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Found 125 results

  1. Stable Update 0.62.142963

    Hello guys, we pushed out a security update from Experimental branch. Over and out!
  2. 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
  3. 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.
  4. 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!
  5. 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!
  6. This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week. Contents This Week Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Andrej Community Spotlight Dev Update/Eugen Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions. I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail. There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else. But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible. The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers. We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include: helicopters shooting from vehicles bicycle/motorcycle barricading bow combat All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually. Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs. Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives. - Eugen Harton / Lead Producer Dev Update/Mirek As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting. If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level): So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on. With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample. As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts. Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release. So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report. Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly. Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45. Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom). We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item. Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other. In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation. That's all from me today. I hope you liked it and I'll show you some more next time. Cheers! - Viktor Kostik / Lead Animator Dev Update/Andrej Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds. With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio. It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below: A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it! It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people. We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus. There have been some questions as to why do we have some 0.61 sounds in our latest Dev Log video. Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now. We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus! - Andrej Sinkević / Sound Designer Community Spotlight Hey Survivors! It is my favourite season of the year - The Halloween time! In Czech Rep, we don't celebrate Halloween - we celebrate All Souls' day, which is not about costumes and pumpkins, and I am glad that we have Halloween at least in DayZ with the latest update! You can grow Jack-o'-lantern by yourself and it is easy! If you don't have any experience with growing vegetables in DayZ, just check out this video by Gaming Junkie and you will know how to do it: You've sent me so many amazing screenshots of your Jack-o'-lanterns and I need to show some to all of you! This one is by our lovely streamer TheRunningManZ. MrsTLB is sharing pumpkins with her friend. Fozzie made this screenshot. It is spooky! And the last one is Halloween at Gvozdno cemetery by ZomboCZ. Since we are talking about pumpkins and screenshots, we have something special for you this time - a screenshot contest! Just follow us on our official Twitter account and send us your Halloween-themed screenshots via Twitter with #dayzhalloween hashtag. You can win some nice prizes. Check all the rules here. And there is more in this Halloween time. I am preparing the next event for the 31 October at 17:00 (CEST). Are you ready for The Big Pumpkin Hunt? It will be a special mission for four teams on a small location around Staroye village. You don't need to travel anywhere and all your equipment will be provided by us. If you want to participate, just sign up here and if you get selected, I will contact you on your email. Enough of Halloween for now. Let's check out more content from the community. Si Holland of a DayZ Facebook community had a birthday a few weeks ago. Check out this awesome cake he got! DannyDog68 shared a clip with us of Lada in rain. And it is beautiful. I love rain, it is so relaxing. If you have more than 1000+ hours in DayZ you can sometimes think about how to entertain yourself in some other way. Thing_On_Your_Shelf made this little challenge game and it looks like fun! I need to try it too. Do you know MC Quakes and his Man's Not Hot? Voyager Yt did a DayZ parody of this rap song. And it is golden. You need to see it. I love it! Videogames are art and an exhibition in Slovakia is about this kind of art. Exhibition is called Phases and concepts / Homo Ludio Artifex - art designs in digital games and you can find a concept of Coyote backpack from DayZ designed by Boris Joanovič there. The exhibition ends on 29th October so if you live near city of Košice, you can visit the Alfa gallery. At the end, I have a challenge picture for you again! In the last status report it was a deer stand on the Veresnik hill and I had a lot of correct answers from you! Little wall of fame for the fastest ones: SurvivorSnazz Spaggie MuzzyMcVeigh totalxq MrTeamDeer JaredSantas BWAFlive LightAmaze killwithpride D0MMYD Uncuepa32 DayzedEmu Hooded2223 And here is the riddle for today. Send me a picture of the building with this inscription to our official Twitter account and you can be on the next Wall of Fame: That's all from me Survivors, these two weeks were really juicy in the community, thank you all for your content and see you next time! Header image by Gaming Junkie. - Baty / Community Manager
  7. 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.
  8. This week, Brian is back with some of his early development memories, and a look at the future of DayZ with modding. Eugen is following up doing his best to explain our basic goals for 0.63 Experimental and 0.63 Stable (BETA). We're also welcoming back our Lead Gameplay Programmer Mirek - after months of non-stop hardcore programming, we made him share some of the behind the scenes science happening under his watch. To close things off, as usual, we have Baty taking a look at your awesome community content, and in his short update, we have our Brand Manager Martin offering what could possibly be a dream job for many of you content creators out there! Let's get to it. Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Martin Community Spotlight Dev Update/Brian Greetings Survivors! Apologies on missing the last Status Report - cards on the table, I knew the rest of the team had strong detailed info for you all and I didn't want to keep rehashing my sentiments on public development, or how big the move into BETA is for DayZ as a product. In the case of the last Status Report, I think the video said a lot more than anything I could type. Most of what you end up reading from me at this point in the project is related to postulation, concepts, and struggles and I'm honestly not certain that most of you are interested in that. We're at a stage where I feel like so many people out there are just holding their breath, waiting to get their hands on the first BETA builds and see for themselves how big the change is. Hell, I think I'm right there with you all on that. Back in the summer of 2013 when Dean, Matt, and I were stuck in a tiny room above a laundry room out in Mnisek, we were whiteboarding key elements we thought DayZ should improve on the gameplay of the mod (beyond the obvious). A good deal of what was prototyped over 2014, and 2015 came from those whiteboard meetings. I remember very clearly sitting down with Dean thinking on how we could improve the fresh spawned players chances to survive without basic weapons, as the desire was to make DayZ an experience similar to the novel "The Road" - which is where "punching" came in to play. (I distinctly remember Dean asking me if I thought it would make fresh spawns even more of a threat, and thus have a higher mortality rate when encountering skittish geared players - clearly I was wrong in dismissing this). I'm rambling, but the point I'm trying to make is there is so much that the team, myself, Peter, have worked on throughout the years that just couldn't be done within the limitations that RV offered us - and it killed me to know time and time again that after documenting, and prototyping portions of the key design of what DayZ is to be that we were time and time again limited by the technology that DayZ originally steam with. I can't emphasize enough to you all how insanely fortunate DayZ, and the DayZ dev team have been to have a company behind us that believes in the vision we set forth at the start of development to reach. So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision. It might be irritating to some out there in the user base, but the fact that we haven't had to sacrifice any of the core gameplay features yet is massive. That said, one of the things Dean and I used to stress early on was that DayZ was not just a platform for people to create their own stories - but that like so many Bohemia titles before it, it is a platform for people to create their own vision of the apocalypse (or anything else that strikes their fancy). This specific pillar of DayZ is one of many that will benefit massively from all the work that the engineering team has worked so hard on over the last few years. Ditching SQF alone is a massive step for any of you that have dabbled in modding the Arma titles, and the new animation system, as well as all the work the design team has done to new user actions takes the modding opportunities from what (to me) would feel like more of the same, modding Arma 2 or Arma 3 to a completely new level. I could go on for hours about all the possibilities I see there, and all the fantastic mod authors I hope to see get their hands on it, and bring their own vision to DayZ. Namalsk, DayZ 2017, Taviana, Panthera, DayZero, and so much more. Part of some of the most exciting times as a fan of the DayZ Mod was when we began to see people create mods of the mod itself, and I genuinely feel that what DayZ will offer to the talent of those individuals is so far beyond what was possible before. No, I don't have a set date for you for modding - but as it has been said in many status reports before - it will happen during our BETA phase of development. Obviously, for those that missed the announcement this will have to mean the release of the server tool package. I just hope I get enough notice to stock up on snack food for when the first mods start hitting DayZ, because you can bet your ass I'm going to be losing countless hours of sleep exploring these new takes on DayZ as a player and not a developer. - Brian Hicks / Creative Director Dev Update/Eugen Dear survivors, since there is no concise information on what BETA is and what exactly will happen near its release, I would like to focus on recapping what our current plans regarding these things are. You might have seen our Gamescom video, but there is more to come and lot more things to work on. Because the 0.63 update is bringing all the new technology to you, the players, there will be a very tight feedback loop following its release to Experimental. There will be numerous changes coming in over the course of 0.63 Experimental, and some features might not be available on the first Experimental release, as we slowly ramp up to keep the performance and bug fixing focused. There will be tons of players trying to get in, and we will try and accommodate as many players as possible, because I do strongly believe it will be very hard to go back to 0.62 after this huge change happens. Now once that goes through all of the parts that need proper testing, and you are happy with the stability of the experience, we will start preparing for the Stable launch of 0.63 - the DayZ BETA. At that point in time, it is our intention to make DayZ server files available to anyone for free on Steam, meaning that you will be able to host your own servers. As far as platforms go, we aim to have these for both Linux and Windows. Following that, I know a lot of people will start digging into the data itself and have fun modifying it. It's going to be interesting to see what you guys come up with. However, you might be a bit limited during the initial release, as the current state of things suggests that the modding toolset might be behind schedule, and will be released shortly after BETA comes online. The toolset will be running the new Enfusion tools that you might have seen on different pictures from the office, and will again be available to all our players. But since lot of the data is compatible in some way, I think a lot of models will find their way into the game quickly, and people will start researching the new script as they test it out. Since almost everything you see in game will be written in script, you will have some amazing opportunities to change and bend the game in any way you want. Together with the DayZ server release, we want to provide our back-end technology that we internally call the Srvlet. This is basically our hive implementation in its entirety. With this strong tool, you will be able to set up your own hive, and do anything you might have ever imagined with your servers. Because this is actually quite complex, our intention is to provide decent documentation for the technologies recommended to run this platform. After the toolset gets out, we will look into opening the workshop on Steam, so that you guys can start sharing your creations freely. It's something we are especially excited about! There is more to it of course, like having a DayZ Launcher as a central piece to access all that, and I will try and space out this information and go into more detail as we get closer. With what features we exactly have in mind, what content you should expect and how these things will be handled. Hopefully this has helped you to understand how serious we are about this important milestone in DayZ development. - Eugen Harton / Lead Producer Dev Update/Peter Alongside crucial improvements which affect core parts of DayZ such as movement, ranged or melee combat we often mentioned, there is also other parts which are very important for delivering the best overall experience. You could already see the dynamic target selection in one of the previous Status Reports, and some of you could try it out in action with showcase of DEMO build at Gamescom. For me, together with whole HUD and new user actions, it’s an important part of the game which underlines all these great changes which separate old (0.62 and previous versions) and new DayZ (upcoming 0.63 AKA Beta). From our internal playtests and feedback from players at Gamescom, we decided to improve the HUD part of dynamic target selection and user actions a bit further. Now there is more options related to user actions, usually performed on some kind of target in world, shown directly in the floating widget of dynamic target selection, which makes it more readable for the player. These were previously located in bottom left corner, and they were quite easily overlooked when they became possible to perform (remember new user actions are contextual). In bottom left corner, there are now only actions which are applied directly to your character for now. Another improvement to the bottom left corner of HUD that we've currently made is the addition of item in hands. Its name, actual condition and its quantity or stack is now shown in the bottom left too, above actions. This offers constantly consistent overview of information related to equipped item and items around the character without the need to over-use inventory screen to find out such basic info. While shuffling parts of HUD around, we ended with dynamic cross hair, also. It changes form contextually when needed, to indicate some possibilities or states. Good example is a time progression of currently performed continuous action. Of course, HUD visuals are nowhere near final by any means. For those players who want to be immersed as much as possible in the world of DayZ, there is an option to turn off HUD completely on demand (of course independently from quick-bar). To mention melee combat as well, its state is very rough and basically still in a state of prototype. We wanted to proof the concept out with new system of targeting and full body attack animations which are locking character movement, alongside with hit impacts which can take controls of character completely. Now when we've laid the basics and seen the potential it has, it is the way to go for us, unless something unexpected happens. As we definitely want to add some player skill to melee combat, we need to extend it with possibilities. Currently we are prototyping blocks, which reduce received damaged and influence hit impacts from attack, as well as evades, which helps to get out from line of attack. Next up is adding melee attacks with ranged weapons, like stabbing with bayonets, hitting with butt stock or pistol whips, as there is no worse feeling of helplessness when you are armed and someone successfully locks you into series of impacts and you need to throw gun down to be able to fight. Planned next are advanced moves such as knock-downs, finishing attacks on opponent on the ground or kicks/pushes. Anyway it’s really important for us to make solid foundation first because without it, melee combat won’t work as a whole, and it won’t matter how much depth and added layers will be there. As far as new camera implementation I mentioned in last Status Report goes, it’s from great part done. We just need to promote some functionality to the script, so we can set specific FOV in iron sights and optics. Also we will be able to start toying with naked eye zoom again. Apart from that we are dealing with 3PP camera position in space in different modes like raised, melee combat or sprint. With form following function... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek Some time has passed since I last wrote my Status Report. One of the reasons is that we're now working on longer term tasks and it's quite hard to write a Status Report without repeating myself. Another reason is that we're mostly working on things which aren't immediately visible. Today, I will summarise what we have done over the last two months. During August, major part of the team worked on delivering features that ended up being part of the DEMO version for Gamescom. It was quite stressful, because time was passing very fast and we had to stabilise the DEMO build and fix the most visible issues. Anyway, I believe that we were successful and we could return to our unfinished work with a good feeling of accomplishment. Now, we are mostly focused on improving character's movement and combat mechanics, because the entire development team is still not very satisfied with what we have presented at Gamescom. This is a very important part of the DayZ experience and we want to have the best possible implementation before we hit BETA. It's also important for fighting against the infected, because it's almost impossible to tweak and polish AI behaviour without having the player movement finalised - and so this is the reason why work on AI is also a bit on hold for now. One of the major things which were in progress before Gamescom is the game entity hierarchy (which is how the scene is represented for the game - so it is a system you won't be able to see). DayZ has been using an Arma legacy "proxy object hierarchy" - and this technology was limiting us to do some of the more exciting stuff from the DayZ feature list. We decided to switch this scene representation technology to the new one provided by our in-house Enfusion Engine. This will allow us to do things better and in a more optimised manner, allowing us to add more visual effects easily and for example create much better animations for weapons handling. Another thing we're now working on is the re-implementation of vehicles using the new systems. I have to admit that we're still working mostly on the physics part, and the character part is still not ready - but we hope that we will start working on character representation in vehicles soon (probably right after movement and combat mechanics). The entire system around vehicles has changed a lot. They are now composed of several configurable components, we're supporting generic number of axes (not only two like in 0.62 and before), handling is much more responsive and vehicles have a new suspension model, which will help players driver over smaller obstacles. Things which still are not finished are better tires friction model and simulation of some gearbox extreme limits. I wasn't sure if I should show you the following teaser (like I said, the character representation in vehicles isn't ready yet), but here it is. This is how we're testing vehicle physics for now - please welcome Fred Flintstone as a DayZ survivor, testing the new suspension system: (Please note: these are not final values for suspension and current values are serving for demonstration of new suspension model) Also, there are things which I would like to write about the topic of modding and what we are doing for supporting this feature, but it would be a lot of text for now, so I will write about it in next status reports (at least I'll have some ammunition for next time!). - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Martin Hello survivors! As I shared in the last Status Report, creating videos of a game in development is not always an easy task for us. It takes a lot of time from our regular schedules, and the closer we are to major releases of DayZ, the less time we have for recording gameplay. After experiencing the production of the 0.63 Dev Log, evaluating our options, and looking at the upcoming BETA/1.0 releases, we've made the decision that now is the right time to invest into our video production some more. Just yesterday, we've put up a job opening for what we at Bohemia call a Game Capture Artist. Ultimately, we're looking for a content creator that will work alongside me, Baty and Eugen, and spend most of his/her time capturing DayZ gameplay, as well as coming up with concepts of DayZ videos (and, eventually, trailers). It's a job that provides a perfect opportunity for making the hire directly from our community of players and content creators, and we'd be the happiest people on Earth to actually hire a DayZ fan, so please do apply if the job ad sounds like something you'd like to do for a living! I'll just add a personal warning: don't be misguided into thinking that this job is just playing 0.63 all day! It's also a lot of planning and documentation, and you really need to understand the technical aspects of video production as well. That said, we don't need years of professional experience, but a creative, organised and communicative person who's going to drive our video production to a very high standard. We also need you to work directly with us in Prague or Bratislava, but Bohemia Interactive will help you relocate should you feel a bit on the edge about that! Send them CVs in - and come live closer to the real Chernarus! - Martin Čulák / Brand Manager Community Spotlight Hey Survivors! These two weeks have passed really quickly! So, let's see what's happening in the community. I need to start with a letter sent to our forum. It is from our big supporter to the Dev Team. Her name is Baroness, she is an amazing content creator and her message made me cry. She met her husband in DayZ! What an amazing story! Thank you, Baroness, we love you! Hello. You don’t really know me. Well, maybe Baty does, a bit, in a way. I’m just a regular player. When the standalone came out, I was coerced by my brother into buying this game and play with him. I had never gamed on PC ever, had only ever slightly gamed on console when I was 12-13 (I am 34 now). Everything was very new to me. He told me it looked promising, explained what alpha was, and off we went on adventures as I spawned in Kamyshovo for the first time. Being on the creative side I have always enjoyed documenting my travels inside Chernarus. When I had gathered enough friends, we made clans, we built communities, alliances and harbored hate with other groups, as these things usually go. Some are still ongoing friendships that are on a deeper level, and this is amazing to me. About 2 years ago, some friends and I disbanded our group and decided to join a roleplaying community. It was fairly small at the time, and being the creative and helpful person I am, both of the leaders decided to include me on staff, where I developed some community management skills, learned to deal with all the kinds of hate that you guys are getting right now. I mean, I’ve been called Cersei more times than I can count on 2 hands. I’ve sowed many seeds of rapport, friendship, kindness and warmth, and I’ve been able to reap affinities, loyal friends, loving bonds, and even love. I met my husband in this last community, it was called ChernarusRP. My now husband (then-gamer-friend) and I joined forces and nurtured this incredible fellowship of like-minded survivalists with a penchant for roleplaying. All 700 of them. Us working together, entertaining complimentary notions of unity, respect and healthy dialogue, got us thinking; we very quickly found out that, through working so closely together for a long period of time, we just ‘clicked’, and it just ‘worked’. Within the year, our relationship grew steadily towards a goal that we felt was right for the both of us; he moved from Texas to be with me in Québec (Canada). We have been together ever since. It was because of your game and everything that is has to offer, that I was able to meet the man of my dreams, the love of my life, my missing puzzle piece. My everything, really. Why am I writing this to you? Because I’ve noticed lately all the hate that you are getting. Spaggie and I had a long and interesting conversation about everything that you guys do behind the scenes that go completely unnoticed. He told me that he sometimes writes little thank you notes and encouragement in the bug tracker, just for you guys to see that all that you do is greatly appreciated. In my opinion, more people should do this, every day. And had I not installed this game and kept at it, I would not be with this incredible man who I am with today. And I have you guys to thank for that. So thank you. For everything. BETA will be a blast I’m sure. I am following closely. We all are. And screw the haters. You got such a loving fan base and we’re all behind you and cheering you on. We might not tell you every day, but trust me, we all root for you and this wonderful game. Thank you for reading. Baroness <3 And thank you all for all your support, like in this thread. It means a world to us. Thank you! Let's see a new chapter of the Humans of Chernarus series. If you don't know it, it is a collection of thoughts of fictional people living across Chernarus. A people who are facing this post-apocalyptic world and try to survive to the next day. You can find the whole collection here. "Good luck is a funny thing. It always seems like it belongs to someone else. Bad luck, on the other hand, we all have it. We harbour it to convince ourselves that our problems and misdoings are not our own... However, there in truth I’ve learned one thing during my stay on this shitty Earth. There is no such thing as luck, good or bad. There are only those who are prepared, and those who are not.” -Symon, of the Gomorrah Casino I love weddings! And I hope you do as well, because this one happened in DayZ. It may not have been the most romantic one, but it surely was entertaining. Dr. Von Hauer married his wife in Novodmitrovsk church. They said their vows and lived happily until their deaths. Which could not have been too long, as it is DayZ after all. I myself almost got married in DayZ, so I envy the bride for making it all the way. The highlight of the video for me is the flower boy, who throws pieces of ghillie on the ground. Let's check out some art now. Valdark2 posted his newest picture to Reddit and it is pretty cool, what do you think? If you need some large wallpapers, just tell NeuroticEUROtic, he is a specialist. It is sometimes hard to find a really good wallpaper for three monitors but this guy can sort you out. Here is Skalisty Panorama 5760 x 1080 by him and it is beautiful. I have it on my background already :) The last thing that I was looking forward to showing you today is a riddle again! In the last Status Report, it was West Lopatino Evacuation Camp. You sent me a lot of correct answers last time and you said it was toooooo easy. Okey! Here is a challenge for you. Where can you find this deer stand? Send me your answers to our official Twitter account. And thank you for all your answers! That is all from me today guys. Have a nice day and play DayZ! Header picture: WilliamFilms - Baty / Community Manager
  9. With Brian missing this week (no worries, he will be back at full force next time!), Eugen and Peter reflect upon the new features and content presented at Gamescom. Eugen is finally sharing our full 0.63 Dev Log video with 16 minutes of Gamescom DEMO gameplay in Full HD, Peter is reacting to some of the community feedback regarding the missing naked eye zoom and new key binds for firearms, and Martin and Baty share some of the good vibes from our community (both the one at EGX, where they travelled last week, and online!). Let's do some reading and watching folks, it's a juicy Status Report once again! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Martin Community Spotlight Dev Update/Eugen The last two weeks had us focused on different issues in the base and core features of DayZ. As previously mentioned, these are tackled through smaller scrum teams that are dedicated to these topics. Currently, we are running ranged combat team with focus on weapons and another one focused on melee combat. More are expected to be set up from vehicles to Central Economy or the infected. These should enable much faster iteration that can deliver on their goals as the technology requires less changes under the hood. This means that we are no longer tied to larger technology changes and can focus on the stuff that’s important to us and players alike: things that tackle immediate concerns that have troubled the game for a very long time. The approach we chose is based around priorities that carry through to other features, so we spend less time going back and redoing stuff over and over. Current priorities started with base movement of the character, which defines a lot of the work that is going to happen in both melee and ranged combat. Once we nail down the details, we can quickly implement and iterate things like player speed changing with rotation or rotation limits in order to cut on the erratic movement that is usually described as "zig-zagging". There are tons of things like these that community cares very deeply about. We take this feedback very seriously. Lot of these things have driven community interaction over these years. Bugs that we didn’t fix, features that didn’t have consistency or detail or were missing entirely. There is a reason behind everything. We spend a lot of time on figuring these out and once we are happy with our solutions we are going to get the discussion going. The process, however, requires you to test them in-game and that is where we go from prototype to full fledged feature. The thing is you try, and go for functionality first before the visuals get polished. It usually does not matter if it looks good if you’re developing the game. But it’s also the reason we don’t show many of these things that are in their early implementation. because they are just functional enough for us to iterate, but not polished enough to present ourselves with. That brings me to the next important thing. Imagine all these great things created with placeholders or skeletons of functionality that we look into and keep iterating on. Ideas are just ideas and they usually change for the better as development moves forward. What seems fun and good on paper though sometimes does not translate well in-game. If the technology used is layered enough to let designers test their ideas, we know we can differentiate the bad from the good. I don’t believe that we always come up with best solutions on the first iteration, and so that's why we listen to your feedback. Even when I look at our 0.63 Dev Log video below, I know (and see) tons of issues that just irritate me. But I’m not alone and this team is the best I had the chance to work with, and I have no doubt we can solve the issues. BETA can not come soon enough! That said, we would like to focus on covering these hot topics and how we solved them in the current iteration, because we bleed passion for what DayZ should be. Thanks for reading and enjoy the video! - Eugen Harton / Lead Producer Dev Update/Peter After DEMO showcase at Gamescom, many of you expressed concerns about missing zoom with naked eye as well as toggling to aim down the sights. First off all, I want to underline that absence of naked eye zoom was intentional as we run into technical problems due interference with switching to iron sights, witch was key-binded to middle mouse button. Time was running out and instead of fixing the old camera behaviour, we decided to cut it completely, so that we can start implementing a new camera from scratch to allow us to have more control over it (which is being worked on right now). Anyway, now when that dynamic zoom is currently missing, we can start asking questions: is it really needed? How does it contribute to gameplay? What are the pros and cons? Eye zoom is kind of a long-term trademark of Bohemia Interactive games, the same way as the free look being independent on character movement. Simulation of mid to long range engagement wouldn’t be possible without such feature, as fluid, on demand changing of field of view from wide to correct perspective is needed there, typically for observing your surroundings and during gunfights. Without it, characters are just small group of pixels in distance, and probably no-one enjoys pixel hunting. On the other hand, we know that in the case we gave the player character some supernatural abilities, we would lower the importance of items which should be used in such situations, like binoculars or scopes (which can be used even while not mounted on a weapon). Currently, these have very limited use among players, as naked eye zoom (or focus if you want to call it like that) is enough for them to observe environment. Also, there is a bit of a problem with continuous switching of object LODs and textures, which puts additional pressure on the CPU/GPU. While this would still be the case with binos and scopes as well, these changes to FOV are instant and not continuous. Missing eye zoom will lead to bringing player engagements to much closer distances - and that’s the most important thing in DayZ - player interactions. Final decision hasn't been made yet - personally, I’m inclined to keeping this feature in the game, but even in the worse case scenario, aiming down sights will maintain correct perspective (with a bit of added zoom while holding breath to simulate focus), to avoid aforementioned pixel hunting during gunfights. I mentioned aiming down sights and we are aware that current keybind (middle mouse button click while raised) is far from ideal as it feels clunky - exactly opposite to real life, where aiming down sights is as simple as just moving your head and aligning the eye with sights. What is really important to me is the fact that there shouldn’t be any toggle into the aimed stance (raised nor iron sights/scopes). Which means character should go ideally to an idle pose when all controls are released. Toggle-able aggressive stance can unintentionally fiddle with character’s body language, which disrupts gameplay and the experience players have during their interactions. Currently, we are experimenting with different approaches of switching to iron sights while raised. Key-bind on keyboard can work, but I’m not a fan of it as it destroys the basic firearm controls between mouse and keyboard. On standard mouse, there is only two buttons which come as possible candidates to use - middle mouse button, and right mouse button. Scrolling up with the mouse wheel to aim down sights is much better than precisely clicking the wheel, also it’s meant for switching between iron sights and scope in case the given firearm allows it (think AKs and other guns from the eastern block, or additional sights mounted on RIS from the side of a weapon) and for cycling through scope zoom levels (for example hunting scope). Personally, I prefer a simple double click and holding right mouse button (basically double click without releasing the button after the second click of button) as a shortcut to switch directly from lowered arms to iron sights. To switch back from aiming down sights (ADS), just release the right button, click and hold it again (same for toggling from raise to ADS). These two methods are far better and we will most likely keep both. Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns). Sprint Turns GIF (I don't know why I can't embed it here...) This solution differs from full-fledged inertia system, which can lead to players feeling like they are driving a tank with all that acceleration, deceleration and stopping after sharp turns. We want to thoroughly test it now, to feel how it plays and if it’s capable enough to achieve our goal of having smooth navigation through environment - as we definitely would like to maintain the hardly earned responsiveness and smoothness of the new character. Without zigzagging... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Martin Survivors! After a vicious editing battle that took waaaay longer than we all had planned, we were finally able to deliver the 0.63 Dev Log today. It's taking a quick (well, relatively quick, it's some 16 minutes of gameplay!) look at the key things that we presented at Gamescom last month. Let me just quickly give credits to Baty and our QA Engineer Dan Fialka for their tireless work on the actual gameplay capture - as I have said in the previous Status Report, it's not always an easy work tinkering with the internal build. I hope you'll all appreciate the early look at 0.63 at least in this format - it's certainly not the same as experiencing the new animation system and player controller first hand, but it's the best we can do now. Suffice to say, this Dev Log was a good learning experience and it made us rethink the way we produce video content for DayZ. Going forward, we want to streamline the creative process behind making development videos, and hopefully find a good, effective workflow for gameplay capture in 0.63. Last week, me and Baty also visited EGX in Birmingham, and boy: did we meet a lot of awesome people! Originally, our visit was really planned as a last-minute trip, as we just wanted to meet a couple of DayZ content creators at EGX - there was no booth involved like at Gamescom, and we only packed a bunch of DayZ lanyards just in case. Somehow, we ended up meeting with some 30 fellow survivors at once, occupying half of the EGX business lounge and demoing 0.63 to everybody (thanks to Matthew and the rest of the EGX organisers for not kicking us out!). Blue and Queenie, M1ndr, SepticFalcon and Dzoana all had their mods and friends there, we've also finally met the Twitter super-spammer Spaggie (and his friend @EssexRockerz!)... well I would like to name everybody we met, but it would make for a really long list. Thanks everyone for coming and chatting with us (and thanks Baty for talking me into the trip!), you all make the best, most dedicated community out there. We'll definitely be back to EGX next year, hopefully with a more official presence and a proper booth! Here's a couple of photos (credits to N-Reid!) and Tweets from the event: - Martin Čulák/ Brand Manager Community Spotlight Hey Survivors! I hope you had amazing two weeks. As Martin mentioned, we were at EXG and it was epic, thanks everyone for coming. It was nice to meet you all! Let's start with the Real Chernarus by BrenUno, who‘s been there and took some amazing pictures for the community. Can you recognize all these places? Streamer DeadlySlob did an amazing and very funny role-play video, where he acts as a drug addicted person. Other players were really surprised by his behaviour. We love it! Let's check out some art. I chose three guys from community today, who are amazing artists and did nice job on their artworks. They have really similar style and we really like this. The first one is Will. He did two artworks inspired by Chernarus. And the second one is by Squad_Crow, who did his view of Novodmitrovsk and Lopatino Castle. AFX was on Rose City Comic Con in Portland as a survivor from DayZ. She had everything that the true survivor needs - duck tape, military boots and a long stick with an apple! I don't know if she killed any infected on her trip but she is definitely ready for it! French server Team Onu is preparing an event again. It is called Manhunt - Dark Walk and it will be tomorrow and you can see more info after you log in to their web pages. Here is a little teaser for it. If you prepare any event for your community, just let me know on my Twitter and someone from our team can be there too. And I have a riddle for you today. Can you recognize this place? Tweet it to the official DayZ Twitter, I want to know how many players we have, who know the map very well! I know it is easy for hardcore players, but I will do a harder one next time. I am so happy to see all your content guys, no kidding. I try to watch all your videos, pictures and everything you post to our social networks or Reddit. Thank you for that and for your support, because we need it. We really appreciate to know that YOU CARE about DayZ. Because DayZ is love, DayZ is life for us. Header image by Sahindi. - Baty / Community Manager
  10. Stable Update 0.62.142080

    Hello guys, We are moving the latest EXP update to Stable branch now. A server crash caused by players is fixed now. Thank you for your attention and have a nice day!
  11. This week, the Status Report fully focuses on recapping our Gamescom experience. We've been presenting the 0.63 playable DEMO in Cologne, Germany the entire past week, and met literally hundreds of players who tried the DEMO live at our booth as we watched them play. We've gathered a lot of important feedback, which both Eugen and Peter cover in their texts. There are also VoDs of Gamescom live streams, some exciting Gamescom gameplay from our community, and more! Let's get to it. Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Martin Community Spotlight Dev Update/Eugen Gamescom DEMO has been an amazing experience for all of us. Being able to finally get direct feedback on 0.63 and talk to our old school players, or see the new ones playing it for the first time has made me more than a little happy. After getting this DayZ potential ready tech wise, we had a game to share, and talk about. It was exciting and exhausting. We are looking forward to sharing more. At the same time, I have some less exciting news for you. As the build we brought to Gamescom would still take weeks to get ready for public testing, we will not be releasing the DEMO for Steam. We really wanted to, but it just no longer makes sense to spend time polishing a very small part of the whole BETA experience. Feedback has been overwhelmingly positive on the floor, and I do believe we are hitting the right notes on what BETA should feel like. Rather than releasing a DEMO, our goal is to get the BETA/0.63 update out as soon as possible in its entirety on Experimental branch when ready. That does not mean it's going to be rushed. We do believe that the only way out of this hellhole is a really good game that all of us want to play. We are going to focus on the combat a little while longer to incorporate some of the good feedback that we got, as well as features missing from the DEMO that were cut before it was used on the show floor. There is still a lot of details to implement, or content to convert in that regard. Since we have only returned from Gamescom floor on Sunday late night, we plan to have an internal post-mortem first and get the team together to plan out the next month in detail. However, as you may know, the scope of BETA is huge, and even though we have developed a lot of these features during the same time as technology, now it is time to put it all together. It’s a painful process, but the game is finally there. We are going to need a lot of balancing runs, polishing and bug fixing before we are happy to put it out. We will be reading the feedback on the details available and try and share with you more as we recover from the trip. - Eugen Harton / Lead Producer Dev Update/Peter Gamescom 2017 has ended, so let my write down my impressions. At first, knowing all that stuff which was completely missing from the DEMO, or just in early prototype state, and all the remaining limitations we still needs to figure out, I was feeling a bit insecure about the quality of the DEMO build that we brought for showcase at the Gamescom booth. I'm a person who likes to have things in order, and as polished as possible, which leads to situations where I’m just not pleased enough with the current state of the game. So naturally, I was very curious how it's all going to turn out in the end. To quickly recap what was presented in demo: New rocks, roads and their decals with parallax mapping. New characters with better body proportions and heads with lifespan, containing growing shaveable beards, washable bloody hands from skinning bodies New character controller and animation system with very responsive and fluent character movement, coupled with new physics for better collisions, allowing for smooth traversing through environment (yes even running down/up the hill!) New movement sets for turning, injured, falling character as well as carrying heavy items around in hands New gestures with the ability to move while using them New stamina system, differentiating character movement speed depending on their load New melee combat system with attack and hit impacts animations New ranged combat with extended weapon handling and aiming with new sway and recoil New intuitive way to perform actions with items in hands even while moving, crafting new ones even directly from world and interactions with environment without pixel hunting New HUD and inventory with clear layout and resized cargo and item sizes New voice communication including personal radio, megaphone and public address system New advanced placing which will be used for precise placement of specific items New electricity system with cable reels to reach far places And much more... There were thousands of gamers and content creators looking forward to get their hands on the first iteration of what DayZ will become in BETA. It was an interesting mixture of people that never played DayZ before, ones who put it down waiting patiently for BETA, and those who still play DayZ regularly and spent from hundreds to thousands of hours in-game. I've spent a great amount of time observing how people play the game, and discussed with them about what they like on the new DayZ, what would they still like to see improved, and why. With this approach, I gained a ton of feedback. It was very positive to see and hear that we are actually on the right track, and people do like what they see, and especially how it plays. Bear in mind nothing is set in stone yet, and everything could be changed, especially after valuable feedback we received. It will allow us to refine the design a bit more, so in it’s final form, DayZ could unleash its full potential, and allow people to enjoy what DayZ is so well known for - an emergent gameplay full of interactions, which creates stories filled with unique experience and leaving strong memories in atmospheric world. After meeting you at Gamescom 2017... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Martin As both Eugen and Peter mentioned, Gamescom was a really positive experience for us. The very stressful couple of weeks before we left the office and travelled to Cologne were definitely worth it in the end, as we've been met with a very warm welcome at Gamescom, and also fulfilled our mission: to gather preliminary feedback on an early 0.63 build. As Baty will share in her part of the Status Report, we did our best to provide some meaningful coverage for those of you not visiting Gamescom. The couple of live streams we organized with Twitch and GameStar.de were quite full of interesting news, so do check them out below, along with content from M1ndr, Barely Infected or Merlin from DayZ Underground. It's a bit unfortunate that we were not able to capture a better gameplay clip for both live streams in time (due to both time constraints and last minute fixes to the playable DEMO build), so the presented footage was a bit bare bones and glitchy at times, but as promised, we will deliver a good amount of quality 1080p/60FPS footage in the following days. The footage will take the form of a Dev Log video similar to those made for 0.62, and you can expect around 10 minutes of new content with Eugen's developer narration. Also, since we decided not to make the DEMO available on Steam, we'll see if we can at least organise a live stream where you can see live gameplay, and ask us questions. Our pre-gamescom live stream was a bit of a technical failure, so we need to spend some more time planning the live stream, but we have a decent combat plan to make it all happen. That's it from me this week. Thanks everyone who visited us at Gamescom, you were awesome! Now, let's see some of the community content from our booth. - Martin Čulák/ Brand Manager Community Spotlight Gamescom is over, we are back in Prague, and work on BETA continues. It was something new to us and some people in the team have never been to a big event like Gamescom before. It was exhausting, but it was worth it, because your feedback is what we really needed. And we are really happy we got a lot of very positive feedback from you! It was a total of 6 of us from the DayZ team, and for five days, you were able to meet us in the booth and play DayZ on 18 PCs. You could play a short PvP demo, try some features from the upcoming 0.63 build and grab some nice little presents along the way. You've surely seen videos that appeared mostly on Twitter and Reddit from people who have already tried the demo. Unfortunately, as Martin explained, we do not have an official video ready yet, but we will catch up this week and if everything goes according to our plan, the video commented by our Lead Producer Eugen Harton will be released by the end of the week. Before it's out, you can look at the impressions of M1ndr and Rene (Barely Infected) who also visited us to try the DEMO: There were two live streams during Gamescom where our Lead Producer Eugen was talking about the Gamescom DEMO and BETA. First one on the line was the GameStar.de live stream, and the second one was a Twitch official Gamescom live stream (watch the VOD here, you need to move to time 8:10:55). We also hosted a community meetup at Gamescom, where we met ten of you and barely fit into our small meeting room. For almost two hours, we talked about DayZ and what you can expect from the BETA. And you got some special gifts we prepared for this event. I would like to thank you very much for coming to see us and I hope you enjoyed the meeting as much as we did! Before Gamescom, we organized an event on Skalisty Island where players became knights and fought in teams to capture the Skalisty castle. Except for a bit of a waiting waiting, everything went well and all players were quite happy. There were some content creators who were streaming or recording their gameplay which they then placed on YouTube, so those of you who were not there can see it too. Blue team won the battle of the castle, but the greys fought bravely too. I want to thank everyone for their patience and the fact that they have arrived. You can look forward to another event soon! Just for clarification, the recording of the developer stream that accompanied the event was removed due to technical issues during the stream. Unfortunately, we did not correctly estimate the demands of the stream on the hardware and therefore the stream was flawed by unpleasant lags. We learned our lesson and it will be better next time. I've created a list of YouTube recordings for you, so you can see what was happening through the eyes of several players. If I forgot to include someone just tweet me at @batyalquawen and I'm going to add you to the playlist. And in the end, I want to show you a funny bug we found yesterday. Adam Franců sent it to me with this description: Thanks again to everyone who came to play the Gamescom demo and to everyone who gave us any feedback. We really appreciate it. See you in two weeks guys and have a nice start of a new school year! Header image by MAMAD_NZR. - Baty / Community Manager
  12. Hello guys, Ghillie changes again! We fixed ghillie wrap color when it is in shade. Check it if you like it :). Have a nice Monday!
  13. An outbreak of Gamescom plague caused chaos in our schedules and organisation, but most of the team is back in business now. Brian sets a perspective on how to balance excitement and expectations now when we're approaching an important milestone in DayZ development. Eugen sums up our immediate internal development goals that will eventually lead us to that BETA milestone, and how they add up to the big picture of DayZ 1.0. We're welcoming back Viktor, who's found some time to reflect upon the new animation changes presented at Gamescom, and there's also Martin's update on the status of a promised 0.63 Dev Log video. As usual, Baty is closing of with awesome community content, and invites everyone to Birmingham's EGX next week! Let's get ready for some reading! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Viktor Dev Update/Martin Community Spotlight Dev Update/Hicks Greetings Survivors, Y'know, I've seen a lot of folks talking about 0.63 like it will solve world hunger - which is something I've seen associated with other pending builds before. Be it the new renderer, changes to sound, adjustments to economy, or even the introduction of the V3S. Typically people get pissy with me when I have to try and bring things down to earth, but I'm alright with being the bad guy in this case. Anytime you change the technology powering a piece of software, hell anytime you change the software itself in any way, you come up against risk. The degree of risk is the factor that fluctuates, and its up to the developers creating said software to weigh the risk of a change, versus the pay off. For us as a team, and for DayZ as a product the pay off is well worth the risk. For years now we've been internally prototyping, be it in documentation, in script, or in intermediate technologies built to serve the gap between what is functioning on the consumer Steam branch, and what is functioning internally on the main trunk. I've had the pleasure of previewing, discussing, and in some cases "teasing" these prototypes, and documentation for years. Eager to share our intent with you, but often blocked from actually sharing the experience with you due to technical limitations. The .63/Beta update is the first major step towards the technology finally being able to bring this vision forward. It is not the end of the road, but it is most certainly the most important lap we have made I did not overstate it when I said that the change to animation system, player controller, and scripting language would begin to alter how you interact with the world itself. This is fundamentally a huge change, both internally and externally for you, the consumer. I'm neither trying to charge up the hype train, nor am I trying to crush anyone's hopes and dreams. It's rare that a title gets the support from a company to spend the time working on improving the core technology to better meet the needs of design. Typically, technology limitations inform design within a few small exceptions from time to time. Its been a long road, and bumpy as hell ,but we're finally within sight of being able to finally share with all of you the things we've all worked on for so long. And we couldn't have done it without all of you. - Brian Hicks / Creative Director Dev Update/Eugen Hello survivors! Post-gamescom rush has ended quickly with a lot people getting sick, feverish from Gamescom plague. With people missing we were trying to get through the feedback in our internal post-mortem and follow up it up in the plan for following months and weeks before BETA becomes available. I have to say that the road does not end there, and we still are dedicated to polish the experience further before we leave Early Access. What BETA means is that most if not all features promised will be implemented in the new technology, and iterated upon further as we move to leave out of Early Access with 1.0 version. I believe that feedback will be critical in this phase where all the issues need to get ironed out. In the meantime, we focused on issues either seen during Gamescom or general plans that have been set out. Special attention has been put on critical issues of camera that was still up for refactor. As it is nowhere near the level that we want from the game, nor has the feature set needed. From the clipping issues to twitchy movement and abuse, there is lot of ground to cover. And there is a lot more as the whole Gamescom experience worked as an amazing focus test on large scale. We had the chance to see how people work around the new stuff available and observe to see the flaws in the whole system. Which was an amazing opportunity, and I can`t wait to have the same experience with other people online, so that we can make this game the best it can be together. The next step for us, is to finish up more advanced features for melee and ranged combat, additional camera technology to support all the new gameplay, and finalizing the character movement and variation, before we move heavily into area of infected, where some heavy work needs to be done. Once the base loop feels really good, we will move onto rest of the game to polish all these things in the new technology. We will survive!   - Eugen Harton / Lead Producer Dev Update/Viktor Hi everyone. It has been a while since the last time I contributed to the Status Report. The past weeks were a bit hectic with the animation things related to the Gamescom build. I think animators did a great job adding all the content which everyone was able to play for couple of days. We were very pleased by the positive feedback to the new player controller, injured animations, heavy items animations, combat and everything else that was presented. The version available to play was not final by any means. We are still aiming for significant improvements in many areas of player character and infected as well. The presented wounded character was a first draft in fact. In the upcoming days, weeks and months we will continue on animation improvements and reworks. Currently, we are also working on some new death animations. We are adding directional deaths for all item types and all stances. Initially, the character will play the pre-recorded animation only but later, we will start with directional death animation and in the middle of the animation, we will switch to ragdoll so that the characters would fall and align with environment nicely. Another big part of the game that is being worked on are poses for different items. There are hundreds of various food items, weapons or tools that need a proper pose. From the very beginning of the DayZ, we have decided to have a nice holding for each of these items. At the moment, all these poses are being made and added to the game. - Viktor Kostik / Lead Animator Dev Update/Martin Survivors, I just want to briefly update you on the status of the 0.63 Dev Log that we teased and promised to deliver after Gamescom. Unfortunately, a sizeable portion of the team (including Baty, Eugen and me) got hit by an outbreak of some sneaky virus that we most likely brought with us back from Gamescom. Since we have a very small marketing/community team here, this further delayed the production of the Dev Log video, but we're back in business now, and we've also managed to get some additional help from our QA Engineer Dan Fialka (who's been with us at Gamescom as well). He's recording some of the gameplay clips as we speak, so hopefully we'll be able to speed things up a notch now. Recording a couple of gameplay clips from an internal build may sound like an an easy task, but if they are supposed to be done according to a script, and connected with a developer voice over, it suddenly becomes a complicated undertaking - especially when the internal build of DayZ just decides to behave weirdly, and randomly throws crashes and glitches your way. Of course, we want to avoid showing these things in official content as much as possible, as the intent is to present the best of what the current build can offer. If anything, it also shows that the build is simply not ready to be played beyond a very controlled and structured environment that was the Gamescom booth, and that our decision to not release it on a Steam branch was very well reasoned. We'll let you know on our forums and social media channels the moment the video is ready - for now, please hold tight end enjoy some of the community content from Gamescom that we shared in the last Status Report! - Martin Čulák/ Brand Manager Community Spotlight Survivors! The Gamescom epidemic hit a lot of us and I wasn't an exception. But I am ready for a new event! You might know there is a show called EGX in Birmingham, England. I and my colleague, brand manager Martin Čulák, will be there on Friday and we want to meet everyone from DayZ community, who is also planning to attend this gaming event. Watch our Twitter for more information. Barely Infected came with an amazing idea. He organized a group of survivors and built a camp named "DayZ Village" where all the good people can live together and help each other in this cruel time of apocalypse. This project had great success and The Village is nowadays still pretty crowded. You can find it on Spaggie's server at 185.16.86.48:2402 and The Village is located on the Zub castle. I spent some time there and it was awesome. People are nice, they care about each other and try to protect The Village together. The Village was planned for just one week, but with this success, Barely Infected decided to prolong it. Barely Infected has documentation of every day on his server. You can find a lot of content from creators on Youtube and make your own impression of what is going on on the server. For example from these guys: Gaming Junkie, CitizenZ, CamCANTRUN, Raig Prime, Kerbo, FriendlyNikolai, 2dogsgaming, RageBruh or HandZ. Here is a funny prank from M1NDER, he pranked the whole village. And one last thing about this event - artwork of DayZ Village by Dominik Figlhuber. Everyone is looking forward to the 0.63 update. But not as much as this guy. KaskadianRepublik's body is ready. But since 0.63 is still not ready for public, you will need to wait until it's done. I want to show you one video. It is about love between a dog and a human. Fluffy cute wolf who wants to eat everyone around him. But Whoopsie DayZ falls in love with him and wants to have him as a pet. How this can end? I laughed a lot, you need to see it. Have a nice time guys and see you in two weeks! Header image by Vernon Price. - Baty / Community Manager
  14. Stable Update 0.62.140694

    Hello guys, We are pushing out the latest Experimental update with two changes: map color pallette changes Before: After: ghillie color/shaders changes Whole team is working hard on 0.63 update and Gamescom demo/video/organisation so we are super busy. I hope we will see you there :). Status report: https://dayz.com/blog/status-report-25-july-2017 And don't eat bugs, here is a better place for them: https://feedback.bistudio.com/.
  15. Hello survivors! Where the last couple of Status Reports felt a bit dry and lacking on exciting content, we're doing our best to improve our track record this week! Starting off with Brian, and his excitement which clearly shows that we've had a good couple of rough, but good weeks, through Eugen, who's offering a closer look at the contents of the upcoming Gamescom DEMO, and then over to Peter, who details the changes made to melee and firearms behaviour in 0.63, it's a joyride of teasing new and exciting content. Adam continues by sharing his bits on new decals updates, our Brand Manager Martin assures everyone that the Gamescom news will make its way to everybody, and Baty invites you to Gamescom AND to our upcoming community event next week that goes together with a pre-gamescom developer live stream. Oh hey, and there's also GIFs showing some new stuff (because yes - it is a long read again). Ready? Go! Contents This Week Dev Update/Brian Dev Update/Eugen Dev Update/Peter Dev Update/Adam Dev Update/Martin Community Spotlight Dev Update/Brian Greetings Survivors, As we approach Gamescom I can't help but reflect back on all the work, stress, and dedication that has preceded where we are now. Back in the end of 2013 when we were trying to prepare a build for Steam, we couldn't have imagined the opportunities all the time that has been spent on technology, and the foundation of the project would afford us. Looking at the Early Access release of one of my personal favourite pure survival titles, The Long Dark I can't help but remember what that experience was like when it first hit Steam, compared to how amazing it is now. The team has been working tirelessly for quite some time, and the focus over the last month or so on preparing a functional vertical slice build for Gamescom, which should raise spirits a great deal internally. One of the most frustrating professional experiences for me has been working on adapting the design and experience of DayZ over the years, but knowing that you the consumers couldn't see these changes and get hands on with them until the underlying tech was ready to support it. Gamescom is just over the horizon, and I know everyone here on the team is really focused on trying to get an outstanding snapshot of the new DayZ experience for you all. Not losing focus on the fact that the development teams'; core goals have been aimed specifically at setting the foundation of DayZ for the years to come is a difficult order. The technology that we hit Steam with fundamentally just can't do justice to the experience we want to bring, and fortunately leadership inside the company has understood that and supported our drive forward. BETA by no means is the end all be all milestone for DayZ - we have plenty of amazing things beyond it and before leaving Early Access - but this is fundamentally the biggest impact on how you the users interact with the world, and establishes the technology baseline that enables us to do all the things we've talked with you about over the years. It's been a hell of a journey, but I wouldn't trade it for anything in the world. - Brian Hicks / Creative Director Dev Update/Eugen Hey guys! I'm going to get into detail in regards to what the Gamescom DEMO is and what is the plan going forward with it. As the Gamescom is getting closer, things are being set in stone. When we decided to go forward with the idea (which was about three months ago), we were nowhere near the expected result. However, deadlines and these goals make sure you are able to focus on what is actually important and as such help you eliminate the noise that gets in the way of development. Sometimes it's feature creep, other times you just follow an overly complicated solution to a problem that’s much simpler to solve. The renewed target helped us follow through. Everything starts with how you control a game, it needs to feel just right. When the game is making it hard to do what you actually want to accomplish through arbitrary complexity or inconsistency, it quickly becomes tedious. As this DEMO features the new player controller, animation system, physics and much more, it will feel different at first glance. Interacting with players, AI or environment should feel much smoother. We will have the new controls printed out for players coming in for an easy reference point. As this is quite a complex rework of the game, and we want people to test specific things, it will have its own "map" built around Staroye. The map includes new roads, rocks, and more reworked old assets as we are gradually improving visual fidelity, and leaving the old stuff behind. Only subset of player usable items will be spawning for the purpose of quick access, as we expect the turnover to be quite large. The density is also much higher to make sure you can try more things in a short span of time. Besides the map, you can also expect new particle effects implemented with Enfusion technology, new character faces and much more. It will feature the new inventory implementation, which again should feel much smoother and faster as we have invested quite a lot of time to do this properly. And one large change that we expect to have significant impact on how people play: you won't be able to move with inventory open. A lot of the things that people have used inventory to solve, like finding small items or interacting with their weapon to avoid delayed quick bar, will be long gone. Items will show their icons in the world, as well as all action being moved to contextual methods. And quick bar will become a core part of your setup as you explore the world of DayZ. You will get more slots as you get higher tier items, which in translation will increase the amount of stuff you can get done quickly in the world. There are tons of new animations coming in to show different states of character, exhaustion for example. And many detailed systems trying to avoid using text and use of heavy UI, so that living your life in Chernarus is all about your character. New gestures that will spice up the interaction between player, hopefully causing a laugh or two. Or making sure you can understand each other over a long distance. Lot of new UI changes that will focus on giving you enough detail if you want, or just immerse into the character in front of you. Tons of new sounds both ambient, character or weapon related. There is new synchronisation model that is quite different from what we had before, hoping to support the full scale of 100 players and tons of AI. All these things will be stress tested heavily to make sure there are no issues when we go live. Lot of the things are however heavily work in progress, but also for the first time, all of the new tech is in and working with new data. It's exciting as hell. And last but not least, new melee combat and ranged combat. But I'll let Peter talk about those   There will be issues I'm sure, as something always slips past, or gets broken in the last second. This is a complex game in making, and we can't wait to share our progress with you. We are discussing the possibility of making the DEMO available for a limited time on a separate Steam branch, but we'll yet have to see about that. Programmers - Weapons actions - Vehicle controller refactor - Melee combat (programming wise) - Particles (programming wise) - Physics and optimisation tweaks - New zombie controller - CLE (Central Loot Economy) tweaks - Bug fixing Animators - Animals animations - IK (Inverse Kinematics) poses - Injured animations - Weapons animations (loading/unloading) - Bug fixing Designers - Melee combat (script wise) - Communication - Horticulture - Particles (script wise) - Inventory UI refactor - Advance placing system - Gamescom demo preparation (spawning, menu, ...) - Bug fixing Audio - Sounds for weapons interactions - Footsteps sounds (surface vs footwear) - Ambient sounds - Bug fixing QA - Internal client stabilisation - Gamescom demo features testing - Bug reporting Art - Old assets rework - New assets preparation (NW Airfield ) - Object layout for western region - Bug fixing - Eugen Harton / Lead Producer Dev Update/Peter As you may know from previous Status Reports, we scratched old firearms and melee implementations and started from the ground up to allow us fulfil our vision of having more control over firearms and melee fights, resulting in much better, authentic user experience. Both ranged and close combat have crucial role in DayZ, may it be in PvE or PvP encounters. Over the last few weeks, there was quite a lot of progress made in both combats, and now as things starts to look well enough, it's a good time to talk about them and showcase them. Ranged combat with firearms is defined by their handling and aiming models. So far on handling side, we have loading of firearms with either magazine or chambering directly with ammo from inventory, quick slots and even from the ground. Next is the mechanism manipulation itself, were you can feed ammo from a magazine to chamber in case of manual firearms, or eject ammo in automatic ones. It's also used to un-jam the mechanism once it gets jammed by a casing not being ejected properly. We reintroduced zeroing and fire modes, as well as iron sights, though optics are not working now due to some issues we're battling down the line (specifically switching to camera point on optic attachment, to be honest we have ran into some problems with attachments in general lately, as they are not in hierarchical order, so it will require some rewrite). Aiming model of firearms is where the real fun begins. Currently, we have a new sway mechanic (yay, finally!) - it mimics breathing with constant vertical movement as well as corrections of hands direction with subtle random horizontal movement. It's very effective and robust design solution which allows us to modify output by plenty of factors, like firearm attachments configuration, especially hand-guard and butt-stock, and its weight, character stance and movement, amount of stamina, overall character state with all that unpleasant things like low body temperature or diseases, and of course also the hold breath feature (yes, I'm not kidding). Recoil is another functional part of the aiming model now. While projectile is fired, we've introduced movement to firearms in all three dimensions. We are experimenting with pre-animated recoils, which are procedurally modified to produce nice looking visuals with ability to differentiate between firearms. Similarly to sway, it can be modified, this time it could depend on calibre, barrel length, overall firearm weight and its attachments, especially muzzle devices like brakes or compensators, and we are also considering impact from stamina. What's still missing is some sights misalignment in the aiming model, same goes to lifting firearms next to obstacles, however we will get there as both are a must have for proper aiming model. Quick update regarding new melee combat - in current state, it's already way ahead when compared to the old system. Apart from full body attack animations, which can now be chained into combos and opponents reacts to hits with proper strength and directions of impacts, there is also a dashed attack from sprint implemented now. I would like to highlight the current melee targeting implementation which is taking length of a melee weapon into account, as well as distance direction and vertical angle to opponent. Combined with rotating and dragging character towards selected targets during attack animations, it produces great looking, fluid and addictive melee combat. It's quite hard to miss your opponent now, gone are the days of grotesque melee fights where everybody ran in circles trying to play game of chance to deal some hit. Last but not least, we also introduced some changes to controls of the new character. What really stands out is changing of stances which is using one key now instead of three previously. With programmers and animators, we are discussing missing moves of new character, like leaning, jumping or climbing, as we would like to push on these and make them more interesting for gameplay. Apart from Gamescom 2017... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam Much like in the last Status Report, let's begin with a showcase of some additional improvements to the visual fidelity of Chernarus. This time, let's talk about decals. On Chernarus, decals are primarily used to make specific areas (such as concrete surfaces and roads) look more damaged / abandoned. We cant simply add local damage to the concrete / roads texture itself as it would look too repetitive in the end. And so these decals are a great way to add a local damage exactly where we want. While decal textures were trying really hard to show that there are holes in the road, they ultimately failed alone because they were missing visual depth in-game. Luckily, this was changed with the recent implementation of parallax mapping for decals. And since we have got new textures for roads for quite some time, we have also decided to re-do textures for all road damage decals so the visuals of decals match together with the new road textures (visual inconsistency between old decals and new roads is one of the reasons we decided to postpone the release of new road textures, originally planned for update 0.62). Here are some examples of how medium and small-sized decals look after these changes: These changes (along with the new road textures that you can also notice on pictures) will be available with the update 0.63. And as usual - a short report on what has happened on western border of Chernarus since the last Status Report. Details were added around the Myshkino dam (including the HV power-line connection to Zelenogorsk), new recreational facility of TES company near the shore of Myshkino dam and probably the biggest lumber mill we currently have on Chernarus has been added north of Myshkino military site. These locations will hopefully make encounters in the Myshkino tents valley a bit more interesting and offer additional looting options for the players who prefer to roam the western region of Chernarus. As always, please remember that all pictures show work-in-progress content. - Adam Franců / Senior Map Designer Dev Update/Martin As we started outlining our Gamescom DEMO over the last two Status Reports, I've noticed a raising concern in the community about us presenting a build of the game on a gaming convention rather than delivering it directly to the core players on our Experimental and Stable Steam branches. As our community of existing players is what we truly care about the most, I'd like to address these concerns and add further context to Eugen's text above. First of all, thanks to Brian and his great relationships with guys over at Astro Gaming or Twitch, DayZ's been present at many public events in the past, and I'm sure it's always been fun for everyone to meet and greet while occasionally streaming or presenting some of the upcoming features. Usually, most of the news from these events also made it out to the general public - either by being directly shared by the DayZ team over social media, or organically by someone from the community posting on the forums or Reddit. This worked quite well, and considering that those activities were not a part of any sophisticated marketing/promotional plan (there hasn't been anything like that for DayZ, and this won't change until BETA drops on Stable), it's also been quite effective. Gamescom is a little bit of a step up from these events, as we'll be part of a bigger Bohemia Interactive booth. That means that our presence needs to be a bit more official, that we need to present something meaningful, and ideally also playable. That's where the Gamescom DEMO comes in - as a publicly playable content, it also conveniently solves three problems for us: a) it helps the development team to deliver a package even before the first BETA build is done internally, or ready for public branches - hopefully helping everybody have a feeling of accomplishment (which Brian nicely described in his part) b) it allows us to do very early focus tests in a controlled environment where we're standing right next to the person playing c) it helps us make a point to the general public that we are being serious about our intentions to bring DayZ to a stable 1.0 release, and support it for years to come (which some people still refuse to believe in) As Eugen already pointed out, we may (or may not), at some point, and in one way or another, make this DEMO available to all of you who won't be able to try it at Gamescom. While it's not fully representative of DayZ as the hardcore survival game it should be (and technically only works in a "LAN" mode as well), we understand that everybody just wants to get their hands on the new player controller! More importantly though, we have plans for extensive online coverage of all the things we're about to show at Gamescom. Just to pick a few that will happen right during the Gamescom week: we&'ll be live on the Twitch Gamescom stage for about 15 minutes, talking about the DEMO and DayZ BETA in detail, including some gameplay. We'll have a couple of media appointments that will hopefully produce some cool articles, and we'll also be producing our own photos or possibly even some basic video content directly from the show floor. Now, creating (audio)visual content of any upcoming game changes is always a struggle. With the way our community-driven development works (the moment we have a "legit" build in our hands that we need your feedback on, we drop it to Experimental), it is sometimes literally impossible to even play the internal branch of DayZ for several minutes straight, and prepare content in advance. This has been the case with the supporting content we're making for Gamescom, and over the last two weeks, it produced some rather hilarious clips: While those GIFs may look like a lot of fun, the reality is that any bug like that always breaks the gameplay, not to mention the recorded clip or screenshot. Count in some nasty crashes, network issues or general server degradation we still need to resolve, and you have a good reason for our Status Reports rarely including any relevant visual content at all. It's also why we're still relatively far from dropping any BETA package to the public Steam branches - while our new player character (and other systems) already work well within the limited scope of the Gamescom DEMO, they are not ready for the full-scale DayZ experience just yet. Well, that'll do it for today - I hope this helped some of you to get an insight on what's happening around the DayZ office. Baty should have some more details about our upcoming Gamescom coverage! P.S. - please do let us know if you're coming to Cologne, and come hang out with us! - Martin Čulák/ Brand Manager Community Spotlight Hello guys, We have two weeks till Gamescom and in our office, as in many other gamedev offices around the world, we're preparing for the game show, and we are starting to panic a bit. There is still so much to be done! I spent the last two weeks working on videos, which should be done before Gamescom, but as Martin wrote above, the game is still not in an ideal shape. Therefore, we tried to make the best of the actual unstable version to be able to show you some of the new features which you will be able to experience at Gamescom. I will not try to hide that it is very challenging to capture scenes without any errors and bugs, be we are close to finish and the video should be ready for Gamescom. In any case, Gamescom is near and the mood in the Dev Team can be best described as: But enough of silly things. Let’s take a look at what is waiting for us in the next couple of weeks. Next Thursday 17th August at 17:30 CEST (GMT+1) you can look forward to a stream from our Bohemia Interactive office. We would like to share more information about what you can expect in our booth at Gamescom, we will tell you more about a demo we are preparing and also about a community meet-up which will be organized at Gamescom. We will talk in more detail about BETA and answer some questions. And this time, we will have moderators and better sound, so it will surely be better than last time! But the stream will not be only about DayZ. We will talk more about other BI projects, like Mini DAYZ, Ylands and Arma 3. Do not miss this stream; you can learn a lot of new information there! Simultaneously with the stream, we will host a small event. It will be a battle of the castle again, where we will return to the Middle Ages and play as knights. The event will take place on 17th August at 17:00 CEST (GMT+1) and you can be part of it if you are interested. You can sing up HERE. And now back to the Gamescom. It will be held between 23rd and 26th August at Cologne in Germany. As I said in previous Status Report, we will be there, specifically in hall 10.1., booth A010. Beside DayZ team, we will also have Ylands and Arma teams there. You will be able to play the Gamescom DEMO about which the devs were already talking above. More information about the demo will be revealed at the stream next week. I want to point out that the DayZ and Arma parts will be separated from public area and will only be accessible for adults 18+. But don’t worry if you are not 18 yet. You can come visit us at the community meet-up in front of our booth, talk with the devs and get some gifts. Community meet-up will take place on 25th August at 13:00 CEST, so don’t hesitate to come, we will be happy to see you. And if you come in DayZ cosplay, you will make us even happier! For those of you that cannot make it to this year’s Gamescom, let me assure you again: we are preparing reports, videos and photos. Don’t forget to follow our social media channels! Finally, we will have a look at some of your creations. First, I would like to present you a member of Spanish community who is playing on role-play server DayZRP and is sharing his adventures on his YouTube channel. His last video is "La masacre" and as the title suggests, it is about a massacre in Lopatino’s church. There are English subtitles for those who do not understand Spanish. I really like the story and what I like even more is the amazing comic that accompanies the video. Other parts of the comic can be found on his Twitter channel. And now for the mentioned video: Further on, I was pleasantly surprised by a community member paulmosin, who is sending his ideas of a real world survivor to our Twitter. We love him! On Reddit, I discovered a post by user SpectreRobin. It is a DayZ picture, painted on 3 canvases, which is inspired by a well-known screenshot. It was drawn by his friend, who is a very talented artist. It reminds me of paintings in our office (which I would very much like to take home) and we can be only jealous that he has such a nice decoration on his walls. Thank you very much for all your content that you share with us on our official social networks, we really appreciate it. We will have to move the next status report to 29th August, because it would be right in the Gamescom week and we will not be able to prepare it while at the convention. But as I wrote above, we will be definitely sharing the photos, experiences and impressions with you the whole week. So make sure to follow us and we are looking forward to seeing you on the stream, and at Gamescom! Header image by RageBruh.‏ - Baty / Community Manager
  16. Gamescom 2017

    Hello guys, Anyone here planning a trip to Gamescom? I want to meet you all! If you haven't seen the program in the latest Status Report, here is it: DayZ and Arma III part of our booth will be accessible for adults 18+ only.If you are not 18 yet, ou can come visit us at the community meet-up in front of our booth, talk with the devs and get some gifts. Community meet-up will take place on 25th August at 13:00 CEST, so don’t hesitate to come, we will be happy to see you. We have a really nice gifts for everyone :). If you have any question about Gamescom - here I am.
  17. Hello guys, we have two small changes today: map color pallette changes ghillie color/shaders changes Have a nice day!
  18. Stable Update 0.62.140525

    Good morning everyone! The latest Experimental update has been pushed to Stable branch and it has very important fix in it. Here is it: fixed some server crashes reproducible by players fix for client crash upon disconnect trackIR sluggish response should now be improved fixed ghillie visual (We made some changes to colours of Chernarus couple of updates ago, and the ghillie suit was in need of some colour tweaks as well.) fixed some client side crashing changes to wind samples And as always, if you have any bug or crash, we have a special place for it: https://feedback.bistudio.com/ Greetings from dev team!
  19. This week, we're keeping it short and sweet with Eugen, Adam and Baty, as the rest of the team got their hands full with work on major 0.63 tasks. Eugen actually shares more on why we've been quieter than usual the last few Status Reports, and sets some expectations regarding BETA release schedule. Adam is reporting on the ongoing tireless work of the environment team, showcasing some of their recent achievements, and Baty closes off with a little teaser of an upcoming live stream - along with sharing awesome community content, of course! Let's get to it folks. Contents This Week Dev Update/Eugen Dev Update/Adam Community Spotlight Dev Update/Eugen In BETA we trust, deliver we must. A catchphrase that I've seen on one of our whiteboards a couple weeks ago perfectly summarizes how we as a team feel right now. We know things haven't been perfect and that the experience that we wanted to provide has not always been consistent with our vision. Technology debt that we have been fighting held us in fairly firm grip where we quickly realized that providing short term solutions over and over isn't going to cut it. We had to rethink and go back to the drawing board multiple times to start making a fun game. We knew the solutions needed but the time investment was huge with lot of risks ahead. Which is where a lot of the development kept getting slowed down by the complexity of the engine changes that were needed, as well as unexpected issues that kept changing the landscape before us. It was a risky move that we hope will keep the game alive going forward and bring back those that might have been turned away by the state of the game. As we truly believe that what you players want and we meant to deliver wasn’t doable with the technology we had. There are players out there who are patiently waiting, while playing the game in a state that it is in now, others who wait for the full release or some who come back every once in a while to see what changed. Some are more invested than others, they read our channels, think about consequences of what we talk about, and some just want to see it in action. As the BETA is becoming a fleshed out reboot of the game all of us wanted, we plan to have a limited playable build at Gamescom this year. We're doing everything we can to make it available at the Bohemia Interactive booth for the visitors to try it out. The sole focus of this build is gunplay and player movement on an edited version of Chernarus prepared especially for the purpose of this demo. That is why a lot of our efforts have been looking at the flow of player actions, controls and consistency of their outcome. The team will be there in person to discuss the details with those interested. Feedback is the most important thing and we can't wait to see people play it and smoothen the rough edges. Now that also means that the next couple of weeks are fully focused on the content of the Gamescom demo, so that there are no major hurdles when fans in Cologne get their hands on it. All departments are trying to iron out the details as much as they can, so that we can have fun with in Germany. For the first BETA update itself, there is no release date yet. We don't want to let you down unless we're absolutely sure it's coming. The Gamescom demo work itself still counts towards the overall development of course, but we're not ready to put that version of the game on any of the public Steam branches - simply because the feature set of our demo will be limited and does not represent the complete DayZ experience. To finish things off, let's take a look at a list of things the team is tackling now: Programmers Weapon actions Vehicle controller refactor Basic state machines and script classes tweaks Melee combat preparation (programming wise) Central Loot Economy tweaks Physics and optimization tweaks New animation system for zombies Bug fixing Animators MoCap session preparation Animal animations Weapon animations Designers Melee combat (script wise) Aiming model Weapons handling Inventory UI refactor (crafting, character) Advanced placing system New player and item spawn definition Audio Sounds for weapon interactions QA Playtesting the 0.62 update Internal client stabilization New animations/weapons functionality testing Art Gamescom map preparation Old assets rework Fire mode selector for weapons Object layout for western region - Eugen Harton / Lead Producer Dev Update/Adam As we mentioned in earlier status reports, our efforts on improving graphical fidelity does not end with the update 00.62. With such massive change for the environment that update 0.62 has brought, one of the most important things for us is to get the environment right color-wise. That means getting lighting config right and having all assets in our environment properly configured (material and texture wise). We have already released an update for grass color for 0.62 on June 21 and since then our environment designer Mark has been working tirelessly on another iteration, this time focused mainly on changing another important piece of this whole color puzzle - satellite texture. You know this texture very well, because it is the one that you see whenever you look into the distance (and also texture, that is commonly used on community-made maps, that helps you in travels through Chernarus). Since Chernarus was originally made for Arma 2 and DayZ version has been built on top of it, it also uses satellite texture from this version. The texture was unfortunately nowhere near to being consistent in the beginning (in terms of the way details were made or in used color pallete) and with the additional things added on top of it in DayZ (northern, western expansion, settlement rework,..), this problem was only deepened. With the update 0.62, we felt that it is the time we finally look at this problem and make sure satellite texture for the new Chernarus uses somewhat consistent color pallete and looks good both in old and new areas. This change was also particularly important for us with update 0.62 since satellite texture affects colors of grass and ground textures. Now, do not expect that suddenly, a texture that has 15360x15360 pixels will be great in every detail, but the work that has been done so far is a huge step forward and will be good starting point for any additions and improvements. BEFORE AFTER With satellite texture changes of such scale, another pass on colors of grass and bushes/trees was inevitable (to basically bring close and far LOD visuals in-line with colors on new satellite texture plus several issues with material configuration were also fixed). And since all that was purely a data change, we felt that it would be shame not to include it for update 0.62, too. And so all of the changes are now available on Experimental Branch for you to check out. And I do have also some bonus pictures for you this time - work has progressed on western border of Chernarus. Currently, detailed object layout is being worked on in areas west of Zelonogorsk. First two pictures show new settlement, called Zvir. Third shows Orlye ozero with mountain Velikyj Kotel rising behind. Now please keep in mind that content on these pictures is work-in-progress. If you want to read more about the planned changes on western border, check out the last status report. - Adam Francu / Senior map designer Dev Update/Community Spotlight Two weeks have passed and it is time again to take a look at what is happening in the community. At first, I would like to talk about an important event which is ahead of us this summer and that is Gamescom. We've been preparing for it for several months and it is very important to us, because we will meet you – the community, and at the same time, we want to show you something new. If you are planning to be at Gamescom, we will be glad to see you. You will find our booth in hall 10.1, where we will be among other Bohemia Interactive games. Also, for the Friday 25th, we are preparing a small meet & greet with developers, including small gifts for you. Cosplayers are welcome! We will tell you more on a live stream before Gamescom, which we are also preparing at the moment and which you definitely should not miss. Recently, I was playing DayZ when I got a message from streamer Issy telling me she can’t wait to show me what she made. And she sent a picture of shoes she painted in DayZ style! Simply awesome! I had to share that with you. When browsing through DayZ videos, this DayZ-inspired rap caught my eye, made by DayZ Standalone - Jiveturkey600. He created it on a request from one of the fans, who wanted a song from zombie point of view. Today I would like to focus on an international fan group on Facebook - DayZ Standalone Community, which has over 13000 members. People show off their accomplishments there, look for others to play with or share their own creations. It was this group where I found Mark Duncan Copland’s post showing postcards he receives from his friend Michael. It is amazing to see how DayZ became an important part of your friendship! Another thing that got my attention in this group was a bar in Birmingham, UK, run by Jessica Mitchel who, as a true fan, decorated the bar windows with DayZ style stickers. I would like to invite you to a RP event on the Aftermath server which will take place next Wednesday. What is it about? Scientists have been carrying out experiments on the residents of Svetlojarsk. Slowly the residents started to notice people becoming sick and ‘turning.’ Information was leaked to the residents that scientists were going to visit the city to see the final result. The remaining residents held a secret meeting, they bought weapons off the black market and planned to capture the scientists to demand a vaccine for their friends and family. Worried that there may not be enough to go around, the civilians not only intended to capture the scientists but also kill anyone else who knew about the virus! If the story got you interested, don’t not forget to sing up, because the server is whitelisted. You can find more information on their web pages. As a last thing, I wanted to show you a beautiful screenshot of the town of Novodmitrovsk in an unusual resolution made by Reddit user NeuroticEUROtic. It is definitely worth sharing! That is all from me for today. Make sure not to miss the next Status Report, where we will give you more information about the upcoming stream and Gamescom. Enjoy the summer! Header image by disastrouscluck. - Baty / Community Manager
  20. Hello Experimental players! We have an important fix today: fixed some server crashes reproducible by players changes to wind samples Thank you for your attention and have a good day!
  21. Good afternoon Survivors, This week, the summer holiday is in full swing in Prague and Bratislava, which means that some of our developers are enjoying a well deserved vacation, while the others are super busy keeping the development process going. This unfortunately means that our Status Report will be rather brief and dry this time, but as always, we managed to come up with some interesting bits and pieces on what's happening behind the scenes. The main topic this week is the much discussed introduction of server browser tabs. Adam and the environment team is looking at all the settlements across Chernarus, and meanwhile, our friends over at the Bohemia mobile team released Mini DAYZ on mobile devices. It was quite the success to say the least! Let's get to it now, shall we? Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Adam Dev Update/Martin Community Spotlight Dev Update/Hicks Greetings Survivors! This Status Report, I had something short and sweet for you. I wanted to take the opportunity to address adaptation to changes, and changes coming forward in general. I know some of you were confused about the changes to the server browser we mentioned in previous Status Reports, and it raised a small concern for me when it comes to larger changes in the future. The changes to the server browser organization are absolutely vital for the final product of DayZ. I know it might seem confusing now but we, as developers need to look at the bigger picture. Presenting the new user with the intended, vanilla experience of DayZ is absolutely critical. If a new user hits the play button, they should be paired with the best candidate official server. If a user looks at the server browser, they absolutely should be presented with Official Bohemia Interactive servers. Servers that present the experience we have laid out, and that we know won't be resetting storage, and will all be on the same central infrastructure. I fully realize that now it might seem confusing to some, and now it might not seem to make sense based off of the current state of the build - but I promise you, it makes sense in the long run. I'm also aware of concerns with regards to some official servers going offline and people losing their camps, and I promise you - this is something that will be looked at, to ensure user progress and protection from unintended player progression loss. As far as other changes moving forward, the sheer nature of how you interact with the world and the gameplay systems involved in it will inherently change. Simply put, things just flat out operate differently. Not only do all of these extensive changes coming in 0.63 and beyond allow us to bring DayZ to be the experience we want it to be, it also allows us to get rid of nasty pesky issues related to the previous system limitations. Be it addressing the nasty "apple spam" or the frustrating deaths at short heights, or even duplication through abuse of animation system glitches. I'm not saying this will resolve every issue present, but it puts us in a position to be able to more easily, and more stabily resolve these issues. That's really all I had for you guys for this Status Report, but keep in mind - no one is looking forward to playing 0.63 on Steam more then us, the developers. - Brian Hicks / Creative Director Dev Update/Eugen DayZ has always been a bit of a hybrid MMO - a combination of character and world persistence where instances act like shards themselves, and the official set of servers focusing on the "vanilla experience" - with the future expectation of additional variety with customizable modded servers. By being that open, we closed some doors for us to go full on on that notion of a never-ending progression in an online world - one that games like Destiny or The Division utilize. On the other hand, we still want to keep the idea that allows one player to spend a life of multiple characters across these shards, and have the variety of these different experiences that are consistent with our vision. As Brian has explained today, and in previous Status Reports, I just want to say that the main idea behind the recent tab separation is to maintain two separate worlds for our players. The "vanilla" one where you can expect a consistent experience, and the community one, where (when the BETA hits) you'll see a large variety of different gameplay and tweaks, with as much information as we can provide on the types of changes you'll experience there. Our goal is not to hide these community experiences, but only to show and highlight the difference. I understand that majority of people play on private servers nowadays, as there is more of that curation as to what happens there, and the dangers of vanilla where anything can happen might not be suitable for everybody. But we do believe that giving a choice and information about these differences will be crucial going forward when server files are released. You'll get a large variety of gameplay and setups, and less of a curated community vanilla experience that we at Bohemia will focus on. We expect that community will supply different maps, PvP modes, roleplay, and more. DayZ mod is a good experience to look back on as it has spawned multiple mods and changes, while vanilla experience attracted less and less of the player focus over time - which is understandable. As you spend hundreds of hours there, and want to try new things in this never ending world. We want to see the same thing with less hassle around doing so. You want to play a mod, we want you to see what that mod is, make the flow of playing without any obstruction, and we want to highlight these different experiences for players seeking them. I also want to touch upon the subject of 0.62 development, as it's slowly closing up with a last couple of critical fixes getting merged in, such as crash fixes. When we move on, we want to be sure that your experience is as stable as it can be, within the limits of knowing that everything is going to change when BETA hits. All these small things will help us with this huge transition. As I have said multiple times, we believe that we have something great ahead of us that will realize the vision all of us had for what sometimes feels as forever. So yes, we are now focusing on combat first and foremost in our internal version - and we want to share that with you as soon as possible. There are multiple build reviews every week, as we march towards this long awaited goal. To give a glance at the currently open development items in our teams: Programmers Vehicle controller refactor New animation system for infected Animation events for player Communication systems optimization Mosin 1930 basic state machine and script class MP 133 basic state machine and script class MP5 basic state machine and script class CLE (Central Loot Economy) tweaks Physics and optimization tweaks Bug fixing Animators M4A1 animations Player turns for pistols Unarmed & one hit reactions Player graph fixes IK (Inverse Kinematics) poses Designers New player and item spawn definition Player action targeting and floating cursor User actions in multiplayer Advanced placing system Inventory UI refactor (crafting, character) Aiming model Melee combat targeting Traps with grenades Weapons handling Audio Bug fixing Sounds for animals QA Playtesting the 0.62 update 0.62 feature testing Internal client stabilization CLE testing Art Old assets rework Detailed object layout for western border (locations west of Lopatino) NWAF overhaul Location names revision - Eugen Harton / Lead Producer Dev Update/Adam With .62 update being on stable branch for over a month now, we have pretty much transitioned strictly to goals for the update 0.63 and onward. Primary focus being the overhaul of the North West Airfield, finalisation of tourist trails and additional locations on the western border of Chernarus (along with overall tweaks to the area). In this status report, I would like touch a bit on the topic of the plans on western border - where we are going with the changes and additions that we work on now. Our aim is to preserve its wilderness look. We wont be populating this part of the map with lots of settlements like we did on north. Instead of that, we are focusing on adding more lonely locations such as lodges, tourist destinations (tourist trails will be extended to western border) and industrial/farm locations. That being said, western border is quite a huge area by itself, and so it would be a shame to not to include anything that would resemble a settlement. There are currently three tiny settlements in the works, most of them composed of few houses scattered around without some structures like you are used to in the mainland of South Zagoria. Following pictures show one particular settlement located just south of the new castle that has been added in update 0.62 (and already received more details and polish now!). Please keep in mind that these pictures show work-in-progress content: And just to give you an idea, how we imagine some lonely locations, here is a screenshot of lonely lodge somewhere on the western border: Now I would like to give you some names instead of using "new castle" or "new settlement", but the truth is that we have to yet figure out some proper names. This is particularly important for the finalization of tourist trails task, and so in addition to mentioned map tasks, we are also in the process of revisiting all location names that are currently used on Chernarus, along with figuring out names for new locations or locations that are worth naming and were not yet named. Goal of this revision is to also make sure names are somewhat consistent between each other and fit the overall theme of Chernarus. There are over 230 entries (names for settlements, terrain features,..) that we currently work with, but luckily, we've got help from Ivan Buchta - one of the key members of the team behind the Chernarus for Arma 2, to make sure we do not deviate from the original naming rules and that you all will be able to call parts of the map with proper local names :). - Adam Franců / Senior map designer Dev Update/Martin While we're still very much on hold with pushing any release buttons for DayZ on PC and consoles (as the development is breezing towards BETA), I'm more than happy to share some of the excitment that's currently flowing through the veins of everyone at the Bohemia mobile team. On July 3rd, after some time of soft launch testing, they finally launched the iOS and Android versions of Mini DAYZ worldwide! Being 100% free to play (there's no catch, no in-app purchases or hidden transactions - it's just free, plain and simple!), Mini DAYZ stays true to the survival heritage of DayZ standalone (and the mod) by being incredibly unforgiving. It's something that I personally find very refreshing, especially on the mobile games market, which somehow always leans towards very casual and clichéd genres. The good thing is, I am probably not alone, as Mini DAYZ has been occupying top positions in appstore charts across the worold ever since it launched on July 3 - which is well, well deserved, even more so when you realize that Mini DAYZ was originally just a fan made project! Hats off to our mobile team, and especially to Mike Azovskikh, the original creator of Mini DAYZ for web browsers who spearheded the development of mobile versions here at Bohemia! I encourage you to download Mini DAYZ on AppStore or Google Play - for now, it's single player only, but still offers a very entertaining balance of healthy frustration and fun :). Well, that's it from me today - the next time I'm doing a Status Report, it will actually be related to that one DayZ that you all really care about. Gamescom is getting very close... but for now, let's see what Baty has for you this week! - Martin Čulák / Brand Manager Community Spotlight Hello Survivors! First thing I would like to address today is the new server browser. It seemed to confuse you a bit, because a lot of you were struggling to find your favorite community servers. When you launch DayZ and open the server browser, you will find yourselves on the Official servers tab. If you select the „favorited“ checkbox, only the official servers which you have added to your favourites will be displayed. If you change to Community tab and select „favorited“, you will see your favorite Community servers only. It's so simple! And now, we will look at two of your videos. Wobo did a couple of tests and prepared 30 tips for update 0.62, which you may have not heard about previously. Make sure to check it out, you could be surprised. Some of you will surely be familiar with the name TheLonelyBandit. Last year, he decided to create a challenge video, where he was getting food and water only from people he mugged. He returned to it now and his video where he attacked a really nice guy entertained me a lot. Watch him survive without the usual supply of food a water! A lot of interesting stories develop on the DayZUnderground servers thanks to organic role-play without rules. Stories of ordinary people trying to survive, as well as faction members who are not afraid to take your possessions and your life. Short articles "Humans of Chernarus" will allow you to look inside the mind of such people. And again, we have another peak into our office: That is all from me and as always, if you have any interesting content, which you would like to share with us, tweet it on our official Twitter profile. Header image by ThatOneKidBowen. - Baty / Community Manager
  22. Stable Update 0.62.140275

    Good morning Survivors, We are pushing the latest Experimental update to Stable branch now. What is new: fixed another very common client memory crash + related optimizations fixed official/community servers to display in proper tab in server browser (you can't see it now, but it will be visible on the Stable branch later) tweaked vehicle behavior on dirt roads fixed an incorrect sedan spawning location Did you have any game crash or bug? This is the best place to report it : https://feedback.bistudio.com/ Have a nice Wednesday and see you at Chernarus!
  23. Hello guys, Nice to see you back after bank holidays last week in Czech Republic. And we have some fixes today: fixed ghillie visual (We made some changes to colours of Chernarus couple of updates ago, and the ghillie suit was in need of some colour tweaks as well.) fixed some client side crashing Have a nice Monday guys :).
  24. Hello guys. Just short information - trackIR sluggish response should now be improved in this update. Have a nice weekend and see you in Chernarus!
  25. Hello guys, If you are using MSI Afterburner when you're playing DayZ, you can probably have an issue with Steam overlay. I have a fix for you: Navigate to C:\Program Files (x86)\RivaTuner Statistics Server\ProfileTemplates Find a file called "global" in the folder Open the file and find InjectionDelayTriggers = IGO64.dll line Add ",GameOverlayRenderer64.dll" (without the "") behind the IGO64.dll The line should look like this now: InjectionDelayTriggers = IGO64.dll,GameOverlayRenderer64.dll Save I hope this will help you! :)
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