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DayZ Developer
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About eugenharton

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    Lead Producer

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  1. Hello ! I got one question because I don't know why I got only this problem in this game - Dayz and in no other games. When I'm playing online , it doesn't matter on which server, it's like after 20, 10 or 30 minutes of play-  " No Message Received" and the server is kicking me and I must go to log again. I don't know how to fix this problem. My Internet connection is 10 MB's. But I don't have any problems with other games. Please help me if you can :) 

  2. Stress Test Reports

    Dear Survivors, our decision to switch the Stress Test version to our latest internal branch - which in certain situations is unstable - has made last two Stress Tests quite frustrating. However, I would like to explain how a situation like this happens, and why we had to move past the previous more stable client implementation. The crashes you're seeing are caused by number of issues which were introduced during ongoing effort to improve synchronization. These changes push performance further and will enable new things down the road, basically paving way to load heavy events, such as vehicles. Switching to internal branch also carries other benefits like many of you noticed, including particles, sounds and more polished visuals, although you haven't had much chances to try them in Multiplayer environment. You might also be wondering why these are not testable in an internal environment. As mentioned in previous Status Reports, even with a heavy use of automation bots, we are unable to reproduce the player behavior in a way that leads to these events, which is why we are not experiencing these crashes in internal environment. This is because almost all of these crashes are quite elusive, requiring sequences of multiple players in a single bubble with specific actions and/or events. These sequences are complex and hard to execute even with the aforementioned automation. A lot of people from the team are focusing solely on these to get things under control so we can offer another long-term Stress Test very soon. In regards to the BE kicks we have moved quite further with the multiple causes behind them, so you should be seeing them less often. We are also looking into a refactor of the BE implementation to make sure we have less issues in the future. As to DB locks that are still prevalent, as most of them are tied to the crashes of clients and servers, we are expecting that these will resolve together. People experiencing FPS drops in regards to draw distance, we're sorry as this was not intended and will be resolved in the next Stress Test. Thank you for participating in these short Stress Tests, we appreciate the feedback and help. Eugen Harton
  3. AMD DRIVER Alpha To Coverage All Trees + Grass Render Bug[Blue dots on All trees and Grass]
    I have this problem please correct this error 


  4. Stress Test Reports

    16/05/2018 Dear Survivors, last night we held the first overnight Stress Test, and although we are very happy with results, there are lots of gameplay issues with UI, flow, actions, items, animations and character status. We are in the process of gathering feedback from all our channels to asses the next steps. One of the most prominent issues was the availability of loot and/or character representation, thirst and hunger. As the lack of food and water causes damage to a character over time, there are some situations either due to how it progresses and/or item placement that are not intended. After servers went down today, we have downloaded all the data related to the state of persistence, performance, characters and distribution of loot to identify where the system failed and how we can fix it. We are confident that with tweaks, the next few stress test will see an improvement in these areas. We have also encountered a much smaller amount of players unintentionally getting kicked from a server and their characters locked, the remaining ones will be investigated. The issue is most likely tied to a server/client that didn't end the connection gracefully. While the Stress Test Branch of development is seeing a few tweaks here and there, which are focusing on more of a surgical approach to issues going on in the game, there is still a lot of work happening behind the scenes on our internal branch. Tomorrow we will be looking at the current state of the internal build to see how soon we can bring more changes to the survivors of Chernarus. So these next few tests will be online for extended periods, as some of the issues only appear during high player numbers over longer uptime. We need to test long-term performance of the servers and the Central Economy while we are looking into possible solutions to both tech and gameplay problems. Eugen
  5. Stress Test Reports

    04/05/2018 Dear Survivors, yesterday sadly the fix didn’t affect the kick issues we are experiencing. It helped but we are still investigating how to prevent it. After trying for the second time, we restarted the servers without Battleye. However, let me be clear the issue is not with Battleye itself, rather a low level network issue within the server/client. We can block the kick through change in configuration. We want to enable longer playtimes while we figure things out. More feedback that happens within longer sessions will show up and we are very much interested. Eugen Harton
  6. Stress Test Reports

    03/05/2018 Dear Survivors, Besides all the work going into the main branch of the game. The stress test one is still focused on solving issues with BE kicks/Database locks. Yesterdays stress test has provided more data into what might be causing these. And the fix is in testing as I write this text. We should have another test very soon to confirm our findings. The database not being accessible has been confirmed as fixed for certain cases. Once we are happy with the edge cases of players being clumped in one place and synchronization/performance issues that might cause. We will move to more survival oriented testing with and without zombies. Eugen Harton
  7. This week, we've reached an important internal milestone of completely deprecating our old SQF scripting language (it's been with us, in some form, ever since the first Arma got released). From now on, our internal branch of DayZ only runs modules written in the Enforce Script. Since I wanted to cover that internal milestone and explain its implications, I`m going to be more outspoken than usual, but before I get slightly more in-depth, the most important part for majority of our fans is this: From now on, internally, most of us in the DayZ team no longer need to work with a game that uses legacy modules of DayZ and functionality scripted in SQF. The legacy modules and scripts were often incompatible with the new ones written in Enforce Script, which were clashing together as we have prepared to phase them out. We don't need to worry about these anymore, and can actually start connecting all the new engine modules,technical modules and data together, and focus only on these. In a sense, that means that internally, we no longer maintain two different versions of DayZ content and gameplay. Before you get excited, this does in no way mean that we are very close to a public BETA build release: there is still a lot of work ahead of us, but this milestone is a major relief for the team. Why? This is where I want to get more in-detail: If we define gameplay as action that player can take in the game, there are two ways in general to make that gameplay "work": having things "hard-coded" (in C++ in the case of DayZ) using a scripting language (Enforce Script for DayZ, previously SQF in DayZ and other Bohemia games from the Arma branch) Most games use both scripting and hard-coded functionality. In a world where community modding matters (= our world!), you try and keep as many things as possible written in script - you want to have the ability to easily edit them later on. Scripting also makes iteration faster and helps our own designers create things on their own, while not spending additional programming time that is needed elsewhere. In our particular example, there are direct advantages in moving away from legacy SQF to the new interpretation of our gameplay using the Enforce Script. In direct comparison, we can say Enforce Script is much faster and more flexible. It is also object oriented and will be the backbone for all of DayZ modding. Even for modders themselves we want to introduce a script editor with IDE and debug functionality. Maybe you're wondering now: does all the work we did on the public branches of DayZ get scrapped all of a sudden? The answer is: some of it does (script), and some of it doesn't (data). We don't need to quickly write some rushed version of everything in DayZ using the new script now though: we've been working with both legacy script and the new script at the same time, and what exists in the public branches of DayZ now already exists written in the Enforce Script, too - all of it. As there is no direct "backwards compatibility" between the two scripts, we had to re-write the gameplay to the new script entirely, dragging all these pipelines in parallel. At the same time, content like models, textures and other binary files remains functional - we've said many times that we were trying to balance our development in a way that avoids, as often as possible, doing things twice - in order to save time and effort. And that's what we've managed to do - while expanding on their quality and additional features. We tried to test things which made sense to be tested on the public branches - things that provided you with a reasonable gameplay experience, and things that provided us with necessary data. But from this point going forward, internally, we only run version 0.63 which is BETA for us. As in a version that will have all the new engine modules and technical modules implemented, along with all the data that was created to support these modules. So again: Removing SQF means that our internal client runs only the gameplay functionality that is either hardcoded, or written in the new Enforce Script. No legacy systems. And no legacy engine modules in the end. That is the game that most of us have worked for so hard for the better part of those last three years. We are excited and wanted to share this important milestone with you. Eugen
  8. The Frequency of Updates

    I`m sorry guys, Brian is right on that subject, because of the complexity of the beta goals and merge of the work that has been done for the past few years for some of the modules :), I`m spending insane amount of time analyzing risks, cosnulting with team members and getting ahead of issues we might encounter. <3
  9. Excellent article by Eurogamer - Must read

    To explain the numbers What you see on steam currently is number of people with running dayz.exe at that one moment. Its called concurrency aka amount at one time. Monthly unique players and Daily unique players is something most services use to determine their userbase. The number is the amount of unique players that have logged into a game in a period of time. We track the number based on login to server, so its people playing a game to be exact. So if we say 300k people played it means 300k poeple logged into a dayz server over a said period of time. Eugen Harton
  10. i left you a message please get back asap


  11. Zombies start moving when players are nearby?!?!

    Zombie AI simulation is tied to network bubble, they should have idle set of animations and roaming behaviour when they are in yours. Probably a bug. I`ll look into it.
  12. Central Economy

    All that is planned to happen before release.
  13. Statistics

    Its in progress, community API design in beta release getting near is probably not happening before it hits steam. So post-beta , highly more likely.
  14. Exp Update: 0.59 (+hotfix).

    Okay the dual core problem fixed internaly, it was a sideeffect of some changes for new renderer. Fixed. Hardest part was getting the old hardware plugged back in :-D
  15. Exp Update: 0.59 (+hotfix).

    Gonna look into it