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Vendredi 19 décembre 2014  
2014 - A Year in Review

Happy Holidays everyone! As some of you may know, DayZ just recently celebrated its first year in Steam’s Early Access program. The Early Access experience has been both challenging and rewarding for everyone on the development team. With that in mind, we have put together a high level document looking at what we have accomplished together in 2014. Pairing that with our goals ahead for 2015, we all have a lot to look forward to.

2014 - A Year in Review

With 0.52 hitting stable branch today, the holidays should see some interesting gameplay. I for one look forward to the expanded options for the roleplaying communities, as well as the outstanding changes to player versus player engagements I plan to have on first person only servers (when rescuing innocents from bandits, of course!). Suppressor support, hotfixes to address the majority of the gunshot audio issues, new animations, the first iteration of the chainsaw, and of course who could forget the seasonal festivities. I hope to see you all around the Christmas tree in Novod. I’ll be looking for the bear that has my name on it.

Red Water is not always a bad thing

Brian Hicks / Lead Producer -

First Quarter

    Basic vehicles
    Advanced loot distribution
    New renderer
    New Infected AI
    Basic stealth system (infected and animals)
    Improved cooking and horticulture
    Advanced anti-hack system (Dynamic BattlEye)

Second Quarter

    Advanced vehicles (repair and modifications)
    Advanced animals (life cycle, group behaviour)
    Player statistics
    New UI
    Player stamina
    Dynamic events
    World containers
    New physics system

Third Quarter

    Character life span + soft skills
    Animal predators + birds
    Aerial transport
    Console prototype
    Advanced communication

Fourth Quarter

    Animal companions
    Steam community integration
    Construction (base building)
    Beta version

Mardi 16 décembre 2014  
One Year of DayZ

Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive has released a special anniversary video on DayZ’s official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to various members of the development team.

The standalone Alpha version of DayZ was officially released using Steam’s Early Access program, on December 16th 2013 - very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements.

Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game.

Since the game was released into Early Access 12 months ago, the development team has grown significantly. David Durcak, the new Project Lead on DayZ, stated:

Firstly, I’d like to thank Dean Hall for leading the team for the past two years, and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members, we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus, it will also enable us to significantly improve the technology for the standalone, and polish the features that we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.”

In support of DayZ’s first anniversary, the team has also released an updated development roadmap for 2015. The roadmap contains a list of the feature goals for 2015. Please note that the DayZ development roadmap is not a fixed document, and the schedule and content always remain subject to change:

    First Quarter

      Basic vehicles
      Advanced loot distribution
      New renderer
      New Infected AI
      Basic stealth system (infected and animals)
      Improved cooking and horticulture
      Advanced anti-hack system (Dynamic BattlEye)

    Second Quarter

      Advanced vehicles (repair and modifications)
      Advanced animals (life cycle, group behaviour)
      Player statistics
      New UI
      Player stamina
      Dynamic events
      World containers
      New physics system

    Third Quarter

      Character life span + soft skills
      Animal predators + birds
      Aerial transport
      Console prototype
      Advanced communication

    Fourth Quarter

      Animal companions
      Steam community integration
      Construction (base building)
      Beta version

To join the survivors in Chernarus, people can purchase DayZ (Early Access) for 27.99 EUR/34,99 USD from Steam and The price of DayZ will increase as development progresses.

For more information, please visit and/or follow DayZ on FacebookTwitter and YouTube.


Samedi 13 décembre 2014  
Status Report - Week of 08 Dec 14

So here we are, last few weeks of December for the Christmas break. The 0.51 update to stable branch has had enough time to mature and reveal any critical bugfixes that need to be addressed for 0.52. With 0.52, the focus is on issuing bugfixes, incremental systems updates, and several new bits of content. One of the ongoing issues we’ve been focused on bugfixing with 0.52 is client and server crashes. Having spent a significant amount of time these last few weekends playing on stable branch servers I for one can attest to how frustrating these can be as a player. Especially the server crashes.

In addition, as work on the central economy continues - there have been extensive cases on public hive servers with users abusing bugs to duplicate items. In order to combat this, we’ll be taking a two point initiative at the beginning of 2015. Firstly, at the start of the year we will look at performing a wipe of the hive. Next, we will work with our game server provider partners to deploy a system for server operators that continues to allow them access to restarting their servers in the event of unforseen issues, but logs and tracks abusers of this option.

Primary bug-fix focus for 0.52 is on the following issues:

    Item duplication
    Gunshot sounds
    Super-loot spawns
    Client crashes upon exit
    Server crashes

Winners of the Private Shard contest should be receiving e-mails from Multiplay Game Servers shortly, please do not hesitate to reach out to if you experience any issues.

On a more personal note: Now that the programming team has resolved the issues with servers properly pulling the local time from their servers for the in-game clock, I encourage all of you to spend some time surviving during the night time. Get off the coast, go hunting, set up a tent somewhere in the woods and really spend some time experimenting with the “hermit” playstyle. We have a long way to go, but I’ve personally found the experience very rewarding as of late.

Only a bandit on bandit day.

Brian Hicks / Lead Producer -

Standup Notes for the week of 08 Dec 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Full length ghillie
      Planting field 3x3
      Animal remains
      High fidelity V3S instrument panel 
      Winchester Model 70
      Crafted leather jacket


      Support to new Zombies
      Vehicle animations
      Skeletal adjustments for some animals
      Animal animations


      V3S Praga Bugfixing
      Horticulture extension work
      Silencer configs
      Chainsaw configs
      Cooking script cleanup, bugwork


      Critical inventory fixes
      Vehicle physical simulation tweaking
      Silencer support
      Loot distribution redesign/improvements
      Server crash bugfixing
      Vehicle simulation diagnostics / bugfix
      Security vulnerability hotfixes

Vendredi 5 décembre 2014  
Status Report - Week of 01 Dec 14

Now that 0.51 has reached stable branch we’ve had the pleasure of watching how the survivors of Chernarus interact and experiment with its content and mechanics. Be it player to player interaction through the extension of the meat harvesting systems, or traveling together across the map in search of a V3S. For now the team is focused on critical bugfixes and server side performance optimization for 0.52 midway through December (due to the upcoming holiday season).

For me, the first two quarters of 2015 hold a great deal of excitement.

The last year has had a large amount of work ongoing behind the scenes that effect gameplay, and playability for a significant part of the active Early Access userbase. As someone that has spent over three thousand hours in Chernarus this year I am genuinely excited for the possibilities.

Speaking of my time in Chernarus, as you all know the military tent (packable) was recently added into stable branch. This as I envision it is one among many possible “persistent objects” that survivors can find, and use to create their own base camp in Chernarus. Ranging from tents, to barriers, horticulture, containers, varied levels of fireplaces, and so much more - I see this feature expanding upon the initial pup tents of the mod into something that resembles a true improvised and -scalable- survivor camps.

 Speaking of survivor communities, our Private Shard contest has concluded and while I am happy to announce the winners - I have to say there were far more entries than I had expected, and the decisions were not at all easy.

There are a lot of fantastic DayZ communities out there, and at the very least I now have a whole list of servers I need to take time to visit.

The winners, in no specific order are:

    The Midnight Crew

Congratulations to the winners, make sure to reach out to to start the process of claiming your private shard server. For those who entered and did not win, don’t be sad - Of all the tons of submissions, there was not one that was not outstanding.
We’ll be rolling out new support and options for private shards in January, so keep your eyes open for those.

Still not a bandit.

- Brian Hicks / Lead Producer -

Chris / Lead Artist

"Long time, no talk! Sorry about that - but it was for good reason. Lots of things are going on with the art team!

    Character Art

      Current character work is focused around the upcoming changes to the zombie AI and animation systems. We are re skinning the old zombies and exporting the skeletons into a new proprietary format. This has not, however, this has not held us back from creating a new batch of zombie model templates with which we can quickly create loads of new zombie types of various shapes/sizes/and ages. This is particularly important since the latest news regarding testing of the new zombies suggests we may soon be able to significantly increase the number of zombies spawning. Work in this area will be ongoing and my still take some time to finish but it should pay dividends in the long run.
      Regarding survivor clothing, we finished a bomber jacket and will be also adding a new quilted jacket, which should have fewer model clipping issues than the current bubble jacket, which it is intended to eventually replace.


      We added the AUG in a somewhat unfinished state as it currently does not work with any attachments. However, we do hope to transform it into a highly modifiable platform and adding a RIS is the first step in that direction. The model is ready and soon, perhaps, I’ll release a picture as a teaser.
      We’re also working on a Winchester Model 70 Alaskan which means I need to get off my butt and figure out a design for scope situation (i.e. one scope for many rifles). Also, its possible that I was told to make sure the suppressors are looking pretty so that they can be triumphantly re-added.


      Now that design is settling on some technical requirements as it relates to art for vehicles, we’re formulating a vehicles roadmap to plan for the number and types of vehicles that design has requested. It will be exciting to see the vehicles feature expand in the coming weeks.  We also recently added a new helicopter crash site which looks quite a bit better than the old UH60s.

Mirek / Lead Gameplay Programmer

"This week we have pushed the current work on new Infected/Animals AI into internal testing. The core AI system was developed by the Bratislava team and is also using the new animation system, which will help us to have better navigation for AI units and more complex combat systems.

For the initial implementation, there is not many new things about the infected, but it should improve better server performance and navigation. It will also allow us to have more infected on the map and to implement stealth mechanics into the game.

Current testing is aimed for performance and if everything will go fine, we’re planning to push it on to experimental servers (once we’re happy with how it performs). After that we’re planning to tweak stealth and combat and we would like to push it on experimental servers with 0.53 version.

We’re also continuing on tweaking vehicles, improving loot distribution and loot respawning systems and other long term tasks, such as new game control mechanics and a new inventory system. Stay tuned for more details to come.

Peter / Lead Designer

"Long time no seen my dear survivors. I hope that surviving in Chernarus is a little bit more satisfying now with your new best friend - Praga V3S (by the way V3S is an abbreviation for the 3-ton military special). Indeed that rolled out version has rather stripped down functionality however you should enjoy the free ride while it lasts. We started to work on more complex mechanics for maintenance and repair. The battery will be most probably the next part that will be needed to get your vehicle functional so without it you can try to start the engine as many times as you want but it won’t get you anywhere, which also means that we are adding in the actual action for turning the engine over and off. If everything goes fine we will add animations for entering and exiting the vehicle as they were removed in last minute before release due some issues with action conditions that leads to undesirable results such as entering/exiting vehicle through closed doors. We are also working on setting up the inventory container for the V3S as with the current state of inventory implementation it is not trivial as it seems. New color variants of V3S are ready to go so you will be soon have the chance to drive also gray, orange and blue one. 

You may ask what else is being worked on not regarding the vehicles? I’m glad that I can tell you there is a bunch of upcoming stuff that was hinted a long time ago, specifically silencers, chainsaw and suicide. Recently a feature to use more shooting sounds per firearm was added thus we can now made the silencers useful and bring them back to loot spawns. It also opens possibility for crafted ones so you will be able to decide if you keep that PET bottle as a water container or made a silencer from it. The chainsaw was put on hold for few reasons that were connected to animation and melee systems but now we feel it is quite a good time to push it in the wild finally at least in some crude form. We decided to redo the way how suicide was supposed to work completely. We ended up with a fluent part of the gameplay which doesn’t break up the immersion. Suicide starts with a gesture and while you are in this verbose pose you can still decide if you really want to pull the trigger and end your misery at once or leave it be and try harder to survive even with bad cards on your hand. Added value of this solution is that you can do such pose even with empty hand.

Apart from all that we are still improving the horticulture with the possibility of making fertilizer while cooking is being refactored with some advanced functionality in mind for example you will be able to put your ammunition to fireplace and examine what it will do with them over time. We are also supporting the hermit way of play. In the near future you won’t need to scavenge surroundings for loot and become self-sufficient if you wish and choose such a way to play. For now we will be adding new items and crafting possibilities including primitive stone blade and guts, next step will be to add bones, torch and alternative way to ignite the fire without matches.

Don’t forget to save some fuel for chainsaw… see you in Chernarus folks! “

Standup Notes for the week of 01 Dec 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Full length ghillie
      Quilted Jacket
      Bomber Jacket
      High fidelity V3S instrument panel 
      Winchester Model 70


      Support to new Zombies
      Vehicle animations
      Chainsaw Animations
      Sword animations


      V3S Praga Bugfixing
      Config and scripts for suicide
      Silencer configs
      Chainsaw configs
      Loot defines for new centralized loot spawning


      Critical inventory fixes
      Walkie/Talkie support/fixes
      Sound System support
      Loot distribution redesign/improvements
      Audio/Global Messaging bugfixing
      Vehicle simulation diagnostics / bugfix
      Character connection issues (protecting players from attack while logging in/before being able to move)

Vendredi 28 novembre 2014  
Status Report - Week of 24 Nov 14

November and December are busy months for DayZ. Coming up next week we’re aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle.

    The V3S is not tied to the persistence system at this time, so when it restarts - it respawns.

      Yes, worry not vehicles will save, just not at this time.

    Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting
    The interior of the cabin is still in progress, what is there currently is placeholder.

      Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc

    New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx
    At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them

      This means the truck has no item storage capacity, and seats two survivors (at this time!)

    Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling.

      Further functionality is being worked on - spark plugs, exhaust, radiator, etc

This first initial implementation of vehicles in DayZ is aimed at tracking the network impact, physical simulation performance, and gameplay impact of this feature on the title. Be warned, this is the first time stable branch will get its hands on these systems, and there will be bugs. As with all systems, we will be iterating and expanding upon this as we move forward with development of DayZ. Aside from the V3S, 0.51 contains a strong amount of new mechanics, expanded systems, security hotfixes, and as always content. Going into December, we will be observing the impact of this update on stable branch and work on a end of year update for December with 0.52 mid-month.

On a more personal note, 0.51 - even with the title as early in development as it is has had a large impact on my playstyles within DayZ. I am very eager to see how survivors adapt and expand upon the world of Chernarus with these changes. In addition I hope to put a special status report up when 0.52 is published to stable branch (sort of a town hall style address) where myself, and the other leads recap the most impactful and persistent bugs in DayZ Early Access, and where we are / what the plans are for them moving into 2015.

As always, not a bandit.

Brian Hicks / Lead Producer -

Standup Notes for the week of 24 Nov 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Prison Complex
      High fidelity V3S instrument panel 
      UH1Y Crashsite model 
       Prison-themed zombies


      Steyr Aug reload animations
      Player Suicide Animations in Progress
      Vehicle animations
      Rifle sitting animations update
      Zombies with new AI


      V3S Praga Bugfixing
      Config and scripts for prion disease balance
      New content spawn points
      Cooking extension
      Loot defines for new centralized loot spawning


      Critical inventory fixes
      Client/server performance
      Client/server crash fixes
      Loot distribution redesign/improvements
      Player & Item duplication fixes
      Vehicle simulation diagnostics / bugfix
      Character connection issues (protecting players from attack while logging in/before being able to move)

Mercredi 26 novembre 2014  
DayZ - Movin into 2015

The DayZ development team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015.

These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to.

Q1 2015

    Basic vehicles
    Central economy (advanced loot distribution)
    New renderer
    New Zombie AI
    Basic stealth system (zombies, animals, ...)

Q2 2015

    Advanced vehicles (repair, modifications, ...)
    Advanced animals - life cycle, group behavior
    Player statistics
    New UI Stamina / fatigue
    Dynamic events

Q3 2015

    Character life span + soft skills
    Animal predators + birds
    Aerial transport
    Console prototype

Q4 2015

    BETA version
    Animal companions (dog, horse)
    Steam community integration (Achievements, Steamworks modding, etc)
    Construction (building shelters / walls / ...)

Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time.

We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD.

See you in Chernarus!


Vendredi 21 novembre 2014  
Status Report - Week of 17 Nov 14

Player Interaction is arguably the cornerstone of what makes DayZ magical. Be it friendly or hostile, direct or at a distance - the interactions between players within Chernarus is what makes the world come alive without a structured narative or reason to be. The drive to stay alive, and survive in itself compels the player to create their own story by way of the journey. You see the stories told through pictures, forum posts, youtube videos, and twitch streams all over the internet. As we move towards our Christmas break, making those experiences be as fluid and enjoyable as possible on a development build is a personal goal for the team. Server performance, and security fixes rank just as high as the remaining content and feature additions on the board for November, and the weeks available in December outside the holidays.

Recently I have taken to spending more time on the newly supported private shards, exploring their communities and observing the playstyle differences between their player bases and the public hive. First person only camera perspective seems to be increasingly popular within the private shard market, and I’ve personally had some amazing player interaction in those worlds. For those still on the fence when it comes to trying first person only servers, I strongly encourage you to give them a chance. Restricting the perspective to what your character can actually see has a large impact on how people approach the game, and other players.

As we approach the end of 2014 and look back at all the challenges, and accomplishments of the DayZ Early Access I can not help but get excited about the possibilities in the new year. A passionate and active community has allowed us to grow and adapt the design and functionality of the project so much more than the traditional development method does. Being able to deploy, test, and research how systems are utilized, and the impact that they have on the player base rather than the traditional closed method of development and hoping that when your titles hits shelves it has the effect and reception you had hoped, is amazing.

I can’t wait to share the work left in 2014 with you all, and hopefully spend my Christmas in Chernarus.

(Not a bandit) 

- Brian Hicks / Lead Producer -

Standup Notes for the week of 17 Nov 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Prison Complex
      High fidelity V3S instrument panel 
      Military Tent & Ground Model
      Prison-themed zombies


      Steyr Aug reload animations
      Player Suicide Animations in Progress
      Vehicle animations
      Animation changes for new controls
      Zombies with new AI


      Configs and scripts for V3S Praga 
      Config and scripts for prion disease
      Configuration for Military Tent


      Critical inventory fixes
      Vehicle settings for physical simulations
      New gamecontrols
      Loot distribution improvements
      Gameplay & Player Statistics
      Client/Server crash triage & bugfixing
      Character connection issues (protecting players from attack while logging in/before being able to move)

Vendredi 14 novembre 2014  
Status Report - Week of 10 Nov 14

Now that 0.50 has rolled out to stable branch, the focus of the team shifts to the incremental roll out of 0.51 for November’s monthly stable branch update. As with any monthly stable branch update, this comes with several new features, functional changes to existing systems, and its own unique collection of bugs and general game play issues. Those who encounter any frustrating blockers to their gameplay experience on either stable or experimental branch are encouraged to utilize the DayZ feedback tracker at

Looking towards the 0.51 update and the Christmas break, in addition to the obvious feature and functional goals - Server side performance is paramount. Addressing critical issues and blockers in releasing 0.50 on schedule has resulted in reduced server performance and with our end of year feature/functional goals coming up the programming team is focused on ensuring a smooth and solid server side frame rate. Experimental/Unstable servers will be used to profile and test 0.51’s performance throughout the month, so if you are looking to participate in this stress testing - make sure to opt into Experimental branch!

On experimental branch this week we’ve pushed out several new security related hotfixes, as well as pushing BattlEye’s upcoming changes. As always with security, working in tandem with our external partners (BattlEye and VAC) as well as observing exploits and behavior on experimental and stable branch servers allow us to iterate, and address via experimental > stable branch update paths.

It is important again to understand that during the Early Access Alpha period of DayZ’s development vulnerabilities will be introduced as the engine and systems surrounding it are created. Addressing these vulnerabilities and iterating via the experimental > stable branch update path is a constant tug of war. Through utilizing the DayZ feedback tracker to properly report valid information and issues encountered surrounding these areas, we can more quickly “patch the holes”

This Friday (the 14th) we had the first of our “dev play sessions” on experimental branch and the footage captured during this stream will be edited and commentated over in next weeks “dev experimental branch discussion” video to be released in next weeks Status Report. It is our hopes that combining general developer experimental branch gameplay with a “directors style commentary” alternating weekly will allow both the light hearted side of seeing the team play and experiment with systems in development, and the more serious gameplay and design oriented development discussion that the dev experimental branch discussion videos will allow.

This paired with the upcoming restructuring of the Dev Hub, as well as moving the Status Reports to Fridays and rolling out “Update Notes” for Wednesday experimental branch releases (via the dev hub) will be the first step towards increasing community/developer interaction moving forward into 2015.

Don’t forget about our private shard contest, announced during last weeks Status Report. Submissions are still being accepted!  - Brian Hicks / Lead Producer

Peter / Lead Game Designer

“Not much has changed since the last status report update on our front. Vehicle implementation is still flagged with the highest priority. There are of course some issues down the road which needs to be tackled to some extent so it can be considered ready to go for public testing. We advanced a bit as we were passed the vehicle physics parameters in configuration to set up car behavior correctly which is not an easy task and can take countless hours of tweaking and balancing to get the feeling right and believable. For example we already had iteration where our beloved “V3S” was acting like a boat or was falling on its sides while steering.

At Thursday and Friday we had a visit from part of the Bratislava team here to talk about features and design. It was nice to have them there and discuss things in details - like animals, cooking and horticulture. In meantime we’ve added MP-133 with pistol grips and fixed walkie talkies. We also added one more way to gather meat. Apart from that there are some new issues with restraining and struggling which we are taking the care of now. We are also revisiting the way how the suicide was supposed to be working and if everything goes fine it will be seamlessly integrated into the gameplay at the end.

Come get some… see you in Chernarus folks!”

Chris / Lead Artist

“This week, I’ve been working closely with Peter regarding design of the V3S and will be working on a high quality interior of the V3S with functional gauges. The initial implementation of the V3S will have some placeholder interior as the high quality version is being created.

We have also finished the prison uniform and are closing in on finishing the prison complex, which will be an interesting area to explore. We plan to also create prison-themed zombies which you will have to face if you want to explore the facility.

The Steyr AUG model is done and we will soon send it for animations, cfg, and sounds. I am optimistic that it can be in for next stable release but its worth saying that it will be the base version only. We are looking into swapping barrels to convert from the standard AUG to an HBAR version.

The military tent is also finished. I expect it will be found in next stable release.”

Standup Notes for the week of 10 Nov 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Prison Complex
      High fidelity V3S instrument panel
      Steyr AUG
      Prison-themed zombies


      Mp133 Pistol Grip Reload Animation done
      Player Suicide Animations in Progress
      Vehicle animations
      Throwing in crouch and prone
      Animation changes for new controls
      Zombies with new AI


      Configs and scripts for new items (V3S Praga, MP-133 with pistol grips)
      Fixing restrain/struggling
      Fixing walkie talkies
      Fixing suicide
      Damage system


      Critical inventory fixes
      Vehicle settings for physical simulations
      New gamecontrols
      Loot distribution improvements
      Zombie/Animal AI
      Player connection issues (possibility of attacking players before they can play)
      Character duplication fixes

Mercredi 5 novembre 2014  
Status Report - Week of 03 Nov 14

As 0.50 is pushed to stable branch today, it is important that survivors understand a few key points about this latest update in the DayZ development cycle. 0.50 and features specific to this update, as are as always - very early prototypes. While we do iterate weekly on experimental branch servers for both functional, and gameplay reasons many systems behave very differently when exposed to the much larger audiences on stable branch. Additionally, as we blaze ahead towards our end of year goals we will see performance server side bounce back and forth. We here on the DayZ development team endeavor to finish off the year with not only the additional features mentioned in last weeks status report, but with a healthy and steady server performance rate.

As always, please use the feedback tracker when reporting issues and make sure to work with your game server provider’s support if you are a DayZ server operator.

That said, lets revisit last weeks comments regarding changes to how project updates and development info on DayZ is communicated to the Early Access survivors.
As mentioned last week, we will be rolling out some changes to the website:

    Project Calendar

      Experimental & Stable branch updates
      Dev Streams
      Status Reports

    Dev Hub will be moved to the landing page of to allow easier access to the latest news and updates about the development of DayZ
    Server Status widget/block - (This displays the current status of Stable and Experimental branches eg: Online / Offline)

In addition to the changes to - we will be reapproaching how we handle the dev streams. We will continue with the dev team play sessions - however we will replace the alternating week play session / Q&A frequency with a dev blog / commentary style video that covers the teams commentary on the previous play session as well as discusses and shows things upcoming to experimental branch.
As we roll these changes to and our dev streams / blogs out we will as always engage the community for feedback at the official forums. 

Lastly, as many may be aware - our game server partners recently started rolling out support for the renting of private shard servers on stable branch. To celebrate this, and coincide with the upcoming Christmas holiday we are looking for the best / strongest / most epic / generally most awesome communities. 
Do you have a DayZ squad, clan, server community, or otherwise group of rag tag survivors? We want to hear about it, and you. Tell us your tale at and the top three entries by December 1st will win free server hosting for their group for a year from Multiplay Game Servers, as well as the option of private shards (also free) to go with it. 


(Subject: DayZ: Private Shard contest)

Winners will be announced December 3rd in that weeks status report. - Brian Hicks / Lead Producer

Peter / Lead Game Designer

"With the delay of releasing stable version caused by crashes last week we entered a data freeze mode thus not many new things went into the experimental - mostly safe fixes or tweaks from our side. However work didn’t stopped for the team.

Currently we are working on enhancement of horticulture with fertilisers and protection against pests. Cooking is being prepared for refactoring and at the end gas cooker and fireplace will offer similar possibilities. Apart from that there are ongoing discussions about construction (base building), zombies AI, inventory and other aspects of the game.


As nearly everyone is looking forward to them so I would like to disclose the current status of them a little. Vehicles implementation in the engine itself like handling, physics and other parts was completely written from scratch. We (design) finally got our hands on them as the programmers finished their work on basic needs and they will continue further with their work in parallel with ours. So far we have a driveable V3S with basic configuration in game along with some basic controls and our main focus now is to bring the initial implementation to the public as soon as possible. Of course as it will be just basic stuff for now I would like to point out that it will be not wise to await advanced features like complete repairing with full controls, all parts, upgrading, mounting points, shooting from vehicles and such. All this and much more will be ongoing iterative process like with everything and it will take a while to reach the final implementation so bear with us. 

Meanwhile you can refresh your knowledge of traffic rules… see you in Chernarus folks!”


Jeudi 23 octobre 2014  
Status Report - Week of 20 Oct 14

The subject of the central economy has been one of varied opinions within the community. The idea of centralized control over both rare items, and quantity control over more common items of loot is very polarizing. As we look towards the remaining months left in 2014, the team has been discussing our intended goals and level of functionality desired from the loot spawning system, and the central hives’ control over it. As the current behavior for the spawning and respawning of loot is a placeholder system and the limits of this form are very visible when observing the current behavior on experimental branch servers we have outlined the following goals for the final functionality with the programming, and design teams:

    Control over quantity per server instance for rare / high value items (Eg: M4A1, SVD, etc)
    Loot table control per region/area type rather than per building class name
    Even distribution of loot economy across the whole of Chernarus

As work moves forward on deploying the intended functionality into loot spawning/respawning, server side stats analysis will allow fine adjustments to the system to be made, and experimental branch updates on a weekly basis will allow us to iterate, and volume/stress test against a large user base. Status reports throughout the remainder of the year will keep people apprised on the progress of this new system. - Brian Hicks / Producer

Chris / Lead Artist

"This week, I’m taking a look at our skybox and lighting settings to see if there is opportunity to improve the experience visually - particularly at dawn/dusk and night.  I’m hoping that we will find a way to add the milky way spiral arm visible in the night sky to our game.

Work continues on several new character pieces (women’s clothing, prison uniform, medical scrubs, craftable clothing and new zombie types) as well as various environment models which I have mentioned previously (new heli crash site, objects for the NEAF, building signs, other props).

The Derringer, AK74M, AKS74U and MP133 with pistol grips have all been passed to the animators, designers and sound team for their part to be completed. We are still be on course to add 5.45mm ammo and the AK74 before the end of October.”

Peter / Lead Designer

"The art team has completed several new weapons and delivered the assets to the animation and design teams. One of these new items is one quite a special case, which we need to figure out how to do properly and it’s a flare gun. So in the meantime you will get other dangerous toys to play with. By the way do you remember that little useful item from the mod which was used to heat yourself up? Character exposure mechanics were expanded again and good old heat pack is back and it’s better than ever. When you use it, it starts to produce heat to warm you up as long as the pack lasts. With advanced weather impact we had introduced also some meaning for shoes you are wearing. But that wasn’t enough for us within scope of the survival. Shoes have potential to became very important part of your clothes to take care of as they are gets damaged now depending on movement speed, surface type and distance traveled and eventually hurts your feet.

Previously, I had mentioned the new controls system which is currently being worked on and we have working prototype of it already. You are probably curious what changes it will brings to game and way it’s played. We are focused to make the controlling of your character as fluent as possible so there will be no immersion breaking due to clunky controls. That means we want to eliminate user action menu, or at least have this possibility just for very special cases. Usage of items will be driven contextually, let’s say you have an apple in your hand and you invoke action by pressing and holding use button - if you are pointing on someone you will start to feed him while you are holding the use button, if not then you will start eating it by yourself - when you release you will stop the action. You will be able to use items even during movement. Still have that half-eaten apple in hand when zombie suddenly appear? Just hit him hard with that apple in your hand - yes all items (of course firearms too) can became melee weapons. New controls allow us also to expand melee system which we are considering to do with addition of two types of attacks - fast and charged, or to add push instead of fast attack. We will see how the prototype of these goes and how it will play with server performance and synchronization in general.

Next time I will talk a little bit about the new inventory too. As usual apart from such exciting stuff we made some fixes such ammo-box container inception and other smaller ones. I nearly forgot that we spent some time on defining what animal companions should be, but that’s something to talk about later.

Choose your footwear wisely… see you in Chernarus folks!”

Standup Notes for the week of 20 Oct 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Improvements to the skybox and lighting
      Multiple crafted leather items
      Women’s shorts, sweater
      Polishing bush rag and 3D camo for weapons
      Prison Uniform Pants
      Medical Scrubs
      Steyr AUG
      Large Tent
      Various new environment models


      Sitting gesture changes/polishing
      Prone animations with pistol polishings
      New hand poses for items
      Wring clothes animation done
      Binoculars animation graph tuning
      Bow reload animations in progress


      Bugfixing (tent pitching, repairing leather items, struggling, containers)
      Configs and scripts for new items (heat pack)
      Shoes and foots damage
      Expansion of weather impact
      Loot tables maintenance
      Damage and destruct textures
      Advanced melee
      Animal companions
      Loot distribution
      Injured character


      Critical inventory fixes
      Unintenional weapon switching
      New gamecontrols
      Loot distribution improvements
      Gameplay statistics
      Door states persistency
      Implementation of the V3S vehicle
      Zombie/Animal AI

Jeudi 9 octobre 2014  
Status Report

With the experimental branch updates on 0.50 rolling out this week, Raist and Eugen have worked together to deploy additional data tracking methods that should aid fine tracking and design adjustment related to player movement. Previously the team had focused most of our data tracking methods on loot distribution, spawning, and so forth - as we move closer towards the deployment of vehicles, expansion of existing persistent objects, and the central loot economy we will continue to use experimental branch and official stable branch servers to guide the design of gameplay mechanics via player movement, death, and camp analysis.

The above image shows the concentration of player deaths within a 12 hour period on one Experimental Branch 0.50 server. As you can see, the expected large amount of player deaths occur along the player spawn points. However, what is increasingly fascinating is the large spread of unique player deaths across the map. From as far out as Kamenka, to Tulga, Skalisty Island, and Devil’s Castle. I like to imagine the lone player death at Green Mountain was an epic last stand gun fight, but we may never know.
In addition to the obvious value to the data above, analyzing data like this will become increasingly valuable for the development of core gameplay systems, as well as Chernarus Plus over the coming days and months.

In addition to the work done on player data tracking, the gameplay programming team has worked hard on increasing server side performance optimization as well as server side security updates related to player position tracking. 0.49 introduced a good deal of server side performance enhancements, and addressed quite a few critical issues with stability. However, with these fixes came several new issues that we hope to see resolved with the stable release at the end of the month. We hope to finish out October with 50 player servers, persistence enabled by standard, and faster server performance across all servers on stable branch. As we progress along our goals in October, the status reports will keep the player base updated on these goals and any potential blockers or delays. - Brian Hicks / Producer

Chris / Lead Artist


      Work continues on fixing the graphical bug associated with our 3D camo and it has turned out to be more troublesome than originally thought. While the programmers were tinkering around with the shaders in search of a fix, we were able to have an additional channel added to the shader used for most of the loot items which will allow us to procedurally change the color of objects via config. The designers will evaluate how and when to implement such a feature but I am hopeful it will lead to a lot more color customization options on a lot more items than we currently allow. We also got support for a colorize in the grass shader so that we can vary the color of patches of grass in a large field, adding some visual flare to the environment.

    Character Art

      The first women’s clothing item is done: 3/4 length pants. It will be added in the no-so distant future, along with women’s shorts and a sweater. The prison uniform, which was paused pending a few high priority tasks, is WIP again. We will have to pause the creation of new zombie types temporarily to work on some tweaks to the skeleton, which were asked for by the programming and animation team, related to new zombie AI/animation triggers.  The team in Bratislava is working on various crafted items from leather which I hope will be interesting to people who like to play in more of a PvE style.


      The Derringer art is ready and will soon be ready to be passed along the chain: animations, sound, cfg. The AKS74U and AK74M are being polished along with the art assets related to 5.45mm ammo. I have set this as a goal for myself - that by the end of October the AK74 family will debut on experimental. “

Viktor / Lead Animator

"After introducing one handed pistol animations many visual bugs had to be fixed to provide smooth and polished experience. Part of that is polishing and replacing some unarmed moves while standing. First of upcoming minor changes is a new unarmed sprint and unarmed run should follow. When we finalize those we can polish other animations like running with binoculars, pistols and other one handed items.

We are still processing the last mocap animations as these should be ready for improved zombie ai. Many new attack for zombies are being created so we can prototype and test different zombie combat situations. We already have a first iteration of tools for new animation system and it looks great. If all goes as planned we would like to introduce zombies on the new system as soon as it will be possible. After all, we already have a deer running around using new system (just internally for now) and it’s already visible improvement. But it is still a long way to go until we can use all of the great features of the new animation system.”

Peter / Lead Designer

"Last week was pretty hectic. We brought a bunch of different assets from our backlog to the game like the leather sewing kit so you can finally repair your leather clothes and shoes, RDG2 tube also known as smoke grenade, sardines - this time alive not canned, welding and firefighter helmet to cover your head, brass knuckles and sledgehammer to crunch some bones. All of these things should spawn in game along with long time awaited MP-133 and R92. 

As well, a good amount of bug fixing tasks were addressed. For example better placement of tents which takes surrounding collisions into account to allow for more intelligent pitching of tents in wild places. Proper placement of wrecks created by dynamic events. Allowing or forbidding of fireplaces to be ignited in some places. Temperature and wetness fixes and tweaks. 

Apart from that we also opened discussion which will help us to outline construction design and it’s mechanics. We are analyzing what’s possible and where the borders are so we can decide upon crucial things like how they will be placed - freely or grid based? What the granularity of objects will be - down to logs, whole walls or perhaps complete floors? How the crafting of these objects will be done - just a recipe or actually stacking. There are many important things which will define player experience of creating, using and ambushing bases. 

Interesting times ahead, probably we will need some dungarees in the future… see you in Chernarus folks! “

Standup Notes for the week of 06 Oct 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Multiple crafted leather items
      Women’s shorts, sweater.
      Procedural color changing for loot.
      Polishing bush rag and 3D camo for weapons
      Plants for horticulture
      Craftable vest and coat
      Various car parts
      Prison Uniform
      Steyr AUG
      Zombie skeleton tweaks
      Large military tent 


      Player Unarmed Sprint
      Player animation graph bugfixing
      Zombie mocap processing
      Lowered one handed Pistol Animations Polishing
      Zombie Animations
      Player Pistol Animations


      Configs and scripts for new items (lockpicks, rangefinder)
      Configs and scripts for hermit zombie
      Configs and scripts for MP133, Repeater
      Weather impact on player and carried items
      Vehicles and their parts
      Animal and zombie AI
      Advanced melee combat string table


      Critical inventory fixes
      Unintenional weapon switching
      Issues with animation sychronization
      Server performance issues
      Broken door states in navmesh
      Improved persistance saving
      Server performance issues
      Data/Common Stats tracking
      Loot distribution analysis

Mercredi 1 octobre 2014  
Status Report - Week of 29 Sept 14

Over the last week (and throughout the next few) a good deal of work has been done to gauge current server side performance, player and AI limitations, and the immediate steps required to increase the current limits. In tandem with work done with BattlEye, our game server provider partners, and our internal security team we have also continued work addressing immediate security concerns and ways to mitigate them in order to provide an enjoyable player experience.

Players will begin to see these appear in the following ways:

    Experimental Branch will begin operating at 50 players per server

      With the short term goal of deploying this to stable branch servers as well

    Experimental Branch will deploy and test new forms of detection from BattlEye
    Over the next few months we will use experimental branch to roll out changes to Zombie AI & Sensor functions
    Within weeks you will begin to be able to rent private shards of the central DayZ hive along with your DayZ server instance from your preferred game server provider
    In October and November you will see experimental branch servers rolled out with varying player counts as the team tests optimization measures aimed at server performance and data management

Pairing this work with work currently under way by the design and programming teams to support the upcoming experimental release of both our first vehicle, as well as the first iteration of barricading via locked doors and the methods to break them down will greatly expand the player experiences as we close out 2014. It is important to pay attention to the project status reports, and developer streams as well as participate in discussion on the official forums to maximize your engagement with the development process.

- Brian Hicks / Producer -

Chris / Lead Artist

"I’m happy to say that our programmers are looking into a bug which was preventing us from creating better looking 3D camo so with any luck, I’ll be able to show you some in-game pictures of what we came up with in the next couple of weeks.

Planned is to include wearable active camo, and some which you can craft onto your long rifle. I was pleased to see the overwhelmingly positive response received from the first pics of the hermit zombie in last week’s report. We have devised a scheme to create a set of zombie ‘dolls’ which are skinned already and will allow us to rapidly iterate new zombie types by ‘dressing the dolls’ with new or existing survivor clothing models and baking them to a new texture.

Work continues on vehicle parts, new survivor clothing models, and the new weapon models (Derringer, AUG, AKS74U). The release of the MP133 and Repeater were held up pending creation of sounds as, rightly so, the new door sounds superseded weapon sounds in priority.”

Standup Notes for the week of 15 Sept 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Prototyping procedural color changing for weapons
      Polishing bush rag and 3D camo for weapons
      Rangefinder Optic view
      New fishing related items
      Plants for horticulture
      Craftable vest and coat
      3/4 length women’s pants
      Various car parts
      Medical Scrubs
      Steyr AUG
      Zombie ‘paper dolls’ for rapid iteration and creation of new zombie types.
      Prison Uniform
      Large military tent
      ​Bugfixing character art and environment models


      Player animation graph bugfixing
      Zombie mocap processing
      Unarmed player sprint 
      Lowered one handed Pistol Animations
      Zombie Animations
      Player Pistol Animations


      Configs and scripts for new items (lockpicks, rangefinder)
      Configs and scripts for hermit zombie
      Configs and scripts for MP133, Repeater
      Weather impact on player and carried items
      Vehicles and their parts
      Animal and zombie AI
      Advanced melee combat string table


      Inventory fixes
      Security on player location updates
      Doors locking and destroying
      Zombie phantom sounds
      Performance issues
      Unintentional weapon switching
      Broken door states in navmesh
      Improved persistence saving
      Diagnostics for debugging

Vendredi 26 septembre 2014  
Status Report - Week of 22 Sept 14

Over the last week core members of the development team have been focused on investigating, and addressing server and client crash issues introduced with 0.49. These include issues with the processing of persistent objects on server initialization, player rag dolls, and the clean up of trash (expired) objects. In addition, the programming team continued their work on addressing exploits related to rapid player position updates. (Sliding/Teleporting)

As these updates make their way to stable branch we are also working with our game server providers to put the finishing touches on the systems needed to properly support the renting of private shards of the central DayZ hive. As mentioned in previous status reports, this option will continue the initiative to progressively increase the customization options allowed to server operators and communities, while still protecting the core vision of DayZ. This tied with our continued collaboration with these game server partners to analyze and track data related to the optimum software/hardware configuration for DayZ server instances should allow us over the next month to greatly improve the play experience on all DayZ stable branch servers.

Throughout this process we will endeavor to share data and statistics related to this whenever possible in our weekly status reports.

Those experiencing issues with respawning, or spawning into (any) servers should also head over to the official DayZ forums and read the information contained in this post. Anyone still having issues is strongly encouraged to reply to said post, so we can continue investigating the root cause of the issue.

Brian Hicks / Producer -

Peter / Lead Designer

"Weather impact on the player character is still being worked on and body temperature is now dependent upon character movement. Drowning characters also received some attention and is now working like you would expect. There is also a new waterproof bag, so anyone who happens to find your soaked dead body will be able to use your dry things. There are two traps ready to be released shortly - snare trap for small game as I already mentioned and one used for catching small fish.  

Apart from that we are refining design for barricading and vehicles. Some nasty bugs which were affecting gameplay were fixed, such as the lack of ability to be in both restrained and unconsciousness state at the same time or endless usage of consumable/food/drink items.  

By the way if you missed live stream of Brian, Chris and I playing DayZ head over to our channel and check it out… see you in Chernarus folks! ”

Chris / Lead Artist

"Much of what I wrote about last week is still WIP and there isn’t a whole lot of new stuff to talk about right now.  The prison uniform and medical scrubs are almost ready, as well as the first item of woman’s clothing - 3/4 length pants

The art and design teams have agreed on a series of sketches related to the creation of leather craftable clothes so work on the models is underway there. We decided to make a command variant of the V3S and work continues on the vehicle parts.  A hermit zombie was completed and I think the first time you see him coming at you, its going to be good for a scare. 

We’re also working on a lock picking kit related to the barricading feature Peter discussed during the Friday dev stream last week.

Also, a new large, military tent is WIP which you will be able to persistently store your gear in.”

Viktor / Lead Animator

"Last month we added new zombie run variations. Now we’ve started to focus on other areas. After going through many already mocaped animations we were still missing some important moves we want to improve the zombies with. To be more specific I’m talking about zombie attacks and hit reactions. The mocap session happened on tuesday and we have mocaped some awesome attacks and reactions for zombies. I truly can’t wait to see it in game. This will be our immediate goal.

At the same time we have started changing pistol moves a bit. Although it will take some time to have it fully polished there is a new pistol lowered pose and moves for standing, crouched and proned player. And one more thing… it’s one handed!

The MP133 reload animations have been finished, however there are some minor issues we need to fix. And as usual we are looking into bugs. Last week many minor issues in the animation graph were fixed.”

Standup Notes for the week of 22 Sept 14

(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)


      Prototyping procedural color changing for weapons
      Polishing bush rag and 3D camo for weapons
      V3S Command Vehicle variant
      New fishing related items
      Lock Picking kit
      55 gal drum for dying leather
      NEAF models
      Various car parts
      Medical Scrubs
      Woman’s clothing
      Steyr AUG
      Old man Zombie
      Prison Uniform
      Large military tent
      New outdoor (picnic) table
      ​Bugfixing environment models


       Player animation graph bugfixing
       Rifle raised walk
       MP133 reload animations polishing
       Zombie MoCap Processing
       Lowered one handed Pistol Animations 


      Bugfixing (restrain issues, endless usage of items etc.) 
      Configs and scripts for new items 
      Traps for small game and fishes 
      Drowning player
      Weather impact implementation 
      Vehicles and their parts design and implementation 
      Horticulture implementation 
      Barricading design and implementation 
      ​String tables 


      Client and server crash fixes
      Door reimplementation (bugfixing)
      Security on player location updates
      Player respawn/connecting fixes
      Tents positioning
      New basic zombie behavior
      Sound-over-network enhancements & optimization
      Server fps optimizations
      Support for better weapon animations

Jeudi 18 septembre 2014  
Patch stable 0.49 - Changelog

Après un bon stockage de patch dans la branche expérimentale, c’est au tour des joueurs de la branche stable de profiter des nouveautés. En voici le changelog.



      Couteau de chasse.
      Cagoule (Balaclava)
      Veste de pompier ( différentes versions)
      Baton à bétail.
      Matraque électrique.
      Baton téléscopique.
      Casque MASKA avec ou sans visière.
      Thermomètre médical.
      Grenade explosive RDG-5.
      Casquette d’officier soviétique.
      Des changements dans les réapparitions d’objets.


      Nouveau système de mêlée.
      Température du joueur, avec hypothermie ou hyperthermie.
      Réanimation cardiaque.
      Nouveaux évènements (spawn de véhicules, crash d’hélicoptères)
      Nouvelle implémentation des portes.
      Les joueurs peuvent courir dans les escaliers.
      Variation des zombies.
      Premier essai d’une économie centrale.
      Maillage de navigation pour les animaux.


      Nouvelle position et marche entravée/menottée.
      Massage cardiaque.
      Nouvelles animations de marche, course et sprint pour les zombies.
      Changements pour les ragdolls.


      Possibilité de spawn à Severograd et quelques autres villages.
      Nouvelle base militaire bien fournie à côté de Myshkino.
      Tentes militaires à côté de Balota disparues.


    Techniques de duplications enlevées.
    La chevrotine de fusil à pompe marche correctement.
    Les joueurs ne peuvent plus prendre d’objets en ayant les mains attachées.
    Divers gestes corrigés et affinés.
    Meilleurs mouvements avec l’arc.
    Quelques affinements pour les rechargements.
    L’arrêt non intentionné de la pêche par les mouvements du joueur est moins sensible.
    Porter un coupe-pluie et du gorka empêche d’être trempé.
    Le séchage des vêtements a été revu.
    Prendre des baies, du bois, des vers et allumer un feu peut être annulé.
    Le joueur devient trempé même partiellement immergé dans l’eau.
    Message de prévention pour la hache ruinée.
    Les cagoules balaclava peuvent être trempés.
    Synchronisation côté client de la météo.
    Les cartouches 7.62×39 ont un poids.
    Les rags et les sticks sont consommés avant que le craft commence.
    Les attaques de mêlées sont mieux détectées.
    Correction de l’animation de léchouille de batterie pour vérifier leur état.
    Correction des problèmes de désynchronisation et de performances serveur.
    Les joueurs ne peuvent plus changer d’arme dans l’eau.
    Les collisions entre joueurs ont été ajustés pour réduire le clipping à travers les murs.
    Correction d’un souci empêchant d’activer certains gestes dans la position offensive.
    Correction des sons que produisent les pas.
    Correction d’un problème causant la chute du joueur vers le sol lorsqu’il buvait tout le contenu d’un récipient.
    Correction d’un problème empêchant un joueur d’être menotté.
    Correction d’un souci où le joueur n’était pas désarmé en entrant dans l’eau sous certaines circonstances.

Bugs connus

    Problème de persistance : des évènements ne démarrant pas lors d’un reboot ou serveur devenant corrompu lorsqu’on stocke des grenades dans un conteneur.
    Quand on clique rapidement sur le click gauche, il y a des changes que l’on change d’arme de mêlée.
    Ombres bugguées dans certains cas.
    Les zombies ne peuvent pas aller dans certains bâtiments.
    Problème d’évènements : mauvaise position de spawn, objets qui apparaissent sous le sol (qu’on peut voir dans l’inventaire).

Mercredi 17 septembre 2014  
Status Report - Week of 15 Sept 14


This is the topic of this week’s status report. As we move forward with development on DayZ past 0.49 and into 0.50 this is one of our primary focuses. Throughout our Alpha and Beta phases the core engine that powers DayZ is created. During this process new engine functions are introduced, deprecated functions are removed, and the general nature of how a great deal of systems operate can completely change. Within normal closed development this would not be an issue, however developing DayZ in the open and updating the primary branch with any reliable frequency can leave us vulnerable at times.

Individuals focused on identifying, and exploiting vulnerabilities during the development process -will- find holes. No amount of closed testing within a time scale that allows us to update the primary branch with reliable frequency, and keep to our target of a two to three year development cycle will stop this. However, Early Access does offer us an unparalleled opportunity to identify, and address potential vulnerabilities with how DayZ functions prior to the 1.0 that traditionally we would never have. Vigilance as these vulnerabilities are identified, and addressing them is critical to the stability of DayZ 1.0, and will serve to make the final product that much more of an enjoyable experience.

That said, over the next month these are our security goals.

    Purge of the stable branch hive 

      The intent here is to purge existing large volume magazines and legacy items from the economy

    Working with BattlEye to deploy a new, more comprehensive method of detection
    Closer collaboration between our internal hacks/exploit team and VAC
    Addressing at an engine level current methods of rapid player position updates
    Rolling out private shards for player rented servers with our game server provider partners

      Private shard servers will offer the additional protection of server administrator level bans, password protection for private shard servers, and whitelist support

As 0.49 rolls out to stable branch today, the most obvious change with this update (aside from the stable hive purge) is the move of the initial persistence feature for rented DayZ servers to an opt-in selection with each game server provider. Given that consumer data, and player storage is such a valuable and key feature to DayZ, and still very early we want to ensure that the system is a physical choice each game server administrator makes. While this system is refined, each game server provider operates a last known good fail-safe for servers opting in to persistence that will restore the storage from the last successful startup in the event of any unforeseen failure. Moving forward into 0.50, we intend to move persistence from this opt in system to all stable branch servers.

- Brian Hicks / Producer -

Chris / Lead Artist

    Character Art

      Since my last report, we wrapped up on bugfixing some of the character art (for now anyways) and began working on medical scrubs, a prison uniform, and some new women’s clothing. Yes, soon you will be able to don a skirt as you mow down zombies, fulfilling that weird fantasy we all have.  Work continues on the new civilian zombie and so far it’s looking quite nice. I’m looking forward to getting some feedback from the fans about him.


      The base vehicle model will be finished this week and we have begun working on the various parts which players will need to find in order to repair and maintain a working vehicle.


      We’re polishing up the AKS74U and the SVD of old, since we’re closing in on a centralized economy to regulate the number of them on the map.  The MP133 and Lever action are waiting on sounds. A new weapon you can expect in the not-to-distant future is a Steyr AUG. One of my favorites.

Standup Notes for the week of 15 Sept 14


      Prison uniform
      Medical Scrubs
      Female clothing
      AKS74U and SVD polishing
      Steyr AUG model
      Civilian Airfield structures
      Leather craft able items
      Vehicle components


      Vehicle component & servicing design
      Implementation of waterproof containers
      Design on snares/traps
      Implementation of drowning on player
      Implementation of prototype wildlife trap


      Various reload animations polishing
      Rifle aim walks in progress
      MP133 reload animations
      Zombie movement design & prototyping
      Motion capture session
      MP133 reload config


      Server/Client crash triage
      Door reimplementation & bugfixing
      Game control redesign implementation
      Remote player movement enhancements
      Security triage
      Security on player location updates
      Zombie behavior & AI
      Sound-over-network enhancements & optimization
      Player respawn/connecting fixes

Mercredi 10 septembre 2014  
Status Report - Week of 08 Sept 14

Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. 
What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam.

Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to:

    Server/Character force re-initialization
    Rapid micro player location updates (slide/glide teleporting)

Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we’ve put together a rough guide for the development of these regions.

As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map.  This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world.

Lastly, this Friday will be the first of our now weekly dev streams on Head over to at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat. — Brian Hicks / Producer

Peter / Lead Designer

" This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly.

We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it’s not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet)

More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics -  to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door’s lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aside from melee only.

Keep your ears open while looting… see you in Chernarus folks!”

Chris / Lead Artist

Character Art

Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we’re mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing.

    Weapons (or the AKS-74-and-U)

      Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for.  Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never *really* made a direct AK100-series equivalent for the AKS-74U after all.

      Well, you’ll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. 


      Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc…) separated into different meshes to work in a similar manner as weapon attachments.”

Standup Notes for the week of 08 Sept 14


      V3S Transport Truck
      New civilian zombie
      NEAF civilian hangar
      New 55-gal drum
      5.45mm ammo
      Radio Cassette player
      RGD2 smoke (white, black)
      Waterproof packable bag
      Waterproof backpack


      Grenade, chemlight, flare related animations finished
      Repeater reload animations done
      Throwing animations in progress
      MP133 reload animation in progress
      Arming/Disarming animations polishing in progress


      configs and scripts for new items
      added mi8 for random spawning
      advanced weather impact on player
      reconfiguring doors and adding sfx
      barricading mechanic outline
      ​finalizing new controls


      Character and inventory items duplication fixing
      Melee combat tweaking
      Shotgun shooting over network fix
      Door reimplementation (now in internal testing and bugfixing)
      New gamecontrols
      Forced reinitialized players
      Desync issues
      Better sound over network
      Central economy (type related cleanup and respawn, dynamic tweaking)
      New basic zombie behavior
      ​Partial reworking of respawn / cleanup system according to required type-related implementation

Vendredi 5 septembre 2014  
Status Report - Week of 01 Sept 14

As work progressed on dialing in the remaining critical issues with 0.49 (eg: Body temperature variations, duplication bugs, etc) the programming team has continued iterating upon our centralized loot architecture, as well as the major tasks such as ongoing work on replacing the renderer, replacing existing door mechanics, and the entire list covered in the stand up notes below.

Lets take a quick look at the distribution of ammunition, and the top 10 items that currently (as of 0.48 / Stable Branch) spawn. Please keep in mind this is very, very rough data. As we iterate upon the system, we will introduce more granular control over the quantity of each type of item that spawns, and what location in the world they are allowed to spawn in.

Looking at the above image, you can see that the highest quantity of spawning items is easily canned food goods. As we push more on the survival mechanics, and the centralized loot control - we’ll see these item quantities begin to drop, and hopefully the amount of base survival items such as fishing hooks, rope, burlap sacks, and tools increase.

It is interesting to see the high quantity of ammunition such as 357 Magnum, and Shotgun so prevalent currently. We expect this data to shift greatly as we focus on supporting the -chance- for magazines to spawn with weapons. (Note: Chance, not all the time - but given the randomness of every weapon spawning across Chernarus, at least a few should have magazines and or clips)

In addition to this, the production, design, and environment teams have discussed the issue of player spawn locations - and the lack of traffic through the classic DayZ cities such as Chernogorsk, and Elektrozavodsk. The initial push to restrict player spawning in these regions was tied to the design of the Chernogorsk area, specifically the new tenement structures and the Balota airfield. As we move towards fully implementing centralized control over the economy this will become less of an issue. With this in mind, the Balota airfield as been redesigned and a new, further inland military base was created.

As 0.49 hits stable, players will begin to spawn all along the coast from Chernogorsk, to Novod. The reaction to this will be monitored, and the spawns will be adjusted accordingly.

Finally, as mentioned on twitter, the team has identified a bug with the game server that we’ve noticed being exploited on stable branch. This bug is related to character/server initialization, and is a top priority issue for us.

Brian Hicks / Producer

Chris / Lead Artist

Character Art

The firefighter helmet and SPOSN backpack are finished and are being tested currently in-game so they should be showing up  in experimental shortly.  We’ve begun working on the first new civilian zombie in quite some time and are looking into expanding the number of zombie heads for models so that they’re not quite so repetitive. We’re also working on some waterproof containers to keep player’s gear dry during the frequent rain experienced on Chernarus. Work has also begun on the craftable player gear and items related to that system.


The Rossi R92 is finished being animated. We’re just waiting for sounds and then it’ll be good to go.  The animators also began work on the M133 earlier this week so it won’t be too far behind the repeater. Something a bit newer is an AKS74U which is a work in progress by one of our talented artists and I, in my spare time (of which I do not have much), have begun a labor of love – a Derringer pistol. I was also happy to hear that the cattle prod and stun baton are functioning. Finally players will have an alternative to using lethal weapons to temporarily incapacitate other players in unsafe situations, rather than simply kneecapping them.


Not a whole lot new here. We’re continuing work on the civilian airport structures to replace objects at the NEAF.  Mario, one of our senior artists began doing some planning for the long-abandoned prison complex which will be something worked on in between higher priority tasks and will take quite some time to finish.  We’ve also begun discussing ways to introduce some visual variability of the numerous small villages since they contain mainly the same, rather small, number of house models. “

Viktor / Lead Animator

"In the last couple of weeks we were busy with various bugfixes. Besides small gestures and bow related polishing we have fixed some major issues like players falling after drinking bottle, taking item in hand while handcuffed and other. One of new additions is the possibility to run up and down stairs. This was mainly a programmers task since it had to be changed in the engine.

After we added running while restrained we focused on crouch restrained player. Now there are two crouch restrained poses - one after someone forces you to restrain and one when you move. Yes that means we introduced restrained crouch walk, so you can take your captives with you anywhere now.

Another big area we started to improve by the end of august are zombies. First we are still in process of designing and preparing for the new advanced AI. We’ve discussed and designed the new zombie AI with programmers and designers but it will take some time until we see it in the game. Until then we have added a few small improvements. Now there are different zombie runs, walks, idles. That means if more zombies are chasing you, each will move different. We already have some more ideas that will significantly improve the experience.”

Standup Notes for the week of 01 Sept 14


      Firefighter Helmet
      New civilian zombie
      SPOSN Backpack
      NEAF civilian hangar
      New 55-gal drum
      AK101 retexture
      M4 Drum Mag
      Pack of cigarettes
      Skate helmet
      Bottle of voka
      Dime bag
      Range Finder
      Leather wallet
      Radio Cassette player
      RGD2 smoke (white, black)
      Waterproof packable bag
      Waterproof backpack


      Grenade, chemlight, flare related animations
      Zombie variation animations done
      Bow animations polishings
      Repeater reload animation in progress


      General Bugfixing
      Script/Config work for additional weapon types
      Vehicle classification prototyping
      Vehicle component prototyping
      Horticulture design/bug fixing


      Sounds for melee weapons
      Melee combat tweaking
      Door reimplementation
      New gamecontrols
      Inventory bugfixes
      Throwing items fixes     
      Dead zombies disappearing fixes
      Code cleaning and optimizations
      Loot statistical data collecting
      Graphical representation of statistical data
      Type related loot cleanup

Mercredi 27 août 2014  
Status Report - Week of 25 August 14

Over the last week the team has been working on finishing the final tasks for 0.49. Included in this work was an extensive code merge from the team in Bratislava, focused on navigation mesh, animal AI, horticulture, and animation system changes. Due to this merge, we’ve decided to push the 0.49 update out by one week (to allow for a strong QA pass before the update)

0.49 represents a large amount of work that will not be immediately visible on the user side, but allows us to start tracking statistics on player data and item spawns, as well as the mentioned work on animal AI, horticulture, melee system redesigns, and the central loot economy.

Experimental branch will be updated this week as we look to expand testing on 0.49 before the stable branch update. Additionally, BattlEye will begin broadcasting a message every hour warning users of the upcoming stable hive reset that comes with the 0.49 update.

As 0.49 will bring persistent storage to all stable branch servers it is important that those who rent DayZ server instances make sure to check out the backup policies of their respective game server providers to ensure an easy recovery in the event of any unforseen issues with your instance.

Starting in September, several new initiatives to increase transparency and accessibility into the development process will be rolled out, including the dev team twitch stream schedule located on (

Peter / Lead Designer

"As I mentioned last week, the initial implementation of horticulture is prepared but using placeholder assets and it will need some attention from the programming team. I personally feel this system can have a lasting change on how many people will approach Chernarus. Imagine being independent of inhabited places with your own grown crops, meat and clothing from hunted animals.

Expanding on that vision there was a lot of talk recently about craftable leather clothing across the dev team and it seems it will became large part of the fashion in DayZ. Possibilities will be broad from crafting plenty of unique items from different hides or to produce tanned leather for more generic looking clothes with optional dyeing them to different colors.

What recently got so much love and I’m very happy with the outcome of that effort is the melee system which was refactored from the base by our programmers. You will be pleased especially with cursor and swing hit detection which are so robust that there’s no way to miss your target unless you are too far away or have something with eyes. We will do our best to plug in the swing detection back as soon as possible so you can finally enjoy melee as it should be. We hope to have this included in the 0.49 update next week.

Also worth mentioning is the advanced weather impact on player character which is very close to be released and has made some great progress on utilizing possibilities of our environment.

So don’t forget to keep yourself warm and dry… see you in Chernarus folks!”

Mirek / Lead Gameplay Programmer

"Our core focus this week has been on server optimizations and improving melee combat hit detection. Both of these issues are currently in internal testing and if everything checks out, we will deploy it on experimental servers this week. We’re also continuing on our new doors system (interacting with doors in a way that makes sense, rather than proximity to the door) and new game controls, but it will take some time to complete both of these changes. I can safely say however that for example interaction with doors is definitely improved. It is now impossible to open doors from higher/lower floors, you now interact with doors by looking directly at them.             

A major update came in from the Bratislava team (thanks to Marek Zeman) for pathfinding, so a good amount of issues with zombies clipping through doors have been addressed.”

Chris / Lead Artist

The Lists of Lists

Last week, Peter and I met many times to discuss some long-term plans related to many aspects of the game and what art assets would be needed.

I’m getting pretty excited now since we’ve planned out concepts for new zombies, settled on DayZ 1.0’s weapon list (melee and firearms), created a preliminary list of assets needed as vehicle attachments and parts, and began to discuss with Chernarus legend, Ivan Buchta, how we might improve the visuals on the map.

We also had the pleasure of spending a couple of days at the studio’s office in Brno where we met with members of our team in Bratislava to solidify plans for craftable clothing and defined the set input resources, crafting object, and crafting outputs which the art team will be required to make.

As well, I had the pleasure of sitting down with Take on Mars project lead, Martin Melicharek, who gave me a tour of the Enforce engine’s graphics, particle FX, map tools, and art pipelines so that I can understand a bit better what to expect when we switch to the new renderer as well as give us the opportunity to request some improvements or additional features for Infusion. Its pretty fantastic for this old-school ArmA modder to see.

Character Art

The MASKA-1Sch helmet, balaclava, and firefighter uniform are now done and have been passed to the design team for configing into the game. I would expect they will end up in experimental next week. Work continues on a firefighter helmet and a SPOSN Tortilla-inspired backpack to complete the Eastern-block SPECOPS uniform.  It looks great with the SMERSH vest/backpack combo.


Work continues on the new civilian airport hangar and building models and we have begun to plan out with our map designers, which other types of new buildings and objects we should make a priority.


The Rossi R92 is being animated and should be out soon and I received word that the MP133 is also ready to be passed down the assembly line of anims, sounds, and cfg. I realize that the release of new guns is perceived to be quite slow but this is because we generally assign them lower priority compared to other, more important tasks being performed by the multi-disciplinary team required to finalize one.

We’ve also created a few more melee weapons as well as the first art assets related to non-lethal weaponry given to the designers to play with. ”

Standup notes for the week of 25 August 2014


      Reintroduce network optimizations
      New melee combat mechanics and fixes
      Door reimplementation
      New game controls
      Central economy
      64bit server optimizations
      Navmesh update
      Code cleaning and optimizations
      New basic zombie behavior
      Better sound over network


      Advanced weather impact on player character
      Plugging in new implementation of melee system
      Config and scripts for new items/gear
      Config and scripts for new animals
      Craftable clothing design
      Central economy setup
      General bug fix


      Throwing animations
      Zombie run variations
      Player restrained animation extension
      Zombie AI/combat/animation design
      Digging animations


      Balaclava mask
      MASKA Helmet
      Firefighter Uniform
      Rossi R92
      Crafted Clothing art design proposals
      Vehicle parts/attachments models
      Non-lethal weapons
      New Zombie concepts
      Firefighter Helmet
      SPOSN Backpack

Jeudi 14 août 2014  
La 0.48 en branche stable - Changelog !

Alors que DayZ vient d’être annoncé sur PS4 à la Gamescom, ce qui n’est pas nouveau vu qu’il fut prévu avant même sa sortie, la version 0.48 sort sur la branche stable pour le grand bonheur de tous.  Voici le changelog traduit par nos soins :

Bugs connus

    Le joueur ne peut pas attaquer avec une arme sous certaines circonstances.
    Le personnage freeze lorsqu’il jette un objet dans un certain angle.
    Quelques soucis concernant les combats en mêlée entre les joueurs qui peuvent subir une désynchronisation.
    Des objets se lancent tout seul aléatoirement.
    Les échelles ne peuvent plus être utilisées après avoir été touchées par une grenade.
    Les joueurs peuvent se retrouver coincés dans un bâtiment après la reconnexion.
    Le personnage ne peut pas réapparaitre proprement avec une mort par noyade.
    Le joueur peut se libérer des menottes en se reconnectant s’il a été entravé durant une inconscience.
    Après avoir bu tout le contenu d’une gourde, le personnage s’allonge.
    Quelques voitures de police ne spawnent pas proprement, le loot est toutefois toujours visible.



      On peut allumer les cheminées.
      Possibilité de courir en étant attaché.
      Pêche ( Commencer la pêche, tirer et regarder le résultat)
      Recherche de baies, creuser
      Les vaches sont animées.


      Vous pouvez fabriquer des sacs en cuir.
      Vous pouvez faire une couverture pour le mosin à partir du burlap sack.
      Vous pouvez ajouter de l’herbe dans la couverture sus-nommée.
      Vous pouvez aiguiser les petits bâtons de bois…
      … et les combiner à des plumes pour en faire des flêches.
      Préparer des poules vous donnera des plumes.
      Vous pouvez couper le canon du mosin et le peindre.
      Crafting – Vous pouvez déchirer les bandanas pour en faire des rags.
      Vous pouvez attacher le sac Smersh à la veste Smersh.


      Veste et sac Smersh.
      Sac en cuir artisanal.
      Bâton pointu.
      Plumes de poulet.
      Ajout de la persistance des objets et de leur durée de vie : ils se dégraderont avec le temps.
      L’arc peut utiliser des flêches bricolées.
      Casque de tankiste.


      Des voitures de police qui spawnent à travers le monde, aléatoirement.
      Quelques armes spawnent avec des munitions à côté.


      Mosin nagant scié.


      Les villages de Sinistok et Vavilovo sont ajoutés.
      Nouveau monument de la 2e Guerre Mondiale ajouté à Severograd.
      Les chênes ont un nouveau modèle.



      Mouvements rapides ou lents avec l’arc levé en étant accroupi.
      Affinement du geste « cht » en étant accroupi ou allongé.


      Les bandanas ne produisent qu’un rags.
      Plus de chances de trouver une pomme et des baies.


      Les emplacements des collisions lorsqu’on est debout ou accroupis avec une arme à deux mains ont été changés.


      Beaucoup moins de risque d’avoir une intoxication alimentaire en mangeant une viande brulée.


      Les pantalons de sport peuvent être réparés avec un kit de couture.


      Les textures pour l’epinephrine et l’extincteur ont été améliorés.


      Premiers fixs pour empêcher de voir à travers les murs.


      Les pantalons gorka prennent 4 places dans l’inventaire.


      Les crash d’hélicoptères ont été corrigés.
      La table des loots a été changé.
      Les fruits et légumes pourris ont été enlevés des spawns, ils pourriront tout seul avec la persistance.


      La dispersion de l’arbalète a été changée.
      Le chargeur du CR527 ne pouvait pas être peint.
      Toutes les armes de mêlées frapperont là où le crosshair est positionné.
      La description du CR 527 a été éditée.
      Les chargeurs 30 balles du MP5 prennent maintenant 2 places verticales.
      Les dégâts des fusils à pompes ont été modifiés.
      Amélioration de la dispersion de l’arc.

Bonne journée à vous, survivants !


Mercredi 30 juillet 2014  
Mise à jour 0.47 - Change Log - 0.47.124641

Toutes les histoires ont une fin. Après les 4 mises à jour consécutives sur la branche expérimentale de DayZ, voilà qu’elle se déverse sur la version stable pour le grand bonheur du public.  Voici donc le changelog traduit par nos soins :

Bugs connus

    Dans de rares circonstances, les joueurs peuvent subir un blocage où ils sont incapable d’attaquer. Une déco/reco résoud le problème. Ils peuvent également être gelé lors qu’ils jettent quelque chose, état qui se débloque en quelques secondes.
    Les joueurs peuvent rencontrer des désynchronisations avec le serveur.
    Les évenements dynamiques du serveur sont temporairement désactivés.
    Les sacs à dos sont réorganisés après la reconnexion.
    Les joueurs attachés lorsqu’ils sont inconscients le restent jusqu’à la reconnexion une fois réveillé.
    Les objets persistants et le stockage sont désactivés le temps de corriger les bugs.



      Les boites de conserves peuvent être ouvert avec la baïonnette du SKS et la serpe.
      Ajout de la variable « PlayerDrinkCan »  dans les configurations et « Melee class » dans Survivor Base.


      Nouvelle animation de visée avec les fusils.
      Les joueurs peuvent marcher les deux mains en l’air.
      Transition entre l’état « se rendre » et le menottage.
      Set d’animations pour les zombies accroupis.
      Rechargement pour le CZ 527
      Ajout de positions des mains en tenant la boite d’allumette, le flacon d’injection et la scie.
      Nouvelle animation en buvant à la canette.


      Nouveaux visages féminins et masculins.


      Support du ragdoll pour les zombies et les joueurs.
      Implémentation basique du maillage de navigation pour les zombies, qui ne traversent plus les murs.


      Les boonies peuvent contenir un crochet de pêche.
      Chemlights, AK101, CR 527, Makarov, PM 73 RAK, tente civile moyenne, tenue paramédicale.
      Les bottes militaires peuvent contenir un couteau.
      Badanas rouge/noir/violet à pois/olive/camo ajoutés, qui peuvent servir de bandages.


      Changement de simulation pour augmenter les performances.
      Réapparition des objets dynamiques.


      Ajout du village Turovo.



      Le joueur ne peut plus remplir une gourde ruinée à partir d’un puit ou d’un étang.
      Quand le joueur ouvre une boite de conserve ruinée, il y aura peu de nourriture à l’intérieur.
      Le joueur ne peut plus attacher un chargeur vide à son arme.
      Il n’est plus possible d’attraper de la pluie en faisant autre chose.
      La pêche n’est pas possible lorsqu’on utilise autre chose qu’une canne.
      Ajout de phrases manquantes dans la fabrication du sac improvisé.
      Les courgettes peuvent être forcé à manger. (Vous serez un monstre si vous le faites)
      Impossibilité de faire une action lorsque vous nagez ou montez à une échelle.
      Les joueurs peuvent prendre le Makarov ou le PM73 directement dans la main à partir du sol.


      Aspects de la vache, du lapin et du sanglier changés.


      Les bugs concernant les gestes sont corrigés (Facepalm, menace et « cht ! »)
      Déplacements accroupis avec un arc ou allongés avec un pistolet.
      Correction de multiples bugs concernant l’entreposage d’objets.
      Nouvelle position des mains en tenant la courgette.
      Les bruits de pas sont réglés correctement lors du sprint accroupi avec un fusil.
      Le facepalm ne relève plus le joueur.
      La position assise a été réglée (Changer d’arme met le joueur accroupi et non plus debout)


      La lumière des feux de camp a été changé pour qu’ils ne soient pas en conflit avec le HDR.
      Réglage de la dispersion du shotgun, des pistolets, des fusils et de leurs attachements.
      Le baton de bois peut être tenu en main.
      Un bug d’ombre indiquant la position d’un CR527 ou son porteur réparé.
      Les chemlights durent 60 minutes, leur brillance a été diminuée.
      La brillance des flares a été diminuée.
      La crosse du MP5 ajoutée par défaut a été retirée .
      La taille des jumelles a été rétrécie.
      Plus de couleurs pour les chemlights.


      Les messages concernant le vomissement ont été retirés lorsque vous êtes aveugle.


      Vous pouvez peindre le CR527 en noir, vert ou camo.
      Les joueurs ne peuvent plus déchirer les vêtements lorsqu’il y a des objets dedans.
      L’ouverture des boites de conserve ruinées a été modifiée.

Mercredi 2 juillet 2014  
Mise à jour 0.46 - Change Log - 0.46.124490

Hop, c’est aux fidèles de la branche stable de profiter des nouveaux ajouts, avec quelques trucs supplémentaires. Pas encore de grand pas en avant, mais du contenu qui peut annoncer du bon pour les prochaines fois.  Passons sans tarder au changelog :

Bugs connus

    Crash causé par les kits de feu de camp dans les inventaires.
    Clonage du personnage.
    Les joueurs peuvent voir à travers les murs.
    Les zombies spawnent là où ils sont mort.
    Les joueurs peuvent être bloqués dans les bâtiments en se reconnectant.
    Les joueurs ne peuvent pas réapparaitre proprement après une noyade.
    Les ombres causent des chutes de FPS.
    Lorsqu’un joueur se fait menotter en étant inconscient, il le reste… jusqu’à la reconnexion.



      Vous pouvez trouver des munitions utilisables dans les stacks ruinés.


      Nouvelle animation de rechargement pour le Longhorn et un second pour l’arbalète.
      Nouveau rechargement pour le double fusil B95
      Animation de rechargement pour le MP5K
      On peut désormais s’asseoir et viser en même temps avec un fusil.
      Animations pour boire dans les étangs et les puits.


      Ajout du MP5 avec ses chargeurs.
      Ajout d’une casquette militaire Pilotka.


      Karmanovka est de retour.
      Novodmitrovsk a été ajouté, ainsi qu’une zone industrielle et des appartements à proximité.
      Le village de Dobroe a été ajouté.
      Nouveau batiment administratif à Novo’.


      Grenade flash.
      Grenade frag.
      Ajout des variantes vertes et noires du casque ZSh3, craftables.


      Ajout d’un son lors de l’utilisation de l’arc.
      Amélioration de la sécurité.



      Correction d’un bug empêchant de peindre le chargeur 75 balles et la crosse de l’AKM.
      On peut crafter des sacs en fourrure et en cuir.
      On peut détruire les sacs pour récupérer des matériaux.
      Augmentation des chances d’allumer un feu sous le vent.
      Correction d’un crash qui se produisait lors d’une duplication de viande dans l’inventaire ou sur le feu.
      On ne peut plus manger la viande directement sur le feu.


      Correction d’un mouvement de la main à la fin du rechargement du SKS.
      Clipping de la main lors de la course désarmée.
      La course et la marche agenouillée a de nouvelles animations.
      Les objets tenus en main en étant agenouillé sont plus visibles.
      Le sprint avec un pistol a une nouvelle animation.
      Animation de saut mis à jour.
      Ajout d’une position de main pour les grenades, les peaux, la teinture d’alcool, la canne à pêche, les chargeurs et le bois.
      Amélioration des attaques des zombies.
      Les poses gestuelles ont été corrigées.
      S’armer à deux mains s’anime correctement.
      Correction d’un souci où se rendre s’annulait en ayant une arme de mêlée à une main tenue.
      Correction d’un problème où vomir ne marchait pas correctement en tenant une arme à deux mains.
      Correction d’un problème où boire ne s’animait pas lorsque le joueur était couché.
      Reconfiguration des objets lancés qui évitait au joueur de se faire menotter ou assommé.
      Le lean est mieux animé, devant plus fluide.
      Correction d’un problème où le personnage n’arrivait pas à rouler à droite ou à gauche lorsqu’il avait ses jumelles levées en étant allongé.


      La scie est mieux placée en main


      Chargement et éjection des flêches corrigée.
      Checking du filet de pêche.

Que nous réserve la prochaine expérimentale, maintenant qu’elle est disponible ? On ne sait pas grand chose, excepté le fait qu’il y aura des ragdolls.


Jeudi 19 juin 2014  
Mise à jour 0.45

Longtemps restée sur l’expérimentale, la 0.45 avait marqué une grande avancée sur DayZ avec son contenu énorme. La voici maintenant accessible à tous avec son changelog et les plans de Dean Hall concernant son avenir après son départ.  Voici sans tarder la traduction :

Bugs connus

    Crash causé par la duplication de viande brulée.
    Les caméras peuvent traverser les murs.
    Parfois, les zombies spawnent au même endroit que leur mort.
    Crash rare lorsqu’un joueur jette un objet.
    Le prochaine personnage du joueur n’est pas sauvegardé dans la base de donnée s’il se déconnecte après sa mort.
    Les mouvements rapides verticaux peuvent causer rarement des dégâts de chute



      Nouvelles animations pour boire aux lacs et aux puits
      Allumer un feu dépend de la force du vent et de la pluie.
      La salmonellosis est soignable avec des antibiotiques.
      Vider un chargeur large séparera les munitions en petites piles au nombre adéquat.
      Possibilité d’aiguiser les lames très endommagées avec une pierre.
      Possibilité d’arracher les pages d’un livre.
      La pêche est intégrée pour les lacs et les mares.
      On peut boire une bouteille entière d’un coup désormais.


      Applaudir est désormais possible lorsqu’on est accroupi.
      Animation des jumelles ajoutées lorsqu’on est accroupi et allongé.


      Les bureaux de garage ont désormais du loot.
      Les portes des épaves de véhicules montrent désormais un nom en utilisant la molette pour savoir si on peut prendre ces bottes ou fermer/ouvrir la porte.


      On peut fabriquer une canne à pêche impovisée en utilisant une « long ashwood stick » (longue branche de frêne) et une corde.
      On peut craft et détruire les sacs improvisés en cuir ou non en matériaux.
      On peut casser les « long ashwood stick » en trois morceaux.
      On peut recycler les attelles en matériaux.


      Possibilité de récolter du bois dans les buissons, les arbres et le sol des forêts.
      Possibilité de miner de la pierre sur quelques petits rochers.
      Possibilité de récupérer des vers de terre en creusant.
      Possibilité de récolter des pommes.
      Possibilité d’écorcher et découper les animaux pour du cuir et de la viande.


      Animation, configuration des road flare et synchronisation de leurs particules sur le serveur.
      Intégration des feux de camp et leur plan de fabrication.
      Plan de fabrication pour combiner ou séparer le feu de bois et la pierre.


      Accessoires pour l’AKM ( crosse, rail permettant de placer un bipode et une lampe, chargeur plastique)
      Peau d’animal ajouté ( sanglier, lapin, porc, vache, daim)
      Sacs améliorés en fourrure, avec leur plan de fabrication.
      Road flare, fishing hook (crochet de pêche), veste haute capacité, pistolet Longhorn, crosse  et chargeur d’AKM ajoutés aux points de spawn.
      Uniforme des forces spéciales de la police OREL ajouté.
      Pantalon militaire en camo Gorka ajouté.
      Diverses configurations de la viande.
      Configuration de la canne à pêche améliorée.
      Configuration du crochet, bouchon de pêche et le ver qui va avec.


      Nom des portes ajouté dans un tableau de strings. (C’est de la programmation, coquin.)


      Spawn d’animaux.
      Implémentation d’events dynamiques du serveur.



      Ajout de conditions pour fabriquer des objets
      Les branches sont empilables, les plans de fabrication sont modifiés pour  prendre les tas en compte.
      Attraper de la pluie ne va plus directement dans l’estomac.
      Variable « isUsingSomething » retiré.
      Déconstruire un sac improvisé produit le nombre de branche qu’il a été nécessaire pour le fabriquer.
      Le son des feux de camp a été fixé.
      Correction des messages des actions d’allumage du feu.
      Temps de cuisson changé pour 30 secondes.
      Probabilité plus élevée d’allumer un feu sous le vent.
      Séparer des munitions ruinées n’en créent plus de neuves.
      Encochage de l’arc corrigé.
      Correction de l’action de séparation de bois de chauffage.


      Correction d’un problème où quelques animations n’étaient pas interrompue par la mort, quand le joueur mourrait.
      Les états « manger, boire, crafter » sont maintenant connectés à l’état de mort.
      Plus d’animations sont maintenant possible d’être interrompu. (Craft, injection, pilules)
      Quelques mouvements basiques sont possibles avec les jumelles levées.


      Possibilité de placer les jumelles dans les holsters.


      Correction pour la création d’attelles.


      Modèle du bois de chauffage changé.
      Les road flares durent 15 minutes.
      Les road flares ne peuvent plus être réutilisés.
      La quantité de road flare n’est pas indiquée dans l’inventaire pour le moment.
      Le nom du modèle du filet brulé est changé.


      Les chaussures s’endommagent lors d’une chute.
      Les « long ashwood stick » se place désormais dans le dos, leur taille agrandie.
      Amélioration de la place prise par les arcs courts.
      Changement de la place prise par les jumelles.
      Correction d’un bug où les boites de thon et de sardine n’avaient pas d’images dans l’inventaire.


      Correction d’une configuration pour les effets de son du feu.


      Correction sur les carreaux d’arbalètes bugguées.


      Initialisation des particules de fumée sur les sites de crash d’hélicoptère.

En plus de ça, les chargeurs hackés qui contenaient un nombre incroyable de munitions ont été enlevés.


Mercredi 11 juin 2014  
Interview de Dean Hall - Nouveau moteur

Actuellement se passe l’E3 2014, ce fameux salon où les grands studios présentent leurs projets. Certains plus petits en profitent aussi, à l’image de cette interview de Dean Hall, le créateur de DayZ.  L’intégralité en anglais se trouve sur ce post reddit, voici une version résumée française.

Les premières questions portent sur ce fameux nouveau moteur annoncé dans le titre, qui est la principale raison du ralentissement du développement de ces derniers temps, et donc de l’absence de nouvelles. Ils ont des soucis quant à l’intégration des véhicules, de la construction de base et de tout les principaux problèmes et manques concernant DayZ.

Leur studio fait désormais la taille de 160 personnes, un grand nombre qui va pouvoir leur permettre de migrer vers un moteur maison nommé Infusion. Il intégrera le DirectX 10 et 11, l’éclairage et les ombres dynamiques en plus de l’ouverture de nouvelles possibilités pour eux, dont la correction d’énormément de bugs.
Infusion est un moteur qui va partir de zéro, monté de toutes pièces par les développeurs. Il sera ajouté morceau par morceau en jeu au fur et à mesure du temps. Mais avant ça, ils doivent encore déterminer s’ils se concentrent sur ce nouveau moteur ou s’ils persévèrent à corriger des bugs sur la version actuelle.

L’interview porte également sur d’autres questions. Les suivantes concernent le ressenti de Dean par rapport à la sortie de DayZ et son succès. La meilleure chose selon lui concernant l’accès anticipé est que ça affecte énormément la vision des choses concernant le développement d’un jeu. Il cite comme exemple Kerbal Space Program : S’ils avaient visé petit et sorti le jeu complet dans la foulée, ça serait resté un petit jeu. Mais le fait qu’il est en accès anticipé lui a permis de grandir et de devenir colossal au fur et à mesure du temps. DayZ suit le même tracé, comme d’autres jeux indépendants. Ca permet à des concepts risqués d’être essayés, sortis en public en guise d’essai alors qu’ils ne sont pas terminés. Mais il est conscient que ça amène inévitablement à des problèmes entre les joueurs et les développeurs, comme l’arrêt du développement de Towns qui était toujours en bêta.

Si DayZ est sorti trop tôt ? Non, selon Dean, même si ce fut une décision difficile. Ils ne désiraient pas perdre leurs fans de la première heure tout en contentant le grand public. Au final, il en a déduit qu’il ne pourrait jamais satisfaire complètement ces derniers, espérant tout de même que les fans soient heureux des progrès qu’ils réalisent. Il a songé à limiter le nombre d’exemplaires vendus ou augmenter drastiquement le prix pour n’attirer qu’un faible nombre de joueurs, mais les idées n’ont pas été retenus.

Des détails selon le développement de DayZ : Les serveurs 64 bits qui devraient optimiser le jeu ont été testés et ce fut un succès, on ne devrait pas tarder à les voir arriver. Cela permettrait à l’équipe de pouvoir tripler le nombre de spawns, que ce soit de zombies, de loots ou d’animaux.

A propos du maillage de navigation, rien de bien nouveau. Ils utilisent un programme extérieur pour les aider, dont le programmeur travaille désormais sur Star Citizen. S’ils ont terminé la base, il faut désormais que les zombies utilisent ce maillage. Cette amélioration viendra dans une update, mais il faut d’abord qu’ils règlent le problème du rubberbanding et autres bugs dans la branche expérimentale actuelle.

Parlons de portes. Quelqu’un a demandé s’il y aura des serrures sur celles ci, destructibles par les zombies ou les joueurs. Réponse : Pas pour tout de suite, et ce ne sera sans doute pas possible sur le moteur actuel. Pour les zombies, Bohemia projette d’augmenter leur nombre de cinq à dix fois plus dans Chernarus. Il sera possible dans un futur incertain de pouvoir les distraire en faisant du bruit, comme jeter des objets ou parler via une radio posée préalablement sur le sol.

Les objets persistants sont toujours en phase de test, même s’ils ont fait une apparition sur les serveurs expérimentaux. C’est une feature normalement prévue pour fin juin, mais ça dépendra beaucoup de la résolution des bugs de la version actuelle. Concernant la Roadmap qu’ils ont publié il y a 2 mois, les features citées seront là quand ils seront prêt. Ils développent le jeu à la vitesse qu’ils sentent.

Le reste concerne des futurs ajouts, ou non. Les conteneurs,comme les réfrigérateurs et les bureaux sont encore en prototypage. La fatigue et le sommeil n’est pas encore planché, sachant que c’est quelque chose qu’ils veulent intégrer au moteur. Les drogues et l’alcool sont toujours prévus, de même que les armes non létales et les pièges. Il sera possible de pouvoir créer des flêches à partir des branches, de même que l’arc.

Construire des barricades sera basé sur la physique : On pourra pousser les tables et les chaises contre les portes pour pouvoir les bloquer.

L’interview se termine sur une question concernant leur futur. Quel jeux pourraient ils développer après DayZ. Dean Hall répond que l’espace avec un mode mulitjoueur est une éventualité séduisante, prenant l’exemple de Space Station 13.

C’est beaucoup de promesses qui ont été prises, il reste à voir si Bohemia est capable de tenir tout ça.


Mercredi 28 avril 2014  
Plan for release of 0.45 to Stable

Originally we planned to release the 0.45, currently on experimental branch, to stable today. However feedback from experimental identified a flaw in a newly designed system to handle player movement. This causes the server to, when faced with complex geometry, come up with a different acceptable pathing result than a client. When the server and client have differing states, the server “wins”. Therefore the place your client lets you go gets “reset” and you warp back to your position.

This is very frustrating as I am sure those testing on experimental will know. We know exactly the problem that causes this, it’s not a bug in a traditional sense but a problem with the approach we used. Currently that approach is being rewritten.

What we did do was merge in some changes to 0.44 that enhance security. There are some loopholes in the game that have not been utilizing our client-server architecture and we will continue to work on these to reduce the impact of hacking and exploiting in the game.

Please report any issues with the game to our feedback tracker.


Vendredi 16 avril 2014  
The challenge and saga of Zombie Pathfinding

This devblog will be focused on describing the progress with one of our biggest issues: Zombie Pathfinding.

Development Priorities and Pace

Our major focus has been on establishing the architecture, both in the team and in the game, in order to deliver best in the future. This involved us drastically increasing the size of the team working on the game. This had a severe short-term impact on our progress as our existing team had to devote time and resources to training and planning. The new zombie pathfinding is a good example of this approach beginning to produce results.

Some examples of future major changes coming as a result of this new focus:

    Entirely new rendering system (allowing potential upgrades to DX10 or DX11, ports as well).
    True multithreading / multicore for servers and possibly clients.
    Completely new animal AI that mirrors an actual animals behaviors.
    Redeveloped “action” system, replacing the mouse-wheel scroll action system.
    Complete refactoring of the inventory system. While not a big change for users, possibly allows some more advanced systems to be implemented and better performance and less bugs.


Zombies have proven to be one of the most difficult to develop components of the game. When we were developing the game we realized that in the time we had, we would need to work within the parameters of the AI already in the engine. In the engine, AI is calculated on a “per agent” basis, with some caching for things like targets (shared target info, etc…). In the mod, this was dropped in favor of calculating visibility and target info on a “per player” approach. This meant that zombies in the mod were simply pawns, activated by players moving around.

In addition to behavior problems we also experienced problems with pathfinding and collision for the AI. We were getting the engine to do things that it was never designed to do, especially regarding interiors of buildings. We attempted to refactor these solutions to accommodate our changes but, as can be seen by playing the current build, they fell short of our expectations. In the end we decided it would be easier to develop a new approach from scratch.

The Challenge

There are many exciting solutions available for pathfinding, it’s fairly standard fare in the video gaming industry. Our problem was not unique, but our situation was: our world is very big yet it requires the same precision as a small one.

The team devoted to solving this decided to use navigation meshes. The serious problem it presented, though, was how to generate these meshes, with nearly 2 million objects on the map doing it by hand would not be an option. So a method was devised to split the world up into grids, and then raycast at a precise interval and generate chunks of navmesh. This is all done during the packing process and “baked” out into data that can be read by the server and client. This uses the wonderful approaches outlined in the open source navmesh project Recast and Detour.

The Results

I spoke to Martin Slavkov, programmer behind the solution, to help me outline the result with some screenshots.


A small program was developed to read through the world, load all the objects, and then work its way through tracing billions of lines to calculate the ability to move. This then works out not only where outside you can walk, but inside as well. It gives great precision while still working for a very large scale world both indoor and outdoor. Having a unified solution for pathfinding makes implementation much easier.

The engine is then able to load the chunks in as it needs. It does use some memory (around 600mb extra, maximum), but it only loads the chunks it needs. However as we are moving to 64-bit on the server side, this reduces any potential issues with memory.


Performance optimizations can be very significant. Currently the team are working on parallelizing the AI pathfinding function so it can operate on a separate core. With all new functionality we are developing in this way, unfortunately that means that it can take longer for us to develop but the results for performance can be massive.

Previously two different systems were used for navigating AI. The exterior one handled navigation around static and dynamic objects, and an internal “path” system was used for building interiors. This involved artists defining paths that AI could follow. We had to drop this interior method because of the massive performance issues with large numbers of agents.


In the screenshot above, you can see a path between two red points. Because the system is now unified it means that more efficient (and more natural) pathfinding solutions are available to the AI, at a fraction of the performance cost as before.

Report from the Lead Artist, Chris Torchia (View Imgur Gallery of new art)

I’m happy to report on the loads of content which will soon hit experimental servers. Recently the Prague and Bratislava studios had our first meet and greet so I was able to get a first hand look at all of the ongoing work by the artists and animators on our new animals. We have a basic implementation of prototype animals that will be swapped out by our Bratislava artist’s work which is looking incredible!

Improvised fishing tackle and a carp were created, which players will be able to catch in ponds. We have also created some filet models which you will eventually be able to cook. This will all add up to be a literal game-changer. Speaking of animals - we also met Big - the office pet tortoise in Bratislava. Hm, that gives me an idea…

Our character artist is further expanding with the addition of a new large-capacity police vest to go along with our ОMON-inspired Орёл uniform. We have also started working on EMT, Firefighter, and finalizing the Gorka uniforms.

Fireplaces, Hunting, And being a lumberjack!

We pulled fireplaces and hunting from the previous update in their state at the time, we felt they would hinder gameplay not enhance it. The extra time has been spent improving gameplay aspects and also identifying how we can better support it.

The build to experimental will show the basic structure of how this will work. Chopping wood from trees now gives logs, and after a certain time, the trees will be “expended” and fall over. Tree cutting is done by holding an axe in your hands, and using the mouse-wheel action menu. This is a prime example of why we want to remove the mouse-wheel action system. Instead of this, we envision you simply hitting the tree with the axe and being rewarded with wood - but that is for the future.

Fireplaces can be upgraded with stones, which are recovered from the ground around rocky areas or by hitting rocks with a pick-axe. Fireplaces can be crafted by making a “fireplace kit” out of items such as rags and kindling. Kindling is recovered by searching the forest floor for sticks. All these scavenging aspects need more refinement as part of a new action system, but they’re exciting changes that will pave the way for more complex systems such as horticulture.

We visited our team in Bratislava -  they have a TURTLE!

The next update

Our current targets have us putting out builds to stable once a month, a huge inspiration for approach we aspire to is Prison Architect who do this very well. We have no set timeframe for experimental releases, these are done to assist us with preparing for stable releases.

Above all else, it’s vital that people appreciate several things:

    Different tasks take different amounts of time
    Priorities for tasks are built around what is needed based on dependencies, not what is most needed to satisfy the game design
    Scheduled builds are targets, not absolutes. We will delay and postpone builds where we are not confident in their status.
    Devblogs are no longer scheduled weekly, and are done as often as we can to provide background for our progress.

The Final Word

This is an extremely exciting time for us all as we come out of two months of very aggressive growth. We’ve expanded the team a great deal, taking a huge risk in doing so. That risk is paying off, and we’re excited to see the massive impact that the pathfinding and collision changes will have on the DayZ experience.


Mercredi 23 avril 2014  
Devblog #27

Experimental Branch saw many changes in 0.44, which have been released on stable. Two very important changes were improvements to multiplayer netcode and an entirely new mouse control system that removed the previous one based on mouse acceleration.

We’re now continuing our work optimizing and bug fixing, while others in the studio work towards new functionality for hunting and survival.

Respawning Loot Experiments

We have been gathering a huge amount of metrics around loot spawn and distribution from the experimental servers, culminating in a test of an engine based loot respawn system last night on experimental. Out of this we identified some very significant optimizations we can make to how loot is managed, and also identified how we can make loot respawn.

These changes will flow in over time as we are planning to do this in iterations. Most important for us is to allow loot to respawn, even just at a basic level. Once this is done we will focus on persistent items (backpacks, tents, potentially even all or most items). Finally we will focus on globally managed loot.

Graphics Optimization and the Renderer

Work has commenced on disconnecting the renderer directly from the simulation. This would then free us to change (or even replace) the renderer much easier, allowing greater optimization and new functionality such as better particle effects. We have no timeframe for this completion no any specific goals beyond preparing it for future goals, but it’s exciting for us to start this work.

This work will offer us the potential for future very significant client FPS optimizations, such as better scene management, to solve issues people experience such as low FPS in cities.

Network out-of-sync problems

We are also looking at various out-of-sync bugs and other issues posted in the dev tracker. A great deal of progress was made on some issues with the 0.44 patch, so we encourage those having serious network problems to try out the game now with the new update. Many of the remaining issues (such as rubberbanding) are related to low server FPS that will be fixed with performance optimizations.

64-bit Server

This is now fully compiling and ready for test deployment. We are currently scheduled to test this deployment on experimental next week. While it is unlikely to improve performance of the server, it will remove memory limit problems we previously experienced (particularly with the growth of ragdoll and physics in general on the server). It’s also a huge milestone for us in other areas of work focused on making the dedicated server environment much more robust.

From the Lead Artist, Chris Torchia

I’m really happy with the direction of the artwork in DayZ and have to point to my great team of artists who make it happen. Its been another busy week for us and I can’t wait for you guys to see all the new content on the way.

Character Art

We just finished a basic police uniform inspired by some combination of Russian DPS and our local Mestská policie (affectionately known as the Hicks Unit for their enthusiasm with issuing tickets to our own Brian Hicks). We’re starting to play with OMON-inspired riot police uniforms but its a bit too early to show anything. We’re also working on a GORKA-E uniform in multiple patterns and we’re hoping to pick up the pace in this department as we welcome a new full-time character artist to the team. 


The team would like to focus now on some signature objects to spice up the vast environment and make the new explorable areas more unique.  We’ve just finished a new office building and will start an ornate municipal building which will serve as a land mark in a new large city being constructed by the map design team.  This city, called Novodmitrovsk, will have an industrial zone and is very close in size to Cherno or Electro but located in the north of our terrain.  We’ve also created a ‘graveyard set’ of various objects so the map designers can enhance the gloomy atmosphere.


Our Bratislava studio is wrapping up the first batch of animals requested by the game designers. The studio’s own animators and programmers will soon begin work on animal AI and animations to deliver an authentic experience for our players. We’re also working on a prototype fish model and an improvised fishing pole as requested by the designers. As an ourdoorsman myself, I’m really looking forward to seeing these survival features develop. 


The venerable AKM is nearing completion I don’t want to be held to a specific date for when it will be released to experimental but it won’t be long.  I just tested out the PSO1 scope with a 75 round mag dump.  What have I done? I’ve created a monster! Also, we’ve completed a pistol that I think will give players some new gameplay options. It fires a .30 cal rifle cartridge and comes with a long eye relief scope. We’ve simply taking to calling it the Longhorn.


Viktor, our animation lead reports that his team was focused mainly on bug fixing in the past week. Many new hand poses were added for items so the player is holding them properly. They’ve also been working on reload animations for the P1 and Longhorn pistols, and AKM. At the same time, the programmers did a great job for allowing synchronization of animations between the bowstring and character hand.  It will also sync across the network since we feel its important for other players to know when the bow is drawn and when its at rest. It’s been a pleasure to see this develop over time and its only going to get better.


Mercredi 23 avril 2014  
Changelog - 0.44.123800

Note: Pending final notes from programming team.

Known Issues

    Binoculars not functioning properly in crouch and prone states.
    Thrown objects moving at a slow frame rate during peak server load
    Crossbow damage higher than desired
    Player breathing in first person louder than desired
    Ongoing melee balancing has zombies more resilient to body impacts. (Aim for the head)
    Accelerated Time falls out of sync after extended uptime (disabled for this update)



      Melee attacks added to frying pan and cooking pot
      Recipe for bow crafting added


      Dexterity of shotguns, pistols and rifles configured
      Tracksuit Jackets and Russian Officer Hat configured and added to loot spawns
      Binoculars configured and added to loot spawns (known issues above with this item)
      Implemented Crossbow + bolts.


      Basic item bullet physics enabled (known issues tied to server performance)
      New guaranteed messaging system for network traffic
      New player spawn locations near Klen, Chernaya Polana, Orlovets
      Accelerated Time implemented for gameservers


      1:1 Mouse control / movement


      New Ash Tree model
      New village "Karmanovka" has been added



      Crafting with medical items - splints, blood bags, blood testing
      Removed force feed and force drink from epinephrine and morphine
      You can no longer turn on flashlight or defibrillator laying on the ground without battery being attached to it
      You can no longer empty magazines or ammunition boxes laying on the ground (and loose ammo)
      Players loading into server no longer play reloading SFX
      Burlap sack removes from head properly
      Apply defibrillator action messages
      You can catch rain holding bottle in hand only
      Moved quantity manipulation and item removal directly into action on self
      Added config entries to actions for single use food and drinks
      Single use food and drink items now adding to player water and energy levels
      Injection vial cannot be consumed
      Medical items related actions on other player (proper quantity handling


      Player now can wave (F1) when unarmed or holding one-handed item with raised hands.
      Playing correct footstep sounds for 2handed melee raised run, aimed rifle run
      Removed the jerky motion when sometimes equipping a weapon/item, usually at the start of eating/drinking/bandaging
      Sitting with 2 handed melee should now work properly
      Fixed an issue where you would first stand up when pressing crouch in unarmed sitting pose
      Fixed an issue where you couldn't sit from unarmed prone directly.
      Fixed missing rotation animation for unarmed crouched player
      Iron sights now use all 3 parameters for min, max and init zoom. Values of these params tweaked.
      Player's "naked eye" max zoom level lowered. It allows for the same max zoom as iron sights.


      Improvised courier bag and taloon backpack shows their damage state in inspect window
      Green bandage stops bleeding
      Fruits no longer show 100% label
      FNX45 red dot sight optics renamed and now requires 9V battery in order to work
      Resolved chambering issue with 22 related to stack quantity
      Tablets amount in inventory slot changed from % to pills


      Rocks at Ship Wreck location reworked


      Melee attack bleed chance nerfed
      Damage is dealt to head while kneeling

Mardi 22 avril 2014  
Survivre dans DayZ - Le guide complet et efficace

Apparaître sur la côte, marcher des heures en ne trouvant rien, vous faire toucher par un zombie, saigner jusqu’à la mort avant de vous faire fusiller par un bandit qui passait par là, c’est votre quotidien ?

Malgré votre persistance à parcourir la carte, vous n’arrivez pas à vous repérer ? Une forêt ressemble tellement à une autre, ce village est il Stary Sobor ou Zelenogorsk ? Comment traduire un panneau en cyrilique vers une langue « civilisée » ?
Vous ne savez pas que choisir entre cette petite hachette ou cette fourche ? Ce M4 ou ce mosin ? Où trouver ces fameuses munitions dont vous avez tant besoin ?

Messieurs et mesdames, bienvenue dans mon petit guide de survie. Les vétérans n’y trouveront peut-être rien de nouveau, étant à destination de ceux qui viennent de démarrer et ceux qui désirent approfondir leur connaissance du jeu. J’ai récupéré ces informations avec beaucoup de lecture, de l’expérience, des récits des gens que je croisais qui me montraient leurs petits secrets. Véritable bible du survivant, petit dictionnaire à porter dans sa poche, évitez tout de même de le sortir quand un autre joueur vous tire dessus depuis les sommets de Chernogorsk.

Le guide couvre la version 0.43 du jeu. Une mise à jour plus étoffée pour la version 0.44 aura lieu quand elle arrivera.

Partie I : Fraichement arrivé

Première situation du jeu : apparaître avec des vêtements de base, une lampe avec sa pile et un estomac vide. Première chose à faire : Enlevez votre t-shirt et faites en des lambeaux. Vous serez un peu plus visible avec votre justaucorps blanc, mais vous aurez de quoi soigner vos saignements rapidement en cas de besoin.
Pour ceux qui ne connaissent pas les menus : Vous mettez le t-shirt à terre ou dans la poche de votre pantalon, clic droit dessus et « Tear into rags ». Le jeu fonctionne ainsi pour toutes les interactions avec les objets. N’oubliez pas que vous pouvez mettre vos objets dans la barre d’action rapide en bas de l’écran pour éviter de passer dans l’inventaire, vous faisant perdre des précieuses secondes.
Vous pouvez mettre la pile dans la lampe pour gagner une place supplémentaire ou jeter les deux si vous êtes sur un serveur day only, car ils ne vous seront pas utiles.

Désormais, vous avez le choix entre s’enfoncer en forêt ou suivre la côte. Le premier cas offre une chance plus faible de croiser des survivants et ainsi d’éviter des balles perdues, mais a moins de connaitre bien la map vous risquez de vous perdre. Suivre la côte mène à des villes intéressantes mais dangereuses. Vous êtes en début de partie : vous pouvez vous permettre de mourir pour le moment si le trésor à la clé est intéressant, songez donc au second choix.
Dès que vous arrivez à un village, dressez vous une liste  de courses :

    De la nourriture et de la boisson, bien sûr. Evitez comme la peste les fruits et légumes pourris. Cela vous nourrit très peu et il y a une probabilité élevée d’attraper une maladie qui peut vous tuer en début de partie.
    Des vêtements avec de la place : Cargo jean (6 places ) et manteaux amples (4 places) seront parfait. Déchirez les t-shirt au sol pour avoir 5 lambeaux, le maximum qu’on peut stocker en un slot. On dit qu’il y a un risque d’infection, mais sachant qu’il n’est pas encore intégré au jeu, on s’en fiche.
    Un sac, pour avoir encore plus de stockage.
    Une arme de mêlée, de préférence tranchante. Vous pourrez ainsi l’utiliser pour ouvrir les boites de conserve. Les hachettes, les fourches et la houe sont de bonnes armes. La meilleure est la hache de pompier qui peut tuer en un coup n’importe quel zombie.
    Bonus divers : Boussole, carte, gilet pare-balle, arme à feu et ses munitions, trousse de soin et matériel médical, …

Il y a deux manières de looter : Soit vous êtes discrets et vous tentez d’éviter les zombies et les survivants, soit vous faites un « run & loot » et vous courez dans tout les sens en récupérant le plus de choses possible en peu de temps. La seconde méthode marche bien si vous avez une arme de mêlée pour vous occuper des rares zombies qui vont ont vu, mais vous aurez rarement l’avantage et la surprise sur les autres survivants. C’est à vous de voir.

Votre premier objectif : Trouver la civilisation

Partie II : Bâtiments remarquables

Looter c’est bien, mais le faire de manière optimisée c’est mieux. Il  faut  apprendre à reconnaitre les bâtiments afin de savoir ceux qui sont susceptibles de vous donner des précieux objets et ceux qui sont une perte de temps.
Le loot diffère selon la fonction du bâtiment visité. Ils se répartissent en quatre catégories :

    Industriels : Ce sont des repaires idéaux pour trouver des outils et donc des armes ou des casques de moto qui peuvent vous empêcher de mourir en cas d’un headshot, vous rendant seulement inconscient.
    Résidentiels : Maisons qui peuvent vous fournir en nourriture et en vêtements.
    Militaires : Grand repaire à loots, dont les armes de haut niveau. Aussi rares que fréquentées, le risque est grand mais la récompense généreuse.
    Spéciaux : Bâtiments qui ne rentrent dans aucune catégories sus-citées, intéressantes à visiter pour des objets particuliers.

Voici des exemples de ces structures spéciales qui valent le coup d’être visitées :

Les magasins vous fourniront une bonne diversité de loot. Ils se reconnaissent facilement et se trouvent dans presque tout les grands villages.

La maison au piano et le pub sont des endroits intéressants : une bonne quantité d’objets trainent dans ces bâtiments et il est toujours intéressant d’y faire un détour.

A côté du pub se trouvent toujours des maisons pouvant renfermer pas mal de trucs.

Les petits bureaux et leur variante large peuvent vous fournir en armes et outils divers.

Les hopitaux et les maisons médicales, sans surprise vous y trouverez de quoi vous entretenir la santé.

Les bâtiments en construction, paradis du sac à dos.

Les petits kiosks, inintéressants au premier regard, vérifiez toujours la présence d’échelle pour trouver des armes sur leur toit. Peu de monde le sait et profitez-en.

D'autres images sont disponibles à la fin de ce post et sont issues de ce très bon post reddit.

Partie III : S’occuper des menaces

La menace la plus commune auquel vous allez avoir à faire sont les zombies. Ils sont moins nombreux que dans le mod et ne vous poursuivent plus jusqu’à la fin du monde. Il est assez facile de s’en débarasser, que ce soit par la fuite ou par la force.

Si vous optez pour la fuite, cherchez à tout prix à briser le contact visuel entre vous et le zombie : Allez dans des maisons aux entrées multiples, traversez des forêts, n’hésitez pas à tourner en rond dans le village. A partir d’un moment, le zombie va ralentir et entrer en mode « recherche », s’il ne vous voit plus, il arrêtera la poursuite.
Ne les sous-estimez toutefois pas, ils ont une très bonne vue. Même si vous ne les voyez plus, il n’est pas certain qu’ils ne soient plus après vous. Continuez à courir encore un peu ou restez attentif, mais ne baissez pas votre garde avant au moins une minute.

Si vous choisissez la méthode forte, ne restez pas devant eux. La technique la plus simple et la plus efficace est de jouer aux toréadors. Tournez en rond, laissez le charger dans le vide et frappez les dans leur dos. Ils ne vous toucheront jamais et pouvez en gérer facilement plusieurs si vous êtes doué et attentifs. Visez la tête de préférence.
S’ils chutent à plat ventre, ils ne sont pas mort mais simplement assommés. Ils se relèveront d’ici quelques secondes, faites donc attention.

Mais la véritable menace du jeu reste évidemment les autres survivants. Il y a une règle universelle vis à vis d’eux : « Ne faites confiance à personne ! ».

    Ils hurlent « Amis/Friendly » ? Mensonge.
    Il parait désarmé ? Il a un pistol dans son sac ou il peut vous assommer d’un coup de poing à la tête.
    Il est seul ? Un ami le couvre à distance.
Prévoyez toujours tout les scénarios possibles. Ayez toujours un plan B ou une manière de le tuer si les choses venaient à se compliquer. De nombreuses fois, de fragiles alliances se sont rompues car j’ai récupéré un objet à terre, l’autre en profitant pour me coller une prune.
Ces règles sont d’autant plus vraies si l’homme devant vous semble fraichement réapparu (il n’a rien à perdre) ou si vous vous trouvez dans une zone dangereuse, tels les aéroports. Nombreux sont ceux qui tirent à vue (KOS = Kill On Sight) là haut.

Tirer à vue est une solution socialement peu acceptable, mais peut vous permettre de vous sauver la vie de nombreuses fois. Ce n’est pas parce que vous avez l’initiative et que vous faites un premier pas amical, lourdement armé, que l’autre ne vous attaquera pas. Votre comportement général dépendra de l’expérience de jeu que vous désirez avoir. Si vous voulez rester solitaire, inutile de s’encombrer de menaces potentielles. Si vous comptez exploiter le côté communautaire du jeu, risquez vous donc à sociabiliser.

Je suis avec deux personnes, l’une des deux nous a tabassé à mort après 5 minutes d’errance dans la nuit

Partie IV : Partir à l’aventure et survivre

Vous êtes équipé raisonnablement, vous avez de quoi survivre un bon moment. Il est temps de quitter la dangereuse côte et de partir à l’intérieur des terres. Chernarus est un très vaste territoire, vous passerez beaucoup de temps à errer sans forcément avoir un objectif. Profitez du paysage et du vide car vous allez en voir.
Une carte interactive est disponible, que vous pouvez ouvrir dans l’overlay de Steam. Si vous préférez une carte topographique, vous en avez une à cette adresse. L’avantage de la carte topographique est que l’on peut voir les dénivellés et les altitudes. Les lignes oranges et sinueuses les indiquant sur la précédente carte représentent une différence de 10m entre chacunes d’entre elles. De ce fait, plus elles sont serrées, plus la pente est raide.

Il vaut mieux partir d’un point que l’on connait, afin de savoir où se diriger. Vous pouvez également très bien vous passer de carte et y aller à l’aveugle, l’intérêt n’en est que renforcé et l’exploration plutôt agréable. Si vous êtes nouveau, allez y sans repères et apprennez par vous même, votre mémoire est votre meilleure carte.
Dans les deux cas, il va falloir gérer votre niveau de nourriture et d’eau. Transporter des sodas et des boites de conserve, c’est bien un temps, mais ça occupe de la place qui peut être utile avec autre chose. Un bon inventaire, c’est ça :

    Trois ou quatre boites de conserve
    Un paquet de riz, de lait en poudre ou de céréales.
    Deux gourdes d’eau ou trois bouteilles ou une bonne quantité de soda (6 ou plus).

Ca fait beaucoup de soda, mais ils ont un niveau limité de pouvoir hydratant et s’utilisent qu’une fois. Leur avantage est qu’ils donnent un peu d’énergie, limitant la faim.
Mais il est possible de boire dans les mares qui parsèment la nature ou des fontaines, ressemblant à des puits avec pompe, dans les villages. Il est possible de remplir ses bouteilles et gourdes en les tenant en main, en scrollant avec la molette et sélectionner « Fill bottle » avec F.
Les paquets de nourriture sont rares, mais très nutritives en échange d’une légère perte d’eau. Ils sont très bien pour bien se remplir l’estomac.

Les châteaux sont des endroits peu intéressant pour le loot, mais offrent une vue imprenable sur les environs. Si vous avez du temps à perdre et n’ayez pas peur de lutter contre quelques zombies, cela vaut le coup d’y monter ne serait ce que pour la vue.
Les ligne de chemin de fer et les lignes électriques sont de bons moyens d’arriver dans de grandes villes à condition de savoir dans quel sens aller.

Le jeu regorge de jolis paysages, profitez en

Partie V : Rester en bonne santé

Pour le moment, il n’y a pas de maladies intégrées au jeu. Il ne faut donc pas s’en soucier. Par exemple, s’il pleut, pas d’inquiétudes. Même si le tchat vous spam de messages rouges alarmant vous indiquant que vous êtes trempés, il n’y a pour l’instant aucun effet sur votre personnage.

Commençons par le plus évident : il peut arriver que vous perdez de la santé. Pour la récupérer, il n’y a qu’une seule manière : Beaucoup manger et beaucoup boire. Vous allez avoir deux effets de statut « Energized » et « Hydrated » en vert sombre, poussez les jusqu’à un vert plus éclairci, vous allez pouvoir voir troisième effet de statut « Healing » qui se transformera en « Healty » dès que vous êtes pleinement guéri. Evitez de trop manger (« Stuffed »), ça vous apporte une pénalité vous affaiblissant. Le sang peut se récupèrer de la même manière.

La santé et le niveau sanguin sont deux valeurs différentes. Vous pouvez ne plus avoir de sang et est être tout de même vivant, mais si un coup vous est porté et que la valeur du sang est moins élevée que votre vie, vous tomberez inconscient plus ou moins longtemps. Si vous saignez activement et que vous chutez en dessous d’un certain niveau, vous tombez dans les pommes, vous devrez attendre l’intervention d’un autre joueur pour vous réveiller avec les bons outils. Soyez donc prudent.
Vous pouvez récupérer du sang avec des « Saline Bag IV », crafté avec un « Start Kit IV » et un « Saline Bag », cela vous redonnera 10% de votre niveau sanguin.
Il est possible d’utiliser également des poches de sang pour récupérer 20% d’un coup, mais la procédure est compliquée et dangereuse :

    Vous aurez besoin d’un « Start Kit IV », un « Blood bag » et un « Blood testing kit ».
    Testez le sang du donneur et du receveur avec le « Blood testing kit », notez leur valeur.
    Récupérez son sang avec le blood bag en main. Vous devez rester immobile le temps que le transfert se fasse.
    Combinez le blood bag rempli avec le start kit.
    Si le sang du receveur est compatible avec celui du donneur, vous pouvez lui faire le transfert de sang sans risques. S’il est incompatible, le receveur recevra le statut « Choc hemolytique » et en mourra.

Voici un tableau de compatibilité sanguine, valable aussi IRL :

En rouge : Incompatible. En vert : Compatible. En jaune : Compatible, mais risqué

Pour connaitre votre niveau de santé et celui du sang, prêtez attention à votre vision (Avec l’effet post processing activé dans les options) :

    Si votre vue se grise, jusqu’à devenir terne, votre niveau de sang est bas.
    Si votre vue se brouille, votre santé est basse.

Partie VI : S’équiper plus lourdement

C’est le contenu endgame du jeu. Avoir une vraie pétoire pour pouvoir se défendre ou attaquer. Il y a assez peu d’armes dans le jeu en comparaison du mod, mais il y a un choix crucial à faire tout de même. On y reviendra.

Le paradis des armes se trouve aux aéroports qui parsèment la map, au nombre de trois : L’aéroport internationale nord ouest, l’aéroport de Krasnostav nord est et l’aéroport de Balota sud ouest. Ce sont des lieux très fréquentés et imprévisibles. Les joueurs se dirigent souvent vers ces endroits pour s’y équiper et vous y irez également. La technique du « loot&run » est très risquée ici et il est préférable de prendre son temps, tout en ne trainant pas trop.

Restez à distance un moment et étudiez les environs, regardez si un joueur est déjà en train de fouiller l’endroit. Si c’est le cas, à vous de voir si vous voulez tenter de le tuer pour récupérer le fruit de sa chasse ou si vous attendez sagement qu’il parte, vous laissant les miettes.
Personne n’est votre ami dans ces lieux, presque tout le monde tire à vue. Le plus grand danger vient des servers hoppers, ceux qui vont de serveurs en serveurs pour récupérer du loot frais sans avoir à se déplacer. Vous ne pouvez pas les voir venir, remplissent un batiment que vous pensez vide et apparaitront souvent derrière vous. Inutile de vous dire que votre espérance de vie risque de s’en trouver très raccourcie.

Les armes les plus remarquables en ces lieux sont la M4 et diverses armes de poing. Des accessoires peuvent aussi être trouvés ainsi que des munitions en masse. Les sacs à dos les plus spacieux sont également lootable que dans ces endroits. Il est possible de trouver des gilets pare-balle, vous permettant d’être plus résistant ainsi que d’avoir 6 emplacement supplémentaires. Des vêtements camo sont également disposés à ces endroits.
Le premier choix à faire concerne celui du sac à dos. Le backpack hunter a une capacité de 30 places et offre un excellent camouflage kaki. Le mountain backpack offre une capacité de 35 places mais a une couleur criarde qui peut se voir de loin. C’est votre choix, le meilleur compromis étant le mountain backpack vert, qui offre un camouflage acceptable, mais imparfait.
Le second choix concerne l’arme de poing. Pensez aux munitions et aux chargeurs. Sans chargeur, vous ne pouvez chambrer qu’une balle dans l’arme, sans munitions, vous ne pouvez rien faire du tout avec.
Voici une liste récapitulative :

    1911 : Chargeur de 7 balles de .45ACP, munitions qui viennent par boite de 25 balles.
    FNX45 : Chargeur de 15 balles de .45ACP, pareil que le 1911 mais en mieux.
    Amphibia S : Chargeur de 10 balles de .22LR, munitions qui viennent par boites de 50 balles.
    CR75 : Chargeur de 15 balles de 9mm, munitions qui viennent par boites de 25 balles.
    Magnum : Chargeur de 6 balles de .357, munitions qui viennnent par boites de 20 balles. Très puissante, ne nécessite pas de chargeur pour être plein même s’il existe un rechargeur accélérant le processus.

Le troisième choix est bien évidemment celui du fusil, pas si évident que ça. Le fusil que vous choisirez dépendra de l’utilisation que vous voulez en faire.


      On commence par l’arme préférée des joueurs, mais pas nécessairement la meilleure. Ses meilleures qualités sont qu’elle est automatique, qu’elle dispose de chargeurs allant jusque 60 balles et qu’elle est hautement customisable. Ses défauts se résument au nombre de deux : Elle est très imprécise, au dela de 100m il est dur de toucher quelque chose. Sa munition, la 5.56mm ne se trouve que dans les bases militaires. A moins que vous ne voulez vous intéresser au squatting de ville et vous risquer à souvent revenir dans les bases militaires, ce fusil n’est pas si utile.

    Mosin 9130

      Seconde arme préférée des joueurs. Elle est très précise et peut posséder le titre de seul vrai sniper du jeu. Monté d’un long range scope et d’un bipode, elle peut atteindre une portée de 1km sans problème. Elle se trouve dans les fermes et sa munition, la 7.62x51mm, se trouve partout. Ses défauts sont son chargeur de seulement 5 balles, sans fastloader, ses tirs à coup par coup avec levier et son bruit infernal qui attire tout les zombies de la zone. Vous pouvez la peindre en camo vert/noire, devenant un fusil qui sait se fondre dans la nature.


      Une alternative séduisante aux deux fusils cités plus haut. Un fusil semi automatique avec un chargeur de 10 balles, présence d’un fastloader et sa munition, la 7.62.39mm, est très commune. Cependant, elle ne peut porter que la troisième lunette la plus puissante du jeu (PU Scope), la rendant viable à 600m, mais guère plus. Cependant, son tir rapide peut concurrencer celle d’un M4 si vous êtes fin tireur. Cependant, ce fusil et sa lunette sont trouvables un peu partout, rendant la visite aux bâtiments militaires optionnelle.

    Blaze 95 Double Rifle 

      Un fusil loin d’être mauvais, voire même plutôt surprenante. Il utilise la munition 7.62x51mm et est une arme précise, pouvant avoir une portée jusque 400m avec le viseur de base. Si la touche T est appuyée, les deux canons sont déchargés en même temps, la rendant plutôt efficace si vous avez besoin d’un bon coup de burst. Mais elle n’est pas customisable et son chargeur deux coups vous pénalisera.


      Un bon shotgun des familles et la précision qui va avec. Deux munitions possibles pour cette armes : les calibre 12 Slug (précision) et buckshot (dispersion). Comme la Blaze, on peut tirer deux coups à la fois en appuyant sur T. Sa particularité est qu’on peut la scier, devenant moins précise, mais aussi moins encombrante, permettant de pouvoir la porter dans le sac.

    Sporter 22

      Un fusil qui utilise la munition .22LR. Dégâts de mouches mais bon chargeur de 10 ou 30 balles, toutefois nécessaires sous peine de devoir chambre une seule balle. Recul inexistant, c’est un fusil qui s’utilise en massacrant la gachette.

Ainsi se termine le guide du survivant. Bon jeu à vous.



Mercredi 16 avril 2014  
Premiers retours de la version expérimentale

Pour ceux qui ne le savent pas encore, la version expérimentale 0.44.123800 est disponible pour ceux voulant l’essayer. Au programme : La limite de joueur est poussée à 100, le contrôle à la souris est beaucoup plus précise et dépendante du poids de l’arme en main, la présence de la physique et le temps est accéléré jusqu’à 64x.

 Le temps passe vite, très vite

Selon les premiers retours des joueurs lu à droite et à gauche, c’est une merveille. Les contrôles sont beaucoup plus fluides et il est plus agréable de jouer au jeu sans l’impression de lourdeur habituelle.
La nuit accélérée en x64 ne durerait que 22 minutes, voilà qui devrait favoriser le retour de la présence de la nuit sur les serveurs sans que ça ne pénalise à trop long terme le joueur.
Ceux qui jouent souvent sur les serveurs à 40 joueurs doivent déjà imaginer le chaos ambiant que doit générer 100 joueurs en simultané. La durée de vie moyenne lors d’un séjour à Chernogorsk ne doit pas dépasser les 5 minutes. Et que dire des aéroports militaires ..?

Il suffit d’attendre un peu et c’est dinette

La physique semble être encore imparfaite, mais fonctionnelle. On ignore encore si l’arc et les flêches sont de la partie, mais un screen circule sans qu’on puisse savoir si c’est véridique ou non. Il semblerait que pour le craft, il faut une corde et du bois, mais encore faudrait il que ce soit vrai. (Update : C’est confirmé)

Place aux mauvaises nouvelles : Les premiers bruits de couloir parleraient d’un nerf des armes de mêlée. Mais ceci est à prendre avec des pincettes et il faudra attendre que ça se confirme.

Pour y participer, il suffit de cliquer droit sur le jeu sur steam, aller dans propriétés, onglet Bêta et sélectionner la version expérimentale. Un patch de 200mo sera à télécharger.
Soyez cependant avertis : Les places sont pleines et il faudra beaucoup lutter pour entrer dans un des rares serveurs-test.


Jeudi 10 avril 2014  
The Importance Of Loot Spawns

A lot has changed since DayZ was first released at the end of last year. The majority of updates we’ve seen have been adding things like new weapons, new items and building on the core functionality of DayZ as a whole. Something we never seen a whole lot of was the addition of new loot spawns. Patches came and went and while each one would sometimes contain a snippet of ‘Location X Now spawns loot as intended’, we were still left scratching our heads as to why one of the most prevalent issues affecting  a players core experience in-game hadn’t been actioned sooner. What’s with all the empty buildings?

Ask any DayZ Veteran and they’ll tell you exactly which buildings to hit in each city in order for you to gear up most efficiently and without wasting time. It doesn’t take long to realize which buildings have loot and which one’s don’t – and when you do you – those empty buildings had might aswell not be there at all.

Having a pre-selected route in DayZ may be the most efficient method of gearing up, but after a while it certainly gets old… and fast. After your 20th loot run, using the same path and hitting the same buildings can seriously suck the fun out the game and it’s probably one of the main reasons that so many regular DayZ players are taking lengthy breaks between patches.

New Loot Spawns

This week, in an unannounced patch which was pushed to stable at the weekend, a massive amount of new loot spawns have been configured. There are new military spots, new residential spots, new spots in sheds and on roads. Burnt out vehicles are now spawning loot. According to the DayZ Reddit and the DayZ Forums, loot is more plentiful in general. The question is, is this a good thing or a bad thing?

More loot makes it easier to survive. It makes it easier to arm yourself with copious amounts of weapons and ammunition. It makes rarer items, like the long range scope and the rare vests less desirable.

More loot means you’ll hit end-game quicker, and when end-game content  in DayZ is already so sparse you may find that when you gear up in an hour and you find yourself camping the roof of a building, in a city that’s overflowing with loot, you may start asking yourself… what’s the point?

The only solution I can think of is that while there definitely needs to be many, many more loot spawn-points throughout Chernarus, the amount of loot in general has to be controlled to ensure that certain items don’t become too common. Dean mentioned at Rezzed that they were thinking of implementing this for super are items like Night-Vision Goggles and rare helicopter parts, I just hope they take it one step further and control the amount of all loot, especially powerful firearms.

View some screenshots below of the new loot spawns, courtesy of Reddit user atanar.



Lundi 7 avril 2014  
Devblog #26

A very busy couple of weeks for the whole team has just ended. Everyone has been preparing for our next big update, scheduled for sometime this month. Some highlights outlined in this post.

Guaranteed Updates

As previously mentioned we want to move from the current situation where the client and server “spam” messages at each other, hoping that some of the messages get through. Because they can’t be sure, the updates have to be sent again and again. This is believed to be the major restriction from breaking the 100 player limit. We anticipate this will be appearing on experimental servers next week, and then onward into the update for this month.


We’re ready now for our final implementation next week of fireplaces and the ability to light flammable objects on fire. Many visual updates and changes to the engine have occurred as part of this and we’re now making the mechanisms for players to decide where and how to make fires and how to light items on fire.

Physics and Throwing

We will be deploying this to experimental next week to gain some more feedback on its implementation. Progress on ragdoll has been steady although this is unlikely to be in experimental next week and will be ongoing for some time. A new animation system and animations have been made that allow you to “power” up your throw, the same system is used to allow you to draw your arrow when firing from the bow.

Player Mouse Control

Many players have outlined how much the mouse acceleration/controls need to be modified. Players head (view) will move instantly with raw 1:1 mouse feedback. Weapons may “lag behind” depending on how heavy and cumbersome the weapon is. For example, players with a pistol will be able to turn around and fire much faster than a player with a M4, or a chainsaw.

This represented a great deal of work and the complete replacement of the old system, therefore some bugs and plenty of tweaking are expected.

These will be deployed to experimental next week for more player feedback.

From the Art Team: Chris Torchia, Lead Artist

We’ve got our team working in so many different areas its hard to write a small summary of all the work.  

We’re wrapping up our part with archery and have a nice looking improvised bow and crossbow to release soon. Our animators have been spending time in the mocap studio to get accurate drawing, firing, and reloading animations for them and its looking great.  

Our new studio in Bratislava has been hard at work making some of the new food items which were shown by Dean at Rezzed as well as create all new wildlife models and we’re hoping the combination of archery, wildlife, and campfires will create a unique survival hunting experience for our players.

As for firearms, the P1 pistol is complete and configured in game. The same is true for the AKM but we need to spend some time polishing some of the rough edges before adding them to the loot tables and pushing to public. We’re finally going to implement stripper clips with the mosin and sweep through and tweek some of the firearm cfg values. As well, a little project I’ve kept under wraps is nearing completion. The first SMG in DayZ game will soon be ready and I hope you all will like it.

For character art our talented artists have created a couple new player heads for more unique looking characters which we’ll add in soon.  As well, we’ve made a Soviet-style officer hat and the tracksuit!  Next up, we’ll look at police, EMT, and firefighters.

Lastly, our environment art and map teams have continued to create new, interesting buildings and objects, as well as expanding the number of explorable towns, with the addition of Karmanovka – a town containing over 3000 objects!


Samedi 22 mars 2014  
Changelog - 0.43.116251


We appreciate everyones patience in getting this patch released to stable, the bug in 0.42 that caused lag and desync was very hard to track down and fix.

    Hotfix to address issues associated with severe lag and desync for many players.
    Servers now support accelerated time as a configurable option. This results in faster day/night cycle.
    New zombie animations in testing (they are considerably faster). We will be engaging with the community to decide if these new animations result in the zombies being too fast.

Mercredi 19 mars 2014  
Changelog - 0.42.116181


    Known Issues


        Item throwing physics is currently disabled


        Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")



        Vomiting have associated sound effects
        Ballistic helmet variants can be painted to black and green color with spraycan
        Can check pulse on unconscious players
        Searching for berries will now add berries to your inventory
        Eat All now supported for consumables
        You can catch rain into canteen and water-bottle from inventory


        New Ruger 10/22 reload animations
        New Ruger MKII Reload animations.
        Player now can sit with gun/weapon
        Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.


        SKS painting recipe
        You can paint firefighter axe black and green
        Blaze 95 painting recipe


        New rock textures


        Sambucus berry item added
        Canina berry item added


        Added black and UN ballistic helmet variants
        Sickle added into loot spawns
        1911 engraved version configure added to loot spawns
        Can opener can be used as melee weapon
        Box of 10 bucks shots added configured and added to loot spawns
        Wool Coat red/black/brown/blue/green/grey/check variants added
        Green and black variant of SKS
        Green and black variant of firefighter axe added
        Flat Cap red/black/brown/blue/green/grey/check variants added
        Rabbit leg, boar steak and chicken breasts added
        Fresh and rotten tomato configured and spawning on the server
        Fresh and rotten potato configured and spawning on the server
        Fresh and rotten Green Bell Pepper configured and spawning on the server
        Canned Peaches configured and spawning on the server
        Tactical bacon configured and spawning on the server
        Hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
        Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns
        Wool Coats and Flat Caps added to spawns
        Farming hoe configured and spawns
        Long wooden ash stick
        M4 attachment green variants added


        Adding lights to currently rendered scene changed
        Lighting from objects now is rendered during daytime also
        HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
        Engine supported point source light objects (e.g. Gaslamp) now working correctly


        Olsha has been updated
        Khelm has been updated
        New rock formations outside Svetlo have been created
        New Orthodox Chapel has been created
        Police Stations & Medical Centers have been placed across the map
        Village pub configured for spawning loot
        New villages surrounding Svetlo
        Chernaya Polana town + surroundings added
        Signs for "Chernaya Polana" added


        Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)


        Rain, Clouds, Wind, calculated on server and distributed to clients
        Rain now causes items and player to become wet


        Simple respawn mechanic implemented for zombies, pending more robust method



        Added 'inUseItem' back to action on target function
        Proper nutritional value will be added when eating near empty food
        Berry picking script messages to player improved.
        Removed duplicate option for crafting splint in action menu
        Fixed force drink message for action with waterbottle
        Eat all rice animation length modified
        Force feeding action now depletes right amount of food/drinks
        Water Bottle stays in hands after force drinking
        Eating cereals won't leave you with 0% box in your inventory anymore
        Fluids deplete properly after force drinking action
        Removed force feed action for disinfectant and alcohol tincture
        Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
        Ruined rags/bandages and wooden sticks doesn't produce infinite splints
        Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
        Edited player messages in force drink action and fixing broken limbs
        Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
        Player message for drinking from well


        Bandage and eating pills animation glitch fixed.
        Holding animations of various weapon magazines correctly linked
        Player can now be properly knocked out while in water.
        New M4A1 reload animations.
        Various glitches when moving / changing stances fixed.
        Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.
        Evade animations in prone (Q and E) are faster now.


        Subsonic projectiles no longer emit supersonic crack


        Buffed damage of 762x39, 9mm, .22LR. Slightly nerfed shotgun pellets


        Added color variants of ballistic helmets into loot spawns
        Purification tablets package contains ten tablets now. Cholera removing functionality added.
        Painted SKS chambering
        Even lower chance of backpacks spawning on construction sites
        Changed inventory view of pitchfork
        Removed quantity value from burlap sack tooltip
        Display name for t-shirts with stripes


        SSAO in options saved
        Rain effect settings changed
        Rain geometry optimized (28 bytes vs 12 bytes per vertex)
        Spot light culling fixed
        Fix of terrain intersections
        Fix of geometry trace for flares
        Rain now does not fall inside buildings for those on Lower/Disabled shadow settings


        Failure during new character creation could cause player to get stuck as unconscious


        Optimizations for Svetlo performance
        Forests surrounding Svetlo bugfixes


        Would never actually die from zero health or blood due to medical conditions
        Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
        Defibrillator used for restarting the heart of players who have a heart attack
        Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
        Melee damage application system changed to better balance
        Chance of bleeding from fists reduced significantly
        Arm and leg ache messages fixed
        Disconnected players avatars did not take shock or blood damage
        Falling from height while sprinting did not kill player when it should have
        Player could vault with broken legs


        Dropped items appeared only after a delay (now instant)
        Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
        Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server


        Changed inheritance of barrier structures (due to errors in logs)
        Item disappearing when dropped from inventory on stairs or near walls


        Long-range scope reticle properly centered


        Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)

Mercredi 19 mars 2014  
Weekly Report - A step into survival

Another week for the team pushing towards a stable release. We considered releasing a version to stable branch mid week during maintenance, however there were still two serious issues to fix. The first was related to the testing architecture not being suitable for the large number of servers we were supporting on experimental, and the second related to the invisible zombies and players.

Invisible players and zombies

Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position.

What occurred was that sometimes the straight path to a location was blocked due to desync on the server, i.e. the path on the server was different from the path on the client. This could result in players getting stuck in walls on the client (or server) and issues occurring.

Fireplaces and Emissive Improvements

One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below:


Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape.

New towns in Chernarus

Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update:


New Weapon Content

Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress.

We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry.  We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons.

Mouse acceleration and player control

We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this.

Physics and Arrows

Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development.

Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system.


Animals, collisions and zombie pathfinding

We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months.

Persistent Loot and objects

This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday.

Where is the new build?

We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release

What is next for the future?

Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems.

We look forward to finishing our work on the current build and having it out on stable!


Vendredi 7 mars 2014  
Weekly Report - Smashing Bugs for 0.37

This week saw us start our “survival” gameplay focus. This means most of our gameplay development focus is on refining the survival aspects of the game. We detailed some of the initial work for this last week.

Trying to get 0.37 to stable

Our main focus this week was to deploy a new version of the game to stable branch. We have two public “branches” of code, stable and experimental. A deployment to stable branch of the latest version of the game was scheduled for Wednesday, however we were not happy with some of the issues that remained.

Three major code changes have been occurring. We have been changing the way collision works to solve a number of bugs, such as shooting while prone colliding with the world and zombie collisions. Also our new physics system has been implemented, allowing us to have throwing, dragging, ragdoll, and even vehicles. In addition, a new guaranteed network message system has been developed to solve network issues, improve client/server performance, as well as reduce the “desync” issues experienced by many.

A number of bugs came out of these developments, two of which cause situations where players and zombies can become invisible to some clients. We want to solve this issue before we deploy to stable. You can try the current version out for yourself on experimental branch.

Survival Cooking

Progress continued with the development of several different kinds of fireplaces, and has moved onto creating assets for constructible ovens. These items will be persistent in the world, allowing the player to cook many things. The temperature system developed in the engine has been refined to have correct return from hot or cold to ambient temperature.

Survival Combat

A new area of work commenced this week is combat directly supporting survival. This includes throwing items, bows and arrows. We now have a great new animation for throwing, and the system developed for this will allow us to support proper animations for bows (e.g. drawing bow back, awaiting player input to fire).

The next week

Both Survival Combat and Cooking are our gameplay focus for the next few weeks, with our primary goal to get 0.37+ deployed to stable as soon as possible.

We’re also looking ahead further now towards how to best position ourselves to release vehicles, barricading, and advanced physics. It’s exciting times for us all here and we can’t wait to show what’s coming in our next video blog!


Vendredi 7 mars 2014  
Patch 0.37 (expérimental)

Après l’annonce du départ de Dean Hall des studios Bohemia à la fin de cette année, le développement du jeu ne semble pas impacté pour autant , conformément à ses dires. En effet, les divers patch et mise à jours sont toujours aussi présents, en atteste celle ci, nom de code : 0.37

Le réalisme toujours plus poussé à l’extrême, chaque possibilités offertes par le moteur d’Arma sont explorées et exploitées pour fournir une expérience de jeu inédite, tout en respectant les attentes des joueurs et de la communauté en général.

Mise à jour 0.37


      Le fait de vomir a désormais un son qui lui est associé.
      Les casques balistiques peuvent maintenant être peints en vert ou en noir.
      On peut vérifier le pouls sur les joueurs inconscients.
      Chercher des baies ajoutes à présent des baies dans l’inventaire.
      Option « manger tout » supportée pour tous les consommables.
      On peut désormais remplir ses gourdes ou ses bouteilles lorsqu’il pleut via l’inventaire.


      Nouvelles animations de rechargement pour le Ruger 10/22
      Les joueurs peuvent être assis avec un pistolet ou un fusil en main.
      Animations complètement nouvelles pour les armes de mêlée à deux mains.

    Nouvelles gestuelles

      Mouvements et attaques pour les armes tenues en main droite (Haches, battes de baseball, clef à pipe, pied de biche, extincteur, pelle et bêches. Ajout des postures basse et « aim » quand on est debout, accroupis et couché.


      Nouvelles textures pour les rochers.


      Ajout des baies de Sambucus.
      Nourriture : Ajout des baies de Canina.


      Ajout des casques balistiques noir et estampillés ONU.
      L’ouvre boite peut être utilisé comme arme de mêlée.
      Les gros item de tête ( casque balistique, de moto, de construction et de pilote) ne peuvent être portés en même temps qu’un masque.
      La bêche est configurée et ajoutée.
      Les équipements de la M4 peuvent trouvées de couleur verte.


      Ajout de lumières pour changer le rendu des scènes.
      La lumières des objets est maintenant effective durant les phases de jour.
      HDR amélioré et changé légèrement pour mieux reproduire la lumière le jour (ex : lampes de poche).


      Olsha a été modifiée.
      Khelm a été modifiée.
      De nouvelles formations rocheuses ont été crées près de Svetloyarsk.
      Nouvelles chapelle orthodoxe ajoutée.
      Les postes de police et les centres médicaux ont été disséminés sur toute la carte.
      Nouveaux villages autours de Svetloyarsk.


      Les joueurs peuvent avoir une attaque cardiaque.


      La pluie, les nuages et le vent sont calculés directement par le serveur et ensuite distribués aux clients.
      Météo : La pluie peut maintenant mouiller les joueurs et les objets.


      Une méthode simple de respawn pour les zombies a été implémentée. Une meilleur méthode sera joutée plus tard.

Modifications / Fix


      Possibilité d’annuler les actions en cours via un bouton.
      Les vraies valeurs nutritionnelles seront affichées lorsque les objets sont quasiment vides.
      Amélioration du message affiché pour le joueur lorsqu’il cueille des baies.
      Les bandages et bouts de bois ruinés ne peuvent plus se séparer à l’infini.
      Cliquer sur « manger tout » si la contenance est en dessous de ¼ ne produira pas l’animation complète.
      Nouveaux messages pour le force drink et réglage des problèmes dus aux membres cassés.
      Forcer à manger ou à boire n’utilise plus la totalité du contenu. Les gourdes ne sont plus supprimées après cette action.


      Les glitch sur les animations lorsqu’on se bande ou que l’on mange des pilules sont fixés.


      Ajout des variantes de couleurs pour les casques balistiques sur les lieux de spawn.
      Chances encore plus faibles de voir des sac à dos dans les bâtiments en construction.
      SSAO dans les options de sauvegarde.
      La pluie des effets graphiques de la pluie.


      Optimisation de la géométrie de la pluie ( 28 bytes contre 12 bytes par vertex).
      Modification des intersections de terrains.
      Correction des traces lumineuses pour les bâtons lumineux.
      La pluie ne rentre plus dans les bâtiments pour les configurations en faible/désactivé en ce qui concerne les ombres.


      Une erreur lors de la création d’un nouveau personnage pouvait bloquer les joueurs en état inconscient.


      Optimisation des performances à Svetloyarsk.
      Des bugs ont été corrigés dans les forêts autours de Svetloyarsk.


      On ne pouvait pas mourir lorsque l’on tombait à zéro en santé ou en sang à cause de complications médicales.
      Les épi-pen réveilleront désormais brièvement tout le monde si le taux de sang est bas.
      Les défibrillateurs servent à faire repartir le cœur des joueurs en état de crise cardiaque.
      Les dommages dus aux armes de mêlées ont été équilibrés.
      Chance de saigner à cause des coups de poings réduites de façon significatives.
      Tomber de haut quand les joueurs courraient ne leur faisait pas subir de dommages.
      Les joueurs pouvaient se lever avec une jambe cassée.


      Les objets apparaissent au sol instantanément.
      Les objets de l’inventaire pouvaient causer des désynchronisations.


      Changement dans la succession des barrières.


      La réticule du long range scope correctement centrée.


      Ils visent désormais le plus souvent la zone du torse lorsqu’ils attaquent.

Lundi 24 février 2014  
Départ anticipé du créateur de DayZ

Créateur de DayZ, Dean "Rocket" Hall a annoncé son intention de quitter la société Bohemia Interactive Studio d'ici la fin de l'année.

Plus qu'un mod, c'est une mode des jeux de survie qui a été lancée en son temps par DayZ. Son créateur Dean "Rocket" Hall avait ensuite rejoint Bohemia Interactive Studio, responsable de la série Arma sur laquelle repose DayZ, pour travailler sur une version standalone de son mod. 

Laborieux, le développement de DayZ a subi de nombreux retards pour finalement parvenir à une sortie anticipée en décembre dernier. Cette sortie prématurée était alors présentée comme un moyen de soutenir le développement de DayZ Standalone. Le statut d'alpha, les bugs et les zombies n'ont pas effrayé les joueurs avec plus d'un million d'exemplaires de DayZ vendus un mois plus tard. Ce succès, en parallèle de celui de Rust, illustrait alors un nouveau modèle de financement pour les développeurs indépendants, s'écartant du schéma classique et des éditeurs. Ce modèle n'est cependant pas sans risques pour les joueurs, comme l'illustre aujourd'hui DayZ.

Dean 'Rocket' Hall

En annonçant via le site Eurogamer son intention de quitter Bohema Interactive Studio d'ici la fin de l'année, Dean Hall annonce donc que d'autres se chargeront de finaliser son projet. Cela était en fait son intention depuis le début : « Au départ, je ne devais pas poursuivre cette année, mais cela aurait été idiot de ne pas le faire, et injuste par rapport à la communauté». Il portait pourtant toute la communication (et la vente) du projet. Créatif, explosif se décrivant comme une grenade, l'homme a visiblement du mal avec la gestion du projet et surtout le fait de s'inscrire dans un cadre qui n'est pas le sien. Il est certes parvenu à gravir l'Everest, mais le développement de DayZ est une autre histoire.

DayZ se trouve donc à un tournant, celui où son créateur préfère confier son oeuvre à d'autres pour qu'elle puisse évoluer. Toujours selon lui, son apport aurait été au final contre-productif à terme et Dean Hall va donc retourner chez lui en Nouvelle-Zélande. Il compte créer son propre studio et plancher sur l'application de plusieurs idées. Fasciné par les jeux multijoueurs, Dean Hall veut créer l'expérience parfaite dans ce domaine, pas DayZ.


Mercredi 19 février 2014  
Mise à jour 0.36.115535 (expérimentale)


Après quelques jours, Dean Hall et son équipe de développeur nous offre une large et vaste (comme souvent désormais) mise à jour ! Le réalisme poussé à son comble est de mise avec l’ajout des crises cardiaque, des pertes de conscience et diverses autres actions aléatoires. Si certains se demandait quand serait corrigés les bugs rencontrés in game, un section de ce patch y est consacré !



        Le bruit des vomissements a été ajouté
        Vous pouvez vérifier si une personne est morte ou inconsciente grâce à son pouls.
        Rechercher des baies permet de les voir s’ajouter automatiquement dans votre inventaire.
        « Tout Manger »  est maintenant possible avec les consommables.


        Nouvelles animations de rechargement pour le Ruger 10/22.
        Les joueurs peuvent désormais s’assoir avec une arme.


        Nouvelles texture pour les rochers !


        Sambucus (baie) ajoutée.
        Canina (baie) ajoutée.


        Ajouts de  lumières dynamiques.


        Olsha a été mis à jour.
        Khelm a été mis à jour.
        De nouvelles formations rocheuses ont été rajoutées en  dehors Svetlo.
        De nouvelles Chapelles Orthodoxes ont été créées.
        Des poste de police et diverses infirmeries ont été placés aux différentes extrémités de la carte.
        Nouveaux villages environnants Svetlo.


        Les joueurs peuvent avoir une crise cardiaque (déclaré comme « pouls irrégulier »).


        La pluie, les nuages et le vent  sont calculés sur le serveur et  répercutés aux clients (vous).
        La pluie fait devenir vos objets « humides », c’est-à- dire qu’ils auront un nouvel état possible : « humide » ou « sec ».



        Une valeur nutritive adéquate sera ajoutée en mangeant si la nourriture est presque vide.
        La cueillette de baies provoquera l’affichage d’un message à propos de votre état global.


        SSAO est désormais sauvegardable.
        Les réglages d’effets de pluies ont changé.
        La géométrie de la pluie a subit une optimisation (28 bytes vs 12 bytes par vortex).
        La destruction des lumières est fonctionnelle.
        Ajustement des intersections de terrain.
        Ajustement des effets de lumière.


        L’échec lors de la création de nouveaux personnages pouvait causer des joueurs coincés comme inconscients.


        Optimisations des performances à Svetlo.
        Les bruitages des forêts environnantes à Svetlo ont étés modifiés.


        Les « epi- stylos » pourront désormais réveiller une personne (brièvement) de l’inconscience même si le niveau de sang est très faible.
        L’utilisation du défibrillateur pour réanimer les joueurs victimes d’une crise cardiaque est opérationnel.
        La perte de conscience est un événement imprévisible, les épi-stylos ne se réveilleront pas toujours un joueur inconscient, sauf si il est victime d’une crise cardiaque.
        Amélioration du système de combat clos (mêlée).
        Les chances de saigner après un coup de poing sont réduites.


        Les zombies vise surtout la poitrine maintenant lors de l’attaque.

Vendredi 7 février 2014  
Update 0.34.115106
    Branch: Stable
    ETA: Complete (Should be pushing out now)

This update was released to Stable as a critical update outside of our scheduled maintenance period. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.


    Known Issues


        Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated


        If player puts burlap sack from his head to ground his vision stays black



        Ruger 10/22 hand pose
        It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)


        Can repair clothes, weapons, and items using specialist items (such as sewing kit)


        Configured sewing kit and its recipes
        Added configuration for durable riders jacket
        Added Cowboy hats to the loot spawns (multiple colors)
        Added Sewing kit to the loot spawns
        Added B95 and 762 speedloader to loot spawns
        Added configuration for durable riders jacket
        Added durable leather jacket to loot spawns


        Thumbs Up gesture added with default F7 key binding


        Optimization of synchronization of textures/materials (minor improvement to server FPS)


        Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)



        Could not cover another players head with a burlap sack
        No longer spawns clones of sack after Remove Head Cover action
        Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore


        Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.


        Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
        Player should now be force-disarmed when clapping while holding a single-handed weapon.
        Pointing and clapping now works even when initiated from aimed states
        Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
        Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
        Twitches on right hand fixed when holding an item while middle finger and pointing.


        Cannot combine ruined stacked objects (such as ammo, rags)
        Cannot chamber/load magazine with ruined ammunition
        Motorbike helmet visors didn't retain their type when spray-painting the helmet


        Game Crash when using FLUSH command
        Out of bounds crash when no sounds defined


        Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos


        Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
        Vomiting/Stuffed was completely broken. Now simplified and streamlined


        Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)


        Lowered probability of Weapon cleaning kit spawns


        Healing system was double processing for blood regeneration
        Notifier messages were not being cleared/reset on within-state changes
        Players position was not saving on disconnect
        Players could get continually stuck in a dead character during load from central server
        Players would not receive any falling damage
        Disconnecting dead player would delete the body after ~30 seconds
        Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
        Notifier gets stuck on "stuffed"


        Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)

Vendredi 7 février 2014  
Critical Unplanned Update of 0.34 to Stable branch

Earlier this week we identified the source of a "respawn" bug that would cause players to become stuck in the "you are dead" screen. Because of the extent of the problem, and the difficulty it causes players, we have decided to push the 0.34 update to stable very early.

What was the bug?

This was caused when two small bugs with existing systems combined together when another bug was fixed. When a player clicked "respawn" for an unconscious character, the game server immediately sends an urgent message to the database asking it to kill the players current character. The the server sets the players game character's damage to full, and proceeds to save the characters current inventory/position one last time to the database. Normally, by the time it has finished that the damage has been set for the character and, again, a message was sent to the server demanding the player was killed.

There was an old failsafe in the "save character" system on the central server, that when asked to save a character where no alive one existed, it would make a new one. What this meant was, the respawned character would be killed, then saved new, then killed again. The problem occurs that when a server comes under heavy load... both kill messages occur first. This means that a cloned, already dead, character then exists - trapping the player in a cycle of death. This complex logic state issue was identified and fixed yesterday.

What does this mean?

This means three things

    The 0.34 will not be as extensive as we wanted it to be (just hotfixing)
    There is increased risk of new bugs creeping in to stable as 0.34 has not been tested long
    Today the whole stable network will be dropped to deploy the update

Why not wait until the scheduled update?

We feel that the impact of the bug is too high, and affecting too many players, to wait until we have tested the update more extensively and deploy it during our scheduled maintenance periods (wednesdays). Leading into the weekend, there is the potential for the problem to become worse as the server performance drops as more and more character have the issue and connect/disconnect trying to fix it.

When will this happen?

7 February 12PM GMT, the stable branch network will be taken down to deploy the update. Please note: it can take game server providers up to 30 minutes to drop their servers. Players who are connected to a game server while the central server drops, are at risk of losing their progress.

How long will the downtime last?

We expect it stable to be down for three hours.

Will Experimental Branch go down too?

No, Experimental Branch will not be affected, although only a small number of servers run this branch.


Mercredi 5 février 2014  
Update - 0.33.114926 - Part 2




        Morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
        Keys won't disappear after uncuffing
        Loading ammo works for sprayed Mosin variants
        Read/Writing notes with paper and pen now works again
        reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
        Actions on another player no longer have an unlimited distance (max 2 meters)


        Bug allowing players to clip through geometry of the police station building.


        Fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
        Weapon reloading for magazine was not working properly when no magazine fitted
        Rifle Aimed Walk Updated, diagonal animations fixed
        Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
        knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
        changed animation for equipping the compass
        Proper animation played when taking pistol in run
        Changing stances is faster now both for armed and unarmed player
        Skinning problem with armored zombies that caused the model to warp during some animations
        Standing with aimed weapon now allows for higher angle of tilt/bend
        Mosin bolt animation after each shot updated to match hand animation
        Removed footstep sound from pointing animations
        Pointing gesticulation now possible even when holding 2 handed weapons
        Clapping now possible to initiate while holding 2 handed weapons


        Berries have more nutrition now


        You can no longer saw off sawed off shotgun
        Can spraypaint M4 to green or black
        Damage is now transferred when items are painted
        Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
        Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
        Spraypainting an M4 won't delete your carry handle
        Guns are no longer placed on ground while being painted (if not nescessary)
        You won't loose attached universal weapon flashlight after M4 painting
        Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity


        Dazed effect plays again when a player is hit/damaged/shot
        Some effects were not active locally when a player was restrained
        Gunshot sound of Magnum reverted to original one


        Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
        Popping up texture error for beret models


        Spraycans won't deplete after relogging
        Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
        Headlamp beam raised slightly
        Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
        Various item descriptions and notifications fixed for grammar, typos, more detail
        ZSh-3 Pilot helmet fixed and updated
        Hoxton and Dallas masks where displayed in center of character, now display on face
        Splint position in hand was wrong now corrected


        Taunt defaults correctly to F4 key


        "god rays" could cause overloaded post-processing and graphical corruption
        Fix of removing shining object from hand (switch off)
        Roads have per pixel lights
        Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
        Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item


        Respawn button now works correctly
        Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server


        Lowered chance of Taloon and Mountain backpacks spawning
        Drastically lowered chance of backpacks spawning on the construction site
        Loot spawn tweaks in some civilian structures


        Mosin recoil increased
        Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
        Sawed-off shotgun: reduced size in inventory, reduced spread
        It is no longer possible to attach longrange scope onto SKS
        M4 carry handle can now be attached to painted variants of M4
        Fixed error in config of shotgun snaploader causing low velocitiy and damage


        Better filter/check of attack hits directly in engine
        Military zombies made tougher



        Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
        Creating item using recipe system caused serious server crash when not enough space in inventory
        Client crash on exit, all systems 100% reproduction


        Previous build caused overzealous starvation to occur

Mercredi 5 février 2014  
Update - 0.33.114926

This build continues with small bugfixes and several engine changes. A late addition of a significant change to the server variable processing has provided us a major performance boost on the server of around 5-10 FPS. This helps with a great deal of issues and results in a much smoother game experience from players even on a smooth server. Once several more of these optimizations are made it will allow us to increase player/zombie numbers and enable loot and zombie respawning.


    Known Issues


        Loot is not spawning in military tents
        Some structures in Svetlo currently do not spawn loot


        Servers under load can delay actions from the client


        Only 4 dynamic light sources will be rendered at one time currently


        Looting a dead body may make a ghost clone copy of the inventory



        Chambering SKS round from pile, loading 10 rounds from pile
        You can uncuff other players with the hacksaw
        Cannot use an item (e.g. drink/eat) if it is "Ruined"
        Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly
        Restrained players cannot use inventory or action menu


        Player now can take and hide rifle in crouched run
        SKS reload animations
        Firing weapon when sprinting will transition player into the aimed run(with some temporary limitations)


        FNX45 pistol can be chambered with single round
        Opening cans with combat knife added
        Opening cans with machete added
        Painting Motorbike Helmets to Black and Green
        Waterbottles and canteens now allow pouring water between them


        Magnum revolver ejecting shells when reloading
        Magnum revolver sounds - gunshots, reloading
        Mosin ejecting shells when cycling
        New Mosin sounds - gunshots, cycling, reloading


        Improvised courier backpack added
        Machete added
        Hard hats added in various colors
        Motorcycle Helmets have black visor variants
        Small, uncomfortable, and silly (but cute) children's school backpack


        Clapping Gesture added, default F5 key
        Pointing Gesture added, default F6 key


        Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
        Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
        When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe


        Player spawns now cached by engine directly, increasing performance
        Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5-10 FPS)


        Added Bubble goose jackets into the loot spawns
        Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
        Healthcare Center now spawns loot
        .45acp box of 25rnds added to loot spawns
        Police stations now spawn loot


        Hunger and Thirst slightly modified.
        Notifications added to UI for hydration and high energy
        Fractures can now occur due to melee and shot damage, not just environmental
        Fractures (arms/legs) now saved and loaded correctly from database


        Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian


        Different types of Military zombies now have tougher attack values and improved durability
        Engine dynamic obstacle checking (zombie, another player)
        Svetlojarsk zombie spawns added

Jeudi 30 janvier 2014  
Version 0.33 - Patch note

Depuis hier, les développeurs ont déployé leur prochain patch sur les serveurs expérimentaux. Sur son post sur les forums officiels de Dayz, Rocket indique que celui-ci sera appliqué sur les serveurs stables aux alentours du 7 Février. Avant de nous détailler les différents ajouts et corrections, il a au préalable répondu à deux questions que les joueurs lui posent régulièrement.

Pourquoi les bugs ne sont pas fixés alors que vous continuez à ajouter du contenu?

Dans la mesure ou dresser une liste des priorités est très important lorsque l’on se partage le travail, il y a une limite au nombre de personnes que l’on peut faire travailler sur des taches complexes sans rendre cela encore plus complexe. De plus, une partie de la team est focalisée uniquement sur la création du contenu et sur le design. Donc pendant que les différents problèmes sont en train d’être résolus, ils continuent les ajouts.

Quand pourra-t-on désactiver l’accélération souris ?

Cela ne sera pas le cas dans cette mise à jour, mais nous avons planifié de modifier les contrôles. Ce n’est pas aussi simple que de cocher un bouton OFF car la vitesse à laquelle votre personnage tourne n’est pas dictée par la souris uniquement mais aussi par le type d’arme que vous portez, à quel point vous êtes fatigués, etc…


    Actions : Chambrer le SKS depuis une pile de munitions. Chambre 10 balles.
    Actions : On peut couper les menottes avec une scie.
    Actions : On peut peut plus utiliser d’objets s’ils sont détruits (ex : nourriture/boisson).
    Actions : Interactions avec les objets retravaillées.
    Actions : Les joueurs attachés ne peuvent plus utiliser l’inventaire ou le menu d’action.
    Animations : Les joueurs peuvent désormais prendre et cacher leurs fusils quand ils avancent accroupis.
    Animations : Animation de rechargement du SKS.
    Crafting : Le FNX45 peut être chambré avec une balle.
    Crafting : Ouverture des canettes avec le couteau de combat.
    Crafting : Ouverture des canettes avec la machette.
    Crafting : Possibilité de peindre les casques de moto en vert et noir.
    Effets : Le Magnum éjecte les douilles quand vous rechargez.
    Effets : Nouveaux sons pour le Magnum (tirs et rechargements).
    Effets : Le Mosin éjecte les douilles après chaque tir.
    Effets : Nouveaux sons pour le Mosin (tirs, rechargements, réarmement).
    Equipement : Ajout du sac courier improvisé.
    Equipement : Ajout de la machette.
    Gestes : Ajout de l’applaudissement, f5 par défaut.
    Gestes : Ajout du geste pour pointer du doigt, f6 par défaut.
    Login : Mise en place d’un système de file d’attente avec pénalité de temps quand on switch de serveur et quand on déconnecte trop vite.
    Server : Les spawns des joueurs sont mis en cache par le moteur. Performances améliorées.
    Spawns : Ajout de la doudoune.
    Spawns : Ajouts du SKS, de son speedloader, de ses munitions (en piles et en boîtes) et de sa bayonette.
    Systems : Faim et soif légèrement modifiées.
    Systems : Ajout de notifications quand on est bien hydraté ou plein en énergie.
    Zombies : Différents types de zombies militaires sont plus résistant et font plus de dégâts.
    Zombies : Détection d’obstacles dynamique.
    Zombies : Spawns de zombies à Svetlojarsk ajoutés.


    Actions : Mophine utilisable sur les autres joueurs et soigne correctement les jambes cassées. L’item est aussi correctement placé dans les mains.
    Actions : Les clefs ne disparaissent plus après ouverture des menottes.
    Actions : Possibilité de charger correctement les Mosins peints.
    Actions : La lecture et l’écriture sur les papiers avec le stylo marchent de nouveau.
    Actions : Réveiller un joueur avec l’épinéphrine ou le défibrillateur marche même sur un joueur avec moins de 500 de sang.
    Animations : Fix sur un bug qui, lorsque que l’on rechargeait allongé laissait des résidus sonores à la fin de l’animation.
    Animations : Problème sur le rechargement des armes avec chargeurs.
    Animations : Viser tout en marchant avec le fusil amélioré correctement animé.
    Animations : Straffer à travers une porte en étant accroupis avec un fusil ne coincera plus le joueur.
    Config : Les baies sont plus nutritives.
    Crafting : On ne peut plus scier un fusil à canon scié.
    Crafting : Possibilité de peindre la M4 en vert et noir.
    Crafting : Les dommages sont transférés quand l’arme est peinte.
    Crafting : Il est possible de crafter un sac improvisé seulement si le sac courier est vide.
    Crafting : Les kit de nettoyage ne peuvent être utilisés sur des armes ruinées.
    Effets : L’étourdissement affecte un joueur de nouveau s’il est touché/blessé.
    Effets : Certains effets n’était pas actifs localement quand un joueur était entravé.

Erreurs fixées

    Fixé : Erreur de textures avec les bérets.
    Fixé : Texture manquante dz\weapons\data\weapons_damage_metal_smdi.paa
    Equipement : Les bombes de peinture ne se vident plus après reconnexion.
    Equipement : Les livres, radios, marmites, canettes de gaz, allumettes, papiers, buches et pierres peuvent pris en main.
    Equipement : Rayon de la lampe frontale légèrement augmenté.
    Equipement : Les objets peint gardent leur ancienne contenance (plus de rechargement).
    Equipement : Correction des descriptions d’objets.
    Equipement : Casque de pilote Zsh-3 corrigé et ajouté.
    Gestes : Taunt mis par défaut en f4.
    Graphismes : Les rayons solaires pouvaient surcharger le post processing et corrompre les graphismes.
    Graphismes : Extinction des objets lumineux lorsqu’ils quittent les mains.
    Graphismes : Eclairage par pixels sur les routes.
    Graphismes : Les lumières dynamiques sont maintenant définies en terme de Radius.
    Loot : Les atèles n’étaient pas tenues correctement en main.
    Spawns : Réduction drastique de voir apparaître des sac à dos dans les bâtiments industriels.
    Spawns : Erreurs de spawns dans les zones résidentielles.
    Armes : Recul du Mosin augmenté.
    Armes : Le Mosin à canon scié peut être rechargé.
    Armes : Réduction de la place prise dans l’inventaire pour le canon scié.
    Zombies : Attaques de zombies gérées par le moteur.
    Zombies : Zombies militaires plus forts.
    Moteur : Crash du serveur du au fait que les corps ne disparaissaient pas lorsque qu’un jouer était à proximité.

Liste des bugs évoqués par les développeurs

    Spawns : Pas de loot dans les tentes militaires.
    Spawns : Certains bâtiments à Svetlo ne font pas pop de stuff.
    Server : La charge des serveurs peut entraîner un délai en ce qui concerne les actions du client.

    Seuls 4 sources de lumières dynamiques seront affichées en même temps.


Mercredi 22 janvier 2014  
An Unexpected Journey - The Life And Dead Of DayZ's Chernarus

This is the latest in a series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

An irony of Chernarus, the fictional-yet-you-can-somehow-cosplay-there home of DayZ, is that the older the game gets, the younger the map should grow. The awesome ArmA machines for which it was built – planes, helicopters, tanks, boats, guns, the Lada – will fall into disrepair. Some survivors might have the specialist tools to fix them, but more will have the skills to steal them. Those bandits maybe won’t fix them, and this post-Soviet state will suddenly start to look very pre-Soviet indeed. Though this natural outcome seems unlikely for a mere computer game, it’s what’s so exciting about DayZ being Early Access. We get to watch its apocalypse unfold.

This must be a rather strange prospect for Ivan Buchta, the Bohemia Interactive designer who grew up in the northern area of the Czech Republic the map so closely resembles. To the current DayZ Standalone team he’s the “Ambassador Of The Republic Of Chernarus”, which makes plotting the death of his birthplace an unlikely part of his job description. But then that’s the other thing about DayZ going Early Access: it’s a job he seems to share with just about everyone, from his workmates to the players who think they should ratify the game’s every move.

DET: How involved was the preproduction phase of turning ‘real Chernarus’ into a game map?

Ivan Buchta: We invested a lot in, not preproduction, but resource-gathering research. Creating a lifelike landscape like this is just different than building a level. For me, of course, it was also a personal thing because I grew up in those parts; I actually enjoyed the field trips and showing my colleagues what’s around. So, we were trying to capture something more than just a playground for tanks and helicopters. We went on plenty of trips, most of them in the autumn. ArmA 2 was developed for three years so we actually had three autumns with some shorter visits in between. There we realised how variegated and colourful the terrain actually is.

Once we overcame the frustration that we couldn’t replicate it exactly, we started to figure out the important things. We started to get acquainted with the internal logic of the landscape. And of course there were some design intentions which allowed us to make some changes. For example, the area we’re working with is in reality connected to its surroundings, but we had to make it a lot more independent, especially on the boundaries of the north and the west. We just needed some generic hills to hide the generic terrain behind them. But even the playable area had to depict some remote, half-abandoned places instead of big roads with several big villages, plenty of traffic, and factories (which are now being recreated equally creatively by the DayZ map team).

Also, as we were trying to create a fictional post-Soviet country, it meant that we wanted to change the architecture to give it a slightly exotic flavour. We were doing lots of research on the Russian, Ukrainian and general Carpathian architecture: village structure, details like road signs… We made compromises so it’s not Czech, it’s not Russian, it’s not Ukrainian; it’s Chernorussian.

DET: How realistic – and how unrealistic – does such a peculiar military campaign map have to be?

Buchta: It’s obvious that when you are trying to replicate real life terrain in a computer game, you need to make lots of compromises. You need to make sure that the terrain on which you spent three or four years of development is working as you intend. For the sake of the impact on the player and the appearance or function, the realism is very important in terms of landscape structure. The scale of the map allows for a lifelike recreation of combined military operations combat: you can fly someone behind enemy lines in a helicopter, you can perform mechanised infantry attacks, you can have fire support from a distance. For a military game like ArmA it was very important to keep the scale as realistic as possible, 1:1. Keeping the real-life structure of the landscape while only changing the insides of the villages means it retains a certain quality that’s very hard to do from scratch. It’s the appearance of the landscape and stuff you can do in there.

If we were doing a completely fake landscape, you probably wouldn’t be able to use some of the lifelike considerations and knowledge – and it would look a lot worse. I’ve already mentioned that we’ve changed the internal structure of the villages, the urban terrain. We do need to keep some things very unrealistic because our artificial intelligence– There are some constraints and simple rules you need to follow to make sure the AI’s able, for example, to fight in urbanised areas. Of course we don’t have as many object types as the real life Chernarus area offers. So, instead of using 300 unique houses to build a village, we’re using 20. But we need to do it in a clever fashion so it looks authentic. That’s what good design is about: you realise what the constraints are and use what you have to the greatest impact you can achieve. We had performance limitations, we had object count limitations, we had AI-based limitations, and still we had to create authentic-looking Central European terrain in which lifelike military operations wouldn’t look totally dumb.

DET: Do you pander at all to the tastes and stereotypes of the wider global audience? That idea of such regions being almost supernaturally bleak and mysterious.

Buchta: Yeah, we have a history of making exotic landscapes. If you look back at Operation Flashpoint, it contained parts of the landscape that Czech people are quite familiar with, but it felt exotic. Ever since this worked for me when I was just a young student playing Operation Flashpoint at night and trying out the first mods, I always try to think about it when making Chernarus. It wasn’t that we calculated impact or did market research; the design arises purely from personal preferences and excitement about certain things. Independent intentions. But in the background, of course, I was thinking: ‘If we do this, will people get it? How will they react?’ Sometimes it was fun to leave something there, a riddle for the westerner – but it would have to be completely acceptable or approved by eastern people. That’s what I find kind of flattering: westerners feel it exotic and they like it, and eastern people like it because it reminds them of home. That’s kind of strange.

In the development of DayZ I’m trying to push a certain balance of western and eastern equipment, architecture and details. Especially with the player equipment because everybody likes to have the Gore-Tex jacket and tactical vest because, you know, they’re functional, the cream of the crop. What I’m trying to promote is that there are also work clothes that are a lot more common – or should be – in Chernarus. Instead of elaborate hiking shoes you’ll find work boots or wellies. I’d like to have these common civilian items in the game, and that should increase the value of these hi-tech western things. Four or five times you’ll find an AK Bandolier with limited capacity, and then you find the western tactical vest. That’s cool, why not? I like that balance.

We also realised that there are two distinct groups of western and eastern gamers, and they go after different items. I can imagine there’ll be people role-playing, and that’s another cool aspect DayZ can provide to them once we have different factions of those origins. Of course I’m into more eastern stuff, but maybe that’s because I’m trying to keep a certain vision of how the country of Chernarus worked before the days of DayZ: what should be common and what should be rare. The variety it provides, the interesting mixture, is what’s attracting a lot of people.

DET: How do you address the differences between those two player groups?

Buchta: For me it’s more about feeling than knowledge. I have a lot of friends from both regions, and I think it’s comparable to the ArmA community. There’s a very big Russian-speaking community with its own servers and modding scene. They communicate and share outside that, obviously, but I’d say there’s a difference in taste and priorities.

I have to think about what effect things would have upon the eastern or western people. Some people want it to be a perfect 50/50 balance, but we just do what we do. There are always people on the team with an inclination towards one or the other, so we make sure both types of people have their voice and can add stuff to the game that’s welcomed. And there’s always a part of western people that likes eastern stuff and vice-versa, especially when it comes to equipment. Of course, with Chernarus I think that the perception is different. Eastern people are probably culturally closer to the Czech people who are behind most of the graphics and design – only now the core development team for Chernarus is composed of Russians and Americans, and I’m representing the Czech part to try and unify it for our external artists who are Czech. I’m sure Chernarus will end up very polished and satisfying for everyone.

DET: Why do you think Dean Hall chose Chernarus for DayZ, versus whatever other options he would have had?

Buchta: He felt it quite natural to pick Chernarus for a ‘zombie survival’ game. It felt gloomy enough to him to start the modification in there. He also had a working version on Takistan, the Middle East terrain from Operation Arrowhead. But Takistan and zombies aren’t as compatible. I would even dare to say that once he started to work on Chernarus, the balancing throughout development became dependent on a lot of what Chernarus offered. If the map was even slightly different then the balancing would be slightly different because we have certain average distances between settlements, certain average sizes, certain amounts of accessible buildings. All this probably played a role in creating DayZ’s game mechanisms. And of course Chernarus is good terrain by itself, you can do plenty of stuff in there.

DET: DayZ Standalone gives us ‘Chernarus Plus’, of course. What was top of the to-do list when refurbishing the landscape?

Buchta: I suppose that nobody will be surprised when I say that the priority was to fix bugs. During ArmA II we didn’t fulfil all the plans and expectations, and managed to create a lot of bugs in the process. We could say a lot of bad things about Chernarus, but fortunately everyone keeps seeing the good. I’m very grateful for that. But there were some issues the players might not have realised but we knew about them, and I felt the urge to start the revision of Chernarus by removing those old burdens.

In 2012, as the work on DayZ Standalone started, the ArmA III map design team helped get rid of the major issues. They went to the community feedback tracker to see what was wrong. There were some floating trees we knew about; some discrepancies in the long distance surface masks; we tried to optimise the grass a little so there’d be better FPS. Along with these changes we’d already projected some additions. The first focus was to keep the map more balanced, or even unbalanced in the way we want it. And to offer a few more interesting locations because we felt that people are getting this map again, so it should be as flawless as possible, and they need to find something new in there.

After playing the DayZ mod, for example, I knew that water pumps and resources should be more important. Also, based on the community maps, we realised that there are some areas that aren’t offering enough of the resources that would be logical to have there. On the other hand, when I was mentioning ‘unbalancing’ the map, there are plenty of buildings that offer ‘special’ loot, like hospitals. They were concentrated on just a few parts of the map, so ad-hoc we tried to add a supermarket here or hospital there basically to break the behaviour patterns of the players. “All right, so first I’ll go to the hospital and grab these things. Then I’ll go to this barn for this, then the military airfield in the north west to have some fun before retreating to the hills to make a tent.” It’s starting to get boring, so the changes we’re making are primarily focused on expansion of that gameplay.

DET: What’s your philosophy when it comes to major landmarks in such a realistic map?

Buchta: All of that is planned, and I’m constantly urging my colleagues to be careful with all of this because I feel the landscape should stay as normal-looking as possible. I would definitely like to avoid turning Chernarus into an unrealistic array of cool-looking locations, with you going from one to another. A big part of the improvements is involved in generic things, which is why we’ve now started improving the forests. They cover something like 40 per cent of the Chernarus map but most of them are, unfortunately, boring: tall trees, no terrain details, no brushes, no dense parts or clearings. Just by adding a few clearings you can make it a more interesting place should you want to travel through it.

Of course there are some ‘real’ landmarks being planned. Two kinds: the first being to make special 3D models. I suppose some people have already found the big shipwreck north of Berezino. That’s one example but you can do it only once, and the amount of work our artists put into that shipwreck was enormous. And it just improves one location, so we’re also doing things a more generic way. For example, you can think of some great composition and use the objects you already have to make it special. This way we’re building some rocky areas: mazes where you can hide, build your tent, or play against other players in some deathmatch arena.

We can also focus on the generic things like the police stations and healthcare centres: two kinds of functional buildings with special loot that would make sense in bigger villages and small towns. These will be new locations, something fresh, and it won’t be completely overwhelming. And there’s something I privately call ‘storytelling locations’: we assume that something happened before Chernarus became infested by zombies, and especially during the outbreak. We don’t want to explain these things, but people would behave in a quite non-standard fashion. Military convoys would go through the land, civil protection aid stations would be established, and people would try and move from dangerous places or barricade themselves.

I would like to see these little things in the game. Purposefully we keep the DayZ development team pretty small, so I can’t just make a huge list and see everything in-game in a month, but we know what we can achieve and have a really big wish-list. I hope that soon people will start finding unusual locations and ask, ‘What the hell was happening here?’ I think it’s our duty to make the tourist simulator ordeal for people a little more special. But again, I don’t really want to overdo it. We tried to place some fortifications in the villages but it didn’t really work. Same with too many wrecks around the place.

DET: You could use the opposing game worlds that the Avalanche studios make – Just Cause versus theHunter – to explain this concept to people. One’s the action movie theme park and the other’s the authentic game reserve, which is what DayZ ultimately is.

Buchta: Exactly. Depending on how much or how often you want people to stay in your environment, you need to be careful how much you add. The less spectacular approach is what suits Bohemia’s games. On the other hand you have plenty of great examples of the theme park approach. The most successful for me is GTA IV and their depiction of New York. I was amazed. They were tossing all those copies of well-known locations in there but it worked really well from the first minutes of the game.

But the fact that you like something shouldn’t mean that you put it into your game. It’s much easier to study the history of a place, and how the people moulded the face of the land, in an urban terrain than in the country. In the country you have ecological factors, biological factors, geology, and of course all the human activities. It’s bigger and with more dimensions than when you describe a city.

DET: Weather is obviously a huge factor in setting the tone of a place. DayZ inherits ArmA’s unswerving naturalism, but should it be bleaker? Are you happy with how it looks in terms of post processing, colour correction, etc?

Buchta: I’m never happy enough. The truth is that DayZ is being built on the Take On Helicopters branch of the Real Virtuality engine, because at the time it was more suitable and much more stable compared to the ArmA III branch which was undergoing substantial changes. The weather part and lighting part of Take On was retained, and while a lot of cool stuff was going into ArmA III, the priorities for DayZ lay elsewhere. It was a good decision because currently the game’s look is acceptable. But we feel in the team that we can add lots of cool things to really distinguish between sunny, really nice weather and a more gloomy, foggy atmosphere. It’s something I’d love to see in the game as soon as possible.

We won’t resort to colour correction because it’s treacherous, let’s say. Unless you design it very well you can have some conflicts in the addition of layers. But it’s doable, and actually I’m not saying we won’t use it. But I think we’ll aim for something slightly more robust with some new features. We know what we’d love achieve, it’s just finding ways to achieve it. I suppose this will be most likely addressed in one of the future engine updates, and unfortunately I can’t tell you what the plans are because I don’t know them.

What’s important to realise is that DayZ is a survival game in which we’re not waging a nuclear war, so it can definitely be sunny. For me it’s the dynamic that creates the really important part of the experience. You’re experiencing nice weather and suddenly you’re ambushed by a bunch of bandits and you die on a sunny day. Or it can spend the whole day raining and suddenly the rain stops, you find some dry wood and paper, and just enjoy the setting sun while drying your clothes by the fire, cooking something you’ve hunted. Enjoy it while it lasts. So we definitely need to have dynamics, not just STALKER-ish gloomy weather or some flamboyantly coloured Chernarussian autumn. We need everything in between plus storms, fog and whatever.

DET: There’s always speculation as to what’s possible in terms of draw distance in the game’s client/server relationship, especially after the engine update. What are the facts?

Buchta: I’m not a network code programmer so couldn’t give you useful data for this. Again, though, it’s the Take On Helicopters branch which is basically Real Virtuality stripped of useless things like an editor, mission structures, rules for AI – but the renderer is the same. It’s rendering the same data, or even more data than ArmA II. We are talking about 20-60million triangles per second. Of course we could improve the draw distance, but we’d need to fit this into the number of triangles rendered per frame. There’s also the question of how to handle this with the server. Until we do some huge optimisations it’ll probably be what it is.

DayZ Standalone is in very early alpha stage and, as far as I remember from my discussions with the programmers, there’s the intention to revise performance: adding nicer weather, improving light rendering, and this. But I don’t want to make any promises because it’s none of my business. But currently you can’t really have greater draw distance than we have unless someone does something great with it.

DET: And grass? How do you avoid the thing where, if you hide in grass that’s only rendered so far, you can’t see your enemy but they can see you?

Buchta: Well, in the distance the grass is rendered as an additional layer into which you can sink. It’s not perfect but it’s working to some degree. All I can say is that we also play DayZ and we see these problems. These aren’t just rants on the forums but problems we also meet. Sometimes the solution is easy, sometimes it’s quite complex. Some people may get the impression we’re not doing anything with that but it’s not true. Usually, if it’s a major thing which has influence on many aspects of the technology but is tricky to change, it’s undergoing lots of discussion in the company. Then, when we’re ready and are sure the change will be beneficial, we do it.

We can’t just jump on everything that people don’t like and start working on it. We have our own development plans, and while people might rather we ‘fixed this first’ than implement some new feature, we’re aware of these reactions and aren’t trying to dodge these things. But we need some internal priorities for producing the game because there’s a bigger plan, and sometimes it’s easier to just let it be for now and make a more substantial change later on, and prepare the engine to fix a particular issue. It’s something people don’t always get.

DET: Zombie types are a bit thin on the ground in the alpha. Will we see the return of the work-clothed varieties from the mod? How many more?

Buchta: Ideally zombie types should match the demographic of a pre-DayZ Chernarus. You should have forest workers, railway workers, postmen, military zombies, civil protection zombies, hunter zombies, tractor driver zombies, paramedic zombies – all appearing around the locations you’d expect to find them. But it’s character art, and making every character takes some time. We’re expanding the amount of zombies available, and there’ll be enough zombie types in the future. Some might be lootable, and there was also an idea about survivor zombies; back when it wasn’t so obvious who was and wasn’t infected, some might have headed to the woods with a backpack and some outdoor clothing.

DET: People often joke that you don’t see many zombies in media for DayZ, but that’s the idea, right? Will their role in Chernarus grow or diminish?

Buchta: Society is a lot more interesting than shooting zombies in the head. We all have our personal wishes, but one of mine is getting more into these sorts of interactions, this land use. If you clear a suburb of zombies you can establish a marketplace and a garage with a car. Then you can scout around to get remaining fuel and things from other villages. You can have guards, police, leaders, scavengers; a radio man inviting people in or looking for other communities… It’s very exciting, and I hope we go in this direction in the future.

DET: Vehicles must be a tough thing to introduce when scale is such a feature of the map. Wouldn’t dropping in a helicopter make Chernarus a much smaller place? Would it damage it?

Buchta: I don’t think this would be damaging at all. We don’t have any blind spots on the map, and if people see it then they’ll realise there are no resources and save their helicopter time to do something better. ArmA is all about combined military operations – aircraft, land vehicles and infantry – so the worst thing you can do is to slam your newly repaired car into some wreck cluttering the road. We’ll allow as many vehicles as possible in terms of types of vehicle, though it’s hard to imagine there’ll be too many people in a world like this able to repair a car, find all the spare parts, and have a safe haven for doing so. It should be a rather rare thing to see a working car in DayZ, but it’s part of the future plans to have vehicles.

It would be great if you could customise them and fix them from various spare parts. And of course I keep thinking of better uses for them than just roaming around until you run out of fuel or get shot. I can imagine there’ll be stuff you can hold using the car. Imagine you’re building a house and can amass wood ten times faster than if you were walking to the nearby forest. It would be nice to give the vehicles a meaning.

If I would ever start an American map for DayZ then there’d have to be a motorway. There’s a car culture there and it’d feel natural to preserve this in a DayZ setting. It would be easier for you to get a ride working, and the distances between places would mean it made sense. Distance would be a game-changer. We have a little island called Skalisty on Chernarus that you currently can’t get to – so boats would be great, even just to travel safely along the coast. But, from a functional point of view, the map would then need to contain piers where could moor your boat, or places where you could hide.

You’ll remember the movie The Road. If they’d had a car rather than a supermarket trolley… But of course there’d be some dangers. One of my crazy ideas was to recreate the remaining parts of Chernarus, to have the whole country over time, with a road and highway network. If you wanted to go to a different map you’d need to have a boat and sail for some time, or take a car or helicopter.

DET: How great a factor does fuel become when vehicles get introduced?

Buchta: Well, we found out that without some additives common fuel simply couldn’t be used to power engines after about a year or a year and a half. If you’d hidden a barrel of fuel for that time, it would decompose. So we’re getting into the idea of horses. If you look at the ancient times and the Middle Ages, that’s where civilisation would get after people had defeated zombies are were just there on Chernarus. There’d be a few rifles, a thinning amount of ammunition, and that would be it. Stuff in the developed world these days is made in such a way that it breaks apart and you need to buy another one – so goodbye modern technology. Nothing has the endurance to survive decades of use. Your Gore-Tex jacket would be rags after five years, so then’s the time to hunt deer and make a fur coat – or armour! I’m just trying to illustrate that we can go much further into the survival thing. If we added vehicles and reached the one-year anniversary of vehicles in DayZ, imagine if we announced that, ‘Right, the fuel has stopped working. Drill some holes or get yourselves a horse.’

DET: Remind me to be on the forums if you do.

Buchta: Don’t be.

The question would be whether there wouldn’t be societies developing quite soon which would emulate the ancient societies at various levels of organisation, from Stone Age tribes to a medieval village depending on their starting equipment and skills. How would they change in terms of humanity? DayZ’s a big social experiment and I don’t think we’ll ever take it that far, but giving people the means to play as if they were in the Stone Age can be very interesting. There could be common survivors and people who’d found a new way to play. Imagine you’re going through some wooded area and are suddenly ambushed by a bunch of wild people dressed in furs, waving some stone axes at you.

These are just my personal musings. As a disclaimer, these things are not planned for DayZ as far as I know. Our development plans are lot more predictable and normal.

DET: Is there a roadmap for the game’s interiors? Would it be wrong to use the word ‘dungeons’ when anticipating the larger buildings?

Buchta: Part of it’s the work involved. Even giving all the important or frequent buildings an interior is quite a big task, a few months of intensive work. And we still have buildings like factories which have limited or no interior. We could go on expanding this.

Also there’s the problem of performance. Take a building where you’d expect a big amount of loot for it to appear realistic: that might put a strain on performance unless it was optimised or designed in a way where we wouldn’t need those optimisations. If we see a chance for improving this then it’ll probably happen, but the plans are really for the outdoor aspect of things. Instead of just slaving on the interior of a factory, we’re making new buildings with special loot for the smaller settlements, and we’ll just drop those into the map. The interiors of those buildings will be better in terms of graphics and structure because we’ve just learned a lot from making several dozen buildings. But yeah, we’re still thinking more in the capacity of making a landscape than making dungeons in it.

That said, having authentic buildings that you could explore authentically would be fantastic. Same goes for the underground. Sewerage systems or a collection of tunnels under big cities – these are locations that would be naturally used by survivors. Maybe in the future we could have something like that. That’s a big part of several people’s wish-lists.

DET: The wish-lists are pretty big themselves, aren’t they.

Buchta: Even without the community contributions, it’s more than we could handle in the next 20 years.


Mercredi 22 janvier 2014  
Patch update 0.32.114557

Dayz patch update 22 january 2014

    Branch: Stable
    ETA: In process
    Version: 0.32.114557

This build is has very big back-end changes, which means that it may take some time for game servers to come up. Please keep an eye on the DayZ twitter for updates. Many of the changes not listed here are significant database cluster changes associated with our datacenter, and involve configuration changes to DayZ servers themselves. We have tried to minimize potential problems, but delays and outages are possible now more than ever. We will be working as fast as we can to get everything back online.

    Known Issues

      Corpse cleanup causes server crash during forced server restart
      Spray Painting a magazine while on weapon, creates fake (unusable) copy in inventory


      Niosh mask (respirator) inventory size fixed to 1/1 slot.
      Missing strings for BE popup for alternate languages, set to English while translations are being done.
      Reduced dispersion of FNX45 (from 0.05 to 0.03)
      Balanced stomach capacity,
      Added stuffed notifier (instead of sickness when full up)
      Eating and drinking animations properly set for tablets/disinfectants
      Version number in server browser and details
      Saline transfusion doesn't refill full blood
      Charcoal and Tetracycline tablets won't give sick badge if you aren't actually sick
      Player aim run speed updated, weapon position changed and improved for first person view
      Glitches on right hand while moving and while giving taunt fixed
      Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
      Magnum speedloader should be spawning now
      Number of backpacks spawning lowered
      Number of .357 Pythons spawning lowered.
      Number of M4A1s spawning lowered
      Dead character cleanup performed at 10 minutes past death
      Removed scripted server teleporting check as now managed by engine
      Sea ambient sound is now slightly quieter
      Animation: Fixed misc issues with vaulting
      Animation: Fixed getting on the ladder from kneel for the armed player
      Animation: Fixed animation speed for unarmed player in main menu
      Animation: Fixed an issue with changing weapon while aiming in kneel
      Animation: Fixed an issue with rotation while aiming in prone
      Headtorch color descriptions fixed
      Jeans descriptions (color) fixed
      Cargo pants description fixed (color)
      Chest holster description added
      Using an item in your hand no longer goes out of hand once action done
      Using an item while something else in your hand will go back to that item once action done
      Security issue with IGUI variable compiling
      Situation where player used item on other players inventory causing neverending looped item check
      Weapons now display tooltips
      Players can now be revived with the defibrillator
      Clipping on right hand when holding an item and pressing F1 (Greeting).
      Map_ChernarusSW description fixed
      SKS rifle description added


      UI: Editable character name in main menu
      UI: Hive, mode and time columns in server browser
      Database: Support for sub hives. (Sub-private, Hardcore/Regular public)
      Security: Signature verification against PBOs
      Loot: Added shotgun speedloader into loot spawns
      Loot: Added box of 20 pieces .357 rounds into loot spawns
      Loot: Added color variants of all shoes into loot spawns
      Loot: Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns
      Loot: Added hacksaw into the loot spawns
      Loot: Added shotgun into loot spawns
      Action: Players can now collect Berries as food
      Loot: Added Hacksaw into loot spawns
      Crafting: Players can create sawed-off shotgun from shotgun
      Crafting: Players can opening cans with a hacksaw
      Crafting: Painting Mosin with spraypoint now supported
      Loot: Added spraypaint can into loot spawns
      Map: Coastal harbor town of Svetloyarsk (and surrounding areas)
      Animation: More direct transitions for aimed weapon(prone to stand/kneel and back)
      Animation: Surrender now disarms player for single handed items
      Loot: Pipsi, NotaCola, Spite and Rasputin Kvass drinks
      Action: Burlap sack can be placed on head of self or target
      Action: Burlap sack causes black screen and reduced sound when worn on head
      Performance: Server Performance improvements
      Zombies: Six new zombie soldier types
      Crafting: Weapon cleaning kit used for keeping your guns in good shape
      Loot: Shotgun snap-loader for fast reloads
      Crafting: Player can spraypaint MP handguard and buttstock
      Crafting: Support for "add paint" or "repaint" for spraypainting
      Crafting: Player can spraypaint CMAG magazines

Mardi 21 janvier 2014  
DayZ diaries - The one where Andy turns to the dark side

One of the worst ways to die in DayZ is being shot by an unseen player. There you are, minding your own business, merrily looting a building, when some invisible bastard kills you with a Mosin. I’ve always cursed those players, but last night I became one.

I’m scouting the Balota airstrip with a friend, Tobias. We’ve just cautiously looted the military tents to the south, and the area seems clear of players. I have an M4 with a pristine ACOG, he has a Mosin with a pristine long range scope. Next stop, the hangars.

We creep through the treeline, taking it slow. Then, directly across from us, we spot two players in full military gear sprinting past the AT tower. They look armed, so we go prone in the grass and watch them for a while. They loot the hangars, kill a couple of zombies, then head towards the barracks. This is when we decide to make our move.

We sneak up the airstrip until we’re parallel with the barracks. Tobias aims his scope at the door from the treeline and I push forward, hoping our oblivious targets are still busy looting. Crossing the runway leaves me exposed, but halfway across there’s a patch of grass. I’m wearing green, so I go prone and train my ACOG on the entrance. My heart is racing.

Suddenly, one of the players appears at the door. I fire a burst from my M4 and he falls to the ground. He’s dead, but his partner understandably panics and runs back into the barracks. With Tobias still providing cover with his Mosin, I stand up and sprint towards the building. I circle it slowly, looking through the windows, but there’s no sign of him. I have to go in.

I enter the barracks and inch forward. As I turn the corner towards the stairs, I see the player at the top of them. He has his M4 pointed at me and fires a few rounds. Miraculously, none of them hit me. I leave the building and sprint around the back. If he follows me Tobias will get him, but he doesn’t. About five minutes pass without any signs of movement. Maybe he logged out?

Then, just as we’re beginning to let our guard down, he makes a run for it. He’s moving too fast for Tobias to take the shot, but I appear from behind the barracks, fire my M4 from the hip, and take him down. I’ve played the game for 60 hours now, and this is the first time I’ve not only survived a firefight, but come out on top. I am the invisible bastard.

Looting the bodies, we realise that our victims had modded M4s and enough ammo to supply a small guerrilla army. We help ourselves to their supplies and scurry back into the trees. The adrenaline rush and preceding tension of our attack is one of the most exhilarating experiences I’ve had in DayZ so far, even though I probably just ruined someone’s evening.

I’ll never become the asshole bandit who hunts fresh spawns on the coast for sport, but this encounter has given me a taste for PVP that I’ve never had before. Usually I avoid trouble and stick to the trees, but now I have a thirst for blood and beans. I do feel a little bad about killing those guys, but they would have done the same to us if they had the chance… right?


Samedi 18 janvier 2014  
Nouveau build – Patch 114343

C’est aujourd’hui, le samedi 18 Janvier 2014 que les développeurs de Dayz StandAlone préparent un nouveau build, qui est actuellement testé sur des serveurs expérimentaux et contient nombres de corrections et changements qui sont en cours d’élaboration depuis les deux dernières semaines. Veuillez noter que nous ne pensons pas que ce build sera rapidement mis en ligne sur des serveurs stables, du fait qu’ils envisagent au moins une mise à jour supplémentaire sur les serveurs de test avant de patcher les serveurs classiques. Seulement un petit nombre de serveurs va faire tourner cette version test, les places risquent donc d’être chères pour s’y connecter. Une fois fait, ils aurons la confirmation que ce build est fonctionnel, nous vous fournirons alors de plus amples informations sur sa mise en ligne définitive, plus que complète !

Que sont les serveurs expérimentaux/stables ?

    Dans vos options Dayz sur steam, vous pouvez choisir « beta branch ». cela va vous permettre de de vous connecter aux serveurs de test.

Mon personnage sera-t-il affecté par les serveurs expérimentaux ?

    Non, les serveurs stables et de test sont sur des hives séparées. Votre personnage présent sur les serveurs classiques restera donc inchangé.

Je ne peux trouver de place sur un serveur expérimental !

    Seulement un petit nombre de serveur va faire tourner la mise à jour. Nous vous conseillons de retourner sur les serveurs classiques et de retenter plus tard.

Puis-je joindre un server stable quand je lance le client expérimental ?

    Non, vous devez relancer le client classique pour pouvoir jouer de nouveau sur les serveurs stables.

Quand la MAJ sortira-t-elle ?

    Nous espérons appliquer la mise à jour d’ici la fin de la semaine ( à partir de vendredi 24 Janvier)

Modifications et corrections

    Le masque respiratoire occupe désormais un seul slot d’inventaire.
    Les lignes de texte de Battleeye qui ne s’affichent pas dans les langages autres qu’anglais seront désormais affichées
    Réduction de la dispersion du FNX45 (de 0,05 à 0,03)
    Équilibrage de la capacité de stockage de l’estomac.
    Ajout de l’icone « stuffed » quand l’estomac est plein au lieu de « sick »
    Les animations quand l’on mange ou boit du désinfectant s’affichent correctement.
    Affichage de la version dans la liste des serveurs.
    Les Salines ne redonnent plus la totalité du sang.
    Les tablettes de charbon et les antibiotiques ne donne plus l’icone « sick » si vous n’êtes pas malade.
    Les glitch de la main droite quand on bouge ou que l’on taunt (=troll) sont corrigés.
    Les joueurs ne peuvent empiler des sacs à dos dans d’autres sacs à dos à la manière d’Inception. Un Seul sac vide peut être mis dans un autre sac.
    Un outil pour recharger le magnum rapidement est disponible (magnum speedloader).
    Le nombre de sac à dos qui spawnent on étés réduits.
    Baisse de la quantité de spawn pour le magnum.
    Réduction du nombre d’apparition des M4A1.
    Les corps des joueurs disparaissent après 10 minutes.


    Possibilité d’éditer son personnage dans le menu principal.
    Hive, mode et heure visibles dans la liste des serveurs.
    Mise en place des hives séparées (hardcore/régular).
    Vérification des fichiers .pbo à la connection (anti cheat).
    Ajout du charfeur rapide pour le fusil (shotgun speedloader).
    Ajout des boite de 20 balles pour le 357.
    Ajout de chaussures de couleur dans les lieux de loot.
    Ajout de pantalons de randonné (longs et courts) et de pantalon canevas incluant toute une variante de couleur.
    Ajout du fusil (shotgun).
    Possibilité de cueillir des baies.
    Ajout de la scie.
    Possibilité de faire un fusil à canon scié avec la scie.
    Ouvrir les cannettes avec la scie.
    possibilité de peindre le mosin avec les bombes aérosols.
    Ajout des bombes aérosols.
    Ajout du village cotier de Svetloyarsk (et de ses environs).

Résumé en vidéo


Mercredi 15 janvier 2014  
DayZ 1.000.000 d'exemplaires écoulés

Fort de ses 1.017.877 exemplaires vendus à l’heure actuelle, DayZ StandAlone profile un avenir radieux, avec un démarrage inattendu, sous silence c’était le 16 Décembre déjà !

Un mois après sa sortie, le jeux affiche donc un million d’exemplaires vendus, environ 34.000 par jours, les chiffres sont eux décidément du côté des développeurs et de son emblématique Dean Hall !

Malgré cette réussite, l’équipe ne se repose pas et continue toujours activement le développement, notamment au niveau des zombies, encore trop peu aboutis, mais ce qui ne les empêchent pas de danser comme vous pourrez le constater dans la vidéo ci-dessous !

DayZ en vidéo, des zombies danseurs !


Mercredi 8 janvier 2014  
Premier Devblog de 2014

Les développeurs rappellent qu’a l’heure actuelle seule les fondations du jeu sont posées et qu’ils existent encore de nombreux bugs et qu’il ne faut l’acheter que si l’on souhaite aider le développement.

Ils nous annoncent qu’ils n’envisagent pas de bêta avant la fin 2014. Ils remercient la communauté pour les post et les report de bug qui ont aider à améliorer grandement le jeu. Ça et les 875000 copies vendues les encouragent encore plus à s’investir à fond dans le jeu.

Pour le lancement du jeu, ils ne voulaient faire aucune concession sur l’aspect brutal du jeu, ou toute erreur est fatale. Ils ont donc été d’autant plus surpris de voir l’engouement suscité par une pré-alpha d’autant plus quand on considère les nombreux changement effectués par apport au mod.

Les changements peuvent paraître parfois subtiles à cause du peu de contenu actuellement disponible mais les joueurs devraient pouvoir s’en rendre compte au fur et à mesure des ajouts.

Ils sont au courant de la charge de travail qu’il leur reste encore à accomplir.

Ils ont vent quotidiennement de nombreuses histoires incroyables qui arrivent aux survivant même à ce stade préliminaire. À court terme, ils vont se focaliser sur les problèmes critiques que le joueurs rencontrent tout en travaillant en même temps pour amener le jeu vers sa phase de bêta. Ils vont ré-évaluer leur plan de travail mi Janvier mais voici tout de même leur liste de priorités pour faire de Dayz un jeu à la hauteur de nos attentes, et ils comptent même les dépasser. En attendant voici les ajouts prévus pour 2014 !

    Performances serveur en matière de stabilité et de sécurité.
    Ajouter les animaux et tout ce qui à trait à la chasse.
    La cuisine et la récolte de ressources.
    Véhicules utilisables et customisables.
    Constructions faites par les joueurs au sein de l’environnement.
    Complexifier les interactions avec l’environnement et ajouter des options de crafting.
    Lissage de l’interface et fluidification des actions faisables par les joueurs.
    Optimiser les contrôles et les animations pour fluidifier l’expérience de jeu.
    Amélioration des graphismes et du moteur physique (incluant les ragdoll etc…)
    Autoriser le modding et ajouter plus de flexibilité pour les serveurs dédiés et les types de jeux.

NEMESIS Martius, pour DayZ France.


Lundi 6 janvier 2014  
Hotfix 114008



      Server: Dedicated Server crash related to memory cleanup
      Server: Player location rubberbanding
      Critical Security Vulnerability fixes

Note: This is a hotfix to address several key issues, and thus is focused on specifically those issues.


Lundi 6 janvier 2014  
Mise à jour 113953

Première mise à jour pour cette nouvelle année, qui, nous l’espérons sera signe de succès pour DayZ. Au programme et comme toujours quelques nouveautés et corrections.


    Équilibrage des points de spawn des joueurs.
    Les corps des joueurs morts disparaitront sur la durée.
    La baïonnette M9130 peut désormais ouvrir les boîtes de conserve.
    BattlEye Anti-cheat.
    Initialisation de l’implémentation des sous-hives privés.
    Initialisation de l’implémentation des hives publics normaux et hardcores.


    Correction d’un crash du serveur dédié par rapport aux squelettes des joueurs.
    Correction des rollbacks dus aux désynchronisations des serveurs.
    Corrections des temps d’attente lors de la manipulation des objets dans l’inventaire.


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