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Everything posted by Baty Alquawen
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We would like to release the server files today.
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The update is out now.
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Due to issues found in the new update, we are staying on the current version. The servers should be up in the next hour. We apologize for the inconvenience.
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Internal testing of the new content update 19/07/2018
Baty Alquawen posted a topic in News & Announcements
Hello guys, We tested a new content update yesterday and I have a statement from Eugen Harton for you:- 19 replies
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Hello guys, we have a new update for you today. Changes: Fixed free space calculation in inventory Fixed controller re-connect issue Improved listing of servers in the server browser Improved title stability Don't forget to restart your consoles! We are looking forward to your feedback!
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Hello guys, We have a small update for Experimental servers. What is new today: stability improvements security update We will also wipe experimental and stress test characters. Stress Test servers are down too. Have a nice weekend and enjoy the summer!
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Your shadow always points North West
Baty Alquawen replied to CarlTheGooner's topic in New Player Discussion
True. -
Hello, restart your console and reinstall DayZ, please.
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Guys, I need feedback here now: Fixed free space calculation in inventory How is it looks like? :)
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05/08/2018 Fixed free space calculation in inventory Fixed controller re-connect issue Improved listing of servers in the server browser Improved title stability
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Fixed.
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It is a known bug, we are working on fix.
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Days Xbox character data lock
Baty Alquawen replied to Elijah Sanders's topic in New Player Discussion
It should fix itself in an hour. -
In today's Status Report our leads reflect on our appearance at Gamescom last week, where we had the chance to meet so many of you guys. Of course, the big spotlight is on tomorrow's release on the Xbox Game Preview program. For our PC players our Senior Producer Julien gave a first look at DayZ modding this week. Let's get started! Dev Update/Eugen Update/Peter Update/Martin Update/Julien Community Spotlight Dev Update/Eugen Gamescom is behind us and while it has been pretty physically exhausting, it is great to see all the positive feedback from players who visited us. DayZ was playable on all three platforms, PC, Xbox and PS4, and we've had these stations full almost nonstop. All stations were running the same build of DayZ on Enfusion. It's amazing to see how far we have come in this regard. We've had a bunch of interesting interviews (check out Baty's part for a sample of those!), answering some tough questions a lot of you guys have had for a while, so I recommend watching these as it is hard to capture the detail in text. And I think we have done a good job communicating our vision, or the given situation in these cases. I hope you find the interviews enjoyable. The Xbox release is happening tomorrow, and Martin will provide some additional details on that. I'll just mention that the Xbox One release shows Enfusion Engine as the future of Bohemia, as a base for what DayZ is right now and the possibility to bring our unique titles to all platforms. It's a big milestone for us and for Bohemia as a whole. There were always concerns about performance, controls and UI, but I think there is a way to do it right and we will learn what is best together with the Xbox community itself in the Game Preview program. On the topic of the PC Experimental release, we have made some huge progress over the last week with the issues plaguing the Stress Test servers and are planning to increase the numbers available. We are also discussing the switch over to Experimental after last of the issues is fixed. The Internal build and its development have seen a steady amount of features and content come in. And as of now, we are mostly focusing on base building and vehicles. The rest of the features are being reviewed and setting the priority on bugfixes for BETA is in progress. We are well underway to stabilize DayZ as a whole and I'm excited to see it get in good shape in the coming months. It has been a long time coming, but we can see the light at the end of the tunnel. Both in terms of features, getting 0.63 to you guys, the release of server files, and modding. All things are in motion and we are very happy to invite new players into the game as well as welcome the old ones back. The growth of our community both on PC and Xbox feels almost imminent and I can't be more excited about things to come! - Eugen Harton / Lead Producer Dev Update/Peter Gamescom 2018, same as in the previous year, was an amazing experience. It's been great to meet fans and community members there in person. For me, it’s really refreshing to talk with you about the past, present and future of DayZ. I’m very happy to see that you are so eager and love DayZ so much. It’s motivational, which leads to a great psychic upbeat and spikes of positive energy. Last but not least, I want to welcome all the Xbox One survivors into the world of DayZ. I’m excited that the next huge group of players will be able to enjoy such a unique experience which hardly can be witnessed anywhere else. Be careful out there, it can be harsh... see you in Chernarus folks! - Peter Nespešný / Lead Designer Dev Update/Martin Hello Survivors! The past two weeks have been among the busiest this year, and that's because we've all been handling three major things at once: the PC content update, Gamescom, and the Xbox Game Preview announcement! As Eugen covered the PC part, I'll go ahead and give you a little bit of a behind the scenes from our Gamescom preparations, and update you on the state of the Xbox version of DayZ! DayZ at Gamescom Besides our own Gamescom booth, we've expanded our presence at Gamescom a little bit more this year. Thanks to our friends at Xbox, we've been invited to the Inside Xbox show to announce the release date of DayZ on Xbox one - and we've made a nice little teaser trailer to go along with that! A first one since the initial Early Access release! We've only had a very short time for the production of the teaser (about 2 weeks of time, which is absolutely bonkers), and I'd like to recognize the work of Bohemia Interactive's Multimedia department that managed to set us up with a nice video in what was a truly killer deadline! It was very much a team effort, but my hat is off to Vladimir Jaske for the great editing work, Ivo Struzinsky for game capture and the work on our camera tools, and Jan Dusek for quickly editing together a really nice sounding DayZ track (the one at the very end) with our external composer Nick Fox. I can only say the teaser got people properly excited, and I can't wait to start the production on a new video for the 1.0 release! As we've set the tradition with Gamescom last year, along with our developers, we always bring a very decent amount of free merch to our booth. It's something that we do very differently compared to most of the gaming booths, as we make sure that visiting us is actually a rewarding experience that allows you to meet with the developers you know from online channels, and sets you up with cool swag on top of that. Gamescom is a very exhausting undertaking for the team, but this personal aspect makes it worth the hassle! DayZ on Xbox: known issues and release details With the release date for the Xbox Game Preview announced, the teams back home started preparing themselves for August 29! The first step was letting all of the 5000 people with keys into the Closed Preview of DayZ. I'll admit, we've originally planned to do that sooner, and everyone freaked out quite a bit when our servers behaved in all the wrong ways at the beginning of the last week, but thanks to the massive effort done by our dev team, we've managed to get the situation resolved and get people to play. Looking at the feedback we're getting, there is a set of most common issues we have with DayZ on Xbox right now: Crashes of the game upon loading The inventory behaving in all sorts of weird ways (items not getting picked up, players being unable to fill in all inventory slots etc.) General issues when interacting with items in your hands slot (especially fireplaces, guns/magazines) Status icons invisible on some screens due to wrong UI scaling / cropping near the borders of the screen Hits sometimes not being registered when firing a weapon I want to thank everyone for reporting the issues - be it over the Feedback Tracker, social media, or private conversations. We are aware of most of the annoying issues, and while our priority is now set on applying last minute fixes for server stability and client crashes, we'll look into the remaining critical issues right after the Game Preview release on August 29! As our Inside Xbox announcement was really only focused on the release date, many questions were raised on our social media. Here's the answers to some of the most common ones: How much will DayZ cost on Xbox One? DayZ will be using a standard premium game model (so no free to play, or any in-game monetisation) during the Xbox Game preview, and it will be available for 39,99 USD. You can check your local price when the product page becomes available on the Microsoft Store. The price of DayZ will increase with the release out of Game Preview - the final version of DayZ will be available for 49,99 USD across all platforms. At what time exactly will you release DayZ on 29th? DayZ will unlock at 7PM CEST on August 29. You can use this tool to check your local time for the release. Is there going to be a trial version available? Yes! You will be able to enjoy one hour of free playtime that you can use if you're not sure about the purchase yet. The trial version will run on its own servers, and will not have character persistence (meaning that your character progress will not save during your first hour, and will not transfer into the full Game Preview! How many servers will be available for the launch? As many as needed! We have a good, scale-able setup that will always run enough servers for everyone to join, there will not be a fixed number of servers available. We'll also have teams monitoring the server status 24/7 in the first days after the release to make sure everything goes smoothly! Do you expect people to provide feedback? Yes! We want to get all the feedback - you can use our Feedback Tracker, the official forums, or even our social media channels like Twitter, Facebook, or Discord! Can players start their own private servers on Xbox? Not right now, but we definitely want to have that option in DayZ later on. Are there cars and helicopters on Xbox? No, not right now, but before leaving Game Preview, we'd like to have both on Xbox One. Especially cars play an important role in the DayZ gameplay! That's all for now - starting with the Game Preview release, I'd like to kick off Status Reports that focus on DayZ on Xbox, so look forward to those! It's crazy that the Xbox release is in less than 24 hours from now - so many new Survivors coming to DayZ! We'll see you all in Chernarus! - Martin Čulák / Lead Designer Dev Update/Julien For those of you who missed our first look at DayZ modding, let me briefly introduce myself: I'm Julien, Senior Producer at Bohemia Interactive, taking care of the modding component of DayZ. Summary of announced DayZ modding plans so far As said in the blog post linked above, with the DayZ BETA closing in, we’re starting to share some information around modding. At the moment, it is projected to be a PC exclusive feature, integrated via the Steam Workshop. It will work in a pretty similar way to how it does with Arma 3. In last week’s announcement we already mentioned, that DayZ is a hybrid between the RV and the Enfusion engines. While the packing and the asset creation are mostly unchanged and will go through the same process as for Arma 3, the rest (script, particles, animations, UI etc.) will be handled via the Workbench, which is a powerful all-in-one tool developed to handle everything Enfusion related. We invite the most curious among you to read the full announcement or join the discussion - we have already received some interesting questions, which I answered. How to talk about your existing DayZ modding experiments We know that some of you have already started digging through the data available in 0.63, and the first DayZ mods are already being made. We'd like to make all modders aware that if you want to start experimenting and share your progress on your creations, you should feel free to do so - and the modding section of our official forums is a great place to do that! We are eager to discover what you’ve been up to these past weeks! However, please, do keep in mind that DayZ is still in active development, which means anything can change any time; e.g. scripted classes, some 3D models or textures (and anything else) might be heavily altered or simply disappear in between updates, impacting your mods. Also, we would like to ask you to not release any of your modifications publicly before the official start of modding. General timeline for DayZ modding As for when modding will be available: we aim for a partial release together with BETA. However, this is not set in stone. While the initial release of the tools is still unclear, server owners will be happy to know that the server files package should be made available to everyone during BETA on PC at the latest. That's all for now - I'll keep you up to date on our forums! - Julien Vida / Senior Producer Community Spotlight Hello guys, we are back from Gamescom and it really was crazy. Our booth was massive this year, we had there 10 computers, 10 Xboxes and 5 PlayStations with DayZ, and our booth was full most of the time. You were such nice guys and you liked the game. It means the world to us. We organized a community meet up on Friday and I am so sorry I couldn't be there. There we so many of you, it is really nice how many of you wanted to meet us. Thank you for stopping by! Our photo wall was a huge success. Just try to search #Gamescom2018 and #DayZ on Twitter or Instagram, you can find there so many survivors who took a photo with some gear: And I have three videos for you today: Our favourite content creator Rene aka BarelyInfected visited us at our booth to ask Peter Nespešný and Eugen Harton some questions about DayZ development and the future. And here are their answers: And something different right now. This is a story of a group called River Boys, full of adventure, friendship and fun until the server restart separated them. That is all from me, thank you again for stopping by at our booth and see you in two weeks! - Baty / Community Manager Header image by ExacoMvm.
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Could you try a console restart first, and if that doesn't help, could you try reinstalling the game? And try to join server around -+15 people on it. It should help.
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Hello Survivors, We have some DayZ Closed Preview codes for you. First come, first served. Follow this guide to redeem the key on your Xbox. Make sure you're logged in with the correct account before you try to redeem the key! After you redeem the key, you may need to download the Xbox Insider app on your Xbox in order to install DayZ. When you install the app, DayZ will appear in the hub of the Xbox Insider app. 9D46H-2QYDQ-JHPYR-3PJGR-Q6VDZ C3Q42-HFCCF-YV4K2-6MJVW-3CHWZ DKPQQ-PTVH7-9K97F-RYWVH-F9THZ R2T9F-HHTGJ-6YXRM-9HFYC-P6TVZ 6X2PP-K6JGW-734TP-7VX3P-FP4FZ 6TP2H-KFKD7-GGHCF-6DPG2-F469Z P46RF-64D9G-XJ63G-G6RKK-7393Z 7QDW3-W4P2M-JJ2CD-V7RMM-V76MZ JDFGP-D96Y9-76XTW-QRR2W-JHHGZ W33F4-TMRMG-WJMVQ-PVGH2-H4H2Z 9W6MH-2M4DD-G6TDQ-GQHVH-Y3TYZ 36DKX-X33G3-GGRH3-RTHGK-7VXVZ 99VYM-PCDT2-J2QHP-6WPGH-R9K6Z MHVH3-6X2D2-9T6P2-WDTJH-4G3JZ
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Hello, the game will be translated to other languages with 1.0 release.
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Hello Dorka, No offline mode planned for Xbox.
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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/Eugen Dear 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, 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/Peter What 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. 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. 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 . 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. 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/Mirek For 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/Viktor Over 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 Spotlight Hello 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 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. What about some videos? This is an emotional story about what happened to Chernarus when the infection started by DudeiRage 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: 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.
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There will be a mail sign-up for the closed preview.
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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/Eugen Dear 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/Martin Survivors! 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 (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 team (they have released Vigor into Game Preview just yesterday, go check that out!), 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. 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/Peter As 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/Viktor In 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 Starting V3S Turning Jumping out of the vehicle / Getting back in 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 Spotlight Hi 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 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. The second player is called Squad Crow and Chernarus is so beautiful through his eyes. You can find his work HERE. 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. 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! 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. 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.
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Internal testing of the new content update 23/07/2018
Baty Alquawen posted a topic in News & Announcements
Hello guys, we had an internal testing yesterday, how it looks?- 21 replies
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I Can't join any servers or fails to Join?
Baty Alquawen replied to Beastman4876's topic in Troubleshooting
What is the error message? We have special servers for EXP version, did you try to join them? -
Internal testing of the new content update 18/07/2018
Baty Alquawen posted a topic in News & Announcements
Hello Survivors, I have a message from Eugen Harton to you:- 11 replies
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Hello guys, we have some changes for Stable and Experimental branches today. Stable Branch 0.62 Servers and clients will be updated - fix for character save/load/stuck in connection screen. Servers will be switched back to the Stable database (0.62 version of the database), they were switched because of the issue with an infinite spawn timer. Eugen is talking about the issue in the latest Status Report . Characters will be reverted to the Stable ones to the state they were in last Wednesday (experimental characters will be wiped). Storage folders won't be wiped (items, tents, vehicles,. etc). Experimental Branch 0.63 Servers are turned off during maintenance (without update). Servers will be switched to the Stable database (0.63 version of the database). Characters won't be wiped. Storage folders won't be wiped (items, tents, vehicles, etc.). You shouldn't notice any changes. We are aiming for normal maintenance time (8:00 to 11:00 CEST), but it may take longer if we are unlucky and some issues will pop up. Have a nice day, Survivors!