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  1. 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
  2. Hello guys, don't panic, it isn't time for 0.63 yet! But we need to do some tests so we moved these official Stable servers to Experimental branch: DayZ SG 4-292 DayZ AU 4-279 DayZ DE 4-215 DayZ DE 4-263 DayZ SE 4-047 DayZ SE 4-053 DayZ SE 4-049 DayZ BR 4-004 DayZ ATL 4-298 DayZ ATL 4-234 DayZ DAL 4-099 DayZ DAL 4-095 I just wanted to let you know. Have a nice day(z)!
  3. This week we, unfortunately, didn't give Brian much space to remember anything from the good old days of DayZ - and that's because we've got quite a lot of things that are happening in the present! We did our best to provide plenty of information about our progress and also detailed some design decisions regarding our damage system and ladders. Adam is also teasing some of the lighting updates he's working on, and to support all that, we've got a decent portion of visual materials this time - including videos! Let's get to it, Survivors! Dev Update/Eugen Dev Update/Peter Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Eugen Dear Players! As the iteration speed on many of our features increases, we are seeing some good results coming in - both in terms of features and stability. In the last two weeks, we have been focusing on and finished the below-mentioned functionality, and as of now, we are closing more issues than are coming in, which is a good sign. Ladders Mentioned before a million times, but it's finally working and ladders are done on the player side. We're converting data for all buildings and working on sounds for ladders. Swimming Again, something that has been missing from the basic movements of the new character for a long time, and it's merged in and done now. As is the case with ladders, sounds are the last thing being added at the moment. Unconscious state We are currently at the beginning of the polishing phase of all the animations and data and looking into connecting the state with character representation and shock values. Damage System (bleeding, penetration, ballistics) After merging in our first working implementation of the new damage system, we're finally working on tweaking the damage values and states, penetration and ballistics. Looking to polish it for experimental release. Bleeding has been connected to the system as well and is working already. We are fighting issues with particles and blood and trying to find a good visual solution. Jumping/Climbing/Bugfixing Since swimming and ladders are working technology-wise, we have moved onto the proposed jump and climb mechanic. Jump is going to get in first, and climbing - as it is quite complex - is definitely going to require a lot more polish. Stability The QA team just got back to work on the build stability. Our stability has been pretty bad recently, with all the large features getting in, so most of our team is focusing on bug fixing and it has paid off already. We're definitely not done and there is still tons of crashes to fix, but the stability has increased by a factor of 30 in just the last two weeks. And I look forward to a normal play session on 0.63 Experimental RC (Release Candidate build). User Actions Because everything you do in-game is working through user actions, we are getting the proper animations in, making sure that the base survival mechanics work, and that there is a loop to follow when you get into the game. It makes the gameplay much smoother. Weapons Work on weapons has slowed down because some of our team members were traveling, and also because we wanted to get in more of the melee combat animations, with the last changes in heavy and light attacks. The guys from the animations team in are in general working on making sure both one handed and two-handed attacks are polished and ready for use. Player turns/Prone We're looking into what's next for all the amazing features that the new animation system has brought us and polishing them, trying to fix both functional and visual issues that arise from the fancy and cool prone combat. 4K UI and bug fixing As we're working on expanding the usability of UI in different resolutions (including 4K), we have tons of bugfixes for inventory actions and visuals for icons, actions and a lot more. Making sure things work reliably with the UI is key now. Refactor of Infected Since a lot of the work on the player is getting done, our Lead Programmer Mirek is heavily focusing on a refactor of the infected, both in terms of stealth and combat. We don't want to promise anything, but we should hopefully be seeing the results soon, and build advanced features for the infected in quick succession after the basics of that work are merged in and working reliably. Collision issues Not much has changed here since the last Status Report. There is a huge pass on all objects in the game in terms of collisions for both gameplay reasons, camera, and much more. And since there are hundreds if not thousands of objects, depending on how you count some, this is definitely a long-term task. I'm very happy with the progress we're seeing and can't wait to play with you sooner than you think (wink wink). - Eugen Harton / Lead Producer Dev Update/Peter In the last Status Report of December, I was mentioning ladders. Now you can check them in all their glory in the presented video (thanks to Adam!). You can see the animations for climbing up and down with normal speed, as well as quick scale up and fast slide down. Also note that climbing the ladder is being shown on one long, continuous, seamless ladder, with the possibility to exit and re-enter the ladder on accessible levels in the middle of the tower. Let’s jump to the ongoing work being done on the new damage system and ballistics. In the dark past, the old damage system used the so-called hit points (basically plain points positioned on a body, where the distance between them and the hit impact was compared in order to determine to which hit points the relative damage should be dealt). Now, in the new damage system, we are using hit zones, which are defined by meshes. That allows us to properly depict shapes of every desired component, leading to accurate hit detection and allowing us to incorporate terminal ballistics of projectiles to calculate the proper damage that should be applied. DayZ is an authentic game, and I’m convinced that range combat should definitely underline this direction. Hit zones obviously correspond with basic individual parts of character's body such feet, legs, hands, arms, torso, and head. There are also additional hit zones for vital organs - brain, heart, spine, lungs, and liver to deepen the representation of the character body. In real life, damage dealt by projectiles to the human body is very complicated and it’s fairly impossible to simulate it in game, so some necessary simplification is in place. Each hit zone has its own health which may or may not affect the global health of the character, as well as optional vital attributes. A player character cannot directly die just by shooting its limbs - our goal here is to avoid unreliable situations like shooting the character 10 times to its feet in order for it to get killed. However, as projectiles' penetration leads to bleeding wounds, the character will die indirectly by bleeding out without a treatment. Also, limbs can be fractured if their health falls down to zero, leading to restriction in character movement unless treated by attaching a splint to the fractured limb, which will heal it over time. On the other hand, damage the torso and head can lead to direct death (global health at zero), as well as indirect death by bleeding out. Vital organs have relatively low health, and destroying them leads basically to instant direct death, which opens a way to encouraging shot placement in combination with ammunition used, depending on current situation. For determining terminal ballistics, we have a complex set of parameters in place. Projectile speed and energy now depend on barrel length, which allows us to differentiate between different firearms using the same type of ammunition. Of course, speed and energy decrease over time with the distance traveled. Penetration also depends on the caliber of a given projectile, and obviously on the type and thickness of the material used. There will be a coefficient that takes into account how projectiles behave while penetrating materials, which will help us mimic such behaviors as tumbling, or expansion, of different projectile types. From all these parameters, impact depth and damage applied is calculated to be as close as possible. Now, to emphasize, I fully understand, that all of this can seemingly be perceived as somewhat mysterious behaviour, and could look like random or even buggy to observers, especially those who are accustomed to primitive damage systems where X hits from Y gun definitely leads to character's death. However, even with that risk, I want to give it a spin. Sure, it will be hard to balance and get it as right as possible, but hopefully, you will bear with us and at the end, you will appreciate the possibilities it opens. In worst case scenario, we will be forced, for the good of the game experience, to change it to a more streamlined approach, which will be more cleaner and understandable by yielding more predictable results. No mercy for what we are doing... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam This time, my contribution will be rather short. With the 0.62 update, we have introduced many changes to the world lighting configuration. With the upcoming 0.63 update, we have made additional changes to address: overall brightness during daytime dawn and dusk transition brightness issues improve nighttime and star read-ability Please note that following comparison pictures (0.62 vs 0.63 light config) are work-in-progress and do not represent the final state. It should also be noted that both pictures were taken on 0.63, which, compared to 0.63, also contains a number of colour improvements to environment assets (grass, vegetation, artificial objects). Before After Before After Before After Before After Before After Before After Before After Before Afte r - Adam Franců / Map Designer Dev Update/Filip Hi all! For the last couple of weeks, we have been busy with ambient sounds. Though we're not finished yet, we've made some progress. Ambient sounds are more dynamic now and react to weather changes and location changes. We've also made progress with positional environmental sounds. Now you can hear birds and insect coming from trees and bushes, rustle of tree leaves in the wind above your head, metal squeaks and creaks coming from old building's roofs and much more. Here's a small teaser (please be aware that everything is very work in progress): - Filip Čenžák / Sound Designer Community Spotlight Hello everyone, let's start with answers to some of your frequently asked questions: Q: Will the cost of DayZ servers be reduced with the BETA release? A: Yes. In future, anyone will be able to host their own servers on their own terms, as we want to release the DayZ Server Files with BETA. Maybe not right with the first BETA build, but definitely during BETA. Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers. Q: Will the performance of the game be better in BETA or in the future? A: Optimizations of performance in DayZ are a continuous process, but we can definitely say that the game performance in BETA will be better than the current performance in 0.62 Stable. How much better depends on specific hardware. Besides optimizations of the rendering pipeline, we have rewritten multiple systems to utilize more CPU cores, we've implemented double buffering for rendering and changed some of the synchronous operations to asynchronous (which allowed further parallelization of those operations). All of these changes have a positive impact on the framerate in the game, especially client-side framerate. Q: Do you have any plans for new buildings? A: Yes, we already have some new buildings on the Northwest Airfield in 0.63 and more buildings are planned. I would like to tell you an interesting thing that happened already a few months ago, but some members of the community still ask about it today. We've got in touch with the creators of a Norwegian political thriller TV series named Okkupert (Occupied) based on an original idea by Jo Nesbø in 2016. A lot of you already saw the episode September (second series) which had DayZ in it. In the episode, the Norwegian Police Security Service is using DayZ to infiltrate a resistance group and to gather some information. You can see them playing on PlayStation 4, however, it wasn't for real. At that time, it was still not possible and a lot of you were confused. Let's check out some screenshots I've made: We know how hard can the current situation be for server admins and how hard can it be to keep your communities active. A lot of good servers died and we can't do anything for them now, but we believe (and hope!) they will be back after the BETA update. As I wrote earlier, with Linux servers, the rent should be cheaper, although we don't control pricing of the servers directly (that's up to server providers of course). I just want to thank all admins for being so passionate and for caring about the communities of their servers. Better times are coming! Artwork by Eightarmedpet. I found out some of you don't trust us about the Xbox version build. But yes, we are really working on the console version, on both of them - Xbox One and PlayStation 4 too. Here's a small teaser - hopefully, we'll be able to show them in action soon, as both versions actually run pretty smooth! I have not seen such a well-done video for a long time. Uncuepa is talking about his vision of humanity in DayZ. He has a lot of interesting thoughts. What do you think about this system, do you like it? This video has improved my day. I don't know if the participants were forced to sing, but this is kind of a "Chernarus got talent" episode. I love it, thank you for your work DuckyFTW! Creator of regular DayZ Spotlights Boydy interviewed our map designer Adam "Sumrak" Franců. You can find a small video sneak-peak of Namalsk inside and some info about modding and map changes. Enjoy! No cinematic video this week. Plonker made this cute Cartoony DayZ Turntable and showed it to us on Steam. And I am showing it now to you. :) And as the last thing, we have the riddle again. Who won last time? Jake Bryce Johny K $€i¥ablitz OriginalChaostica Vetovote CanisDirus This time is it a location from Adam again. So, do you know where is this house located? Tweet it to us on our official Twitter account. My part is so long again, but I am not sorry for it because it is from you and I love your work so much! - Baty / Community Manager Header image by Krush. Also: did we just win or what?
  4. Two weeks have passed, and we're bringing you the latest progress from the Dev Team - the usual setup got a bit of a twist with Eugen traveling this week, but we've got a whole lot of news nevertheless! Let's keep it short, and do some reading, survivors! It's good for you. Contents This Week Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight Dev Update/Martin Hello everyone! As Eugen is traveling this week, it's my turn to contribute to the Status Report (after quite some time), and provide some summary of the past two weeks in the DayZ Dev Team. With February in full swing, we're approaching the moment where with each week, the 0.63 experimental release is becoming more and more likely. We're about to start team-wide play-tests to get our internal servers as full as possible in order to get proper data on server synchronization and performance. With that said, there are still elementary parts (like swimming and vaulting) of the game that are very much work in progress, and for that reason, we are still not feeling very comfortable talking about any potential 0.63 Experimental release dates publicly. Considering some feedback we got under the last Status Report on Twitter, we've been looking ways how to still communicate the state of things more clearly, potentially as a progressively updated online task list. Together with Eugen and Baty, we've compiled a to-do list of sorts (basically our Experimental goals from the BETA Status Report) where we want to provide a simple overview of the current state of each key part of the 0.63 update. We'll check if and how we can publish it (we still need to work out some specifics with our team leads, also during the play-tests I mentioned), but suffice to say - there is a lot of work in progress, and less things that we would already be able to tick off as "ready for Experimental". While we don't want to give in to some unnecessary rush, there is also the other side of things that kind of makes us want to progress towards the 0.63 Experimental PC release as fast as possible. Our release schedule for this year is pretty tight. The main goal is to have the PC BETA and 1.0 all happen in 2018, and we're also getting much closer to bringing DayZ to console players. Our good relationship with both Sony and Microsoft opens interesting opportunities for cooperation, and since we've always had our focus aimed at the existing PC community of players first and foremost, it's in our own best interest to bring you solid PC releases ASAP so that we can also satisfy the large audience waiting for DayZ on consoles. Despite the not-so-huge amount of work going into our console builds of the game, we're basically able to run our regular PC 0.63 builds on both consoles with no major issues in gameplay or performance, and so the progress towards PC releases of 0.63 Experimental and Stable is critical also from this point of view - not only we really want you to have something to play already, we also want to grow our community further. Let's see how that works - we'll keep you posted! Meanwhile, see you in Chernarus! (Or on the forums, social media channels, and Reddit!) - Martin Čulák / Brand & PR Manager Dev Update/Peter Our first working implementation of the new melee combat looked great, especially with predefined combos chained by attacks flying through the air. However, after applying a rule set to it and passing some internal play-tests, we have confirmed that it would be really hard to wrap our intentions of melee combat around these predefined combo attacks. As gameplay is the most important thing in DayZ, I don’t want to compromise on possibilities. Ideally, players should be always able to choose which attack option at hand they can use. Considering that predefined combo chains were composed of different attack types, players were not able to choose between light and heavy attack types. Since their order was firmly determined, it made melee combat feel like something that's a bit out of your hands, which made it less interesting in the end. We have decided to try one more prototype, in which the player is able to freely choose which attack to perform - a light or a heavy one. Immediately after the first play-test run, it was clear that’s the right direction to make the melee combat more "controllable". We will continue to iterate and improve the melee so that we finally arrive at the final implementation. It's safe to say that despite the shift from predefined combos, the new melee combat will still maintain visual variety in terms of movement, as there are still attack variations from both the left and the right side, and for both light and heavy attack types. These variants are seamlessly blended together, creating a continuous flow of attacks that simply looks nice. The infected AI that you know well from 0.62 and older versions of DayZ was kind of always limited, and it never met our expectations, nor came close to the behaviours we defined in the design team. Currently, the infected AI is being heavily re-worked, incorporating the new animation system. We are cooperating closely with our programming team to achieve all the intended features. The primary goal is to make the infected feel better on every level you can imagine. May it be more clever use of sensors to strengthen stealth, luring and aggro, adding search behaviour around the last known position of their target, or simply much improved readability of infected AI, utilising transitions like lost interest, target confirmed or target lost between their states. There are some significant changes coming to their melee combat as well, with jumping attacks making a comeback. Don't end up feeding yourself to the infected... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. The entire team is still really busy implementing the remaining parts of our animation system overhaul, so today, I would like to at least quickly share with you a couple of fresh GIFs from the development. After receiving the implementation of the new ladder climbing from our programmers, we are currently applying some final touches to ladder animations and behaviour. We're finally able to enter/exit the ladders in a rather smooth way, and also climb and even slide down the ladder. There's still some polish and fine-tuning to do before we can make ladders experimental ready, but we're getting there! The team is also busy with weapons, player turn animations and unconscious animations: - Viktor Kostik / Lead Animator Dev Update/Adam In this Status Report, I would like to talk about another map feature of the upcoming 0.63 update - Tourist Trails. The Chernarussian Tourist Club (also known short as КЧТ) is responsible for a wide network of the tourist trails in the Republic of Chernarus. In South Zagoria (province of Chernarus that we have in DayZ), they maintain roughly 200 kilometers of tourist trails. From the northern border mountains, through the central fields to the important destinations in coastal towns. Connecting many of the historic and natural landmarks, but also showing perhaps not often visited places in South Zagoria. All that to make your travels easier and safer. The idea of having the tourist trails on Chernarus has been floating around since early Arma 2 days. It was brought up again at the start of DayZ development with more details fleshed out. But given the rapid iterations on Chernarus+ map, it was not really feasible to start with the actual implementation until the map was in a more stable state. With the release of the update 0.62 (which introduced a total vegetation overhaul along with the western border rework), we felt that the map has finally reached a somewhat stable state that would allow us to finally return to the idea of tourist trails. We have re-visited the original plans, made several improvements and re-designed the planned trail network to support all the map changes that happened over past couple of years. A result of this task is an overwhelming, 200 kilometer long trail network - so what helped us getting there? 4 different color markings to mark the trails you will find these on trees, rocks, poles,... in real life, you would also find arrow versions of these markings, but to avoid too much duplication in data, we had to design every hard turn of the trail without the arrow markings. 93 custom directional crossroad signs tailored for each trail crossroad, any important place (stops), and for the start/end of each trail crossroad signs contain the local name and mark the crossroad's elevation above sea level (in meters) individual plates cover every possible direction you can take, along with the travel distance (in kilometers) to three following crossroad/directional/trail signs same as traffic directional signs and settlements signs, everything on these plates is written in Russian (Cyrillic) 2 types of the actual path models for the trails we use these models when the trail goes through the meadows, fields, and forests roughly 60% of the whole trail network is covered by these models - because as in real life, trails are also using the existing road network (excluding major roads so tourists are not in a danger of a serious car accident) 2 types of tourist shelters to make bigger trail crossroads more interesting and believable brand new assets that serve as shelter for players during rainy weather, or when you just want to get a bit of a rest before continuing your journey In addition to these, we also have one other supporting asset that may or may not make it into 0.63: Map stands in real life, these are present mostly on major trail crossroads in order to help tourists to get a bigger picture and plan their trip we've got several prototypes so far, but still ironing out the best shape, size and the map coverage (if it will be the entire map or, for example, quarters) there will be a "you are here" sign on the map to help you pinpoint your current location Overall, tourist trails gave us a nice opportunity to improve our landscape - many improvements were done to it while the network itself was worked on. Additionally, it also gave us an opportunity to revisit all the locations names and make them actually visible directly within the environment. We hope that they will prove to be a useful feature when navigating through our 225 square kilometers of environment, and that you will have great encounters with other like-minded survivors there. We certainly enjoyed building the network and we hope that we will meet some of you there when this feature hits the live servers! - Adam Franců / Map Designer Dev Update/Filip Hi everyone! Over the course of the past two weeks, we continued our work on footsteps and cloth rustle sounds. It's kind of a tedious work because we have to implement these sounds into all animations - and the number of animations in DayZ is pretty overwhelming :). Another big task ahead of us is represented by an update of ambient sounds. We intend to create a more dynamic and realistic soundscape than before. We do not want to relate only upon flat 2D ambient sounds, but rather want to use as many positional sounds as the audio engine will allow us to have. Within the next couple of weeks, we will see how far we can push it! - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors! I would like to start a new tradition - answering some of the community's most asked questions in every Status Report and post it to a special thread on our official forums. So, let's check out what you want to know: Will DayZ be released on consoles? Yes, Xbox One version will be out this year in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! Yes, the base building is also not ready yet but we know how much you are looking forward to trying it. An example is Axel, who made this cool base building concept. We have a DayZ Tip by NomadGaming. We know vehicles are sometimes pain in the ass in the current version, and you can get them stuck pretty easily. But don't forget - if you can't unstuck them, just destroy them with a matchbox, and they are going to re-spawn! We had Gaming Roach Entertainment here before and they are back with another cool cinematic. It is a story about mother who wants to protect her daughter from dangerous people in every way she can. Another good job Gaming Roach, you amazed me again. What about some DayZ in real life? BarelyInfected has done a short video, it is nice to see his face again! Do you know RDiddy? He is the Australian streamer who loves jumping with cars in DayZ. This is the best jump he'S ever made! GG RDiddy! Let's check out some more screenshots. dayz_bron sent a beautiful screenshot to Reddit and I want to share it with you. Another amazing view from Green Moutain by DrDesync. Be careful, I was shot standing there like this! And now is the time for your favorite riddle! Who answered correctly last time? Jakon $€i¥ablitz Jeff Day CryDoXz Polski.Tytan TheReverned 14400bps is enough Dmitry Mirnyy‏ Uncuepa Boio Summer vini True DayZ pros! I asked our map designer Adam for a hard location this time. Can you guess where it is? Send the location to our official Twitter account and be on the wall of fame next time! Thank you for all your content and enjoy the Valentine's Day. And don't forget that we love you! <3 - Baty / Community Manager Header image by Watchman.
  5. Survivors, as some of you may have noticed or experienced first hand, some players have been recently spotted using weapons and other items that are not meant to be spawning in 0.62. These items are part of a pool of assets that were left in the game files, but were never properly configured for in-game usage. These items can break the game in many different ways and were never a part of an official update simply because we decided to not continue with their implementation on the legacy technology of 0.62. Besides the fact that using such items is causing technical issues, spawning them is only possible by modifying the game and therefore by breaching our current EULA and terms of use. We’re planning to wipe the inventory of all players carrying the M249, Steyr Scout, Golden Desert Eagle, Saiga and all applicable magazines for these weapons. If you want to prevent losing all of your gear, please remove the aforementioned items from your inventory as soon as possible, and do not pick, use or store them. For the time being, we are investigating the breach and will be taking measures in order to remove these items from the game. Thank you.
  6. Exp Update 0.62.14463

    Hello guys! What is new in 0.62.14463: Christmas trees are deleted (presents are still in, because we know you like them a lot). Security update. Have a nice #mememonday!
  7. Hello everyone, here is the fix for enabled gift spawning without a necessity of persistence wipe. We need to test it and we will send it to the Stable branch ASAP. Have a nice day!
  8. FAQ

    Will DayZ be released on consoles? Yes, Xbox One version will be out this year (2018) in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon! Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time! Will the cost of DayZ servers be reduced with the BETA release? Yes. In future, anyone will be able to host their own servers on their own terms, as we want to release the DayZ Server Files with BETA. Maybe not right with the first BETA build, but definitely during BETA. Additionally, we want to provide a Linux version of the DayZ Server Files, and that should further cut the costs of running a DayZ server. While we don't have direct control over the pricing offered by our selected server providers at the moment, the Linux Server Files should also lead to noticeable cost reductions with these providers. Will the performance of the game be better in BETA or in the future? Optimizations of performance in DayZ are a continuous process, but we can definitely say that the game performance in BETA will be better than the current performance in 0.62 Stable. How much better depends on specific hardware. Besides optimizations of the rendering pipeline, we have rewritten multiple systems to utilize more CPU cores, we've implemented double buffering for rendering and changed some of the synchronous operations to asynchronous (which allowed further parallelization of those operations). All of these changes have a positive impact on the framerate in the game, especially client-side framerate. Do you have any plans for new buildings? Yes, we already have some new buildings on the Northwest Airfield in 0.63 and more buildings are planned. More answers coming soon.
  9. Stable Update 0.62.14463

    Hello Survivors! What is new in 0.62.14463: Christmas trees are deleted (presents are still in, because we know you like them a lot). Security update. Don't forget - we released the new Status Report yesterday: https://dayz.com/blog/status-report-16-january-2018
  10. We're keeping it short, but sweet this week - we've got some changes in the team, and so along with his regular dev update, Eugen is taking the time to thank some of his team members and to say goodbye. Since we're at saying good byes, Peter is finally done with having apple tree and stone texture spamming in the game, and hints at our new dynamic ambient loot spawning. Finishing off the dev part, we have Mirek teasing bits about the infected movement, and our Audio Designer Filip sharing his latest and greatest. As always, Baty adds your awesome community content, and the ever famous Status Report riddle! let's get to it, survivors. Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Filip Community Spotlight Dev Update/Eugen When something ends, something else begins. As I mentioned in the Year in Review video, it's always hard losing team members, but it's a necessary part of the development cycle. Lots of people have joined the team over the last four years, growing from a strong core into a large, two-studio production with almost 80 developers full time. Some are moving on to new challenges, and I wanted to thank them for their contribution to what DayZ should be. A monumental undertaking that all these people were part of. My thanks go specifically (but not exclusively) to Andrej Sinkević (who is moving back home to take care of his family) for overseeing the creation of new weapons sounds, environment sounds, and making sure we are expanding upon the options available. My thanks also go to our Environment Designer Senchi for making Chernarus exciting again, for his passion, for thinking outside the box and for trying new things. At the same time, I would like to introduce Filip Čenžák, who will be taking over the DayZ responsibilities in our Audio Department, and will be sharing what's coming here in Status Reports :). Good luck, Filip! Even though we've said a couple of good-byes early this year, the work hasn't stopped and we have progressed significantly. So let me go over the updates that we have seen on our internal build - there are some exciting things we have been working on: Prone Combat We've had a prone review meeting last week in order to look over what's next for the feature, and we have started tweaking the turn animations and bugs with collisions in different parts of the prone animation. Ladder climbing Right now, we're working on a script implementation to make ladders available ingame, as most of the stuff is almost ready. We will definitively come back and check the data and overall ladder setup again once this part of the game becomes testable. Melee Combat Another iteration of melee combat is now available in-game, with new heavy and light attack modes, new evades, bug fixes for targeting, and animations for melee with ranged weapons - those are ready to get into the animation graph for quick tests. Dynamic Spawning We are trying to unify the spawning in-game to use one spawn function, and we're refactoring dynamic ambient spawning system for specific situations around the player. Peter shares more about this in his part. Vehicles Work has again started on vehicles, as the Enfusion Engine hierarchy for entities gets further in its development. Our focus is on the refactor with creation of locals pace, and real player character being in the vehicle rather than a dummy character. If you remember, there were issues like entering a vehicle and crashing, which would teleport you back to where you entered the vehicle, simply because the system didn't really allow for something being inside of a vehicle - it was all dummy characters and lot of improvised hacks. Camera The camera has progressed further through several bug fixes, and we are starting to go through ingame data and collisions to fix objects with wrong collisions, which of course benefits more features than the camera itself. The Infected We have finally started again the work on the infected, as the player character features are getting in better shape. Mirek has started a refactor on sensory mechanics, jumping, and combat, and we are going to have a longer discussion on our expectations tomorrow. Besides the specifics above, the weapon team is getting through the expected list of weapons for experimental at a steady pace, implementing the new features for every weapon, adding all the animations and making sure everything works as intended. At the same time, we have people tackling issues of the last inventory implementation or looking into the server browser back-end. And I'm going to shut up now and get back to work! ;) - Eugen Harton / Lead Producer Dev Update/Peter Search for apples, now something of an iconic user action is gone forever. The same goes for every other search action present in the old DayZ! As you know, search actions were added as a placeholder to broaden the possibilities of survivalism, and promoting the hermit playstyle in terms of gathering food and other useful nature resources - may it be rocks, sticks or feathers. Driven by a random number generator, which I’m really not a fan of, it was nearly impossible to balance the outcome of these actions. They were open to abuse by limitations of the old animation system, and they also didn’t make sense from a visual point of view. Now, the part of Central Economy which deals with dynamic spawning is able to also spawn such ambient loot as apples, rocks or mushrooms. Dynamically spawned ambient resources are linked with static objects in the map, for example apples are linked with apple trees and rocks with stone paths or bigger rocks. As mentioned these items are spawned dynamically around players, and they are capped from the side of a linked object, as well as by a total maximum amount available of that specific loot type (e.g. max 3 apples per tree, 100 apples total). Once a player leaves the area, ambient loot is despawned when its lifetime ends. Of course, as it’s part of Central Economy, it’s all properly synced, and all players will see the same ambient loot in any given area. Our solution is also friendly to server performance. I’m really happy that we were able to finally add such feature as it puts emphasis on our physical approach to design, and provides a more authentic feel to the overall experience. When you see it, you can take it... see you in Chernarus, folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Hello survivors, not much has changed since the last Status Report. We're still dealing with pretty much the same tasks as last time, there's just one little change. We've started the work on improving the infected a little bit earlier. Currently, we're focused mostly on improving stealth mechanics, which means adding some new features for AI sensors and tweaking their parameters. Together with AI sensors, we're adding some new animations for movement. Here's a small teaser of three new movement variations. You can see that the movement is still not ideal, especially when the infected is making sharp turns, but rest assured, we will improve this - the animations are already prepared, we just need to spend time on the implementation. - Miroslav Maněna / Lead Gameplay Programmer Dev Update/Filip Hi all, Filip here! As Eugen already mentioned, I'll be taking over most of the audio-related tasks from Andrej - and that includes writing the Status Reports for you! The sound department is focused on character sounds now. We could finally implement footstep sounds with the animation system as we intended. That meant creating a new animation event for every footstep in all animations. It took a while, but now we can synchronize footstep sounds with animations with much better accuracy. There are still some technical issues that have to be solved, so we hope that the programmers will find some time for us in their busy schedule. The second major feature we are working on now is attachment sounds. That means cloth rustle, backpack or weapon sounds when the character is moving. We have a working prototype, which will allow us to have different foley sounds for different types of clothes or other things you can wear. For example, it will allow us to have different cloth rustle sounds for shirt and leather jacket. In the final mix, the sonic differences will be small, but still noticeable and should create bigger immersion for players. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, You are important to us and we are glad to see all your content. We don't want to keep it just for ourselves, so let's share it! Do you know BIBIX? He is a streamer from France and a true DayZ fan. He decided to visit the real Chernarus this week and to come greet us in Prague on the way. He took a photo with Peter Nespesny and visited Stary Sobor. We hope you enjoyed your trip, BIBIX! When I visited the DayZ Steam community, I have found this nice artwork by Mr. Boogie. Simple and beautiful. Check out more of his work here. Eiemoja is a loyal DayZ fan with more than 2900 hours in the game and is also an enthusiastic artworker. If you are interested in his work, here is his Steam collection. This picture by M.J.D. shows the last moments in the life of the owner of a village pub from Chernarus. I like hidden stories like this one. And when we are talking about stories, I fell in love with this one. It is romantic and sad at the same time. Good work! "Close to retirement, an older couple, Archeologist and Chemist, traveled to Chernarus to look for out-of-place artifacts when they are hit with the outbreak. They stop at nothing to remain together through it all." I know we had M1NDR here last time, but this is one really entertaining video! He met Jessica the medic. But he didn't know how much she loves blood… We can see a lot of Snapchat filters on DayZ characters lately. There is a Reddit thread dedicated to it and people are adding their creations. Snap face is really freaky ... Let's solve the riddle. The answer to the last question was "Kumyrna". It is an old, abandoned town on a mountain plateau directly south of Guglovo. The wall of fame: Spaggie Bryce Johnny K CryDoXz Jake JoK3R Habu BigRig Johnny Bravo goof3y KalleK Tyler TheReverned Question of this Status Report: Near which town is this place located? Send me your answer to our official Twitter account! Thank you for your amazing work everyone and see you in two weeks! - Baty / Community Manager
  11. It's been only a bit over two weeks in 2018, but we're already seeing some nice progress in DayZ Development! Eugen is providing a quick summary of our current production, Mirek and Viktor detail their ongoing work on the new player character (among other things), and Adam opens up 2018 in style with a major update regarding watercourses on Chernarus! As always, Baty closes with your community content - this time rather unsurprisingly focused on the bygone holiday season! There's also one song included, though. Let's go, it's the first Status Report of the year! Contents This Week Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Eugen The year of DayZ is here, and the first two weeks of it are behind us. I'll be looking over the decision making and work happening during the recent ramp up, with the entire team fully focused on 0.63 Experimental build delivery. We looked over the state of the game more energised after the holiday break, and came up with a selected subset of experimental features that will get us to a playable game state as soon as possible. Even with this goal of fast implementation in mind, we understand how critical it is to, after all the time with legacy builds, get the game out in a good state. Making sure that the long standing issues that bother us all the most get fixed for once: performance, stability, cheating prevention, and functional gameplay mechanics. We are aiming for a good balance of polish and progress, but don't get me wrong: 0.63 Experimental and BETA are still going to represent an Early Access game, sothere will be issues. On the other hand, we will also work with a faster iteration speed to fix the remaining issues, to implement remaining content and features from our BETA/Experimental goals, and to go through all your valuable feedback. The past two weeks were spent on actionable items mostly within the player character feature set. I'll try and explain in more detail what are we dealing with right now: Polishing prone mechanics Besides waiting on polished animations and player prone turns, we still need to deal with limitations of weapon movement and ground collision. It's slick as hell though Tweaking the new melee combat prototype Moving to last iteration should bring us closer to final state and give us time to balance things out - damage and speed-wise There were some changes to control scheme and targeting options Implementation of Inverse Kinematics on player's legs Huge step towards a right balance of player turns Functional system that prevents extreme zig-zagging and visual fidelity of movement Cleaning up error logs Also looking into slimming the data and getting more order into current state of things We do come back regularly to clean up the mess in logs and error messages in order to keep them in a readable state Ladder climbing The nearest major step in the new player movement implementation Still needs more work on code, but script implementation is already waiting to be switched on Camera More details in Mirek's part There is a lot more work that has been done in these two weeks, but some of it is just at its very beginning. After we're done with the new player character, you'll see more stuff done on the infected side of things. The same goes for vehicles and helicopters - once they are working and we have them in some presentable state on 0.63, you'll be the first to know! - Eugen Harton / Lead Producer Dev Update/Mirek Hello survivors, I'm afraid I don't have much to show you visually today, because a large amount of our work is still in progress. In any way, I will at least compile a short list of what we're currently working on in the programming team: Client side prediction of inventory actions this ultimately means preventing network lags when players manage their inventory the implementation is now done, we're fixing bugs that this change introduced in the game Player Character - Inverse kinematics for legs the implementation is almost ready Player Character - Movement on ladders work is in progress, we're hoping to show some visuals in the next Status Report Central Economy - Dynamic spawn of items around players a system that can spawn items like stones, sticks or mushrooms around the player this is in a prototype stage we need to review the prototype with our game designers 3rd person camera collisions improvements in camera collisions prediction we're happy with the implementation now, but there's more tweaking to be done during BETA I hope you're not too disappointed for now, but I believe we're getting pretty close to showing you you more visual content in the following Status Reports, as we're making progress towards connecting new animations for the infected, as well as character's animations related to vehicle interaction. These will keep us busy in February. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Hi there! The animation department is currently focused on a couple of player character features. Last week, there was a small motion capture session where we recorded a bunch of missing animations for prone, combat, ladders, as well as first batch of unconscious state animations. Do you remember the prone GIF from the previous status report? Well, we have progressed with the prototype of this new prone behavior a bit. At the moment, the player character is able to turn on his back freely with every item, as well as aim and shoot with weapons. We have only the placeholder animations implemented at this point, so it's an ideal time to start replacing them with polished ones. The melee combat has seen some iterations and on the last week's mocap session - we have captured some new animations for this part of the game as well. Among others, we recorded butt-stock, bayonet, pistol and other melee attacks with firearms. We will work on these in the upcoming weeks. Our next focus will be ladders. We have adjusted the animation graph and prepared some enter/exit animations for that over the past couple of weeks. Of course, we also continue on weapon animations, as well as adjusting existing vehicle animations. The player character movement has received some love as well. The rework of turns is progressing well, with great results as you can see in the attached GIF. We are now looking forward to the inverse kinematics on feet, which is being worked on at the moment by programmers. This will provide us with an additional set of improvements, and will take care of unwanted sliding that is still present during movement. - Viktor Kostik / Lead Animator Dev Update/Adam If you have seen my Q&A video (Part 1, Part 2), you may remember that I touched upon the commonly asked subject of having actual flowing water in our environment. In our everlasting effort to have one of the most immersive game worlds ever created, I am proud to announce that at last, we've made significant progress towards having proper watercourses! Unless something goes wrong, this will be available for all of you to check out in 0.63: Watercourses are really important to the landscape - simply because they add a sense to what we are trying to recreate. In real life, it is completely normal to go down into the valley and find at least a small stream or some kind of wet area. And like a power-line, a road, a railway or even a tourist trail, finding a watercourse can help you navigate within the game world. Will you go up against the flow, or down? The choice is yours. The days of the legacy renderer and the limitations we had to deal with when creating other-than-ocean water are long gone, and with the recent engine improvements made, namely: Ability to have multiple water materials per map Ability to define wave animation using the flow-map Ability to have a floating water moss we can now improve the visual quality of our static water bodies, and also implement watercourses. We can now visually distinguish different water bodies on Chernarus (some can be dirtier than others) while still having multiple materials for watercourses. Our current implementation considers two types of a watercourse: STREAM Narrow and shallow watercourse Used mostly inside small valleys They either connect to another stream or into small river SMALL RIVER Wide and shallow watercourse Used in major valleys They form multiple streams and connect to the sea They have a name Some stream/river parts even have several variants with rocks and custom flow-map to simulate the flow of water around the obstacles, but we of course also focus on adding additional details around the watercourse when we feel it still lacks something. Stream/river beds also have a gravel ground texture (the same surface you have on the coast and is commonly used to collect stones).Since our game world is spread across 225 square kilometers, we have decided that our implementation has to be something we can recreate within such large scale. The approach is quite straightforward - we first prepare a stream/river bed by simply carving out the terrain where needed, and then we use different stream/river model parts (similarly to railways, roads) to fill the river bed with it. This implementation, however, has its downside to it as well - our terrain resolution of 7.5 meters makes some stream/river beds weird looking due to jagged edges. We try our best to mask it out whenever we can, but it is not an easy task. You may say, why not increase the resolution? While we would probably find a way how to make the 3.75 meter resolution working (performance wise), at this point in development, such detailed grid would end up not being used on most of the map anyway - terrain resolution often defines the way you design things within your environment (mainly when it come to hilly areas). We can't just go and rework everything again (just to utilize the existing option), so I feel like increased terrain grid would mostly be nothing more than an FPS sinkhole at this point. Also, I would like to mention the fact that there are no physical currents, dropping an item won't make it float downhill and given the shallow stream/river beds, do not expect an ability to traverse the map using some kind of a boat either. Most of the stream/river beds were designed in a way that you can traverse them without swimming, so it is up to you whether you cross (and get wet) or invest some time and find a bridge or a rock to take you to the other bank. We are in the process of evaluating the impact of watercourses on the navmesh (AI navigation), and it is also important to note here that at this point in time, the new player implementation is missing interactions with any water (sea, lake, streams...), so exact behaviour will have to be tested, but it is good that the watercourse solution is ready in data and environment, so it is something we can work with while implementing the interactions of player character and water bodies within the environment. We are also looking into further visual improvements to the way water flows/collides, and we're also adding local particle effects for smaller waterfalls, including some kind of audio samples to stream/river model parts. So, you may ask - when can we expect watercourses on Chernarus? Our progress in this whopping landscape task can be divided into four stages: Analysis and prototyping of the watercourse solution Adding watercourses to the western areas of Chernarus Rework of existing old stream-like ponds network Adding new watercourses and connecting reworked streams (from 3rd point) As I have already mentioned in my Q&A, western areas that have been reworked in the update 0.62 already have stream and river beds prepared (I am sure many of you noticed that already). This was really convenient for us, as we could use them to prototype best shapes for stream/river model parts. And it did not end just at the prototyping stage - I am happy to announce that 17 kilometers of watercourses have been already implemented there, and will be available for all of you to check out in 0.63. But what about the other points? We, unfortunately, cannot give you any ETA for that as of now. We do have quite extensive watercourse network planned and obviously, we would like to implement it over the whole landscape, but it unfortunately is not a simple task, and it's something to work on even after the 1.0 release. We will keep you updated on the progress though. These are really exciting times, thanks for reading and see you in Chernarus! - Adam Franců / Senior map designer Community Spotlight Hello Survivors! I am really glad for the amazing feedback we got from the Christmas update. You sent us tons of screenshots and videos with Christmas themes and I saw them all (at least I hope!). We decided we will keep the Christmas boxes until at least the end of January, because we know you like them a lot! Santa Joshua was in Chernarus and he had a bodyguard with him, just in case. Chernarus isn't a safe place to bring presents, you know: Another Santa BrianM sends greetings from his travels through the post-apocalyptic world: And Miklós Tóth probably killed the Santa and took all his presents just for himself: We've found some beautiful New Year greetings on our social networks: This one is from Reddit user Wargasm011 - a New Year greetings card in Chernarus style! Another one is from the French server The Team Onu. What a beautiful artwork! And here are two videos from your in-game Christmas adventures by BarelyInfectedand SepticFalcon: But Christmas is gone now, so let's check some of your best moments in DayZ. The Nomad Gaming is known in the community as a professional long sharp-stick killer. He put his best funny moments into one video, where you can see his skill, funny bugs, or how he trolls other players: TopeRec made a best-of video from his stream again. He tried some role-play as Rick Grimes from The Walking Dead and it is pretty funny: Streamer M1nder became a hostage and someone tried to save him… but it didn’t go as he planned. What about some real life things? Partypomcer has shown to all people from Reddit that he lives in a landscape similar to Chernarus (Northern Arkansas). Look at the barn in the distance! Tikacika sent us a new decoration he created on his wall. It is a vinyl DayZ logo and he made it by himself! Good job! And the last content from the community is a song! I love DayZ songs so bad, I have a list of them in my phone and I listen to them almost every day. This new one is called Hotel Chernarus, it was made by WiseManLofty and it is pretty cool, but we'll never forgive you the part about Adam and trees… ;) Riddle time! The answer to the last question was "The house is between Stary Sobor and Rogovo." The fastest responses were from these survivors: Jakon72 Claire (Eclaire)‏ GriZz Daniel Leon Spencer R. A. Raygor Go Up Uncle Zettie HumbleAtomicBohemian BigBANGtheory‏ Bryce TheReverned Frank the Tank Sqeezor Rustycaddy lexx 1 eyed gamer Hanno Spitteler Uncuepa Goran Buntic Volern JoK3R JAMMIELAD Sniperllama Ze-Krush REEMOTE Good job! The question of this Status Report is: What is the name of this place? Send me your answers to our official Twitter account and your name can be here next time! That is all from me today, have a nice game and see you in two weeks! Header image by Anki . - Baty / Community Manager
  12. We're entering the last two business weeks of 2017, and before we let the holiday spirit take over our offices on 23rd, it's time for one more update from our teams - today, Eugen is recapping some of the recently made bullet-point style progress across departments, Peter takes a look at ladders, climbing and the melee combat of 0.63, Adam teases the NWAF changes along with tourist trails, and Viktor has two sexy GIFs, one of which teases a feature that will change DayZ combat in a totally unexpected way. After a pause, we also have Baty back, with loads of your amazing community content <3. Let's read, it's good for you! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Eugen Dear players. First, I would like to thank you for all the critical feedback on the last status report, it was a hard one. Expectation were high, and we chose a road littered with risks going for the new engine, for the larger benefit in the long run. The team knew this wasn't going to be easy, but almost all major uncertainties are resolved and we are looking at brighter future for both you the players, and the team here. We also understand and agree the call for a more visual representation of this years' progress and there is an end of the year video in the works right now. Many of you were asking about the console version of DayZ and the team working on it. Our goal has always been to release a PC version of DayZ first before we turn to players on PS4 or Xbox. That hasn't changed. There is only one person working on each of these ports at the moment, keeping things intact so we have an easier time adapting the experience when the team is done with the PC version. We will be happy to share more details once we are in a better state of things with the PC version. There is more to enjoy visually in the rest of the Status Report, and there is no reason to repeat myself more, so let's take a quick look at some of the work that has been done over the past month / is in progress - and then we are just going to get back to work, and get more shit done :). Programmers Team Network optimisations - bit stream implementation, network traffic optimisations for AI and players Weapon & inventory bugfixing Movement tweaking of character controller for better gameplay experience Character's prone state New offline database Hive refactorization for 0.63 Login system bugfixing Damage system - new texture switching of damaged entities Bugfixing and optimizations of central loot economy AI - Animals: Threat state behaviour and actions Animals freeze in random intervals fixed Various crash fixes External launcher - adding local mods Design Team Items for Christmas event configuration and setup for Central Economy for 0.62 version Melee combat refactor of targeting and implementation of it's second check at hit event Connected item quantities to Central Economy Optimalization of UI client/server middle layer Notifiers code clean up Localization support Options screens refactor Stamina system refactor Firearms unjamming refactor Implementing state machines for AKM and SVD Implemented new network synchronization for electricity, traps, fireplace, cooking, placing, life span, user actions Implemented sounds for bear trap, landmine, defibrillator Parts of HUD can be toggled on/off by pressing or holding [~] Implemented prototype particle for AKM, UMP and CZ61 Animated perimeter for a land mine Identification of blood type in inspect menu after blood test Animation Team AKM, SVD reload animations implemented Polishing for prone 360 aimspace poses Player turns improvements Animations for Hatchback reworked due to vehicle scale changes Animals herding behavior: the most of the progress has been done on new herding behavior for domesting animals. Although it doesn't require massive support from animation side we found usefull to change some poses and especially lookat mechanic to bring as natural feeling on close distance as possible. Most of the work has been done in new AI tools on animal configuration side. Anyway we already have functional prototype of a herd that can be shepherd through the map. Animals animations: Sheep animation pack is progressing. Goat animation pack has been finished Art Team NWAF assets Radar tower rework 2-floor barracks Fuel tanks Reworked Pile of tyres Reworked Blast covers Weapons rework Abandoned Chernarus – harvester header Reworked male heads Decayed textures Christmas items Animal damage zones Bugfixing doors firegeometry geometry visual issues foliage issues Map Design Team Chernarus tourist trails We have finished 200km network along with tweaks to the satellite and surface mask and final checks and polish Tourist trails are now ready for survivors in 0.63, the only thing that is left to solve is the map stand that is located at several key trail crossings, but that on itself does not block / prevent people from using the trails as there are 93 detailed directional signs to help them where they want to go NWAF overhaul Improved satellite and surface mask within the whole NWAF area Object layout improvements and fixes Coal power plant prototype done (last missing object) Tentapocalypse We have prepared varied interiors for two of the mostly used military tents to make such important object more interesting for players and more suitable for central economy to spawn items All instances of military tents on Chernarus were replaced with these new variants - Eugen Harton / Lead Producer Dev Update/Peter As the new character also have to traverse vertical differences in structures, we've started with new implementation of ladders. You don't need much to observe that the behaviour of old character on ladders in 0.62 (and older) is quite unpleasant visually and partially lacking also from the functional point of view. Transition animations for getting on off a ladder will be added for several situations, even from/to water, as well as to sides when there isn’t any free space available behind the ladder. As we unified dimensions of ladders thorough all structures, the positioning of character hands and feet will match that of ladder steps. It’s still valid that getting on a ladder is done through interact action (same as manipulating with doors) and getting off will be automatic at the end of the ladder. We would also like to add proper continuous ladders going through more floors, on which character can optionally get off the ladder, and where it won’t be necessary to ‘pixel hunt’ for proper interact action to get on the ladder and continue in desired direction. However, this has a lower priority as we need to solve simple ladders first. As climbing the ladder is exposing you in situations that can be relatively dangerous, we are adding the possibility to quickly scale up the ladder, or to fast slide down the ladder. I would like to also see jumping off the ladder as it could be useful in some critical situations - in trade off for a higher risk of injury after landing. But again, this is lower on priority list for the ladders implementation. When I mentioned jumping, let me make it clear: we will be adding jumping, alongside with climbing over obstacles later, after ladders are done, as smooth traversing through environment is very crucial for DayZ gameplay. Ongoing work is being done on a melee combat system to make it skill based with clear rules. Blocking and evades are implemented and functional, awaiting a polishing run. We are trying different control schemes for melee combat iteratively to achieve intuitive controls. Same goes for timing animations and their cancellation, as we want to have combat flow as seamless and fluid as possible to avoid clunkiness. Knockdowns to the ground and finishing attacks on laying character are still on the TO DO list. These are directly related to melee combat in prone, which was just a step away, as we had a request for absolute freedom of aiming firearm in prone in 360 degrees, which is done thru smooth and continuous turn of character from belly to back and vice versa. After knockdown during melee combat to the ground on back position (or in case of turning character to back from belly) you can use push kick to push opponent back, may it be survivor or infected, to avoid being hit with his finishing attacks which can be potentially devastating. Similarly, I would also like to see push kicks from stand with raised hands as well (applicable for firearms too), which will add really nice flavour and together with attacks, blocking and evades adds depth and open possibilities for tactics in melee combat (and additionally allows us things like kicking doors and others). Anyway, I would like to thank you for your support during the tough year 2017. DayZ has the best community and it’s amazing to have you around. Thank you all! Merry Christmas and Happy New Year... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. Today, I'm going to provide you with a short update on what is happening in the animation team. Our priorities are pretty clear - main focus is still on the player character animations. That includes finishing turning animations, improving locomotion and adjusting the player graph. At the same time, we have been working on some exciting stuff recently. Our player character now has a much wider range of motion while in prone. You can now fluently turn on your back, aim and shoot. This gives better control over the character and I am sure it will lead to many interesting situations in game. We have a basic prototype working and now we are starting to polish the animations, poses and camera behaviour. This will also require small motion capture session where we will record necessary transition animations. In addition to that, we have also recently re-done enter/exit animations for some vehicles, so that player can enter and exit vehicles much faster. Recently implemented weapons in 0.63 include SVD, AKM and there is an ongoing work on the Mosin. - Viktor Kostik / Lead Animator Dev Update/Adam It has been quite a long time since my last contribution to Status Report, but do not worry, it is just that we have been working very hard pushing towards our 0.63 goals. But before we talk about that - given the fact that is a last status report of 2017 - let me first dive a bit into the things that happened in 2017. In 2017, Chernarus has gone through what probably is the biggest change since its inception in Arma 2. We have introduced a complete overhaul of forests aimed at bringing much needed variety to the landscape of Chernarus. This overhaul essentially doubled the object count (1.4 million to 2.8 mil., but with .63 changes, we are nearing 3 mil.), an increase that was only possible with the introduction of the Enfusion renderer (update 0.60). In addition to this overhaul, update 0.62 also introduced phase 1 of a big western border rework (the last area that remained basically untouched since Arma 2 days). We have also overhauled the entire railway network and made global changes to the satellite texture. Vegetation model swap and the re-generated forests areas introduced quite a lot of issues with object placement (objects misplaced or clipping) and we will work hard to eliminate as much of these issues as possible prior to the stable 0.63 release to make sure the first BETA build is a step towards a more polished experience from your travels on Chernarus. Now you may ask, what else can you expect from the map in 0.63? Completely re-done North West Airfield (NWAF) along with surrounding landscape 200 kilometres of tourist trails New locations on the western border of Chernarus New points of interest across the map New models for bushes and rocks New textures for roads and road damage decals We will cover these points in better detail in future Status Reports. For now, we would like to thank you for joining us on our journey towards one of the most immersive game environments ever created. Very excited to show you what we have in store for 0.63 and beyond! Merry xmas and happy new year! - Adam Franců / Senior map designer Community Spotlight It's nice to be back with another Status Report - it's been 4 weeks already and I have a lot of community content that I need to show you. So sit down comfortably, this will be long. Life doesn’t always bring only good things, and that is what I want to talk about today. The first sad thing that happened is Wobo's leave. One of our big and longtime supporters is leaving the content creators’ scene, because he needs to take care of his mother who has cancer. He did his last stream to raise funds to help his mother and the DayZ community surprised him a lot. He had 4000+ people on the stream and raised over 35 000 dollars to help him with taking care of his mother. You can see here how amazing the DayZ community is! Wobo's mum underwent a 9-hour surgery and she will stay in the hospital for the next two weeks. Everyone from DayZ Dev team wishes Wobo's mum good luck! Stay strong Wobo! The second sad message arrived to our team from Tim, Max, Nils, Dominik, Vincent and Jonas. These guys are a group of DayZ players who lost their friend Phil in a tragic accident this year. They are reminiscing about their first meeting: "We met him at the very beginning of the DayZ standalone near the Rify in that old helicopter crash site (one of these that did not spawn randomly). It was a pretty hilarious situation as me and him did’nt see each other until the moment we both went inside the helicopter. We both panic so hard :D Even thought most of the players shot on sight at this time, we did not and 2 minutes later we both laught so hard together in his teamspeak, it was the beginning of the best friendship in my whole life. There are so much more great memories we shared together because of DayZ. Me and my whole squad really want to thank you for this memories!" They sent us this message because it was Phil's birthday and they asked us to commemorate him in the game on the spot where they first met. So we decided to place a memorial at this place in a form of a small cross. This cross will be in game since 0.63 and if you come across it, just remember it belongs to Phil, one of the players. When we are talking about a group of players, Ferosso shared with us this amazing ugly-Christmas-sweater DayZ party photo and it looks so cool, I want to jump into it and join them! And look at the Chernarus map on the wall! Just wow. I want to show you some nice edit by Spuddy0108, who turns a DayZ screenshot into The Long Dark's style. I really like it! One more screenshot for you - Adam sent us a really creative picture of tents with chemlights inside and it looks awesome! And how about an event this week? A lot is happening this Saturday 16th! You can choose from plenty of events: Noobs server is organizing The Hostage event where you need to take out the captors and successfully retrieve the hostage. More information here: DayZ UK Alliance invites you to The Genocide Run IV - a battle royale style event in teams of two. Or you can join Christmas RP event in the Green Dragon tavern on The DayZ Village Let’s check out some videos now. I don't like long videos. But this movie by gekofish is awesome and I can't stop watching! You should check it out. If you like stories, you should watch this video by PolishedGuy, whose channel is full of interesting videos with good editing. Another movie by Tickle - Ghost is telling us the story of a retired nurse, Ashley Gradham, discovering the complexities of the zombie apocalypse through a budding friendship with Richard Maxwell, a daring and quiet man with a difficult childhood. What about a cinematic? This is by Aschmad and he is challenging viewers to dive deep into the video and tell him what the character lost. The last video is just a preview of a movie randmanq is working on. I am looking forward to the full movie! Let's talk about Christmas. You will have your Christmas in Chernarus, we didn't forget, don't worry! There will be Christmas trees, and maybe a little smomething more, but that's still a secret. Watch our Twitter feed for more information! We are almost at the end, but there is one more thing - the riddle! These guys answered correctly last time, good job: Skunkey‏ Uncuepa‏ JammieD96 KalleKBerlin Waffels Alejandro Miranda‏ Vetovote And this is the riddle for this Status Report. Between which towns can you find this house? It is not that hard, so I expect a lot of correct answers on our official Twitter account. That is all from me, have a nice holiday and see you in 2018! Header image by Kwaakt - Baty / Community Manager
  13. Stable Update 0.62.143758

    Hello Survivors, Stable branch servers are going down for a small update - in the meantime, enjoy our Year In Review video: Hotfix: containers nesting, which could have affected server performance. Merry Chrismas and Happy Holidays Survivors! :)
  14. Stable Update 0.62.143758

    Hello everyone, we are pushing out the fix for enabled gift spawning without a necessity of persistence wipe + BattleEye update. Merry Christmass!
  15. Hello Survivors, What is new on Experimental branch: server crash fix client crash fixes fix for a server kick Thank you for attention and have a nice night! :)
  16. Stable Update 0.62.143267

    Hello Survivors, We removed Halloween pumpkins. We fixed a server crash. Have a nice day!
  17. Hey guys, It is time to remove Halloween pumpkins. I hope you had fun with them. :) And we fixed a server crash. Have a nice day(Z)!
  18. This week, we have Brian remembering the struggles he experienced during his modding days - and looking forward to how the DayZ Standalone modding will make things a lot easier. Eugen is providing a thorough recap of our recent progress, we're introducing our scripter Boris Vacula and his work on particle effects, and Baty is announcing the winners of our wee Halloween screenshot contest! Let's dig into it, Survivors! Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Boris Community Spotlight Dev Update/Brian As we approach the entry into the BETA phase of DayZ's development, I am reminded of how things were back in 2012 as we worked on the original Survivor GameZ. Working with Dean to get us early access to upcoming builds of DayZ Mod, and trying to modify the script codebase to match the projects needs. Much like many mod authors back in the day, it was a frustrating experience, trying to create our experience within a framework (Arma 2 scripting code/commands) that was simply not designed for the type of experience we were trying to create. It is experiences like this that specifically has me so excited for what we'll be able to offer mod authors with DayZ. The project benefits so much from being developed in house by Bohemia Interactive - doing this on in house technology is such a rare opportunity in the grand scheme of things. For both us as developers, mod authors, and you all as passionate advocates of survival in a post apocalyptic world it means a technology base that is designed nearly from the ground up to provide the tools needed to create the experience we've all had our eyes on from day one. From a more modern and robust animation system offering true layered animations (being able to move and perform an action at the same time, yay!), to a renderer better designed for the large distances and huge amounts of enterable structures and objects drawn at one time, to a more robust and performance conscious scripting language. Making sure that when DayZ leaves principle development and the Early Access program that it provides people in the tradition of all Bohemia titles with tools to tell their own stories is 100% key. Another thing I wanted to discuss briefly was DayZ's survival mechanics - both in gameplay systems, and in the economy values. I've often received shouts of dismay from both sides of the fence. Things being too easy, and being too hard. Looking at the mechanics we have on the survival side, something we've struggled with often as developers is providing an immersive (sometimes punishingly so) sandbox that has systems that don't frustrate. Paying attention to feedback has been critical, and I don't quite think we've hit the mark just yet with this. Far too often, players are forced to manage survival simulation mechanics while trying to engage in the true draw of DayZ, the player interactions. Rather than the survival mechanics serving as a method to drive, and give agency to the player interaction. In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight. I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive. As my most memorable experiences in gaming all come from those types of interactions with DayZ, and DayZ Mod. To achieve this however, we need more than passionate developers. We need to hear from you all. Constructive, and engaging feedback on the systems and mechanics of DayZ that either drive, or hinder player interaction is key - and I hope you all will engage in this more often as we move into BETA. Utilize our official forums, open tickets in the feedback tracker - hell, even post on Reddit and tag Baty. This is as much your game as it is ours. In closing, I was asked by my partner once: "If you could only play one game for the rest of your life, what would it be?" - and I'll be honest I thought pretty damn hard on this one, but I am proud to say that my answer was a confident "DayZ" - and I hope to still be playing DayZ years from now. Allowing people to tell their own stories, and paint the world with their own brush will help make this a reality. Much like how development is far more of an orchestra, than one mans solo performance - a strong community is one that gives a voice to the ideas and vision of its members. Stay safe out there survivors, and remember: mo mic, no life! - Brian Hicks / Creative Director Dev Update/Eugen Dear Players, I'm going to change things up before we continue on our intentions and goals for release. We want to prepare detailed information in a digestible format as far as content and features go that will be available from the get go in the first 0.63 Experimental and BETA. I'm excited about how we can communicate with you in the future. Today I will focus on things we are currently dealing with, as far as the internal version goes, and its recent development. I do believe it's important to share the steps we are taking to complete this amazing gameplay experience that is so specific to DayZ as a game. Details are crucial in getting things right. And as I said multiple times already, there is only one way out of this: having a good game. Before we get into the summary, I'd like to point out we have released a security update on our 0.62 experimental branch. I know it might not seems like that important to test, but on the contrary: it's very much so. To increase the incentive on playing experimental servers, we have been discussing the possibility of making some small changes to how the game behaves, making it more interesting to switch between the branches and find a little bit of relief before the release of BETA. All ideas are welcome and I'll be happy to look into any feedback provided. From a gameplay standpoint, our focus is still on the player features that you might have seen on the DayZ Player Diagram a couple of Status Reports ago. The main issue we are still very much focused on is the fix for rapid zig-zag movement in PvP combat. We want to have a solution that is both visually appealing and on point when it comes to gameplay. Additional, we are looking into more tweaks regarding how the player camera behaves, and experimentation with its new features. Besides that, that are two major things coming to internal client that haven't been available in the Gamescom demo, just this month. One being prone ranged combat with proper turning on the back, as you move around with your weapon, and second the expansion on melee combat in the form of evades and blocking mechanics. Be aware that things can always change, but we are happy to start working with these as they get play-tested properly. I'm hopeful we can show some early prototypes soon and share the progress on these specific features as we progress further with their implementation. From a content standpoint, there has been a couple of sound recordings done and more work on the polish of the data gathered, as well as implementation of specific features that will enable us to fill the game with cues and sounds in right situations. Its an crucial stepping stone for bringing atmosphere and tension into moments and stories you'll experience in the world of Chernarus. Sound is not the only content we are working heavily on, as our firearms team continues to implement one firearm from our list roughly every two weeks. The list of BETA weapons should be covering various firearms across weapon types, their specific uses, their overall quality and more. We expect some changes to the pace of implementation as we add in more complicated firearm mechanics, but we are very happy with how things are going right now, and we will feel comfortable finalizing and sharing the list with you pretty soon. In the meantime, artists are looking into all the old assets used in-game, and reworking them into a condition that is fit for year 2017, and also fit for the options that we now have regarding the new renderer. Bringing the visual appeal of Chernarus into this century is the main goal here, as DayZ, while still pretty good-looking overall, is certainly lacking some more up to date finesse in certain places. Speaking of Chernarus, work on tourist trails is ongoing, and I can't be more excited after seeing the first internal results. It adds tons of flavor to an already interesting world. Adam will share more as we get closer to some final-ish state of things. Last but not least, as always, our concern is performance and stability, and we are going through bugs as they get introduced with new content or features. Its not something we take lightly. As you can see, we are trying to cover a lot of things that this game needs in order to introduce the critical changes all of us want to see. - Eugen Harton / Lead Producer Dev Update/Boris Greetings survivors! This is my first Status Report so let me quickly write something about myself. I've joined the DayZ dev team as a member of the Bratislava studio 3 years ago. Since then, I work as a scripter / designer and I wrote various systems (both on SQF and Enforce tech). Today, I would like to show you what I am currently working on in regards to firearms mechanics. Thanks to the new Enfusion technology, scripters now have better ways to handle particle effects. One of the features that heavily relies on this system are weapon muzzle flashes. In DayZ 0.63 and onward, all firearms will shoot unique particle effects depending on various parameters, such as ammo type fired, weapon type used, muzzle attachments used (suppressors, compensators, muzzle brakes or flash hiders) and the damage state of any of these components. In addition to that, particles can now be generated coming from multiple parts of the weapon. So for example, in addition to seeing typical muzzle flash coming from the rifle's muzzle, you will also see a patch of smoke escaping from the ejector. Or, if some specific muzzle brake is present, the flash will form a star-shape. Internally, we're currently at the beginning of creating particle effects for each weapon type and muzzle attachment configuration. This will be a long-term continuous process that will require a lot of tweaking to get right. However, we already have a few rough prototypes that we can show: This system will be fully moddable and with a few simple tweaks, content creators will be able to achieve quite wild results: - Boris Vacula / Scripter Community Spotlight Hello everyone in our lovely community! We are back after two weeks and you have created plenty of awesome community content again! If you read the latest Status Report, you had two chances to participate in some of our official community activities. The first thing was an event - The Big Pumpkin Hunt. 50 players split into 4 groups and were tasked to find as many pumpkins as possible in Chernogorsk. The only permitted way to fight was with bare hands and additionally to all that, there were creepy devs running around, scaring and killing the players. The event was quite successful and I am so proud everything was ready in time. I wanted to show you the kill log, but it has more than 5000 lines and I didn't have enough time for it. It should be ready this week though! The winning PINK team collected 80 pumpkins. Congratulations again! Fun fact for you - we have placed more than 200 pumpkins around all Chernogorsk in-game, all done by hand. The placement was not scripted at all! We had several content creators there and they have some screenshots and videos for you. TRMZ and CamCANTRUN made edits from the event, so you don't need to see the whole thing, just the interesting parts: But if you want to see everything without any cuts, here is a Twitch VOD by McBaiin. Watch The Big Pumpkin Hunt - Halloween Event from McBaiin on www.twitch.tv And we need some screenshots of course. These are by Baroness from the Yellow team: I really enjoyed the event and I am planning another one, so stay tuned and read the Status Reports for more information. DayZ Noob has a community event for you, it will be a fist fight in Kamy and it sounds awesome, so check it out! If you have an event coming up as well in the future, just let us know via our DayZ Twitter or Twitter and we'll help to spread the word. The second thing you could have participated in was a Halloween screenshot competition. And you sent us tons of really amazing screenshots! I was sad we can only choose three winners. I collected 63 votes around the team and we made a decision. So…. The winners are: 1. DrDeSync 2. PrincessRobotB 3. Tsch0sy Devs chose DrDeSync's screenshot because of the story behind this picture. Group of survivors are resting peacefully around a fire, but there is a creepy killer hiding behind a tree, waiting for the right time to attack. I want to thank you all for your nice screenshots, I love all of them. Thank you! I will contact the winners this week Now - time for more videos from you! This one is really great. TiKTac'tical made an amazing cinematic video. You need to see it. Really. Here: Another video is by Axel Hjelmqvist and it will cost you only 1 minute of your time to see it. It is about morning routine of just about every survivor. Wake up, eat some food, drink some water, choose a weapon, kill some zombies and try to survive. And here is an experiment! Rustycaddy made probably the biggest farm in DayZ ever! 10 random people helped him on a public server, which is amazing! Good people still exist. Do you know Boydy? He is a YouTuber from Australia and he makes interviews with DayZ content creators. This time, it was my turn. Maybe you will be interested. And thank you again Boydy! Here comes the riddle time again! First, the wall of fame from the last Status Reports riddle, good job: IMT THE MAX BRAND‏ Harold Palmer The next riddle: Do you know the name of this camp? Answer on our Twitter profile and you can be on the wall of fame next time And that is all from me, I am looking forward to see you in two weeks! Header image by proxy. - Baty / Community Manager
  19. Stable Update 0.62.142963

    Hello guys, we pushed out a security update from Experimental branch. Over and out!
  20. Now I dont want this to come off as needlessly aggressive, or overly sentimental so I will try and be as balanced as i can. I understand the Devs are busy, and that this may not factor in at all, and maybe it shouldn't as most story's of sadness can't be helped by one company. For those of you that dont know who Wobo is, hes a guy who for pretty much half of the early access of DayZ (which is now like 2.5 years) has been making videos. And more than anything the reason why this is relevant to the devs, hes been making videos that pretty much no one could be bothered trying to figure out, or explain to us. Its because of Wobo we the community learned about the Hidden Bone Stat that causes instant death. Its because of Wobo we learned the mechanics and specifics of how damage works when received to our player or their items. Both HUUUUUUUUUUUGE aspects of the game that have been previously hidden or unexplored. And many more things regarding all aspects of the games mechanics. Now you can argue that, the reasons why the Devs didn't broadcast this stuff to the community was either for the fun sense of discovery for us to figure out, or to keep us in the dark on potential mechanics that could be viewed as broken or could maybe be abused. Who knows, but i would suggest that on any other game with any other development team, this would be information that would be broadcast to the community and explained in detail by the devs themselves for the sake of transparency, or just for suggestions and feedback. Anyway, Wobo has done us the community a service, requiring hours of testing and fact gathering (DayZ doesn't reset easily, all tests are done by running fresh spawns to a location and repeating), and he's done the devs a huge service by shining light on a bunch of their mechanics that needed reworking or changing (yes they probably were behind the scenes anyway). His mum has become sick and now he is going to be her soul carer, meaning no internet and PC because they are luxuries he and she cant afford anymore. As stated in this heart breaking video. It would be appreciated by me, and the community if something could be done about this. I feel Wobo has been an admirable member of the community, in both content and attitude, and has serviced the development of DayZ positively more than most. If the devs could take note of this, or perhaps Bohemia as a whole, and either fund him keeping his PC, or fund him being able to have the internet. Or perhaps bring him on as an outside tester of the game, to allow him to test builds and its mechanics while being able to care for his mother at home? Or maybe even just funding his internet costs for the further extent of Beta? I don't know the practical costs of such a thing, but i would imagine its a relative pittance to a large company like Bohemia, and clearly funding isn't a problem for DayZ until it is completed. haha Anyway, in summary. Do what you can, if you read this and you are a Dev, acknowledge and help in anyway possible, please. And if you are a DayZ player, please do the same. By either joining the stream as stated in the video, or donating wherever or whatever you can. To this lovely guy who's been dealt a shit hand, and we all love our mommas! Sorry if this is melodramatic or demanding, but this is when the internet can shine and really do something nice for someone who deserves it. And I never write posts like this. Thanks and Peace!
  21. This week, Brian and Mirek are explaining our decision to push vehicles to Stable branch early, Peter is teasing bits and pieces about our recent effort to improve the melee weapons combat, and Viktor reports on the progress his team made on animations used with that new melee combat system. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Dev Update/Mirek Community Spotlight Development Board Spotlight New addition to DayZ weaponry - Bizon submachine gun chambered in 9mm, coming with new AK compatible Kobra sights. Dev Update/Brian We appreciate everyone's patience with this Status Report coming out a day later than normal as our Brand Team works on recording the next of our Dev Spotlight videos for Viktor Kostik, our Animation Lead (Baty shares more on that in the Community Spotlight). For this Status Report I'd like to lead off briefly talking about vehicles on the Steam stable branch, then take a quick look at the critical tracked issues on 0.61 and hand off to Peter, Viktor, and Mirek for the rest of this report. As many of you may have noticed, we went ahead and re-enabled the spawning of vehicles on the Stable branch servers. We've gone through a good deal of iteration on these over the last few months on experimental branch. While we've been able to tackle a great deal of the issues discovered in testing on the Exp/Unstable branch, there are still obviously critical issues with the existing implementation. Vehicles are a pillar of the DayZ experience, and one that we're far from being happy with in their current state. Their push to Stable was a measured decision based upon the limited number of active players on Experimental/Unstable branch (to be fair, the draw to participate in Exp/Unstable is obviously lower on hotfix builds compared to full updates) and the data we received through the feedback tracker, and repro steps provided. Not an easy decision to be sure, but given the option of leaving them on Exp/Unstable only and not getting the larger pool of users getting hands on with it - the call was made. Mirek will elaborate upon some of the technical points below, but I want all of you who are concerned about the operation and systems behind vehicles to rest assured. Where we are now, and where we want to be are two separate points and vehicles -will- get the attention such a core pillar of DayZ deserves. Like many things right now, all that is required is patience - as the push to Beta is a massive undertaking for us, and every in game mechanic and gameplay system is impacted by it in one way or another. As far as 0.61 work goes - we've continued to push builds through the Exp/Unstable branch over the last few weeks - and today we should be pushing another update to Stable branch from Exp/Unstable. For today's Stable update we're looking at changes that should hopefully address: Characters/Infected not dying under certain conditions (Eg: Unconscious players & headshots) Disappearing bodies of unconscious players when disconnecting In addition to these, we are still investigating several issues related to the reintroduction of vehicles onto stable branch - such as but not limited to: Server Performance Degradation (potentially related to vehicles) Reports of invisible players It's critical to understand that poor server performance can be the root cause of a significant amount of issues that you as players encounter. While this may seem concerning, as we are approaching the limit of what we can do with 0.61 and the legacy technology - the Beta milestone, and introduction of new technology on the Enfusion side opens up a lot more opportunities for us. Not to mention being able to move the server away from having to track two physics systems, which in and of itself is very resource intensive. - Brian Hicks / Creative Director Dev Update/Peter Since new player character got on stage, we started to prototype a new melee combat with animators and programmers. Through the time, whatever we did with the melee, it still ended being just unsatisfying. In past, we bet everything on tracing actual swings and finding their collisions with geometry. While this system has its own positive aspects as it simulates real trajectories, it just doesn't behave well in such broad multiplayer environment that DayZ offers, where you need to fight server-client synchronization foremost. Even if that side of things worked flawlessly, there are other issues connected with such system. Most notably it's very difficult to predict where hit lands, or even if it reached its target, which results in uncertain behavior and ends up as frustrating for players. With all that in mind, we decided to look at it from a different perspective and build a new melee combat from scratch. Instead of simulating trajectories, we'll experiment with evaluation of successful hit, right after attack is initiated, based on variables such as distance and direction to target, speed and others. Everything in that system is reevaluated throughout the action to avoid possible misinterpretation (e.g. opponent being hit and thus receiving damage, even when he fell down from cliff before action was finished). This approach should ensure fair hit detections, and also when combined with new full body animations of melee attacks, where character is moving forward during attack, it will allow us to utilize slight rotations and drags of attacker towards his opponent, which should results in proper visual contacts of hits. What remains the same is the rule 'every item is a melee weapon' with some exceptions applied. Especially heavy items as vehicle wheels or barrels with their separate set of movement animations will be omitted from that rule for logical reasons. It's also still valid that there will be possibility for melee attacks with ranged weapons like pistol whips, buttstock hits and bayonet stabs. More attack animation with same melee weapon were added, resulting in more visual variety and combos, however we don't plan to take advantage of combos from the gameplay perspective yet. On the other side, we want to add dashed attacks from sprint. We are considering to add charged attacks and eventually a push move in case it will be doable (do not confuse with current issue of infected pushing player characters around, which is caused by interaction of two independent physics simulations), to deepen melee combat mechanics. New animation system also allow us to play proper impact animations when character being hit. New damage system has already been deployed and it's used exclusively with the new character, providing straightforward configuration and clear damage outcome from hits per weapon, properly affected by clothing. I bet new melee combat will prove to be worth the wait and it will yield satisfying results for you, players, and together with other systems which are being worked will create best possible overall experience. Don't lose your grip on the dreams of the past... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor New player character is progressing well. We are now testing and iterating the new melee combat system in game. This includes cooperation between animation, design and code departments - designers are giving us their thoughts on how the combat should look like, we are adjusting attacks to that, and programmers are taking care of controls and giving us features we ask for. We are still testing on a basic set of attacks for bare hands and two handed item though, so we are still rather prototyping, but once we are satisfied with the results we will add more variations to attacks as well as unique animations for some items. Of course a lot of polishing is also expected. As the player actions are now working in a new system with new scripts, we are changing some of the old "one time" animations to looping ones. We have also started to work on more unique animations for interesting actions. To name few, we have recently created stitching, animal skinning, starting fire, washing hands and other animations to improve overall experience when interacting in the world. - Viktor Kostik / Lead Animator Dev Update/Mirek Today, I won't have anything new about 0.63, we're still working on tasks which I mentioned two weeks ago, but because we enabled vehicles last week on 0.61, I would like to clarify and describe issues which they have and how we will solve them. First, I would like to describe how vehicles are different than vehicles in Arma 2 / DayZ mod. There are two major changes: 1. Physics DayZ Standalone is using Bullet Physics Engine, which allows us to create better vehicle physics behavior, but on the other hand, simulation is much more complicated. We're still working on better vehicle simulation which we would like to introduce in 0.63. But the worst issue about vehicles in 0.61 is collision detection of dynamic physical objects and terrain (you can also observe this issue when you throw some item to ground) and engine programmers are currently investigating this issue. 2. Networking DayZ Standalone is using a client-server architecture instead of peer to peer and since 0.61 there is full server authority over player/vehicle transformation, which is preventing against cheating (teleportation/flying/speedhacking). In DayZ mod, vehicle is simulated on player's client and results (position, orientation, etc.) are sent to other clients, but in standalone version, player/vehicle is simulated on both (player's client and server) and server sends results to other clients and to player's client as well for correction. When simulation result are different, player's vehicle is corrected and that is the stuttering you are observing. This can happen when some vehicle state between player's client and server is desynchronized (f.e. gearbox state) or when server performance is too low. We're looking for state desynchronization now and as I wrote in past status reports, server performance optimizations are a long term process (we already have some improvements ready for 0.62). Anyway, we will implement better smoothing algorithm, so the correction wouldn't be so aggressive. Now, you can see that vehicles in Standalone are completely different than in Arma / DayZ mod, so a lot of issues can arise. Vehicles hit experimental on December 23rd, several days after 0.61 hit stable. We thought that vehicles would be the reason to stay on experimental branch for a larger number of players, but the result was that experimental servers were almost empty. That means we didn't have enough data of how they behave on full servers or in different situations. We've fixed some issues which players had found on experimental servers (server crashes and some bad behavior of remote vehicles) and then we needed more data, so we enabled them in central loot economy (we can always disable them again without any update) and are now gathering more data to fix / improve the vehicle simulation. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight This status report was postponed by one day due to filming of a Q&A video with Lead Animator Viktor Kostik. We have decided to use this opportunity and record it in an environment that is very close to animations – the Bohemia Interactive motion capture studio where work was in full swing. The video is being processed right now and we cannot wait to show it to you, because we believe it is very interesting and you will enjoy it! New players may be surprised to find out that Chernarus is based on a real place. It is modeled after a region in Czech Republic around the town of Usti nad Labem, bordered by the river Labe. Many hard-core fans have already traveled there. They wanted to see the real Chernarus and to browse the land they already know like their own backyard, because they spent hundreds and thousands of hours running around it. Streamer TopeRec is one of those guys. He was planning to come to Czech Republic for a long time and his dream was to see the template for Chernarus. First he went to Gorka, followed by Stary Sobor to see the famous red metal shed. And as he said for himself, he knew exactly where to go and did not even need a GPS, because the surroundings were so well known to him from the game. If you are interested in knowing what the Chernarus landscape looks like for real, Ivan Stroganov created a map of Chernarus over the real map of Czech Republic, so you can examine everything in detail. Check it HERE. And if that is not enough, you can check out some pictures from bufkin, who saw real Chernarus with his own eyes. Just click HERE. Should you have any experience with the real Chernarus, we will be glad if you share it with us on our official Twitter account. And if you have any interesting content from DayZ universe, don‘t be afraid to send it to us. Header image by: PuppyMonkeyBaby - Baty / Community Manager
  22. I know about a few people with "blue trees" problem. And I have a solution for you. Is it caused by outdated drivers which have trouble with the newly implemented shader - drivers released at 2015 and above should work correctly.
  23. Stable Update 0.62.141072

    Good morning Survivors! We did a little fix today for ghillie wrap color when it is in shade. Don't forget to check the latest Status Report, It is awesome, trust me! https://dayz.com/blog/status-report-8-august-2017 A hug for you: Have a nice day!
  24. Hello guys, I know I am late with this change log but I wasn't here on Friday, sorry for it. We had some troubles with another server crash caused by players. It should be fixed now and we will move it to stable asap. Over and out!