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Mardi 31 décembre 2013  
 
Mise à jour 113925

Pour finir cette année 2013 en beauté, les studios de Bohemia Interactive nous propose une petite mise à jour.

Nouveautés

    Équilibrage du spawn des joueurs.
    Améliorations du côté serveur concernant la sécurité et personnalisation des options.
    Le .357 Magnum devrait désormais apparaitre en jeu.
    Des serveurs où seule la vue à la première personne sera disponible.

Corrections

    Les corps des joueurs morts ne disparaitront plus.
    Quelques soucis sur le respawn ont été réglés – dans certains cas il fallait attendre plusieurs secondes


 
 


Vendredi 20 décembre 2013  
 
Carnet de route du développement de DayZ

Il y a encore beaucoup de choses à traiter et à réaliser sur DayZ. C’est pourquoi rocket nous propose une liste non-exhaustive des fonctionnalités en cours de développement ou qui arriveront dans les semaines à venir.

Encore plus de zombies
Prévu pour : en cours de réalisation.

Les développeurs de Bohemia prévoient beaucoup plus de zombies. Actuellement un total de 10.000 entités dynamiques peuvent être gérées, cela est dû à un grand nombre d’optimisations. Si les objets sont complètement enlevés, ils pourront facilement atteindre les 4.000 zombies.

L’année prochaine, la façon dont sont traités les objets dynamiques sera optimisée de manière a économiser de nombreuses ressources – ces changements été considérés comme trop risqués pour les faire avant le lancement de l’alpha. Si ils rencontrent des problèmes, le projet sera retardé.

Serveur Multithreaded
Prévu pour : Début 2014, en cours de réalisation.

Pour permettre une augmentation du nombre de joueurs et de zombies, les développeurs devront effectuer une parallélisation des calculs sur les serveurs. Cela devrait permettre une amélioration spectaculaire des performances du serveur et libérer des ressources supplémentaires sur les cœurs.

Il est important de noter que cela augmentera la complexité pour héberger des serveurs DayZ – cela peut signifier que nous verrons une plus grande dispersion sur les capacités des serveurs.

Le respawn des zombies et loots
Prévu pour : Début 2014, en cours de réalisation.

À l’heure actuelle, si le serveur vérifie si quelque chose a besoin de réapparaitre cela peut occasionner des problèmes de performance. Les développeurs ne souhaitent pas partir sur la solution du script pour la réapparition des objets car cela consomme beaucoup de ressources.

L’apparition d’un joueur sur la côte est géré par le moteur et ils souhaitent en faire de même pour la gestion des spawns de zombies et de butins. Il s’agit pour eux d’une tâche prioritaire et le respawn des zombies ne devrait plus tardé à être implémenté.

Options de gestion des serveurs
Prévu pour : en cours de réalisation.

Des options supplémentaires pour les serveurs d’hébergement seront mis en place dès que possible. Les développeurs souhaitent privilégier un mode « hardcore » qui fonctionnera sur une base de données distincte avec des fonctionnalités comme la première personne uniquement, aucun corps caché, etc…

En plus de ça, ils veulent également proposer des serveurs avec des mots de passe qui opéreront avec leur propre base de données. Au final, ils aimeraient arriver à ce que les différentes communautés gèrent leur serveurs en fonction de leurs besoins.

Animaux et chasse
Prévu pour : Début 2014.

L’IA (intelligence artificielle) des animaux est basée la nouvelle IA des zombies (certains auront remarqué les animaux ambiants faisant des bruits de zombie). Les développeurs ont une version condensée des animaux qui seront utilisés, y compris ceux d’Arma II ainsi que les nouveaux comme les cerfs. Les modèles de viande ont déjà été créés et les bases de la cuisine sont en place. Cette fonctionnalité est donc proche d’être disponible.

Cependant, elle aura un impact sur les serveurs. En effet, ce dernier ne pourrait pas fonctionner correctement avec plus de 300 animaux sans affecter sérieusement ses performances, tant qu’une optimisation supplémentaire des serveurs n’aura pas été opérée.

Anti-hack et sécurité supplémentaires
Prévu pour : Fin 2013.

Bohemia travaille en étroite collaboration avec Valve pour l’ajout d’un anti-hack supplémentaire et la mise en œuvre du VAC (Valve Anti-Cheat).. Les détails de cette coopération seront divulgués sous peu. La chose la plus importante à retenir est qu’un anti-cheat n’est qu’une défense secondaire – une bonne architecture réseau est le principal moyen de lutte contre la triche.

Les développeurs ont déjà identifié et corrigé plusieurs vulnérabilités et failles dans les trois jours qui ont suivi la sortie de DayZ. Il y en a certainement encore mais la première phase de l’alpha a permis d’en identifier et d’en corriger. Vu que l’architecture repose désormais sur le contrôle et l’ajustement des fonctions, les développeurs sont dans la mesure d’en contrôler certaines et de bloquer les back doors – ce qu’ils ont déjà pu effectuer.

Cuisine et récolte de ressources
Prévu pour : Début 2014.

C’est un système qui n’a pas été complètement achevé avant le lancement de l’alpha. D’autres fonctionnalités seront créées et améliorées quand les développeurs le pourront. Il s’agira notamment des cuisinières à gaz (déjà présentes en jeu) et à la création de cheminées. Cela permettra aux joueurs de rassembler les différentes ressources récoltées à Chernarus comme le bois de chauffage, les pierres, etc… Tout ça pourra être utilisé par le biais du système d’artisanat existant.

 
 


Vendredi 20 décembre 2013  
 
Mise à jour 113842

Déjà trois jours que DayZ est sorti, de manière furtive certes, mais les développeurs suivent le rythme et les patchs s’enchaînent. Nous avons droit aujourd’hui à un nouveau pack de correctifs, comprenant …

Nouveautés

    Ajout d’une animation aux zombies pour se nourrir (ils pourront infliger des dégâts aux joueurs inconscients).
    Saluer avec les deux mains est désormais possible sans être désarmé.
    L’option inspecter dans l’inventaire montrera les objets en 3D.
    Les serveurs incompatibles avec la version seront signalés dans le navigateur.
    Le message « The Player uses modified data » n’apparaitra plus dans le chat.
    Vous pouvez créer des attelles et vous en servir pour soigner des membres cassés.
    Les joueurs qui se déconnecteront inconscients mourront.
    Les joueurs qui se déconnecteront lorsqu’ils sont attachés mourront également.
    Un Magnum .357 Revolver et ses munitions sont disponibles.

Corrections

    Correction d’un problème mineur concernant les objets qui n’étaient pas correctement placés dans la main droite.
    L’animation de la M4 et son chargeur a été améliorée.
    Ajustement des collisions des formes pour les joueurs armés (cela devrait corriger un problème lors de la monté des escaliers).
    Changer d’arme (le switch) peut désormais se faire sans provoquer l’arrêt du personnage.
    Les animations de sprint ont été mises à jour. Lorsque vous êtes désarmés vous devriez courir plus vite.
    L’animation de rechargement du Mosin Nagant a été corrigée. Les mains n’étaient pas correctement placées après chaque tir, l’arme devrait être plus stable.
    Un message vous informe que le jeu est en « Early Access » sur l’interface.
    Les joueurs morts pourront parler sur le chat.
    Les dégâts infligés sur des objets fermés seront reportés ces derniers une fois ouvert.
    Lécher une pile affichera désormais correctement le niveau de la pile.
    Le modèle des « wooden sticks » s’adapteront mieux aux emplacements de l’inventaire.
    Mise à jour des textures de la pluie avec la réfraction.
    Le sang et la santé des joueurs ne se régénéreront pas naturellement.


 
 


Jeudi 19 décembre 2013  
 
Mise à jour 113822

On ne peut pas dire que les développeurs de DayZ ne soit pas réactifs depuis la sortie de leur jeu. En effet, nous avons le droit et ce, quelques heures après la dernière, à une nouvelle mise à jour.

N’oublions pas de rappeler que DayZ se vend bien, voir même très bien. Pas moins de 213.000 copies du jeu se sont écoulées en un peu plus de 48 heures. Rien de plus motivants pour des développeurs de voir que leur jeu plait à ce point.

Mais revenons en à notre mise à jour

Corrections

    Transition des animations – sobre, allongé avec une arme.
    Salutations – position de la main ajustée.
    Correction de quelques objets flottants si situant dans les bâtiments qui n’ont pas de géométrie de plancher.
    Corrections pour forcer les autres joueurs à manger/boire/consommer des médicaments.
    Les objets pointus peuvent ouvrir les boites de conserve.
    Désactivation de l’animation de rechargement après avoir tiré avec le mosin (temporairement le temps d’avoir une nouvelle animation).
    De nombreuses mises à jour critiques pour la sécurité entraînent une suppression de l’intégralité des personnages.

Ajouts

    Le rechargement du magnum (il n’est pas encore activé).
    Vous pouvez mesurer si une batterie est complètement chargée, à moitié pleine ou vide, ou complètement déchargée (ne fonctionne pas, il faut attendre la prochaine mise à jour).


 
 


Mercredi 18 décembre 2013  
 
Mise à jour 113772

Les développeurs de DayZ n’auront pas mis longtemps avant de proposer une première mise à jour corrective de leur jeu dernièrement sorti. Au programme corrections en tout genre , ajouts de nouvelles fonctionnalités et options et modifications des serveurs.

Certains éléments (en italique) du patch-notes n’ont pas été traduits, si vous pouvez nous aider à le faire, n’hésitez pas à réagir par le biais des commentaires.

Note importante : Si vous ne pouvez pas ouvrir les portes, c’est que votre version de DayZ diffère de celle du serveur.

Corrections

    Il sera désormais possible de boire directement à partir des puits.
    Mise à jour des descriptions des casques/chapeaux.
    Mise à jour des descriptions des pantalons.
    Les batteries de lampe-torches se déchargeront plus vite.
    Les bandages ne peuvent plus soigner les jambes cassées.
    La recherche de serveur montre l’onglet internet comme sélectionné en dehors du cadre.
    Fixed modifier messages, one message type per stage.
    Atelier : réduction de la probabilité de spanws de casques de moto. Retrait des « old proxies » au profit des « memory points ».
    Réduction du niveau à partir duquel le joueur devient inconscient de façon permanente.
    Augmentation du taux de récupération des joueurs après une chute.
    L’onglet Internet est mis par défaut dans le navigateur de serveurs multijoueur.
    Amélioration de la réactivité lorsque vous faites des pas de gauche à droite/droite à gauche.
    Désactivation des mouvements de tête lorsque vous êtes inconscients.
    Adjusted head bob for select animations.
    Diverses mesures liées à la sécurité.
    Modification des immeubles (petit et grand) pour éviter les spawns sur le toit.
    Amélioration des transitions pour les joueurs sobres.
    Nouveau point de spawn de butins dans les hangars.
    Enabled step blending with raised rifle for better responsiveness.
    Correction des problèmes pour Roadway LOD qui causaient l’apparition d’objets flottants pour certains bâtiments.

Nouveautés

    Indicateurs de statut temporaire de l’état du joueur dans l’écran d’inventaire (soif, la maladie, la faim, etc ..)
    Force feed other players.
    Mise à jour de la pluie – il devrait y avoir une meilleure concordance avec le reste de la scène avec des ajouts d’effets de réfraction.
    Nouvelles variantes pour le menu principal (à mains nues) ajoutées.
    L’animation « salutation » pour toutes les positions sera remplacée (maintenant de la mains gauche pour éviter les problèmes quand le joueur tient un objet).
    Magnum hand IK
    Possibilité d’ouvrir les boites de conserve avec des objets coupants.
    Un nouveau viseur est disponible, le point !
    Les couteaux, tournevis et baïonnettes sont utilisables pour ouvrir les boites de conserve.
    Déploiement des loots sur les animaux.

Serveur central

    Correction des problèmes de performance sur la création et la sauvegarde des personnages.
    Correction de la sauvegarde des personnages après sa création.
    Amélioration de la performance et du temps de réponse des serveurs.


 
 


Lundi 16 décembre 2013  
 
DayZ is now live !

DayZ is Now Available on Steam Early Access!

Welcome to the world of DayZ, hit by a new and presently unknown infection which has wiped out most of the world's population. You are one of the few that have survived and now you must search this new wasteland in order to fight for your life against what is left of the indigenous population now infected with the disease. Go solo, team up with friends or take on the world, as you choose your path in this brutal and chilling landscape using whatever means you stumble upon to survive.

ATTENTION : CE JEU EST UNE VERSION ALPHA EN ACCÈS ANTICIPÉ. MERCI D'ACHETER CE JEU UNIQUEMENT SI VOUS SOUHAITEZ PARTICIPER ACTIVEMENT AU DÉVELOPPEMENT DU JEU ET ÊTES PRÊT À SUBIR DES PROBLÈMES POUVANT ENTRAÎNER UN MAUVAIS FONCTIONNEMENT ET DES INTERRUPTIONS DANS LE JEU.

 
 


Jeudi 12 décembre 2013  
 
On debrief le live de Dean Hall

Si vous suivez l’actualité de DayZ au plus près je ne vous apprendrai pas que Dean Hall a fait un live sur l’alpha de DayZ Standalone la semaine dernière, riche en enseignements il nous aura permis d’apprendre plusieurs choses prévu pour le futur (comprenez après la sortie de l’alpha…)

    Implantation des chiens et des chevaux.
    Le cannibalisme est confirmé.
    On pourra réparer ses armes.
    Il y a aura d’autres map dans le futur.
    Dean Hall autorisera les mods dans le futur.
    Vous pourrez asperger les joueurs avec votre désinfectant et même le boire ( à vos dépend )
    Pas de MST en jeu.
    Vous ne serez pas capable de boire votre propre urine.
    Tout les objets pourront être utilisé en armes de mêlées (bandages, bouteilles d’eau, bloodbag…)
    Vous pourrez boire de l’alcool dans le future.
    Le LSD et la Marijuana sont confirmés pour l’avenir.
    Le switch entre deux item est instantané.
    Vous pourrez kidnapper les joueurs avec des menottes, des cordes et d’autres objets.
    Il y aura différentes types de map : cartes touristiques, cartes topographiques, cartes incomplètes.
    Possibilité d’élaborer des pièges pour les animaux.
    Porter un objet infecté pourra vous infecter.
    Possibilité de renverser les zombies.
    Les zombies peuvent vous transmettre plusieurs types de maladies.
    Plusieurs vaccins pour soigner/s’immuniser de plusieurs virus.
    Les items auront un poids dans le futur.
    Apparition d’un holster pour pistolet permettant de dégainer plus vite.
    Les objets ont des effets particuliers selon le fait que vous les utilisiez sur des parties spécifiques.
    Possibilité d’annuler une animation.
    Vous pourrez peindre votre arme à l’aide d’une bombe de peinture.
    Le Ragdoll (chute des corps dynamique sera de la partie)
    Il y aura des doubles chargeurs.
    Possibilité de spawn avec un ami (si vous êtes tout les deux en fresh spawn)
    Il y a aura des protections lourdes : Gillet par-balle, masque de hockey, vous pourrez devenir un vrai « tank ».
    Il y aura des zones cachés dans les forêts.
    Café, thé et cigarette seront ajouté.
    Les zombies courent en ligne droite.
    Vous pourrez tirer sur les oiseaux.
    et pas mal d’autres détails…

Martius, pour DayZ France.

 
 


Jeudi 5 décembre 2013  
 
Quick update for 5 December 2013

So a bit of a progress report on the day that was.

We finished yesterday hopeful but cautious, as the server FPS was just not where we needed it to be realistically. Today was a day of highs and lows. I'll try and explain the difficulty we experience right now in the optimization.

The Challenge

The system was never designed or conceived to run such a huge amount of dynamic entities, over 11000 currently (in addition to the 2 or 3 million static map objects). So each system we refactor, redevelop or fix we bump into the next bottleneck. I think perhaps it is not unlike fixing traffic congestion, you fix it in one area only to find you have moved it somewhere else. This is what we are doing, trying to adapt and redevelop a system designed to handle perhaps 100 dynamic objects in a local area to one that handles tens of thousands distributed over tens of kilometers.

The Progress

We achieved some real success. We broke some things in the process, but nothing unworkable. As an example, we were refactoring how the "bot client" (a system that acts as a handling pot for messages sent to connected computers) handles error calculation (figuring out the difference between current and past, to see if it needs to notify clients of updates). Previously it was not only checking everything, all the time, but the engine was also checking with the bot client to see if it had received its messages. This is redundant as they are part of the same application; messages will always be received by the bot client.

However in optimizing this system (which involves the calculation of hundreds if not thousands of potentially different state management scenarios) we missed a few things, and this results in weird out of sync errors in inventory between the client and the server. Nothing that stopped many people playing, but an example of the pitfalls and challenges faced with optimizing.

Zombie pathing, collision, and tracking is "on par" with the mod for now, and in order to achieve what we want we need to redo the internal engine targeting methods to be more in line with the scripted targeting methods per the mod. This will take some time, so it's been timeboxed to be completed after the release of the alpha.

Our new programmer was straight into work, creating a sound system change that allows different footstep sounds to be played for different shoes worn. Awesome! Now if only we had the sounds to fill them in! Our big brother A3 has been loaning us people, including the A3 sound lead, to help set this function up. Some audio changes are already creeping in which is great to see and will be much appreciated for those joining into the alpha.

The Result

This puts us pretty much in the situation we need to be for server performance, assuming the remaining state calculation errors can be resolved quickly. Our new architecture can support much more, so the future will involve us tearing down the remaining bottlenecks but for now; they seem to offer a good enough structure to push forward on. This is good news. We'll be doing a full review of server performance tomorrow based on tonights metrics and make a decision regarding the server performance.

The Status

As I said yesterday, there is going to be quite a few bugs and problems - but our aim is to mainly turn off the unfinished features so that the bare-bones system largely just works. I think this gives people a good impression, rather than a bunch of unfinished stuff that simply doesn't work.

The real challenge for us now is to figure out what must be fixed versus what can be left until after alpha and redone from scratch properly.

 
 


Mercredi 4 décembre 2013  
 
Quick update for 4 December 2013

Important note: Unless otherwise stated FPS refers to server FPS.

As most will know, we achieved quite a milestone with over 50 players on the server recently. While this is pretty normal for the mod, it's a big deal for the standalone as the architecture is entirely different and so much has been moved onto the server. So what does this mean?

The Situation

DayZ handles a minimum of 15000 dynamic objects. This is a huge amount of things to synchronize, in a MP environment. We implemented an entire rewrite of how objects are managed, linked with the "network bubble". Our chosen system was to implement an R-Tree approach and we have seen some success with this. Our aim was to reduce the massive FPS burden that all these dynamic objects bought, grinding the server to a halt. The main problem appeared to be scaling, in that the more players the worse it got.

    Some details about server FPS

      Not strictly "frames per second" on a client more akin to "simulation cycles"
      Max is 50 FPS
      Max simulation of player is 25 times per second
      Max simulation of zombie is 10 times per second

    That means below 10 FPS, zombie behavior could be noticeably affected.

The Good news

We are no longer player number bound. It appears the server loses about 3 FPS per 40 players. We have only tested to 52 players currently. At that time, it was our first efforts with this number and we immediately found some missed areas of optimization, so with our next mass test we expect better results. The more players we threw at the server, its FPS numbers didn't change.

The Not-so-Good news

I was initially quite surprised because we still had a very high starting frame usage. 15000 loot items were using 1 FPS, that's right - just 1! But for some reason, 1000 zombies (despite all but 10 being at rest) were using a whopping 35 FPS. It didn't make sense and we've been going through this, optimizing and looking for the reason.

The Feedback from those involved

Overall, despite the performance concerns, with the server running around 8-12 FPS when under its heaviest load, the server was "reasonably responsive". Some people experienced inventory actions being a little bit slow occasionally, but generally it seemed things went okay.

Progress since the test

Since the test, we isolated two major crashes (resulting in server soak with constant players with no stability issue, no increase in RAM, and no decrease in FPS). We also optimized some areas. We're also busy hiding some areas and functions that are incomplete, as they either break or cause problems that we don't have the time to resolve before the Alpha's release. Perhaps one of the most serious gameplay issues we have at the moment is a very long time the player spends unconscious. It causes a problem for testing, so it's something we will be fixing before the release of the alpha.

Overall, the mood on development is quite upbeat. We're all pretty tired, as it has been very late and long working days. We had a new programmer and new designer start this week, and some assistance from the ArmA3 team to prepare the creation of our own audio team. We're looking forward to getting the Alpha out into Early-Access. I think that while some might be disappointed that this is not some feature-packed, graphically focused, masterpiece - we've been focused on addressing the major architectural issues and it's represented a massive body of work over the last 12 months.

We need a little more out of the server in terms of framerate. Just a little bit more, to ensure the inventory stays reasonably responsive. The remaining time will be spent tidying up remaining issues to try and give a more solid experience when we kick into the early access.

It really is an Alpha

I really can't emphasize enough - this is going to be an early access project on steam. It's a true-blue alpha. Massive areas of the engine were entirely reworked, involving a large team of people over the last 12 months. Much of what these achievements will enable won't be seen for many months - so I really plead for anyone who is on the fence to take a skeptical approach - watch streams, read reviews, watch some let's play and form your opinion. You could always come back to the game in three, six months time and buy it then.

Buying early will be a recipe for disappointment, it's a chance for those who want to be part of that whole process. For them, the process is as much as part of the game as the whole experience. For many, this is the opposite of what they want. To enable a smooth launch, we really are targeting it at a core audience who want to get deeply involved in a very barebones experience that is a platform for future development.

 
 


Mardi 3 décembre 2013  
 
December Round-up

A collection of the most interesting/newsworthy posts by Rocket and other devs this month all in once place. I'll update the post as I find them.

It's happening



https://store.bistudio.com/dayz
http://store.steampo...com/app/221100/

16th December

    It's getting dark and I swear I saw something there... I love that #creepy #atmosphere #DayZDaily

14th December

Rocket Q&A and LiveStream (3h 16m)
http://www.twitch.tv...uns/b/487181967

Here is a condensed stream highlight video from BrtTrp



    Am I good, or am I good?  

    Found this crafted shelter while #walkingdog before I went to office today #inspiring #dayzdaily 

    No more devaluation of sterile bandages - chance of getting infection from dirty rags is in. #dayzdaily

Just clarify a few things we've been reading:

Why is there another bug? wtf?

    There is no "new bug", but we do need to verify the old bugs were actually fixed and that something hasn't been missed.

We can handle the alpha! it works!

    We understand people want to play the game and we understand the majority of people can "handle" the alpha.
    Also, we need to verify its not going to be a giant, unmitigated, disaster. It's unprofessional, unethical, and pretty immoral to simply push a button without at least attempting to ensure what you are selling works at least on a basic level.

Why don't you just say "it's not coming out today"?

    I can't say things like "it won't be released X day" because instantly it makes people think "it will be released the next day". Essentially, it is the same as announcing a release date.

Why not announce a release date?

    because things happen, and they already have. Not just bugs, but production issues, business issues, power outages, legal issues - any million number of things can come up to delay an intended release (let alone a late discovery of a showstopper bug).

What is happening with server hosting

    This is something I discussed at length with the DayZ community development in the skype chat. We have no firm policy on this but are taking a cautious, tiered approach that centers on two things:
    maximum security
    maximum effect for minimum effort
    This means we are going to try meet initial demand for game slots, and also ensure that we have minimum exposure of our systems externally. This gives us a small extra protective measure against security and hacking.
    It's not a firm policy, and at any time if the issue of performance became bigger than security we would simply let the floodgates down. Currently our sole aim was to work with a few people to try and ensure we got a good process setup. We simply don't have the resources to deal with anyone who wants to host something, as we are still creating the system, figuring out how to connect everything.

Conclusion

I hope that clears up some confusion. And a small plea, I do think that it would be good for people to realize the game is being developed by human beings. We all love the game, but we're not perfectionist. Each day we haven't released has been a crushing blow for us, working extremely long hours for months. We want it to release too!

We thought that streaming might be a fair way to keep people posted, it's honest because it's live and it's something we can do even when we are tired because it requires no production value - and it's a bit of fun too. I fear some people think of it as cruel to "stoke the hype train" but really, we just felt that providing some regular information was good for us and the community. I'm open for feedback on that one. [source]

Q: What if you would release the server files during launch, so that people could host the game on dedicated servers.

What does this even mean? Think about this. Our architecture of the central server is incredibly complex and costs a very, very large amount of money. It involves a large database, a series of load balancers (not just software, but actually physical machines), a central server application, firewalls, custom whitelist software and database, employing a great quantity of fulltime people. We can, just barely, keep this going for one central server. How is this deployed? And the entire game has been built around the concept of a persistent character, so if we don't provide this central server... the whole game design doesn't work. You are making a classic mistake - in assuming the problem is "finding the bugs or vulnerabilities". That's not the problem, the problem is solving them. They will be very obvious, but if we release the files... they will most likely be more obvious to the wrong people and we will find out about them much later. If we control access then it means we can find the vulnerabilities and work to solve them ourselves.

Q: is it more efficient keeping the files locked down while your team goes through them

I don't think you quite grasp what is involved here, I'm not saying it's "inefficient" to setup small communities during initial testing... I'm saying nobody has given a way that is physically possible.
it's the same thing I said to the DayZ community steam chat, I'd love to find a way to make this work but we went over it again and again to death and we couldn't identify a way that didn't involve basically guaranteeing we would always be behind in security issues.

8th December

    Everyone busy today. Lots of fixing. I've been working with Fido to try make zombies more interesting/threatening. Tough work! #DayZDaily
    Stomach cramps #DayZDaily

Q:  Do gasmasks have a gameplay impact such as lowerng the chance of getting infected when running around with an infected player?

Yes [source]

Q: Is client side FPS going to be optimized?

SA is indeed optimized for it's purpose, however:

    Clientside optimization has not been a focus. Where we have found easy optimizations these have been done, but no focus has been placed on GPU optimization.
    There are many, many new things in SA. These easily eat in to many of the optimizations. An example being a dramatic increase in dynamic and static objects (more interiors, more furniture).
    We have big problems with how we are managing textures and models, this will be looked at post-alpha. [source]

7th December

Rocket Q&A and LiveStream (3h 20m)
http://www.twitch.tv...uns/b/485686449

Here is a condensed 13 minute overview and analysis from Dashieeeeeeee 



6th December

Pre-Release Testing - Lend me your ears http://www.reddit.co...d_me_your_ears/

Q: How long would this test period be expected last (roughly)?

Good question. Days, not weeks. [source]

Update: There is no "pre release" streamer testing. It had been discussed previously and we had rejected it for the reasons that I've listed before. It was mooted that we should consider it again, but I told Brian it would only happen if there was community support for it. He posted here to get comment. Without community support for the idea then it won't happen, and it certainly doesn't seem to me like there is. I thought the idea might have merit although I had strong concerns against it, but it doesn't seem like it can be discussed and we won't do it without community support. So it looks like you're stuck with me streaming for the time being. [/size]The decision was made NOT to do it long ago. But it looked like there might have been some support so we decided to get comment. In my brief review of the thread it seemed almost entirely opposed - so there is not broad support so it won't happen.[source]

5th December

Progress Update from Rocket http://forums.dayzga...-december-2013/
Another quick update from Rocket http://forums.dayzga...-december-2013/

    Okay so zombies are accidentally killing other zombies when they get in the way. Not sure if bug or feature... #DayZDaily

Q: How many testers(In total, could be an estimate and anonymous) are participating in the pre-alpha testing builds?

Brian or Matt would have the exact numbers, but the numbers dramatically increased after we succeeded in hitting 50 players. I would say, at a guess, over +150. [source]

Q:  Will you have a process setup for reporting bugs/feedback during the alpha?

Yes a feedback tracker has been setup already, I think it might be similar to the ArmA3 one but Brian or Matt would be able to confirm that. [source]

Q: Will early access folks be allowed to upload to Youtube?

Yes, that will be allowed and encouraged. [source]

Q: That mean its going to be copies-limited alpha ?

We don't plan on limiting copies, but if something bad happened we might stop selling until that problem was resolved. [source]

Q: Will there be official statistics for every player like was planned before ?(rezzed 2012 session i think), kills, deaths, time survived etc?

We will be collecting this information but I am not sure if our official website will be hosting the information. My preference would be to figure out a good (secure) way to allow the community to host such sites and information, as there are some extremely talented people out there. [source]

Q: As an artist myself (music), I begin to dislike the stuff I am working on for lengthy periods, do you ever feel this way creating DayZ?

I love the concept I just get very frustrated because at every turn I find something that doesn't work properly and eventually you just want to go "Oh god, just tear it all down and do it again!".

I feel bad for making people endlessly do things (art, methods, designs) again and again. But if it's not right you just know it. I don't mean it has to be perfect, but the basis of it must be correct.

That is probably the most frustrating thing for me. Wanting the basis of things to be logical, correct, and the task of achieving that is very big, and difficult to coordinate. [source]

Q: I think you should change the player model proportions to be more similar to ArmA 2.

Changing proportions would require a new skeleton, which would require an entire new library of animations. They would have to be motion captured, cleaned, etc...

This is why ArmA3 keeps the same skeleton as ArmA/ArmA2.

Also, the ArmA skeleton has very elongated forearm bone - about 1/3 longer than a human - so that the character can hold the weapon. The dayz skeleton is actually based on real human proportions - averaged out between male and female so that they can share the same skeleton.

Summarized:

    Each new height would require perhaps three to six months work for the animation team
    Characters with different heights offer advantages to those who are shorter in being harder to hit
    The ArmA skeleton body proportions (largely unchanged since OFP) had significant and major differences from a human to accomodate arm positioning to hold the weapon.

Also, all the weapons have been developed to real life specifications. Some creative license has been taken with attachments. As an example, Harry (the artist behind the Mosin) actually purchased the mosin in real life so he could recreate it in exacting detail in the game, including down to the serial number.

Q: Three to six months work... Are you kidding me? Every decent MMO had this and often MUCH more complex body customization for 10+ years...

ArmA explicitly models the characters as part of the simulation. That's why you see the full body, from the exact position of the eyes. That mean's that all the simulation needs to be scaled which is not a trivial task. You would also have to look at how to deal with proxy objects, such as weapons. If you don't scale them... how do you handle the different positioning of hands?

Q: Why are all the items/clothing/masks brightly colored and look like they were bought from a store, they don't suit a zombie apocalypse game at all. 

The materials of objects depends on their condition. For example, the payday masks look very different depending on whether they are pristine or ruined. Some objects are brightly colored by design. In fact, many items are deliberately brightly colored such as backpacks, running jackets - for very practical reasons. What you have done, is picked a few brightly colored items from the game and said "they are all bright!". The vast majority of items in DayZ are fairly plain colors, dirty, and grimey. Movies, such as the road, are portraying a linear story and use their visual style to help convey that. They deliberately avoid certain colors and emphasize its use in parts. We can't do that in the same way, because we have to cover different times of day, camera angles, sun conditions, bloom, player clothing, configuration, etc... etc... Mountaineering backpacks are specifically and deliberately brightly colored. The current biggest backpack we have in game is the mountaineering backpack. I don't know what else to say really, other than I disagree completely with the premise that we only have brightly colored "cartoon like" items, and also that we shouldn't have items that are colored at all.

Q: There's been a lot of negative reaction to the Payday masks being in game, care to comment?

FTFU. If the "payday masks destroying immersion" is the biggest concern going into the alpha then it's a true triumph of a release. While I can see why some might have reservations, sometimes you read something, roll your eyes, and say really?

4th December

    Bring it.

3rd December

    For the first time, we broke 50 players on a single DayZ game server. Great day for us all here #DayZDaily
    Ok ok, it was me. One on the hill, three in the pond, two on the bridge... @mattbloomer among them...So much fun! #DayZDaily

    Yes, the red(dit) house is still there, even with the oak nearby #DayZDaily

Q: What about the release date?

Each sprint (in fact, sometimes even daily builds) are considered for possible release. It has been this way since E3. It is an extremely complex game to ensure operates correctly in singleplayer - let alone multiplayer. The past six months have seen us solving problems born of architectural changes. The situation is the same as what I said before: imminent pending the solving of "show-stopper" architectural issues. Meanwhile, the rest of the team continues with the content/features. [source]

Q: How long will it take to release on Steam once it's ready?

I believe it would take about 10 minutes for it to go live on steam, from the moment we decide. [source]

Q: Why you can't make an educated guess as to when it WON'T be out by

I tried that earlier in the year at E3. That didn't work out so well.

Saying "it won't be out before xxxx", the takeaway becomes "the game will be out on xxxx". If xxxx rolls around, and it's not out, then I'm accused of breaking promises and all sorts else. There is no "off the record", no "rough estimates". The world will see only one thing from something I say: a promise. This is one reason why I try to be vague enough on here that no media outlet will pick up the story. I offer just enough information, spread through posts, that it's (hopefully) not enough to print. This allows me to provide information to those who need it, but not enough that it becomes a website headline adorned with hyperbole.

Q:Why are you being quiet again? Is it possible that the game will be released before 2014? Obviously you have made countless broken promises, what do you, Rocket or anyone else working on the game, "think"?

Rocket is being quiet again

Not entirely sure I agree with that. I allocate a fair amount of time to answering direct questions through social media. This is: (a) more than I give to the media ( B) out of my own time) What I don't do, I concede, is give dates for release. There are multiple reasons for this, the most important of which is that it is not just me who would be bound by this date: but the entire team which now involves about 20 full-time, onsite, people.

Is it possible that the game will be released before 2014?

The answer is very simple. It would be very difficult to argue anything other than "yes" as to whether such a thing is plausible. The real question would be "how likely", which is actually a question that should only be asked (and only answered) by those who can fully understand the implications and factors involved in answering it.
By this, I mean someone who understand the risks and variables involved with making something that has the architecture (but not exact operation) of an MMO.

I also think that question is the lesser when compared with "should the game be released this year?" That is the question that is asked whenever something is made that is releasable.

Obviously, he has made countless promises that were broken. In 2012 I said that DayZ had to be out by the end of the year to achieve what we wanted to. It wasn't, and we didn't. That cost us. That cost us in many ways. It cost me personally, because I had to spend another year in the Czech Republic that was unplanned. There's only one person to blame for all that and it's me, and I've been down the road of apologizing and explaining many times before. While the difference between what I said and a promise might not matter to some, it matters a great deal to me. What I thought I was doing was being honest... "we have to do this, or else". Well - the "or else" happened and this is it.

What do you, Rocket or anyone else working on the game, "think"?

What I think is simple. We are making a foundation. The foundation I believe that a multiplayer game of this nature needs. This came from a decade of modding ArmA, and involved me pushing programmers and team members to the absolute brink over the last year.

This is not a game launch that will be shoveled full of features, pretty artwork, or polish. What I want is very simple. I want a robust, well engineered, framework for the future. Something that we can test. It might be really rough around the edges visually... underneath it is built from solid steel.

When you cut all the bullshit, all the scandals with "promises", competitors, the "moment being lost", and hype wasted... it is so damn simple: make a good game.

Our first step is not the alpha you want. It is the alpha we need to build the future.

2nd December

    Last thing I saw before a bullet through the dome from 400m+ away. #DayZDaily

Q: Mr Rocket, Where we at old chap?

I'm still here :) We've been very busy. New hires each week, in fact a new designer just started today and we're borrowing a skilled audio person from A3 for a few days to help set things up for our new Audio hire(s) when they arrive. We also have another new programmer starting any day now. Our overall goal is still server performance, security, and stability. In the meantime content continues to roll in, so that's a good thing. All in all i'm feeling pretty good about our plans. But things are very busy, we've been working nights and weekends but mostly everyone took the weekend off (I spent most of it sleeping!). [source]

 
 


Samedi 23 novembre 2013  
 
DAYZ WEEKLY - Le point sur l'actualité DayZ Standalone, semaine 47

Nous attendons tous DayZ Standalone, la patience des fans est mis à rude épreuve ces derniers temps, entre les rares informations et la communication disséminer (twitter, reddit, tumblr…) Afin d’y voir plus clair nous avons décider (Martius et Mojal) par l’intermédiaire de notre partenaire DayZ France de vous proposer à partir d’aujourd’hui et de façon régulière des points sur l’actualité, des dossiers ou bien encore des billets d’humeurs sur différents sujets concernant DayZ Standalone.



Cette semaine on revient sur les faits marquants du 18 au 24 novembre 2013.

On commence avec deux photos postées sur Twitter par le producteur du jeu, Brian Hicks.

week1

C’est la première fois que nous pouvons voir la ville de Zélénogorsk dans DayZ Standalone, appréciez le travail sur le level design et la cohérence du décors (intégration de la voiture dans le paysage, détails de la végétation…) Je nuancerai mes propos en précisant qu’il manque certaines ombres et qu’une photo peut toujours être retravaillée via Photoshop avant d’être publiée, prudence donc. Dans tout les cas, il s’agit sûrement du plus beau screenshot qu’il nous a été donné de voir du jeu !

week2

C’est désormais confirmé 95 à 98% des bâtiments seront ouverts, Hicks nous explique que dans la zone (Prigorodki) où il se trouve, il y a plus de bâtiments dans lesquels on peut entrer que dans le mod tout entier. Imaginez bien qu’on peut monter à tous les étages, et rentrer dans la plupart des pièces de l’immeuble en face, combats urbains épiques en perspective !

Mis au point de la part de Dean Hall

    Ajout du contenus comme les viandes (cuite, crue, pourrie), les fruits, la boussole… .
    Intégration des fonctionnalités steam comme la recherche de serveurs, rechercher un ami et les serveurs favoris.
    Une répétition générale va avoir lieu afin de faire un test de stabilité complet des serveurs dans les prochains jours.
    Dean revient aussi sur le nouveau fonctionnement des zombies :

Un des plus grands problèmes que nous avons rencontrés avec les zombies a été l’évitement des collisions ainsi que le changement de « chemin » lorsqu’un zombie agresse une nouvelle proie, car nous ne voulions pas que les zombies pourchassent les joueurs par point de passage mais plutôt par « ligne droite ». Le problème c’est qu’avec ce système, les zombies peuvent passer à travers les objets qui sont sur leur route. Nous avons essayé d’employer path-planner (par mes déductions une sorte de planification de chemin) juste pour le chemin initial, mais ce n’est pas utilisable. Tout le système est trop lié au système de base d’ArmA (DayZ Mod) et même après avoir bidouillé, le système actuel est trop rugueux et cette sorte de « chemin d’agression » des zombies doit être créé en temps réel dans le jeu ce qui demande énormément de ressources par rapport à nos PC.

Les joueurs génèrent une sorte de trainée imaginaire, même quand ils ne se font pas pourchasser par un zombie. Nous travaillons à ce que la trajectoire initiale des zombies puisse être construite à partir d’une partie de cette trainée imaginaire qui n’est pas obstruée par d’autres objets. Nous employons un simple algorithme d’évitement d’obstacles, alors nous essayons de construire le chemin initial autour de ces derniers. Nous voulons éviter que les zombies passent à travers ces objets autant que possible, cette solution est celle que nous avons commencé à expérimenter.

La première solution analytique pour éviter les obstacles a été produite et donc un système dynamique de « chemin d’agression » a été fait, le problème maintenant sont les coins des obstacles (mur, etc…), les points de début et de fin de course, nous créons des « arêtes » imaginaires a ces murs pour ne pas que les zombies rencontrent les coins des obstacles et finissent par s’y bloquer, nous avons créé un graphique (photo) pour voir le chemin qu’emprunte les zombies (représenté par les lignes blanches sur la photo). Ce graphique ne sera mis à jour que sur demande. Les points de début et de fin ainsi que ce problème des coins de murs sont en train d’être étudier actuellement.

C’était a peu près tout pour l’actualité de cette semaine. Nous vous donnons rendez-vous la semaine prochaine pour une prochaine intervention, d’ici là portez vous bien et n’hésitez pas à réagir dans les commentaires.

Martius, pour DayZ France.

 
 


Mardi 19 novembre 2013  
 
Quick update for 19 November 2013

This week has started off great I'll give some highlights:

    Realized that a whole bunch of people equate sounds with change so some poor person on the team is going to have to do some extra hours to put placeholder placeholders in. It's a pointless task but if it makes people actually check for different mechanics then fine.
    Going to put the extra zombie models back in, we just used one for testing because it was the only zombie we'd changed to the new engine simulation tag.
    Server FPS is stable at the levels we have been testing (40-50 FPS with ~10 to 20 players, 15000 loot items, 1000 zombies). We had a very nasty stability issue relating to massive changes in the way the engine handles it's array of objects. Dynamic objects (anything made after mission start) were all handled in two very large arrays. The only way of checking them was to iterate through them. Simply put, we made a smart way of the arrays with a "dirty" and "clean" array. This removed significant overhead (orders of magnitude) but because it was a radically different approach we had severe instability. Appears this has been done.
    Pistol is in and usable properly now, although it's just placeholder animation wise because it's borrowing from the rifle animations until subclassing is complete.
    Client FPS in cities may have a boost due to some changes in the way occlusion culling is used for dynamic objects. Not a focus for now but it was something found along the way.
    Lots of new content pouring in, such as meat of many different types in cooked, raw, rotten variants. Also lots of new fruit, new orienteering compass, a down jacket, the zombies are using gestures not animations now for attacks (can attack while moving).
    HTTPS implemented for game server <-> central server communication.
    Steam integration for the server browser such as friends in the server etc. A favorites tab. A friend on servers tab. Etc...

So where are we?

    I need to go back and focus some on the player flow from menu to ingame as this needs cleaning up as it doesn't really support the release yet.
    Verifying the instability issues we had.
    "Dress Rehearsal" needs to occur, which is an all-signing, all dancing test of a server.

Much more things as well but I'll try keep everyone posted when I can.

 
 


Vendredi 8 novembre 2013  
 
Quick status update for week 8 November

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.

Optimizing/Bugfixing Dedicated server

This is why we are not out. We need performance

We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.

We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.

The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.

Why not just say its not out on xxx day?

If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".

What we have now

We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.

Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.

The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.

So, what next?

We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.

 
 


Vendredi 1 novembre 2013  
 
November Round-up

A collection of the most interesting/newsworthy posts by Rocket and other devs this month all in once place. I'll update the post as I find them.

30th November

    Checking the placement of the new hay shacks in the forests of Chernarus, they are pretty tricky to find. #DayZDaily

29th November

Q: Is joining a server still going to take a long time in DayZ similar to the mod?

One of the biggest problems is that in order to enable Join-in-progress (JIP) the server keeps a log of things that happen. All this data, for the whole map, is sent to a player when they are connecting. This can be extremely substantial, and very demanding not just on bandwidth but on processing power (both for the server and client). This is one of the reasons that the network bubble is so important for standalone, and why we have focused so much of our development on architectural issues like this. [source]

Q: Part of the problem is the feedback from the UI. When it takes a long time to log in to a server, I can't tell if something has gone wrong and I need to abort

The main problem we have now is adequately preloading your client, which is the reverse problem you have listed. That is, the server has created your character and position - but your client hasn't caught up and loaded the world yet. It also means you spawn into game and see textures/models popping into existence. From menu to in-game can be as short as several seconds (if your game already preloaded the world before). We are now building our manual "queuing" system that will force the client to wait for x amount of time, depending on when they last joined a session etc... So the delay will be entirely arbitrary. [source]

Q:  Are waypoints/markers using the map removed, forcing players to orienteer instead?

Markers gone. Position gone. Little exploits allowing you to place next waypoint gone. GPS not in yet. Two compasses, orienteering and old brass one. Both fully animated. Will be probably adding PiP to help orientate them and use them but only basic functionality available for the alpha. [source]

25th November

    Smashed a couple of big bugs today (no more floating loot!). Feels good. #DayZDaily

23rd November



Rocket livestreaming DayZ and Q&A on Twitch (No sound for first 10-15min)


21st November

  • I feel like there are more enterable rooms in this area then all of DayZ Mod. #dayzdaily 


 

21st November

20th November

(WIP info on the revisions to pathing)

One of the the biggest problems we faced with zombie collision avoidance is the initial path when zombie gets a new target as there does not exist any trail-waypoints (breadcrumbs) so we rely on straight line. This sometimes leads through objects. We tried to employ path-planner just for initial path but this is not usable. Whole system is too connected with original AI and even after some hacking it show up that strategic path is too rough and operational path needs to be created too what is very performance/memory wise very demanding.

So we looked at:

    Players generate breadcrumbs even when they are not target to any zombie. Initial path could be constructed from part of that trail that is not obstructed by any other objects
    We employ simple obstacle avoidance algorithm so we try to construct initial path around obstacles. We want to avoid "cheating AI" as much as possible, this solution is the one we began to try.

The former analytic solution for avoiding obstacles was dumped and instead a complete dynamic pathfinder has been made which makes nodes from all obstacle corners, start/end points, create edges and perform a search on this graph. Graph will be updated only on demand and cached for some region around agent. Start/end node and their edges are the only generated every search.[source]

Q: Rocket we aren't all geniuses, this just looks like a spiderweb to me..

Sorry, I didnt realize reddit wouldn't let me add text AND an image. So I posted my comment as text below, hopefully that explains it. But you can see the dynamic pathfinder graph in action above. The zombie AI manager has analyzed the scene and the zombies will use this when they need to get to a target. [source]

Q: How much do you feel this is an improvement over the original system?

Well they don't run through the buildings, that's a good start lol [source]

19th November
(Quick update from Rocket)

This week has started off great I'll give some highlights:

    Realized that a whole bunch of people equate sounds with change so some poor person on the team is going to have to do some extra hours to put placeholder placeholders in. It's a pointless task but if it makes people actually check for different mechanics then fine.
    Going to put the extra zombie models back in, we just used one for testing because it was the only zombie we'd changed to the new engine simulation tag.
    Server FPS is stable at the levels we have been testing (40-50 FPS with ~10 to 20 players, 15000 loot items, 1000 zombies). We had a very nasty stability issue relating to massive changes in the way the engine handles it's array of objects. Dynamic objects (anything made after mission start) were all handled in two very large arrays. The only way of checking them was to iterate through them. Simply put, we made a smart way of the arrays with a "dirty" and "clean" array. This removed significant overhead (orders of magnitude) but because it was a radically different approach we had severe instability. Appears this has been done.
    Pistol is in and usable properly now, although it's just placeholder animation wise because it's borrowing from the rifle animations until subclassing is complete.
    Client FPS in cities may have a boost due to some changes in the way occlusion culling is used for dynamic objects. Not a focus for now but it was something found along the way.
    Lots of new content pouring in, such as meat of many different types in cooked, raw, rotten variants. Also lots of new fruit, new orienteering compass, a down jacket, the zombies are using gestures not animations now for attacks (can attack while moving).
    HTTPS implemented for game server <-> central server communication.
    Steam integration for the server browser such as friends in the server etc. A favorites tab. A friend on servers tab. Etc...

So where are we?

    I need to go back and focus some on the player flow from menu to ingame as this needs cleaning up as it doesn't really support the release yet.
    Verifying the instability issues we had.
    "Dress Rehearsal" needs to occur, which is an all-signing, all dancing test of a server.

Much more things as well but I'll try keep everyone posted when I can.
http://dayzmod.com/f...-november-2013/
 

Q: Will you be using the swimming mechanics from ArmA 3?

Swimming has not been ported from A3 yet. [source]

Q: Will falling into water from height still do damage?

Falling will not be adjusted until AFTER the alpha is out. But it will use ragdoll at that time. [source]

Q: Can we have a development roadmap?

We will be releasing an extremely comprehensive roadmap with the release of the alpha version.
Let me say this, in the past few months the development committment and resources of the project have massively scaled. We have moved into a new building, new people are being constantly hired. The roadmap is already looking far more ambitious than I ever could have imagined. While the initial alpha might be fairly limited on the face of it, the platform it provides for the progressive months of development is (in my opinion) nothing short of staggering. [source]

Q: It would be nice if you could give us an estimated release date? When do you hope it is out?

If I said when we hoped, everyone would take that as a promise. We have hopes but, as always, we won't compromise the whole project and rush something out. I had hoped the fact this has been occurring with nearly all PC launches would show the value in this approach to everyone. [source]

Q: I thought finalizing the flow into game wasn't going to hold back the release?

Finalizing the flow wasn't holding things up until the new R-Tree implementation identified that disconnecting clients character brain and inventory were not cleaned up properly. This is causing crashes and instability - and a great deal of report spam. I find it insufferable that people instantly assume I am lying whenever something doesn't match their desired world view. It's also not necessarily holding things up, we have to achieve the target and we're following multiple paths of resolution. Finalizing the flow wasn't holding things up until the new R-Tree implementation identified that disconnecting clients character brain and inventory were not cleaned up properly. This is causing crashes and instability - and a great deal of report spam. I find it insufferable that people instantly assume I am lying whenever something doesn't match their desired world view. It's also not necessarily holding things up, we have to achieve the target and we're following multiple paths of resolution. [source]

Q: You said the one thing you needed to achieve before alpha release was stability, but now you are saying you need to finalize the flow into game... So another lie?

That is part of our stability work. One of the major problems we have now is inconsistent state of the players character when respawning/logging in. When you die, sometimes you death is processed sometimes it's not, or sometimes there has been weird issues with the database. At best, it has been causing problems saving the state of the character. At best, it has been causing crashes of the entire server and all the clients connected. In order to make it more stable, myself and one of the programmers have been refactoring the client into game process so that it is more streamlined and robust. I may be bad at my job, wrong, and many other things, but I am no liar. [source]

16th November

    Here are a couple of item renders


15th November

Been a while so here is a raw, unedited, roughly 10 minute gameplay video taken after spawning into a multiplayer test today. This is pre-alpha footage, so it makes no effort to mask the variety of bugs. Our whole focus is on getting the alpha out, which means focusing on Multiplayer (server) performance. Enjoy and see you soon!


Q: I hope you can disable that motion blur?

Yes you can. Most people (even in the project) hate motion blur but I love it. And it's my party, so my videos always have motion blur! hzzzaaah!

Q: What about mouse acceleration and an FOV slider?

Fov slider yes, already in game. I think we either disabled mouse accel or there is an option for it.

Q: Was the hatchet stopping when it hit the zombie or am I seeing things?

At least someone noticed :)

Q: Was that a blocking animation I saw?

Yes but it doesn't work (yet)

Q: It seems you are swinging with the mouse also, does it work if you swing too late (after the zombie has movied) and still connect with the zombie if you move the mouse mid-swing?

Yes. Tracing is done along the length of the axe during the animation. At least someone noticed :( Not all weapons do this. Most one handed weapons do it cursor based, because they just didn't work well without spacial awareness.

Q: Can you switch weapons while walking/running?

Yes you can. But currently the animation only works taking the rifle off your left shoulder. This week the animators introduced an animation taking an item off your right shoulder but it doesn't have the taking while moving animation yet.

Q: Sounds out of sync with the animations?

The animations changed after the sounds were made. Sounds will be remade once we have finalized the animations +actions. This is the reason we stopped doing new sounds, too much of the game is changing to have to redo the sounds each week.

Q: I was hoping to see the Mosin in action....

Mosin with scope and bayonet is probably one of the coolest items in game currently (there are two scopes for it in game now. Gotta leave something for our second date, or you'll never invite me to the prom!

Q: Looks good, but if you are focused on multiplayer testing why not show stuff with multiple people?

Chernarus is a big place. I had no time to edit so I just run around for a bit. You can see people disconnecting and connecting in the bottom left.

Q: Are these connecting messages going to stay in the game?

On the list to be toggleable .With default "off". We were going to remove them, but server admins probably want to be able to toggle them on.

Q: What about kill messages?

There are no kill messages.

Q: How does the game look on low settings?

I generally only play with settings on "low" (not very low, because that disables GPU). We use an internal executable that drastically lowers performance due to its debugging features, so we basically have to run it on low or we get a slideshow.

Q: Wow, that video looks amazing for low.

That's not on low. I'm not sure what that's on. I did that off a steam build. But most of my screenshots are on low.

Q: Are all the ArmA backpacks removed?

Yes. We are redoing them all for parity with the new items. The new backpacks all have straps. The old backpacks simply didn't look right because of the lack of detail. We currently have four different types of backpack, most these kinds with a few different color variants. More will follow.

Q: Crosshair?

Crosshair is only in for testing. It may still be in for alpha, depends on state of other game systems.

Q: From the comments I've been reading it seems new mechanics like the compass and needing a can opener etc are too complex?

It takes inspiration from rogue-like games. The game can't (and shouldn't try) to compete with great zombie games like L4D or dead island, or RE, etc... It's about the complexity and the decisions. Obviously, there is a fine line between "good" complexity and "bad" but the only way we find where that mark is, is by trying something and seeing.

Q: I noticed the exhaling wasn't synced with the visual breath effects.

It's not sync'd (yet)

Q: This is not what I expected, zombies still only appear to be a minor nuisance?

They're more like project zomboid now. One or two you're okay. But the ones that sneak from behind and bam... you're in trouble.

Do a little experiment, sit down and write the exact mechanics and math required to make the zombies act like a "threat". Put it into a decision tree. It's actually hard because all you can do is make them either faster or stronger. In the end, I opted more towards the tried and true zombie trope of more zombies

I spent a year on and off trying to make the zombies work, experimenting with different scripts. In the end I came to the same conclusion you discuss here. In making individual zombies a threat, you actually make these very frustrating situations. The game becomes very black and white. But by making zombies "manageable", that means that generally with the zombies you are okay. But if you don't have a good plan - you get in deep trouble. That's what we are aiming for.

I also have a great melee weapon. It would have been a very short playthrough with just my fists (I would have died in about 30 seconds). The wood axe is the second best melee weapon in game, besides the firefighters axe (and maybe the chainsaw).

Q: Badass axe!

True as well, that axe is the second best melee weapon in the game, after the firefighter axe. Although the chainsaw is good but limited fuel.

Q: Can the screwdriver be used as a melee weapon?

Yes. Actually everything is.

Q: Are you guys seriously keeping the ArmA 2 lighting effects?

The effects, as always, are controllable.

Regarding our lack of focus on replacing the rendering, unfortunately nobody has invented a "replace rendering for game engine" button yet. Perhaps you have, and just forgotten to post it online. If so, please let me know and I'd be glad to license it from you.

Q: Disappointing, this is what I expected a year ago, the longer you delay the more people are going to expect.

Then maybe your expectations were/are too high. And maybe, I'm giving you the chance to see the state of the project before you part with your cash. If you don't like it, don't buy it. You can it's say its shit, but at least I can say I did my best and I was honest about what was achieved.

Q: Why does it sound like the axe is firing bullets?

WHY DO PEOPLE NOT READ THE WARNING MESSAGE? Seek, and ye shall find.

    Some folks weren't crazy about the screenshots I've been tweeting, but this storm is just too much. #dayzdaily

    If you like that, you're gunna love this. #DayZDaily

P.S I am running on normal across all settings, save Anti Aliasing, which is on high.

    There was a small trip, walked in Zelenogorsk and dressed up. I found knife and jacket, and the guy -screwdriver - Senchi

Q: Im guessing A3 rain will be used which honestly looks quite good. Visible on front of lights. Invisible otherwise?

Actually, both A3 and DayZ SA get their rain from Carrier Command :) [source]

Q: Will lights finally cast their own shadows and not shine through buildings?

In order to do this. I suspect we would have to drastically cut down on view distance. Fully dynamic lighting might simply be too complex for the scene. But we will examine this soon and see. [source]

Q: Killing players while they are half-way through loading into game is a big problem in the mod, will that be addressed?

Agreed. I'm not sure if I will get this done in time, but my current plan is to revise our system of spawning in a player. Currently you connect, and the server checks the central server to see if you have a live character. If so, it loads that in and switches control to you. If you don't it makes one and switches control. However, it often takes a few minutes longer than that to load in (the server auth process is lightning fast now). So what I am planning to do, is to have the player be told where their character will load in, preload that spot on the client, and then create the character. Unfortunately, that requires so revision of our spawning mechanic and we might not get a chance to do that rework of something that effectively "works" before the alpha is out. This is a good example of a known issue that is lower priority than getting the alpha out the door. [source]

Q: Can Chernarus Plus bring back the magic of exploring and learning the map? From my experiences in Stary, yes, it feels like a completely new map!

Agreed. Just today the finishing touches are being done on the new apartment buildings which are massive and fully enterable. We are actually a little concerned they have too many rooms, but that ship has sailed. These new residential areas around cherno are going to make it a very complex urban environment. [source]

13th November

Q&A with Rocket and Hicks on Steam DayZ Group Chat
http://dayzmod.com/f...questionnaires/

12th November

Q: Any update on that bug that was holding back the release?

At the risk of creating an impending PR disaster, I'll reply by saying that it appears we might have solved our core work on this. However onPlayerConnecting is causing a crash with is making it difficult to verify the system changes actually work. Now, anyone quoting this please read. It is quite common after significant optimization to create crashes. C++ apps crash very easily when something is a little wrong, due to memory allocation. So this isn't some kind of disasterous news, it's really just no news. Just typical development.

Our initial test showed a stable framerate, but we can't verify it until we remove the crash bug because it occurs with connection/disconnection.

Q: How is the melee system coming along?

Feedback on melee depends perhaps on perspective. We are far, far beyond what we initially anticipated that we could do. However, this means that we now are the bottom of a different league, and it's natural to start comparing melee to games that do it much better.

So I kind of have mixed feelings on it. Some positive points:

    Bones moves when you hit body parts. i.e. you hit someone in their head, their head moves away from the impact in response.
    Ballistic damage, brute damage, and slash damage types supported.
    Bleeding occurs from points of impact.
    Damage is resolved by the server only
    Different weapons have different attacks
    Attacks to different body parts cause different effects.

Some negative points:

    The "gestures" system (animation method) is rudimentary and results in some weird looking animation bleeding at times
    When FPS is low, hit detection can limited. However, hit resolution is good so long as the server is above 10 FPS. Detection is made clientside, and then the resolution is requested from the server based on this.
    Feedback of hitting is not quite as good as we want. Just the body parts moving, sound effect, and contact splat of blood.
    Sounds have not been done at all, placeholder contact sounds are used from bullet damage (our audio designer has not started at the company yet)
    Probably much more that I'm forgetting.

EDIT: I missed the biggest problem: controls. We are still revising how to actually control your "stance" and then reconcile that with controlling weapon "stance" in a cohesive and intuitive way, it might be some time before this is resolved. [source]

Q: What weapons will be available at launch?

100% confirmed for day one:

    Rifles: M4A1, Mosin Nagant
    Melee: Heaps. About 8 different two handed and one handed, from knives to bats to screwdrivers to chainsaw.
    Pistols: One available, possibly more

Q: Will there be walkie-talkies on launch day?

Yes

Q: Can zombies damage your gear?

Zombie damage currently results in damage to items where they hit you, the same as normal player melee.

10th November

    Just discovered why zombies are warping through walls... because the walls don't exist. Whoops. #DayZDaily

Q: Can you elaborate?

The zombies aren't using the geometry to calculate their collisions, as this would be incredibly performance intensive. Instead they are using the "roadway" which are planes inside of buildings that say where someone can walk. Players use roadway + geometry, so this problem wasn't noticed. But basically, the roadways don't have sections removed for where there are walls. It's not a huge job, but we will need to go through and define the roadways properly to avoid these problems. [source]

Here is a good visual representation:

Q: How can you then prevent zeds "glitching" through walls with certain body parts then?

In a generic sense, because geometry is a 3D object. Roadway is a series of planes. This isn't entirely accurate, because roadway exists in three dimensions also.

Detecting the collisions of body parts, even for 50 objects, would be absolutely insane performance wise - let alone for 3000 zombies + 150 players. What we do is take an aproximated cylinder as geometry for the agent, and then see if that is still on the roadway. If so, the it's okay. We just stop the cylinder from going outside of the roadway. [source]

Q: Is fixing this a lengthy process, could it hold up the release?

This doesn't affect release, it's a good bug to find. It means we can make the zombies much better in interiors.

Q: Why do players use "Roadway + Geometry". Wouldn't the Geometry master over the Roadway?

Roadway defines what you can walk on. Sounds are generated based on this roadway surface. Geometry defines what you collide with. [source]

Q: Could different roadways have different sounds and different wear on shoes then?

Surface already affects deterioration of your shoes and/or feet and zombie noise. [source]

Q: What about server hosting? Will Bohemia run them all initially?

BIS will run some servers through a hosting provider who will also run some. I think we will be able to handle 50-100k concurrents (this is from memory, i can't be sure of the exact numbers).

Q: What about Linux server hosting?

Linux compile should work, but we haven't tried compiling for linux yet. Our main aim was to finish the windows version first, then compile for linux and fix any bugs.

Q: Will the actual game support linux?

Would love to do a linux client build one day, but that's a very big maybe.

9th November (Progress Update)

We finished up for the day here just now. It was a good day, the focus has been:

Finalizing the flow into game

Not holding up release

All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality.

Optimizing/Bugfixing Dedicated server.

We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization.

We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server.

The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance.

Why not just say its not out on xxx day?

If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then".

What we have now

We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress.

Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod.

The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it.

So, what next?

We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ. [source]

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Q: If its not holding back release what is?

Read it carefully. Right now there are performance issues with the game servers. I think many other bugs and problems aren't an issue, but this is. The servers need to be smooth and dependable, even if the game and design are not so much. smooth frames at 20 players is not enough, we need more optimization and there are existing bugs that cause serious performance issues on the server. We know what they are, and we are fixing them. So we just complete that then reassess.

Q: Could you not improve performance by caching textures in RAM?

Probably but I haven't tried it myself. We have some issues with textures that are causing a noticeable client FPS drop looking at center of cities. We'll get to that eventually.

Q: Rocket, you said before that it was the zombies causing that issue....

Client side issue is associated with rendering. Zombies simulation is calculated on the server, and zombie rendering is very simple (one texture, one section = one render pass). So our main rendering is objects, buildings, etc... of which there can be many. I believe the issue mainly relates to how we are handling the textures (massive numbers of them).

Q: Could you let us know if you will be announcing the release date once standalone is ready?

There will be no delay, when the server performance is achieved it will be released. There is no marketing strategy. Our aim will be to try and well publicize the issues with the alpha, and encourage those who are concerned about the state to wait a few months and pick it up then.

Q: What about if it's ready on a weekend, is that likely for a release?

Certain days would obviously be better than others. Once the build is ready we will make an assessment for the exact timing, but I wouldn't imagine we would wait very long.

Q: Is optimization as big of a hurdle as the network bubble? Is it network bubble v2, or knowing how the dev team works, do you think it's an "easy" fix?

Optimization can be very frustrating, and it's probably not as "fun" as creating something. But certainly optimization is probably less complex than developing code netcode architecture. It's fairly reactive... run app, watch what is happening... optimize the things taking the most time... repeat.

Q:Do u know a round about size of disk space for the SA?

About 10GB for client. About 600mb for server.

Q: Can you shed some light upon widely adopted theory here that we shouldn't be expecting 'imminent' release until we see about a hundred people playing on test server?

I don't think we will bother testing above 50. If that happened it would not be planned. If no compounding FPS issues are experienced at 50 we know it scales well, and it means your average ArmA2 dedi server can hold 50 and a super-server could do more. Every time we break the ceiling on player numbers, we get excited too :)

Q: So, if I hit W on a 250 ping server, does it take 250ms for me to see my character move forward? How much exactly is simulated on the client to reduce this delay? Or if you don't want to get into details, is playing with 250 ping bearable?

Can you count to 200ms? The main difference is that previously your client had a hell of a lot of work to do - and the poor server had a lot of information to send you. This meant bandwidth would be prioritized and on a busy server your 200ms became a very big liability. Now that the server doesn't send nearly as much info as it used too, things happen much faster for the network manager. This means that you get only the information you need. 200ms is actually a very short space of time, when you think about it. The issue is all the bloat added onto that 200ms by the client + server.

Q: Don't you think 15 FPS is low ?

Player simulation occurs 20 times per second Zombie simulation occurs 10 times per second

Anything below 20 FPS will affect player simulation. Anything below 10 FPS will affect zombie simulation. Above that, you probably don't notice a great benefit so much as not notice any bad things.

A couple of weeks ago the server was running constantly at about 5 FPS, and still functioning with the only main problem being rubberbanding zombies.

Q: So to clarify, you are working to touch up performance. But only so many people can work on that at once, right?

Actually performance is different from architecture. We currently have two "lead" programmers. Both are focused solely on performance. We have two senior programmers who alternate between bugfixing, performance, and network improvements. We then have two programmers on more longterm assignments: We have one programmer working on physics/ragdoll, another on rendering stuff. Finally we have one programmer on loot spawning and central server architecture. Additionally, we have 1 programmer coming on the project soon from internal, and 2-3 new programmers in various stages of the employment process. So, to cut it short, optimization is something that several people can work on. Even I've been dipping in! Also, artists are involved in optimizing art assets.

Q: Do u know any recommended system requirements for the standalone?

A good CPU. more than dual-core is probably a waste but CPU speed is most important. An SSD helps because there is a lot of texture loading. SSD for the game, separate one for OS would be my suggestion. More than 2 GB VRAM is probably a waste, game doesn't use it. Same for RAM.

Server wise, it's all about CPU. More CPU more zombies + more lot + more players. Bandwidth not a big issue (full server probably 4 Kbps out and 1 Kbps in). Ram non-issue (expect 400mb to 1gb on server).

Q: About the hardware impact on the game, I've read more than once that you've given incorrect statements, like SLI/CF wouldn't help, and now you're telling people "more than a dual-core is probably a waste". Please stop spreading this misinformation if you are unsure about it. more...

On the balance of things, ArmA has to do most things in one thread. it can offload some things. If you read Suma's comments from the things you posted (Suma is our lead programmer on DayZ), you will see that he says sometimes the output can be good, sometimes it can be counter-productive depending on the situation.
ArmA's AI is completely different from DayZ's AI. We have entirely removed the Unit, and the group. We only use a modified form of agent.
We're not talking about ARMA we are talking about DAYZ SA. So quoting OFP, and ArmA3, is not necessarily relevant.
If you actually read through Suma's comments you will see one of the main areas is multicore benefit is AI, which is entirely done on the server. There is no AI done on clients any more. ArmA still processes an AI entity brain even when the client is not local. So this benefit of threading is entirely removed, because it doesn't exist.
I'm not saying 4+ cores won't help, my opinion is that is is probably a waste. The cost of upgrading to a multicore from your dual core, versus the FPS benefit you actually get, has been minimal from my assessment of client performance.

Just discussed this with Fido, one of our (two) lead programmers.

There is a great deal of discussion and documentation on the BI forums regarding this, and I have to say I am no expert on clientside performance as I am not very concerned with that right now.

We just went through and studied the engines use of multiple cores. Two main systems can currently be offloaded to other cores:

    Rendering processing (texture loading etc...)
    File operations

Also in the engine, it appears that while an attempt has been made to move view geometry calculation to another core, this was never finished. So maybe it was finished in A3, but I am not sure. Currently, I have not noticed a great benefit in DayZ for a server having more than two cores. However, we have also identified that is should be fairly straightforward for us to offload a couple of the "big" systems we have on the server to another core. This will make a big difference. In terms of clientside, I don't personally notice a landslide difference with a great deal of cores and HT. But I haven't done detailed benchmarks. Internally, we're far more likely to put SSD's in peoples computers than we are to upgrade their CPU's. However, YMMV. EDIT: on another thread there was some guy who has done a great deal of benchmarking that should be used more as a guide than my own, anecdotal, experiences.

Q: What about hyperthreading? Would an i7 do better than an FX because of the differing threading support, or are we just talking raw clock speed here?

The app architecture is old, it's a 32 bit app. Like the vast majority of games, it's designed for previous gen processors. Games generally aren't designed to use six cores and etc... I'm no expert on hyperthreading but one thing that does help is raw clock speed on a single core. There is some multithreading stuff in the engine, i looked at it but I don't understand how it works. And I think that's all clientside anyway. I personally haven't looked into clientside CPU and my client runs fine for what I need. But on the server, it only uses one core. Which means raw clock speed is critical. It scales well enough with faster CPUs.

Q: Do you think putting the game on an SSD will increase the performance a lot? 

ArmA loads a tremendous amount of textures and models into memory only as it needs them. Internally we notice big differences and greatly reduced loading times. Internally we like to have two separate SSDs, one for the OS and one for DayZ, each in one of the high speed SATA ports.

Q: Do you continue to work on other game features (adding more objects, etc) or simply focusing on server performance atm? To put it in a different way and to avoid incurring hatred from reddit (all the effort into alpher, now!) are there other parts of the development team simultaneously working on future features, like vehicle and building mechanics?

Vehicle and building is not being worked on (yet) but is part of the roadmap. The current systems will be utilized by vehicles, such as the attachment + consumption systems. So we're laying the groundwork for that. Not all the team is working on performance, some of the team are working on more longterm stuff like rendering + physics/ragdoll.

Q: Will you be able to test the 50/server goal using internal testers or will this be something that essentially the alpha release will test ?

We will test it internally first absolutely. Actually, it is very easy to see the problems. The bugs we have now show up because they are compounding. That means they get worse quickly. So once these are solved the system scales very well.

Q: Do you guys know what needs to be changed to fix the performance issues, or are you still trying to figure out what's causing them?

    The sound queue.
    The state checking of "slow vehicles" array. This contains loot items. instead of checking 30000 items each frame (50 FPS on server), we want to have them in two arrays. a "clean" array that is never checked (because they are stationary, waiting to be picked up) and a "dirty" array that contains objects that are on a player - we would check these regularly. optimization has already occurred but its work has not been finished.

Let me put it this way. a week ago it was not possible to run the server in the current configuration. Not in ArmA, not in DayZ SA. So a benchmark is not possible.

Q: Is it worth to spend the safed bugs on another game (based on timeframe) or would you (honest opinion - not the salesman one) say "nah, just be patient"?

Even if you bought another game now, DayZ will still be there. I think that DayZ is going to be an interesting experience when the alpha releases, but it is still early in the products life. Only the basics are there. So even if you bought another game (like Project Zomboid!) DayZ will be there and better when you have the money again :)

Q: Will the initial server be capped to a certain number of players (below 60)? If so, do you plan on gradually increasing that number to measure the performance? Also, how many servers can we expect on alpha launch?

Server size will be dictated by the server itself. High quality servers will be able to run more players. The servers are very CPU intensive, but the bandwidth requires are greatly reduced compared to ArmA2. I would go so far to say bandwidth, and even ping to an extent, are not really that important any more. But server CPU is. We are benchmarking with what we believe is a typical ArmA2 dedicated server. We are aiming for 50 players for the initial release, scaling to the design limit of 150 (we feel more than that does not work for Chernarus).

Q: I personally 100% understand why you want these issues ironing out however they sound minimal when compared to the mod and that didn't exactly go down bad did it?

To quote Marek (our CEO), "really this is a new engine". While the rendering may look similar to how it was, under the hood it is entirely different. The netcode, the inventory, the AI, everything is touched there. Because of this, we have to be very careful because all sorts of things can go wrong. We have been discovering all these little problems. Small problems that you wouldn't see with 100, 1000, even 5000 objects become very noticeable when you have 25000 objects. This isn't about perfection - its about function. And also, the mod was a freebee alongside a functioning game. DayZ SA will require people to pay, many of those people feel they have already invested not just money (buying ArmA2), but time and support. Therefore there is a certain expectation of function that will prove the viability of the project. I believe that a well functioning multiplayer system demonstrates the viability of the project, even if the game design might be a bit lacking.

Q: On the side note, how large the dev team has become? You were moving into different building, expanding staff... Please, elaborate with some useful details.

20-30 FTE, with other externals.

Q: Updates are good. Screenshots are good. Just please make it clear that there will be no "hints" or suggestions in those images about when the release is going to be. Ones like the three bullets, no shit there's going to be bullets in the game. I think to EVERYONE it meant that there were only three days until release.

People will read into anything. And actually, I'm not saying it will definitely be weeks. Today it almost looked like we had reached the performance target, but the bug we fixed had a more subtle bug hiding behind it. I don't do clues and I never have, if I post a picture take it at face value. It's a picture of three bullets. There's no game in how we release this, we'll just release it.

Q: Will DayZ have the same god awful HDR/bloom effect? Eyes do not work like this. Half Life 2 as an example of doing good HDR, as it's very subtle in that game, yet a nice effect when you notice it. It's simply too jarring in Arma II, too exaggerated.

Currently in RV rendering is done in combination with simulation. This makes it very difficult to exchange your method of rendering. If the rendering is done separately from simulation, then it is easier to exchange rendering methods. This is useful for multi-platform development among other things.

Reading the comments in this thread makes my eyes bleed. Many games struggle with this issue, it comes down to mathematics. The game has this problem precisely because it tries to treat the camera of the player like a real eye, but it is not a real eye. Because it is not a real eye, it doesn't know where you are focusing. The engine tries to make a best guess about how to adjust the aperture setting. It does this in multiple ways, and the result is not always ideal.

A human eye changes this in a very complex way, it knows exactly where you are focusing because when you look somewhere your eye moves with it. With the game, your eye moves independently of the camera so the game has no the fuck idea what you are doing. Furthermore, the computer does not "see" the scene like you do. It just makes the scene, which means it needs it's own routines to try and sample the scene.

Saying "make it function like a real eye" is like telling a blind person to paint what you are seeing. It's not easy, or trivial, and shitting in programmers air vents isn't going to solve anything.

No, what I am saying is that it is quite simple to say "it should function like the human eye". But you have to make that behavior happen. And because the computer can't see anything except math, you must use math to achieve the effect you want. Comparing ArmA to HL2 is not going to help, because they are designed to achieve very different things. The size of the entire scene is much smaller in HL, therefore the way you calculate the total light is entirely different - allowing you to do all sorts of things with lightsources and shadows and, of course, aperture. In RV, the calculations are made for scenes kilometers wide.

People understand what you mean, it's not like programmers sit around and say "oh wow, that's how it is supposed to be?". But, like everything, it has a priority. We're focused on core architecture for now, because we plan to entirely replace the renderer so that we're not always reliant on DX. Whatever "fixes" we made to HDR now would largely be wasted as they would disappear.

Q:The reason the Alpha is being held back is performance issues, right? But that's it. It'll be an Alpha, it'll be on Early Access. The way I see it, you guys either push the Standalone out in November, or I guarantee you it'll be delayed into 2014.

Don't quite understand what you mean but perhaps I can clarify my position:

    The alpha has not been pushed back.
    The core of our game is multiplayer, we need clean performance there or the whole experience falls over

Trust me, when you are playing DayZ SA you will see that I am no perfectionist. But hopefully you will see the wisdom of looking out for what I believe was the biggest issue with the mod: multiplayer performance and security

8th November

    It's getting cold in Vybor, fortunately I found this ushanka hat.  :) #DayZDaily 

    Rise and shine! I'm waitin' for ya @Hicks_206 ! #DayZDaily 

Q: Will the standalone have the same 2D rain texture over the top of your screen as ArmA 2 on release?

Rain is currently being worked on for DayZ SA [source]

6th November

    Its been a long day, Dean has finally headed home - and its time for me as well. Can't wait to play with you all. #DayZDaily

5th November

    Mondays.. catching up on mail, check status of tasks pending from last week.. and taking in the sights. #DayZDaily 

3rd November

    I can confirm there will be bullets in DayZ SA #DayZDaily 

Q: When is the release date, is it November 5th?

DayZ will release once it provides the level of multiplayer performance and stability needed for us to have meaningful feedback from the experience. That isn't something that we just say is achieved, it actually has to be verified so that when we say it to you (by releasing) we have made, at the very least, a good faith assessment to confirm this.

The release date isn't a matter of deciding what day - its a matter of achieving an objective. The major obstacle in the way of that has been the network bubble.

I want to simultaneously derail the hype train and then recover it, in saying that we have finished making the network bubble. In fact, we have finished all major components required for an alpha release. However, we need to make sure they have integrated okay, and perform basic testing (a kind of acceptance testing) to ensure that we have actually achieved what we thought.

So please, please please - don't be hyped about a particular date, be hyped about our progress. Nobody knows the exact release date because there is not one. Once we have verified that we have achieved what we believe we have, and tidied up any integration issues, it will release. [source]

2nd November

    Oh lord, the zombies are so many and my crowbar is so small.. New engine-based Zombies are are an overwhelming success in MP test #DayZDaily
    So, it appears I can no longer use the docks in Chernarus coastal cities to escape zombies... #closeone #DayZDaily

Q: Engine-based zombies, what does that mean?

Scripted allows ~100 zombies, same as the mod in which they are locally controlled by clients. Native engine allows ~3000 zombies, all controlled on the server.[source]

Q: Can you provide any figures such as how many zombies would typically occupy a city like Cherno or Elektro?

Currently in the CBD of Cherno (there are four areas of cherno now), there spawns approx ~300 zombies [source]

Q: Why are the testers under NDA? I thought the closed alpha was not going to have an NDA?

We're not in alpha yet, so there is no closed alpha test. We're in pre-alpha. The NDA purpose is because little information tends to raise more questions than answers. Right now, the focus has to be on getting the multiplayer stability and performance needed for the alpha. [source]

1st November

    Sunshine in DayZ Standalone. Taken from our MP test today. #DayZDaily 

Q: I'd like to see some performance info, comparisons to the mod. Thats been one question on here asked a lot.. Get the hype train going again. Not some stupid screens of windows and looking at grass.

I can tell you now. Your mind will not be blown. But hopefully, it will be the good solid place to start. [source]

 
 


Lundi 14 octobre 2013  
 
DayZ Mod 1.8.0.3 Hotfix.

Changes

    Fixed

      Loot system lockout timers updated. (Should correct 0 loot pile issues)
      Chop wood from any location. (You are no longer able to collect wood without being near a tree)
      Object locations on server start should spawn correct. (Potentially fixed issue with tents,camonets clipping into the ground)
      Moved gutting back to PV (this should correct gutting issues)
 
 


Lundi 7 octobre 2013  
 
DayZ Mod 1.8.0.2 Hotfix

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    Client

      dayz_code

1.8.0.2 Changelog

    Fixed

      Loot Spawning underground.

1.8.0.1 Changelog (Included for easy reference)

    Fixed

      Database cleanup has now been fixed and camo net added.
      Date sync has now bee fixed to provide night time again.
      SVD and SVD_CAMO firemodes now working as they should.
      Motocycle tt650 now has modified hitpart system should hopefully fix repair issues with it.
      Backpack sounds not playing for opening the backpack of other players.
      Building Delays Fixed. (Buildings will not only have 1 pass per the timer. Zeds 5 mins, Loot 15 mins) - Should provide FPS boost.
      Loot Bias system Fixed. (Limits the amount of Piles within a building every 15 mins) - Should lower overall loot spawned, Should provide FPS Boost
      Potential fix for the action menu issues. 
      Fixed duping of meat while gutting animals and removing fuel/parts from a vehicle
      Remove gas, repair etc. options from incorrect object.
      Time sync on login
      Siphon Fuel mechanic
      Incorrect right click menu in gear if a melee object is on a player's back.
      Removed refuel option on destroyed vehicles and study body option on animals.
      Gutting animals works properly now
      Humanity system and kills displaying incorrect.
      Blood level is now synced direct to server every 10 secs. (No more sending to all players on server) Performance Boost.

    Updated

      Mechanic - Sepsis chance from "bleeding" raised from 1% to 30% (More like 3% once 10% bleeding effect is taken into account).
      System - Zed Aggro on all Weapon fire now changed to a more dynamic system to allow the overall distance the shot was heard to changes the way and amount of zeds response. ((50 Meters and below = Run to location),( 50-71  = 50% chance they walk to location), (70 meters and up = walk to location))
      System - Zed Damage output base scale lowered (from 300 Normal/400 Viral to 250 Normal/350 Viral)
      PBX Boat speed reduced from 125 to 85.
      Login time has now been reduced.

Notes

    Hotfix sent to Josh at dayz commander.
    Steam update will follow tomorrow Morning.
    Due to 1.8.0.1 hotfix having a loot issue i have listed both hotfix's in the notes.
    ​CDN links above take a little time to propagate.

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8.0.2-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8.0.2-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.8.0.2 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
 


Vendredi 4 octobre 2013  
 
DayZ Mod 1.8.0.1 Hotfix

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_code
    dayz_communityassets

Serverside affected addons

    dayz_server (server admins only) 
    mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy...sion-generator/
    BattEye Filters (server admins only)
    SQL Files (server admins only)

Changelog

    Fixed

      Database cleanup has now been fixed and camo net added.
      Date sync has now bee fixed to provide night time again.
      SVD and SVD_CAMO firemodes now working as they should.
      Motocycle tt650 now has modified hitpart system should hopefully fix repair issues with it.
      Backpack sounds not playing for opening the backpack of other players.
      Building Delays Fixed. (Buildings will not only have 1 pass per the timer. Zeds 5 mins, Loot 15 mins) - Should provide FPS boost.
      Loot Bias system Fixed. (Limits the amount of Piles within a building every 15 mins) - Should lower overall loot spawned, Should provide FPS Boost
      Potential fix for the action menu issues. 
      Fixed duping of meat while gutting animals and removing fuel/parts from a vehicle
      Remove gas, repair etc. options from incorrect object.
      Time sync on login
      Siphon Fuel mechanic
      Incorrect right click menu in gear if a melee object is on a player's back.
      Removed refuel option on destroyed vehicles and study body option on animals.
      Gutting animals works properly now
      Humanity system and kills displaying incorrect.
      Blood level is now synced direct to server every 10 secs. (No more sending to all players on server) Performance Boost.

    Updated

      Mechanic - Sepsis chance from "bleeding" raised from 1% to 30% (More like 3% once 10% bleeding effect is taken into account).
      System - Zed Aggro on all Weapon fire now changed to a more dynamic system to allow the overall distance the shot was heard to changes the way and amount of zeds response. ((50 Meters and below = Run to location),( 50-71  = 50% chance they walk to location), (70 meters and up = walk to location))
      System - Zed Damage output base scale lowered (from 300 Normal/400 Viral to 250 Normal/350 Viral)
      PBX Boat speed reduced from 125 to 85.
      Login time has now been reduced.

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8.0.1-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8.0.1-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.8.0.1 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
 


Lundi 16 septembre a 2013  
 
DayZ Mod 1.8 Update

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz
    dayz_anim
    dayz_code
    dayz_communityassets
    dayz_sfx
    st_bunnyhop
    st_collision
    st_evasive

Serverside affected addons

Notes

    Fishing - The fishing rod is the wrong way around, we are aware of this issue.
    Reality private hive - Is also updated to work with 1.8. Thanks

Changelog

    New

      New Player UI (Eat, Drink, Blood Icons, Sound/Sight icons).
      Combat Mode System. (Disconnect in x secounds has been removed. Combat icon has been removed. Countdown is now on the abort button itself)
      Completely reworked inventory design.
      Spawn selection. (Balota, Berenzino, Cherno, Elektro, Kamenka, Solnichniy and Random) Server admins can choose to enable/disable. (Default: disabled)
      You may now access another player's gear if they are unconscious.
      Medbox1 and foodbox1 found at infected camps.
      Medbox1 added to hospital.
      Compass is now twice as big.
      Now possible to siphon the fuel from vehicles.
      Weapon - SVD (MilitarySpecial)
      Backpacks have a new sound on opening.
      Bear trap has been re-added to loot tables. (More information down in the Changelog)
      Object orientation system for better placement (will allow more control on object placement tents, stash, camo nets, tanktraps, sandbags, wirefence)
      Added item Camo net. (Helicrash, Military)
      Camo nets will be removed within 24 hours of owners death.
      New Loot locations (Land_a_stationhouse, Land_HouseV2_04_interier, Land_Mil_Barracks_i, Land_SS_hangar)
      Logs Suspicious weapons, kills with local vehicles and one shoot kills.
      Hold/carry functionality to gear.
      Weapon switch 1, 2, 3 keys function as hotkey. (1 => rifle, 2 => pistol, 3 => melee)
      Added plants model antihack.
      Death screen function. (Player will be moved to lobby after a 5 second timeout.)
      ShackTac Movement addons - This addon causes your weapon collision with the environment to be significantly toned down, meaning that you can now move sideways through doorways and generally find CQB to be enjoyable, versus feeling like a rusty robot trying to navigate a terrifying alien world called 'indoors'. Try it out and see, it's simple and very noticeable.
      Crafting system implemented (All recipes must be discovered by crafting).
      Sea Fishing has now been added. (Fishing only possible in the sea).
      Simpler Server Settings for Server admins.
      Ingame Map is now Clear (Unnecessary Arma Menu has been removed)
      1 new food item (cake), 1 New melee weapon, 6 New fish models, Many new crafting models.
      Crafted Traps. (Tripwire (Flare), Tripwire (Smoke), Tripwire (Grenade), Bear Trap (Flare), Bear Trap (Smoke))
      Crafted Medical items. (Makeshift Bandage)
      Crafted Weapons. (Nailed Bat, Barbed Wire Bat)
      New delayed infection called Sepsis is now active, based on blood percentage & damage done on all Zed attacks.

        Stage 1

          The first 15 minutes
          You cannot pass the infection to others
          You do not take blood damage
          You have a warning blood icon to show infection

        Stage 2

          15 minutes - 22.5 minutes
          You cannot pass the infection on
          You lose 1 blood per second
          You have the normal blood loss icon

        Stage 3

          22.5 minutes to 30 minutes
          You cannot pass the infection to others
          You lose 2 blood per second
          Normal blood loss icon

      After 30 minutes you become fully infected, you can transmit the infection to others, you lose 3 blood per second and your screen will shake. On disconnect you will become infected.

    Fixed

      Bear Trap is now synced with the Server and won't disappear after server restart.
      Zed direction issue when under chase condition. (should stop them continually turning)
      Issue where you would get stuck after the tackle animation.
      Updated all zed movement systems to fall in line with the re-added LOS and Angle of attack checks. (This should improve zeds reaction times & make sure target is in hitting range)
      Small update to overall damage output.
      Major dupe, reconnect dupe and body dupe.
      DayZ Loading screen if people have ACR.
      Eating and drinking in vehicles.
      Infection will now be properly removed at tents after logout
      Dead body doesn't disappear any more if the player disconnected too fast.
      BattleFieldClearance antihack.
      Hospital wallhack.
      Antihack.
      Removed benches in the middle of the NWAF barracks entrance.
      Loot will now be more random within the weaponholders. (We wont allow two items of the same type in each pile)
      Medical actions performed in vehicles now work properly.
      BIS_Effects AirDestruction bug that sets the world on fire.
      Some 'No entry' Error's has been fixed.
      Refueling while swimming.
      Not being able to administer antibiotics to infected players.

    Updated

      DMR and SVD have been balanced. (lower fire rate)
      Quick switch now has action menu swapping.
      PV optimization. (should remove some unwanted traffic)
      Czech, German, Spanish, French and Russian stringtable.
      Missionfile is now much smaller.
      Replaced combat roll with Shacktac Bunny Hop.
      Removed attack call from FSM due to latency. Player who spawned the zed may not be the player the zed is attacking.
      Security updates.
      Updated hospital loot.
      Increased angle of attack.
      Removed all trash items from building loot tables and replaced with a generic table (better organisation)
      Viral Workers have now been assigned home locations. (MilitarySpecial, Military,Industrial) (harder to spot)
      Viral Villagers have now been assigned home locations. (Supermarket,Farm,Residential) (easy to spot)
      Max smoke target range to 50.
      Loot spawning radius increase from 120 to 125. (takes into account run speed from start to finish)
      Humanity gain over time for bandits.
      Auto continue when mission loads for first time.
      Antiwallhack.
      Land_Mil_Guardhouse Now spawn's a max of 3 zeds down from the default of 6
      Players may now administer antibiotics to other players
      Players may now switch seats while in a helicopter (back seat, gunner, pilot).
      Removed some non SD mags from SD weapons, Removed some SD mags from non SD weapons.
      Melee weapon damage updates (Machete > 15, Hatchet > 12,Crowbar > 10,Bat > 9,BatBarbed > 12, BatNailed > 12)
      You must now press the gear button (Default "G") to open gear while in a vehicle

    Removed

      Vehicle damage spam log.
      Collision system from tents, stash's, camo nets (Should allow storage system to be placed in better locations)
      Difficulty system due to issues with official hive. (Official hive cant hold multiple difficulty levels)
      Removed ArmA 2 squad command menu (0-9 or F1-F12)
      Map markers for other players and empty vehicles (blue/orange/green dots & vehicles)

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.8-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.8 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
 


Dimanche 8 septembre 2013  
 
Rentrée fructueuse pour les développeurs

Avec les Daily Blog (DayZ Daily) de twitter, Dean Hall essaye de rendre plus régulièrement des comptes sur l’avancée du jeu à la communauté, et aujourd’hui, ce n’est pas un DayZ Daily mais un DevBlog complet ! Au menu, la progression du développement du jeu, l’inventaire totalement revu, la simplification des actions et bien d’autre encore !

Le retour des utilisateurs

Durant la Gamescom, de nombreux joueurs ont eut l’occasion de tester Dayz Standalone, du moins une version pré alpha, sur la vingtaine de PC alloués au jeu. Fort de ce succès, Dean Hall en a profité pour demander leurs avis sur le jeu, le gamplay, la maniabilité, en sommes, leur ressenti après cette prise en main.

Il en est ressorti que les zombies était tout simplement … injouables, du fait de leur ancienneté (basé sur Arma II et les déplacements des PNJ du jeu).

Également, le système d’inventaire présent dans les versions précédente du mod à totalement été refait, assez complexe à prendre en main, le mot d’ordre était de simplifier et de rendre visuel, tactile chaque mouvement et chaque interaction avec la gestion de l’équipement, c’est désormais chose faite, un système de glissé/déposé est en place à présent.

Les ajouts et nouveautés

Un système de pondération des objet sera désormais en place, sous forme de slots occupés dans l’inventaire du joueur, une arme occupant logiquement plus de slots qu’un chargeur. Les chargeurs seront totalement dissociés des munitions, vous pourrez recharger vos armes comme bon vous semble, en fonction de vos besoins. Cependant, un système d’usure des objets sera implanté, désormais plus vous utiliserez un item, plus il se détériorera , les performance de ce dernier dépendantes directement de son état.

Des améliorations ont étés apportées aux mouvements, aux déplacements, l’aspect fluide prime et doit primer pour Dean Hall, casser avec la rigidité du mod semble être important aux yeux des développeurs.

Un gilet par balle ainsi qu’un ensemble de protections voient le jour, plus ou moins résistantes aux impacts et aux calibres utilisés, à noter que si un joueur décide de tuer un autre joueur, l’équipement du joueur agressé pourra être détruit ou partiellement endommagé par l’attaque.

Pour le rôle play, nous l’avions déjà évoqué, vous pourrez lier les mains et capturer un joueur, cependant, nouveauté, celui ci sera apte à se débattre et à tenter de se détacher, en fonction du type de lien utilisé (corde, menotte, fil de fer …).

En ce qui concerne la nourriture, le système sera un peu différent, la notion de contenance sera implémenté, vous ne mangez que ce dont vous avez besoin, vous pourrez ainsi avoir une boite de conserve à moitié pleine car vous vous en serez servit plusieurs fois.

Les zombies

Et bien … c’est assez succin, en réalité, les développeurs ont annoncés avoir engagé un nouveau membre dans l’équipe, avec qui ils vont reprendre l’ensemble des zombies, jugés trop vieux et non conforme aux besoins du Dayz Standalone.

Le résumé vidéo



 
 


Vendredi 23 août 2013  
 
GamesCom 2013 – Multi DayZ SA

« GamesCom » : C’est durant cet événement majeur de l’industrie du jeu vidéo que nous avons pu observer Dean Hall au stand commun Arma III / DayZ . De nouvelles fonctionnalités sont apparus, préférant l’aspect friendly au côté PvP sauvage.

La mort

Nous connaissons tous le poids de la mort  dans un jeu de survie, par exemple, dans Infestation, les seules options possibles sont la fuite, la mort, la victoire. En soit, ces issues forcent implicitement à engager un combat, et non pas à coopérer, car il n’en ressort généralement  rien. Sur DayZ SA, Dean Hall veut casser avec cette mécanique de mort, humiliante, pénalisante. Il propose donc de se rendre, de coopérer, et même d’afficher clairement ses intention en prenant des objets, en portant des poches de sang pour porter secours par exemple …

Des fonctionnalités améliorées

On retiendra notamment quelques fonctionnalités implantées, revues et corrigées permettant de sauver la vie de ses camarades ou de gérer ses munitions  …

    Possibilité de réaliser une transfusion sanguine entre joueurs
    impacts localisés
    saignements localisés
    Refonte de la map Starisabor
    Refonte des villes
    Ajouts de bâtiment
    Nouveaux sons (système spécialisé)
    Chargement / déchargement des magasin (chargeurs)

Gameplay … Altéré

En fonction de vos blessures, et de manière plus poussé, votre gameplay sera modifié, une balle dans la jambe gauche vous fera boiter la jambe gauche, un balle dans le bras affectera le port de votre arme, tout ceci influant sur votre état général, votre santé globale. Les villes subissent également de nouveaux ajouts (bâtiments …) et de nouveaux lieux, les sons également subiront une retouche avec l’ajout de la spatialisation, similaire au système « ACRE » présent sur Arma…

On à le plaisir également de voir que les développeurs gardent un œil critique sur leur jeu, en précisant que la version présenté à l’E3 était décevante, (ce qui explique l’article précédent) et que  cette version est quand à elle bien plus aboutie. Pour l’instant en ce qui concerne les zombies, aucun infos n’a filtré, si ce n’est que le travail est en cours, et que les « zombies sauteurs » sont pour le moment abandonnées.

dayz générateur
dayz générateur
 
 


Mercredi 21 août 2013  
 
Gamescom - August 2013 - Interviews / Gameplay

DayZ Wins IGN's Gamescom People's Choice Award
http://au.ign.com/ar...amescom-2013-is

    VG247 - Gameplay with Rocket



    GameStar Gameplay with Rocket (features the shipwreck)



    IGN - Gameplay with Matt Lightfoot



    BPHallapfelL Gameplay (German)



    Shooter-szene  Gameplay with Rocket



    EGAM3RS Gameplay (features readable books)



    TVPowerPlay Gameplay with Rocket



    Majohanimo Gameplay



EanStandeardGameshow
http://www.youtube.com/watch?v=Ye8rXJaF99g

IGaming24 Gameplay (German)
http://www.youtube.com/watch?v=sIR7GcKh-og

RedReloadedHD
http://www.youtube.com/watch?v=ZVTqvoWWHkk

Joystiq Article
http://joystiq.com/2...home_latest_art

Polygon Article
http://www.polygon.c...es-in-on-launch

PCGamesN  Article
http://www.pcgamesn....rs-blood-slaves

PurePassion's detailed report
http://dayzmod.com/f...-gamescom-2013/

Press Kit - Wallpapers, Renders etc
http://imgur.com/a/87lCG

 
 


Samedi 3 août 2013  
 
DayZ Developer Blog

Hi folks,

Some teaser screenshots for the development blog have been uploaded to the tumblr.











Will post the video link here once it is done.

Sorry for the delay!

Video



 
 


Mardi 9 juillet 2013  
 
DayZMod Q&A with R4Z0R49

Video highlights from the lengthy stream.



This is a transcription of some of the questions from a live streaming Q&A session with RAZOR49. Thank to TMW Se7en for typing it up.

First question answered by TMW Se7en on Razors behalf

Q. Will we ever see base building in the mod?

    TMW Se7eN: Yes, im not allowed to give much info but razor has confirmed we will see a sort of base building in the future of DayZ mod. (From what I've seen, it looks like they'e throwing a lot of effort into it too). From this point on razor is back and answers the questions from the 20 min highlight video.

Q. What is the biggest change planned for the mod?

    R4Z0R49: The two biggest changes we have planned are the "Base System" and the "Journal", the Journal will take time as ultimately we want that to be the crafting system, also built in with the gear menu, the base building will also take time as we want to make sure the system cant be abused, not only that but this base building system will work differently to anything we have seen in current ARMA 2 mods, and because of this we want the mechanics to be right.

Q. Can you change the size of a weapon in storage? (E.g given was 2 pistols shouldn't equal and M107 in size)

    R4Z0R49: Yes we can, in the next few patches we plan on redoing the entire class system, as right now when ever ArmA updates its beta patch, it changes how the weapons in DayZ work, for instance the m107 was updated in ArmA to have Auto Lock On, and this dragged over to DayZ, the way we plan to fix that is by redoing all the weapons so were no longer relying on ArmA's beta patches to not mess around with the weapons in DayZ. (As a side note, id asked Razor about this earlier, and he was saying that's why in DayZ right now you might see 2 variants of the DMR, there exactly the same but there running off difference configs, that's why they will take up different weapon slots instead of stacking.)

Q. In future updates will you be adding bigger Jerry Cans?

    R4Z0R49: Basically no, at the end of the day were playing a zombie survival simulator, there is no way you would be able to carry 4 20 liter Jerry cans attached to each other with other survival gear, we want to keep the game realistic.

Q. Can we make zombies not make you bleed as quickly as they do in the current patch?

    R4Z0R49: Its all about how hard the zombie hits you and the amount of force they hit you with. (He basically goes on to explain that there is alot more behind the zombie damage system then meets the eye, there is alot of functions that calculate the amount of damage you take.)

Q. Would it be possible to add a fuel hose or something? Something that can be linked from the refuel canister to the helicopter for a faster refuel.

    R4Z0R49: This has been brought up before with the dev team like a manual fuel pump or something, so yes its something were thinking about.

Q. Would it be possible to add Melee or Hand to Hand combat in the game?

    R4Z0R49: Melee will always be hard, ArmA 2 has no Melee weapon system, we are looking at creating a new melee system altogether so axes are not just re-skinned shotguns and such but for us to get a hand to hand system, that's going to be tough.

    (He then goes on to explain that when a zed attacks you, the zed isn't actually attacking you, it simply does an animation, and if the animation is successful within a particular range of the player, you character adds damage to them self, this is why a hand to hand system would be difficult).

Q. Are there any plans to change the spawn rate of Antibiotics?

    R4Z0R49: Well is there a problem with there spawn rate at the moment? There alot more common than some seem to think, so we wont be changing there spawn rate no, However we have now changed the medical box and where it spawns, the med box will now spawn with 3 Antibiotics in it and can now be found at both Hospitals and Infected Camps. Also hospital spawns have been buffed a little.

Q. Will there be a hotbar like in minecraft? so you can switch and use items faster and such.

    R4Z0R49: To be honest, No. Id actually rather decrease the amount of icons on the screen, if we had more control over the character id like to remove the UI completely.

Q. Can we make it so over time blood regenerates?

    R4Z0R49: We can but we would rather not, seen as how all server have different restart times and such it would make this very exploitable and make the game a little to easy. (The person asking the question then points out that it could work like the humanity system were you get a small boost of blood over time to fit game time, and then another person within teamspeak point out that this would take from the realism).

Q. What happened to the Dogs idea?

    R4Z0R49: We want to implement them, but for what they do in the game (which isn't all that much) they cause a lot of problems, sure alot of mods have implemented the dogs that we had but they didn't address alot of the issues we was running into that the ArmA engine is causing.

Q. Is it possible for the DayZ dev team to make a list of all the ingame models that they need so the community can help create some of the art work to take some of the weight off the dev teams shoulders?

    R4Z0R49: Unfortunately if we was to do this may mods would take the work created by the community and use it in there own mods without asking for permission, not only that but if we do list all the things we would like in the future it will ruin the surprise for what we have instore, and that also brings us back to other mods could steal the ideas and implement them differently.

Q. How come you cant give yourself a blood bag?

    R4Z0R49: I knew someone would ask this, Blood bags as we know them right now are going to be changing, you will in the future be able to find the items to make a blood bag and you will have to drain blood from yourself and put it into the blood bag, (You will be able to choose how much blood you want to add to the blood bag) and then you can give blood to other players, this may mean we have to implement a blood type system and that could get kinda complex.

More questions were asked that night as the Q&A lasted over 3 hours. These are the most significant ones but this list will be updated.

Some quick shout outs.

Thanks to R4Z0R49 for agreeing to live stream with us and giving us the information about the mod that he has. Please go check out his live stream link that can be found here: http://www.twitch.tv/R4Z0R49/ to see what he's up to on the test server.

Thanks to TMW MaldorLevr for Livestreaming

And thanks to a friend of TMW. "Bushwookie" or "Crunchmoo" for recording the stream with us.

 
 


Samedi 22 juin 2013  
 
Rezzed - June 2013 - Developer Session

So Rezzed is this weekend. A DayZ presentation is scheduled for Sunday at 17.00. I'll update this thread with any information as it arrives.

DayZ presentation and Q&A



Developer Panel (ft. Rocket) - Is storytelling in games getting any better?



Rock paper Shotgun Article/Interview
http://www.rockpaper...25/dayz-launch/

Gamasutra Article/Interview
http://www.gamasutra...s_like_DayZ.php

 
Posté par R4Z0R49


Mardi 18 juin 2013  
 
DayZ Mod 1.7.7.1 Hotfix

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_anim
    dayz_code
    dayz_communityassets

Serverside affected addons

Changelog

    Fixed

      Crashsite loot spawn fixed.
      LOS should now reset correct.
      Updated Chopper Repair system to include hull and missiles.
      Blood transfusion should now work properly.
      Zeds can knock you unconscious again.
      Issue with built items not display properly over the network.
      Changing clothes while in a gear menu of a pile/vehicle/tent will no longer crash your game.
      Fixed duplication of mags via combining/converting and duplication of tents/built items.
      100% damaged vehicles do not respawn anymore.
      Added check to make sure no one is within 30 meters of zed spawning.
      Fixed bandit detection for kills and humanity changes.
      Fixed an issue where you wouldn't be able to pick up any loot.
      Fixed an issue where bandaging an other player wouldn't bandage them.
      Added a range check to zed attacks, no more 5-10m hits. (We Hope)
      Fixed issue where your player's body would be deleted if aborting too quickly.
      Shadow LODs on soda cans.
      Zeds full scale damage reverted to 100% was 50% in .7.

    Updated

      Color saturation starts to fade out at blood level 9000
      Rest to provide a 1% chance to cure infection (Can only be done once every 5 mins)
      Zed will now attack again while prone with animation.
      Updated tackle animations to an actual stumble/trip animation for back, left and right of player (holding a pistol remains unchanged). Players hit from the front will be stopped in their tracks.
      Reported bike damage is divided by 10.
      Much quicker login/loading.
      More reliable loot spawns.
      Infection rates are much lower (based on #zeds attacking you) viral zeds have 4x greater infection rates
      player knockdown by zeds should be less common.
      SUV has been unbanned and readded under SUV_DZ Server admins must update there database.
      fishing_Boat speed update from 15 to 45.
      SQL files for private database users Included all hitpoints and inventory systems.
      Updated pMain to now include extra setting --execute="call pMain(serverinstance) example. --execute="call pMain(1) would spawn all vehicles for instance 1
      Zed Target system updated to include movement speed changes. above 10m = full speed, above 2.2m and below 10m = Approach speed, below 2.2 = Attack speed.
      Attack system updated to include LOS & Angle of attack checks as the animation is run to make sure player is only damaged/knockdown if they meet both conditions.
      RoadBlocks/Trash should now spawn quicker based on the current speed of the player.

    Removed

      Wild Zeds while we try to debug issues with FPS.
      Zeds will no longer spawn while in vehicles.

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.7 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Vendredi 14 juin 2013  
 
1.7.7.1 - Rolling Changelog

Changelog

    Fixed

      Crashsite loot spawn fixed.
      Night time LOS should now reset correct.
      Updated littelbird Repair system to include hull and missiles.
      Blood transfusion should now work properly.
      Zeds can knock you unconscious again.

    Updated

      Color saturation starts to fade out at blood level 9000
      Rest to provide a 1% chance to cure infection (Can only be done once every 5 mins)
      Updated tackle to provide push from front,left,right of player.
      Zed will now attack again while prone with animation.
      Updated tackle animations to an actual stumble/trip animation from back of player (holding a pistol remains unchanged).
 
Posté par R4Z0R49


Mardi 11 juin 2013  
 
E3 Expo - June 2013 - Interviews and Gameplay

Machinima interview with Rocket and gameplay footage



VG247 Gameplay with Matt Lightfoot
http://www.vg247.com...y-from-e3-2013/



/R/Games Walk-through with Rocket



JasonMiddleEasy Interview with Rocket



/R/Games interview with Matt Lightfoot



Gamespot Gameplay Demo



MaximumPCMag Interview with Rocket



GameSpot DayZ Interview/Walkthrough



PCWorld Interview/Article with Rocket (includes screenshots)
http://www.pcworld.c...-vanguards.html

Gamestar.de gameplay/walkthrough with Rocket (German/English)
http://www.gamestar....lone,70615.html

Kotaku Q&A (Reddit Poll Questions)
http://kotaku.com/da...or-we-513010392

IGN Article/Gameplay
http://au.ign.com/ar...ements-detailed

Screenshots

WQvm9RO.jpg
5QZITts.jpg
ZFZqQG2.jpg
nnlSFnC.jpg
ySlZqnn.jpg
NdNRpyd.jpg

Weapon Renders

n13gNbIh.jpg
ldirE7Yh.jpg
IXoS0ewh.jpg

 
Posté par SmashT


Vendredi 7 juin 2013  
 
De nouvelles images du DayZ Standalone

Images par Martius & Mojal

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Merci à Martius et Mojal pour leurs captures d’écrans ;-)

 
 


Mardi 4 juin 2013  
 
Leak alpha - DayZ StandAlone

Nous évoquions dans la dernière news déjà une sortie imminente de DayZ StandAlone, et il semblerait qu’aujourd’hui, la tendance se confirme concrètement avec l’apparition d’un premier leak de l’alpha sur le net,  entendez par la une version soutirée de manière plus ou moins frauduleuse auprès des développeurs, une fuite.

DayZ StandAlone – une « pré » alpha

Nous attendons tous une réaction des développeurs quant à l’annonce de cette fuite, qui a eu pour effet escompté de créer un buzz assez impressionnant alors que très peu de nos confrère ont relayé la news.

Le contenu du leak

Qu’elle soit voulue ou non, cette « pré » alpha, comme la nomme déjà beaucoup, nous permet de visualiser l’ensemble  des patch-notes énoncés par les développeurs au cours de ces derniers mois, et permet surtout de combler l’attente d’une annonce officielle !

Pourquoi ?

Alors, leak volontaire de la part des développeurs, piratage, omission … Tous les scénarios sont envisageables  pour refaire tomber la pression de la communauté, la question est aujourd’hui plus que légitime, mais reste en suspens.

Bien entendu, cette version est une version non-officielle mais malgré tout représentative, en partie, de la réalité future du DayZ StandAlone. Nous allons procéder à une revue non exhaustive des features présentes dans ce leak, nous partagerons avec vous nos impressions et  tenterons de vous dresser un portrait plus ou moins juste de cette version préliminaire !

Gallerie d’images

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Les features présentes

    Augmentation de la distance affichage par rapport au DayZ Mod.
    Zombie encore assez instable,  mais amélioration des animations.
    Respawn aléatoire.
    Build de la East Pax présents.
    Pour le moment, comme l’alpha d’Arma III, le contenu est pauvre.
    La map a été agrandie avec le rajout de plusieurs structures.
    Les bâtiments sont ouvrables.
    Présence d’une pré-alpha solo.
    Nouveau système d’inventaire (pour le moment non esthétique , mais en cours d’évolution).
    Interaction avec le bouton de la molette (ex :  échelle,  porte …).
    Animation et déplacement plus fluide, jouabilité augmentée (mécaniques du jeu revues).
    Beaucoup de paramètres de configuration graphique, pratique pour optimiser en fonction des configurations.
    Gestion du FOV (champ de vision).
    Pas encore de système de soin, nourriture, boisson.
    Pour le moment, présence de très peu d’armes et munitions.
    Pas encore de cycle jour/nuit.
    Possibilité d’activer un système de nuage dynamique (modélisation tridimensionnelle de l’atmosphère, fini les jpeg collés !).
    Nouveaux bruitages, nouvelle ambiance sonore.
    DayZ StandAlone bien mieux optimisé que DayZ Mod.
    Nous tournons environs aux mêmes FPS (images par secondes) entre le DayZ Mod et le DayZ StandAlone.
 
 


Samedi 1 juin 2013  
 
Sortie imminente - DayZ StandAlone

De plus en plus de tensions ces derniers jours, l’approche de la sortie n’ayant pas fait l’objet d’annonce particulière, nous n’étions donc qu’au stade de spéculations.

Dean Hall a esquissé dans une interview vidéo un début de réponse, que nous allons tenter de décrypter au travers de la vidéo de nos partenaires Martius et Mojal. Nous révélerons la stratégie des développeurs de DayZ pour faire accéder le public au Saint Graal tant attendu, de DayZ Standalone.

Une sortie imminente ?

En effet,

Nous avions jusqu’à aujourd’hui que très peu d’informations quant à la sortie de DayZ, si ce n’est qu’il devait sortir mi-juin, par paquet de 50.000 clés. Aujourd’hui, Dean Hall à décider de casser, ou plutôt d’exacerber l’attente en nous donnant plus de précisions :

la sortie du jeu ne sera pas restrictive, entendez par la que les paquets de 50.000 clés « exhaustifs » ne seront certainement pas distribués, mais il risque d’y avoir malgré tout une limitation sur le nombre d’accès, pour une raison toute particulière, l’architecture client-serveur de l’anti-cheat.

Ce système phare de DayZ Standalone reposera sur le calcul des informations du côté des serveurs et non du client, pour éviter tout changement ou injection avant/pendant le jeu, permettant d’activer un quelconque programme de hack. Pourtant, ce système contient une faille, une faiblesse : les performances et le nombre de clients simultanés.

Les développeurs ont conscience de l’attente de DayZ Standalone, ils pensent que leur système client-serveur aura beaucoup de mal à supporter un pic accru de connexions simultanées, aussi comptent-ils probablement différer dans le temps le nombre de jeux en vente.

Sachez malgré tout que leur système client-serveur est déjà finalisé, chose qui leur a pris un temps non négligeable, et qu’ils sont actuellement en train d’effectuer une batterie de test permettant d’optimiser et de tester la stabilité du système.

Les types de sorties

    Une sortie par un système de package développeur, comprenez par là, une sortie d’un client en « pré-alpha« , donc peu optimisé et plutôt buggué.
    Une sortie restrictive, par petite quantité de clés, attribuées à des proches du développement et des membres investis de la communauté.
    Une sortie en alpha, avec un système de mise à jour régulière.

Récapitulatif vidéo




 
 


Vendredi 31 mai 2013  
 
No DevBlog this week but here is some screens

Hi folks,

With Matt being away today and being really busy with E3 I didn't get a chance to make a devblog.

But here is a screen of the current WIP of the inventory I put on my twitter:

And here is an exclusive for the forums as an apology for not being very active here as of late. It shows some of the major changes and improvements to the map, in this case SenChi has been redoing roads adding enhancements and making the terrain feel more real.

 
Posté par rocket


Mardi 14 mai 2013  
 
DayZ Double Developer Blog 14th May 2013

Hi all,

Please find our latest developer blog which is in two bits as it is both a video and images, http://dayzdev.tumbl.....<br /><br />This is an update focusing on our map team, Ivan and SenChi, where we introduced SenChi to real Chernarus. In the second part please find a brief and out of focus interview with Ivan Buchta, the official Mayor of Chernarus.



The album containing all of the pictures of Real Chernarus can be found here - http://goo.gl/Rgi3X







Here is a map of our route created by Lord Ivan;

 
Posté par Matt Lightfoot


Vendredi 26 avril 2013  
 
DayZ Developer blog 26th April, Video from PAX and our latest "building"

Hello Everyone,Right so we have two different updates of a kind this week, we have our video blog from PAX in Boston you can find that on our Tumblr - http://dayzdev.tumblr.com

The other thing we have to show you are some screenshots from our latest "building" our artists have created.This shipwreck has a vast amount of enter-able space inside and we haven't decided exactly where it is going to be placed on Chernarus yet either so some of the pictures are taken from our test map which is bland/featureless and which we use for testing new buildings.

Posted Image
Posted Image
Posted Image
Posted Image

 
Posté par Matt Lightfoot


Lundi 15 avril 2013  
 
DayZ Developer Blog 15th April Highest one ever

Dean “Rocket” Hall during his Puja ceremony today, proceeded by a local lama. Flour is spread on each others faces, hopefully signifying the individual reaches old age.  Rocket is completing this devblog from Everest Base Camp during his attempt on the summit of Mt Everest.

Devblog from Everest base camp!

I’ll start with a huge thank you to the DayZ development team who have continued development at a breakneck pace despite me being off living a lifelong dream to climb Mt Everest. Although the timing is poor for my sabatical, it is not something planned on a whim and involves non-refundable costs of up to $100k.

So here I am, at Everest Base Camp, 5400 meters, writing what I am sure is the highest ever devblog from the ground! This is largely able to occur because of Matt Lightfoot, the youngish looking chap who is our tireless Production Assistant. Both him and others have continued to send me progress updates and approvals, which I am accessing via a satellite connection.

Anyway, the important bit is the game. Ivan is now working a great deal directly on the project, and has been picking up the slack for some of the areas I needed to address which has been a huge help. Those from the community who wanted to get involved in writing are keen to get started, but the response is so massive that we are looking to put a structure in place to ensure community written books pass through some kind of editorial process. This community content, together with copyright expired books, will form the basis of hundreds or thousands of books that can be found and read in the world. There are no set timeframes for this, so please be patient.

Programmer Roundup

Ondrej, our lead programmer, continues his work on moving DayZ into a server-client architecture, turing the entire architecture of DayZ into an MMO. Jirka is working on updating some of our steamworks integration, and fixing bugs associated with the massive inventory changes we implemented over the past month.

image

Radio Implementation

Bebul is working on our Radio implementation, allowing players to communicate using a basic radio, similar (but more simple) to the popular ACARS radio mod for ArmA2. Players pick up radios, and they can set a frequency and talk/receive text/voice from other players. The microphone or speaker can be turned on or off to allow players to use radios as a listening device. If the player has not crafted a headset onto the radio, then the output is public (either voice or text). The results are fantastic, and Bebul is now ensuring this all works properly in the all special cases during Multiplayer play.

Animators

Our team is working their way through the animation backlog, involving new zombie animations for the new skeleton, test melee moves for our new melee system, new animations for the new animals (such as the deer), and then onto player animations for the new skeleton, custom designed to feel more like a civilian rather than the trained soldier of ArmA2.

Internal Artists

Mostly they are working on creating the interior data required for the AI zombies to pathfind correctly inside buildings. New road decals have been created by Mario for the roads so it looks like they have a damaged look to them, to give the world more of a feel like “the Road”. One of our big special new buildings is in game, and we will surprise you with some new screenshots of this in the next devblog!

External Artists

Our team of artists recruited from the community have been hard at work. The new male character mesh is being prepared, in line with the new skeleton, as well as a new template for clothing skinning. The new M4A1 has been committed with proxies that allow our new attachment system to be utilized along with the crafting system. Also being worked on are a Gas Mask, Pilot Helmet, Mauser Rifle, pen/paper, mess tin, can opener - a huge amount of items are being developed while we wait for the programming tasks to be completed heading towards our first public release.

The excitement from the team is tremendous with all these fantastic new items, allowing huge crafting possibilities.

Map Design

Seven towns have been remade by SenChi, overseen by Ivan, to alter the look and feel better. Bugs are continually being fixed and we have purchased new satellite data to improve the detail of the base map (looks much better in the distance with this new data).

Conclusion

I realize some people are upset at my departure from the project for two months to climb Mt Everest, but hopefully from this you can see the large team Bohemia have assembled behind the development that are continuing to innovate and develop DayZ Standalone in the direction of the game we all want. This is going to take as long as it needs to, we want to release our initial alpha under the architecture it needs to avoid hacking and security issues - this is the only remaining task stopping us from releasing the alpha. But while this task is being completed, we can continue with other activities.

The next devblog will feature some screenshots to demonstrate the progress, captured by Matt, but my satellite connection and tiny laptop cant cope with downloading the current build.

So, this is the devblog I write from Everest Base Camp, at 5400 meters! Tomorrow I am off to the Khumbu Icefall for training in fixed lines and ladders, big thanks to the community for their continued patience, and everyone at Bohemia who is pushing hard towards our DayZ standalone initial release!

Anyone who wants to follow my Everest exploits can do so either through my Tumblr (Rocketkiwi), Twitter (rocket2guns) or via the Adventure Consultants Dispatches.

 
Posté par Matt Lightfoot


Vendredi 22 mars 2013  
 
Developer Presentation and Q&A (Saturday)

TLDR: You can find a summary of the main points here thanks to Darthnord otherwise the full transcript is below.



So we have a lot to cover as we want to pack as much in as we can, the Q&A which is sort of the bulk of this is really important to us. We are going to be showing a lot of new stuff here and we want to see what kind of questions people have and get some feedback and things like that. So I guess without further ado I'll log in to the demo and talk you through it.

This is the standalone at the moment, it's the current development build so there is plenty of stuff that's broken with it. One thing we have been doing for those familiar with ArmA III will know the team on ArmA 3 did a lot of work with the controls and what we did is we borrowed a couple of the developers from ArmA III and assigned them to our project and asked them what would you do if you could do anything with the game? So we have been looking at things like the tactical pace and things like that, you'll notice that the weapon is currently pointed away, so one idea we are playing with but we aren't set on yet is you have to actually hold down a key to aim. So we are currently developing two systems, one system is exactly like how ArmA III operates with some different tweaks and improvements and the other is this system which forces you to hold down the key. The reason this is currently our favourite system is we believe it will help prevent the kill in sight mentality. We have also removed things like negative mouse acceleration and that kind of stuff. So we are really committed to improving the controls and there has been a lot of work done on that now.

Inventory

The next thing I wanted to show was the work we have done with the inventory system, this is one of the areas we spent the most time on. I have to add a strong caveat now which is we haven't had an art pass done on this yet so this is what art would look like in a game if you let programmers do all the art. I'll try and talk you through what you are seeing.

The beautiful aqua blue box on the left, that is what's on the ground so if I go to the back of the car here you can see it working. *Everyone applauds* Hmm, maybe we don't need art Matt So the guy in charge of this is a huge fan of RPG's, he has been doing a massive amount of work on this, you probably can't see it here because of the contrast but when you click on that little red box it turns green and expands below it and you can see any items inside, so if I put items in this shirt I can then open and close the shirt container. The green squares next to the avatar are only temporary, they will disappear. We actually want to have it so that you drag and drop off your characters avatar but we haven't currently got that working so we have these green boxes. You'll also see when I consume a drink I leave behind a trash item. You'll notice when I drag an item on to another item the box turns orange which shows you can interact with them, we're going to go with an actual 3D model to show this but it's all just like work in progress at the moment but it brings up a context menu and I can craft it, if anyone has played SS13 we are going with that kind of level of crafting. The yellow boxes at the bottom of the inventory is the quick action bar, so I can put my weapon away and because it's equipped in the first hot bar slot, I just push the 1 key and it brings it back. We wanted to put a lot more customisation so you can put what you want on which slots and then select them using the 1, 2, 5 etc. The inventory system has been heavily inspired from XCom so the idea is if you have a certain weapon you might not be able to fit it in your hoodie because there isn't enough hoodie slots etc.

A lot of the interior work we have done is around the idea of going through the buildings and scavenging, there are a lot of new areas that we want players to be able to go through and explore. You'll notice the cans have Russian names for those familiar with the can incident with the mod also

Client-Server architecture

So I want to talk about what some of our key points are now with the client-server architecture. This is the delay, this is why we haven't been able to let you play the game. Those that played the mod will know that the hacking and exploiting was a significant problem for us so in order to release the alpha we need to finish the architecture first which means everything that's done on your client is just keystrokes and then that's sent to the server and the server is the arbitrator of what you do.

ehll6q.png

That work is being done by our lead programmer, he has been focusing on that and what we are going to do is lock down for the next two months while I am at Everest and they are just going to focus on that and then in June we are going to do a review of where we are at and see if we can release the alpha. That's the only thing we are waiting for, the crafting system and everything else is more or less working so that's really the only reason for the delay and we feel there really is no point releasing DayZ until we do that, that's why we missed the December deadline because we realised we couldn't have just taken ArmA II or ArmA III and make it work with DayZ, we actually had to go back and completely remove components of the game and redo it from scratch.

Crafting and radios

That brings us to crafting and radios which we have been kind of working on in secret, well I may have mentioned it a few times. If anyone is familiar with the ACRE mod from ArmA, what we have done is implemented a simplified version of that in DayZ and if you have played SS13 we also took inspiration from that. In SS13 you can turn off the speaker and the microphone, so what we have done in DayZ is we have made these radios so you can turn off the speaker and place it on the ground and it will record any direct chat that anyone uses nearby but they can't hear you because the speaker is off, whether it be text or voice and play it through the radio. So you can have one radio on a certain frequency and then use another radio to listen to anything happening in that area. I can just imagine people hiding radios in cars or bugging certain areas where you store loot, as well with the crafting system you can craft a headset on to the radio so the speaker won't create noise when it's being used. This is the kind of stuff we are working on while we wait for the architecture to be done.

Medical

We went out for dinner with a few streamers last night and ran through the system. It's a little bit hard to explain the system without whiteboards and all that kind of stuff so just deal with me. In the DayZ mod the health system is pretty basic, you have blood and if you run out of blood you die and we really wanted to go a little bit more in-depth and I know people are concerned about accessibility but we feel any complexity added to the game doesn't mean the game needs to become more difficult to play so long as that complexity is intuitive, so we have tried to base a lot of the stuff on common sense. We have health which is your overall life and we have blood which is more of a short term indicator, so if you get shot you will take brute force damage to your health, you will lose quite a lot of blood and you might be bleeding so your blood will keep dropping. Those are the two main indicators of your health. You also have shock, an example being if you get hit in the head with a baseball bat and don't have something like a motorbike helmet on you will take quite a high shock value and if that shock value exceeds your current blood you will go unconscious. The real experiment we are doing and to be honest there is a lot of stuff we are doing that we aren't sure on yet but we want to try, we're trying to not have any of this on the UI so we want to provide feedback as to how this is working through post-process effects and sound effects and to be honest I don't know how it's going to go, it could be a disaster but we want to try it because we think not having a UI will really add to the immersion. Talking about this last night a lot of people were wondering how does it regenerate so the idea with blood is that if your hunger and thirst is full then your blood will regenerate and if your hunger, thirst and blood are ok then your health will very slowly regenerate and your blood will only regenerate only up to your maximum health. This is kind of confusing and that's another reason why we don't want to put it in the UI, we're hoping that it turns out to be intuitive enough and hopefully when we get the alpha out we can get some feedback from Reddit and the forums and stuff like that.

Food and diet

We didn't like how in the DayZmod you can just eat/drink a million energy drinks and you are totally fine because that is certainly not the case, Matt tried it. So the idea is your diet will have an effect on your character, we want to keep this kind of stuff quite subtle and really just apply some common sense.

Melee combat

The other point was melee, we are putting quite a bit of work into that, we still only have a prototype at the moment and the idea is to be able to punch and things like that, there are going to be a lot less weapons in the initial release, we are really going back to basics with the initial alpha and so your reliant on melee is going to be quite high, with the weapons we are going back to them, giving them new sounds and making them as good as we want them to be. There is also the attachment system, unfortunately I couldn't show you that yet as I had problems getting the latest update but we will show that in the next blog.

Skeleton

The last kind of point I wanted to touch on is the skeleton. We have been using the same skeleton for about eight years so think of skeletons from games that old. The skeleton is basically your rig that you bind to the skin, it defines how the character moves. So we took a risk and devoted some time to developing a brand new skeleton and that risk has paid off and the skeleton that has been made is really pleasing, it's going to allow us to do a lot of things. A lot of games have a separate skeleton position for your first person view and that sounds bad but it's actually really good because it means you can have both the first and third person views relevant and nice. ArmA only has one position so you can only have it look good in first person or third person, with the new skeleton it's going to look good in both, particularly in melee - think of Chivalry, you really need to see where your hands are and where you are punching etc especially since we have removed the crosshair. That new skeleton has really opened a lot of doors for us.

Road map

This is probably the thing most people want to hear about, so the alpha isn't out yet and obviously everyone is disappointed but we have to get that architecture done first. Vehicles won't be in the initial release, the reason for that is we want to do the vehicles properly, the standalone goes back to basics and roughly around August-September we will look at doing the vehicles. We want to have it so it doesn't feel like you are driving big blocks of stone around and we want you to be able to customise them similar to how you can customise your player (although we will probably end up with everyone running around in their underwear anyway) Base building. We had a total geek out last night talking about the potential with this, we are big fans of EveOnline, really big fans and we have talked with them a lot at various game conventions and gotten a lot of support and advice. We really think base building is going to be like our version of capital ships in Eve. We have thrown around a lot of ideas and we really don't think above ground base building is going to work because there simply isn't enough space so we are looking at going underground and having it sort of like Skyrim where they are instanced. We have been toying with the idea and prototyping a red faction style but that isn't going to happen until probably the end of the year. We are going to get the alpha out and then have at least 12 months of adding content/updates every week or so.

Streamers, events and content creators.

The last point we wanted to talk about is that we are big fans of tournaments, streaming, content creation etc and we are going to devote some development time to creating a camera mode to support that, you will see there is no mention of your username and things like that to avoid stream sniping already. A big part of DayZ's success was because of streamers, youtubers, events like SurviorGamez etc and the fact that they are able to do that with the mod which is completely broken is pretty amazing, the only reason it's still going is because the community has taken over it's development.

 
 


Vendredi 8 mars 2013  
 
Journal des développeurs du 08/03

Nouveau journal des développeurs de DayZ et comme d’habitude de nombreuses informations sont disponibles. Une nouvelle fois, et ce comme la semaine dernière, nous avons le droit à une vidéo où pas mal d’images de gameplay sont diffusées. Cela ravira certainement les joueurs friands de gameplay.

Par contre, les développeurs précisent qu’il n’y a toujours pas de date de prévue et préfère prendre le temps de le développer puisqu’ils ont promis un très bon jeu.



Pour les anglophobes, voici un récapitulatif de la vidéo réalisé par notre partenaire Martius & Mojql :



Système d’inventaire

L’un des points sur lequel les développeurs ont vraiment bien avancé est sans doute le système d’inventaire qui est prêt pour le public. Ce nouveau système d’inventaire supportera l’artisanat (crafting), les vêtements interchangeables, la dégradation, le suivi, la personnalisation des armes et bien plus encore.

C’est un système vraiment révolutionnaire pour eux et ils sont extrêmement fiers des résultats qu’a accompli Jirka, le développeur en charge de la fonctionnalité.

L’artisanat ou crafting

Ce sujet n’a pas été traité dans la vidéo, mais vous en saurez plus prochainement notamment sur l’interaction qu’auront les joueurs sur les objets dans le monde – c’est la prochaine étape de développement du système d’inventaire.

Ce n’est pas un système traditionnel d’artisanat, mais un système qui vous encouragera à explorer les différentes manières dont un objet pourra être crafté.

Le pathfinding des zombies

Vers la fin de la vidéo, vous trouverez des images de l’avant et l’après travail sur le pathfinding des zombies. Non seulement cela a changé le rôle, la menace et la vitesse des zombies – mais il a également permis d’améliorer la performance. La précision accrue du mouvement des zombies permet à leurs mouvements d’être ralenti afin d’avoir des valeurs plus sensibles et proches de celles des joueurs.

Les développeurs ont encore diverses pistes à explorer, mais ils sont relativement contents des résultats actuels.

Spawn de zombies en masse côté serveur

Désormais tous les spawns de zombies et leurs mouvements sont directement gérés du côté du serveur seulement. Cela a permis d’augmenter la sécurité et la prévention des mécanismes de hacks en désactivant certaines fonctionnalités du côté client.

Ce qui veut dire que les zombies ne vont plus apparaître au fur et à mesure dans le monde en calculant si des joueurs sont dans la zone ou non. Ce système permettra également de créer des groupes de zombies migratoires qui traverseront des zones à la recherche de leur prochain repas.

Les premiers essais avec ce système et l’apparition de 4000 zombies ont réduit le nombre de FPS du serveur à 4. Après diverses optimisations, les performances ont été accrues et les FPS du serveur étaient aux alentours de 21 images. Les développeurs sont très confiants pour arriver très prochainement à plus de 30 FPS.

Amélioration du système de santé

La santé prend en compte bien plus que le sang, puisqu’il intègre la santé et le niveau de conscience. Nous en saurons plus sur les interactions de chacun lors d’un prochain journal des développeurs.

De nombreux ajouts excitants et jouant sur la santé sur le long terme sont actuellement à l’étude comme le fait de ne pas avoir une alimentation saine et équilibré.

Tous ces éléments jouant sur le long terme seront importants pour la survie de votre personnage et les développeurs sont surs que le rôle de médecin sera important – en plus des différentes interactions sociales.

L’expansion de Chernarus

Son expansion continue à un rythme soutenu. Deux nouveaux villages sont en préparation à Cherno ce qui fourni un sentiment authentique à la ville. La zone nord de la carte est également agrandie et les développeurs poursuivent le développement des  grandes fonctionnalités ajoutées à la carte.

Le spawn de loot

Trouver des objets impliquera désormais de fouiller à l’intérieur des véhicules, de rechercher des objets coincés entre les meubles, d’inspecter les coffres ouverts des voitures

Le fait de consommer les denrées que vous aurez récolté vous laisseront des déchets comme des boites de conserve vides. Il ne faudra pas négliger vos déchets puisque certains pourront s’en servir pour vous suivre à distance.

 
 


Mardi 5 mars 2013  
 
DayZ Mod 1.7.7 Patch

USE THIS ARMA 2 OA BETA: 103718

The ideal place to post bugs is:
https://github.com/DayZMod/DayZ/issues

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_anim
    dayz_code
    dayz_communityassets
    dayz_sfx

Serverside affected addons

Changelog

    News

      Removed annoying "re-arm" option from actions menu.
      Models and textures for mutton.
      Separate meat for goats, same blood regen as mutton.
      Can now combine magazines.
      Added new loot & loot table for church.
      Added new food and drink items (only found in supermarkets).
      Added model for a dropped map and watch.
      Weapon MakarovSD (Military and Military Special).
      Weapon RPK_74 (Mi8 Helicrash).
      Vehicle damage displayed in percent (With a Toolbox).
      5L Fuel can takes 1 inv slot.
      Added auth retry system to make sure clients are auth'ed before they spawn (should stop seagull issue).
      Added force end mission for players joining with wrong version/failed auth. (Will replace timeout later).
      Mi8 crash site model.
      2 New background tracks.
      6 New "Viral" zeds - They are harder to kill, they do more damage, and they have a higher chance of causing an infection... be afraid. (Headshot will kill in one shot)
      Added optional watermark for servername (Server admins can choose to enable/disable. (See Mission prerequisites)). Shows servername in the bottom right of screen max 6 letters.
      Remote exec security. Should prevent all major RE exploits
      Clear Ground around loot at crash sites added but disabled by default, server admins can enable. Adds a small circle around each loot pile
      Vehicles and tents now report free gear slots. Example: Old Camping Tent (weapons/others/backpacks). http://ziellos2k.net...17141327522.png
      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.
      Mainmenu Intro.
      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.(BaseBallBat)
      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 with the temp journal base (looks better then a hint).
      All blood gained from food is now added into a regenreation pool that players will regenerate over time
      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.

    Fixed

      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 models.
      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 3000 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 duping issues should now be resolved.
      Most wallhack exploits should now be resolved.
      No more 3x get up Animation loop when recovering from unconscious
      You can no longer get into vehicles while dragging players

    Updated

      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.
      Makarov 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...)
      3 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.

DayZ Community Developers

This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us!

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.7-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.7 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Mardi 26 février 2013  
 
DayZ Mod 1.7.6.1 Hotfix

USE THE LATEST BETA: 102285

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_code

Changelog

    Updated

      Fixed version issues.
      Updated Spanish String Tables
      Force save updated.

    Removed

      New models by JoeysLucky22:

        Soda

          Long's Island Iced Tea (Clayton)
          Dr. Wasteland (Dr. wasteland)
          Mikhail Made Lemonade (-=PA=-Mikhail)
          LVG Root Beer (LVG)
          Mountain Green
          mZLY yZLY (mZLY)
          R4Z0R soda (R4Z0R)
          Smasht (Smasht)

        Beer

          Rabbitman (Rabbitman)

        Can

          Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
          Chef Boneboy Ravioli (Boneboys)
          Curgon's Chicken Noodle Soup (Curgon)
          Demon Groves Green Beans (DemonGroover)
          FraggleOs (Fraggle)
          Griff Black Beans (Griff)
          Herpy Dooves Canned Muffins (DerpyHooves)
          Orlok Mixed Fruit (orlok)
          Powell's New England Clam Chowder (Powell)
          Unlabeled Can
          Tyler's Kidney Beans
          Conrad's Whole Kernel Corn

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.6 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Lundi 25 février 2013  
 
DayZ Mod 1.7.6 Update

USE THE LATEST BETA: 102285

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz_code
    dayz_sfx
    dayz_server
    dayz_communityassets

Changelog

    News

      Added a 2 minute delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level.
      Added new sfx for chopping wood.
      Started Update for Cherno intro. (map intro)
      Zed attraction, this will draw zeds to loiter closer to players over time.
      BAF_L85A2_RIS_SUSAT - (Heilcrash - HeliCrash_No50s)
      Crossbow Quiver added - 6 arrow mag size.
      WoodenArrow added 6 arrows can be turned into a quiver.
      WoodenArrow can be picked up after use.
      20% of breaking WoodenArrow when firing it.
      Crowbar now attaches to toolbelt.
      Added Anti teleport script. Reported to server's RPT log
      New models by JoeysLucky22:

      Soda

        Long's Island Iced Tea (Clayton)
        Dr. Wasteland (Dr. wasteland)
        Mikhail Made Lemonade (-=PA=-Mikhail)
        LVG Root Beer (LVG)
        Mountain Green
        mZLY yZLY (mZLY)
        R4Z0R soda (R4Z0R)
        Smasht (Smasht)

      Beer

        Rabbitman (Rabbitman)

      Can

        Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)
        Chef Boneboy Ravioli (Boneboys)
        Curgon's Chicken Noodle Soup (Curgon)
        Demon Groves Green Beans (DemonGroover)
        FraggleOs (Fraggle)
        Griff Black Beans (Griff)
        Herpy Dooves Canned Muffins (DerpyHooves)
        Orlok Mixed Fruit (orlok)
        Powell's New England Clam Chowder (Powell)
        Unlabeled Can
        Tyler's Kidney Beans
        Conrad's Whole Kernel Corn

      New models by Elvaron

        New melee weapon: Machete - (Farm - Hunting)
        New Food: Pack of pistachios
        New Food: Pack of trail mix
        New Food: MRE military rations (Military Loot)
        New junk loot
        Model for Compass instead of green pouch in loot pile
        2rnd shells for pellet and slugshot shotgun ammunition (no more 8 bullets shown on ground when it's actually 2 bullets)
        New models and textures for FoodBaconRaw and FoodBaconCooked.
        Model and textures for Quiver.

    Updated

      BoltsSteel replaced with WoodenArrows.
      BAF_L85A2_RIS_Holo Removed from crash site's added to Military tables
      loot weighted array generation fixed.
      Updated logout system to check radius of zeds from 50 meters to 35 meters (30 sec count)
      Player range on logout to 6 meters. (30 Sec count)
      Max Range of targets 120 meters down from 300 meters. (this should help long range agro, This is zeds max target range).
      AI behavior updated to try making them zigzag less.
      Added push bikes to the zeds pull from vehilce list.
      Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up)
      Zeds Targets array modified
      Weapon fire sounds divided by 2 (This will help us settle zeds hearing a little more) (107_DZ Zed pull range 450 meters / 2 = 225 meters (capped 120 meters aboue for now))
      Max local zeds per client now fixed at 40 zeds, Global at 40 +10 foreach player within 400 meters and total 500 zeds max.
      Added some Czech language
      Updated zed attraction to dead players from 50 meters to 20 meters.
      Players will now drop empty cans after consumption to nearest lootpile or creates new one.
      Updated Infection to cough, shake camera and loose blood.
      Updated russian string tables.
      Backpack Spawns should now see higher grade backpacks more.
      Deer stands has it's own loot table (Hunting).
      Reduced Zed Running Speed.

    Fixed

      Zeds talk, lowed to 80 meters down from 200 meters this will stop any zeds targeting for sight/noise outside of this radius
      CookedBeef StringTables now added.
      Spanish, French StringTables updated.
      logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers.
      Zeds should no longer walk though all objects. (Some objects can still be walked thought)
      Updated refuel to attract zeds. (3-6 Meters)
      EH's updated to work with Battleye filters.
      Ammo counts now fixed on dc.
      Zeds will no longer magically hit players just because they're within 3 meters. ( Zeds can no longer dmg without running the attack animations. (running into zeds will no longer dmg the player))
      Fixed some base class's for vehicles reporting issues with crew
      You can now logout with a broke leg.
      Temperature icon should not disappear anymore.
      Humanity should now work increase again.
      Chemlights and flares now work again.
      time is now set on startup.
      Hatchet and crowbar don't require reload anymore.
      Hatchet and crowbar no longer overwrite each other.
      Exploit when converting Mags into other mags (Example - DMR to M24 then back)
      Blood particles not shown for player.
      Hide body animation not shown for player.

      Combat Roll

        Fixed

          No longer possible to combat roll with broken leg
          Added 4 sec delay to multiple rolls.
          No longer possible to combat roll over player created objects (tents, sandbags so on)
          No longer combat roll in buildings.

    Removed

      Chase combat logging systems removed. (Removed due to ealry warning of agro)
      Debriefing window has started to be cleaned up. (blank box on dc)
      BearTrap Due to issues with the trap still staying active after removal.
      DZ_Patrol_Pack_EP1 Due to us no longer planing to remove backpacks from new spawns.
      All chance based systems for sight and sound from zeds they will now only agro if in view or your making noise. Should allow more freedom to move.

Known Bugs

    Zombies attacking through objects.

Quick Install Info

    Full

      1 - Download Full Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Patch

      1 - Download Patch Client Files and beta files from links above.
      2 - Navigate to your arma 2 operation arrowhead directory
      3 - Extract the @Dayz-1.7.6-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.
      4 - To start DayZ use a command line string like the below

      Expansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus

    Steam

      1 - Right click Arma2: DayZ Mod, select properties.
      2 - When the window pops up go to the "BETAS" tab
      3 - Now Select 1.7.6 in the drop down box.
      4 - The files should now should now update
      5 - Launch as normal
 
Posté par R4Z0R49


Vendredi 22 février 2013  
 
De la motion capture pour les zombies

Une fois n’est pas coutume, les développeurs de DayZ nous propose cette semaine un devblog en vidéo.

Il n’y a rien de mieux que ce moyen pour s’apercevoir du travail réalisé sur la motion capture pour l’animation des futurs zombies qui vous chasseront sur Chernarus !

Pour les anglophobes, en résumé, il est dit que plusieurs animations seront travaillées afin de proposer différentes attitudes aux zombies afin de les rendre uniques.

C’est l’un des points chauds sur lequel l’équipe travaille. Ils veulent que ce soit une composante réellement importante dans le Standalone.

Comme d’habitude, aucune date n’est donnée, le jeu sortira seulement quand il sera terminé aux yeux des développeurs.

 
 


Vendredi 15 février 2013  
 
Le point sur DayZ

Chaque semaine, les développeurs de DayZ essaient de nous tenir au courant de l’avancement du StandAlone. Cette semaine, nous avons le droit une nouvelle fois à de nouvelles captures d’écran.

Extension de l’équipe de projet

L’un des plus grands changements de la dernière semaine a été l’agrandissement de l’équipe de projet de DayZ. Beaucoup de gens issus de la communauté sont donc accueillis au sein du projet DayZ, qu’ils proviennent de l’interne ou de l’extérieur.

Les développeurs espèrent que ces nouvelles personnes seront en mesure de les aider à pousser le jeu dans ses derniers retranchements.

Test du multijoueurs

Les tests en interne continuent puis sont mis en pause à mesure que les bugs et autres problèmes sont identifiés. La grande majorité des changements qui ont été apportés sont méticuleusement analysés.

Les développeurs espèrent pouvoir commencer un premier essai à grande échelle dès la semaine prochaine.

En supposant que la version soit assez stable pour permettre ce test. Ce dernier sera réalisé dans un premier temps sur un serveur avec une cinquantaine de personnes et pourra être augmenté jusqu’à 150 joueurs afin d’en définir les limites.

Développement de l’architecture

Le programmeur en chef de DayZ a continué de travailler sur le moteur multijoueurs qui opérera sous un modèle MMO serveur-client. Les résultats ont été remarquables, et cela va radicalement changer le produit final. Au fur et à mesure des changements apportés, l’équipe les filtre en fonction de l’approche adoptée à d’autres niveaux afin de s’assurer que tout soit bien migré au niveau du client comme au niveau serveur.

De nouvelles approches ont été expérimentées comme le fait de ne pas avoir de spawn de loot au niveau du serveur, mais plutôt au niveau de la base de données – réduisant ainsi la facilité avec laquelle les tables de loot peuvent être produites et leurs permettent de mettre en place une forme de système de régulation économique dynamique.

Développement des personnages

C’est actuellement le secteur sur lequel de gros efforts sont faits en terme de conception. D’ailleurs vous retrouverez ci-dessous les nouvelles têtes des personnages féminins exotiques.

Les développeurs ont réellement le souhait de vous permettre de personnaliser entièrement votre personnage afin qu’il reflète au mieux l’histoire que vous voulez lui donner. Des idées inspirées de la communauté ont été incluses. Jusqu’à la sortie initiale du jeu, la grande majorité de leurs efforts seront axés à développer les options de personnalisation de votre personnage.

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Système d’inventaire

En se basant sur les retours et les commentaires, les changements ne cessent de continuer dans ce domaine. Le développeur de cette partie, Jirka, finira peut-être le système de crafting. Il a réellement l’envie de passer du temps dessus puisque c’est une fonctionnalité qui lui tient beaucoup à cœur.

Dans le cadre du système d’inventaire, l’équipe de développement a commencé à travailler sur un système d’accessoires.

Comme pour la personnalisation de personnages, ils veulent autoriser un maximum de possibilités quant à la customisation et le développement des armes au joueur.

Du coup, toutes les armes introduites dans DayZ sont en train d’être re-développées afin de les détailler le plus possible. Le travail réalisé jusqu’à présent est exceptionnel.

Cela signifie qu’à la sortie du jeu il y aura moins d’armes dans la version Standalone, mais cela leur donne la possibilité de continuer à proposer du contenu à chaque mise à jour avec de nouvelles armes et objets.

Développement du monde

Des zones immenses sont en train de changer. Ivan Buchta – après avoir effectué un petit séjour dans les prisons grecques – a travaillé en collaboration avec le world designer SenChi (designer des cartes d’IronFront) pour le réaménagement de Chernarus. Vous retrouvez une nouvelle ci-dessous des captures d’écran prises par SenChi afin de montrer l’avancement des travaux.

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Développement artistique

Nouveaux vêtements, objets, armes, bâtiments, « zones spéciales » font tous partis du développement artistique.  De nouvelles personnes ont rejoint l’équipe artistique, ce qui va permettre d’inclure des centaines de nouveaux objets au monde de DayZ.

 
 


Lundi 4 février 2013  
 
DayZ Devblog 4th February 2013


(french version)


Let’s see some DayZ video! A quiet start for us with a video blog, we’re only detailing a few areas of progress in this weeks update. We show a peek at the new UI, some detail on the new clothing functions available in the engine, and take a tour round a few of the many new areas inside the updated Chernarus map.

We’ve edited out our use of the Inventory system, which we’re keeping under wraps for the moment (covered out with hilarious images photoshopped by forum members on the official DayZ forums at dayzmod.com!)

So where are we at?

Development is continuing to progress in extremely positive ways for us. The architectural decisions we have taken are providing continued dividends with the development of our disease mechanics, and in the ability to create notes in the world.

Inventory is fully synchronizing with the central database, including inventory inside clothing items. Essentially your clothing is like many little backpacks.

We’re getting plenty of bugs coming in from our closed internal testing, and we haven’t moved to our closed external testing just yet. There is still no timeframe for when this will happen, but we’re committed to continuing with these development updates and blog posts.

What is next?

We’re working very hard on the inventory system even more, and it looks like the crafting system is close in next in our development. It would be fair to say that inventory and crafting are the key development objective currently, second only to the client/server architecture (makes DayZ more like an MMO), and new zombie AI mechanics (an ongoing task).

We look forward to giving even more information, new exciting areas, features, functions, and updates in the coming blogs! We’re all confident it won’t be too long before you’ll be able to join in the development yourself.

 
Posté par Griff


Lundi 4 février 2013  
 
DayZ Mod 1.7.5.1 Update

USE THE LATEST BETA: 101480

The ideal place to load bugs is at the community bug tracker:
https://dev-heaven.net/projects/dayz

Please make sure they are listed to the DayZ project. Feature requests can also be made through this system.

Patch Download

Full Download

Prerequisites

Build Notes

Affected addons

    dayz code
    dayz anims
    dayz server (server admins only)
    mission file (server admins only)

Changelog

    News

      Ability to flip ATV's.
      Zeds spawn while in vehicles.
      Zeds now have the ability to damage vehicles. This is limited to glass only once glass is destroyed players within will be damaged.
      Zeds now have the ability to pull you from open vehicles.
      New Load screens added.
      Chopper weapons can now be reloaded.
      UH60Wreck added
      New zed & loot spawn systems rewrote Phase 1.
      Revamped GUI icons to now empty as you lose the relevent item (blood,food,water) Thanks Des
      Infection changes when eating food and drinking water. (tin and canned items don't count)
      Epeen monitor added to display player stats. (Zombies Killed, Headshots, Murders, Bandits Killed, Humanity) - Press Scroll Lock to use
      Toolbox is now needed to build Wire,tanktrap.
      Etool is now needed to build Sandbags.
      5 New types of food ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN","FooedRabbitCooked").
      4 New Raw food. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw")
      Bloodbags can now give an infection.
      Added moving combat roll (KK's Volt).
      Survived Dayz added to Epeen monitor.
      Cutting down trees now attracts zeds.
      After you have eatern a canned product you now get an empty tincan back.
      Added definition of arrays for meatraw / meatcooked
      You can now eat raw meat (low hp add + possible infection), and Cooked meat (high hp add w/o infection)
      RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100).
      Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400).
      You can now boil water using a fire,TrashTinCan or ItemSodaEmpty and fullwaterbottle
      Water (possible infection), and Boiled Water (w/o infection)

      Weapon

        Sa58P_EP1. (Military)
        Sa58V_EP1. (Military)
        Sa58V_RCO_EP1. (MilitaryS)
        Sa58V_CCO_EP1. (MilitaryS)
        G36C. (HeliCrash)
        G36C_camo. (HeliCrash)
        G36A_camo. (HeliCrash)
        G36K_camo. (HeliCrash)
        M40A3 (MilitaryS)

      Vehicle

        HMMWV_DZ.
        MH6J_DZ.

    Updated

      BAF_L85A2_RIS_CWS replaced with BAF_L85A2_RIS_Holo. (HeliCrash)
      Added a much faster login process. (Advantages: Login Speed up)
      Limted amount of ammo found with weapons.
      Gender selection images updated thanks Des.
      Updated infection chance during zed attacks from 1/1000 to 1/500.
      Changed Loot tables to increase the supply of Antibiotic drops.
      Combat Mode is now affected by everything you do and everything done to you
      Updated Mi17_DZ and UH1H_DZ to max ammo Max 100 rounds per gun.
      UH1 Crash sites no longer all spawn on server start but throughout the game.
      Damage processing for zombieattacks with prebuilded weighted arrays. (Advantages: speedup and saves a lot of cpu cycles)
      Much faster fn_instring.
      Cargo space redo.
      CZ_VestPouch_EP1 to be more useful 12 slots 0 weapon slots.
      Zeds will talk to other zeds within 80 meter.
      Combat Logging is now active during Zombie chase.
      Backpacks updated.
      Animal Meat reset. 6(cow),4(goat),4(sheep),4(boar),2(Hen),1(Rabbit)
      Epeen monitor moved to scroll lock key and work started on moving to diary
      Massive cleanup remove all useless files.
      Redone all public EH's
      Combat/zombie logout + anti-duping overhall
      String tables to include = English, German, Russian, Spanish, Dutch, French
      All base class's have been updated to match the dayz removal proc's (weapons)

    Fixed

      Zeds hearing should now be fixed.
      Temperature icon color now ranges from iceblue (cold) to red (hot)
      German Tranlations updated.
      mi17 gunner seat is now fixed (you no longer stand outside)
      Bloodbag glitch fixed.
      UH1Y_DZ animation issues.
      Infection is now fixed loss of blood 3 per sec (will not drop below 3k blood)
      Epeen monitor animation should now work correct without the fps drop.
      DZ_Czech_Vest_Puch backpack class config.
      Variable spelling mistakes hsould be corrected now.
      Moved all new foods to stringtable.
      Fixed infection chance when giving blood.(No longer applys to player giving blood) :-(
      ALT F4 Sync issue now fixed
      Pause menu can no longer be assigned to mouse keys to bypass respawn.

    Removed

      BAF_L85A2_RIS_CWS (Based on poll)
      Banned m136 as it never really worked and served no real purpose.
      In Combat bot removed while we work on speed improvements.
      Peripheral Vision. (Peripheral Dots)
      MPTable Removed.

Hotfix Changes 1.7.5.1

    Updated

      STR_ITEMWATERBOTTLEBOILED_CODE_DESC - German (Eine Flasche mit abgekochten Wasser)
      STR_ITEMWATERBOTTLEBOILED_CODE_DESC - French (Une bouteille a été remplie d'eau bouillie qui peut être consommée.)
      HMMWV Cargo space. (transportMaxWeapons = 4;, transportMaxMagazines = 12;, transportmaxbackpacks = 4;)

    Fixed

      HMMWV Should now be able to be repaired fully.
      Gut object should be working without errors.
      Repair option should now only work on vehicles.
      AS50 was mistakenly banned now unbanned.
 
Posté par Matt Lightfoot


Samedi 26 janvier 2013  
 
Des nouvelles du front

En effet, Rocket, perdu dans les méandres du développement et des projets les plus fous nous fait part de son enthousiasme et de sa fierté quant au nouveau jeu que développe son équipe, sous l’égide de développeurs d’Arma3 et autres artistes de la programmation.

En effet, dans son plus récent post, Rocket nous fait littéralement rêver avec quelques informations croustillantes que nous dévorerons avec appétence.  Passons au vif du sujet avec les nouveautés.

    Les risques que nous avons pris l’année dernière commencent à sérieusement porter leurs fruits

Améliorations de l’éclairage et de l’environnement

ciel

En partenariat avec Mario Kurty, un développeur d’ArmA3, l’équipe DayZ veut s’assurer que les graphismes du jeu seront les plus beaux et les plus complexes possibles. Un aperçu de l’amélioration de ces graphismes est d’ailleurs joint à cet article. Un système volumétrique pour les nuages a d’ailleurs été intégré, fini les jpeg, la tête dans les nuages c’est pour bientôt ! 

Rocket n’a néanmoins aucunement fait part d’une possible configuration minimale requise pour vos ordinateurs. Vous qui chassez le zombie sur un micro-onde, faites chauffer les cartes bancaires, un nouveau hardware s’impose ! Ça tombe bien, Noël c’était il y a peu.

Nouvelle architecture serveur

plaine

Le chef-programmateur Ondřej Španěl (allez savoir comment ça se prononce) travaille actuellement sur un changement fondamental de la gestion des serveurs. En effet, ce système fonctionnera comme celui des serveurs de MMO et ne comportera donc aucun système anti-hack puisque le serveur gérera l’envoi et la réception des mises à jour ainsi que le comportement de l’utilisateur, ne permettant ainsi aucune modification des fichiers du jeu.

Ces changements sont, en grande partie la cause du retard de DayZ puisqu’ils constituent un challenge en soit mais permettent en contrepartie un aménagement plus souple du jeu, par exemple : les zombies et les objets apparaitront dès l’initialisation du serveur, nous ne pourrons donc plus repérer la présence d’un joueur en observant une ville de loin et cela évitera les problèmes de d’apparitions d’objets trop lents.

Phase de test terminée

avioncrash

Pour que les serveurs soient entièrement fonctionnels, l’équipe de développement a aussi travaillé Valve, c’est pourquoi ils utiliseront Steam (plutôt que GameSpy pour ArmA2). La phase de test fermée est d’ores et déjà entamée bien qu’aucun streamer ou journaliste n’ai encore été invités. Aucune date n’a été annoncée pour un test de la presse.

Mise à jour des textures et décors

Tous les décors et les textures ont été retravaillées et de nouveau éléments ont été implémentés (véhicules accidentés etc…). Corrections de bugs, refonte des éléments intérieurs tel que le supermarché, création de nouvelles zones et de nouveaux bâtiments, refonte des textures pour leur donner plus de « patin » sont au programme.

voiturecramee

« Tous ces nouveaux éléments implémentés ont été tellement nombreux qu’il serait vraiment impossible de tous les énumérer » nous affirme Rocket. Un réel travail artistique touchant à l’ambiance et à l’essence même de DayZ a été effectué. Dommage que ces changements soient impossibles à énumérer, ce sera donc la surprise !

Personnalisation de votre avatar

facetrio

L’attention de l’équipe pour ces prochains mois portera principalement sur la personnalisation du personnage et des armes (pour enchaîner avec la personnalisation des véhicules). Il sera évidemment (et ceci est « un point de départ ») possible de choisir le sexe et la couleur de peau de notre brave survivant.

L’équipe veut vraiment mettre un point d’honneur sur la possibilité qu’aura le joueur de s’identifier à son avatar. Il faudra donc jongler entre recherche de vêtements uniques tout en surveillant son alimentation pour ne point dépérir physiquement. La création initiale du personnage sera donc très simpliste et l’apparence de notre personnage se modifiera avec le temps et les épreuves rencontrées/choix effectués (N’oublions pas que les vêtements peuvent être porteurs de maladies).

mecrouge

L’environnement aura un réel impact sur le physique de notre personnage. Rassurons nous, l’aspect le plus important qu’aura l’apparence dans DayZ ne sera pas vitesse à laquelle vous bronzerez mais bien l’aspect social associé.

En effet, Rocket est tout à fait conscient que DayZ est un jeu pratiqué souvent en groupe et souhaite donc ajouter cette notion de sociabilisation à l’apparence. En compilant et analysant les idées proposées sur le reddit et les forums, il a clairement été décidé qu’une symbologie devait être implémentée dans la vie des survivants. Tatouages de clans, marques sur les armes,  un simple « Friendly » hurlé à la volée ne suffirait-il pas ?

Personnalisation de vos armes

La personnalisation des armes est d’ailleurs un aspect très important de la refonte du système d’inventaire. Il n’y a que très peu d’éléments de modifications d’armes qui ont été complètement terminés, le seul sur lequel nous avons des informations, c’est le chargeur. Il sera nécessaire de remettre des balles dans le chargeur avant de pouvoir l’utiliser et ce dernier sera considéré comme pièce jointe à l’arme. La quantité et l’état des chargeurs sont donc particulièrement importants dans ce standalone. Préparez vous à remplir vos sacs de chargeurs vides !

    Venons en au fait, Rocket, quand est-ce que ce jeu sortira ? Parlez !
    « Nous ne savons pas. Nous allons prendre notre temps »

Les impatients parmi nous devrons rentrer à la maison et abandonner les files d’attente d’ores et déjà interminables déjà constituée devant leur « game-dealers » locaux.

En effet, Rocket indique ne jamais avoir été aussi excité qu’en ce moment mais il ne faut pas pour autant  précipiter les choses et ainsi éviter d’aboutir à une frustration. Il est nécessaire selon lui de garder la tête froide et de maintenir la cadence tout en tenant les joueurs au courant de chaque avancée majeure.

Il faut cependant rester vigilants affirme-t-il. Il ne faut pas sur-estimer le jeu car il reste encore énormément de travail à accomplir mais en tout cas la décision d’avoir repoussé la sortie du jeu à sûrement été la meilleure chose à faire puisque l’équipe est maintenant en mesure de fournir le jeu dont nous avons toujours rêvé.

 
 


Samedi 7 janvier 2013  
 
Where is the Standalone Release?

I suppose I should start with the question everyone wants to know… where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said that DayZ had to be out before the end of the year and that’s come and gone. I still stand by that comment, to achieve what we had originally wanted, we did have to be out by the end of the year - and we’ve failed to achieve that.

Put simply, DayZ Standalone isn’t here because we had the chance to go from making a game that was just the mod improved slightly, packaged simply, and sold - to actually redeveloping the engine and making the game the way we all dreamed it could be. This blew any initial plans we had dictated to pieces.

The plan going forward

The plan from here is straightforward. We will be releasing a closed test imminently, during which approximately 500-1000 people will assist in ensuring our architecture is correctly functioning. This closed test will be focused purely on architecture, not the game design. Once we have confirmed fixes for issues arising from the closed test, we will then reschedule an internal date for our public release. 

What has been done?

One of the most profound and major architectural changes has had its initial implementation completed, this is the overhaul of the inventory system. In fact, the inventory and item management system was completely removed and rewritten from the ground by Jirka, one of the original engine programmers. The work that has been completed on this groundbreaking, and it going to fundamentally change the DayZ experience.

You scavenge for items now, as individual parts, picking up pieces rather than piles, looking for cans on shelves or under beds. The new system opens the door for durability of items, disease tracking (cholera lingering on clothes a player wears…), batteries, addon components, and much more. If you shoot a player in the head to take his night vision, you will damage the night vision. The changes to this inventory system are huge.

An additional area of change has been to make the inventory system more intuitive  along with a key focus on providing visceral feedback on your progress through what inventory you have. The use of drag-and-drop, 3D models rather than 2D pictures, and being able to add items/clothing to your character in 3D in the inventory screen - have all come out of months of design work and research. I’m extremely pleased with the results of Jirka and Hladas, two of the programmers who have been working on implementing the design ideas. I believe the changes to this inventory system will fundamentally change the nature of the DayZ experience.

We are not at the point where we can release meaningful videos or screenshots of the system, but we have now confirmed the base architecture is working in game. Likely, the first that will come out about the inventory system will be during the closed test when people are actually using it.

UI Changes

ArmA community legend kju has been part of the DayZ development for some time, and is now one of your key development members. He has been working with our CEO (Marek) and me to develop the DayZ UI. We have been greatly inspired by Minecraft to make the UI simple and effective, rather than flashy and complex. All our art and code efforts are going into the game, the UI is being designed to be straightforward and functional just like in Minecraft.

Art Progress

A huge amount of work is being completed on art. I’m including some more additional pictures taken from around Chernarus. We have some massive plans now that all interiors have been completed, as rather than moving them on to other projects we are now giving them exciting new things to create.

One of the new artists on the team is a texture artist, and has been working on revising the textures for our new building interiors so they look more post-apocalyptic. Some of these changes can be seen in the work-in-progress pictures I have included.

Map Progress

The lead architect of the revised (and original) Chernarus map, Ivan Buchta, is still imprisoned in Greece on charges of espionage - and is a great loss to the team. Luckily, through letters, Ivan is able to provide some input and insight into the development of the map. Regardless, the continued imprisonment of him and Martin Pezlar has a significant impact on our ability to redevelop Chernarus.





 
Posté par rocket


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