Jump to content

ImpulZ

DayZ Developer
  • Content Count

    944
  • Joined

  • Last visited

Everything posted by ImpulZ

  1. ImpulZ

    Close preview question

    Please keep the discussion civilised. We are going to open a mail registration for the Closed Preview soon.
  2. ImpulZ

    Xbox Beta

    We know you can't wait to play, but we'll have an official form for that later this month. :)
  3. ImpulZ

    Character Stuck in Database

    Characters stuck in database will be automatically freed within an hour max.
  4. ImpulZ

    I cant play on any server

    You have the Stress Test version installed, so you can only play on Stress Test servers. To switch your version, go into your DayZ Beta properties in your Steam library.
  5. There won't be a Stress Test today. As there is one more game crash to fix we are not comfortable yet with letting it run over the weekend. A short term Stress Test does not make sense with this patch as we are looking for long-term feedback and issues. Again, Stress Tests are for us to gather live data and go straight to fixing them. We are aware that you have been waiting for this patch and can't wait to get your hands on new content, but Stress Tests are NOT for player amusement and teasing features. That part comes with Experimental and Stable.
  6. 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/Eugen Dear 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 0.62 The 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 issues This 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 0.63 I'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/Peter The 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/Viktor The 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 hoe These should provide more variety in animations and a better representation of each item in general. Improved holding of items emitting light We 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 vehicles We 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 systems We 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 Franců This 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 Čenžák The 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 Spotlight Hello 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? Flip-Gaming.de 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. 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.
  7. I hope you understand that we cannot give any estimations for the prices of third party hosting providers. However, in the future we will have the linux executables and make the server files public for modding and dedicated server hosting, so prices should definitely go down.
  8. ImpulZ

    Status Report - 17 July 2018

    We have an official comment on yesterday's test here:
  9. One of the main issues when it comes to DayZ server hosting is that we are running Windows executables, which makes it more expensive for the hosts to maintain their machines. So right now we are working on Linux executables, which should make the hosting cheaper in the future. In addition, hosting of DayZ servers is quite resource extensive. So even with these high prices, we practically don't make any profit of the hosting process.
  10. ImpulZ

    dayz bugs

    Does this help?
  11. ImpulZ

    Get involved with your community?

    First of all, sorry about the delayed reply to this. We Community Managers are always talking to our community via our official channels, be it twitter, facebook or our forums here. When it comes to our developers, we will and can not force them to privately talk to the Community for obvious reasons. So if you have questions for certain devs, you can always direct them at us Community Managers and we'll try to get you an answer. I hope this helps.
  12. ImpulZ

    A Serious Problem

    We've been in contact with BattlEye regarding this issue and will have a BE update today which we expect to fix it.
  13. ImpulZ

    Prolonged maintenance

    The Stable servers are coming back online now. To make sure we get rid of the issue for now, we moved all servers to a different database. As a consequence all of you will experience a character wipe, but map persistence will still be intact. We apologise for the inconvenience.
  14. ImpulZ

    Keyboard not working

    Please refer to our Feedback Tracker for that problem. If you are new to reporting, please read this guide:
  15. ImpulZ

    Status Report 3 July 2018

    Already back in the office, next report will be on July 17th. :)
  16. ImpulZ

    Keyboard not working

    Have you checked if you have the discord overlay enabled?
  17. ImpulZ

    Whenever I join a server, I'm frozen in place!

    Does this help?
  18. ImpulZ

    Exp Update 0.63.147407

    Experimental servers are back online. You might need to restart Steam to get the update.
  19. The Experimental branch is by its own definition "Unstable". In the simplest terms, the purpose of the Experimental branch is for the development team to experiment with builds in a larger user base than our internal QA. Sometimes that results in us finding issues we cannot catch internally, sometimes that means we can verify fixes on issues with very low reproduction rates. Sometimes the builds are very unstable. This branch exists for load/volume/stress testing. Those who go through the process of manually opting into this branch (its not super visible - by design) and dealing with whatever issues the current build on it may have, get to sometimes see content and systems not quite ready for prime time. However, that does not mean that is the branches purpose. As the nature of the Experimental branch is for the above mentioned testing methods, neither uptime, character data, nor stability is guaranteed. Persistence/Character wipes are to be expected! If you encounter issues with the current Experimental build - and you probably will - please report all problems, bugs and crashes to our feedback tracker. If you don't know how, please use this guide. How to join the Experimental Branch: In order to join the Experimental branch you need to download a new version of the game. To do that, select the "DayZ Experimental" App from your Steam library or from your Xbox Store and install it.
  20. ImpulZ

    Suggestions on Zombies

    We've got your back.
  21. ImpulZ

    Troubleshooting FAQ

    Not being able to move or do anything Try to verify your game files as described in the Common Solutions above. If this does not help, please report to the feedback tracker.
  22. ImpulZ

    Troubleshooting FAQ

    Bad Version, server rejected connection If you are prevented from joining a server with this message, you have the wrong version of the game installed. Compare your version number (displayed in the main menu) with the version number of the individual server (displayed in the server browser). You might need to: restart Steam in order to get an update that was just released switch to a different game branch (Stress Test, Experimental, Stable) - official servers display in their name, on which branch they are running.
  23. ImpulZ

    Troubleshooting FAQ

    [Launch error] "Error Creating Enfusion Engine" If you have these errors... Error creating enfusion engine Error creating enfusion engine, possible errors are: *GPU not supported *GPU drivers not actualized *DirectX broken *other kind of error It is highly possible that your GPU does not support DirectX 11, which is a requirement since the implementation of DayZ version 0.60. ****************************************************************** Here is a useful link to identify DirectX 11/12. http://solidlystated.com/hardware/list-of-directx-12-and-directx-11-compatible-video-cards/ Steam user notice. http://steamcommunity.com/app/221100/discussions/1/358415738204048259
×