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  1. It's been only a bit over two weeks in 2018, but we're already seeing some nice progress in DayZ Development! Eugen is providing a quick summary of our current production, Mirek and Viktor detail their ongoing work on the new player character (among other things), and Adam opens up 2018 in style with a major update regarding watercourses on Chernarus! As always, Baty closes with your community content - this time rather unsurprisingly focused on the bygone holiday season! There's also one song included, though. Let's go, it's the first Status Report of the year! Contents This Week Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Eugen The year of DayZ is here, and the first two weeks of it are behind us. I'll be looking over the decision making and work happening during the recent ramp up, with the entire team fully focused on 0.63 Experimental build delivery. We looked over the state of the game more energised after the holiday break, and came up with a selected subset of experimental features that will get us to a playable game state as soon as possible. Even with this goal of fast implementation in mind, we understand how critical it is to, after all the time with legacy builds, get the game out in a good state. Making sure that the long standing issues that bother us all the most get fixed for once: performance, stability, cheating prevention, and functional gameplay mechanics. We are aiming for a good balance of polish and progress, but don't get me wrong: 0.63 Experimental and BETA are still going to represent an Early Access game, sothere will be issues. On the other hand, we will also work with a faster iteration speed to fix the remaining issues, to implement remaining content and features from our BETA/Experimental goals, and to go through all your valuable feedback. The past two weeks were spent on actionable items mostly within the player character feature set. I'll try and explain in more detail what are we dealing with right now: Polishing prone mechanics Besides waiting on polished animations and player prone turns, we still need to deal with limitations of weapon movement and ground collision. It's slick as hell though Tweaking the new melee combat prototype Moving to last iteration should bring us closer to final state and give us time to balance things out - damage and speed-wise There were some changes to control scheme and targeting options Implementation of Inverse Kinematics on player's legs Huge step towards a right balance of player turns Functional system that prevents extreme zig-zagging and visual fidelity of movement Cleaning up error logs Also looking into slimming the data and getting more order into current state of things We do come back regularly to clean up the mess in logs and error messages in order to keep them in a readable state Ladder climbing The nearest major step in the new player movement implementation Still needs more work on code, but script implementation is already waiting to be switched on Camera More details in Mirek's part There is a lot more work that has been done in these two weeks, but some of it is just at its very beginning. After we're done with the new player character, you'll see more stuff done on the infected side of things. The same goes for vehicles and helicopters - once they are working and we have them in some presentable state on 0.63, you'll be the first to know! - Eugen Harton / Lead Producer Dev Update/Mirek Hello survivors, I'm afraid I don't have much to show you visually today, because a large amount of our work is still in progress. In any way, I will at least compile a short list of what we're currently working on in the programming team: Client side prediction of inventory actions this ultimately means preventing network lags when players manage their inventory the implementation is now done, we're fixing bugs that this change introduced in the game Player Character - Inverse kinematics for legs the implementation is almost ready Player Character - Movement on ladders work is in progress, we're hoping to show some visuals in the next Status Report Central Economy - Dynamic spawn of items around players a system that can spawn items like stones, sticks or mushrooms around the player this is in a prototype stage we need to review the prototype with our game designers 3rd person camera collisions improvements in camera collisions prediction we're happy with the implementation now, but there's more tweaking to be done during BETA I hope you're not too disappointed for now, but I believe we're getting pretty close to showing you you more visual content in the following Status Reports, as we're making progress towards connecting new animations for the infected, as well as character's animations related to vehicle interaction. These will keep us busy in February. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Hi there! The animation department is currently focused on a couple of player character features. Last week, there was a small motion capture session where we recorded a bunch of missing animations for prone, combat, ladders, as well as first batch of unconscious state animations. Do you remember the prone GIF from the previous status report? Well, we have progressed with the prototype of this new prone behavior a bit. At the moment, the player character is able to turn on his back freely with every item, as well as aim and shoot with weapons. We have only the placeholder animations implemented at this point, so it's an ideal time to start replacing them with polished ones. The melee combat has seen some iterations and on the last week's mocap session - we have captured some new animations for this part of the game as well. Among others, we recorded butt-stock, bayonet, pistol and other melee attacks with firearms. We will work on these in the upcoming weeks. Our next focus will be ladders. We have adjusted the animation graph and prepared some enter/exit animations for that over the past couple of weeks. Of course, we also continue on weapon animations, as well as adjusting existing vehicle animations. The player character movement has received some love as well. The rework of turns is progressing well, with great results as you can see in the attached GIF. We are now looking forward to the inverse kinematics on feet, which is being worked on at the moment by programmers. This will provide us with an additional set of improvements, and will take care of unwanted sliding that is still present during movement. - Viktor Kostik / Lead Animator Dev Update/Adam If you have seen my Q&A video (Part 1, Part 2), you may remember that I touched upon the commonly asked subject of having actual flowing water in our environment. In our everlasting effort to have one of the most immersive game worlds ever created, I am proud to announce that at last, we've made significant progress towards having proper watercourses! Unless something goes wrong, this will be available for all of you to check out in 0.63: Watercourses are really important to the landscape - simply because they add a sense to what we are trying to recreate. In real life, it is completely normal to go down into the valley and find at least a small stream or some kind of wet area. And like a power-line, a road, a railway or even a tourist trail, finding a watercourse can help you navigate within the game world. Will you go up against the flow, or down? The choice is yours. The days of the legacy renderer and the limitations we had to deal with when creating other-than-ocean water are long gone, and with the recent engine improvements made, namely: Ability to have multiple water materials per map Ability to define wave animation using the flow-map Ability to have a floating water moss we can now improve the visual quality of our static water bodies, and also implement watercourses. We can now visually distinguish different water bodies on Chernarus (some can be dirtier than others) while still having multiple materials for watercourses. Our current implementation considers two types of a watercourse: STREAM Narrow and shallow watercourse Used mostly inside small valleys They either connect to another stream or into small river SMALL RIVER Wide and shallow watercourse Used in major valleys They form multiple streams and connect to the sea They have a name Some stream/river parts even have several variants with rocks and custom flow-map to simulate the flow of water around the obstacles, but we of course also focus on adding additional details around the watercourse when we feel it still lacks something. Stream/river beds also have a gravel ground texture (the same surface you have on the coast and is commonly used to collect stones).Since our game world is spread across 225 square kilometers, we have decided that our implementation has to be something we can recreate within such large scale. The approach is quite straightforward - we first prepare a stream/river bed by simply carving out the terrain where needed, and then we use different stream/river model parts (similarly to railways, roads) to fill the river bed with it. This implementation, however, has its downside to it as well - our terrain resolution of 7.5 meters makes some stream/river beds weird looking due to jagged edges. We try our best to mask it out whenever we can, but it is not an easy task. You may say, why not increase the resolution? While we would probably find a way how to make the 3.75 meter resolution working (performance wise), at this point in development, such detailed grid would end up not being used on most of the map anyway - terrain resolution often defines the way you design things within your environment (mainly when it come to hilly areas). We can't just go and rework everything again (just to utilize the existing option), so I feel like increased terrain grid would mostly be nothing more than an FPS sinkhole at this point. Also, I would like to mention the fact that there are no physical currents, dropping an item won't make it float downhill and given the shallow stream/river beds, do not expect an ability to traverse the map using some kind of a boat either. Most of the stream/river beds were designed in a way that you can traverse them without swimming, so it is up to you whether you cross (and get wet) or invest some time and find a bridge or a rock to take you to the other bank. We are in the process of evaluating the impact of watercourses on the navmesh (AI navigation), and it is also important to note here that at this point in time, the new player implementation is missing interactions with any water (sea, lake, streams...), so exact behaviour will have to be tested, but it is good that the watercourse solution is ready in data and environment, so it is something we can work with while implementing the interactions of player character and water bodies within the environment. We are also looking into further visual improvements to the way water flows/collides, and we're also adding local particle effects for smaller waterfalls, including some kind of audio samples to stream/river model parts. So, you may ask - when can we expect watercourses on Chernarus? Our progress in this whopping landscape task can be divided into four stages: Analysis and prototyping of the watercourse solution Adding watercourses to the western areas of Chernarus Rework of existing old stream-like ponds network Adding new watercourses and connecting reworked streams (from 3rd point) As I have already mentioned in my Q&A, western areas that have been reworked in the update 0.62 already have stream and river beds prepared (I am sure many of you noticed that already). This was really convenient for us, as we could use them to prototype best shapes for stream/river model parts. And it did not end just at the prototyping stage - I am happy to announce that 17 kilometers of watercourses have been already implemented there, and will be available for all of you to check out in 0.63. But what about the other points? We, unfortunately, cannot give you any ETA for that as of now. We do have quite extensive watercourse network planned and obviously, we would like to implement it over the whole landscape, but it unfortunately is not a simple task, and it's something to work on even after the 1.0 release. We will keep you updated on the progress though. These are really exciting times, thanks for reading and see you in Chernarus! - Adam Franců / Senior map designer Community Spotlight Hello Survivors! I am really glad for the amazing feedback we got from the Christmas update. You sent us tons of screenshots and videos with Christmas themes and I saw them all (at least I hope!). We decided we will keep the Christmas boxes until at least the end of January, because we know you like them a lot! Santa Joshua was in Chernarus and he had a bodyguard with him, just in case. Chernarus isn't a safe place to bring presents, you know: Another Santa BrianM sends greetings from his travels through the post-apocalyptic world: And Miklós Tóth probably killed the Santa and took all his presents just for himself: We've found some beautiful New Year greetings on our social networks: This one is from Reddit user Wargasm011 - a New Year greetings card in Chernarus style! Another one is from the French server The Team Onu. What a beautiful artwork! And here are two videos from your in-game Christmas adventures by BarelyInfectedand SepticFalcon: But Christmas is gone now, so let's check some of your best moments in DayZ. The Nomad Gaming is known in the community as a professional long sharp-stick killer. He put his best funny moments into one video, where you can see his skill, funny bugs, or how he trolls other players: TopeRec made a best-of video from his stream again. He tried some role-play as Rick Grimes from The Walking Dead and it is pretty funny: Streamer M1nder became a hostage and someone tried to save him… but it didn’t go as he planned. What about some real life things? Partypomcer has shown to all people from Reddit that he lives in a landscape similar to Chernarus (Northern Arkansas). Look at the barn in the distance! Tikacika sent us a new decoration he created on his wall. It is a vinyl DayZ logo and he made it by himself! Good job! And the last content from the community is a song! I love DayZ songs so bad, I have a list of them in my phone and I listen to them almost every day. This new one is called Hotel Chernarus, it was made by WiseManLofty and it is pretty cool, but we'll never forgive you the part about Adam and trees… ;) Riddle time! The answer to the last question was "The house is between Stary Sobor and Rogovo." The fastest responses were from these survivors: Jakon72 Claire (Eclaire)‏ GriZz Daniel Leon Spencer R. A. Raygor Go Up Uncle Zettie HumbleAtomicBohemian BigBANGtheory‏ Bryce TheReverned Frank the Tank Sqeezor Rustycaddy lexx 1 eyed gamer Hanno Spitteler Uncuepa Goran Buntic Volern JoK3R JAMMIELAD Sniperllama Ze-Krush REEMOTE Good job! The question of this Status Report is: What is the name of this place? Send me your answers to our official Twitter account and your name can be here next time! That is all from me today, have a nice game and see you in two weeks! Header image by Anki . - Baty / Community Manager
  2. Exp Update 0.62.14463

    Hello guys! What is new in 0.62.14463: Christmas trees are deleted (presents are still in, because we know you like them a lot). Security update. Have a nice #mememonday!
  3. Stable Update 0.62.14463

    Hello Survivors! What is new in 0.62.14463: Christmas trees are deleted (presents are still in, because we know you like them a lot). Security update. Don't forget - we released the new Status Report yesterday: https://dayz.com/blog/status-report-16-january-2018
  4. We're entering the last two business weeks of 2017, and before we let the holiday spirit take over our offices on 23rd, it's time for one more update from our teams - today, Eugen is recapping some of the recently made bullet-point style progress across departments, Peter takes a look at ladders, climbing and the melee combat of 0.63, Adam teases the NWAF changes along with tourist trails, and Viktor has two sexy GIFs, one of which teases a feature that will change DayZ combat in a totally unexpected way. After a pause, we also have Baty back, with loads of your amazing community content <3. Let's read, it's good for you! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Eugen Dear players. First, I would like to thank you for all the critical feedback on the last status report, it was a hard one. Expectation were high, and we chose a road littered with risks going for the new engine, for the larger benefit in the long run. The team knew this wasn't going to be easy, but almost all major uncertainties are resolved and we are looking at brighter future for both you the players, and the team here. We also understand and agree the call for a more visual representation of this years' progress and there is an end of the year video in the works right now. Many of you were asking about the console version of DayZ and the team working on it. Our goal has always been to release a PC version of DayZ first before we turn to players on PS4 or Xbox. That hasn't changed. There is only one person working on each of these ports at the moment, keeping things intact so we have an easier time adapting the experience when the team is done with the PC version. We will be happy to share more details once we are in a better state of things with the PC version. There is more to enjoy visually in the rest of the Status Report, and there is no reason to repeat myself more, so let's take a quick look at some of the work that has been done over the past month / is in progress - and then we are just going to get back to work, and get more shit done :). Programmers Team Network optimisations - bit stream implementation, network traffic optimisations for AI and players Weapon & inventory bugfixing Movement tweaking of character controller for better gameplay experience Character's prone state New offline database Hive refactorization for 0.63 Login system bugfixing Damage system - new texture switching of damaged entities Bugfixing and optimizations of central loot economy AI - Animals: Threat state behaviour and actions Animals freeze in random intervals fixed Various crash fixes External launcher - adding local mods Design Team Items for Christmas event configuration and setup for Central Economy for 0.62 version Melee combat refactor of targeting and implementation of it's second check at hit event Connected item quantities to Central Economy Optimalization of UI client/server middle layer Notifiers code clean up Localization support Options screens refactor Stamina system refactor Firearms unjamming refactor Implementing state machines for AKM and SVD Implemented new network synchronization for electricity, traps, fireplace, cooking, placing, life span, user actions Implemented sounds for bear trap, landmine, defibrillator Parts of HUD can be toggled on/off by pressing or holding [~] Implemented prototype particle for AKM, UMP and CZ61 Animated perimeter for a land mine Identification of blood type in inspect menu after blood test Animation Team AKM, SVD reload animations implemented Polishing for prone 360 aimspace poses Player turns improvements Animations for Hatchback reworked due to vehicle scale changes Animals herding behavior: the most of the progress has been done on new herding behavior for domesting animals. Although it doesn't require massive support from animation side we found usefull to change some poses and especially lookat mechanic to bring as natural feeling on close distance as possible. Most of the work has been done in new AI tools on animal configuration side. Anyway we already have functional prototype of a herd that can be shepherd through the map. Animals animations: Sheep animation pack is progressing. Goat animation pack has been finished Art Team NWAF assets Radar tower rework 2-floor barracks Fuel tanks Reworked Pile of tyres Reworked Blast covers Weapons rework Abandoned Chernarus – harvester header Reworked male heads Decayed textures Christmas items Animal damage zones Bugfixing doors firegeometry geometry visual issues foliage issues Map Design Team Chernarus tourist trails We have finished 200km network along with tweaks to the satellite and surface mask and final checks and polish Tourist trails are now ready for survivors in 0.63, the only thing that is left to solve is the map stand that is located at several key trail crossings, but that on itself does not block / prevent people from using the trails as there are 93 detailed directional signs to help them where they want to go NWAF overhaul Improved satellite and surface mask within the whole NWAF area Object layout improvements and fixes Coal power plant prototype done (last missing object) Tentapocalypse We have prepared varied interiors for two of the mostly used military tents to make such important object more interesting for players and more suitable for central economy to spawn items All instances of military tents on Chernarus were replaced with these new variants - Eugen Harton / Lead Producer Dev Update/Peter As the new character also have to traverse vertical differences in structures, we've started with new implementation of ladders. You don't need much to observe that the behaviour of old character on ladders in 0.62 (and older) is quite unpleasant visually and partially lacking also from the functional point of view. Transition animations for getting on off a ladder will be added for several situations, even from/to water, as well as to sides when there isn’t any free space available behind the ladder. As we unified dimensions of ladders thorough all structures, the positioning of character hands and feet will match that of ladder steps. It’s still valid that getting on a ladder is done through interact action (same as manipulating with doors) and getting off will be automatic at the end of the ladder. We would also like to add proper continuous ladders going through more floors, on which character can optionally get off the ladder, and where it won’t be necessary to ‘pixel hunt’ for proper interact action to get on the ladder and continue in desired direction. However, this has a lower priority as we need to solve simple ladders first. As climbing the ladder is exposing you in situations that can be relatively dangerous, we are adding the possibility to quickly scale up the ladder, or to fast slide down the ladder. I would like to also see jumping off the ladder as it could be useful in some critical situations - in trade off for a higher risk of injury after landing. But again, this is lower on priority list for the ladders implementation. When I mentioned jumping, let me make it clear: we will be adding jumping, alongside with climbing over obstacles later, after ladders are done, as smooth traversing through environment is very crucial for DayZ gameplay. Ongoing work is being done on a melee combat system to make it skill based with clear rules. Blocking and evades are implemented and functional, awaiting a polishing run. We are trying different control schemes for melee combat iteratively to achieve intuitive controls. Same goes for timing animations and their cancellation, as we want to have combat flow as seamless and fluid as possible to avoid clunkiness. Knockdowns to the ground and finishing attacks on laying character are still on the TO DO list. These are directly related to melee combat in prone, which was just a step away, as we had a request for absolute freedom of aiming firearm in prone in 360 degrees, which is done thru smooth and continuous turn of character from belly to back and vice versa. After knockdown during melee combat to the ground on back position (or in case of turning character to back from belly) you can use push kick to push opponent back, may it be survivor or infected, to avoid being hit with his finishing attacks which can be potentially devastating. Similarly, I would also like to see push kicks from stand with raised hands as well (applicable for firearms too), which will add really nice flavour and together with attacks, blocking and evades adds depth and open possibilities for tactics in melee combat (and additionally allows us things like kicking doors and others). Anyway, I would like to thank you for your support during the tough year 2017. DayZ has the best community and it’s amazing to have you around. Thank you all! Merry Christmas and Happy New Year... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor Hi everyone. Today, I'm going to provide you with a short update on what is happening in the animation team. Our priorities are pretty clear - main focus is still on the player character animations. That includes finishing turning animations, improving locomotion and adjusting the player graph. At the same time, we have been working on some exciting stuff recently. Our player character now has a much wider range of motion while in prone. You can now fluently turn on your back, aim and shoot. This gives better control over the character and I am sure it will lead to many interesting situations in game. We have a basic prototype working and now we are starting to polish the animations, poses and camera behaviour. This will also require small motion capture session where we will record necessary transition animations. In addition to that, we have also recently re-done enter/exit animations for some vehicles, so that player can enter and exit vehicles much faster. Recently implemented weapons in 0.63 include SVD, AKM and there is an ongoing work on the Mosin. - Viktor Kostik / Lead Animator Dev Update/Adam It has been quite a long time since my last contribution to Status Report, but do not worry, it is just that we have been working very hard pushing towards our 0.63 goals. But before we talk about that - given the fact that is a last status report of 2017 - let me first dive a bit into the things that happened in 2017. In 2017, Chernarus has gone through what probably is the biggest change since its inception in Arma 2. We have introduced a complete overhaul of forests aimed at bringing much needed variety to the landscape of Chernarus. This overhaul essentially doubled the object count (1.4 million to 2.8 mil., but with .63 changes, we are nearing 3 mil.), an increase that was only possible with the introduction of the Enfusion renderer (update 0.60). In addition to this overhaul, update 0.62 also introduced phase 1 of a big western border rework (the last area that remained basically untouched since Arma 2 days). We have also overhauled the entire railway network and made global changes to the satellite texture. Vegetation model swap and the re-generated forests areas introduced quite a lot of issues with object placement (objects misplaced or clipping) and we will work hard to eliminate as much of these issues as possible prior to the stable 0.63 release to make sure the first BETA build is a step towards a more polished experience from your travels on Chernarus. Now you may ask, what else can you expect from the map in 0.63? Completely re-done North West Airfield (NWAF) along with surrounding landscape 200 kilometres of tourist trails New locations on the western border of Chernarus New points of interest across the map New models for bushes and rocks New textures for roads and road damage decals We will cover these points in better detail in future Status Reports. For now, we would like to thank you for joining us on our journey towards one of the most immersive game environments ever created. Very excited to show you what we have in store for 0.63 and beyond! Merry xmas and happy new year! - Adam Franců / Senior map designer Community Spotlight It's nice to be back with another Status Report - it's been 4 weeks already and I have a lot of community content that I need to show you. So sit down comfortably, this will be long. Life doesn’t always bring only good things, and that is what I want to talk about today. The first sad thing that happened is Wobo's leave. One of our big and longtime supporters is leaving the content creators’ scene, because he needs to take care of his mother who has cancer. He did his last stream to raise funds to help his mother and the DayZ community surprised him a lot. He had 4000+ people on the stream and raised over 35 000 dollars to help him with taking care of his mother. You can see here how amazing the DayZ community is! Wobo's mum underwent a 9-hour surgery and she will stay in the hospital for the next two weeks. Everyone from DayZ Dev team wishes Wobo's mum good luck! Stay strong Wobo! The second sad message arrived to our team from Tim, Max, Nils, Dominik, Vincent and Jonas. These guys are a group of DayZ players who lost their friend Phil in a tragic accident this year. They are reminiscing about their first meeting: "We met him at the very beginning of the DayZ standalone near the Rify in that old helicopter crash site (one of these that did not spawn randomly). It was a pretty hilarious situation as me and him did’nt see each other until the moment we both went inside the helicopter. We both panic so hard :D Even thought most of the players shot on sight at this time, we did not and 2 minutes later we both laught so hard together in his teamspeak, it was the beginning of the best friendship in my whole life. There are so much more great memories we shared together because of DayZ. Me and my whole squad really want to thank you for this memories!" They sent us this message because it was Phil's birthday and they asked us to commemorate him in the game on the spot where they first met. So we decided to place a memorial at this place in a form of a small cross. This cross will be in game since 0.63 and if you come across it, just remember it belongs to Phil, one of the players. When we are talking about a group of players, Ferosso shared with us this amazing ugly-Christmas-sweater DayZ party photo and it looks so cool, I want to jump into it and join them! And look at the Chernarus map on the wall! Just wow. I want to show you some nice edit by Spuddy0108, who turns a DayZ screenshot into The Long Dark's style. I really like it! One more screenshot for you - Adam sent us a really creative picture of tents with chemlights inside and it looks awesome! And how about an event this week? A lot is happening this Saturday 16th! You can choose from plenty of events: Noobs server is organizing The Hostage event where you need to take out the captors and successfully retrieve the hostage. More information here: DayZ UK Alliance invites you to The Genocide Run IV - a battle royale style event in teams of two. Or you can join Christmas RP event in the Green Dragon tavern on The DayZ Village Let’s check out some videos now. I don't like long videos. But this movie by gekofish is awesome and I can't stop watching! You should check it out. If you like stories, you should watch this video by PolishedGuy, whose channel is full of interesting videos with good editing. Another movie by Tickle - Ghost is telling us the story of a retired nurse, Ashley Gradham, discovering the complexities of the zombie apocalypse through a budding friendship with Richard Maxwell, a daring and quiet man with a difficult childhood. What about a cinematic? This is by Aschmad and he is challenging viewers to dive deep into the video and tell him what the character lost. The last video is just a preview of a movie randmanq is working on. I am looking forward to the full movie! Let's talk about Christmas. You will have your Christmas in Chernarus, we didn't forget, don't worry! There will be Christmas trees, and maybe a little smomething more, but that's still a secret. Watch our Twitter feed for more information! We are almost at the end, but there is one more thing - the riddle! These guys answered correctly last time, good job: Skunkey‏ Uncuepa‏ JammieD96 KalleKBerlin Waffels Alejandro Miranda‏ Vetovote And this is the riddle for this Status Report. Between which towns can you find this house? It is not that hard, so I expect a lot of correct answers on our official Twitter account. That is all from me, have a nice holiday and see you in 2018! Header image by Kwaakt - Baty / Community Manager
  5. Survivors, as some of you may have noticed or experienced first hand, some players have been recently spotted using weapons and other items that are not meant to be spawning in 0.62. These items are part of a pool of assets that were left in the game files, but were never properly configured for in-game usage. These items can break the game in many different ways and were never a part of an official update simply because we decided to not continue with their implementation on the legacy technology of 0.62. Besides the fact that using such items is causing technical issues, spawning them is only possible by modifying the game and therefore by breaching our current EULA and terms of use. We’re planning to wipe the inventory of all players carrying the M249, Steyr Scout, Golden Desert Eagle, Saiga and all applicable magazines for these weapons. If you want to prevent losing all of your gear, please remove the aforementioned items from your inventory as soon as possible, and do not pick, use or store them. For the time being, we are investigating the breach and will be taking measures in order to remove these items from the game. Thank you.
  6. Stable Update 0.62.143758

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

    Hello everyone, we are pushing out the fix for enabled gift spawning without a necessity of persistence wipe + BattleEye update. Merry Christmass!
  8. Hello everyone, here is the fix for enabled gift spawning without a necessity of persistence wipe. We need to test it and we will send it to the Stable branch ASAP. Have a nice day!
  9. Hello Survivors, What is new on Experimental branch: server crash fix client crash fixes fix for a server kick Thank you for attention and have a nice night! :)
  10. Stable Update 0.62.143267

    Hello Survivors, We removed Halloween pumpkins. We fixed a server crash. Have a nice day!
  11. Hey guys, It is time to remove Halloween pumpkins. I hope you had fun with them. :) And we fixed a server crash. Have a nice day(Z)!
  12. 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
  13. Stable Update 0.62.142963

    Hello guys, we pushed out a security update from Experimental branch. Over and out!
  14. Now I dont want this to come off as needlessly aggressive, or overly sentimental so I will try and be as balanced as i can. I understand the Devs are busy, and that this may not factor in at all, and maybe it shouldn't as most story's of sadness can't be helped by one company. For those of you that dont know who Wobo is, hes a guy who for pretty much half of the early access of DayZ (which is now like 2.5 years) has been making videos. And more than anything the reason why this is relevant to the devs, hes been making videos that pretty much no one could be bothered trying to figure out, or explain to us. Its because of Wobo we the community learned about the Hidden Bone Stat that causes instant death. Its because of Wobo we learned the mechanics and specifics of how damage works when received to our player or their items. Both HUUUUUUUUUUUGE aspects of the game that have been previously hidden or unexplored. And many more things regarding all aspects of the games mechanics. Now you can argue that, the reasons why the Devs didn't broadcast this stuff to the community was either for the fun sense of discovery for us to figure out, or to keep us in the dark on potential mechanics that could be viewed as broken or could maybe be abused. Who knows, but i would suggest that on any other game with any other development team, this would be information that would be broadcast to the community and explained in detail by the devs themselves for the sake of transparency, or just for suggestions and feedback. Anyway, Wobo has done us the community a service, requiring hours of testing and fact gathering (DayZ doesn't reset easily, all tests are done by running fresh spawns to a location and repeating), and he's done the devs a huge service by shining light on a bunch of their mechanics that needed reworking or changing (yes they probably were behind the scenes anyway). His mum has become sick and now he is going to be her soul carer, meaning no internet and PC because they are luxuries he and she cant afford anymore. As stated in this heart breaking video. It would be appreciated by me, and the community if something could be done about this. I feel Wobo has been an admirable member of the community, in both content and attitude, and has serviced the development of DayZ positively more than most. If the devs could take note of this, or perhaps Bohemia as a whole, and either fund him keeping his PC, or fund him being able to have the internet. Or perhaps bring him on as an outside tester of the game, to allow him to test builds and its mechanics while being able to care for his mother at home? Or maybe even just funding his internet costs for the further extent of Beta? I don't know the practical costs of such a thing, but i would imagine its a relative pittance to a large company like Bohemia, and clearly funding isn't a problem for DayZ until it is completed. haha Anyway, in summary. Do what you can, if you read this and you are a Dev, acknowledge and help in anyway possible, please. And if you are a DayZ player, please do the same. By either joining the stream as stated in the video, or donating wherever or whatever you can. To this lovely guy who's been dealt a shit hand, and we all love our mommas! Sorry if this is melodramatic or demanding, but this is when the internet can shine and really do something nice for someone who deserves it. And I never write posts like this. Thanks and Peace!
  15. This week, Brian and Mirek are explaining our decision to push vehicles to Stable branch early, Peter is teasing bits and pieces about our recent effort to improve the melee weapons combat, and Viktor reports on the progress his team made on animations used with that new melee combat system. Contents This Week Development Board Spotlight Dev Update/Hicks Dev Update/Peter Dev Update/Viktor Dev Update/Mirek Community Spotlight Development Board Spotlight New addition to DayZ weaponry - Bizon submachine gun chambered in 9mm, coming with new AK compatible Kobra sights. Dev Update/Brian We appreciate everyone's patience with this Status Report coming out a day later than normal as our Brand Team works on recording the next of our Dev Spotlight videos for Viktor Kostik, our Animation Lead (Baty shares more on that in the Community Spotlight). For this Status Report I'd like to lead off briefly talking about vehicles on the Steam stable branch, then take a quick look at the critical tracked issues on 0.61 and hand off to Peter, Viktor, and Mirek for the rest of this report. As many of you may have noticed, we went ahead and re-enabled the spawning of vehicles on the Stable branch servers. We've gone through a good deal of iteration on these over the last few months on experimental branch. While we've been able to tackle a great deal of the issues discovered in testing on the Exp/Unstable branch, there are still obviously critical issues with the existing implementation. Vehicles are a pillar of the DayZ experience, and one that we're far from being happy with in their current state. Their push to Stable was a measured decision based upon the limited number of active players on Experimental/Unstable branch (to be fair, the draw to participate in Exp/Unstable is obviously lower on hotfix builds compared to full updates) and the data we received through the feedback tracker, and repro steps provided. Not an easy decision to be sure, but given the option of leaving them on Exp/Unstable only and not getting the larger pool of users getting hands on with it - the call was made. Mirek will elaborate upon some of the technical points below, but I want all of you who are concerned about the operation and systems behind vehicles to rest assured. Where we are now, and where we want to be are two separate points and vehicles -will- get the attention such a core pillar of DayZ deserves. Like many things right now, all that is required is patience - as the push to Beta is a massive undertaking for us, and every in game mechanic and gameplay system is impacted by it in one way or another. As far as 0.61 work goes - we've continued to push builds through the Exp/Unstable branch over the last few weeks - and today we should be pushing another update to Stable branch from Exp/Unstable. For today's Stable update we're looking at changes that should hopefully address: Characters/Infected not dying under certain conditions (Eg: Unconscious players & headshots) Disappearing bodies of unconscious players when disconnecting In addition to these, we are still investigating several issues related to the reintroduction of vehicles onto stable branch - such as but not limited to: Server Performance Degradation (potentially related to vehicles) Reports of invisible players It's critical to understand that poor server performance can be the root cause of a significant amount of issues that you as players encounter. While this may seem concerning, as we are approaching the limit of what we can do with 0.61 and the legacy technology - the Beta milestone, and introduction of new technology on the Enfusion side opens up a lot more opportunities for us. Not to mention being able to move the server away from having to track two physics systems, which in and of itself is very resource intensive. - Brian Hicks / Creative Director Dev Update/Peter Since new player character got on stage, we started to prototype a new melee combat with animators and programmers. Through the time, whatever we did with the melee, it still ended being just unsatisfying. In past, we bet everything on tracing actual swings and finding their collisions with geometry. While this system has its own positive aspects as it simulates real trajectories, it just doesn't behave well in such broad multiplayer environment that DayZ offers, where you need to fight server-client synchronization foremost. Even if that side of things worked flawlessly, there are other issues connected with such system. Most notably it's very difficult to predict where hit lands, or even if it reached its target, which results in uncertain behavior and ends up as frustrating for players. With all that in mind, we decided to look at it from a different perspective and build a new melee combat from scratch. Instead of simulating trajectories, we'll experiment with evaluation of successful hit, right after attack is initiated, based on variables such as distance and direction to target, speed and others. Everything in that system is reevaluated throughout the action to avoid possible misinterpretation (e.g. opponent being hit and thus receiving damage, even when he fell down from cliff before action was finished). This approach should ensure fair hit detections, and also when combined with new full body animations of melee attacks, where character is moving forward during attack, it will allow us to utilize slight rotations and drags of attacker towards his opponent, which should results in proper visual contacts of hits. What remains the same is the rule 'every item is a melee weapon' with some exceptions applied. Especially heavy items as vehicle wheels or barrels with their separate set of movement animations will be omitted from that rule for logical reasons. It's also still valid that there will be possibility for melee attacks with ranged weapons like pistol whips, buttstock hits and bayonet stabs. More attack animation with same melee weapon were added, resulting in more visual variety and combos, however we don't plan to take advantage of combos from the gameplay perspective yet. On the other side, we want to add dashed attacks from sprint. We are considering to add charged attacks and eventually a push move in case it will be doable (do not confuse with current issue of infected pushing player characters around, which is caused by interaction of two independent physics simulations), to deepen melee combat mechanics. New animation system also allow us to play proper impact animations when character being hit. New damage system has already been deployed and it's used exclusively with the new character, providing straightforward configuration and clear damage outcome from hits per weapon, properly affected by clothing. I bet new melee combat will prove to be worth the wait and it will yield satisfying results for you, players, and together with other systems which are being worked will create best possible overall experience. Don't lose your grip on the dreams of the past... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Viktor New player character is progressing well. We are now testing and iterating the new melee combat system in game. This includes cooperation between animation, design and code departments - designers are giving us their thoughts on how the combat should look like, we are adjusting attacks to that, and programmers are taking care of controls and giving us features we ask for. We are still testing on a basic set of attacks for bare hands and two handed item though, so we are still rather prototyping, but once we are satisfied with the results we will add more variations to attacks as well as unique animations for some items. Of course a lot of polishing is also expected. As the player actions are now working in a new system with new scripts, we are changing some of the old "one time" animations to looping ones. We have also started to work on more unique animations for interesting actions. To name few, we have recently created stitching, animal skinning, starting fire, washing hands and other animations to improve overall experience when interacting in the world. - Viktor Kostik / Lead Animator Dev Update/Mirek Today, I won't have anything new about 0.63, we're still working on tasks which I mentioned two weeks ago, but because we enabled vehicles last week on 0.61, I would like to clarify and describe issues which they have and how we will solve them. First, I would like to describe how vehicles are different than vehicles in Arma 2 / DayZ mod. There are two major changes: 1. Physics DayZ Standalone is using Bullet Physics Engine, which allows us to create better vehicle physics behavior, but on the other hand, simulation is much more complicated. We're still working on better vehicle simulation which we would like to introduce in 0.63. But the worst issue about vehicles in 0.61 is collision detection of dynamic physical objects and terrain (you can also observe this issue when you throw some item to ground) and engine programmers are currently investigating this issue. 2. Networking DayZ Standalone is using a client-server architecture instead of peer to peer and since 0.61 there is full server authority over player/vehicle transformation, which is preventing against cheating (teleportation/flying/speedhacking). In DayZ mod, vehicle is simulated on player's client and results (position, orientation, etc.) are sent to other clients, but in standalone version, player/vehicle is simulated on both (player's client and server) and server sends results to other clients and to player's client as well for correction. When simulation result are different, player's vehicle is corrected and that is the stuttering you are observing. This can happen when some vehicle state between player's client and server is desynchronized (f.e. gearbox state) or when server performance is too low. We're looking for state desynchronization now and as I wrote in past status reports, server performance optimizations are a long term process (we already have some improvements ready for 0.62). Anyway, we will implement better smoothing algorithm, so the correction wouldn't be so aggressive. Now, you can see that vehicles in Standalone are completely different than in Arma / DayZ mod, so a lot of issues can arise. Vehicles hit experimental on December 23rd, several days after 0.61 hit stable. We thought that vehicles would be the reason to stay on experimental branch for a larger number of players, but the result was that experimental servers were almost empty. That means we didn't have enough data of how they behave on full servers or in different situations. We've fixed some issues which players had found on experimental servers (server crashes and some bad behavior of remote vehicles) and then we needed more data, so we enabled them in central loot economy (we can always disable them again without any update) and are now gathering more data to fix / improve the vehicle simulation. - Miroslav Maněna / Lead Gameplay Progammer Community Spotlight This status report was postponed by one day due to filming of a Q&A video with Lead Animator Viktor Kostik. We have decided to use this opportunity and record it in an environment that is very close to animations – the Bohemia Interactive motion capture studio where work was in full swing. The video is being processed right now and we cannot wait to show it to you, because we believe it is very interesting and you will enjoy it! New players may be surprised to find out that Chernarus is based on a real place. It is modeled after a region in Czech Republic around the town of Usti nad Labem, bordered by the river Labe. Many hard-core fans have already traveled there. They wanted to see the real Chernarus and to browse the land they already know like their own backyard, because they spent hundreds and thousands of hours running around it. Streamer TopeRec is one of those guys. He was planning to come to Czech Republic for a long time and his dream was to see the template for Chernarus. First he went to Gorka, followed by Stary Sobor to see the famous red metal shed. And as he said for himself, he knew exactly where to go and did not even need a GPS, because the surroundings were so well known to him from the game. If you are interested in knowing what the Chernarus landscape looks like for real, Ivan Stroganov created a map of Chernarus over the real map of Czech Republic, so you can examine everything in detail. Check it HERE. And if that is not enough, you can check out some pictures from bufkin, who saw real Chernarus with his own eyes. Just click HERE. Should you have any experience with the real Chernarus, we will be glad if you share it with us on our official Twitter account. And if you have any interesting content from DayZ universe, don‘t be afraid to send it to us. Header image by: PuppyMonkeyBaby - Baty / Community Manager
  16. 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.
  17. 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!
  18. 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!
  19. 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
  20. 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
  21. 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
  22. 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!
  23. 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
  24. 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!
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