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Re: Big changes with last update...
#61
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The one next to the fence is excellent. It looks like you are exhausted and are taking a nap or you got shot and pumped out of blood.

Posted on: 2015/5/7 0:52
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Re: Latest Standalone news...
#62
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27 May 2015

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- Item per building capacity limits


14 May 2015
We'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

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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

Posted on: 2015/5/30 0:46
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Re: Latest Standalone news...
#63
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02 Jun 2015

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In the DayZ Mod, players spawned along the coast (West of Kamenka east and then North up to Solnichny) and their general movement across the map was South to North. We shifted the initial spawns to the east and lines of drift go from East to West. Balota and the Northeast Airfield were both redesigned to encourage players to venture inland. Dynamic Event and Vehicle spawnss were heavily influenced by player spawns layout. The developers wanted players to move across the map. The Dynamic Events have been used to prototype a system used to control "Very Rare" items with the intent of ensuring in the final product players could not farm one location across many servers to quickly gain a significant advantage. Vehicle spawns follow a similar principle with heavy vehicles designed to carry large amounts of gear and players the spawn in distant locations in the West / Northwest. Smaller civilian vehicles will be positioned closer to the intitial player spawns along the East coast.

We would like to explain the cause for the in-game character accelerated depletion of food and water which raised many eyebrows. In our crusade to increase server side performance, we implemented a simple scheduler to ensure that backbone character scripts tick only for one character per frame. Previously, there were situations in which more characters were handled during one frame which caused unnecessary drops in server performance. Now that the performance issue was identified and solved, you shouldn't have to worry about dying at unreasonable rates. The advanced scheduler is currently being worked and will end up being completely independent from server performance.

Two new traps are nearly ready to be tested: Tripwire and Fish Trap. The tripwire can have metal cans attached to it in order to function as a perimeter alarm. The trip wire can also have grenades attached to stun or damage intruders. Fishermen will be pleased to see a new fish trap made from the netting which allows players to catch bigger fish. There is also progress with cooking in the built-in fireplaces in houses. Development of long awaited features like vehicle parts and base building items are shaping up nicely.

Posted on: 2015/6/3 1:11
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Re: Latest Standalone news...
#64
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.57 update is scheduled for roll out today. We'll see. When it does, I'll be on checking it out.

Update now scheduled for the 4th.

Posted on: 2015/6/3 13:22
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Re: Latest Standalone news...
#65
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Posted on: 2015/6/4 1:39
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Re: Latest Standalone news...
#66
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umm...maybe the 5th?

Posted on: 2015/6/4 21:41
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Re: Latest Standalone news...
#67
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9 JUN 2015

The 0.57 iteration of the Central Loot Economy will have loot persistence (the saving of spawned and dropped loot, as well as tents) disabled - while the programming team resolves the issues.

Work continues on experimental branch as the team keeps hammering away at the next Stable build candidate. It's been a tough wait, we understand, but major issues encountered during development required fixing before the push to Stable branch.

With 0.57 on the horizon, this week I'd like to take time to talk a bit about player progression across Chernarus, the Central Loot Economy (and its impact on this), and the challenges DayZ faces compared to the Arma 2 Mod experience.

First lets go over exactly what the Central Loot Economy is, and what it offers DayZ.

- Migration of control over what items spawn from legacy method (script) into a more easily and rapidly updated system
- This means the dev team can rapidly (and without requiring an update to the game) completely change / update the amount of items that spawn
- This is done on both a global, and a per server level - in the future allowing custom server operators fine control over their server and its item spawn quantities without requiring any base modification to the game
- Control over item lifetimes (speed of decay / time to item cleanup)
- Control over how many of each item time is supposed to be present in the world (Min / Max / Nominal)
- Control over item cost (rarity vs spawning methods)

Why is the Central Loot Economy critical to DayZ's design - versus the original prototype placeholder loot spawning script? Simply put - the original method was a very rough prototype, designed to start populating the initial memory points for each structure. In order for the design and environment teams to be fully free to create a comprehensive, living breathing world - we first needed to begin to have fine and robust control that can be rapidly pushed to all servers. The original prototype method was very time resource heavy for updating, limited our options to traditional DayZ Mod style building definitions only, and in short pidgeon-holed the team into very limited control.

The layout of the original Chernarus, as well as the very limited amount of enterable structures, and thus very limited amount of potential spawn points for items meant an inherent flow of player movement across the map. It required very little work on the design side - High end military loot spawned mostly entirely at Barracks structures, Basic Supplies / Weapons at Firestations, Grocery Stores, Barns, and so on, and Medical supplies at Hospitals.

- In DayZ Mod, with vanilla Chernarus - Potential item spawn points number in the thousands (Sub 10k)
- In DayZ Chernarus + the potential locations for items to spawn exceeds 1 Million.

The Central Economy Control will enable us to begin moving towards a path of progression that more resembles DayZ Mod - while still embracing the fleshing out of the world, and decentralization of points of interest.

The developers want to see many vehicles across the map in different states, so you can run into a vehicle which just needs a spark plug to be added in or a nearly completely stripped one but with a last wheel you need to put on your vehicle. Implementation of advanced mechanics with vehicles using different vital and optional parts has been ongoing. In the current state, we have some of the vital parts functional. For example, without spark plugs or a battery you can't start the engine. There are optional parts that are detachable/interchangeable; e.g. hood and doors.

Posted on: 2015/6/10 20:12
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Re: Latest Standalone news...
#68
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Posted on: 2015/6/26 0:41
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Re: Latest Standalone news...
#69
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The annoying issue of sounds playing globally (splitting ammo, bandages, etc) and 0.58 should see the issue resolved!

Posted on: 2015/7/1 23:25
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Re: Latest Standalone news...
#70
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I switched over to the experimental branch to try .58. Has persistence been restored?

Posted on: 2015/7/2 13:29
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