27 May 2015 - Item per building capacity limits
14 May 2015We'll be rolling 0.56 into 0.57 development with the intent of a regularly scheduled end of month release. We're seeing a gain of 4x higher performance per average player count, and this is instantly visible in gameplay. The team moves ahead on investigating infected performance costs on server side performance. We'll be disabling infected spawning on stable branch servers (post-stable update) to ensure the highest quality of gameplay. Experimental will proceed with infected performance tests so we can return the infected to Chernarus en masse.
• GAZ Volga
• Civilian Bus
• VZ61 Scorpion
06 May 2015 Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles).
- Chernarus+ features 8,725 buildings (includes 410 green houses and all the vehicle wrecks)
- 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events)
The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project.
- Redistribution of existing infected spawns to high population areas
- Stary Sobor evacuation camp
- Removing limitation on "in hands" as a virtual slot (still occupying space in container)
- Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired
Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill?
29 April 2015 We're looking again at how we approach the volume and impact of gun shot sounds. Our aim and intent by 1.0 is for the audio side of discharging a fire arm to be a psuedo traumatic event. Gun shots should be -loud-, and your concern prior and post firing off a shot ideally would be "Who/What might have heard me?". This will be an ongoing task, but one I'm excited to see evolve.
There will be new 12x hunting optic with proper mounting to attach to the Winchester M70, Blaze 95, CR 527, and Sporter 22. Version 0.56 we'll be seeing the new Village Potraviny (Store) placed across the map and, time allowing, we will see some small changes to the iconic Stary Sobor barn location.
All bugs can be filed on the Feedback Tracker feedback.dayzgame.com and players that submit bugs from DayZ will get the chance of appearing in the Special Thanks section of the credits once DayZ goes into full release.
• Ladder Animations
• 4x4 Hatchback Animations
22 April 2015 The development of the next game engine from Bohemia Interactive is Enfusion. A multiplayer only title, that also aims to fully support Steam Workshop modding is no short order. Many people have asked about the audio side of the Enfusion engine. We realized that the existing audio technology interited from the RV engine wasn't going to suit the needs of the project. Problematic (and annoying) audio bugs began to reveal themselves and work began on a new audio module to be paired with the in-development Enfusion engine.
The holy grail throughout the development of DayZ has, and will remain the server side performance. Much of what folks attribute to "lag" or "desync" can be traced back to poor server side performance. 85% of which comes from the performance heavy usage of SQF engine script for many gameplay systems. EnScript (the name for Enfusion's engine scripting language) is leaps and bounds ahead of the legacy SQF in terms of performance. This, the portion of the performance budget currently consumed by SQF usage is the largest roadblock between 50 player servers, and 100+ player servers.
Surviving in Chernarus is intended to be difficult. I want you to value each bullet, I want discovering a roaming boar in the forest to be a stroke of good luck. You can, and should be able to play DayZ however you want. Be warned however, every choice - every play style should, and will have its own cost. You can choose to spend your time in Elektro, fighting over sniper hill, or pitting your squad against a rival group up at the Northwest Airfield each have their own requirements to maintain, and overall costs (be it in time, health, resources, or life duration).
Standup notes are not a change log, they are a list of the things the teams have been working on this week, to give you all transparency into the current task priorities. So try not to get upset if you see a task thats being worked on not be in the latest stable branch update.
We're working on 3 vehicles. They will take couple months each - and that’s before the animators even touch it. Just because we posted a image of an object doesn’t mean their release is imminent. We've finished 3 new zombie models recently. New character clothing is in-progress with a new hunting uniform being added, medical scrubs, and a MARPAT uniform. We've finished or have work-in-progress a fairly large number of new weapons. Mauser C96 Red 9, Winchester 70, VSS, SVD, IZH18 and UMP45 with some of them still needing animations. We have finished a new school building.
• Fall Damage mitigation
• Player Statistics
13 April 2015 The Early Access program provides you with development builds of the project. As this year progresses, more and more parts of the Enfusion engine and its accompanying technology will be merged into the main branch. This means things will break, sometimes things will break -hard-. Testing is done in three tiers, each tier scaling up in load and volume. Internal, Experimental, Main (Stable) - and make no mistake. All three branches are for testing.
On 0.55, the team were able to identify two key bugs in the new loot and economy systems that did not appear in proper detail on experimental branch. We discovered aberrant behavior in item respawn positions, and the other (over this last weekend) was loot respawning causing corruption in the primary persistence binarization (which caused some servers to believe it was "okay" to be operating at 20,000 items less than the defined red-line). These two bugs are the primary focus of the members of the gameplay programming team responsible for the loot economy, and player progression - and will be included in the 0.56 update.
• Roadblock Objects
• Firearms Recoil
• Tripwire Traps
• Drying Food
• Cooking using a Stick