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Stay safe out there,
Your DayZ Team
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Everything posted by eugenharton
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Dear Survivors, during the last couple of days we have experienced an unexpected downtime of the Legacy servers. The fix would require to assign developers back to it and invest extra time to make it work. Instead, and because of our focus on 0.63, we have decided to cut the Legacy branch prematurely to make sure we can spend all of our time in this year on what really counts: The release of 1.0 (which was intended to be the original closing date of the Legacy branch). So we will pull the plug on the running Legacy servers (overall peak of only 8 players per server during their up-time) and branch holding the client/server data. I'll fondly remember the experiences I had with that version of the game, and while it was broken in so many ways, it's probably been the version that a lot of you experienced as their first entry to DayZ. Our goal to package the Arma 2 mod into a standalone version of the game outgrew itself with the creation of the engine and playing the long game will bear its fruit. So I'd like to say goodbye to what DayZ was and welcome what DayZ will become. - Eugen
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Community Servers - What to Expect from the Switch to 0.63 & Release of Server Files
eugenharton posted a topic in Servers
As we suggested in our newsletter, we're going to offer all Server Owners the option to switch to 0.63 servers. We actually provide two options - initially, you'll be able to use the standard hosting via Game Server Providers (GSPs), and later on, we'll add the option to host a server on your own with the release of DayZ Server Files. Let's go through the basics of what each option means and when they will be available. GSPs switch - what to expect The switch to 0.63 servers is happening with the release of the Experimental Content Update today (September 11, 2018). Moving to a new version of the game means you will lose compatibility with the previous persistence file from version 0.62, as well as characters associated with that shard. The switch is a fresh start in many ways, but in case you, for some reason, want to roll back to 0.62, the option will still be there. GSPs and their support teams should be able to get you back to the previous state of things on your 0.62 servers. Available functionality In general, all the commands for server management that were available to you up until now are still there: ability to use functional limitation on maxping is back whitelisting, send message and ban are all in dart and BEC are compatible just like in 0.62, with new tools to be made available later Community hive is not available for now, but... The ability to create the community hive (backend) and toolset will be released at a later date around BETA patch release. We have however structured server functionality in a way that it can scale: you can turn persistence off and on locally you can save/load characters from a local storage that means that this local storage is the most important part of the server package to backup regularly Once the community hive is released, you’ll be able to use a server configuration option to point it at a specific hive/installation and have multiple servers serving the same economy/characters on a larger scale. For those hosting with our providers, you’ll benefit from cross server persistence based on our hive. This is achieved in the same as before - by using the same ShardID on all your servers hosted. When not using hive and relying on an offline database implementation on a server install, we offer the same on server functionality as when using the hive. All information centralized in a database and stored locally, keeping it accessible. Any economy changes can be done by modifying local files. Changes to logging One of the very important topics for you when running servers has been logging. To understand what that means from our side I'll dive in on a bit more technical level. The idea is simple. The more we log, the higher the performance tax is on the server. Currently, we offer two logs: an admin log, and a server log. They can be amplified to show all the possible entries by using -dologs start parameter on a server. However, this might cause some performance drops, depending on the I/O it's creating. We tried to accommodate a lot of new entries and their detail, and a lot more things can be done. As far as reliability goes, this has increased significantly as these are tied to performance first and foremost. All calls are done from the script and I believe we can do anything together. Server Files release - what to expect We'll go through the Server Files release implications in detail in the next newsletter, but for now, it basically means two things for all Server Owners: hosting a server on your own terms with any providers, but also on your own hardware if you choose to do so ability to have custom settings, missions and even mods on community servers Especially the customization option is very exciting, and while we're not fully ready to support modding with all the necessary tools, having server files released will already open a lot of new ways how to enjoy DayZ beyond the vanilla experience. We also don’t want to stop you from figuring things out. We will offer basic documentation to server installation and its configuration, including startup parameters on the day of the Server Files release.- 21 replies
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Dear Survivors, today did not go as planned. Our goal was to update the Xbox and PC Experimental servers to the same version while offering the server files to the public. This hasn't happened, and I want to let you know how we're gonna proceed and why. We have prepared the documentation for the Server Files release and the build yesterday, focusing on particular quality of life fixes for both admins working with community servers as well as those looking to host on their own. These fixes included character corruption, admin log fixes, server browser fixes and more. All but one have been confirmed to work. Sadly the server browser fixes have caused any private hive to be invisible in the server browser. As such we have decided to not release the Experimental Update as well as postpone the Server Files. While the fix has been committed, we will require at least some testing before we go ahead with both the Experimental release and Server Files going public. During this effort, we have encountered multiple issues with Steam that have made the process slower, and hopefully, we won't see this happening again. I`m deeply sorry for today, we will confirm the fix tomorrow and plan the release. More information is coming.
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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
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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
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Excellent article by Eurogamer - Must read
eugenharton replied to QUAZIMOFO's topic in General Discussion
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 -
Zombies start moving when players are nearby?!?!
eugenharton replied to Luc Tonnerre's topic in General Discussion
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. -
Vehicles , first iteration. (Experimental) I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them. Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them. Many issues are part of polish that will happen over time. Some of them are critical, thus will have higher priority. Please use our feedback tracker for any specific cases, with as much data as possible. It does help. Now to the core of the problems that you can expect with explanation of each and every one (Most of the systems have been rewritten and the development time has been invested into having proper underlying tech for the modules of the new engine) 1. Animations Wheels overturning is visual bug with animation source and simulation itself . Its annoying, however we do have to ignore it for this experimental. As for other animation bugs. We removed the move in/move out animation for the release and will fix the issues we were having with its implementation. The wheel and doors are animated however the visuals themselves might change. 2. Ragdoll/Collision/Physics Most of it is tuning of all the knobs (weight,suspension,force, and a lot more etc.) and finding solutions for problems that are out of the normal range. The results can be go from minor to catastrophic, like, vehicle moving from shooting, player force moving a vehicle, not having right friction and sliding improperly,getting stuck and killing the codriver sometimes. But than again its just tuning (and that takes time). The system is there and its robust (bullet sdk). Some of it is rare, some of it is much more common. Just understand that it will be better in next few weeks 3. Damage system The vehicle can be damaged , however its rather rudimentary and only a placeholder effect. With more advanced underlying tech introduced later. 4. Driving model The driving model (sliding and general feel of driving) is again matter of tuning. The underlying system is there and it works well. But it needs more time and dedicated work for the feel to get right. That is a big part of our work on vehicles. 5. Clipping Expect a lot of clipping issues with player gear and objects around in the game. It can range from minor to major issues. 6. Sounds All sounds are placeholders before we set up a proper recording of v3s. 7. Persistence Cars will be persistent in the future (once they are made of parts and repaired). This implementation however focuses more on data gathered from any desync or interaction with network code. 8. Crashes Client crashes can happen, and will happen. Be aware that you can run the client with the option of -dologs to create crash dumps that can be attached to feedback issues. If you do encounter them please report and give us as much information as you can. I will try to answer some questions but I do have and update to prepare so please be patient.
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Hive / Servers temporarily out of order.
eugenharton replied to northofnowhere's topic in General Discussion
We should be okay for now, thanks for being patient guys. -
Greetings Survivors, As expected, work continues towards securing a 0.56 build for experimental branch. With the core remaining tasks being focused on closing major bugs with the systems changes core to 0.56 the design, art, and environment teams have also had time to slip some fun and interesting content into the update. Coming up next week we're looking at the audio team taking a trip out to capture new sounds for our list of 1.0 land vehicles, and this week Andrej our Audio Designer continues work on the new infected sound effects. As well on the audio front, as we move forward with 2015 - we're looking again at how we approach the volume and impact of gun shot sounds. Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve. With 0.56 comes some changes to how long range optics are mounted on our hunting rifles, Assoc. Art Director Chris Torchia posted several renders and screenshots of the current status as well as went into brief detail about what we're looking at. With the original long range optic being phased out in favor of a new 12x hunting optic, with proper mounting to attach to the Winchester M70, Blaze 95, CR 527, and Sporter 22. Moving forward, the Mosin Nagant will support the PU scope only (within the basic attachments). Our Environment Lead, Senchi has been working on several changes to Chernarus + for 0.57 and on - but looking at 0.56 we'll be seeing the new Village Potraviny (Store) placed across the map, as well as a refactoring of some of the key police station locations along the coastal regions. In addition, time allowing - we will see some small changes to the iconic Stary Sobor barn location as well. Not too much to report this week as again, the team is focused primarily on prepping 0.56 for the Experimental (Unstable) Branch and later on the Stable (Main) Branch update. Stay safe out there folks - Brian Hicks / Lead Producer With april coming to a close, we are both happy as well as grateful to see that we received a really nice amount of bugs from you guys. On the Feedback Tracker we can see that Darcion did very nice in terms of filing plenty of bugs, however, quite a bit of those were duplicates, so for this month we'll go with Zyryanoff as the bug hunter for april. Other than that, it was a good effort Darcion, and we appreciate it! While Zyryanoff did not necessarily submit the largest amount of bugs to the team, we did receive a good handful of nice bugs that we could add to our database. Going forwards, we hope that you guys will keep helping us out with testing DayZ as development progresses. As mentioned, players that submit bugs from DayZ will get the chance of appearing in the Special Thanks section of the credits once DayZ goes into full release. Remember, that all bugs can be filed on the Feedback Tracker and while doing so, please remember to perform a search before filing your bugs so as to avoid duplicate tickets. Thanks again everyone! - SMoss / Community Manager Standup Notes for the week of 29 Apr 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Programming: Inventory refactorizationDynamic EventsVehicle Transmission bugfixingVehicle wheels simulation improvementsAdv. Loot Distro BugfixingPlayer StatisticsCharacter Controller3rd Person CameraNetwork DesyncNew Damage Sys.Crash FixesAnimation: Mauser Red 9 AnimsLadder AnimationsInfected crawling state animationsGesture Implementation on new Anim Sys4X4 Hatchback Animations
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EDIT : No return of lost characters or gear due to deployment issues brought on by 0.54. We are focusing on the fix with crashing, candidate ready. Okay just to sum it up. 1. Client Crashes 2. Attachments 3. Private Hives 4. FPS/Texture issues We had the client running for a month on 40 test machines in different iterations, the crashes memory related ones are mostly connected with deprecated launch parameters causing havoc. Rest of them are probably isolated issues with hw/sw setup and we need more input. Those willing to help please use parameter -dologs with a client to generate crashdumps. Those can be found in users/&user&/appdata/local/dayz. Attachments were lost as the transition for the database to new nameclasses went haywire. Those attached to weapons might get restored. But no promises yet. I`ll look at it in the morning. Private hives getting their characters reset is an issue we`ll investigate in the morning, no promises there either. But we`ll certainly try. Same goes for the FPS/texture issues. Most of the people having them had memory related launch paramters. Remove and try again. As always. PS : Anything else, validate your data.
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The bug is with fountains and ponds, the system went from relative to absolute amounts in regards to stomach processor. That is because of liquid changes being absolute. Its gonna get fixed in 0.55. In the meantime best way to avoid it is to use canteens etc. The amount of stomach takes some time to process. And hydratation should kick in after the water made it into the stream.
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OP updated
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exactly if possible would be a great help
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As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New Items: Full Ghillie suite Stone Knife Torch Guts Chainsaw Meat cleaver Prison uniform Silencer east Silencer NATO Handgun Silencer V3S interior Teddy bear Long Sword MP5 Compensator Prison Jacket Prison Pants Prison Cap Hunting Knife Pumpkin seeds Pepper seeds Wool dress (color variants) Bomber jacket (color variants) V3S (color variants) New Mechanics: Suicide (variants) Using scopes for scouting Redone horticulture mechanics Redone spawn points and amount of vehicles Exiting and entering animations for vehicles Christmas presents Crafting of fishing rod, stone knife, bow, with nature only resources You can cut out seeds out of vegetables Torch crafting Blade sharpening Silencers working Using of almost all items for melee New locations: Kamensk village Stary Yar village Location "Lysaya Gora" "Grozovye Doly" Krasnoe village Christmass assets Meadows and Farms under Svergino village Ratnoe village Zaptudnoe village Zaprudnoe kolhoz Meadows and Farms near Grishino Polesovo village Updated locations: Stary Yar surrounding Kamensk mining complex Severograd mines Powerlines is now connected with West part of map Forest improvments General bugfixing Fixed: Muzzle blast, Impact sounds fixed. Small fish trap exploit fixed Supressor visible on steyraug now Damage transfer added to ghillie crafting Security fixes Telescopic Baton retracting Improved heatpack and gut heat transfer, support for multiple heat sources Drowning while cuffed under water surface Heatpack and more items properly positioned in hand Supressor visible on steyraug now Animation polish Loot distribution polish and much much more. Known Issues: Item locked in hands slot Items can't be picked up sometimes Left earpice sound volume is lowered sometimes Ghillie will probably react badly on chemlight, flare and other light sources Some items will visually duplicate themselves if used from the ground Server crashes Client crash when disconnected from server Discussion and Feedback
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DayZ Vehicles (first implementation)
eugenharton replied to eugenharton's topic in News & Announcements
Servers were overloaded beyond our expectations. Will try to fix tommorow. -
DayZ Vehicles (first implementation)
eugenharton replied to eugenharton's topic in News & Announcements
20 vehicles per server, dynamic event for spawning, I will not specify the areas, but they are easy enough to find. -
Can confirm vehicles are not DLC :)
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Can I ask you guys to fill up all four instances and play? :)
eugenharton posted a topic in News & Announcements
46.253.198.69 - Sweden I`ll leave it on for a few days. You can connect with either experimental or stable client. Testing server performance/limits on a high end box. There are four server processes running on the one box. Edit: Seems the performance is not where it needs to be, I've reduced the number of running processes to three :) http://www.reddit.com/r/dayz/comments/2h49y7/can_i_ask_you_guys_to_fill_up_all_four_instances/ -
-Fixed a server crash caused by ragdoll -Fixed a server crash and persistance corruption -Map changes -Persistance is enabled again by default on official servers. And is available as an opt in for all servers.
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Can I ask you guys to fill up all four instances and play? :)
eugenharton replied to eugenharton's topic in News & Announcements
Thanks for the responses guys, I`ll leave the server on for a few days. I`m logging some extra data, need more input for future changes. Written feedback helps. Hope to see you ingame! -
CHANGELOG: Stable - 0.49.124971 As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com Map and spawn changes : Severograd, and new villages in vicinity New items : -Hunting Knife -Balaclava (different versions) -Firefighter jacket (different versions) -Cattle Prod -Stun Baton -Telescopic Baton -MASKA helm -Medical Thermometer -RDG-5 Explosive Grenade -Soviet Officer Hat -Various spawn table changes New mechanics : -New melee hit detection -Player temperature -Resuscitation -Fibrillation -New events (helicopter crashes, vehicle spawns etc.) -New door implementation -Players can now run up and down the stairs -Zombie variations -First iteration of central economy. -Animal navmesh New animations : -Digging Animations -New restrained crouch pose -New restrained crouch walk -CPR animations -New zombie walks, runs, sprints and idle variations -Ragdoll changes Fixed : -Duplication techniques removed -Shotgun pellets in multiplayer are now working -Player can no longer take an item in hand while handcuffed -Various gesture related fixes and polishing -Raised move with bow in Standing stance and rotations with bow -Minor polishing for different reloads -Unintended fishing cancellation by player movement should be reduced -Wearing raincoat and gorkas now prevents you from soaking from rain -Clothes drying revisioned -Berry picking, tree and kindling gathering and worms digging can now be cancelled -Player gets wet even when only partially submerged in water -Ruined axe warning message -Balaclava mask can get wet -Weather client synchronization -7.62x39 cartridges have weight -Rags and sticks are spent when they are in hand before crafting starts -Allowed swing detection for most melee weapons -Added sound, music, radio and speech fade in dead state -Battery licking animation for check battery action -Various desync issues -Various server performance issues -Player can no longer change weapon when in water -Player collisions adjusted to reduce clipping through walls in various situations -Fixed an issue where certain gestures would not get called from raised stance -Fixed footstep sounds in various moves -Fixed an issue where the player could fall to the ground after performing "Drink All" action -Fixed an issue where on occasion, one player restraining another would not result in succesful restrained animation on the player being restrained -Fixed an issue where the player entering water would not get disarmed automatically under certain circumstances Issues : -Persistence (Events do not get loaded properly after server restart) -Persistence (Server state can become corrupted due to grenades stored in containers) -Melee (When using rapid left click there is a high chance that melee weapon will get switched) -Broken shadows in some cases -Zombies are unable to get into some of the buildings. -Events (bad positioning on spawn, items might spawn below ground, can be seen on inventory screen) Discuss here
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We`re creating live test servers for our internal QA and go through last round of testing. The patch in question hitting stable is the same patch that is on experimental at this moment. Unless we encounter any issues we should be ready to deploy. No promises though.
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This might take longer since we want to have a stable ready experimental update from yesterday go through a round of internal testing before and if we push it today.
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