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  1. Today's Status Report will start off with a small surprise for most of you guys, so definitely check out Eugen's opening announcements. Our Lead Gameplay Programmer Mirek is answering community questions on the recent server issues and our animator Adam demonstrates the return of the surrender and restraint systems. Let's dive into it! Dev Update/Eugen Dev Update/Mirek Dev Update/Oresten Community Spotlight Dev Update/Eugen Dear Survivors, we have some good news to share. The Content Update has hit the Experimental Branch today, and that means we're also making it available to community server owners currently hosting with one of our Game Server Providers (GSPs). Please expect slight delays as GSPs will cope with the number of switch requests, but I'm happy to see things finally move along to the Experimental phase after most of the critical issues were fixed in our Stress Tests. We have implemented a large number of optimizations in our network code while trying to identify an issue that in the end was caused by specific server hardware problems. Now I have something that many of you probably don’t expect yet, but we want to see things move along at a faster pace there so we can get feedback: We've decided to release the DayZ 0.63 Server Files before BETA, and currently, we'd like to make them available to all DayZ players within the next week. Everyone will be able to download the Server Files for free on Steam under the tools section, and from that moment, everyone will be able to host a DayZ server on their own. I think that with the release of Server Files, we will see a much broader variety of server setups and community made game modes and while the full modding tool-set won’t be available before BETA, I think you guys have already figured a lot of the stuff out. Last but not least, our goal with the next Content Update (that we might already call an Experimental BETA patch since we will be stabilizing the internal version of the game on the Stress Test machines) is to have a release in as soon as the next couple of weeks. This update will, again,introduce a variety of new things, with vehicles getting in a bit later after the initial release of this next Content Update. We will announce the new features and content as soon as we release the first Stress Test build. Just to pick one example, the new restraining system that Adam talks about is definitely one of my favourite ones. The Xbox version of the game will see major game updates getting in soon after they hit the PC Experimental branch. While we won't be Stress Testing as of now on the Xbox platform, we will keep churning out updates with bug fixes and stability fixes to this version as they manifest themselves. Even today, we have pushed a game update with lots of fixes for bugs that we have seen in the PC version, and most importantly, we're fixing some of the specific inventory issues and controller related bugs that will make DayZ a better, more enjoyable experience on Xbox. - Eugen Harton / Lead Producer Dev Update/Mirek Hello survivors. For the last couple of weeks we were releasing new Stress Test builds almost every day with the goal to improve server performance and to finally solve the BattlEye mass kicking. And we solved it! I'd like to describe here what we were doing and why Stress Tests are so important for us. Probably the best way how to explain what we were doing in our last Stress Tests is to answer some questions directly from the community. Let's go through the questions that TheMagicTorch asked on Reddit, as they will nicely demonstrate our thought process. Q: Are you working with BattlEye developers to try and resolve the issues? A: We do have a direct communication open with BattlEye developers, and the first thing we've made was that we asked them for some input on what could be wrong. In any case, the kicking issue was there even when we disabled BattlEye, so logically, we started looking for an issue on our end. Q: What do you think is causing the kicking? In technical terms. So we knew that the issue is on our side, we were sure it must be somewhere in the low level part of our networking - we were thinking that the issue must have something to do with packet ordering or re-sending of lost packets, or even with serial numbers of packets. Now we know it was caused by packet fragmentation - in some rare cases, some packets were dropped and it broke down the entire server. Q: Why are you finding it particularly difficult to resolve kicks and lag? Are the kicks and lag a result of lots of bugs that you're slowly working through, or are you still trying to identify where problems are? The source of the kicks was just one mistake in the code, but it was hard to find it, since we weren't able to reproduce it internally. The 0.63 branch was created almost 2 years ago and a lot of changes have been made during this time period. Two weeks ago, we started to revert these changes, because it was probably the fastest way (but not the easiest one) how to find the source of the issue. We have reverted one or two improvements every day, made a build and released it on the Stress Test servers, so basically we went back in time every day (the curiosity here is that this bug has been in the build since May 2016). When we've identified the source of the issue, we started putting the reverted and working stuff back into the branch, and released it in Stress Test #46. Lags are closely connected to the server performance, so different parts of the code may cause them. We were profiling the servers every day to find out the source of performance drops, or what exactly takes most of the CPU time. Every day, we've made some improvements, which were merged into the Stress Test branch for play-testing. It's important to test these optimizations because optimizations can often break things that were previously working fine. One optimization helped us to find out that there is an issue with the firearm damage sanity check, which caused bad hit registration. This bug was there the whole time, but after the optimization, it happened more often. Q: Why does performance seem to vary between region? The deployment team along with Eugen has tracked this issue down to be a problem with a hardware configuration of the servers, and we're now seeing consistently decent server performance across regions. - Miroslav Maněna/ Lead Programmer Dev Update/Oresten Hey everyone, it's been a while since I wrote something, but boy, have I got goodies today or what? For the last two weeks, I have been working on looking through optics, surrender and restrained states. Optics The current implementation of looking through a detached optic in the latest public build had a lot of problems with it... The accuracy of mouse-to-screen is sub-par at best, and you can't accurately follow a target without moving your mouse a couple of meters. We discussed various ways to implement a solution, but I was mainly worried about the character not accurately displaying where someone is looking. If we were to ignore the player animation accuracy and just set the camera to be 1:1 with the mouse, other players could think that they haven't been discovered all while the player who's looking through his binoculars could be tracking them. I solved this by not allowing you to move while looking through binoculars or scopes, and by doing this, I eliminated any external factors that could mess with the accuracy of the animation; because really, what kind of crazy person would be moving while looking through a pair of binoculars? One wrong step and you could lose your target entirely! Here's the animation I cooked up: As you can see, it's quite damn responsive. Here's how it looks while looking through it: It's in a really good state so far and accurately displays in and out of the optics exactly where that person would be looking. Surrender and restrained Surrender is a highly sought after feature that we have been working on to deliver in the highest possible quality. At first glance, it would look like it's just another gesture; but under the hood it holds a bunch of complexities. You can't access your inventory when you're in surrendering - not something common for gestures. You also have new stance rules where you can only walk while standing and only turn in standing and crouched - also not something gestures can control. Lastly, but not least, it also has a bunch of surrender-specific stance changing animations - also something that gestures cannot control. With these things in mind, we had to approach the surrender mechanic with a bit more caution, as a half-assed approach would probably come back to bite us later down the line. We have solved it by essentially handling it like a gesture state on the script side, but on the animation side, it would be considered an "item" of sorts. The reason behind this solution is that when a player puts an item in his hands, his character will switch to the corresponding animation set (picking up a rifle will start playing the rifle animations, pistols for pistols, and so on) with all of their specific animations for turning, changing stances, etc. By putting this "ghost item" into the character's hands, the surrender animation set is enabled, and the specific movement rules that that animation set has attached to it. In addition, we have opened up avenues for ourselves where we can have a bunch of surrender-specific animations; such as deaths, gestures, actions, etc, etc. Gestures-in-gestures? Oh boy. All of those same rules also apply to the restrained state, but this also means we can accurately show what item is currently restraining you; such as in this case with some locked handcuffs: Maybe down the line, you'd be able to drink face-first from ponds even while restrained to keep yourself hydrated while running from your captors. Who knows! Until next time. - Adam Oresten / Technical Animator Community Spotlight Hello guys, has it really been two weeks already? It passed quickly with all the community feedback from all of you Xbox and Stress Test players! I want to thank you again for the feedback, it is really important, and it helps the dev team quite a bit. Let's start with a new merchandise on the Bohemia Store. A lot of you already have our t-shirt but you asked for hoodies too. And here we are: With this hoodie, you are never going to be hypothermic again! A question time! You can ask our technical animator Adam Oresten any relevant question and he is going to answer them on the Bohemia Developer's blog. Just tweet your question with #MeetTheBohemians and #AskAdam. Do you have a problem with orientation in Chernarus? We don't have any in-game map now, but if you need to find where you are or where to go, iZurvive is a solution. It features a 0.63 map and there's also hiking trails, wells, animal locations, and more. You can use the web map at izurvive.com, or the mobile version for iOS and Android. I want to introduce you to some nice streamers. The first one is Claire aka ArrianaGaming. She is streaming almost every day and she is a passionate DayZ Survivor. Check out her Twitch channel, Instagram and Twitter and give her a follow The second one is RageBruhTV. He is also a very passionate DayZ player and an entertaining streamer. Last but not least is BenFruit, a partnered streamer with a cool voice. He is a friendly player who loves interactions. Check him out! I choose four videos from the community today. This interview is from Gamescom made by M1NDR. He is talking with our Lead Designer Peter Nespešný about the future of DayZ. Another interview from Gamescom by Luzi, this time with our Lead Producer Eugen Harton. This video could be handy for Xbox players. Virtual Flood is introducing a looting guide for beginners. Finding loot is so easy! Are you stressed? Do you need to relax? I have a nice, calm video for you. Just sit down, put your headphones on and enjoy the sound of DayZ's nature. The answer to the latest riddle is a house near Gvozdno. And who guessed the right answer this time? KainMisterr ‏ Leo_A_Santos _Canis_Dirus_ DayzedEmu FiveSevenClown TheChewyMint LottaLottieT And where can you find this location? Send an answer to our Twitter account with the #DayZriddleTime hashtag. Thank you for your nice content and see you in two weeks! - Baty / Community Manager Header image by DrDeSync.
  2. 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
  3. An outbreak of Gamescom plague caused chaos in our schedules and organisation, but most of the team is back in business now. Brian sets a perspective on how to balance excitement and expectations now when we're approaching an important milestone in DayZ development. Eugen sums up our immediate internal development goals that will eventually lead us to that BETA milestone, and how they add up to the big picture of DayZ 1.0. We're welcoming back Viktor, who's found some time to reflect upon the new animation changes presented at Gamescom, and there's also Martin's update on the status of a promised 0.63 Dev Log video. As usual, Baty is closing of with awesome community content, and invites everyone to Birmingham's EGX next week! Let's get ready for some reading! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Viktor Dev Update/Martin Community Spotlight Dev Update/Hicks Greetings Survivors, Y'know, I've seen a lot of folks talking about 0.63 like it will solve world hunger - which is something I've seen associated with other pending builds before. Be it the new renderer, changes to sound, adjustments to economy, or even the introduction of the V3S. Typically people get pissy with me when I have to try and bring things down to earth, but I'm alright with being the bad guy in this case. Anytime you change the technology powering a piece of software, hell anytime you change the software itself in any way, you come up against risk. The degree of risk is the factor that fluctuates, and its up to the developers creating said software to weigh the risk of a change, versus the pay off. For us as a team, and for DayZ as a product the pay off is well worth the risk. For years now we've been internally prototyping, be it in documentation, in script, or in intermediate technologies built to serve the gap between what is functioning on the consumer Steam branch, and what is functioning internally on the main trunk. I've had the pleasure of previewing, discussing, and in some cases "teasing" these prototypes, and documentation for years. Eager to share our intent with you, but often blocked from actually sharing the experience with you due to technical limitations. The .63/Beta update is the first major step towards the technology finally being able to bring this vision forward. It is not the end of the road, but it is most certainly the most important lap we have made I did not overstate it when I said that the change to animation system, player controller, and scripting language would begin to alter how you interact with the world itself. This is fundamentally a huge change, both internally and externally for you, the consumer. I'm neither trying to charge up the hype train, nor am I trying to crush anyone's hopes and dreams. It's rare that a title gets the support from a company to spend the time working on improving the core technology to better meet the needs of design. Typically, technology limitations inform design within a few small exceptions from time to time. Its been a long road, and bumpy as hell ,but we're finally within sight of being able to finally share with all of you the things we've all worked on for so long. And we couldn't have done it without all of you. - Brian Hicks / Creative Director Dev Update/Eugen Hello survivors! Post-gamescom rush has ended quickly with a lot people getting sick, feverish from Gamescom plague. With people missing we were trying to get through the feedback in our internal post-mortem and follow up it up in the plan for following months and weeks before BETA becomes available. I have to say that the road does not end there, and we still are dedicated to polish the experience further before we leave Early Access. What BETA means is that most if not all features promised will be implemented in the new technology, and iterated upon further as we move to leave out of Early Access with 1.0 version. I believe that feedback will be critical in this phase where all the issues need to get ironed out. In the meantime, we focused on issues either seen during Gamescom or general plans that have been set out. Special attention has been put on critical issues of camera that was still up for refactor. As it is nowhere near the level that we want from the game, nor has the feature set needed. From the clipping issues to twitchy movement and abuse, there is lot of ground to cover. And there is a lot more as the whole Gamescom experience worked as an amazing focus test on large scale. We had the chance to see how people work around the new stuff available and observe to see the flaws in the whole system. Which was an amazing opportunity, and I can`t wait to have the same experience with other people online, so that we can make this game the best it can be together. The next step for us, is to finish up more advanced features for melee and ranged combat, additional camera technology to support all the new gameplay, and finalizing the character movement and variation, before we move heavily into area of infected, where some heavy work needs to be done. Once the base loop feels really good, we will move onto rest of the game to polish all these things in the new technology. We will survive!   - Eugen Harton / Lead Producer Dev Update/Viktor Hi everyone. It has been a while since the last time I contributed to the Status Report. The past weeks were a bit hectic with the animation things related to the Gamescom build. I think animators did a great job adding all the content which everyone was able to play for couple of days. We were very pleased by the positive feedback to the new player controller, injured animations, heavy items animations, combat and everything else that was presented. The version available to play was not final by any means. We are still aiming for significant improvements in many areas of player character and infected as well. The presented wounded character was a first draft in fact. In the upcoming days, weeks and months we will continue on animation improvements and reworks. Currently, we are also working on some new death animations. We are adding directional deaths for all item types and all stances. Initially, the character will play the pre-recorded animation only but later, we will start with directional death animation and in the middle of the animation, we will switch to ragdoll so that the characters would fall and align with environment nicely. Another big part of the game that is being worked on are poses for different items. There are hundreds of various food items, weapons or tools that need a proper pose. From the very beginning of the DayZ, we have decided to have a nice holding for each of these items. At the moment, all these poses are being made and added to the game. - Viktor Kostik / Lead Animator Dev Update/Martin Survivors, I just want to briefly update you on the status of the 0.63 Dev Log that we teased and promised to deliver after Gamescom. Unfortunately, a sizeable portion of the team (including Baty, Eugen and me) got hit by an outbreak of some sneaky virus that we most likely brought with us back from Gamescom. Since we have a very small marketing/community team here, this further delayed the production of the Dev Log video, but we're back in business now, and we've also managed to get some additional help from our QA Engineer Dan Fialka (who's been with us at Gamescom as well). He's recording some of the gameplay clips as we speak, so hopefully we'll be able to speed things up a notch now. Recording a couple of gameplay clips from an internal build may sound like an an easy task, but if they are supposed to be done according to a script, and connected with a developer voice over, it suddenly becomes a complicated undertaking - especially when the internal build of DayZ just decides to behave weirdly, and randomly throws crashes and glitches your way. Of course, we want to avoid showing these things in official content as much as possible, as the intent is to present the best of what the current build can offer. If anything, it also shows that the build is simply not ready to be played beyond a very controlled and structured environment that was the Gamescom booth, and that our decision to not release it on a Steam branch was very well reasoned. We'll let you know on our forums and social media channels the moment the video is ready - for now, please hold tight end enjoy some of the community content from Gamescom that we shared in the last Status Report! - Martin Čulák/ Brand Manager Community Spotlight Survivors! The Gamescom epidemic hit a lot of us and I wasn't an exception. But I am ready for a new event! You might know there is a show called EGX in Birmingham, England. I and my colleague, brand manager Martin Čulák, will be there on Friday and we want to meet everyone from DayZ community, who is also planning to attend this gaming event. Watch our Twitter for more information. Barely Infected came with an amazing idea. He organized a group of survivors and built a camp named "DayZ Village" where all the good people can live together and help each other in this cruel time of apocalypse. This project had great success and The Village is nowadays still pretty crowded. You can find it on Spaggie's server at 185.16.86.48:2402 and The Village is located on the Zub castle. I spent some time there and it was awesome. People are nice, they care about each other and try to protect The Village together. The Village was planned for just one week, but with this success, Barely Infected decided to prolong it. Barely Infected has documentation of every day on his server. You can find a lot of content from creators on Youtube and make your own impression of what is going on on the server. For example from these guys: Gaming Junkie, CitizenZ, CamCANTRUN, Raig Prime, Kerbo, FriendlyNikolai, 2dogsgaming, RageBruh or HandZ. Here is a funny prank from M1NDER, he pranked the whole village. And one last thing about this event - artwork of DayZ Village by Dominik Figlhuber. Everyone is looking forward to the 0.63 update. But not as much as this guy. KaskadianRepublik's body is ready. But since 0.63 is still not ready for public, you will need to wait until it's done. I want to show you one video. It is about love between a dog and a human. Fluffy cute wolf who wants to eat everyone around him. But Whoopsie DayZ falls in love with him and wants to have him as a pet. How this can end? I laughed a lot, you need to see it. Have a nice time guys and see you in two weeks! Header image by Vernon Price. - Baty / Community Manager
  4. I see a lot of news about a standalone title coming out in september. Of course the writers could have misunderstood what rocket said but what if this is true? They said it's gonna be a seperate title saled in about 14~20 euro. Don't you guys think this is too early? Yes, i know rocket stated he's gonna follow the minecraft model, but i thought he was gonna work on the standalone when the arma 3 releases. What i imagined that would happen was, rocket keep on experimenting with the arma2 mod, and then at the appropriate time, rocket would release an alpha of arma 3 engine based DayZ(standalone) with a price. EDIT: Source: http://www.digitalsp...raft-model.html
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