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Status Report - Week of 24 Nov 14

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November and December are busy months for DayZ. Coming up next week we're aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle.
 
- The V3S is not tied to the persistence system at this time, so when it restarts - it respawns.

     - Yes, worry not vehicles will save, just not at this time.

Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting
The interior of the cabin is still in progress, what is there currently is placeholder.

     - Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc

New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx
At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them

     - This means the truck has no item storage capacity, and seats two survivors (at this time!)

Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling.

     - Further functionality is being worked on - spark plugs, exhaust, radiator, etc

 

This first initial implementation of vehicles in DayZ is aimed at tracking the network impact, physical simulation performance, and gameplay impact of this feature on the title. Be warned, this is the first time stable branch will get its hands on these systems, and there will be bugs. As with all systems, we will be iterating and expanding upon this as we move forward with development of DayZ. Aside from the V3S, 0.51 contains a strong amount of new mechanics, expanded systems, security hotfixes, and as always content. Going into December, we will be observing the impact of this update on stable branch and work on a end of year update for December with 0.52 mid-month.
 
On a more personal note, 0.51 - even with the title as early in development as it is has had a large impact on my playstyles within DayZ. I am very eager to see how survivors adapt and expand upon the world of Chernarus with these changes. In addition I hope to put a special status report up when 0.52 is published to stable branch (sort of a town hall style address) where myself, and the other leads recap the most impactful and persistent bugs in DayZ Early Access, and where we are / what the plans are for them moving into 2015.
 
As always, not a bandit.
- Brian Hicks / Lead Producer

Standup Notes for the week of 24 Nov 14
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)

Art:
• Prison Complex
• High fidelity V3S instrument panel 
• UH1Y Crashsite model 
• Prison-themed zombies
 
Animation:
• Steyr Aug reload animations
• Player Suicide Animations in Progress
• Vehicle animations
• Rifle sitting animations update
• Zombies with new AI
 
Design:
• V3S Praga Bugfixing
• Config and scripts for prion disease balance
• New content spawn points
• Cooking extension
• Loot defines for new centralized loot spawning
 
Programming:
• Critical inventory fixes
• Client/server performance
• Client/server crash fixes
• Loot distribution redesign/improvements
• Player & Item duplication fixes
• Vehicle simulation diagnostics / bugfix
• Character connection issues (protecting players from attack while logging in/before being able to move)

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Will the new zombie AI sensors be included in 0.52?

IIRC they said it was too connected to the new systems coming in Q1 that it would take too much effort to try and put it in now..

 

 

Design:

• Config and scripts for prion disease balance

• Cooking extension

• Loot defines for new centralized loot spawning

 

Programming:

• Client/server performance

• Loot distribution redesign/improvements

• Player & Item duplication fixes

 

Personally  I am most happy about hearing these few things. Although I am confused as to what "prion disease balance" means.

Keep up the good work on the central loot economy, the sooner that is fixed the sooner I can put my tents down for longer than a week :D

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Good update but I seem to be a little confused.

 

Is the V3S in game yet?

 

It is in experimental. I believe they are hoping to update stable branch next week with it too.

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Ok I feel like the screenshot has something hidden in it. Looks quite random and nothing is regarding it in the text.

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Ok I feel like the screenshot has something hidden in it. Looks quite random and nothing is regarding it in the text.

Well we know the person playing is unique because he has their repeater placed on the hot bar twice lol ,and I think I see his splitting axe twice as well ? Strange little trick maybe ?

Edited by Grapefruit kush

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Well we know the person playing is unique because he has their repeater placed on the hot bar twice lol ,and I think I see his splitting axe twice as well ? Strange little trick maybe ?

You can have 1 item on as many of your hotbar slots as you want. Just because it's on there more than once doesn't mean there's more than one of the actual item.

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You can have 1 item on as many of your hotbar slots as you want. Just because it's on there more than once doesn't mean there's more than one of the actual item.

Exactly lol , why have multiples assigned when you could get used to pressing one button ? But regardless it's just a joke sfr don't look too far into it ;) !

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I think there's a guy proned in a ghillie suit in front of him but too blurry to tell for sure.

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Well we know the person playing is unique because he has their repeater placed on the hot bar twice lol ,and I think I see his splitting axe twice as well ? Strange little trick maybe ?

He's got a sawed off in the backpack on slot 1, and he's holding one repeater in hand and has the other on his back. I am not sure but he also might have 1 splitting axe in backpack and has one on the back.

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He's got a sawed off in the backpack on slot 1, and he's holding one repeater in hand and has the other on his back. I am not sure but he also might have 1 splitting axe in backpack and has one on the back.

I should really mess up my hotbar more often in these shots, as it is amazing watching you guys try and figure out what is going on.

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I should really mess up my hotbar more often in these shots, as it is amazing watching you guys try and figure out what is going on.

I find it amusing that people don't realize the same item can be placed on the hot bar for multiple keys :p

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I should really mess up my hotbar more often in these shots, as it is amazing watching you guys try and figure out what is going on.

 

Needs moar compass.

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When will repairing vehicles be in game? Can't wait for that. I hope devs make that part of game as complicated as it can be. There is no better feeling than taking your car for a drive after a week of hard work of finding parts and tools.

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I'd really like to use ambient occlusion without activating other post-processing effects. Any word on this?

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Ok I feel like the screenshot has something hidden in it. Looks quite random and nothing is regarding it in the text.

Maybe it is a new location???

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Maybe it is a new location???

If I'm not mistaken, the Veresnik military base is directly in front of him and in the distance on the right is Vybor. Sooo, technically he'd be in Dichina. Exact coordinates 049 071. What do I win? :p

 

http://dayzdb.com/map#7.049.071

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I find it amusing that people don't realize the same item can be placed on the hot bar for multiple keys :P

 

I think people are well aware of that fact. But it is more fun (and a lot more polite) to assume there actually is a sane reason to have a hotbar messed up like that and then trying to figure out what those reasons could be. Except for a splitting axe AND sawed off being in that small back pack at the same time I know that the setup I suggested is doable as I have done that numerous times myself.

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I'd really like to use ambient occlusion without activating other post-processing effects. Any word on this?

Better graphic options would be welcome but that likely happens when the renderer stuff is more done.

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I should really mess up my hotbar more often in these shots, as it is amazing watching you guys try and figure out what is going on.

It's what valve would do. :) lol

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