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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…



Nouveautés

    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.

Corrections

    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

    Fixed

      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

    New

      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.

Nouveautés

    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

Changelog

    Fixed

      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.

Ajouts

    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.

Corrections

    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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