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Status Report - 10 May 2016

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Afternoon Survivors,

So, as 0.60 was released on Experimental branch during last week, Brian and Peter have a few words to share on the first impressions of this version as well as the road going forwards towards the Stable release.

 

Contents This Week

  • Dev Update/Hicks
  • Dev Update/Peter
  • Community Spotlight

 

Dev Update/Hicks

Greetings Survivors,

As I'm sure many of you are aware, 0.60's first few iterations have hit experimental branch. Despite our feedback tracker being offline for upgrades, our fantastic userbase has submitted hundreds of new issues on the temporary bug reporting sub forum over at the Official DayZ forums (forums.dayz.com) and we are all blown away by the support and engagement. The demand for access to experimental branch servers has been overwhelming, and far exceeded any previous experimental branch interest levels.

For those interested in what experimental branch is, or have questions as to why experimental branch servers are intentionally kept at a certain quantity - check out these two forum posts by myself, and our community moderator PurePassion.

http://forums.dayz.com/topic/232835-your-guide-to-experimental-update-060/

http://forums.dayz.com/topic/232979-a-few-thoughts-on-experimental-branch-server-availability/

Past that, we have several blocking issues holding us back from pushing 0.60 to stable branch. Let's take a quick look at some of them below:

- Error Messages when picking up any item with attachments that has been placed on the ground, and then moved to inventory
- Player Item Loss when logging off while holding backpack
- Several server crashes causing VERY short server uptime
- Client crashes when navigating certain coastal cities
- Weapon Attachments twitching randomly out of sync with weapon and player hands
- Client stuck on black screen after launching PC in some configurations
- Players seeing other players stuck in climbing animation in some situations
- Client crash after exiting to Main Menu in some configurations
- Character unable to see their clothing after initial spawn and login
- Client Crash when connecting to a new server
- Roads visible through some objects
- And more..

We've fortunately been able to squash several issues related to disappearing items after swapping, some blocking issues preventing some players from starting the client at all, and rolled out some new debug logs to help the programming team to analyze existing server crashes.

Now that we have 0.60 on experimental branch, we can let you all know what our milestone goals are for 0.61 build!

0.61 Milestone Goals:

- Server Login Queue
- Merge of New Audio Technology from Arma 3 Eden Update
- Update of Weapon Sounds for New Audio Technology
- Dynamic Spawning of Infected
- Predators (Wolves)

While 0.61 will more than likely have additional changes, the above updates are what we are focused on as priority for the 0.61 update.

We're all extremely excited and happy to see such a positive reaction to the Enfusion Engine's renderer, and the environmental improvements to the coastal cities in Chernarus. The entire DayZ development team is chomping at the bit to get 0.60 to stable branch and join you all in DayZ's latest update.

- Brian Hicks / Creative Director

 

Dev Update/Peter

With first experimental iterations of 0.60 version available publicly there emerged some questions related to gameplay mechanics. I would like to remind you that there is no need to worry since most features and mechanics are a work in progress, not to mention that everything is being currently rewritten in Enforce script including core gameplay functionality.

The current state of advanced weapons handling in 0.60 can be somewhat confusing as there are no proper animations connected to it, so it's nearly impossible to visualize and read the state of the weapon. New animations regarding weapons handling, some of which were already showcased by our Lead Animator Viktor, will be implemented with the new character as there is no point in doing the same work twice, which also applies for other features which were postponed a bit. I understand that it can be tiresome waiting for improvements but it's for a good reason and it will help us make the best game. Most of the mechanics can be rewritten in parallel so that old and new implementations coexist together. Good examples of this are user interface, damage system, animation system, the renderer and many others. However this sadly wasn't the case with weapons, where crucial changes have to be made directly in a living and functional system (a similar situation for this is with vehicles for example). Due to this limitation we went into release with a state of weapons handling which may be unpleasant to players as many of its mechanics are not obvious.

Of course, things like a higher chance of weapon jams or even jamming pristine weapons with pristine ammunition are purely on the configuration side of things and they are set like this because it's easier to test them especially in an internal environment and hand in hand (as it's the same build) with the publicly available build on experimental branch with a much wider audience. I'm not personally thrilled that such loose configuration can leave a bitter taste in the mouths of players when playing with new features, but you can count on it being set in reasonable numbers for stable release (I don't want to say balanced, as huge balance passes will take place in the future when most of the features will be in their final or nearly final state).

Carry on... see you in Chernarus folks!

- Peter Nespesny / Lead Designer

 

Community Spotlight

Sweet joy, version 0.60 was released on Experimental branch last week and there is already plenty of good content to find! One such example would be the first look at 0.60 as seen through the eyes of DAT Gooner while he and one of his friends go look at some updated locations and check out a couple of the new items (warning: LOUD audio from 0:23 to 0:29)::

We hear you (and a lot of other players wanting to have a go at 0.60) at the beginning of the video. As for the amount of Experimental servers available, please do have a look at the following post written up by Brian: A Few Thoughts On.. (Experimental Branch, Server Availability..)

The introduction of 0.60 was in part also aimed at increasing client performance, and while this seems to be the case for the most part across the board, there might be a bit of help to find here for those of you needing to cram a bit more fps out of DayZ on 0.60:

Thanks to iConnorN Gaming for making this guide!

Also, we have already received massive amounts of bug reports on the DayZ Forums since the launch of 0.60 on Exp. branch which is awesome!!! Of course, we hope that you'll keep reporting those bugs whenever you find them since this is an incredible help for the dev team. Thanks for all your support everyone, you're the best!!! We know that there'll probably still be loads of ups and downs going forward from here, but we hope you'll enjoy the ride along with us :)

Header image credit: Jon Snow

- SMoss / Community Manager

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Yayyyy finally an update on predator ETA .... Good work devs .

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I am seriously excited for 0.61 after reading what's coming with it! I am especially excited about predators finally coming and can't wait to see how they add or change the current dynamic of dayZ. I want to say thank you to the devs and keep up the hard work as it's much appreciated! 0.60 is probably the best patch to date and I can't wait to see what future updates bring to the table!

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What about new player conrler? Is this still scheduled for .61?

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6 hours ago, SMoss said:

-snip-

Now that we have 0.60 on experimental branch, we can let you all know what our milestone goals are for 0.61 build!

0.61 Milestone Goals:

- Server Login Queue
- Merge of New Audio Technology from Arma 3 Eden Update
- Update of Weapon Sounds for New Audio Technology
- Dynamic Spawning of Infected
- snip -

 

Yeeeeees!

 

Spoiler

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Edited by ☣BioHaze☣
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Nice Status Report! Thank you for your hard work dev team!

question:

- When the "New Audio Technology from Arma 3 Eden Update" will be implemented, will you use the current placeholder sounds or will the sounds be changed to the new ones (ambient and others), which we heard in a dev video awhile ago?

Thanks.

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- Dynamic Spawning of Infected

Does this have anything to do with numbers of infected, or just what they're wearing and type per location?

Edited by Coheed_IV

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Just now, Coheed_IV said:

 

- Dynamic Spawning of Infected

Does this have anything to do with numbers of infected, or just what they're wearing and type per location?

It means they will effectively be unlimited in number.

Infected will populate towns, cities, and hopefully helicopters, cop cars, and contamination zones as players approach.

Hopefully this can be done in a way that is seamless and will not cause pop in from a distance or give away players arrival.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Also, thanks to the devs and all at BI.

Here's my favorite shot from .60 so far.

mG9CnBi.jpg

It's a new DayZ with Enfusion!  <3

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1 hour ago, ☣BioHaze☣ said:

It means they will effectively be unlimited in number.

Infected will populate towns, cities, and hopefully helicopters, cop cars, and contamination zones as players approach.

Hopefully this can be done in a way that is seamless and will not cause pop in from a distance or give away players arrival.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Also, thanks to the devs and all at BI.

Here's my favorite shot from .60 so far.

mG9CnBi.jpg

It's a new DayZ with Enfusion!  <3

From what I understand, dynamic spawning of infected relates to hordes of infected that will spawn dynamically, just like helicopters, police cars etc.

This is the one thing I have been waiting for and, I believe, will change the game. Imagine, looting a town with your mates, you see another crew there and think, we can take them...then over the hill heading towards town is a horde of infected (hoping at least 50-100...or more). Shooting the other players is going to be risky, teaming up with them to destroy the horde is going to be the better option!!

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3 hours ago, Mad Scientist said:

From what I understand, dynamic spawning of infected relates to hordes of infected that will spawn dynamically, just like helicopters, police cars etc.

This is the one thing I have been waiting for and, I believe, will change the game. Imagine, looting a town with your mates, you see another crew there and think, we can take them...then over the hill heading towards town is a horde of infected (hoping at least 50-100...or more). Shooting the other players is going to be risky, teaming up with them to destroy the horde is going to be the better option!!

I like that idea too, but......... if I see a horde coming, I run the other way. This is a survival game, I would like to have to try and survive. Until there is a general mass population of infected, its all just pretty weak.

I haven't really had a problem waiting, while they test AI and spawning systems, but at some point we need a massive population, something like oh I don't know, THE MOD. :)

Cant wait to find a out more about the dynamic spawning system.

 

 

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WOW, 0,61 is going to be a big one!!!

Things are really starting to rock and roll now!!!

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0.61 is going to debut the EDEN Audio Module?

OK....The guys are kicking ass now!

 

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18 hours ago, ☣BioHaze☣ said:

It means they will effectively be unlimited in number.

Infected will populate towns, cities, and hopefully helicopters, cop cars, and contamination zones as players approach.

Hopefully this can be done in a way that is seamless and will not cause pop in from a distance or give away players arrival.

 

Hopefully not only in urban environments. No reason that you should not stumble upon a lone zed out in the woods. Of course less frequent due to less prey ... but it should be possible. Just like zeds should be able to "open" doors by brute force. Right now they are rather politely queuing in front of your door instead of trying to get to you.

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^Yes indeed, I would like random roamer infected to show up just about anywhere.

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7 hours ago, Noctoras said:

Hopefully not only in urban environments. No reason that you should not stumble upon a lone zed out in the woods. Of course less frequent due to less prey ... but it should be possible. Just like zeds should be able to "open" doors by brute force. Right now they are rather politely queuing in front of your door instead of trying to get to you.

Meh...

I rather like the idea that the Infected are basically mindless predators. When you add the abilities of climbing, opening doors, or even forcing obstacles out of the way I personally think that it conveys a sense that they are too "aware" and I honestly feel that if there was an outbreak that caused the conditions found in the Chenarus victims it would certainly render them incapable of understanding how to do these things.

Having a bunch of the snarling bastards roaming around outside a house you just ran into is quite an experience already (not to mention the panic you feel, knowing every KOS arsehole within hearing distance is moving in for the kill!).

Add to that, having only so much ammo, and the melee being improved for the Infected, and you have your hands full when you choose to agro them.

Just my perspective, though.

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@SMoss Could you give us some info regarding the player controller implementation?
Why this was pushed forward 0.61?

It is being worked on parallely with the bugfixing of 0.60 or maybe with the 0.61 implementation or it is planned to work on later?

Just curious about this feature because Hicks does not give any word about it on the last SR.

Thanks in advance!

Nice work with 0.6 devs!

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12 hours ago, philbur said:

Meh...

I rather like the idea that the Infected are basically mindless predators. When you add the abilities of climbing, opening doors, or even forcing obstacles out of the way I personally think that it conveys a sense that they are too "aware" and I honestly feel that if there was an outbreak that caused the conditions found in the Chenarus victims it would certainly render them incapable of understanding how to do these things.

Having a bunch of the snarling bastards roaming around outside a house you just ran into is quite an experience already (not to mention the panic you feel, knowing every KOS arsehole within hearing distance is moving in for the kill!).

Add to that, having only so much ammo, and the melee being improved for the Infected, and you have your hands full when you choose to agro them.

Just my perspective, though.

I hear you. Then again, will a mindless predator simply queue at your door? Will he even consider (which implies thought) sticking to towns? Basically, a mindless predator would just move anywhere in my book, so having them all limited to some blocks of concrete doesn't make sense to me.

As for the doors, I don't mean in the sense of turning the door knob, I rather mean that they just try brute force to knock a door down. I see that a mindless predator might see a wall and stop instinctively. However, a mindless predator will not mind open fields at all, more game, more animals, less obstacles for the hunt.

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