Dev Report - November 2012
The current phase
Our development focus is 100% on core technology, the key architecture, and not on features (yet). A major stream developing assets also runs in parallel to the core development team.
Due to the success of the development so far, and the interest in the project in general - we decided we want to do things properly. This means we have been very bold with our architectural changes. We are moving to the server-client MMO architecture model. We are making weapons and items ‘entities”, meaning we can support customization and variables assigned against items. As discussed previously, this is a massive departure from the previous engine. In many ways, once this phase is completed - one could effectively say that DayZ is running on a new version of the engine. While the graphics may look the same (for now), under the hood so much is being completely rewritten.
Let me make this very clear, our foundation release (targeted for this year), is simply the beginning. We are committed to a period of development of at least 12 months beyond that. Our aim is to make this foundation strong, and use that time to improve the mechanics not through hacks, but through sound and quality development. Our initial build will test that this base architecture works.
I want to confirm the following
Most settings will be forced server-side, such as gameplay and graphical settings (view distance, shadow distance, etc…). The exact nature of this and specific settings is very much subject to change, but this will be a significant departure from how it is currently with the mod.
Release will be on steam, using many of steams key features such as delta patching, VAC, server browsing technology. Patches to steam can be deployed by the click of a button in our build pipeline thanks to new technology developed by Steam, that is making our process extremely easy and exciting. We are very pleased that Steam is working with us so actively to make DayZ a great game and supporting us with quality features. I met many at the team at Valve at PAX, and really want to get them playing the game and getting their feedback to help in development. I’m incredibly thankful to people like Chet Faliszek (creator of L4D) who has been very supportive and helpful to me.
In using Steam for authentication, distribution, server browsing, etc… we are able to tap into their awesome resources in terms of scalability. The only hardware we then need to manage is the central database, which we already have some experience managing thanks to the DayZ mod. This means we can work towards avoiding the usual launch problems, by relying on the experience of Steam.
The controls have been completely rethought, using inspiration and design lessons from games such as Minecraft to make the player more engaged with their environment
Animations are being cleaned up to feel more responsive. This means trimming some transitions, so that you get quicker feedback from pressing the key to action (removing he “clunkiness” or “sluggishness”)
Player clothing is being implemented including: headwear, jackets, trousers, footwear, etc..
Weapons and items are now “entities”. This means they are more object oriented in structure, allowing weapon customization, degradation - the possibilities become endless. This is a major, huge, shift in engine architecture.
The Server controls character actions, a player’s client sends its requests and the server decides if this is possible. Our lead programmer in the company, Ondrej Spanel, is working on this currently. I believe this is one of the most radical changes ever implemented in the engine since Operation Flashpoint was released, and turns DayZ from an FPS into a true MMO.
A full-time map designer has also started work on ChernarusPlus now, redeveloping the world, placing new assets and buildings, fixing bugs, and creating new areas. This is in addition to the work done by Ivan and Maxell and will continue for the remainder of DayZ development.
The UI has been completely reworked, focusing on simplicity. We have studied games that we believe are leaders in this area, such as Minecraft, and are focusing on providing functionality without fancy complexity in this regard.
We have some outstanding former community members working on the project as paid members of the team. I hope to showcase their work and interview them on here for you, in the coming weeks and months. We are actively searching for more to bring them onto the team.
We are still working towards a target for an initial foundation before the end of the year. But we will slip this date if needed, we will not compromise the project for the short-term gain of meeting this date. The reasons for any slippage would be publicly discussed, and would most likely represent a failure personally on my part to plan correctly. We will be assessing the results of our major architectural changes at the end of next week, and reporting the results to everyone when we have assessed that.
Screenshots, videos, etc… will unfortunately have to wait. As they say, loose lips sink ships.
|Mercredi 21 novembre 2012
1.7.7 - Rolling Changelog
Releasedate XX June 2013
Serverside affected addons
dayz_server (server admins only)
Mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy...sion-generator/
SQL Files (server admins only)
BattlEye-Filters (server admins only)
Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks).
Weapons spawns now have a chance to spawn with 0 mags up to a max of 2.
Melee weapons can now be dropped and picked up using the normal a2 system. (This means you can now store in backpack and tents, without swapping to toolbelt) No need to take itemslots.
New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller").
Servers date has been locked to give full moon nights.
Zeds hitting through Walls/Buildings should now be fixed.
2 new stash sites. (tools required = Etool or Shovel. Items required = 1 sandbog for small, 2 sandbags for medium)
Small Stash = 12 object slots, 0 Weapon, 0 bags.
Medium Stash = 25 object slots, 1 Weapon, 0 bags.
Infected survivor camps. Three types (small).
FPS Monitor this will dynamicly change how/total amount of zeds/loot/trash is spawning to keep the players base fps up.
1 New Melee weapon (Baseball Bat).
Wild Spawning of zeds has been redone and readded.
Zed Spawning fully updated to spawn outside the players field of view. (Excludes Infected camps, due to trigger zones being tested).
Zeds can now tackle players to the ground when attacked.
Epeen UI has now been updated and renamed journal.
Blood from food and transfusions will now generate over time (no longer instant).
All food types now have a diminishing effect so the more you try and eat at once, the less blood you will get in return.
Blood UI updated to indicate the player's blood loss / gain rate and will also indicate when you're sick (infected).
Bloodbags will no longer transfer 12000 blood instantly, it's now done over 12 seconds (1000 blood per second). If the medic breaks away from the transfusion animation or the recipient moves out of range, the transfer stops and the remaining amount is lost along with the bloodbag in use.
Vehicle repair should now work correctly.
Humanity skin change can now change during gameplay in all directions. (No longer have to die/logout to change from hero to normal to bandit and vice versa)
StudyBody should now work. (Describing wounds accurately)
Crashsite loot should now spawn correctly for all types of Crash model.
Hero Skin teleport issue.
BAF Bags so they don't set on fire. :-) (no moaning it was a bug)
Updated timeout timer from 40 secs to 60 secs, Should allow lower end systems to keep up. (Something went wrong, please disconnect and try again!)
Zeds spawning underground.
Loot spawning underground.
Melee weapons having no ammo on login/skin change. (Open close gear menu will always reset ammo count to 10000)
Loot Spawns have now been fully resolved. Buildings are now tagged and will not spawn any new loot for 15 minutes.
Loot Cleanup has now been fully resolved. Old loot piles will now be cleaned every 60 minutes and no players within 250 meters(WIP). (Server performance boost)
Gear menu exploit to force respawn.
Optimized some destruction effects for security and performance.
Unconscious damage scale to only happen if hit by zeds. (reduces damage while unconscious)
Dayz Date/Time public var will now end mission on failed attempt.
Can no longer break legs by anything other than players/zeds/falling/getting out of moving vehicle.
A lot of dupeing issues should now be resolved.
Most wallhack exploits should now be resolved.
Zed sight limited to 100 meters.
Updated rabbit to drop 2 raw food items. Lowered hp gain to Raw - 200 each / Cooked - 1000 each.
Updated chicken - hp gain. Raw - 200 each / Cooked - 1000 each.
Moved anti teleport system to mission. Server admins can choose to enable/disable. (See prerequisites)
ALL loot table weights have been updated.
ALL loot table weights have been rebalanced.
Updated Czech, German, Spanish, French and Russian stringtable.
Mac and 1911 Pistol dmg updated.
CrashSite Loot should now represent each type of model more. (("MilitaryWEST","HeliCrashWEST") Two new crash site loot tables)
Re-added the "save" option to tents and vehicles. This is a fail-safe option, not required. (Due to a small amount of servers reporting issues with tents saving. With no info for us to recreate we re-added this option to save tents/vehicles)
Zed generate system. has now been fully rewrote should stop zeds spawning in view of players then being deleted.
Zeds overall dmg has been updated per hit/per zed (Old Type: Max possible dmg = body 600, Legs 100, Hands 50, Head 1200 New Type: Body 1200, Head 2400)
Bleed from zed attacks will now only happen if the initial dmg is above 0.7 or the zed gives a head shot. (should reduce the amount of bandages needed)
Zeds knocking players unconscious now has a 50/50 chance if damage multiplier is above > 0.8
When unconscious all damage is reduced to 50 blood for each hit zeds do no matter the part they hit. (Should allow some survivability)
Zeds sight and sound chance has been re-added so there is a chance they can ignore you.
Sight and sound rebalanced to make them a little more even from movement.
Call extension calls for vehicle damage.
Zeds will no longer spawn for air vehicles.
Hunters loot table adjusted with more weapons.
SQL files working on Linux.
Add crawl animation damage. Players will now take dmg from crawling zeds.
Updated zed speed to default.
Melee systems updated.
Old Bandit skin for male characters.
Lowered action sound for refuel from 10 meters to 5.
Lowered Direct comms action sound.
Vehicle damage syncs updated to reduce call extension spam.
Lowered Transfusion infection rate.
Quiver acts as a quiver, you now have to take an arrow out of the quiver.
You can now only have 1 useable quiver in your main inventory and unlimited in your backpack.
Melee range has been updated.
HMMWV Cargo updated. (10 weapons, 50 slots and 2 backpack)
AH6 & MH6 Cargo updated. (AH6 3 weapons, 30 slots and 2 backpacks) (MH6J 3 weapons, 20 slots and 3 backpacks)
Fire Places will no longer act as storage systems.
Fireplace can now only be lit once without adding new wood inside the fireplace.
Fireplace can no longer be picked up after lighting.
Vehicles speeds HMMWV, PBX and UAZ - Faster / ATV's - Slower
Tanktraps, sandbags and razor-wires won't spawn in buildings. Tents will always spawn in a safe place.
Up to +/-2000 Humanity gain/loss according to "humanKills" counter from killed character.
Refuel now locks the player in place for the time to fill.
More lootable buildings (Iron barn, car wrecks, several non enterable buildings...)
2 Chopper crash sites spawn on server start + 2-3 infected Camps.
Sickness(Infection) can now cause death.
M107 and AS50(Banned) from all loot tables and removed all damage from bullets so they do 0 damage even if spawned in.