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Everything posted by Baty Alquawen
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Hello guys, a new Experimental update is here. What is new: fixed stability issue with refilling a spotlight is not on anymore after being placed, fixes for it shining when not supposed to fixed animations of holding some items in prone fixed an issue with a spotlight or cable reel not allowing to be plugged back in fixed a stuck character after canceling placing action Known issues: there was a change in size for some items which may result in them not fit in the character inventory and their disappearance upon character spawn or disappearance of items next to them. affected items: pear, sliced pumpkin, lard when taking a backpack directly on own character from a dead body, it can become glitched/stuck in hands slot and not put itself on the back heavy hits are missing Thank you for playing the Experimental Branch! Report bugs here: https://feedback.bistudio.com/ Servers with the Windows 2008 R2 operation system are fixed now.
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Here:
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Check out the Status Report:
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We don't support Linux right now, I can't help with this issue.
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Can you give me more info, please?
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It is just a debug message.
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Hello Survivors, We are pushing out the new Experimental update from the Stress Test branch, it is massive. Added: vehicles leaning base building weapon collision with geometry visual bleeding effect heat comfort and disease effects new sounds directional player death animations added logging for crashes weapon jamming characters have beards Tweaks: infected tweaks improvements to vehicle audio tweaked wild boar behavior tweaked size of the power generator, cable reel, spotlight, fridge tweaked navmesh functionality tweaks for animations, holding poses, vegetation collisions, gestures and more in data.. some animation tweaks tweaked leaning speed tweaked zombie aggro weights of food adjusted Changes: changes in unconsciousness mechanics changes in AI navigation changes to instance management (fix for desync where the player is in one stance but has a speed of another) changes to sun shadows changes in leaning camera visual hiding of items in hands in cars changed input system (should not have a notable effect on gameplay but could cause possible issues with controls) changes regarding server/client stability security fixes revamped Fire Station items have been renamed reworked action system (should resolve a number of "random" crashes and stability issues) updated offline DB to reflect the current online state changes to map toggling + a LOT of changes in data (animations, configs, settings) Fixes: server crash fixes networking fixes vehicles are now oriented properly after being loaded from storage players should no longer shoot themselves when moving rapidly while shooting vehicles now deal damage to players fixes for the compass fixes for the vehicle clutch system fixes for the vehicle braking system fixes in muzzle flash and gun smoke particles fixes for car seats fixes in the restraint system fixed some sync issues on the server e.g. desynced un/cut trees fixed desync in item holding when equipping a weapon from the back fixed restrained characters getting desynced upon disconnect fixed most of the situations in which the character's weapon gets misaligned with the crosshair fixed a client crash related to cooking on fireplace fixed a client crash tied to voice chat fixed player being able to perform actions that require stamina when they have none fixed a desynced weapon state that resulted in hits not being registered fixed bugged/non-interactive doors on some buildings fixed issues with desync in movement stance and speed fixed a stability issue in the crafting system fixed input problems when alt-tabbed fixed a couple stability issues in base building fixed a couple client crashes fixed collisions for some base building objects fixed persistence of HESCO boxes fixed persistence of barbed wire fixed the ability to move base building components in inventory in vicinity fixed a client crash that could occur to users with space in their windows username fixed a memory/stability issue fixed advanced placement objects changing position after reconnect/for players who were in distance when the objects were placed fixed rice and other consumables causing instant vomiting fixed a highly common stability issue from the latest patch tied to filling a bottle fixed a misplaced weapon/aim after exiting a vehicle, using freelook and other situations fixed freeze of character when swimming New Items in Central Economy: Vehicles: Horticulture (the feature itself is not fully implemented yet): Clothing: Medicine: Weapons/Attachments: Base Building: Food: Other: Don't forget to report every bug to our Feedback Tracker. Thank you! INFO FOR SERVER ADMINS: DayZ server currently won't start on GSP machines with Windows server 2008 R2 operation system. Servers will be updated in the morning. Thank you for understanding.
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Status Report - 6 November 2018
Baty Alquawen replied to Baty Alquawen's topic in News & Announcements
That is the plan. Updates straight to stable. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
Next year. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
We are aware of this issue, a fix is planned after 1.0. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
https://forums.dayz.com/topic/240603-experimental-update-063149358/?do=findComment&comment=2404351 -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
We don't support Linux right now, but we plan it in the future. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
Yes, for servers running another operation system than Windows server 2008 R2. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
I don't know guys. Devs are at home right now, only PR/community people are here. You need to wait until tomorrow. -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
Here is 21:36 right now. So tomorrow morning our time (CET). -
Experimental Update 0.63.149358
Baty Alquawen replied to Baty Alquawen's topic in PC Experimental Updates
There is some issue with the VOIP, but not for every player, we are investigating. -
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/Martin Dear 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 Content In 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 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. If you have a question about a specific feature, feel free to ask us about it in this forums thread! 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 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 release In 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/Peter Even 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/Adam If 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. 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/Filip If 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 Spotlight Hello guys, The Community Spotlight is separated to its own page because I have more space for your creations. You can check it out HERE - there are some nice videos of basebuilding in action! - Baty Alquawen/Community Manager Header image by HaroldPalmer.
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Hard reset your console, it should help.
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They are online.
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No, I don't want to give you the full information, because we never did it. Players should find out by themselves, just turn on your console and discover. That's what DayZ is.
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02/11/2018 Fixed: Player stuck in the login queue after console update Massive FPS drop when scoping in big cities - improved Favorite filters can corrupt navigation in server list screen Description block text in Options on XBOX ONE X is too small Quick bar in the tutorial picture Canceling logout timer using B eventually kicks you out of the server after 15 seconds Added: Player invite button
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Dear Survivors, since the launch hype has now calmed down for DayZ on Xbox (we’ve seen almost half a million of you enjoy DayZ across the trial and purchased versions of the game!), we’re now about to trim our server numbers since we've been running too many of them at this point. We're currently seeing between 15 000 to 20 000 people playing DayZ daily, so we're going to provide enough servers to accommodate all of you and leave some safe zone. That's currently around 180 servers altogether. Our apologies for any inconveniences caused - this should be our last server change for some time, but please don't get too attached to your loot during Game Preview. We still need to do a lot of changes, so wipes and server changes are to be expected. We're announcing this because this may have caused you to lose your stashes, and we wanted to let you know. Here are all the servers we're switching off today, sorted by their location: EUROPE: ASIA: USA:
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Survivors, We have some news for you today! The first one is that this week’s Status Report is canceled. But don't worry, it is for a good reason! As 0.63 is getting into a better shape internally, we thought we could go for a more interactive way of presenting the development progress to you - we're going to organize a live stream! At this very moment, we are setting up our first public live stream of the internal 0.63 version of DayZ with our developers, and it will be awesome! our Lead Designer Peter Nespešný is going to talk about the huge changes in gameplay, you will see the new player controller in action and we will be talking more about stamina, new crafting system and changes to combat the animation team will showcase the new animations and what has changed we will talk with our Lead Producer Eugen Harton about our overall release plans, the events we are planning to attend this year, and we'll also answer some of your questions We hope you will join the community on our Bohemia Interactive Twitch channel this Wednesday at 18:00 CET. We expect the stream to run for about 90 minutes, and there will be a VoD available on YouTube in case you can't watch the stream live! If you have a problem with time converting (who doesn't!), we have a little cheat sheet here for you: 18:00 Central European Time - CET (UTC +1) 17:00 Greenwich Mean Time - GMT (UTC+0) 13:00 Eastern Daylight Time - EDT (UTC -4) 04:00 Australian Eastern Daylight Time - AEDT (UTC +11) 10:00 Pacific Daylight Time - PDT (UTC -7) 10:00 Fiji Time - FJT (UTC +9) 19:00 South Africa Standard Time - SAST (UTC +2) 14:00 Brazil Time - BRT (UTC -3) 20:00 Moscow Standard Time - MSK (UTC +3) https://www.twitch.tv/events/9tLTxdtmRHqU9YhdTmNQdA?from-redirect=true https://dayz.com/blog/0-63-developer-live-stream-14th-march-2018
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Hello Xbox players, we are taking 150 Xbox Game Preview servers for our internal testing of the latest fixes for the Xbox database. If everything will go well, we will use them for a couple days and then return them back. Sorry if one of them was your favorite server. Here is the list of them, IDs in the list are the same as in the server name: 3635880 3635883 3635889 3635892 3635784 3635793 3635790 3635814 3635817 3635820 3635823 3635841 3635787 3635850 3635853 3635859 3665352 3665355 3665358 3665361 3665364 3665367 3665370 3665373 3665376 3665379 3665382 3665385 3665388 3665391 3665394 3665397 3665400 3665403 3665406 3665409 3665412 3665415 3665418 3665421 3665424 3665427 3665502 3665505 3665508 3665511 3665514 3665517 3665520 3665523 3665526 3665529 3665532 3665535 3665538 3665541 3665544 3665547 3665550 3665553 3665556 3665559 3665562 3665565 3665568 3665571 3665574 3665577 3665652 3665655 3665658 3665661 3665667 3665670 3665676 3665682 3665688 3665694 3665700 3665703 3665709 3665715 3665721 3665727 3665730 3665736 3665742 3665748 3665754 3665757 3665763 3665769 3665775 3665778 3665913 3665919 3665925 3665931 3665937 3665940 3665946 3665952 3665958 3665964 3665970 3665976 3665982 3665988 3665994 3666000 3666006 3666012 3666018 3666024 3666030 3666036 3666042 3666048 3666054 3666060 3667452 3667464 3667473 3667482 3667491 3667500 3667692 3667698 3667704 3667710 3667713 3667719 3667878 3667884 3667890 3667896 3667899 3667902 3667995 3668004 3668013 3668022 3668028 3668031 3636000 3636015 3636024 3636036 3636042 3636054 3636063 3635985