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Status Report - 21 Jun 2016

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Contents This Week

  • Dev Update/Hicks
  • Dev Update/Viktor
  • Dev Update/Andrej
  • Community Spotlight

 

Dev Update/Hicks

Greetings Survivors,

As I'm sure most of you already know - 0.60 build was moved to Stable branch last week during E3. It is but one step towards 1.0, but one that we were all excited to get into your hands. While the build has been enjoyed by over 400,000 people since hitting stable branch, we've been keeping our eye on issues present on the build - and have been working towards a hotfix for the most critical issues, while also moving forward on 0.61. Current top issues for a hotfix are:

- AI Related Server Crash
- Container Lifetime Refresh Issue
- Known Duplication Methods
- Vehicle Location/Position Persistence

With those being worked on - the milestone goals for 0.60 have been achieved, and we can look forward towards our goals for 0.61.

0.60 Build Milestone Goals:

- New Renderer: Implemented
- Randomized Attachments & ItemsRandom: Implemented
- New Reload Mechanics: Implemented
- 60 Player-per-instance: Implemented

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)

I'll be at RTX in Austin, Texas early next month to talk about 0.61 and show some early representations of some of the systems, as well as recap 0.60 and what was achieved there. For those not attending the show, we'll be recording the audio off the sound board - and will match it with the presentation media and upload to our Youtube channel.
Lastly, we'll be experimenting with uploads to our DayZDevTeam YouTube channel at 4k on the new nVidia GTX 1080 card, so for those eager to see how that performs on 0.60 - keep an eye out for that.

A massive thanks from all of us at the DayZ Dev Team to those participating in the Early Access period and especially to the 415,000 who have joined us in testing 0.60 over the last two weeks.

- Brian Hicks / Creative Director

 

Dev Update/Viktor

In past week there have been some cool animations finished. To mention some of them, we have now attaching and detaching doors for vehicles, new reload animations include Winchester and there is also completely new reload for M249. The infected have received idle variations and few different door attacks.

The upcoming player character can hold items and aim using new aim spaces. We are still polishing existing animations for changing stances and movements. The way the character reacts to controls is great, the fact that we can blend multiple animations means it's fluent, not limiting and it looks much better. For instance you can start running and go to crouch at the same time and you can raise your weapon as well, or you can change your mind and go back to the original pose - all in the transition itself - without any limitation or interruption.

There is still a lot in front of us for the new player controller from small tasks to complex features. In the next weeks we will focus on improving dynamics for character locomotion, finish camera behavior and start implementing new reload animations.

- Viktor Kostik / Lead Animator

 

Dev Update/Andrej

Hi everybody,

After a long silence from the audio department, I am delighted I can talk about some big improvements and upgrades we have  planned moving toward 0.61. Our programmers worked hard on implementing our new Audio system which will also be the core of the Enfusion Audio. In the coming updates we will have completely new gunshots sounds with new distance parameters and attenuation and frequency curves which are enormous improvement over existing ones. You will be able to distinguish distance and position of the shots fired with greater precision. Also new sound effects we made are better quality and have greater diversity, so you could recognize which type of weapon is firing more easily.

In the coming updates we also plan to consecutively upgrade ambient sounds which will be an enormous core upgrade, but also vehicle sounds, melee and all character sounds that will compliment the new character animations you've been told about.

- Andrej Sinkević / Lead Sound Designer

 

Community Spotlight

About a week ago we had the 0.60 version going live on Stable branch and we are of course happy to see that players are helping us out by reporting loads of bugs on the Feedback Tracker! In that regard, we can see that there might be a bit of confusion as to how the persistence (refreshing lifetime) works for containers at the moment. Basically, in order to renew the lifetime of a container left on the ground, this can be a barrel, a tent, a backpack, or even a piece of clothing, you will have to manipulate the inventory of that particular container. This can be done by moving items around inside the container or placing a new object inside the container for example. It is not enough to just pick up the container and moving it to a different location.

Again, we're thankful for all the reports received so far, and please don't be shy, do keep those reports coming. Thanks for sticking with us until now, we hope you're enjoying 0.60 so far!

Awesome header image submitted by: Charles W. Owens

- SMoss / Community Manager

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Thanks, guys!!! You all are the bestest!

- 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)

 

Please give.

Please give.

Please give.

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"Dev Update/Andrej

Hi everybody,

After a long silence from the audio department, I am delighted I can talk about some big improvements and upgrades we have  planned moving toward 0.61. Our programmers worked hard on implementing our new Audio system which will also be the core of the Enfusion Audio. In the coming updates we will have completely new gunshots sounds with new distance parameters and attenuation and frequency curves which are enormous improvement over existing ones. You will be able to distinguish distance and position of the shots fired with greater precision. Also new sound effects we made are better quality and have greater diversity, so you could recognize which type of weapon is firing more easily.

In the coming updates we also plan to consecutively upgrade ambient sounds which will be an enormous core upgrade, but also vehicle sounds, melee and all character sounds that will compliment the new character animations you've been told about.

- Andrej Sinkević / Lead Sound Designer"

 

Oh yeah, Baby.....

Biggest step forwards for the Alpha, in my opinion....This should add about TEN times the depth and sense of immersion. I wont say I "can't wait" for 0.61...because I can....as this build is just fine...thank you very much, Devs....

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Can anyone confirm if items on characters and persistent containers count to the Central Loot Economy? As far as I understood the way it should work is it doesn't.....

However, we have noticed as people start setting up camps and stashing stuff on our private hive (HIHB) that loot is getting a little less available...there is still stuff spawning in mil areas but it is less then the first few days....and it is mainly clothes and the occasional clip and gun, but nothing like it was initially.

Thoughts?

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6 minutes ago, Mad Scientist said:

Can anyone confirm if items on characters and persistent containers count to the Central Loot Economy? As far as I understood the way it should work is it doesn't.....

However, we have noticed as people start setting up camps and stashing stuff on our private hive (HIHB) that loot is getting a little less available...there is still stuff spawning in mil areas but it is less then the first few days....and it is mainly clothes and the occasional clip and gun, but nothing like it was initially.

Thoughts?

My understanding is that if you remove objects from one spot the next item that replaces it spawns somewhere else. I've never seen an official statement on how exactly it works (doubt we will) but it's possible the way I read the explanations that picking up a military item could cause a civilian item to spawn elsewhere and vice versa. The clothes that just don't get picked up as much and should be just getting replaced in place with a similar item by their lifecycle timer.    

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Beautiful. I've been waiting for audio changes for so long. Can't wait to hear the changes!! This is great. Keep it up!

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Nice! Looking forward to 0.61 exp.

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So development does speed up. Great! That's all I needed to see. Sounds like 0.61 will be a lot of fun. I'll try not to watch any vids and let myself be surprised by how predators attack. Adventure time :)

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16 hours ago, Mad Scientist said:

Can anyone confirm if items on characters and persistent containers count to the Central Loot Economy? As far as I understood the way it should work is it doesn't.....

However, we have noticed as people start setting up camps and stashing stuff on our private hive (HIHB) that loot is getting a little less available...there is still stuff spawning in mil areas but it is less then the first few days....and it is mainly clothes and the occasional clip and gun, but nothing like it was initially.

Thoughts?

This is from the Dev Central Economy thread. Over a year ago, but should help.

Quote

Nominal value directly controls the amount of items the server is aiming to deliver at initial startup, after that the system is controlled by cleanup + realtime respawn. When an item class reaches (nominal - minimal) it will start restocking. Maximum amount of item class on a server is (nominal + maximum). There is also a setting that dictates maximum amount of items on a server as a total.

In current iteration each server oscillates between 19k-25k items with total maximum set to 45k. Respawn tick happens every 5 seconds as does cleanup. Each class has nominal/minimal/maximum values defined. When a items class gets to a minimal value (usualy about 50%) it start respawning based on priorities.

It takes sometime for the server to start spawning items after initial startup. I have no idea how long this takes though, but thousands of items have to be picked up first, which would be the difference between nominal and minimal.  I'm guessing they want a buffer so that there is less server stress (not all at once, creating surges) and also so players get spread out more before spawning starts. I don't really know, just a guess.

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Oh, please tell me that the audio update will fix the static infected sounds. I hate the fact that once the sound starts, it remains locked in that position in the stereo field regardless of whether or not I move.

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