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This week, Eugen is uncovering some more details about the 0.63 Experimental release, Viktor teases a video with some of the updates to player movement based on Gamescom feedback, Mirek Talks about the future of DayZ modding and our Audio Designer Andrej has some exciting audio updates for you (including a video!). To top it all of, Baty is celebrating Halloween with a screenshot contest and an announcement of an official DayZ Halloween Event! Sit back and enjoy the ride, you're in for a treat this week.


Contents This Week

  • Dev Update/Eugen
  • Dev Update/Mirek
  • Dev Update/Viktor
  • Dev Update/Andrej
  • Community Spotlight

 

Dev Update/Eugen

Dear players! Since we have dipped into the topic of what BETA is the last time, I wanted to continue exactly in that regard with more information on our intentions.

I have covered the process of how the server files and modding will be handled briefly in the last Status Report, and I want to talk about the process of getting from the Experimental update to Stable update in greater detail.

There are tons of changes coming, since its basically a whole new game. But the core of what DayZ makes so special is never gonna change. The unpredictable human behaviour in large open world environment, where we want to see you go through both the hero moments, bandit life, or just being a Bambi lost in the vast of Chernarus. There are so many friendships I've seen happen in this game unlike anything I have experienced before. Stories that you remember for years, or action that gets your blood pumping like nothing else.

But back to the topic at hand. Our goal with first experimental is to provide a meaningful experience. We will all let you know before it happens, and prepare accordingly with enough resources to handle the possibility of a large amount of people getting in. If need be, we will utilise Stable branch servers to offer the experience to the largest amount of people possible.

The first Experimental build is expected to focus on some of the core systems of the game, which will include most of the gameplay that has been talked about. During this experimental period, we will monitor the player actions, gather feedback and iterate quickly on the state of the game. As said, not all BETA features are expected to hit the first experimental release and most will be introduced gradually before the version hits Stable servers.

We are taking a safer aproach to scale the gameplay, and we will focus heavily on polish during this period. So turning on a feature, gathering feedback, polishing it up, rinse and repeat with the next thing. The features from our main features list that are rather risky for the BETA release include:

  • helicopters 
  • shooting from vehicles
  • bicycle/motorcycle
  • barricading
  • bow combat

All are quite complex and have lots of trickle down effects on all sorts of systems, from persistence, to performance. We want you to keep that in mind for the first release, as we already know that we will be playing it safe to keep the experience intact. I'll keep you updated if anything changes. However, there is no change as to our intent of bringing these into the game eventually.

Another part of road to BETA is content (that means weapons, for example), and as you might know, we have tons of unused content and things that we planned to add to DayZ over time. There is a selected set of content for BETA and I'll try and talk about the exact details in a Status Report as we have the content lists finalised. Rest assured, any content that we've teased at places like our Trello board will eventually be available in the base game, and it's our intention to release that content gradually utilising larger content packs.

Backing up, we want you to know that we haven't forgotten about our live game (the 0.62 Stable branch), even if it has been sidelined to bring you this amazing new experience. We are still monitoring larger issues, and trying to keep things intact until BETA arrives.

- Eugen Harton / Lead Producer

 

Dev Update/Mirek

As I promised the last time, today I would like to write about the background of modding possibilities in 0.63. I don't want to write about tools, which we will release, but more about what can be done with scripting.

If you remember my Q&A video, I was talking about how the game is programmed on three levels - the engine (low level), gameplay systems (middle level) and scripts (high level):

So ultimately, we can say that modding possibilities depend on what engine and gameplay systems we expose for scripting. And this (exposing systems for modification) is the major part of modding, which we're currently working on.

With the power of Enforce script, which syntax is very similar to C# or Java, we would like to give modders the ability to not only create variations of DayZ, but to create some different game genreswithin the DayZ universe (with the basic premise of it still being an MMO) - that means things like a Fallout style RPG, isometric action game, or even a point & click adventure for ecample.

As an example, we've added the support to create a game mode in which the standard DayZ player instance is not available. You can imagine yourself how this can be usable - to provide one example, we are using this mode in our internal scene editor, which is completely made by scripts.

Of course, that's not quite simple and we have to think twice about exposing any systems due to security reasons. We know that when we release modding support, it's possible that some of the tech features required to accomplish the goal of making a completely new genre will be missing, so we're counting on the option to extend scripting interfaces even after 1.0 release.

So this is it. Our goal is not only to create a moddable game, it's to create a platform where we provide as much as we can for all the creative modders out there.

- Miroslav Maněna / Lead Gameplay Progammer

 

Dev Update/Viktor

Hi everyone! Today, I would like to show and talk a bit about progress in the animation team. We have put together a very short video showcasing some of the recent changes and new animations. Please happily ignore the sounds - we are working on that and our Audio Designer Andrej shares more on audio later in the Status Report.

Let's take a look at the video. In the first part, we can see various animations for weapons. The weapons team is now moving gun by gun, gradually implementing our BETA list of weapons into the 0.63 build. This includes, of course, some work on the animation side of things, since animations and also animation graphs need to be updated to make sure everything is played correctly.

Each individual weapon has many detailed animations for all the situations that can happen. For instance, the FNX now has 28 individual animations. The most recent guns implemented on 0.63 include CR 75, Makarov, and the team is currently finishing the UMP 45.

Another part of the animation team is focused on player locomotion. We are working closely with the programmers and designers to make sure player moves nicely and is fully responsive at the same time. The video can not really show how the controls feel, but compared to the old system, this is already a huge improvement (as some of you could test personally at Gamescom).

We are trying to expand on the positive feedback we have received. We are adding player inertia and also bringing some visual improvements. One thing that is in progress at the moment is how the player character turns. We have come to a working prototype that everyone seems to be happy about and now we will implement it for every stance and item.

Another change to the locomotion is related to how player walks and runs in different directions. We have reworked some parts of the graph and replaced it with different animations when going to the left or right. This allows us to have better control when players switch legs while changing direction. Thanks to that, there will be less or almost no clipping of the legs with each other.

In the last part of the video, you can see some falling animations. These have been updated recently. We have adjusted each of the fall animation so it better blends and is more visible if you fall from big heights. In the next step, we will also update the actual landing on the ground. Landing from small falls will be rather a procedural animation in the hips and spines so that we don't take any control from the player. Landing from higher falls will be an actual full body animation.

That's all from me today. I hope you liked it and I'll show you some more next time. Cheers!

- Viktor Kostik / Lead Animator

 

Dev Update/Andrej

Hey survivors! It's been awhile since you've had an update form our audio department so here it is! Over the couple of last months, we have mostly been working on an entire new set of player sounds. 

With the introduction of a new player controller in 0.63, we decided to give our player character a massive audio overhaul. One of the things we are working on right now are the foley sounds. Just last week, we've visited our studio in Mnisek and recorded many types of clothing and various materials, which we want to use (after proper editing and processing) for different types of in-game clothes and gear audio.

It will be a fairly complex system with separate sounds for different types of footwear, top and bottom clothing, but also backpacks and weapons. We are sure that more detailed and diversified foley audio willenhance the immersion and overall experience. You can watch a sneak-peak of our day in the studio in the video below:

A major part of player audio also consists of the vocal sounds. This week, we will be recording a completely new set of voices for our characters, with more than 20 actors scheduled to participate. Together with the recording of character sounds, we're also going to record some new sounds for the infected. We have been planning it for so long, and now it's finally time to do it!

It took us a lot of time to synchronise our ideas with the gameplay design department, and as always, it was quite challenging to get support form the already busy programmers/scripters, so that we can achieve the best possible results. Luckily, we've been successful at that and the recording session can take place in our Mnisek studio, spanning over a couple of days and altogether involving almost 30 different people.

We will surely produce massive amounts of raw audio material, which we will than process, mix and implement into our game. We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus.

There have been some questions as to why do we have some 0.61 sounds in our latest Dev Log video. Simply put, it was because our Gamescom build was internally on a separate branch, so ambient sounds were not merged there. The 0.62 changes will not be reverted for the 0.63 version, but they will eventually be improved with new sounds and a completely new overall audio mix - including new player and infected sounds, new combat sounds (ranged and melee) and also with a completely reworked vehicle sound system that is being written now.

We will share more in the upcoming Status Reports - until then, stay tuned and see you in Chernarus!

- Andrej Sinkević / Sound Designer 

 

Community Spotlight

Hey Survivors! 

It is my favourite season of the year - The Halloween time! In Czech Rep, we don't celebrate Halloween - we celebrate All Souls' day, which is not about costumes and pumpkins, and I am glad that we have Halloween at least in DayZ with the latest update! You can grow Jack-o'-lantern by yourself and it is easy! If you don't have any experience with growing vegetables in DayZ, just check out this video by Gaming Junkie and you will know how to do it: 

You've sent me so many amazing screenshots of your Jack-o'-lanterns and I need to show some to all of you! 

This one is by our lovely streamer TheRunningManZ

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MrsTLB is sharing pumpkins with her friend. 

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Fozzie made this screenshot. It is spooky! 

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And the last one is Halloween at Gvozdno cemetery by ZomboCZ. 

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Since we are talking about pumpkins and screenshots, we have something special for you this time - a screenshot contest

Just follow us on our official Twitter account and send us your Halloween-themed screenshots via Twitter with #dayzhalloween hashtag. You can win some nice prizes. Check all the rules here

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And there is more in this Halloween time. I am preparing the next event for the 31 October at 17:00 (CEST).  

Are you ready for The Big Pumpkin Hunt? It will be a special mission for four teams on a small location around Staroye village. You don't need to travel anywhere and all your equipment will be provided by us. If you want to participate, just sign up here and if you get selected, I will contact you on your email.

 

Enough of Halloween for now. Let's check out more content from the community.  

Si Holland of a DayZ Facebook community had a birthday a few weeks ago. Check out this awesome cake he got! 

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DannyDog68 shared a clip with us of Lada in rain. And it is beautiful. I love rain, it is so relaxing. 

 

If you have more than 1000+ hours in DayZ you can sometimes think about how to entertain yourself in some other way. Thing_On_Your_Shelf made this little challenge game and it looks like fun! I need to try it too.  

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Do you know MC Quakes and his Man's Not Hot? Voyager Yt did a DayZ parody of this rap song. And it is golden. You need to see it. I love it! 

 

Videogames are art and an exhibition in Slovakia is about this kind of art. Exhibition is called Phases and concepts / Homo Ludio Artifex - art designs in digital games and you can find a concept of Coyote backpack from DayZ designed by Boris Joanovič there. The exhibition ends on 29th October so if you live near city of Košice, you can visit the Alfa gallery. 

o5ny0es.jpg

 

At the end, I have a challenge picture for you again! In the last status report it was a deer stand on the Veresnik hill and I had a lot of correct answers from you! Little wall of fame for the fastest ones:  

  • SurvivorSnazz 
  • Spaggie 
  • MuzzyMcVeigh 
  • totalxq 
  • MrTeamDeer 
  • JaredSantas 
  • BWAFlive 
  • LightAmaze 
  • killwithpride 
  • D0MMYD 
  • Uncuepa32 
  • DayzedEmu 
  • Hooded2223 

And here is the riddle for today. Send me a picture of the building with this inscription to our official Twitter account and you can be on the next Wall of Fame: 

HOWLE4H.jpg

 

That's all from me Survivors, these two weeks were really juicy in the community, thank you all for your content and see you next time! 

Header image by Gaming Junkie

- Baty / Community Manager

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Those gun reload sounds:

Super looking forward to the new sound effects, though. Having different sounds for different types of clothing is going to sound really nice. Very immersion.

Question, though, in regards to modding. Will single player mods be possible? Will there be support for save games and things like that? Not that I necessarily have any ideas for a single player mod, I'm just curious. Does "the basic premise of it still being an MMO" mean that there won't be single player support?

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The artwork exhibit, and the glass of wine while contemplating.... just killed me.  

 

I freaking love you guys Baty.

Keep up that great work.. and for the love of Chernarus, have a great rest of your week over there! 

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1 hour ago, Baty Alquawen said:

We will do some comparative videos so that you guys can see how we practically transform the voices of our perfectly healthy actors into the bloodlust infected inhabitants of Chernarus.

Fun!

Now....

༼ つ ◕_◕ ༽つ Give SA

Thanks!

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Is there anything happening on deep survivaling things?is chickens,fish,apples infinite?..any changes on systems where stoneknifes and firedrills are more easier to obtain and are way better items than matches and butchers knifes?

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6 hours ago, BeefBacon said:

Question, though, in regards to modding. Will single player mods be possible? Will there be support for save games and things like that? Not that I necessarily have any ideas for a single player mod, I'm just curious. Does "the basic premise of it still being an MMO" mean that there won't be single player support?

I think single player mode is inevitable for mod testing. And it would function as offline play together so it should definitively arrive (officially). 

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Reading that they will have to merge the audio system and files to the new branch, that would give them a good opportunity to improve some of the things with the current environment audio. Things like the lack of terrain based rain sound, lack of indoor sound modifier, non-directional tree leaf rustling sound (the global wind sound that plays) and finally the drastic ambient audio change when moving from the meadow region to the "houses" region. I know it seems a lot but they would really improve what the game currently offers. 

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7 hours ago, BeefBacon said:

Question, though, in regards to modding. Will single player mods be possible? Will there be support for save games and things like that? Not that I necessarily have any ideas for a single player mod, I'm just curious. Does "the basic premise of it still being an MMO" mean that there won't be single player support?

Just speculation here, but I think "saving the game" can be achieved with some clever use of the persistency database.

I mean, you can turn off the server (offline mode is still a server) for months and still come back to right where you were, plus you have a database already at hand to store all your information and game states.

Besides, they mentioned things like point-and-click adventure, I'd be very curious to know what a point-and-click MMO would look like, lol.

Edited by Dancing.Russian.Man

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1 hour ago, Dancing.Russian.Man said:

Besides, they mentioned things like point-and-click adventure, I'd be very curious to know what a point-and-click MMO would look like, lol.

MystZ ? Yuck Yuck...

Edited by philbur

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Very tasty Status Report with a lot of information. Also love the video's, I hope it will be a recurring thing. Can't wait for 0.63, it'll be beautiful, scratch that, glorious!

This time I'll participate in the event since I couldn't make it the previous two times, unfortunately.

And I know exactly where there riddle is, I even made a screenshot of it myself a while ago. :) Unfortunately I don't use Twitter and don't have a screenshot of the building.

I do however have my own screenshot of it:

 

4C218DB3F48DB27376B091008B6C665E7B2E390E

For the ones participating in the event, see you there! :)

Edit: I'm not a timezone professor but coming Sunday, we go from CEST to CET. How does this affect the time of the event?

Edited by IMT

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1 hour ago, pilgrim* said:

 

Anytime I click on ACTIVITY and then on this TOPIC (Status Report 24 October 2017]  I get a malicious website warning "image.ibb.co"

Anyone interested ? Mean anything ?

someone put a bad pic in here ?

 

xxp

No warnings here... Maybe your browser is more politically correct than mine though :)

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1 hour ago, pilgrim* said:

 

Anytime I click on ACTIVITY and then on this TOPIC (Status Report 24 October 2017]  I get a malicious website warning "image.ibb.co"

Anyone interested ? Mean anything ?

someone put a bad pic in here ?

 

xxp

It means the file is hosted in image.ibb.co that's the same as imgbb.com and it gets blocked by that reason. Likely someone's avatar is uploaded in that site. I assume you're using Malwarebytes:

"MB is claiming that the ImgBB site is hosting or can host ransomware and so they are blocking the domain."

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Its only my picture here:

https://forums.dayz.com/topic/237592-status-report-24-october-2017/#comment-2381256

The original link will give advertising because it only runs over the main page. the direct bypasses this .. possible that it thereby an "alert" gives. (everything is "free", has a hook).

Edit:  Picture source changed to Imgur

Edited by Sqeezorz
Add

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5 hours ago, Gobbokirk said:

No warnings here... Maybe your browser is more politically correct than mine though :)

lol, the last three MIB who tried to tell me that are still in the freezer at some address that isn't connected to me in any way. So I definitely have no idea what you mean.

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usually  warnings like that happen if folk have their images hosted at less reliable sites or there's an advert element of a page  linking to somewhere unhealthy. Skype does it to me occasionally.

Edited by OrLoK

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    • By Baty Alquawen

      Two weeks have passed, and we're bringing you the latest progress from the Dev Team - the usual setup got a bit of a twist with Eugen traveling this week, but we've got a whole lot of news nevertheless! Let's keep it short, and do some reading, survivors! It's good for you.
      Contents This Week
      Dev Update/Martin Dev Update/Peter Dev Update/Viktor Dev Update/Adam Dev Update/Filip Community Spotlight  
      Dev Update/Martin
      Hello everyone! As Eugen is traveling this week, it's my turn to contribute to the Status Report (after quite some time), and provide some summary of the past two weeks in the DayZ Dev Team. With February in full swing, we're approaching the moment where with each week, the 0.63 experimental release is becoming more and more likely. We're about to start team-wide play-tests to get our internal servers as full as possible in order to get proper data on server synchronization and performance. With that said, there are still elementary parts (like swimming and vaulting) of the game that are very much work in progress, and for that reason, we are still not feeling very comfortable talking about any potential 0.63 Experimental release dates publicly.
      Considering some feedback we got under the last Status Report on Twitter, we've been looking ways how to still communicate the state of things more clearly, potentially as a progressively updated online task list. Together with Eugen and Baty, we've compiled a to-do list of sorts (basically our Experimental goals from the BETA Status Report) where we want to provide a simple overview of the current state of each key part of the 0.63 update. We'll check if and how we can publish it (we still need to work out some specifics with our team leads, also during the play-tests I mentioned), but suffice to say - there is a lot of work in progress, and less things that we would already be able to tick off as "ready for Experimental". 
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      Dev Update/Peter
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      So, let's check out what you want to know:
      Will DayZ be released on consoles? Yes, Xbox One version will be out this year in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon!
      Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. 
      How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time!
       
      Yes, the base building is also not ready yet but we know how much you are looking forward to trying it. An example is Axel, who made this cool base building concept.

       
      We have a DayZ Tip by NomadGaming. We know vehicles are sometimes pain in the ass in the current version, and you can get them stuck pretty easily. But don't forget - if you can't unstuck them, just destroy them with a matchbox, and they are going to re-spawn!

       
      We had Gaming Roach Entertainment here before and they are back with another cool cinematic. It is a story about mother who wants to protect her daughter from dangerous people in every way she can. Another good job Gaming Roach, you amazed me again.

       
      What about some DayZ in real life? BarelyInfected has done a short video, it is nice to see his face again!

       
      Do you know RDiddy? He is the Australian streamer who loves jumping with cars in DayZ. This is the best jump he'S ever made! GG RDiddy!

       
      Let's check out some more screenshots.
      dayz_bron sent a beautiful screenshot to Reddit and I want to share it with you.

       
      Another amazing view from Green Moutain by DrDesync. Be careful, I was shot standing there like this!

       
        And now is the time for your favorite riddle!
        Who answered correctly last time?
      Jakon $€i¥ablitz Jeff Day CryDoXz Polski.Tytan TheReverned 14400bps is enough Dmitry Mirnyy‏ Uncuepa Boio Summer vini True DayZ pros!
      I asked our map designer Adam for a hard location this time. Can you guess where it is? Send the location to our official Twitter account and be on the wall of fame next time!

       
      Thank you for all your content and enjoy the Valentine's Day. And don't forget that we love you! <3
      - Baty / Community Manager
       
      Header image by Watchman.
    • By Baty Alquawen
      Will DayZ be released on consoles? Yes, Xbox One version will be out this year (2018) in the Xbox Game Preview program. We are also working on a PlayStation 4 version and want to provide more details about that soon!
       
      Can you give us some modding tools already, goddamnit?! Not right now, we can't. There are ultimately two main reasons for that: we're simply not ready to legitimately support modding until we have a solid foundation in what is a game functional on an elementary level. We also need that game to be in YOUR hands and we need you to be able to run your own servers. That will not happen before 0.63 hits Stable. In addition to that, we're also still evaluating how far along will DayZ be moddable, and how we can best support modders with all the necessary modding tools. 
       
      How long do we need to wait for the 0.63 Experimental? We want to play it so bad! I know, we want to let you play it too! Right now though, it just really needs more love from the DayZ Dev Team. It's not fun to play yet. All the teams are working like devils now, trust me - I am sitting right next to them in the office, I can see it all happening and I want to play it with the community as bad as everyone. But 0.63 still needs more time!
       
      More answers coming soon.
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