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  1. 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
  2. Good Tuesday Survivors, While all the players' attention is now turned to E3 in Los Angeles, we are at the office working hard on further updates. Brian will outline our decisions about the distribution of servers for the future, Mirek will show you how close-range combat and camera collision look in 0.63, and Victor is talking about gun animations. Let's have a look! Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Peter Dev Update/Mirek Dev Update/Viktor Dev Update/Adam Community Spotlight Dev Update/Hicks Greetings Survivors, I thought this Status Report would be a perfect time to clarify some things with the hive, and the server browser for those that may have missed me speaking about it in 2016. I'm sure some of you may have noticed that the production team recently made the move to separate the Official DayZ servers into their own section of the hive, independent from the community hosted public servers. (Albeit with some difficulty on the game server provider side of properly configuring those community rented publics). One of the things Peter and I sat down and talked about when we looked at how we wanted the server browser to look moving into Beta and beyond, was making it crystal clear for new and existing users what servers were official, and what were user run (as well as modded, of course). Tied into this was a need to divide progression made on user hosted servers from progression on the official DayZ experience. Allowing folks to rent servers introduced a good deal of potential methods to exploit how localized server storage operates, which in turn can flood the public hive with ill-gotten gear. Trying to tackle this by limiting what can be done on the hosting side in the end just limits more and more what those server operators can do, and puts an unneeded responsibility on the limited support resources that are available. For me (and I think I can safely say for Peter as well) we needed to be certain what the initial experience a new user to DayZ would be experiencing. From a design perspective, it is very hard to be certain exactly what new users are encountering if we aren't clearly presenting them with a straight path to an official experience the first time they play the game. Sure, naming conventions for official servers worked okay for a bit - but at a certain point it just turns into tribal knowledge. The users who have been around for a while, or those who came from the mod understand, but new users can find it daunting. This is why when putting together the first mockups of the new server browser we made sure to earmark a few things: Separating Official, Community, and Modded servers into their own tabs Splitting the Official Servers off from the rest of the public hive to be certain the experience in them comes from them alone Maintaining the public hive on rented servers to continue that tradition of a shared character across many DayZ servers When the new server browser finally gets to the point in which these tabs are in and functional, the whole layout will make much more sense to existing and new users. The first thing they (new users) should experience is DayZ exactly as the developers had intended it. Obviously, if said new user has friends on a community or modded server he/she can navigate there easily. I know it seems like a small thing in the grand scheme of the whole project, and probably fairly trivial given the massive undertaking that beta is with the animation system, new user actions, and so on - but the devil is in the details and as far as I'm concerned, we as a development team needed to take steps to make it easier to understand, and get into the official Bohemia Interactive run experience. Allow folks to easily know what servers they can be certain persistence isn't reset on, and so forth. The rest of the team will have more interesting and exciting things to talk about this week I'm sure - but I wanted to make sure I took time to address these in progress changes to the organization of the hive, and its intent. - Brian Hicks / Creative Director Dev Update/Eugen Hey Guys, 0.62 has hit stable and we tried to livestream after a longer period of time to start practicing for what lies ahead. Hope you liked it! The strike team for this patch will join rest of our efforts here and march on with BETA tasks forward. That said, for 0.62 you can expect a bit more fixes to the most crucial issues that we can reasonably look into, rolling them to experimental and stable over time. Some of the changes I`ve seen today to coloring of the map and vegetation are amazing. I`m very happy with the visuals that guys have been able to produce. Were also looking into server crashes from storage (persistance) corruption, vehicle tweaks and server browser separation as mentioned by Brian. But there are limits to what we can offer in reasonable time for the old client. The track for BETA has moved forward and keeps its focus on weapons and gunplay. So discussions on handling particles, state machines and weapon manipulation are always happening around the office with all people handling their parts of the game in all the features that are on their way for BETA. Since there is not that much to report in terms of scope or change of focus. I'll share some interesting stories or problems we have been dealing with in the past two weeks. One of the bigger issues that is bothering us right now is tied to animation of weapons. As the technology changes you have details that can only be built when rest of the modules are in place and testable. Looking at the internal build of the game there are some funny bugs all around the new stuff that one might get a good laugh from but there is no way they can make it live. While player is animating properly and even uses inverse kinematics in the new modules, configs are getting set up, player turns are tweaked. There are elements on weapons that need to be animated as well. It's one of the older parts of the engine originally and if any of the modders remember. Animating proxies on weapons have been done through configuration files and in text. We're moving away from that, but because how tied it is to some of the not refactored parts we are encountering some interesting things from parts of weapons flying around to being invisible at times. There apparently is still something left that has not been identified properly and we need to solve it as soon as possible. Refactoring something as large as RV engine certainly has its challenges and these things are hard to predict with codebase that old. Even from a knowhow standpoint it's not about the skills of the programmer himself, but rather the lack of documentation or knowledge how the previous system has been setup, and why. And as such the debugging of these issues takes time and going forward we want to eliminate as much of the smaller details that are still set up the old way. Its hours of research and digging from unknown code. And some of you might have a experience doing that. On the other hand were also battling the stability of the application itself. As all of you have been plagued by memory crashes, which are very hard to diagnose properly and fix. I have stories of similar issues even taking a year to debug from different projects I had pleasure working with. However were very much focusing on it with internal build as even the development environment gets very frustrating when you can`t iterate without crash sneaking up on you at random times. Funny thing is when you look at callstacks from these crashes, they usually just end up in memory sensitive parts of the engine, but the actual issue might have happened minutes before. And tracking it down is an enormous undertaking. We're not taking these issues lightly as for BETA none of these hard stoppers should be present. To give a glance at the currently open development items in our teams: Programmers • UI Inputs bugfixes • Communication systems optimization • Weapon handling and aiming • Vehicle physics refactor • Vehicle controller refactor • 3rd person camera collision changes • FNX basic state machine and script class tweaking • IZH18 basic state machine and script class tweaking • Animation events for player • Physics collision system refactor and optimization • Melee damage types • Different damage levels in selections • Attachments refactor • Animals spawning • AI hierarchy refactor • Tons of crash fixing • Tons of bug fixes Animators • Throwing animations • Two handed hit reactions • Player turns for pistols • Rifle hit reactions • IZH18 animation tweaks • Combat player graph Designers • Fireplace new particle system implementation • Traps with grenades • Drag and drop for final inventory design • Player action targeting and floating cursor • Communication systems • Quantity refactor • Advanced placing system tweaks • Construction watchtower • Animation events for player • New zombie models • New player models • Animation events for player • Server browser separation • Area damage • Crafting framework • Vehicle tweaks Audio • Positional environment audio tweaks • Infected audio recording preparation • Player and weapon animation events setup QA • Playtesting the 0.62 update • 0.62 feature testing • Internal client stabilization Art • Old assets rework • Buildings optimization • Doors unification • Weapon tweaks for new gunplay • Car wrecks • New rock formations • Color tweaks for Chernarus - Eugen Harton / Lead Producer Dev Update/Peter As we want to accent official DayZ experience vs community one in long run, we separated shards for official and community servers with release of the 0.62 version. Now with upcoming update for 0.62 you will see this change reflected in server browser too. Instead of one 'Internet' tab there are now two tabs to make it clear. First 'Official' tab with all servers operated directly by Bohemia Interactive, while second 'Community' tab pools all servers rented by users. Further work is being made on crafting system. Now, with item in hands, it's possible to initiate crafting and choose between recipes directly looking at another item in the world, or from the quick bar by holding a slot where said item is assigned. Such possibilities for crafting will help to minimize inventory use. On the other side of core features spectrum, we are working hard in close cooperation with animators and programmers on ranged and melee combat. Focus is currently mostly on the aiming model for firearms (weapon handling part is being worked on in parallel of course), which is combination of hands IK, character turns, it ensures that weapon is always pointing what you are looking at, that model also handles sights misalignment, sway which could be modified by character state from modifiers to stamina and hold breath, and recoil modified by weapon's attachments. Light and heavy hit impacts are now connected to hit events and are played character being hit from both types of combat. We would like to add one more hit impact to the mix which is a knockdown to the ground at the end of combo. You can read more about upcoming new melee combat in one of past Status Reports. I will get back to firearms in more detail in some upcoming Status Reports. Do you remember that injured animation shown in our official DayZ Early Access launch trailer from the end of 2013? We finally plugged in the injured set of animations to the new character and it directly reflects your health state. Additionally, we also added exhausted idle animation which is connected to the stamina system. With these changes, we are getting closer to our ideal state where it should be easy to observe other character to see what they are actually doing and to judge their overall condition. Believe what you see... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Mirek First of all, I would like to write about the 0.62 branch state. We have received some important data about client and server crashes, which should help us to stabilize the build present on the stable branch, so hopefully there will be stability improvements soon. We have also merged the fix candidate for floating vehicles and very important physics optimization. Currently, physics is consuming most of the CPU resources (at least on servers), so we hope this optimization will significantly improve server performance. These merges will be available on experimental branch today or tomorrow and we will be very happy if there will be enough players, so we will be able to confirm that this optimization is working well. On 0.63 - we're cooperating closely with designers and animators. The most of work goes into weapon manipulation now. This basically means we're creating new finite states machines for handling the weapon logic and connecting all weapon manipulation animations into these state machines. If everything goes right, we will show you how firing, reloading, chambering, unjamming and other mechanics look in the next status report. Another big part of the game - close range fight - is in progress. You saw some animations before, today I would like to show you how first hit animations are looking. 3rd person camera collisions have received some tweaks last two weeks. We are trying to add some dynamics, when camera is obstructed - so here you can see some work in progress stuff. Please keep in mind we're showing work in progress state, things can change during development and it's very likely that all these features will be tweaked also in the beta stage of development. - Miroslav Maněna / Lead Gameplay Progammer Dev Update/Viktor Today I would like to share with you an update from the animations department. In past weeks, we have been focused mainly on player character and weapons. The latest additions to the player are improved turns when standing still. For animations, this means improving and redoing turn animations for all items. We are iterating this now in cooperation with our animation programmer to find the best result that looks and feels good. Weapons have received some love as well. We have finished all unjamming animations, and we are focusing on implementation. First guns are now animated in the game. We are adding the missing animations like recoil and dry fire for each weapon. At the same time the logic for these firearms is being made so each weapon knows what the character can do with it. Basically, we need to cover all the states the weapon can have and provide animations for it. We have started implementing hit reactions for the player character. There will be light and heavy animation for each direction, each item and each stance. That is some decent amount of animation data, but we already have a working prototype in the game. Last but not least, there was small mocap session last week. We have captured some new gestures. Some of them are already implemented and some will be in the upcoming weeks. The gestures menu will now include new signals like Come, Watch, Down, Move, some new taunts and others that were requested by the community. - Viktor Kostik / Lead Animator Dev Update/Adam As I have mentioned on the live-stream last week, we plan to include additional tweaks to the color of clutter (grass and other miscellaneous objects in forests) for the version 0.62 in the nearest stable update window. I'm glad to announce our environment designer Mark has prepared the first iteration of these changes and it is available on the experimental branch for you to check out. For the full list of changes made please visit the appropriate experimental thread on the official forums HERE. - Adam Franců / Senior map designer Community Spotlight Hello Survivors, So many things happened last week and we are glad everything turned out as planned, because we really made a lot of work on it. First, we organized an event for content creators and their friends on the new castle the West. It was a PVP event in which one side defended the castle and the other attacked it with the equipment they brought with them. 51 people joined the server, unfortunately not everyone managed to get to the castle, because some of them were killed by wolves or by infected, which are simply the risks of the game. We had 14 members of the dev team there, including the lead designer Peter Nespesny and Sumrak, who is taking care of the Chernarus map and created the castle in which the event took place. The battle was really bloody and the defenders used all their strength to keep the attackers in front of the gates, but eventually succumbed and the attackers took the castle for themselves. I would like to congratulate the winners who earned their victory. How the event looked through the eyes of the attackers can be seen in a video by Jakon72: Some of the participants in a group photo before start of the battle. Photo of the winners who conquered the castle by Redseven. Thanks so much to all who attended and we are looking forward to seeing you again on another event. We were running live stream in our office at the same time as the event. We announced the switch of 0.62 update from the Experimental branch to the Stable branch. Lead producer Eugen Harton, lead designer Peter Nespesny, senior map designer Adam Francu and brand manager Martin Čulák jointly discussed what you can expect from the update 0.62 and other interesting topics. In case you missed it, you can find the video on our YouTube channel. We also released a video that shows the main features of the new update. If you have not seen it, you should definitely watch it because it is very good and it does not take you more than two minutes. I would also like to address my colleagues' request from the Feedback Tracker. We need to get as much information as possible about the crashes that happen to you on the Stable and Experimental branches. Therefore, I am asking you to contact our Feedback Tracker in case of crash and upload files from the C:\Users\YourPCName\AppData\Local\DayZ folder to help to solve the crash problems. We would like to thank for the reports about leather not getting tanned in barrels. Over the weekend you came up with an incredible number of tickets for this issue and we are just looking into it now. And of course, if you encounter any other bugs, we will be happy if you report it to our Feedback Tracker. Channel Pitstop Head made a two-part talk about DayZ with our creative director Brian Hicks, which is really interesting and can give you answers to some of the questions bothering you. And the last piece of community content I'd like to share with you is an amazing artwork by Dominik Figlhuber, who has been able to turn an ordinary DayZ screenshot into amazing art. Simply beautiful, thank you for sharing it with us! Original screenshot. Waiting at daytime. Alternative edit. Final edit. And one last thing, I would like to show you a photo I secretly photographed in the office when the designers were discussing weapons for the update 0.63. It's not of a good quality, but I thought you might be interested. And shhh, don't tell them, they do not like taking pictures. Thank you for your content survivors and see you in two weeks! Header image by Harold Palmer. - Baty / Community Manager
  3. This week, we're looking back at the release of 0.62 on Exerimental, outlining some of the issues that we'd like to see resolved before going to Stable (both visual and audio oriented). Peter and Eugen are sharing some of the work being currently done for BETA, and Baty is sharing her top picks of all the amazing content you created since 0.62 releleased last week. Contents This Week Dev Update/Hicks Dev Update/Eugen Dev Update/Adam Dev Update/Peter Dev Update/Andrej Community Spotlight Dev Update/Hicks Greetings Survivors, This Status Report, I don't have a whole ton for you. Obviously, 95% of the team is focused on 0.63 and getting it to a point in which we can begin testing on Experimental branch for that build. As some of you may not be aware, 0.62 recently hit Experimental, and the team has pulled a lot of good and actionable bug data from that build, as well as some strong feedback in regards to the first iteration of the new ambient audio. You'll all be pleased to know that every bit of feedback regarding said new ambient audio is being investigated, and the audio team will be able to iterate upon some of that feedback. Any up to date progress we make will always be posted by Baty in the Experimental Patch Discussion section of the forums. The team is currently tracking feedback in regards to the following on 0.62 Experimental: Misc feedback in regards to audio volume, general audio system behavior Behavior of some trees in the wind There are also some attempted fixes included in today's Experimental update regardin: Collisions with some tree models Ironsights sometimes backing off after a few seconds Issues binding some mouse keys I'm sure Eugen will have some more meat on the bone when it comes to the progress on 0.63 itself. I for one am really, really anticipating being able to share the functionality of 0.63. Stay safe out there! - Brian Hicks / Creative Director Dev Update/Eugen Hey guys! So 0.62 Experimental happened and I can't thank you enough for the amazing content that you created with the new visuals for forests. There are many improvements that will still be coming to visuals over time - like reworking old low-quality assets and adding new features to the map as mentioned in Adam's Q&A video. It is a good showcase of the quality we aim for in both the visuals and gameplay for the 0.63/BETA release. I mentioned a couple of things here previously that have now come in motion, full force. We have progressed and started working on smaller feature sets that will define gameplay of the BETA. One of the largest topics of discussion in the offices have been weapons and their handling for the new player. To understand what that means I have to sadly hit you with a large wall of text. When you look at the live game, and what is happening on stable/experimental, you still see (for the most part) a content that is running on old technology. Since for BETA release, we have expanded the gunplay beyond what was possible previously, it means many things will be changing, and many have been mentioned here. However, to give you a sense of scale. The work on the new animation system and all of its features took almost a year and a half of work. Animations for all of your weapons, with variations from continuous reloading, chambering, magazine manipulation, jamming, and more, took probably over a year in itself. All that culminating with implementation of aiming model that will support better implementation of recoil, sway, player turns, and even heavily improved manipulation of weapons in different stances. A whole lot of our content is starting to get implemented - as I said before, we're finally making a game, instead of fully focusing on the technology. In the list below, I mention FNX and IZH18 - two weapons that are the first to be handled using these new systems. And I can't wait to have a shootout here with the guys once these are fully working internally. For all these things: User actions that enable player to interact with items and objects, weapons included Synchronization setup that is largely inspired by what Overwatch did for their networking Animation system that will make your avatar a living breathing human Damage system that is easily tweakable and supports all sorts of hitzones, impact animations New particle effects and sounds New character representation with all the things actually creating a survival experience It's not that we don't expect bugs from their first iterations, but the reality for us is, that we have been working for 4 years now on things that you couldn't get your hands on in-game as of yet. And as the list of features above shows, all these systems can't really work without each other. Even the new network synchronization is optimized for the new player and new physics. It makes me sad that it couldn't happen sooner, but I believe we will have a great game for you with 0.63/BETA. To give a glance at the currently open development items in our teams: Programmers • UI Inputs • Communication systems (megaphone, static radio, public address system) • Weapon handling and aiming • Vehicle physics refactor • Vehicle controller refactor • 3rd person camera collision changes • FNX basic state machine and script class • IZH18 basic state machine and script class • Animation events for player • Performance optimizations for item spawning • Physics collision system refactor and optimization • Tons of crash fixing • Tons of bug fixes Animators • Weapon mechanics animations polishing (unjamming, reloads) • Inverse Kinematics poses • Hit reactions on player • Ranged combat prototype • Player turns tweaking Designers • User actions in multiplayer • Player representation • New player and item spawn definition • Player action targeting and floating cursor • Communication systems • Tree collisions fixes • Advanced placing system • Construction watchtower • Diseases refactor for new player representation • Animation events for player • New zombie models • New player models • Animation events for player Audio • Positional environment audio tweaks • Infected audio recording preparation • Player and weapon animation events setup QA • Playtesting the 0.62 update • 0.62 feature testing • Internal client stabilization • User actions for 0.63 testing Art • Old assets rework • Buildings optimization • Doors unification These are thousands of hours spent on our side to bring a dream that is yet to be fully realized. Curiosity, Creativity, Community. Three pillars of Bohemia Interactive that we want to uphold. - Eugen Harton / Lead Producer Dev Update/Peter Among plenty of other issues we face, picking items from the world is another one which is far from ideal in its current state. Aiming precisely with cursor on items could be fine, unless you run into some annoyances. Some items are rendered too small on the screen because of their close-to-real-life dimensions, and they are often being obstructed with other objects in world like dense grass, and tend to mimic underlying surface textures. You know the drill, many times it's difficult to find a pistol, or even a rifle in some cases, and pick it up (I don't even want to mention special cases like ammo piles). At the end, such frustration leads to the use of the vicinity part of inventory screen as the path of the least resistance. Each open of the inventory screen disrupts the immersion of being right there for you as a player, and if I count in movement during opening the inventory (leading to jogging in chaotic patterns to find that damn ammo pile), it's breaking immersion also for all observers who had to look at your misery. Along with restriction of character movement while in inventory, we added dynamic selection of target, which evaluates conditions such as distance from player, screen center and angle. Selected target is then visually marked by snapping interaction icon to it in screen space. We went beyond items and similarly, we applied this system also to interaction with vehicles and static objects in world like doors or ladders. I like fluid interconnection of a gven item and the action which it brings to the table. It feels natural and adds to the physicality of the world - it even feels closer to hand to use your eyes for coordination, instead of rigorous movement with whole head around. You can see it in action on examples below. Maybe you are wondering now, why we just simply didn't apply highlighting to items and objects? Apart from highlights being quite artificial and also immersion breaking, they are not solving one of the problems mentioned above - frequent necessity to pixel hunt with your center of the screen. But never say never, maybe there will be some very decent version of highlighting in future to make it more seamless and to pop up items a bit, even when I'm not kinda fan of it. Dynamic target selection is still in progress and there are some small issues we need to solve, for example shaking of icon caused currently by insufficient frequency of UI updates on client side. However, from first tests of its current iteration, it feels really good, and what matters the most - it's very helpful! They will not hide anymore... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Adam Almost a week since 0.62 update release on Experimental branch - I hope that you are having a good time exploring the new Chernarus! First, I would like to give you a small insight into what is happening in our department, mainly what are our plans towards the Stable release of update 0.62. Additional improvements and fixes to the surface mask - to resolve issues such as forest clutter appearance in the middle of industrial area in Solnichniy Satellite texture and ground clutter changes - decreasing overall brightness along with other tweaks (aimed at improving visuals of short and tall grass) Lighting config tweaks Map improvements and fixes Now I would like to talk a bit about client performance on the new Chernarus. So far, we have observed quite positive reception from the experimental branch testing - everyone is welcomed there, please report if you encounter any issues on feedback tracker. As I already mentioned in previous Status Reports, the introduction of Enfusion renderer back in update 0.60 gave us quite a big room for possible landscape improvements in many parts of Chernarus. Goal of update .62 was to use this room (where possible) to improve visual fidelity of Chernarus. Many of the existing locations on Chernarus increased in detail drastically and while the new vegetation assets are much better optimized than the old ones, it will still most likely end up with the same or slightly decreased performance. Now I would like to say that nothing is settled at this point. From the data point of view, we are still using some legacy vegetation assets (such as bushes and few selected solitary trees). This is however just a temporary arrangement, as replacements will be coming in future updates and will of course result in performance increase in almost all areas (old bushes are used around the whole map even in update 0.62). There are more optimizations on data side planned (mainly related to buildings and the use of textures). For update 0.63, we have changed completely the whole structure for environment assets, which mainly makes loading faster, but it also makes data more readable, and this will ultimately make the lives of future community modders simpler. On the programming side, there are optimizations on their way (starting with update 0.63), from which both PC and console versions will benefit greatly. Unfortunately, given the current differences between internal and public branches, it is not feasible to merge any complicated code in short time, and while we are already observing a better performance on internal branch, none of those improvements can be merged back into 0.62 branch. - Adam Franců / Senior Map Designer Dev Update/Andrej We're happy to say our new ambient audio is finally out on experimental. We have rebuilt all ambient sounds and added positional sound effects on the vegetation. We are now testing the mix, repetition cycles and we're listening to feedback from you and the QA department, so expect a lot of tweaks before the stable release. We are also preparing positional SFX for the buildings but that will have to wait till 0.63 because of some subtle changes to building models. Apart form ambient sounds, we're actively working on BETA preparation where we have thousands of new sounds for the new player and user actions. There is an audio recording session planned for next month where we're gonna record new sounds for players, as well as infected. We're also working closely with animation department, so you can expect many new SFX for every new animation that will come with the 0.63 update. - Andrej Sinkević / Sound Designer Community Spotlight Hello guys! We released the update 0.62 to Experimental branch in the night hours last week and we were holding our breath waiting for your first reactions. When we checked first streams to see your impressions, we were very happy and relieved. You were excited by this new update! New trees, ambient sound, wind - you loved it and you were sharing your experience with us on social networks, which we really appreciate. When you work on something like this for a long time, you are happy when people like your hard work. We really appreciated your feedback. It is helping us to move closer to the release of the 0.62 to Stable branch. We are still looking for issues, if you find any bugs or if your game crashes, please report it to our Feedback Tracker, our QA guys will take care of you. If you never tried an Experimental branch and you want to play on unstable servers, we have instructions for you on our official forums: If you never heard about new 0.62 update and If you want to know what is new, here is the list of the most important things: New tree models Denser forests New clutter (grass, small plants) New surface textures - plains and such Improved wind behavior New shader for the wind, affecting trees and grass Tweaked and changed lighting for the world Small improvements to satellite textures Rain affected by wind and refinement of its behavior in general Many reworked locations on Chernarus Reworked ghillie (to be consistent with new tech) Small bugfixes to some issues from 0.61 New ambient sounds We are talking about the new update in depth on our forums, join us and tell us your feedback, positive or negative, it's up to you: With the arrival of 0.62, a lot of videos started appearing on YouTube, introducing the new update. I admit that so many of them were so good, I was having a hard time choosing the ones to show you today. Finally, I picked a great story by Rene a.k.a. Barely Infected, which contains exploration of new locations in the west, telling of scary stories at dark night as well as creating new friendships. It is a bit longer, but believe me that it is worth it. Another video I wanted to show you is a snapshot movie from a smaller, but very skilled YouTuber called uncuepagamer, that shows the beauty of the small village Nizhnoye and its surroundings. Those few shots are enough to capture the great looks of the new update. If you like events, do note that there will be one taking place on the 7th June 2017 on French server Team ONU. You can find more info about it here. At the end, I would like to remind you about the video from last week which some of you may have missed due to the hustle around the new update release. It is the first part of Q&A video with our senior map designer Adam Franců. Make sure to check it out, you will learn a lot of interesting information and you will find the promised scenes from "real Chernarus" I mentioned in the last Status Report. That is all from me for today, if you are preparing an event on your server, or if you have any interesting content for the next Status Report, send me a Tweet on our official Twitter and you may find it here the next time. Header image provided by Gordon Freeman. - Baty / Community Manager
  4. So i was trying to keep myself dry with a lot of stopping for fire-breaks, but i was giving up because it just kept raining on the server i was on. Suddenly, while I was completely drenched, I was hypERthermic (i.e. dangerously overheated). Does this mean I was having a fever? Nothing else changed, I was healthy the whole time and the hydration-loss wasn't even that noticeable even though I was sprinting the whole time. Now I'm sitting at the beach, naked and completely drenched from a swim and I'm "rapidly cooling off" - in this state it took me about 20 minutes to go from "hyperthermia" to "overheating". I'll wait it out until I'm down to normal temperature again. What's going on here? This being a fever from a cold would make sense (even though I think it came a little fast), but as this has NO other effect on my health it seems like I've just been boiled from 60°C rain... :) any input on this? http://imgur.com/yhzmbIS http://imgur.com/yhzmbIS
  5. Mine, and others, collaborated ideas to turn this game into the Survival Gem we all wish it to be! I deeply welcome ideas and criticism! Also, some of these ideas may actually be already IN-GAME - Therefore, if it is listed, it is merely because it is desired in greater quantities! Have a look, tell me what you like, tell me I'm an idiot, or what have you! I don't mind! Sections: StatusesFatigueMore Injuries/AilmentsRight Hand/Left HandRemoval of Inventory TAB/Updated Bag EntranceItems (Weapons, Food/Drink, Appliance, Medical)Vehicular WishesWeather CyclesInteractionsAdditional BuildingsInfected PersonalityOther Dangerous Foes (Animals/Humanoids)Atmospheric Horror AdditionsStatuses: Fatigue: More Injuries/Ailments After some deep thinking today, I would like to propose a much more in-depth Injury/Ailment chart that would be in addition to what is currently in place. This came to me because I believe the current effects of damage to a bit too simple - Unconsciousness or Death shouldn't swiftly arrive from a gunshot/melee attack, but the breaking/disabling of the body should be occurring a lot more. I'll try to refrain from posting things that are already in the current state of the game - Simply more for complexity. Please feel free to add more ideas. Right Hand/Left Hand Removal of Inventory TAB/Updated Bag Entrance Items: Weapons Food/Drink Applicable Items Medical Vehicles!: Weather!: Interactions!: Additional Building Types!: Infected Personality!: Other Dangerous Foes While I have read that Wolves, Bears, and certain other dangerous wildlife will be entering the game eventually, I thought I might as well add them also in the list for reference. Animals To increase the chance of an attack while hiding out in the woods, I propose we add certain animals that are lurking and follow their own AI path and locations on the map to make them unique. This also gives players an entirely unique way of playing the game. Rather than traveling to cities for goods and guns, one could (dangerously) live out in the woods. (Link: http://rbth.com/articles/2011/04/26/the_twelve_most_dangerous_russian_animals_12694.html) Other Humans To branch out further from the natural dangers of Players/Infected/Animals, I thought. . why not improve upon the setting of the map by including other human-type characters controlled by the AI that are just as dangerous. To this point, I would believe the area to be in absolute quarantine after whatever war occured in the massive area. Adding to that, there being Helicopter crashes and military areas that are still standing. . This makes me believe that other forces may be in play. Atmospheric Horror Additions
  6. How would one go about submitting pictures / screenshots in the hopes of one of them being potentially used on a month's status report?
  7. Hello, i just got the game DayZ and it's really fun and all, but my status condition is in a different language and I can't understand it. Like where it says you're hungry, thirsty, etc. Is there any way for me to change it to english? Everything else is in english except that. BTW I think it's in russian. THANKS!
  8. So I had an idea of a new clothing conditions (ie. an extra thing to worry about other than clothing being pristine or not) and the loot on zombies + what I think you should find on them. {Extra Clothing Conditions}: (Obviously, these are just place holder names which I did not put much thought into) Dirt: Mildly Dirty Moderately Dirty Extremely Dirty Filthy Stained with Dirt Blood (+Infected Blood): Mildly Bloody Moderately Bloody Extremely Bloody Drenched in Blood Stained with Blood The "Dirty" condition would be something you would gain from rolling on the ground, it would also be possible to become dirty from just general traveling however it would take significantly longer. This could be a good and a bad thing, it would help camouflage which is why I think it would also be good if you could take off your shirt for example and they'd be an animation for covering it in dirt, but also it would slowly damage your clothing over time. The "Bloody" condition would be something you would gain from close quarter combat and getting shot/hit. It would be possible to get blood on your clothes from the splatter of either shooting someone in close proximity or hitting a player with a melee weapon. I also think this should apply to weapons. You would also be able to gain the "Bloody" condition by being shot or hit, how bloody depending on how much you are wounded and how long it took you before you attended your wounds. You would also be able to get a slightly different type of blood, infected blood. This would be gained by either shooting a zombie in close quarters, hitting one or getting hit by one however getting hit by one would have a considerably smaller chance of it happening from. This would also make you infected if you did not attend to it quick enough which I'll get into how you'd do that now: You would be able to clean off blood/dirt in water and with water from canteens. However, if you do not attend to the bloody/dirty condition soon enough it will stain your clothing. To remove a stain you must use bleach. Infected blood would count as a stain and you would also have to sterilize the clothing with alcohol tincture, or a new item the developers may add in, to be completely safe from infection. {New Zombie Looting}: I think you should not only be able to find loot on zombies occasionally but also be able to take their clothing. Their clothing would not only generally be ruined or badly damaged, but also would have infected blood on them. You would also be able to find other loot on them sometimes, not bandages or cans of food like in the mod as well, that doesn't make much sense. More like military zombies for example, would rarely have AK magazines on them or other Russian military equipment. Medical zombies, once you add them in would have medical clothing and supplies. I also thought very rarely zombies would spawn with an actual gun, they would fire it randomly it no particular direction when charging at a player. I think this sort of thing has already been suggested though. I think you should also be able to find loot on the dead soldiers there are in certain areas, the same sort as military zombies but their clothing would not have infected blood on them and would only be in somewhat bad condition and bloody. I'd love to see what other DayZ players think of this and maybe even the developers, I have plenty of other suggestions but I thought I'd post this first.
  9. Hi there, I am playing Dayz until one week now (24hrs ingame) and since the first minutes I ask myself if it is safe to eat damaged food. What happens after drinking a badly damaged beer or after eating a damaged banana? Is every food that is not rotten ok to eat? Is it just the amount of energy the food gives me that varies? What about a pristine rotten Orange and a badly damaged rotten Orange? Will I get sicker with the damaged one? Thanks for your help! Tony
  10. fractured arm

    I was playing the stable earlier and did the noob mistake of typing on steam to a friend , however as before it did not matter about zombies after you had cleared them out i completely forgot they spawn back in , Thus resulting in a surprise assault by for-mentioned critters leaving me bleeding and with a fractured arm ! The bleeding was easily stopped however i was wondering if anyone knew how to get rid of the fractured arm status as it appears not to affect my character but its just getting annoying now with the status messages of arm hurting , extremely painful so forth lol
  11. Is it really such a big deal? I expected I'd get sick after a while, but I've been soaked for a long, long time, and I haven't noticed any problems. Help me out? Smorisson28 (or, RustyPancake)
  12. Started playing the latest experimental build and love the addition of the ability to get wet... don't know how it affects things, yet, but it's a cool addition. (Imagine needing to eat more often because you need the energy to keep your body warm). I know the new alert system for getting wet is a test - possibly a placeholder; this is just an idea. Since things like hiding out in a tree can keep you dry (why, I don't know)... the getting wet status changes quite a often. What if there was a new sound added when you were getting wet - the sound of the rain hitting you. This way, you'd be able to know if you were getting wet without the need for any visual cue.
  13. Information Vs. Immersion

    Edit: If you got here via the link in my sig, please scroll up for the poll. I've seen a plethora of posts across the boards lately about status icons and providing more information and feedback to players about what's happening to their avatar. I'll list some of them here: Infiltrators status icons thread: http://forums.dayzgame.com/index.php?/topic/175221-states-should-display-icons-not-textannoying-sounds/ Smell: http://forums.dayzgame.com/index.php?/topic/175393-whats-that-smell/ Psychological effects (thread 1): http://forums.dayzgame.com/index.php?/topic/175162-psychological-effects-of-trauma-mechanic-logical-and-fair-to-all/ Psychological effects (thread 2): http://forums.dayzgame.com/index.php?/topic/175264-psychological-effects/ The Dirty State: http://forums.dayzgame.com/index.php?/topic/175121-the-dirty-state/ Gameplay Mechanics Pt 1 - The Player: http://forums.dayzgame.com/index.php?/topic/169278-gameplay-mechanics-pt1-the-player/ And there are many more ideas floating around in topics here and in General Discussion. I'd like to gauge how the community feels about status icons vs avatar generated information such as animations and sounds and how that relates to immersion and authenticity. Do you like icons and a GUI? Or does it break immersion for you? It's my personal opinion that things like icons, text, and status updates in the inventory break immersion in what is probably the most immersive game I've played in a long time. I don't like seeing things appear on my screen. I might be on the far end of survivalist here, but I don't like my toolbar and I don't like the aiming reticule and having text updates breaks immersion for me. I don't like being told when I am 'healing' or 'healthy'. I can make exceptions for hunger and thirst, because they are fairly hard to model in a video game, but I think that most other things can be done without resorting to icons. I feel that if a lot of the ideas for icons etc were implemented, we would end up with another 'survival' game that holds your hand throughout the entire process, constantly updating you on your status without you having to figure things out for yourself - something which I don't want and I am sure many of you don't either. There are many games which do this now, Day Z is great (for me at least) because at the moment that type of hand holding is pretty minimum. As of now many things are represented quite well by animations and sounds and do not require a text or icon update (they have them, but I don't think they're needed currently) to let us know what's happening: Bleeding - animation (granted this needs to be redone to look better).Pain - shaking (in 1pp), moaning.Broken leg - inability to walk.Shock - unconsciousness if shock is higher than blood.Cold - player will shake from the cold, but not as much as pain. Breath mists in the air. I'd like to see peoples suggestions on firstly, whether they'd prefer icons/text or animations and secondly suggestions for animations that could be used for all the different status effects we can think of. For example: Wet - water drips off your body. Inspecting clothing will add a line that says, "This <Item> is damp and needs drying."Sick - sneezing. vomiting. shaking. sweat droplets (1pp)Any other status effects you can think of feel free to post and discuss.
  14. Improved Statuses [SA]

    hunger status:stuffedfull--baseline--hungryravenousmalnourishedstarving thirst status: bloatedquenched--baseline--thirstyparcheddehydrateddesiccated temperature status:hyperthermiafeverishsweatingwarm--baseline--coldshiveringfreezinghypothermia bleeding status (some creative liberty):--baseline--trickling (1x bandage)oozing (2x bandages)streaming (3x bandages)gushing (4x bandages) Sick statuses are tricky, as it could go a variety of ways (gastrointestinal, surface infection, respiratory, etc) Purpose is to have a better gauge as to what is actually happening to you, without losing immersion by providing raw numbers/stats. As human beings, we're all pretty in-tune when it comes to our bodies. So far, the statuses in standalone could use a little bit of TLC. A can of beans for your thoughts. Thanks for reading, and hats off to the devs.
  15. Healing/Healthy

    Hello Everyone, Haven't been able to get healthy or healing status since patch and I had gotten decently good at getting that status before the patch. Is it bugged atm? I know they made some adjustments to the stomach. I'm not in bad shape but have taken some hits from zombies I still have good color and don't notice a change in my vision, but would like to get healthy status and maintain it. If there is already a thread on this topic after the most recent patch, please post a link. If not any help or information would be greatly appreciated.
  16. I've been trying to nut out a better system for relaying interoceptive feelings and drive states (i.e. thirst, hunger, illness etc) than the written cues in the bottom left. Obviously we are going from multiple senses IRL down to basically sound and vision in the context of the game, so this is hard. So I had a thought that maybe some audio cues but 'inside the players head' i.e. not audible to other players (at least most of the time - see below). So rather than seeing the cues, you would hear them spoken. Kinda like the slightly dodgy Czech voice-acted "Fuck it hurts" from ARMA2 that made it into the mod, but with a ton of work added. Or you could have both as options to meet different players' preferences. A few fine points: - Bohemia could probably afford some decent voice actors if they went this way. - you could vary the volume and intensity of the voice in accordance with how intense the drive is - e.g. "My arm hurts" could be "MY ARM FUCKING HURTS". - gives room for the quality of the voice to convey the more emotional content of the message to tell you how severe the sensation is (assuming decent voice actors here). - male and female voices (and possible variation in voice within each sex) - If the sensation (e.g. pain) gets past a certain threshold, then the character could actually start voicing the message so it was audible to players near by. The reality is if you are in enough pain, you start vocalising as pain is a drive state - it makes you act sometimes against your better judgement. I think this would add a lot more to immersion and get rid of the text along the bottom that clutters the screen.
  17. Well, I was thinking. If you were to become infected with the virus, wouldn't the more infected you get, the more infected like features you would have? Ex. Infected can run infinitely. So, the more infected you got, the longer you can run before you lose all of your stamina? Nothing too op though. Stuff like that. Thoughts?
  18. http://i.imgur.com/AuQtyDe.jpg A quick&dirty photoshop proposal for a health/medic window or tab in the inventory. Something like this could be used when viewing an other player's health status. So you can see (as a doctor) what kind of health problems he has got, and use your inventory or the vicinity to help him. could add to positive player interactions. Also: some similar window or tab could be used when viewing your own health status.
  19. MAJOR EDIT: Big props to Joeyslucky22 for inspiration. Yes, I did use character artwork similar to his too, however I don't believe that the character artwork was made by Joeyslucky so I think I'm good. Original post: Hey guys. I had been working on an inventory concept for the SA for several months and it’s finally ready to be shown off. I know Rocket beat me to the punch, but I thought that there were a lot of really cool ideas in my concept, so I posted it so that the devs can take any ideas they like from it. It's a lengthy explanation, so bear with me: The Character Hub: The main idea behind the system is that your inventory would be replaced with a "Character Hub" that gives basic info on your character and also acts as your inventory. Here's what you get when you open it: You'll notice that there are a few tabs up top. You would be able to rearrange these to your liking. But enough about the hub, let's get into it's features. First, the inventory. The Inventory: The inventory is one of my favorite parts in the entire concept, next to the status screen. Here's what I would see if I open my inventory: The first thing you'll notice is that there's no slots whatsoever. You would be free to place the objects inside wherever you want and be able to rotate them and rearrange them however you want. You'll also notice that there are multiple tabs for each item. Right now, I'm looking at the items stored inside my shirt, my pants, and my jacket. However, if i open up my backpack... Here's what I get. One of the special things about this inventory design is that every pocket can be represented fully (as you saw with the individual pockets of my shirt and pants and jacket). My alice pack has four pouches, hence there are four pouches to store items in. Let's open up my vest: Again, all pouches are represented here. The inventory also allows multiple variants of familiar clothing items to exist. For example, a vest with fewer, but much larger pouches would allow me to carry bigger items, such as the M249 ammo you saw in the pic. Picking up items off the ground: If there are items on the ground, a small box would appear in your inventory. Ok, a large box: Again it would be drag and drop. If there are too many items on the ground to be shown in the box, they would be scaled down, and go back to normal size when you pick them up.If you look in a vehicle, a tab would appear next to the “on the ground” text: The Hotbar and "at the ready" inventories: Next, the hotbar, or "quick access bar". The hotbar would allow you to quickly switch between, and use items and weapons. You could add anything to the hotbar; it would be an easy way to use a bandage, or pull out a melee weapon, or throw a grenade. However, there are some restrictions. This where the ,”at the ready inventories” come in. Actaully, rocket nailed the basic idea at PAX. Basically, it takes a lot of time to pull an item out of your backpack if you have it on the hotbar, but you could pull something from your pocket quite quickly. You would need to have useful items stored intelligently. Alright, let's jump to the equip system: The Equip System: The equip system is something I thought was pretty cool: First, you'll notice the mini inventory system where I can drag and drop items to equip them. But let's talk about how you'll equip them. Equipping clothes: To equip clothes, you drag and drop them into the slots that correspond with what body par they go on. There are five slot categories; the feet, the legs, the chest, the back, and the head. You'll also notice that in each category, there are multiple items equipped. For example, I have a shirt and a jacket equipped to my chest. That's one of the cool things about it: everything is layered. I can equip multiple clothing items, anywhere from jackets and shirts, to sheaths and slings and stack them on top of each other. I could stack up to five items on one slot category. Now, for weapons... Equipping Weapons: Equipping weapons is a little more involved. If you’ll look up to the equip screen again, you’ll notice a large space holding an M4A3. Now, what would happen if I tried to equip another weapon? Well, nothing, right now at least. I need a sling for my rifle in order to switch from it. Why? Well, in real life, you can’t just make your rifle magically float on your back when you pull out a pistol. You need something to hold it, such as a sling. I’m going to equip some holsters now: I also went ahead and equipped my weapons. Take a look at the holsters I equipped. A sling for my rifle, and a holster for my pistol. Also, you an see that I have a sheath for my machete under my backpack. I would switch between them using my hotbar. Also, for small items, at the ready inventories would serve as holsters if you wish (for pistols and flashlights and such) if you equip the item to your hotbar. What about equipping items on the ground? Simple fix, really. Just add an option to pick up items off the ground: The Status Screen: This is my favorite part. The status screen gives you info on your character physical condition in a detailed and intuitive way. The reason I think DayZ needs it is that Rocket is wanting to remove the HUD and replace it with visual and audio cues. However, that info isn’t enough to tell you which bones are broken and they would most likely only appear occasionally, meaning you could be badly hurt and not even know it. That’s where the status screen comes in: It’s fairly easy to read, but I do need to clear some things up. First, look to the left. See that box? That gives you detailed info on a certain body parts condition. I would right click on a body part to find out more about. Next you see the blood, food, and water meters. Then you see the 3d representation of your character (although, for the concept, it’s just going to show my character in 2D). Certain parts of his body are highlighted in colors of orange, yellow, and red. Yellow means that I just have a scratch that may need to be cleaned or bandaged, orange means I have a cut that may bleed and should be bandaged and cleaned ASAP, while Red means that I’ve done serious damage and it will affect my movement or overall health. A deep, intense red, such as the one on my leg where I broke it, has a very high chance of infection, and needs medical assistance from someone else to prevent permanent problems. Next, you’ll see another bar. This is your health. Everything contributes to it, and it drops as you take injuries.So that’s the basics of the status screen. The Crafting Screen: The crafting screen is kind of…. Meh. I really didn’t do a lot of work on it, and added it just because it’s a confirmed feature. Here it is: So, the first thing you can see is your mini-inventory where you grab your items. You drag and drop them onto the crafting area. Then, if you found a successful recipe, something like this would pop up: I taped my mags together. It’s that simple. The ID screen: The ID screen is still something I’m kind of iffy on. The basic idea behind is that everyone has an ID that contains info on their character, such as blood type and name. But the ID could just as easily be a spawn item instead. I barely did ANY work at all on the ID screen, as I wasn’t even sure I wanted it. Here it is: Yeah… like I said, extremely rough. Controller support: Before you call me out on supporting controllers and talk about how superior a mouse and keyboard is, hear me out: 1. I don’t like controllers. I don’t use them and avoid them like the plague most of the time. 2. Lots of people do use controllers, therefore we need to support them. So there. Anyways, the first step in making the UI controller-friendly is to give it button mapping like so: It would still be drag and drop, but you would use the thumbstick and the RB and LB keys to rotate the object. You would use the other button mappings to navigate quickly. The second step is to replace the hotbar with a radial menu for quick access: Pretty simple. Tell me what you think!!! I put a lot of hard work into this, and any feedback is appreciated. If you read the whole thing, good for you! Thank you for taking the time to do so. This is Cole, signing off or something like that. Edit: Somehow, the entire post got messed up when I copied it from word. That's what I get for using word. It should be fixed now.
  20. Ever had a cold in Day Z and never found any possible way to fix it or do you want a new status effect? Then I think another cure for getting a cold other than heat is......chicken noodle soup!!! It should be located where ever canned goods are and as loot from zombies and when consumed cures cold and brings temperature to normal Also instead of being too cold there should be a new status effect called fever which has a very small chance to occur after getting an infection or can occur when body temperature is very high and the only cure is to find a way to cool down like walking in rain or going in water or whatever.Its symptoms should be lots of moans and sounds made from who ever has the fever and should have other things like can get more thirsty due to being too hot. So what do you think?
  21. Status: Pending

    I "ordered" a Instance ID at the support site, i was just wondering how long does this usually take? It's been like 3-4days now and i havent heard anything at all. Amidointhisrite?
  22. US369 is back ONLINE!! we have changed it to CheREGULAR we are no longer RECRUIT or NOOB FRIENDLY...
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