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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]

 
 

 

 


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