Stress Tests, we are trying to gather data on specific problems that require a high-stress environment with tons of players coming in and out of the server, pushing all gameplay systems to their limits. That is specifically the case with loot distribution and all player interactions tied to it. Stabilizing these interactions and making them somewhat consistent with a decent amount of variety is our primary goal. We want you to experience that feeling of discovery when you find what you need at a certain moment. Especially if it's a rare item. Looting is a big part of the DayZ gameplay, we know how much this can affect the enjoyment from fighting for your life in Chernarus, so with each Stress Test, we set a goal and a particular combination of data that we want to gather within a specific gameplay element or system. Then, we add extra logging to these interactions, helping us to decide on the next action we should be taking. It's only a small part of the development though. The Development Branch has seen a lot of additional optimizations already, even including fixes to several different issues that you have been experiencing, so our goal now is to leave the Stress Test branch to keep the development pace going forward. Our Development Branch is where the progress towards experimental goals happens, so it's about time we make sure this branch is viable for live playtests. To ensure we really are ready to do that switch, we will release a short Stress Test based on the code/data of that branch before we go on for another longer Stress Test. Once again, I want to say a BIG thank you for the feedback coming in, it's what makes this community special. All of us want a great game, no doubts about it! - Eugen Harton / Lead Producer Dev Update/Peter In the last Status Report I was commenting on the community feedback regarding firearms in our DayZ Stress Tests. Today I will continue with different elements which are related to them. Weapon switching animationsAs is pretty obvious, the animations for swapping items from the inventory to the hand slot are missing. Especially with weapons, this creates a gameplay problem, as a lack of visual communication turns a harmless disarmed character into a threat in a split second. Currently we are implementing these item switch animations and, along with them, we are changing one important thing - shoulder slots will be no longer be dedicated. That means you will be able to carry two long firearms or two melee weapons as needed. As we progress with 0.63, a slot for a belt will also be added, opening possibilities for an additional pistol holster, knife sheet, or quiver. A slot for the bow is considered as well, but there needs to be a bow implemented first to see how it will work with non-dedicated shoulders. Hit feedbackAnother part missing is animation feedback of a target being hit with a projectile, as we turned that specific feature off for the Stress Test. We ran into a problem where even additive impact affected the aim of a firearm. Such an authentic affair quickly becomes a very unpleasant mechanic, preventing a reaction by putting you in a disadvantage after being hit - the only chance was that the shooter will miss or have to reload so your aim can recover in the meantime. We will have to address this issue as we would like to have animated feedback following a projectile hit. BleedingOn a different issue, bleeding and its treatment are basic DayZ mechanics. Unfortunately, without the new parent-child hierarchy, which is being implemented as we speak, we cannot pin particle emitters to the character properly and animate them with it. We've decided to postpone the visual representation of bleeding particles as well. Admittedly, this is a bad timing, as in 0.63 you have to treat every bleeding source individually. With slightly unresponsive progress arrows of the blood stat icon (more about indicators later) and no way to tell if there are some bleeding wounds left, it’s hard to say how many times you should bandage. Overall balanceApart from that, please be aware that many elements you see in the game right now have not been not through a basic balance pass just yet. From digestion, regeneration speeds and stamina, through damages of melee and projectiles to the weight of items, their sizes, and cargo spaces... it’s safe to say that basically everything will be adjusted more or less and it is connected to some degree with the lack of features, mechanics, and content, which will be added down the road during the 0.63 Experimental phase. Oh, and it will be a ride... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor The animation team is now focused on several parts of the player character. We are now in the phase of improving and finalizing the prone system. Animations for crawling in prone on the back, which have been missing until now, are being added. The cameras and some poses are not final yet as well. And of course, after the animations are finished, we will have to do a couple of rounds of bugfixing for prone on the back before we tick it off as done. Another important part that is in progress, is overcoming obstacles. We now have a working prototype for jumping, but we are still in the process of adding missing animations. Meanwhile, there has been some work done on climbing over higher obstacles. These are divided into multiple levels, and different animations will be played depending on the height of the obstacle. Close combat will see some changes as well. As we want to have more variation to the combat, we are adding new animations for the baseball bat. These should better reflect the item. In the future, we want to continue with this and add more item specific attack animations. Last but not least, there is ongoing work on firearms, vehicles, user actions, infected and also tons of general bugfixing. All of these areas are a longer term task, but you should see constant improvements in the game with everything related during Experimental. But for now, let's check out some gifs! Cheers! - Viktor Kostík / Lead Animator Community SpotlightHey Survivors, I hope you had a weekend at least as amazing as I did! Why was it so amazing? Because of you! You were simply being a fantastic help during the Stress Test! 30 482 of you have already tried the first version of update 0.63. Wow, thank you! We've had so much feedback, that I wasn't able to read it all in just one day! We were watching streamers the entire weekend and we are really happy to see your love for DayZ. You had a lot of fun, we saw all the emotions, it was so awesome. For a while, DayZ was the second most watched game on Twitch this weekend, it reached more than 76 000 viewers and it has been played by some of the biggest streamers such as Summit1g[t.co], Anthony Kongphan[t.co] or shroud[twitch.tv] and they were having a good time too. https://clips.twitch.tv/SweetSingleSparrowUnSane?tt_content=player_title&tt_medium=clips_embed https://clips.twitch.tv/SmokyAstuteSharkPeteZaroll?tt_content=player_title&tt_medium=clips_embed https://clips.twitch.tv/BetterImpossibleAniseBIRB?tt_content=player_title&tt_medium=clips_embed You did a great job with videos this week. I found this cinematic made by DaGuyd and it is pretty impressive. Check it out, it is only under 2 minutes long: https://www.youtube.com/watch?v=vlDXNh2oTdI Another cinematic short named Loot Lost is made by our favorite Status Report reader Septic Falcon. And we like it a lot. https://www.youtube.com/watch?v=5Iu0gJhTZpk And here is a creepy story about a cannibal doctor who loves the flesh of his patients by MarcusGalic. Eating people is bad, isn't it? Who knows… https://www.youtube.com/watch?v=UPKrkNui700 Look at this true hero! His name is Reginald and he is a humanitarian in Chernarus. His mission is help to people and he is very good at it: https://www.youtube.com/watch?v=xL3oMU62or4 The last video is from the well known double trouble creators - Vertiigo and MrMoon. It is a really funny story of friends lost in the wilderness - they are best friends until the hunger comes… I almost died laughing watching this video. https://www.youtube.com/watch?v=hZNxnoxXLEY I love your creativity and your passion for DayZ on both real and virtual paper. Art pieces like these make me happy and I thank you for them. This one is made by AStupidAnt from Reddit. It took him about 4 hours and he did a really good job. This photo is from a true DayZ fan, ScarecrowCOD. He even has a gas mask! And check the painting on the wood he made. Nice! That is all from me, have great two weeks and see you on the next Stress Test! - Baty / Community Manager Header image by BubsonHD. View the full article
  19. Status Report - May 8, 2018

    Following an entire week of Stress Tests, the team has gathered around to report on the results of our first public testing phases for 0.63. We’ve received so much feedback from you guys and we’re going to dive right into it; but first, there is someone you probably haven’t read in a long time! Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/BrianGreetings Survivors, I can't begin to tell you how great it has felt for myself, for Peter, and honestly for the whole team to see all of your reactions to the work that has been done on .63, and DayZ as a whole. For what seems like years, a big part of the team (especially Design and Animation) have worked on documentation and internal prototypes without hardly any feedback. To finally be able to start sharing some of this with you all (and thanks to platforms like Twitch, Youtube, Mixer, etc - SEE) and hear your thoughts has been the most uplifting since the Early Access launch on Steam. It’s a good day for DayZ and the DayZ community. I can not wait for .63 to hit experimental (and stable as well of course!) and begin to be able to spend more time with you all in this new DayZ experience in longer play sessions. With that said - I feel DayZ has reached a point in which I, much like how Dean felt years back - am no longer needed. I've spent years talking to you all, working with the team, and collaborating with Peter on where we want DayZ to be, how we want DayZ to feel. Now that you have started to see, and touch DayZ .63 I feel like our plans, our dreams are finally within grasp. Peter Nespešný and the design team have a rock-solid grasp of what DayZ is, and what it needs to be. All of our systems have been discussed, documented, and discussed again. For the last year, I have been slowly taking more and more of a back seat (as I'm sure some of you have noticed) and tried to push folks like Peter, Adam, and others to let their voice be heard. Over that year I have made plans for what is next for me and worked for free with Peter Nespešný in a design consultant role. I won't lie - it hasn't been easy, and there have been times where Peter and I both were uncertain about how .63 would be received, or how it would perform under full-scale load. I don't want to be a broken record - but I am so happy that all of those concerns have been washed away. DayZ has been my life, made my life - and been so ingrained in who and what I am that I won't be able to just walk away. Hell, I've just crossed 7,000 hours between two accounts. From here, I look forward to opportunities back home in the States, being closer to family, and playing DayZ as much as I possibly can. I certainly have not forgotten my promise to TSM Smak to do a 24-hour stream when DayZ hits 1.0. See you out there in Chernarus folks, the sun is rising and the future looks bright. - Brian Hicks / Creative Director Dev Update/EugenDear Survivors, before I start, I have to thank Brian for his contribution to DayZ over the years and wish him the best in his future endeavors. His passion is an inspiration to many. And I’m pretty sure we will be seeing each other in DayZ all the time :). I know we both wish for the game to grow and improve and finally testing the 0.63 has been a step in the right direction although a lot of work remains to be done. On that note, I want to thank you for participating in the last few stress tests. Feedback is coming in from every channel and we read all of it; from our forums, Reddit, Twitter, and more. I noticed a couple of topics that are coming up, and I want you to know we will be looking at these in the testing of both stress test build and experimental. We will prioritize resolving issues depending on their severity or their impact on the gameplay, while also working on more advanced features like climbing, vehicles and base building alongside that. I want to remind everybody that these will be part of the experimental build but probably won’t appear in its first iteration. It is extremely important to test these during experimental because as soon as we move the build to the stable branch, we want to focus on bug-fixing and tweaking. Don’t forget that as soon as we hit experimental, customer servers will be able to switch over. Now let’s get back to the things that were tested thanks to Offline DayZ being available, although it is definitely not representing the DayZ experience yet. Distant sounds, not hearing a gun or where is it coming from, or megaphone audio not traveling far enough; all of these things require tweaking as most of the initial configuration has not seen a revision yet, we will be looking into these as we progress with experimental. Distant lights, either a flash from a gun or a camp far far away; now these issues sadly have no simple solution, but we are talking about possibilities and will experiment with those as we get further down the development. Inventory visuals and functionality; a lot of the underlying tech is in, and visuals are still WIP. However, there are a lot of things we want to improve and work on during the ongoing testing. We want the game to feel physical and consistent in its behavior, as well as making sure things are telegraphed to a player when they need to be, focusing on the user experience of crafting and manipulation. The idea is there it just needs a lot of bug-fixing and tweaks. Besides the issues mentioned above there is an amazing amount of gameplay feedback, from the crosshair interactions, reload mechanics, aiming, shooting, controls, actions and more. We will be looking at what has been said and discussed and I know Peter will talk about these in much more detail over the next few status reports. As already mentioned before our next goal is multiplayer testing with infected and I’m definitely looking forward to that one! - Eugen Harton / Lead Producer Dev Update/PeterTwo weeks passed since the first Stress Test of DayZ 0.63. In the meantime, there have been another three more Stress Tests plus we added the possibility to play in an offline mode if you are interested in trying out what’s on the table with the “new” DayZ. During this time we gathered a lot of qualitative and constructive feedback from you - our community, which I am very glad for (read past Status Report to find more about my feelings designing something without feedback for so long). Now I would like to comment on the most important things through the Status Report, which is the most effective way on how to reach most of our players. As most of you know, our goal is to make everything to feel as tangible as possible, so you really need to be making things over time, at least most of the core actions. In this respect, we chose to have reactive raise of hands. To maintain the active stance, in which you can endanger others or defend yourself against them, you need to hold a dedicated button. Once you remove your hands from controls, the character should be rendered as relaxed and harmless. Telegraphing intentions and what’s going on is one of the most important aspects of DayZ. However, from feedback it seems like there is no problem with holding raise to become actionable, but more with the actual switching to iron sights while the firearm is raised. Currently, this is bound to MMB/LSHIFT, which obviously feels awkward and clunky, especially when it’s on another hand than the one controlling aim and shooting itself. One solution is to a double-click of raise and then hold it to enter ADS directly, but unfortunately, proof of concept which was available in first Stress Test, was implemented in a very crude way and it felt very unpleasant, confusing and it did not meet with understanding. Personally, I think a chain of actions is fine, firstly I’m raising my firearm to do some immediate shooting or I enter aiming down sights to get better precision, especially on mid to long range. On the other hand, I know that I will be upset finding myself in an advantageous sniper position and having to hold raise for the whole time waiting for the right moment to strike the target. I can assure you that we are very aware of this discrepancy and we want to solve it. As many of you already suggested, and we are tending to it for some time already, the solution is to simply have raise still on hold, but ADS (aim down sights) togglable from a lowered stance. While I’m not a huge fan of such kind of “togglability” of states (you won’t believe me how much it triggers me off watching friendly survivors talking by a fire while aiming at each other's faces), we will definitely try some other ways to address this until we end up with implementing this simplest solution. Another thing which is causing some tables flipping around is ‘hip fire’, respectively how accurate it is. Actually, it’s not hip fire, as the firearm is in the same position as while being ADS - the only difference between these two is the camera position - but for simplicity’s sake let’s call it ‘hip fire’. In the first place, it needs to be clear that ‘hip fire’ is not meant to be accurate by any means. It should be used for immediate reactions at very close ranges. Anyways advantage of it in its current state is coming from several factors. I already mentioned non-ergonomic switching to ADS above. First off we changed how the direction of the projectile trajectory is calculated while shooting from ‘hip fire’. Currently, it’s always heading from the weapon to the center of the screen. In the previous version .62, bullets were always fired out in the direction of a barrel of a gun, which didn’t make sense to anyone, which led us to introduce a floating crosshair to show where the barrel is pointing at (you kinda know to estimate that direction even when firing from hip IRL). However hunting this floating crosshair which is jumping across the screen like crazy is unpleasant and in the end, doesn’t make sense. So why not simply shoot towards the center of the screen - hence the change. Of course, the current implementation has a few worst cases where it’s not working properly or very badly to be honest, but those will be fixed one by one. Another thing is that after the rewrite of the weapons we are missing implementation of dispersion - random cone-shaped spread defined by angle. Previously it was used as kind of an inaccuracy from the manufacturing process where long barrel weapons were most accurate and short barrel ones were least. We are not using it anymore as I think ‘fighting’ some random nonsense on mid to long ranges is over the top, as players are already challenged enough by mechanics like sway, recoil, zeroing, actual bullet speed and drop - all that combined with character movement, which is enough. However, if it’s applied only while using ‘hip fire’ it can help to introduced much welcomed inaccuracy on mid to long ranges. For now, we will try to address it with modified sway while not in ADS to see how it works out. Next thing is the overly precise crosshair for ‘hip fire’. The former crosshair was ugly for sure, but in its size, it wasn’t precise at all, thus it was hard to assess the center of the screen, but still good enough to show the direction of shots. After a massive outcry about how ugly the crosshair is, we change its look as it is very simple to do - and to show you how a simple change can have a huge impact on gameplay, which, not surprisingly, you don’t like. In the past during internal playtest we ran a series of tests without a crosshair, but people were mostly unable to shoot anything even on close ranges during stress situations which required fast reactions. Personally, I’m for the complete removal of the crosshair, but then there are plenty of 3rd party software or monitors allowing to overlay crosshair on screen, making it unfair to those playing fair. By the way, you can disable crosshair (along with dot) from options (game>crosshair>off). Forcing disable of crosshairs will be also available server side. As a mix of all the above, there is a possible exploit now with ‘hip fire’ where you can fire immediately after pressing the button for raising firearm where the dot can be abused for super precise aim. Of course, this will be fixed down the road. Advanced firearms manipulation and subsequently accentuate usage of quick slots as pockets with instant access to items in them, is related to the philosophy of DayZ’s survival element - being prepared for possible things to come. Using quick slots for anything else beyond the switch of items in hands is not standard at all and it needs some time to get used to it for sure. Compared to old DayZ (.62 and previous versions), we changed loading weapons to hold-action, instead of just click, for a reason that weapons with internal magazines will be loaded continuously - same as how feeding detachable magazines works now. Next, we enriched the usage of quick slots for initiating any combining actions, basically crafting, but I have to see someone to using it like that yet, as it can save a lot of time and inventory access. Anyways quick slots have that disadvantage that they are kind non-ergonomic, especially for hold-actions which is of course a problem. Just the fact, that R key isn’t working as it’s used to work across all action games, which is so deeply rooted standard, inflames most of the players. I would like to point out, that currently, we cannot present you the big picture, where the pieces fit together - and that’s manually charged firearms like bolt action rifles or pump shotgun - which internal magazines can be continuously loaded and have to be manually charged prior to every shot, where R is used for now as it’s manipulation using a mechanism of the weapon. Even if it will be still unclear and uncomfortable after that, we have already plan B prepared, which makes R key to behave in ways people are more accustomed to. In that case, R would reload magazine or chamber (most probably from pre-prepared items in quick slots) while holding R would manipulate with the mechanism, or unjam it in such chase. We will be able to see and evaluate once manual firearms are implemented. There is also critique regarding weak recoil. It’s good to know, that the new system for recoil is good, however, there is only one setting used across all weapons for now if I’m not mistaken. As it was tweaked for low caliber pistol, of course, it seems very off using an AKM. Better recoil patterns will be added gradually. From other stuff related to gunplay which is also being questioned is hold breath. To be more specific - its default keybind, which is currently set to left CTRL. At first it seems to be non-ergonomic, but on the other hand, it makes sense as it’s paired with the walk modifier. With the upcoming new input controller we will separate these actions from each other, so we will be able to bind them independently. It’s worth to mention that most actions of the new character are hardwired to the actions of the old one which is gone for a long time now. This means we are in some occasions limited in achieving the desired result (for example we are still missing hold-action for environment interaction - currently bound to F, which limits us in the introduction of continuous actions, like drinking from the pond). Until the new input controller is in I would advise you to not rebind controls as it can completely mess up a new character in some cases. Seems like I already made it into a solid wall of text even as I wanted to comment on other stuff as well in no particular order, like weapon changing animations, bleeding, hit impacts, falling, stamina, HUD and tendency icons, headbob, fake inertia, clipping issues in FPP, inventory, infected behavior, melee combat, balancing in general, lack of content and more. But I would better stop right there and leave those for next Status Report. Brian, thank you for all your hard work for DayZ, your passion will be missed... see you in Chernarus man! - Peter Nespesny / Lead Designer Dev Update/MirekHello survivors, today, I'd like to write about current Stress Tests, how they are helpful to us programmers (especially server-side stuff) and what's the plan with next Stress Tests. Secondly, I will write about our progress on the infected. First of all, I want to thank all of you who are participating in these Stress Test sessions. They already helped us to find performance bottlenecks, some thread deadlocks, sources of crashes and connection issues. We fixed several of these issues and we're working on the rest. We've prepared some performance optimizations, which are in our internal branch and are ready for internal testing. Our current Stress Test scenario, where all players are spawned in the same city, is probably the worst case for server performance and network traffic. Although we're quite happy with the numbers we received, we'll continue to improve performance till DayZ hits stable in version 1.0. The next Stress Tests scenario (I'm not sure now when it will happen) will look like your ordinary DayZ session, which means that players will be spawned at different places and infected will be present. In these sessions, we will try to continuously increase player and AI numbers to see how intense we can populate Chernarus. Please keep in mind that the AI can be still buggy in these test so don't be angry if you'll be killed by infected which went through a wall (I will explain why this is happening in next paragraph). So, now about the infected status. Some of you have met them in our recently released offline mode and noticed that they can go through obstacles sometimes. This is known to us and it's happening because we decided to save some performance on collision detection, therefore we've disabled collisions between AI units and static objects during movement - the navigation system should keep AIs on the navigation mesh and that's the reason why we disabled this collision detection. This bug is one with the highest priority and hopefully we will fix this navigation issue soon. About infected and their features - basic movement, stealth mechanics, and fight logic are in place and we are iterating them. Designers are tweaking infected senses, which means they are balancing how infected can spot a player depending f.e. on player's stance or clothing which they wear. We're adding some more movement features right now - turns and crawling. Crawling will be there a little bit later because not all animations are ready now for this movement state, but here you can at least see transition animations in the game: Turning - I think it will be best if you look at these samples, to see what that means - I believe these will make stealth and fight funnier: ' And that's all for now. As you can see, stability improvements and infected are our current milestone. Hopefully next SR we will be able to show you more from other game features. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/FilipHi all, over the last couple of weeks, we've made several improvements. We’ve implemented ambient sound attenuation for interiors and added a smooth transition between outdoor and indoor states. The number of ambient sounds that can play simultaneously is now higher plus we’ve added a few new controllers, so sound can react more dynamically to weather changes. Regarding doors, we redesigned door open/close sounds and added over 200 new sounds in the process. On a different issue, the localization of sound sources in 0.62 did not work very well. The visual position did not correlate with the position of the sound. Especially with animals, which you can hear over long distances, this slight offset made them hard to locate. This is why we decided to redesign vector panning. We are very happy with the changes we did for stereo configuration and now we are concentrating on surround configuration. - Filip Čenžák / Sound Designer Community SpotlightHello Survivors, it is finally beautiful weather outside, but who cares when you can play the Stress Tests! We released four Stress Tests already as well as an offline version of DayZ and we received a lot of feedback from you. We are glad you are helping us to fix all these annoying bugs and crashes. Let's check what you've sent us through our social networks. This is really cool. An old friend of Sweetest_Kill gave her a DayZ-themed bat with her name on it. It is a nice gift, but please, don't use it on living creatures. Guys, I want to show you a great video made by HandZ. It has everything - sadness, regret, violence, moral decision-making, betrayal and death. Great work HandZ, it is one of the best live action videos we ever saw. https://www.youtube.com/watch?v=WwUjeJmc66E DickieTheChamp made a cute DayZ inspired USB. It is a small can of Pipsi and I want it so bad! If you think it is only violence and blood in DayZ, we want to show you that you are not right. You can find love there as well. Mach and FubarBundyy can confirm we are right because they met in DayZ and they fell in love with each other. They are just celebrating one year together! So adorable! Willkillshill shared his selfie photoshoot with us, from when he was playing on one of the Stress Test session. And it is hilarious. And now some real Chernarus thing - on Reddit, zverus showed pictures of the real Nord East Airfield named Nalivaikivka airstrip, which is located near Kiev in Ukraine. Check it out, it is really interesting: That is everything from me today, If you have anything you want to share with us, just send it to our official Twitter account and I will check it out! - Baty / Community Manager Header image by Punchy McSlap. View the full article
  20. Status Report - 13 April 2018

    Latest Development news from Eugen, small teasers of the upcoming changes to radios and other VoIP devices, as well as the final particle effects for gunshots, and also a nice summary of our trip to PAX East! It's not Tuesday, but it's still Status Report time, so let's read! Contents This Week Dev Update/Eugen Dev Update/Jan Dev Update/Boris Community Spotlight Dev Update/Eugen Dear DayZ players. All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable. And what I mean by unstable? In the worst gunfights with large numbers of players and looting, we can still see at least up to 10 different crashes averaging in up time of less than an hour. We fixed about 500 bugs so far for this Stress Test alone, and there is about 50 left. About 10 of those are crashes that have been plaguing our most recent internal playtests. The good news is that we were finally able to debug the reasons behind these, and are working on fixes as you read this. [i.imgur.com] Quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). Click to Enlarge[i.imgur.com] Once these fixes are confirmed, and if nothing else pops up (usually does, but fingers crossed!), we will evaluate the state of the build again and start with Stress Testing. We are as anxious as you to get this ball rolling :). Now for the work invested into things that are not launching with either Stress Tests or with the first Experimental build: there are about 1000 bugs fixed so far for Experimental and we are doing some heavy work on UI visuals and functionality to go beyond the basics needed to develop on the new engine. Jumping has got into the game with its first iteration and will be followed by climbing later as we polish animations and possible edge cases where players get stuck. On the notion of having other means of movement rather than walking and running, we are still working on 0.63 vehicles, and also the first helicopter iterations for internal testing. These are still heavy work in progress as vehicles, base building, and several other features are still waiting for a commit (= implementation to the main game code) of technology that we have mentioned a couple of times: enabling hierarchy between entities in the game. We will move on to that commit once we confirm that there are no larger issues during Stress Tests. Just to give you some scope (since I started using numbers) over the years, we have tracked around 30 000 issues and resolved about 25 000 of them, where resolving means that some have become irrelevant on their own either due to change of tech or design (Expired, Won't fix, Duplicate, As Designed and other resolution types in the chart below except for Done or Fixed). Part of the remaining unresolved issues is also related to post 1.0 content and features: A quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). I'm excited about what's to come with the first stress test and feedback that we can work with. I'll be there trying to survive there with you! :) Eugen Harton / Lead Producer Dev Update/JanHello everybody! Voice communication is something we haven't really talked about for some time. So I'm here to introduce you to the changes we've done on the gameplay side. But since this is my first Status Report, I'll start with a small introduction. My name is Jan Huňka (on the internets, I go by the nickname Zoidy) and I work on DayZ as a Gameplay Programmer specializing on networking - but I also worked on the new damage system, login/logout process and a bunch of other things. The main goal of these changes was to make the communication as seamless as possible. As soon as your radio has a battery in, you can talk on the selected frequency. If you turn it off, you're automatically using direct communication again. Currently, we have three types of communication devices in the game. Megaphone, personal radio and also a Public Address System. RadiosPersonal radios are very easy to use. You don't need to hold the radio in your hand, it can be anywhere nearby like in the inventory or just on the ground and you can still use it. Other survivors nearby can also use your radio if they're close enough. To transmit on larger distances, you can use big radio stations. Signal strength is based on the maximum distance. The closer you're to the maximum distance, the more noise you're gonna hear. The same goes for the text chat. The closer you're to the max distance, the more can your text message be corrupted. Public address system (PAS)We placed quite a few PAS loud-speakers across the cities of Chernarus and now you'll finally be able to use them. PAS broadcaster can broadcast your voice to all loud-speakers in range. You just have to stand close to the broadcaster. It is also possible for multiple players to use the broadcaster at the same time. Listening players are hearing voices of the speakers from the loud-speakers based on its distance and direction. MegaphoneMegaphone needs to be held in hands to use and it basically allows your voice to be heard on larger distances than just talking. Server keeps information about nearby communication devices that every player is currently able to use. This information is then cross-referenced against other players and the result is a "list" of players that you can communicate with. All voice messages and also text chat messages are routed to appropriate clients using this information. Thanks to this, you can transmit your voice to multiple devices at the same time. For example, if you want to set up some radios on different frequencies nearby your PAS broadcaster and then broadcast your amazing speech on all possible channels and PAS at the same time, it is completely possible. Contrary to the original plan, you cannot use one device to transmit to another device. Like leave your personal radio nearby PAS broadcaster. The chains of devices that could be created using this feature could become very complex really fast. We would also need to constantly check all communication devices on the whole map to update these chains, which could get costly in terms of resources. But we'll try to keep this in mind and maybe this feature could make it to the game on some smaller scale. We added and tweaked the sound filters for different types of devices. Radios still have their typical noise, but megaphones and public address system received some nice echo effects, so you should be able to tell what device is the source of the sound. If, for example, there are three radios around you on the same frequency, you're gonna hear the same voice with a little echo, so you can recognise the same voice is coming from multiple sources. The echo is calculated based on the number of devices and their distance from the player. Thanks for reading and I hope you're gonna have a lot of fun with the new communication system in Chernarus! Jan Huňka / Gameplay Programmer Dev Update/BorisSurvivors! I have some news from our scripting team - I'm happy to say that the system for weapon particle effects has been finished for some time now, so here is a small sample of the quality of muzzle flashes you can expect to see in the 0.63 Stress Test: Note that rapidly firing for a prolonged amount of time will heat up the barrel, causing a continuous stream of smoke until it cools down. In later experimental updates, badly worn out weapons will tend to smoke more as build-up collects in them, which prompts players to use the weapon cleaning kit to avoid malfunctions. The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. Currently, we have a simplified placeholder system implemented until the final solution is fully prepared. Fire away, survivors, but mind the heat of your gun barrels! Boris Vacula / Scripter Community Spotlight/BatyHello guys! I don't know if you noticed, but me and my colleague Martin were invited by Microsoft to show you the Xbox One DayZ DEMO at PAX East in Boston. Yes, we already have a playable single player 0.63 demo that runs really smooth, and this was the first time we presented the Xbox version to public! We were a bit nervous about the reactions, but your enthusiasm about the demo calmed us down and we were really happy that you liked it. Xbox players had a chance to try the demo for the first time, running around and exploring what DayZ is all about. Meanwhile, experienced PC players were testing new features, because it was also the first opportunity for the to get their hands on 0.63. If you want to see a personal experience of one of our players, here is a video from Jake: https://www.youtube.com/watch?v=zGOH6h2KZtk And of course, we've met so many nice people who we know only from online communication. For me, that was the highlight of the show. Thanks everyone who stopped by and talked to us or just tried the demo! Our little station was right there. Massive thanks to Microsoft for inviting us to their booth! Pax East was so crowded! We've met a couple of survivors in DayZ cosplay! Some streamers like MarkstromTV, TheLoyalPatriot, LtDanOfficial, Mr. Moon, Deadly Slob, GamerDad, Johny Rotten, Puhdado, Acesfury and Jakon tried our demo too. So many amazing people came to Pax to meet us. We love you guys. Community Events Let's check out some events on private servers. The first one is organized by DayZ Underground server and it is called "king of Severograd". Be ready tomorrow at 4PM EST. Don't forget to register[www.dayzunderground.com]! Another one will be on Saturday at 7pm CST on the DayZ Noob server and it is melee weapons only. You can win a fully decked M4A1, AK101, AK74, FAL and AKM. Nice prizes! And the third one is today, so run and join other survivors on TopeRec&Spaggie's server (185.16.86.37:2602) at 20:00GMT as soon as possible. Community FAQ The last thing for today are some of your questions (we'll do the riddle next time): Is PC your primary platform? Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first. Should we be worried about DayZ being on consoles? No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example. Is it going to slow down PC development? No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC. And that is all from me today. Don't forget to send us your videos, pictures and everything DayZ related you've made, because we love it! Header picture by Lith3on Baty/Community Manager View the full article
  21. Status Report - 27 March 2018

    We're back from a trip to GDC, and also back to the regular Status Report schedule. Let's read more about our upcoming 0.63 public stress tests, our progress on Xbox, and plans for PAX East! Dev Update/Eugen Dev Update/Filip Community Spotlight Dev Update/EugenDear DayZ players, There is a lot of commotion in the office as we get near our first 0.63 public stress test (which I will talk about more today and share details of why and how we are approaching this step, and what should be the outcome for both you, the players, and us - the developers). Besides the obvious focus to get things into public hands for testing, we are dealing with issues related to weapon collisions with environment and zombies. While also working on climbing and jumping to make traversing through the environment a much better experience.There is a lot to cover in the coming weeks, and we are looking at the missing pieces[dayz.com], as well as pushing for the level of polish we want to achieve before we finally move 0.63 to the Experimental branch of DayZ on Steam. 0.63 Stress TestsAs we've mentioned during our 0.63 Dev Live Stream, the initial releases of 0.63 will take the form of time-limited, focused stress tests. To differentiate these stress tests from the more traditional Experimental testing phase, we'll create a completely new "Stress Test" branch of DayZ on Steam, which anyone of you will be able to switch to, and play on test servers provided by us. Once 0.63 gets ready and releases on the Experimental branch, this option will be gone, but we expect to have more than one of these stress tests happening in the next couple of weeks, so you might get a chance to hop in early and test the game in a limited capacity. Our main goal with stress tests is to test server load and see the number of players we can handle on one server. These stress test can both happen very often, or there might be some delay between them. We will be auto collecting logs and servers crashes for further analysis, as well as profiling the server performance. A big chunk of the work will go into making sure we get lots of data to sort through and evaluate. We will announce the time of each stress test on our social media channels so that you can prepare at least a little bit ahead of time. Besides the timeline of availability, we will try and provide you with a list of things that we've assigned the highest priority for getting feedback on. I know a lot of data miners are going to look into everything we've done with the game, as there is tons of work in progress features hidden inside the client data, possibly including some not yet covered details that may cause a little bit of premature excitement. While we totally expect that this will happen, we will be, however, pointing our focus towards a more limited set of things at one time in these tests. For the first test, we will try to take a close look at the new implementation of gunplay and player synchronization. You will be spawning in a much more concentrated manner on selected locations in Chernarus, already equipped with basic gear that we have ready for testing. Many things in those builds will still be either disabled completely or not spawning. On the other hand, we will try and increase the player numbers per server to see how far we can go. It's going to be a bit of a bloodbath, that's for sure! For the first bunch of stress tests, there will be a limited time window, with a limited number of items spawning, and also with a somewhat limited functionality so that the data we are collecting is helpful. We are at a point where we need your help, your feedback. It's necessary for us to move forward, and to make sure that when the game goes live for everybody, it’s as consistent and reliable as it can get. For now, there will be broken animations, bugs and different annoying details that we know about. However, I cannot state how important for us it is to start testing now, and not wait any longer. Some of the issues we might encounter will take some time to solve, and will only be able to be reproduced in the high traffic environment of public testing. Now to answer the question why we do so with a limited feature set and in a limited time window: any data collection past the initial findings and blockers is diluting the effectiveness of such efforts. Problems can be hiding in layers - as you fix one, another appears because with the first problem in its way, it never had a chance to occur. We think we know about a lot of them - if not most - but we realize there is more to do. It's going to be fun either way - we are ready to face this head on, and roll fixes in quickly. Ramping up our communication both ways is an important part of the process that's coming both during stress tests and in Experimental. For feedback, videos are one of the best mediums for us to understand what’s happening, so if you have a chance to share them with us on the Feedback Tracker[feedback.dayz.com] and the DayZ forums[forums.dayz.com], they are more than welcome! We'll talk about this when we release the notes for each stress tests, but as mentioned, we will mostly be looking for inconsistencies in player movement and gunplay. You'll definitely experience a lot of weird inconsistencies or bugs with things like melee, environment actions, or crafting, but we're working on those, and these just require time, but meanwhile, we can already run tests on those focus areas that will help us move forward faster. As for when do we start those stress tests - again, as mentioned in the Live Stream, we were looking at the initial releases of 0.63 as something that's weeks, not months away. It's been two weeks since the Live Stream now, and so it goes without saying that we'll all get to some testing rather soon! Keep following us on Twitter, Facebook, and our Forums[forums.dayz.com] to be notified when a stress test goes online! - Eugen Harton / Lead Producer Dev Update/FilipHi all! Over the course of the last couple of weeks, we have worked on several smaller tasks and features such as swimming, footsteps in water, ladder climbing, user action and fireplace sounds. We've also finished the work on the interior controller for weapons and character sound. Now we can have different tails for indoor shooting, reloading magazines of footsteps. Indoor ambient sounds are still in progress. For next few weeks, we will be focusing on melee fight. We will re-design sounds for attack animations and also make many new melee hit sounds. https://youtu.be/s_jVKGVzOmM - Filip Čenžák / Sound Designer Community SpotlightHello Survivors, In case you haven't noticed, we skipped the last Status Report and we broadcasted a Live Stream of the 0.63 build instead, with dev commentary. And we are really happy with your feedback, thank you for that! We are improving our streaming skills and we are hoping to stream more often in future, to share our DayZ development goals with you! If you missed the stream, we exported it to our YouTube channel and you can watch it here: https://youtu.be/-RmJrnp85K0 Part of our team was attending GDC last week, where we've met with a bunch of journalists at a closed event organized by ID@Xbox - to all of them, we've presented a short Staroye DEMO of DayZ on Xbox One. People who tried it were amazed by how smooth the game runs, and how good it feels. Here is a short video of the press event on Tuesday: If you are sad you couldn't have tried it at GDC, we have another chance for you to get your hands on our DayZ Xbox demo! We are going to PAX East in Boston next week and we will be there ready for you from Thursday 5th to Sunday 8th at the Xbox booth. [i.imgur.com] I know you always have questions about the console versions! I chose the three hottest ones: Are you developing DayZ for Xbox One X only? No, we’ll be releasing on all Xbox One consoles, and on PlayStation 4 as well! How about the frame rates on Xbox One X? It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though! Will there be cross-platform between platforms? That’s unlikely - while it’s perfectly viable from the technology perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay. Let's check out the content you have done since the last Status Report. There is a lot of it, so I had to choose just some of the things you sent me. I know we highlighted Gaming Roach Entertainment before, but he is so original and we love his videos very much! He made a DayZ parody of the TV show "Friends" and it is stunning. You need to see it! https://youtu.be/g-X3RMdartg I saw a picture on Twitter that made me hungry. And I hope it will make you hungry too. This amazing package was sent by PetitPoney to his DayZ friends. Looks like human meat, doesn't it? I asked the recipient EVILZ if he likes human meat so much, and he replied to me that it is just pork meat and he made a backpack from its skin. Okay, I am going to trust you for now. Look at these cans, can you recognize them? They are just like the ones from the game! This picture was sent to us by Wallamys Uchiha, who made some for himself in real life. Do you want them too? You can make it yourselves, Wallamys {LINK REMOVED}shared the labels with us here. I love your artworks guys. Please send more to me! This one is made by Dominik Figlhuber and it is in 80s style. Amazing work Dominic, I am looking forward to your next fanart! Let's check some events that servers prepared for you. Do you know the server Mafia of Balota? Admins prepare events every week and they have some safe zones around the map, so don't forget to read the rules before joining. The event for this week is in medieval style. If you want to participate, just join their Facebook group and learn more there. The Village server prepared a screenshot contest for you. They are looking for the most beautiful post-apocalyptic screenshot taken on The Village server[barelyinfected.com]. The contest ends at the end of the month so hurry, you have just a few days to participate. And your favorite riddle! It was really hard last time. The house is between Black Moutain and Svergino and these guys are hardcore fans who really know the place: Uncuepa Jake Goof3y‏ CanisDirus CryDoXz GaryWalnuts And the new riddle is a really hard one, too, because it is from Adam again - he likes to challenge you! [i.imgur.com] If you know this place, tweet the location to our official Twitter account and you can be featured in the Status Report next time! Thank you for your amazing work guys and I am looking forward to seeing your content in two weeks. Don't forget to check our Instagram[www.instagram.com] next week, we will post some pictures from our trip to PAX East there! Love you all <3. - Baty / Community Manager Header picture by RageBruh. View the full article
  22. DayZ Development team is live on Twitch with .63! https://www.twitch.tv/bohemiainteract Also, don't forget to join our discord. Once .63 drops, we will team up and ambush a server! View full article
  23. DayZ Development team is live on Twitch with .63!

    DayZ Development team is live on Twitch with .63! https://www.twitch.tv/bohemiainteract Also, don't forget to join our discord. Once .63 drops, we will team up and ambush a server!
  24. How long do we still need to wait before the 0.63 Update is released on the Experimental Branch? That's a question we get asked every day. While it's still hard to estimate exact release dates at this stage of development (we've learned our lesson about estimating dates), we at least wanted to provide an overview of the work that remains to be done before the release is a go. Before you start scrolling through the list, we strongly recommend that you take a peek at the detailed Status Report we posted on November 2017 last year - back then [www.dayz.com], we provided a list of 0.63 goals that served as a basis for this particular checklist. In general, that Status Report contains a pretty decent breakdown of our development plans all the way to the 1.0. release - go ahead and read it if you haven't done that yet! We'll do our best to go through this list twice a week on Tuesdays and Fridays - even if it would mean that the state badges for each feature/system stay the same. With each update that has some new things marked as "Ready for Experimental", we'll also share that information on our social media channels! We hope this will make our development progress a bit more transparent, and hopefully, you'll also get at least some sort of estimate for the Experimental release. https://dayz.com/blog/0-63-experimental-release-checklist#/ View the full article
  25. Status Report 27 February 2018

    This week we, unfortunately, didn't give Brian much space to remember anything from the good old days of DayZ - and that's because we've got quite a lot of things that are happening in the present! We did our best to provide plenty of information about our progress and also detailed some design decisions regarding our damage system and ladders. Adam is also teasing some of the lighting updates he's working on, and to support all that, we've got a decent portion of visual materials this time - including videos! Let's get to it, Survivors! Dev Update/Eugen Dev Update/Peter Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/EugenDear Players! As the iteration speed on many of our features increases, we are seeing some good results coming in - both in terms of features and stability. In the last two weeks, we have been focusing on and finished the below-mentioned functionality, and as of now, we are closing more issues than are coming in, which is a good sign. Ladders Mentioned before a million times, but it's finally working and ladders are done on the player side. We're converting data for all buildings and working on sounds for ladders. Swimming Again, something that has been missing from the basic movements of the new character for a long time, and it's merged in and done now. As is the case with ladders, sounds are the last thing being added at the moment. Unconscious state We are currently at the beginning of the polishing phase of all the animations and data and looking into connecting the state with character representation and shock values. Damage System (bleeding, penetration, ballistics) After merging in our first working implementation of the new damage system, we're finally working on tweaking the damage values and states, penetration and ballistics. Looking to polish it for experimental release. Bleeding has been connected to the system as well and is working already. We are fighting issues with particles and blood and trying to find a good visual solution. Jumping/Climbing/Bugfixing Since swimming and ladders are working technology-wise, we have moved onto the proposed jump and climb mechanic. Jump is going to get in first, and climbing - as it is quite complex - is definitely going to require a lot more polish. Stability The QA team just got back to work on the build stability. Our stability has been pretty bad recently, with all the large features getting in, so most of our team is focusing on bug fixing and it has paid off already. We're definitely not done and there is still tons of crashes to fix, but the stability has increased by a factor of 30 in just the last two weeks. And I look forward to a normal play session on 0.63 Experimental RC (Release Candidate build). User Actions Because everything you do in-game is working through user actions, we are getting the proper animations in, making sure that the base survival mechanics work, and that there is a loop to follow when you get into the game. It makes the gameplay much smoother. Weapons Work on weapons has slowed down because some of our team members were traveling, and also because we wanted to get in more of the melee combat animations, with the last changes in heavy and light attacks. The guys from the animations team in are in general working on making sure both one handed and two-handed attacks are polished and ready for use. Player turns/Prone We're looking into what's next for all the amazing features that the new animation system has brought us and polishing them, trying to fix both functional and visual issues that arise from the fancy and cool prone combat. 4K UI and bug fixing As we're working on expanding the usability of UI in different resolutions (including 4K), we have tons of bugfixes for inventory actions and visuals for icons, actions and a lot more. Making sure things work reliably with the UI is key now. Refactor of Infected Since a lot of the work on the player is getting done, our Lead Programmer Mirek is heavily focusing on a refactor of the infected, both in terms of stealth and combat. We don't want to promise anything, but we should hopefully be seeing the results soon, and build advanced features for the infected in quick succession after the basics of that work are merged in and working reliably. Collision issues Not much has changed here since the last Status Report. There is a huge pass on all objects in the game in terms of collisions for both gameplay reasons, camera, and much more. And since there are hundreds if not thousands of objects, depending on how you count some, this is definitely a long-term task. I'm very happy with the progress we're seeing and can't wait to play with you sooner than you think (wink wink). - Eugen Harton / Lead Producer Dev Update/PeterIn the last Status Report of December[dayz.com], I was mentioning ladders. Now you can check them in all their glory in the presented video (thanks to Adam!). You can see the animations for climbing up and down with normal speed, as well as quick scale up and fast slide down. Also note that climbing the ladder is being shown on one long, continuous, seamless ladder, with the possibility to exit and re-enter the ladder on accessible levels in the middle of the tower. https://www.youtube.com/watch?v=YoCdj2Sxjmw Let’s jump to the ongoing work being done on the new damage system and ballistics. In the dark past, the old damage system used the so-called hit points (basically plain points positioned on a body, where the distance between them and the hit impact was compared in order to determine to which hit points the relative damage should be dealt). Now, in the new damage system, we are using hit zones, which are defined by meshes. That allows us to properly depict shapes of every desired component, leading to accurate hit detection and allowing us to incorporate terminal ballistics of projectiles to calculate the proper damage that should be applied. DayZ is an authentic game, and I’m convinced that range combat should definitely underline this direction. Hit zones obviously correspond with basic individual parts of character's body such feet, legs, hands, arms, torso, and head. There are also additional hit zones for vital organs - brain, heart, spine, lungs, and liver to deepen the representation of the character body. In real life, damage dealt by projectiles to the human body is very complicated and it’s fairly impossible to simulate it in game, so some necessary simplification is in place. Each hit zone has its own health which may or may not affect the global health of the character, as well as optional vital attributes. A player character cannot directly die just by shooting its limbs - our goal here is to avoid unreliable situations like shooting the character 10 times to its feet in order for it to get killed. However, as projectiles' penetration leads to bleeding wounds, the character will die indirectly by bleeding out without a treatment. Also, limbs can be fractured if their health falls down to zero, leading to restriction in character movement unless treated by attaching a splint to the fractured limb, which will heal it over time. On the other hand, damage the torso and head can lead to direct death (global health at zero), as well as indirect death by bleeding out. Vital organs have relatively low health, and destroying them leads basically to instant direct death, which opens a way to encouraging shot placement in combination with ammunition used, depending on current situation. For determining terminal ballistics, we have a complex set of parameters in place. Projectile speed and energy now depend on barrel length, which allows us to differentiate between different firearms using the same type of ammunition. Of course, speed and energy decrease over time with the distance traveled. Penetration also depends on the caliber of a given projectile, and obviously on the type and thickness of the material used. There will be a coefficient that takes into account how projectiles behave while penetrating materials, which will help us mimic such behaviors as tumbling, or expansion, of different projectile types. From all these parameters, impact depth and damage applied is calculated to be as close as possible.[/u][/url] Now, to emphasize, I fully understand, that all of this can seemingly be perceived as somewhat mysterious behaviour, and could look like random or even buggy to observers, especially those who are accustomed to primitive damage systems where X hits from Y gun definitely leads to character's death. However, even with that risk, I want to give it a spin. Sure, it will be hard to balance and get it as right as possible, but hopefully, you will bear with us and at the end, you will appreciate the possibilities it opens. In worst case scenario, we will be forced, for the good of the game experience, to change it to a more streamlined approach, which will be more cleaner and understandable by yielding more predictable results. No mercy for what we are doing... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/AdamThis time, my contribution will be rather short. With the 0.62 update, we have introduced many changes to the world lighting configuration. With the upcoming 0.63 update, we have made additional changes to address: overall brightness during daytime dawn and dusk transition brightness issues improve nighttime and star read-ability Please note that following comparison pictures (0.62 vs 0.63 light config) are work-in-progress and do not represent the final state. It should also be noted that both pictures were taken on 0.63, which, compared to 0.63, also contains a number of colour improvements to environment assets (grass, vegetation, artificial objects). Before After Before After Before After Before After Before After Before After Before After Before After - Adam Franců / Map Designer Dev Update/FilipHi all! For the last couple of weeks, we have been busy with ambient sounds. Though we're not finished yet, we've made some progress. Ambient sounds are more dynamic now and react to weather changes and location changes. We've also made progress with positional environmental sounds. Now you can hear birds and insect coming from trees and bushes, rustle of tree leaves in the wind above your head, metal squeaks and creaks coming from old building's roofs and much more. Here's a small teaser (please be aware that everything is very work in progress): https://www.youtube.com/watch?v=lOZ5t7hSGy0 - Filip Čenžák / Sound Designer Community SpotlightHello everyone, let's start with answers to some of your frequently asked questions: Q: Will the cost of DayZ servers be reduced with the BETA release? A: Yes. In future, anyone will be able to host their own servers on their own terms, as we want to release the DayZ Server Files with BETA. Maybe not right with the first BETA build, but definitely during BETA. Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers. Q: Will the performance of the game be better in BETA or in the future? A: Optimizations of performance in DayZ are a continuous process, but we can definitely say that the game performance in BETA will be better than the current performance in 0.62 Stable. How much better depends on specific hardware. Besides optimizations of the rendering pipeline, we have rewritten multiple systems to utilize more CPU cores, we've implemented double buffering for rendering and changed some of the synchronous operations to asynchronous (which allowed further parallelization of those operations). All of these changes have a positive impact on the framerate in the game, especially client-side framerate. Q: Do you have any plans for new buildings? A: Yes, we already have some new buildings on the Northwest Airfield in 0.63 and more buildings are planned. I would like to tell you an interesting thing that happened already a few months ago, but some members of the community still ask about it today. We've got in touch with the creators of a Norwegian political thriller TV series named Okkupert (Occupied) based on an original idea by Jo Nesbø in 2016. A lot of you already saw the episode September (second series) which had DayZ in it. In the episode, the Norwegian Police Security Service is using DayZ to infiltrate a resistance group and to gather some information. You can see them playing on PlayStation 4, however, it wasn't for real. At that time, it was still not possible and a lot of you were confused. Let's check out some screenshots I've made: We know how hard can the current situation be for server admins and how hard can it be to keep your communities active. A lot of good servers died and we can't do anything for them now, but we believe (and hope!) they will be back after the BETA update. As I wrote earlier, with Linux servers, the rent should be cheaper, although we don't control pricing of the servers directly (that's up to server providers of course). I just want to thank all admins for being so passionate and for caring about the communities of their servers. Better times are coming! Artwork by Eightarmedpet. I found out some of you don't trust us about the Xbox version build. But yes, we are really working on the console version, on both of them - Xbox One and PlayStation 4 too. Here's a small teaser - hopefully, we'll be able to show them in action soon, as both versions actually run pretty smooth! I have not seen such a well-done video for a long time. Uncuepa is talking about his vision of humanity in DayZ. He has a lot of interesting thoughts. What do you think about this system, do you like it? https://www.youtube.com/watch?v=CwZVvUF_5Wg This video has improved my day. I don't know if the participants were forced to sing, but this is kind of a "Chernarus got talent" episode. I love it, thank you for your work DuckyFTW! https://www.youtube.com/watch?v=0ipkCtgAQvo Creator of regular DayZ Spotlights Boydy interviewed our map designer Adam "Sumrak" Franců. You can find a small video sneak-peak of Namalsk inside and some info about modding and map changes. Enjoy! https://www.youtube.com/watch?v=g1g3I75zXGk No cinematic video this week. Plonker made this cute Cartoony DayZ Turntable and showed it to us on Steam. And I am showing it now to you. :) And as the last thing, we have the riddle again. Who won last time? Jake Bryce Johny K $€i¥ablitz OriginalChaostica Vetovote CanisDirus This time is it a location from Adam again. So, do you know where is this house located? Tweet it to us on our official Twitter account. [i.imgur.com] My part is so long again, but I am not sorry for it because it is from you and I love your work so much! - Baty / Community Manager Header image by Krush. Also: did we just win or what? View the full article
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