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Your DayZ Team
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Everything posted by SmashT
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Experimental Branch saw many changes in 0.44, which have been released on stable. Two very important changes were improvements to multiplayer netcode and an entirely new mouse control system that removed the previous one based on mouse acceleration. We’re now continuing our work optimizing and bug fixing, while others in the studio work towards new functionality for hunting and survival. Respawning Loot Experiments We have been gathering a huge amount of metrics around loot spawn and distribution from the experimental servers, culminating in a test of an engine based loot respawn system last night on experimental. Out of this we identified some very significant optimizations we can make to how loot is managed, and also identified how we can make loot respawn. These changes will flow in over time as we are planning to do this in iterations. Most important for us is to allow loot to respawn, even just at a basic level. Once this is done we will focus on persistent items (backpacks, tents, potentially even all or most items). Finally we will focus on globally managed loot. Graphics Optimization and the Renderer Work has commenced on disconnecting the renderer directly from the simulation. This would then free us to change (or even replace) the renderer much easier, allowing greater optimization and new functionality such as better particle effects. We have no timeframe for this completion no any specific goals beyond preparing it for future goals, but it’s exciting for us to start this work. This work will offer us the potential for future very significant client FPS optimizations, such as better scene management, to solve issues people experience such as low FPS in cities. Network out-of-sync problems We are also looking at various out-of-sync bugs and other issues posted in the dev tracker. A great deal of progress was made on some issues with the 0.44 patch, so we encourage those having serious network problems to try out the game now with the new update. Many of the remaining issues (such as rubberbanding) are related to low server FPS that will be fixed with performance optimizations. 64-bit Server This is now fully compiling and ready for test deployment. We are currently scheduled to test this deployment on experimental next week. While it is unlikely to improve performance of the server, it will remove memory limit problems we previously experienced (particularly with the growth of ragdoll and physics in general on the server). It’s also a huge milestone for us in other areas of work focused on making the dedicated server environment much more robust. From the Lead Artist, Chris Torchia I’m really happy with the direction of the artwork in DayZ and have to point to my great team of artists who make it happen. Its been another busy week for us and I can’t wait for you guys to see all the new content on the way. Character Art We just finished a basic police uniform inspired by some combination of Russian DPS and our local Mestská policie (affectionately known as the Hicks Unit for their enthusiasm with issuing tickets to our own Brian Hicks). We’re starting to play with OMON-inspired riot police uniforms but its a bit too early to show anything. We’re also working on a GORKA-E uniform in multiple patterns and we’re hoping to pick up the pace in this department as we welcome a new full-time character artist to the team. Environment The team would like to focus now on some signature objects to spice up the vast environment and make the new explorable areas more unique. We’ve just finished a new office building and will start an ornate municipal building which will serve as a land mark in a new large city being constructed by the map design team. This city, called Novodmitrovsk, will have an industrial zone and is very close in size to Cherno or Electro but located in the north of our terrain. We’ve also created a ‘graveyard set’ of various objects so the map designers can enhance the gloomy atmosphere. Animals Our Bratislava studio is wrapping up the first batch of animals requested by the game designers. The studio’s own animators and programmers will soon begin work on animal AI and animations to deliver an authentic experience for our players. We’re also working on a prototype fish model and an improvised fishing pole as requested by the designers. As an ourdoorsman myself, I’m really looking forward to seeing these survival features develop. Weapons The venerable AKM is nearing completion I don’t want to be held to a specific date for when it will be released to experimental but it won’t be long. I just tested out the PSO1 scope with a 75 round mag dump. What have I done? I’ve created a monster! Also, we’ve completed a pistol that I think will give players some new gameplay options. It fires a .30 cal rifle cartridge and comes with a long eye relief scope. We’ve simply taking to calling it the Longhorn. Animations Viktor, our animation lead reports that his team was focused mainly on bug fixing in the past week. Many new hand poses were added for items so the player is holding them properly. They’ve also been working on reload animations for the P1 and Longhorn pistols, and AKM. At the same time, the programmers did a great job for allowing synchronization of animations between the bowstring and character hand. It will also sync across the network since we feel its important for other players to know when the bow is drawn and when its at rest. It’s been a pleasure to see this develop over time and its only going to get better. Read on Tumblr
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DayZ Staff can not and do not have access to BattlEye global bans, and can not revoke them in any way possible. You MUST contact BattlEye support about any bans issued on you. http://battleye.com/support.html"]http://battleye.com/support.html
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Your steam account has a VAC ban issued in the last day so I'm going to assume that is from DayZ, hence session lost.
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Been talked about before I believe.
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They did actually clarify this at the time.
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This is precisely what they have been doing over the last three months or so, they even acquired another entire studio to work on the game. That means development slows a little because these people must be trained, become familiar with the engine etc.
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Yep basically an amalgamation of RV3 + Enforce + all the changes they have made or are planning to make (new renderer, bullet physics etc) = "Infusion"
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Thinking about renting a ViLayer server, any thoughts?
SmashT replied to ShallowTech's topic in Servers
The DayZ website URL changed, location is still the same. The rules are the same as written in that topic. http://dayz.com/downloads/Server_Hosting_Rules_Public.pdf -
DayZ mod had an issue with cheaters primarily using scripts. In DayZ scripts pretty much don't do anything anymore which is why cheaters have moved to memory-hacks rather than scripting. Do you have any experience with anti-cheat development outside of DayZ mod as those types of "anti-hacks" we saw in the mod cannot really do anything to combat non-script hacks so would be pretty useless
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Sounds like a pretty terrible idea to me and I find your claims of being an anti-cheat developer dubious at best. It sounds more like you just want to run hacks to try and determine if others are cheating or perhaps for more nefarious reasons. What anti-cheats have you developed? If you know of any weaknesses in the game or anti-cheat, why not just send them your feedback so those weaknesses can be fixed (as they have been doing), a recent example would be ammo calculation being moved server-side eliminating unlimited ammo cheats. BattlEye also isn't the only anti-cheat that DayZ uses, VAC is also enabled.
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Not really, you can report their profile on Steam. These reports don't directly result in bans however VAC can decide to investigate their machine a little differently, more aggressively, more frequently, or sooner based on those reports.
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So how soon before the first DLC? And what effect will they have?
SmashT replied to rickyriot's topic in General Discussion
I expect if we ever see any DLC it would be something along the lines of new maps. -
Merged. Please don't crosspost.
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C:\Program Files (x86)\Steam\userdata\<Steam User ID >\7\remote\serverbrowser_hist.vdf Note: This will also clear your favorites
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Merged. This user was trying to solicit money for items in another topic, if that is the case and he tries the same via skype please make us aware and he will be removed.
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Well they thought it was server performance related but have now discovered it's related to geometry and are working on a fix. This is why you can slow walk out of it a lot of the time. It's probably both tbh. I think they said they would begin server optimization next week too.
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It's 1:1 now, the settings option doesn't (and never has done) anything.
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Problem while browsing servers! Please HELP!
SmashT replied to MyGamertagBro's topic in Troubleshooting
What router do you use? Basically your router is being flooded with UDP packets and can't handle the amount of connections. The devs are aware of it but will likely take some time to fix, it will probably gradually improve over time as they make changes. Try experimental build and see if it improves. Steam does have a max pings/minute under settings > in-game which you can try lowering but I'm not sure if that would have any effect on the DayZ browser. -
All they need is a separate tab in the server browser for "custom" servers IMO.
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I thought Rocket talked about this a few months back and already expressed how difficult it would be to fix. Recap from Eurogamer on 20th Feb? http://forums.dayzgame.com/index.php?/topic/175718-detailed-information-summary-from-rockets-eurogamer-live-stream/ http://www.reddit.com/r/dayz/comments/1xekoj/recap_of_rockets_stream/ Recap from a stream he did 9th Feb You'd have to watch the full streams to see exactly what he mentioned. Also a quote from 6 months ago http://www.reddit.com/r/dayz/comments/1qkjnp/quick_question_will_the_lights_finally_cast_real/cde36xe
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What's the current hacking status like in DayZ:SA?
SmashT replied to RadikulRAM's topic in General Discussion
Probably a bit of both, ammo count is all controlled client-side currently so anyone that wants to cheat just has to change the values. The Lead gameplay programmer was looking at local magazine calculation last week I believe (which allows unlimited ammo hacks) so hopefully that can be fixed soon. -
"no reason" eh TreeLife ;)
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New here and not sure how to search so sorry, Steam mod discussion ?
SmashT replied to diesfourth's topic in General Discussion
You can send Rossums or I a PM. As explained above though, it wasn't our moderators that were involved in your bans but Steams Community mods. http://steamcommunity.com/discussions/moderators -
New here and not sure how to search so sorry, Steam mod discussion ?
SmashT replied to diesfourth's topic in General Discussion
Some of us here are mods on both