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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)
    Diseases
    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

    Traps
    Barricading
    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)
    Diseases
    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

    Traps
    Barricading
    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 Store.bistudio.com. The price of DayZ will increase as development progresses.

For more information, please visit http://www.dayz.com 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 support@dayzgame.com 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)

    Art

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

    Animation

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

    Design

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

    Programming

      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:

    FriendlyFlashMob
    The Midnight Crew
    TAW.net

Congratulations to the winners, make sure to reach out to support@dayzgame.com 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.

    Weapons

      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.

    Vehicles

      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)

    Art

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

    Animation

      Support to new Zombies
      Optics
      Vehicle animations
      Chainsaw Animations
      Sword animations

    Design

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

    Programming

      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)
 
 

 

 


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