Baty Alquawen

Status Report - 16 May 2017

66 posts in this topic

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This week, Brian is addressing how walkie talkies in DayZ are the new server-wide chat. Eugen is touching upon the complexity of DayZ, as well as some of the recent tasks of the entire team. We also feature Peter who shares exciting news about changing the inner workings of loot spawns (this will be an extra crunchy topic for any future DayZ modders out there!) Next up are our map designers Mark and Adam, and yes, they have some screenshots for you this time! 

To finish it all in style, Baty is sharing a couple of photos from our trip to the real Chernarus, where we were filming the upcoming Q&A video last week. Let's get to it, it's a long one folks, but full of great development news! 


Contents This Week

  • Dev Update/Hicks
  • Dev Update/Eugen
  • Dev Update/Peter
  • Dev Update/Adam
  • Dev Update/Mark
  • Community Spotlight

 

Dev Update/Hicks

The last time we spoke I mentioned discussing the impact of sway, and the implications on gameplay. I think one of the overlooked aspects of replacing the animation system, and legacy player is the fact that this isn't just a "change" in how sway / hold breath, and the likes behave. With the legacy setup, early on Peter and I both supported adjustments to try and refine where it was sitting as an experience in game. Pretty rapidly we realized that where we wanted it to be, and what the technology would allow us to do were two things very much apart. Rather than wasting development time trying to iterate and iterate upon a system that was slated to be replaced, the focus was placed on functionally where we wanted to be with the final product.


Its important to understand that as I said earlier - this isn't just a change. This is a replacement of the technology and player - so the old methods for sway, stamina, and such are gone. As we move towards beta, and start getting those builds into the hands of players - then we can refine the new methods of sway, and get it to a point in which you still need to be aware of your stance, weight (hopefully!), and the amount of sprinting you are doing - but that it is entirely manageable and does not feel like this daunting and overwhelming rigid inflexibility it can become in some situations with the current legacy Steam builds.

In addition to this, Peter and I have also been spending some time discussing the implication of server wide chat (specifically VOIP). I've noticed aside from strong private shard communities like DayZ Underground - folks don't seem to be utilizing radios in game. While on servers such as that, I find the communication across the map with random players occurs far more often. Personally, I'm a firm supporter of radios being starting gear so that every player can opt-in to server wide communication should they choose it - but I'm still working on converting Peter to this mindset. One of the limiting factors I've noticed the community discussing is the rate at which radios consume batteries, and the hunt for batteries themselves being both unrewarding and difficult.


I know a lot of folks have expressed a desire for the old global chat (which personally I do not miss at all) - and some have also expressed an interest in the old kill feed. A default on global chat is just not something we ever felt had a place in DayZ. That said, it can easily be turned on for mod authors, a kill feed as well shouldn't be difficult to put together.


For Peter and I - the immersion of the radios themselves, paired with the fact that they effectively serve as an opt-in global VOIP, is incredibly attractive. As I'm sure you all recall - we increased their range greatly several builds back. Aside from availability of the radios themselves, and consumption of batteries, I think they represent where we'd like global VOIP to be. So I encourage you all to utilize them more, so I can convince Peter that they should totally be player starting gear.

C'mon - do it. You never know who will be on the other end.

- Brian Hicks / Creative Director

 

Dev Update/Eugen

Hey guys! First things first, I want to share the conclusion to the story I mentioned here the last time! We managed to fix the crash - yay! This means that everything seems to be in place for 0.62 on Experimental and I can't wait for you guys to play with the new environment visuals and sounds. There is still space to improve and make things more distinct, but the work does not stop there after we send 0.62 to Experimental/Stable. It's the first step to get visuals and audio where one would expect them in 2017.

To continue with stories from the development front, large part of our daily routine here is planning for BETA, and doing recaps with the aim to refocus the development, structuring our team into smaller feature teams. In the last two weeks, we revisited mind maps of these feature blocks to set up a core functionality of DayZ - starting with larger ones, and working our way down to smaller, more actionable items that we can "close" as development items.

DayZ is a complex game. It's a system sandbox where its gameplay loop starts working only when all the small details are in, and start interacting with each other. It's one of the hardest genres to iterate upon, as you can't structure the features easily, and every single thing can break the gameplay ecosystem. I highly recommend the original Deus Ex postmortem that was featured at GDC 2017 by Warren Spector himself.

If you separate the work we have done over the years, you can simplify it into three layers: engine, data and gameplay. Engine is the core base and modules upon which we want to build this game, data are visual assets (e.g. models) or audio that support the features, and gameplay is represented in both code and script. That’s why we have technical designers writing script, and gameplay programmers doing the same for the DayZ codebase.

Over the course of the last two years, these two groups (programmers and scripters) have been focused on closing core support systems for the architecture of gameplay in the new engine, and haven't had the chance to see their individual parts of the game work together. It's exciting now that what you could previously see only in a debug mode, or under parameters for internal client, is now finally able to support actual gameplay, and can be seen inside the game in a broader context. It’s a start of something much bigger for everybody in here.

Instead of focusing on systems and technology, we are finally making a game. The core gameplay loop is our focus now, split into melee combat, ranged combat, player character and its interaction with the world, and the infected (and their interactions with the world). All these pieces we have been building are slowly getting playable. There are still hurdles along the way and ahead of us - but that’s how development works.

What we're doing now is obviously one of the most critical parts of DayZ development, but all these previous decisions to create tech first, and focus on enjoyable experience later, are going to benefit the game (and gameplay) in the long run.

To give a glance at the currently open development items in our teams :

Programmers

• AI script implementation
• Zombie behavior script representation
• Inventory and item conditions
• Item spawn definition
• User actions in multiplayer
• Network traffic optimization
• Sound event manager
• Performance optimizations and multithreading changes
• Input changes
• Navigation changes
• Hit reactions on player 
• Tons of crash fixing
• Tons of bug fixes

Animators

• Weapon mechanics animations polishing (unjamming, reloads)
• Inverse Kinematics poses
• Hit reactions on player
• Melee combat prototype
• Ranged combat prototype

Designers

• User actions in multiplayer
• Player representation
• New player and item spawn definition
• Inventory UI refactor
• Radial menu for gestures
• Soft Skills
• Player action targeting

Audio

• Positional environment audio
• Infected audio recording preparation
• Player and weapon animation events setup

QA

• Playtesting the 0.62 update
• 0.62 feature testing
• Internal client stabilization

Art

• Tree fire geometry
• Buildings optimization
• Doors unification

- Eugen Harton / Lead Producer

 

Dev Update/Peter

In regards to Central Economy, there were some changes made in terms of loot spawning and its definition for BETA version that we are working on. Till now, loot placement was defined directly as specific point per one item in .p3d files, grouped in named selections (which are paired with categories and tags in configs and areas in area map later). There has been a need to pay close attention to dimensions of given items against each other, and available space around them to avoid unnecessary clipping between items, or between item and building itself.

This process was tedious as it lacked sufficient spatial orientation in object editor, leading to prolonged time needed to populate a building (for example, the school building has tens of thousands of spawn points defined in the old system). Not to mention that packing and exporting proxies was mandatory in order to be able to see new/adjusted spawn points working in game, stretching the time even further. You can see how it was set for the police station on the screenshot below. 

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Instead of exact points, the new loot placement uses ranges. Range simply defines a circular area within which item can be spawned. During placement of these ranges, they are checked against each other and building itself in real time. This approach avoids any clipping and collisions of items during spawning. Placement output is stored as XML directly in the mission folder, so it's very convenient for modding, it also can be loaded and edited.

The best part of this new system is that it's completely defined and visualized directly in game, from free-fly camera. Additionally, everything is real time, which (coupled with independence from addons) cuts down the time required for setup dramatically.

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After introduction of this new system, we managed to get from more than 1.000.000 spawn points (mind that was after massive reduction for 0.61 version from 4.000.000+ spawn points) to current ~130.000 used, and at the end, what matters the most is the increased server performance.

Don't waste time doing unnecessary things... see you in Chernarus folks!

- Peter Nespesny / Lead Designer

 

Dev Update/Mark

Hi everyone, Mark Gill here! I'm one of the map designers who has done many tasks for Chernarus, but more recently I've been focused on developing the new Chernarus forests for this 0.62 visual upgrade. This has been a lengthy, challenging, but also rewarding process. I will try to share some of the thought process behind the changes that were made.

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With the new forest overhaul, we hope the survivor experience in DayZ will be greatly enhanced. We tried to make traveling through forests a more immersive experiance. Repetition can quickly become boring on a map of our scale, so as you traverse through forests across the map, the visuals will change at a fairly rapid pace. This was a large undertaking, but it was important to keep the visual stimuli changing in unpredictable ways.

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We were able to increase the number of tree variations thanks to our talented artists to create types of forest that display different characteristics. The overall shape, size, and canopy development gives sections of forest a sense of age. These sections can vary from close spacing of younger variants. to farther spacing of older variants. There are limits to density due to the performance impact, but hopefully the amount of variables at play will keep you on your toes as you travel across the map.

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Broadleaf hedgerows and forest edges now have a lower profile than in the past. This looks more natural and adds more coverage at a lower height. With this change, sections of forest are more self-contained with this "bushier" egde-line. This helps block some sight in and out of deep forest. While much thinner then reality, this balanced result is an important improvement to the visuals as well as gameplay. Moving as an individual or group in and out forest should be a more significant shift as well as hiding. While you may feel safe and hidden within deep forest sections, there is also the opposite of not knowing who may be nearby.

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We hope you will enjoy your freshly upgraded playground!

- Mark Gill/ Map Designer

 

Dev Update/Adam

Hello everyone, I hope that you enjoyed this SR's contribution from Mark, our map designer, who has showed a great passion for such whopping task as transforming the nature of Chernarus is. He spend countless amount of time designing and configuring how the new forests and individual vegetation looks and we are all excited for the day when you finally be able to experience new Chernarus too.

We are currently really busy with map tweaking to make sure we can deliver the new Chernarus in best possible shape we can in given time. Please keep in mind that update .62 has touched almost every corner of Chernarus and while we do our best to make sure everything will look just like we wanted, there will be some minor map-related issues. Also, keep in mind that update .62 contains initial changes to the whole western border, completely getting rid of old terrain and object layout and replacing it with much more detailed landscape and layout. This work, labelled as western expansion, is however split into several phases and more additions and fixes are planned for later updates.

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In addition to many great improvements to the way grass, trees look and behave in wind, our programmers also went and fixed many issues related to lighting and sky. One of the major things was that before 062, shadows were turned off too early / too late and that impacted the quality of scene (mainly interiors) in a very bad way. This issue was fixed along with many more (like smoother sky-fog transition, reduced size of the moon and sun, moon visibility, horizon look, and more...). These changes have enabled us to focus on lighting config for Chernarus, which saw some great changes. While we do not consider it to be final, we hope that it will prove to be a very fitting addition to the visual update coming with 0.62.

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Additionally, in January 24th SR I promised you that I will show you the new railway stone bridge, so here it is! Coming in 0.62 along with many additional changes to the railway network of Chernarus!

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See you in Chernarus!

- Adam Franců / Senior Map Designer

 

Community Spotlight

Last week, together with our Brand Manager Martin and our external camera crew, we embarked to the real world model for Chernarus to shoot a new Q&A video with our Map Designer Adam Franců a.k.a Sumrak (a well known Arma 3 modder). The real Chernarus is found in the vicinity of the town of Ústi nad Labem in the Czech Republic and we already talked about it in the March Status Report. 

As a first thing we aimed for the "Pik Kozlova" (or Kozí vrch in the real world), which offers beautiful view of the outskirts of Ústi nad Labem that you most likely know from the game as Chernogorsk. Even from such distance, you can recognize typical blocks of flats in Chapaevsk, Novoselky and Dubky, where you surely more than once encountered camping snipers. The real Chernarus does not have a sea, because we don’t have any in the Czech Republic, but you can recognize the shore as the curve of the river Labe. I have snapped a couple of photos for you to compare the “real Chernarus” and it's game counterpart as shown in update 0.62.
 
Comparison of Ústi nad Labem and Chernogorsk:

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Later on, we moved to Lipová, which was the original village you know as Starý Sobor. It has the characteristic red barn and two large abandoned cowsheds. I looked behind the buildings, where the military tents are supposed to be, but of course they were not there. There is an area with concrete floor instead, where silage used to be fermented.

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Abadoned cowsheds:

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After Lipová, we travelled to village Javory, which can remind you of ingame Gorka. That is where the church is located, that you can see in many locations in the game. We wanted to have a look inside, but there was a sign saying “gassed, do not enter”, so we decided to not take the risk and after a bit of filming we left the town and headed for the Zub castle.

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If you used to run through Moglievka to Vyshnoye in game, you might have noticed ruins of the castle Zub on your left hand side. The castle is really there, at least its remnants, and it is called Blansko. It is slightly smaller than in game, but it provides an amazing view of the surrounding countryside. You can see the small village of Vyshnoye and its vicinity. The name of the real village is the same as of the castle – Blansko. And one point of interest - a community member Ivan tweeted to us that he hid a non-public geocache with DayZ motive nearby the castle. So if you will be around and manage to find it, let us know its content, because we are curious what is inside and we didn’t find it.

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It was an absolutely amazing experience for me, because I felt like I was really in the game. We did not need a map, we know Chernarus like the back of our hands, therefore we know exactly which way to choose and where everything is. If you will ever have the opportunity to visit Czech Republic, make sure not to miss this experience. I am definitely planning to go back to real Chernarus, this time on foot, with tent and some beans for couple of days, because it is worth it, will you join me?

I hope you enjoyed my short report and I can not wait to show you the video we filmed there. If you were also on a trip through the real Chernarus, do not hesitate to show off and tweet to us what you liked the most and some of your pictures! Have a great time and see you in Chernarus, this time in game!

Header image: Mark_Knophler

- Baty / Community Manager

 

CallMehTOMMEH, Girth Brooks, GaryWalnuts and 17 others gave beans to this

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Wow i scroll fast down, and see many pictures.  Thx .. now i take time and read.

Arthur Dubrovka gave beans to this

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Its 6am, havent slept and after reading this status report i dont think ill be able to now :). I am so freaking hyped rn im all about the immersion. I can already imagine how good the forests are going to sound just by looking at those pictutes.

WOLFGEIST gave beans to this

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Real life looks better ! lol

Great status reports !

looks like 0.62 is gonna be out in experimental very soon !

Keep up the great works !

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really exciting news on this SR. Can't wait to see .62 hit exp. Literally can't wait, so do it! I know there are issues with it, but you guys fixed the crash, let us help finding the trees where people get stuck or the area where the frames drop a little bit because there are too many bushes. We want new content but we also want to help!

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Posted (edited)

Speaking of radios and how excellent of a tool they are, I'm curious if we will see in game terrain ever have an impact on the quality of radio transmissions and reception. If I'm down in the valley town of Nadezhdino, is my radio tx/rx going to be inhibited? If I'm up on the roof of the Altar Radio station, will my little handheld reach farther than it would if I was broadcasting down in Gorka? Can we expect to hear more static or broken up transmissions from distant or bad location players trying to talk over the radios?

Edited by Zahj
Words
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I didnt even realize radios worked lol. Good stuff and a very juice SR! Give .62!

Influence_X gave beans to this

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Hi Baty and BI staff. First off, I must apologize for my overreaction to the "heli tweet".. my heart was in it too much, and I stepped too far. Im sorry.

 

Aside from my lesson learned, I had a question:

New SR makes me feel like we might be hopeful to see 0.62 sometime here soon? I had thought at best June, are you feeling like it could still be a little ways out, or is it really close? Close would be amazing, and a huge surprise. 

Thanks again for all of your hard work (not ass kissing, they actually deserve a big thanks from the community for caring). 

- Jake

odin_lowe and Arthur Dubrovka gave beans to this

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22 minutes ago, exwoll said:

PS. Pls no radios -.-

I lol'd after coming here from reddit. :D

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1 hour ago, exwoll said:

Woohoo hype!!! :D

PS. Pls no radios -.-

Plz yes radios, if you dont want to talk, just drop the radio. 

ScipioII and odin_lowe gave beans to this

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Posted (edited)

I don't really put much effort into ingesting SR's, I have to apologize for that in some ways but also be truthful.. I have always tended to find them rather repetative, like a sort of groundhog day come roundabout kinda experience, beating around the bush stuff.. filler to keep people playing and hoping, but for some reason this one seems to have rang some bells, even got me a little excited! Must be the pictures? or more like the honesty I took from it. Oh and this little nugget..

"Instead of focusing on systems and technology, we are finally making a game."

I just may be starting to see some light in this extra long tunnel. I never thought I'd say that! So Thanks! Gotta say too.. it's got me rather looking forward to the next one now ;)

Edited by [Gen]Adzic
to add the nugget bit

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Posted (edited)

I totally agree with Brian Hicks that radios should be starting gear, at least in alpha/beta phase of dayZ as a form of alternative, opt in, side chat. I always carry one, but I tend to play on a chosen, local, public server and I've never once had any radio contact aside from friends I knew were on the server already, and I could of joined in teamspeak.

Walkie talkies will allow an optional side chat, which also allows players to communicate about server specific issues ("hey, is this server lagging bad for anyone else? Did the admin just abuse banning privileges?")

I personally believe that a global side chat does not belong in dayZ, and the kill count definately does not belong. But that's just IMO.

Edited by Influence_X
odin_lowe gave beans to this

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Great Status Report.  It sounds like things are really coming together.

I have noticed that batteries area big issue for the radio, which create an unnecessary need to fiddle with turning it on and off again frequently; always wondering if something was missed.

This week's community spotlight just rubbed more salt in the wounds from seeing Baty's twitter feed earlier this week.  (It's okay to downplay your job satisfaction maybe a little bit)  Just kidding  : )  Definitely a bucket list item to see it for myself.   +1 for great weather  

Speaking of which, my local weather is set to improve towards the end of the week, so I'll go ahead and flippantly forecast a Friday release of .62.  Because, you know, Murphy is watching...

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Theyve tested a variety of spawn gear, a dollar says they start randomizing the kit you spawn with. Id like to say that spawning with a chemlight would be disadvantageous compaired to the flare. 

Arthur Dubrovka gave beans to this

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I always carry a radio and spare batteries, and have been doing so for a long time. (Although I've only encountered other users on DayZ Underground...) 

Can't wait to hear the new sound effects, and feel the new forests and vegetation!!  Very nice status report!! Keep it up!! The Beta road looks promising!

Sqeezorz and Tatanko gave beans to this

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Ahhh, all of this looks so great :D I can't wait to try out .62 and try all this stuff! Here's hoping that server performance is bombtastic.

As for radios, I think that's not too bad of an idea! If everyone started with one, I'm pretty sure most people would turn it on and give it a try. . Or scan and listen for other's locations. . ;D 

All for that ^_^

So. . We looking at Friday? Eh? Eh?

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6 hours ago, Influence_X said:

Plz yes radios, if you dont want to talk, just drop the radio. 

Thats a quite douchy move.

Would rather have an optional side-chat  that I can chose to turn on or not, than just not picking up any radio and killing the immersion of talking with someone after taking all the work to get one. 

Everyone happy that way :)

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Quote

The core gameplay loop is our focus now, split into melee combat, ranged combat, player character and its interaction with the world, and the infected (and their interactions with the world). All these pieces we have been building are slowly getting playable. There are still hurdles along the way and ahead of us - but that’s how development works.

That's awesome.

Quote

So I encourage you all to utilize them more, so I can convince Peter that they should totally be player starting gear.

DayZ is, perhaps, the loneliest multiplayer game I own. DayZ needs to create more opportunities for player interaction, not less.

If you want to increase communication via VOIP just make using walkies as simple as possible. Add walkies as starting equipment or a permanent fixture in-game. Remove the battery requirement. A little suspension of reality is OK in this situation. The vast majority of players are using Discord and Teamspeak to talk with teammates anyway.

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First i thought that radios would bring more interactions but...60players with radios?...starting items should stay at 2.maybe there would be 5 items where you choose your starting kit....but i like how is it now....when i play,i always find radios and batteries...sometimes i search those and its kind of mission or task in game

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      0.62 patch was originally planned for delivery (on Experimental branch) during the second week of April, but due to complications and cooperation on engine milestones, it became apparent that we needed to close them sequentially, rather than working on both at once. Remember that only small team is working on 0.62 at the moment, as almost all of us are focusing on BETA/0.63 delivery.
      However, back to the topic at hand. Originally, that shouldn't have been that much of a problem. As we started testing the 0.62 update, we quickly found out that when we enable the new positional environmental sounds (basically the reworked Arma 3 tech introduced with the Eden Update that is becoming a part of Enfusion Engine platform), we encountered a crash.
      The crash itself manifests when you switch window focus fast enough during startup, but it can manifest at any point, this is just the easiest way to get it. The crash is based around file system and resource management of our engine - one of the last remaining parts that are not rewritten for DayZ yet.
      We have a couple of options now: We can either rework the content to work with the old system to make the new sounds function, but lose the ability for positional audio in environments, or fix the bug in the resource management and make the old system work with the new content and data.
      We can also rewrite the system completely to get the pattern of these crashes fixed on the platform as a whole.
      It might look like a small thing, but the positional environment audio makes the game much more immersive. And the issues go much deeper than that, as the same system might be causing some console performance issues (and more). To get an overview and make a right decision requires fast, but actionable intel. These things happen often when working with older technology, especially when you are in a process of refactoring it as well.
      This resource management has been the culprit of many issues in the past, but so far it held the test of time. That might not be the case going forward, and might need some serious looking into.

      Our team of designers in the middle of some deep thinking :)
       
      0.63 BETA Strike Team Update
      As for the work with BETA Strike Team, I list them below. One line of text / bullet point usually means it's in the hands of a single person working on the feature and handling the ownership. However, be aware that I need to simplify it to make things at least a little bit digestible, so it's hard to strike the right amount of detail without basically reworking JIRA tasks to show them here:
      Programmers
      • AI script implementation
      • Zombie behavior script representation
      • Wind rework and debugs
      • Inventory and item conditions
      • Item spawn definition
      • User actions in multiplayer
      • Exhausted and hurt player animation support
      • Network traffic optimization
      • New version check (to prevent edge cases of connecting to a different build of a game)
      • Lightning fixes (new lightning setup)
      • Sound event manager
      • Tons of crash fixing
      • Tons of bug fixes
       
      Animators
      • Weapon mechanics animations polishing (unjamming, reloads)
      • Inverse Kinematics poses
      • Mocap (Player turns and more)
      • Hit reactions on player
      • Animation plugins
      • Cow and Bull refactor for the new animation system
       
      Designers
      • User actions in multiplayer
      • Player representation
      • New item hierarchy definition
      • New player and item spawn definition
      • Inventory UI refactor
      • Lifespan
      • Tree fire geometry
      • Tons of bug fixes
       
      Audio
      • Positional environment audio
       
      QA
      • Playtest 0.62
      • Door rework priority assignment (standardized door sizes)
      • Performance profiling in 0.62
      • Client performance benchmarks in 0.62

      0.62 Strike Team meeting
      I know that a list is not the best way to present the progress, but might be interesting for the development folks out there. However, I would also like to make it much more representative. There are tons of things happening at the same time, and we are in process of visualizing the sprint in very near future and I`ll try and share our overview of BETA progress when things settle down.
      - Eugen Harton / Lead Producer
       
      Dev Update/Peter
      Along with upcoming changes to doors behavior I wrote about in the past, another issue which we definitely need to address and solve is the wide variety of different widths and heights of door openings. It may sound like a marginal issue, but I encourage you to continue reading, and discover how it affects gameplay.
      Nearly every opening in DayZ is unique, which is caused by historical reasons and non-existing metrics back then (we are using a mixture of different structures collected from Operation Flashpoint, Arma 1, Arma 2, and some new ones made exclusively for DayZ). Apart from the fact that doors with dimensions below ideal standard just look bad and out of place (not to mention handles placed in above knees height) and feel odd (especially from the first person camera), they are also hindering the "fluency" of player movement.
      Character collisions coupled with old clunky locomotion are introducing unwanted challenge in such simple action as going through the door, turning doors into an obstacle. Internal tests made with both old and new characters show us that a minimum clear opening of doors in DayZ should have clear width of 120cm and clear height of 220cm, and these dimensions were established as required metrics.

      Everything below causes issues with character navigation, and feels odd especially in first person camera, where opening seems very narrow and low due to camera FOV and perspective. Also the third person camera then shows unnecessary jumping down while going through the door (if their opening height is under 220cm). New doors metrics with their new behavior will add a lot to responsiveness and smooth movement through the environment and its obstacles.
      As we are continuing to work on 0.63 version AKA BETA, programmers are getting rid of old systems down the road. Lastly, old player has been completely removed internally, and with it also firearms handling (that includes firearms action like chambering, reloading, shooting… etc.) and aiming model (which means sway, recoil, dexterity, aiming, holding breath…), together with melee fighting (traced swings…) are gone forever as these were integral parts of the old player.
      This untied our hands as now is the time when prototypes based on design I mentioned in past Status Reports (8 March 2017 and 28 September 2016) start being implemented in close cooperation between programmers, animators and us managing the design and script side of things.
      Rewrite of firearms also allows us to introduce mechanics like changeable gun barrels (we have 2 more barrels for AUG ready to experiment with), different muzzle speeds for the same ammunition type depending on barrel length (which helps balancing firearms between each other, or vice versa), different muzzle speeds for different ammunition type used in same firearm (pellets vs slugs anyone?), switching between scope and sights if possible (like AK family, AUG…) and refinement of, and more importantly, connecting already introduced firearms mechanics like unjamming, mechanism manipulation, chambering and others to the new animation system .
      I just can't wait for the moment these systems will be fully re-implemented, as it will change the combat experience a lot in general.
      - Peter Nespesny / Lead Designer
       
       
      Dev Update/Mirek
      We have finished network part of user action system as I described in my last Status Report contribution. It's worth to mention that this change has decreased network traffic from clients significantly and now our client on 0.63 sends (with some small exceptions) only input packets. This change will help a lot to resolve issues like late hits registration and it also should help to overall game responsibility. 
      Weapon system has received some new features, like changeable barrels and muzzles and support for attached grenade launchers. Basic implementation for weapon jamming is ready since last week.
      And another small new feature - we're working on a system that will select communication channel for chat and voice automatically, so players won't have to change channel using keyboard cursor keys. 
      Apart from that, most of our time is still being spend on the new player implementation - tweaking movement and collisions, creating new weapon aiming system and connecting it all to other gameplay systems - we'll talk about these later on, when they are ready.
      - Miroslav Maněna / Lead Gameplay Progammer
       
       
      Community Spotlight
      Greetings Survivors, It is getting warmer outside in Europe, but not even the nice weather can stop you from playing your favorite game. With every day, we are getting closer to release of the 0.62 Update and the community is trembling with impatience and nervousness. But don’t worry, I am also looking forward to the release of the new update, same as you.

      As you surely know from previous Status Reports, update 0.62 will also contain map updates, which are being taken care of by our map designer Adam Franců a.k.a. Sumrak. We will be shooting new Q&A video with him in the next couple of days. If you have any questions regarding his work and the DayZ map, feel free to ask him. 
      And now for the things that landed on our Twitter, official forum or Reddit over the last two weeks. 
       
      When I opened Twitter today, the first thing that caught my eye was an elaborate figurine made by Bragawn. It’s almost unbelievable that it is made entirely of paper! Great job! 

       
      Next, I would like to share with you two videos that I found interesting. First one is for fans of role-play gameplay style. It is a ritual of Cult of Papa filmed by three different people and edited into one video by Ron Fox. Can you guess the place where it was filmed? Hail Papa!
       
      The other video is for PvP lovers. Absolutely brilliant singing opening and ending by IsSy is followed by exciting action with a lot of victims. Good aim Inherwake!  
       
       
      For the end, I would like to introduce a smaller streamer from Australia who I like for his enthusiasm, optimism and being always cheerful. Make sure to check out his Twitch channel, you will surely be infected with his positivity! 

       
      If you have any DayZ creations of your own that you'd like to share, tweet them to us on our official Twitter channel. You might just honor the next status report with your talent! 
      Awesome header image submitted by: [O.N.U] Damigo 
       
      - Baty / Community Manager