It's that time of the month where Brian, Peter, and Viktor give us some info on the current state of 0.60 on Experimental branch as well as a bit of extra info on upcoming work of course.
Dev Update / Hicks
As many of you may already know, the team has been hard at work on several major blocking bugs with the 0.60 experimental build - specifically with the login process of players to a server. We're all just as equally frustrated by this as the rest of you - but let's focus on what is new since our last Status Report:
Error Messages when picking up any item with attachments that has been placed on the ground, and then moved to inventory: Fixed
Player Item Loss when logging off while holding backpack: Fixed
Several server crashes causing VERY short server uptime: Current known server crashes are fixed
Client crashes when navigating certain coastal cities: Reproducible client crashes related to rendering are fixed
Weapon Attachments twitching randomly out of sync with weapon and player hands: In progress
Client stuck on black screen after launching PC in some configurations: 50% of known causes are fixed, the remaining are in progress
Players seeing other players stuck in climbing animation in some situations: Reproducible known causes have been fixed
Client crash after exiting to Main Menu in some configurations: Fixed
Character unable to see their clothing after initial spawn and login: Fixed
Client Crash when connecting to a new server: Current known causes of this issue are fixed
Roads visible through some objects: Fixed
Characters prevented from logging in once connected: Fix pending testing
Now, be careful not to get too excited. We still need to push the latest test build to experimental to see what issues are still present, and discover any new issues. However, in addition to the bug fixes listed above we have also made changes in the areas of:
Configured new buildings for loot spawning
Tweaks to percentage chance for random items in civilian inventory has been modified
Dynamic Event weapons have been temporarily moved to spawn in all applicable military structures
Randomized loot on infected (likely to end up in .61)
Modifications to jamming functionality (we've dialed this down dramatically pending functional changes for future builds to allow us to attain desired behavior)
Beyond this, the Engine programming team have been working on some outstanding new things for post .60 in way of:
Shadows from dynamic lights
Replacement of legacy particle system (Smoke, Debris, Blood, Freezing Breath, Fires, etc)
Lastly for this Status Report, we should be ready to push a new experimental build soon and I'd like to take the time to thank the over 196,000 unique players who have contributed to the testing of experimental branch build 0.60. Without all of your help this would undoubtedly be a much longer, and less enjoyable experience. Hats off!
0.60 Build Milestone Goals
New Renderer implementation: Implemented and Bugfixing underway
Randomized Attachments & ItemsRandom: Implemented
New Reload Mechanics: Implemented and modification underway
60 Player-per-instance: Implemented and pending final call on server performance
- Brian Hicks / Creative Director -
Dev Update / Peter
There was a buzz in the community about dead bodies and how long they should stay on a server. Coincidentally we were dealing with the design on dead bodies a few days ago, so I would take the opportunity to write down a short summary of what we settled on and what will hopefully be implemented to enrich player experiences, as death is an inseparable part of DayZ.
First off I want to emphasize that the current 10 minutes timer for survivors, after which their dead bodies are removed from the server, is temporary and it's set like that because of two reasons - avoiding unnecessary burden of server performance and making metagaming of getting your loot back a bit more inconvenient. In an ideal world where dead bodies don't drain server performance, they should remain at their positions until server restart. To achieve this, a dead body can't simply be switched to a static object since it was positioned by ragdoll, so it will look very unnatural, not to mention that survivors can have countless combinations of gear and equipment attached to them, so it's nearly impossible to prepare corresponding objects beforehand or bake them on demand. Server performance will be stressed to a minimum once we'll be able to turn off all unnecessary components like physics, AI, and others after death, so it will allow us to stretch the lifetime of dead bodies to the maximum reasonable value. Later, the central loot economy will help us fight the metagaming I mentioned at the beginning by removing items when they reach the end of their lifetime, which can be changed on demand.
However, having dead bodies scattered around the environment wouldn't be very meaningful unless there is an important part allowing you to create stories or make decisions based upon them. It's our intention to make everything as graphical as possible and we also want this to be the case for dead bodies of animals and especially other survivors. Visual observation of dead bodies can give you answers for questions such as, what happened at a specific location, or to evaluate the level of potential risk in any given area. All this should be indicated from easily readable facts like how that being died, how long ago it died, and what actions were performed on its dead body. After death, a body can be found in different states which are visualized by small or complete changes of appearance. Obviously actions like skinning a body should leave a pile of unusable remnants to be removed later, such as burying it with the proper tools on the right surface thus creating a built up heap of soil. More interesting is how a dead body changes its stages to reflect how long it's been laying around and how it affects interactions and other mechanics. Flies, and later on decaying flesh, helps you to estimate the timeframe and warn you that meat collected after skinning will be rotten, and it will be better if you disinfect looted items from a corpse before using them. Decals, which are generated from bullet and/or melee hits, stay on dead bodies, and coupled with blood puddles from severe bleeding, these unveil the probable cause of death. Note that all changes to character appearance acquired while alive, like beards, bloody hands, and others are visualized in the dead state too.
It's much needed to keep dead bodies present as long as possible, same as the added functionality of them. I'm eager to see how their behavior over time changes gameplay and player experiences by building a more believable world and making DayZ's atmosphere even more tense at the end.
Bodies fill the fields I see... see you in Chernarus folks!
- Peter Nespesny / Lead Designer -
Dev Update / Viktor
In the past week we have started to process recently captured data. New animations will include missing parts of wounded character set, animations for attaching vehicle parts and more infected attack variations. New reloads and animations for weapons include some Trumpet, SVD and MKII anims.
Regarding the new player controller we are discussing how to improve the camera itself for first and third person view as well. Character movement now has new settings options which give us better control over transitions when changing speeds and directions. This all brings us closer to more responsive and better player character which hopefully everyone can enjoy in near future.
- Viktor Kostik / Lead Animator -
A couple of weeks have passed by now with 0.60 on Experimental branch, and on the DayZ forums I found the following piece of 0.60 footage made by Boydy:
The video is part of an interaction series that Boydy has been working on for quite some time now, and there are some real gems squared away in his channel library. I had the good luck of getting to play with Boydy for a while a couple of months ago, and if you ever get the chance to do so as well, I guarantee you will enjoy it; Boydy is a legit dude!
If you wish to get in contact with Boydy or if you would like to follow him as he uploads new content, you can do so via the following channels: Twitch, Youtube, Twitter, Facebook.
Since the release of 0.60 on Experimental branch we've already had loads of good bugs reported on the DayZ forums, and as Brian mentions, it is an immense help from you all! In this regard we're happy to announce that we have a new bug tracker up and running at the following location: http://feedback.bistudio.com/. It is quite a bit different from the old feedback tracker and if you need a bit of help navigating, there's a short tutorial available for those of you that have the time to help out with testing: http://forums.dayz.com/topic/232903-new-feedback-tracker/. All the help you all have provided really means the world to us!
So, as 0.60 was released on Experimental branch during last week, Brian and Peter have a few words to share on the first impressions of this version as well as the road going forwards towards the Stable release.
Dev Update / Hicks
As I'm sure many of you are aware, 0.60's first few iterations have hit experimental branch. Despite our feedback tracker being offline for upgrades, our fantastic userbase has submitted hundreds of new issues on the temporary bug reporting sub forum over at the Official DayZ forums (forums.dayz.com) and we are all blown away by the support and engagement. The demand for access to experimental branch servers has been overwhelming, and far exceeded any previous experimental branch interest levels.
For those interested in what experimental branch is, or have questions as to why experimental branch servers are intentionally kept at a certain quantity - check out these two forum posts by myself, and our community moderator PurePassion.
Past that, we have several blocking issues holding us back from pushing 0.60 to stable branch. Let's take a quick look at some of them below:
Error Messages when picking up any item with attachments that has been placed on the ground, and then moved to inventory
Player Item Loss when logging off while holding backpack
Several server crashes causing VERY short server uptime
Client crashes when navigating certain coastal cities
Weapon Attachments twitching randomly out of sync with weapon and player hands
Client stuck on black screen after launching PC in some configurations
Players seeing other players stuck in climbing animation in some situations
Client crash after exiting to Main Menu in some configurations
Character unable to see their clothing after initial spawn and login
Client Crash when connecting to a new server
Roads visible through some objects
We've fortunately been able to squash several issues related to disappearing items after swapping, some blocking issues preventing some players from starting the client at all, and rolled out some new debug logs to help the programming team to analyze existing server crashes.
Now that we have 0.60 on experimental branch, we can let you all know what our milestone goals are for 0.61 build!
0.61 Milestone Goals
Server Login Queue
Merge of New Audio Technology from Arma 3 Eden Update
Update of Weapon Sounds for New Audio Technology
Dynamic Spawning of Infected
While 0.61 will more than likely have additional changes, the above updates are what we are focused on as priority for the 0.61 update.
We're all extremely excited and happy to see such a positive reaction to the Enfusion Engine's renderer, and the environmental improvements to the coastal cities in Chernarus. The entire DayZ development team is chomping at the bit to get 0.60 to stable branch and join you all in DayZ's latest update.
- Brian Hicks / Creative Director -
Dev Update / Peter
With first experimental iterations of 0.60 version available publicly there emerged some questions related to gameplay mechanics. I would like to remind you that there is no need to worry since most features and mechanics are a work in progress, not to mention that everything is being currently rewritten in Enforce script including core gameplay functionality.
The current state of advanced weapons handling in 0.60 can be somewhat confusing as there are no proper animations connected to it, so it's nearly impossible to visualize and read the state of the weapon. New animations regarding weapons handling, some of which were already showcased by our Lead Animator Viktor, will be implemented with the new character as there is no point in doing the same work twice, which also applies for other features which were postponed a bit. I understand that it can be tiresome waiting for improvements but it's for a good reason and it will help us make the best game. Most of the mechanics can be rewritten in parallel so that old and new implementations coexist together. Good examples of this are user interface, damage system, animation system, the renderer and many others. However this sadly wasn't the case with weapons, where crucial changes have to be made directly in a living and functional system (a similar situation for this is with vehicles for example). Due to this limitation we went into release with a state of weapons handling which may be unpleasant to players as many of its mechanics are not obvious.
Of course, things like a higher chance of weapon jams or even jamming pristine weapons with pristine ammunition are purely on the configuration side of things and they are set like this because it's easier to test them especially in an internal environment and hand in hand (as it's the same build) with the publicly available build on experimental branch with a much wider audience. I'm not personally thrilled that such loose configuration can leave a bitter taste in the mouths of players when playing with new features, but you can count on it being set in reasonable numbers for stable release (I don't want to say balanced, as huge balance passes will take place in the future when most of the features will be in their final or nearly final state).
Carry on... see you in Chernarus folks!
- Peter Nespesny / Lead Designer -
Sweet joy, version 0.60 was released on Experimental branch last week and there is already plenty of good content to find! One such example would be the first look at 0.60 as seen through the eyes of DAT Gooner while he and one of his friends go look at some updated locations and check out a couple of the new items (warning: LOUD audio from 0:23 to 0:29):
We hear you (and a lot of other players wanting to have a go at 0.60) at the beginning of the video. As for the amount of Experimental servers available, please do have a look at the posts linked by Brian.
The introduction of 0.60 was in part also aimed at increasing client performance, and while this seems to be the case for the most part across the board, there might be a bit of help to find here for those of you needing to cram a bit more fps out of DayZ on 0.60:
Also, we have already received massive amounts of bug reports on the DayZ Forums since the launch of 0.60 on Exp. branch which is awesome!!! Of course, we hope that you'll keep reporting those bugs whenever you find them since this is an incredible help for the dev team. Thanks for all your support everyone, you're the best!!! We know that there'll probably still be loads of ups and downs going forward from here, but we hope you'll enjoy the ride along with us :)
Alright, the guys all worked tireless hours in order to bring you version 0.60 over on Experimental branch!
Please feel free to join in on the discussion in our 0.60 Experimental topic on our DayZ forums here, and feel free to report your bugs in the forum topic here. Your support is massively appreciated, everyone!
Now, there's no dev build in play without bugs, so for now, we have the following known issues:
FPS may drop to zero when clouds are enabled.
“Cannot open object dz\plants\dead\d_fagussylvatica_fallen.p3d”.
“unable to load WoodTwinOpen from CfgActionSounds”.
Some animals can get stuck in obstacles.
Freshly spawned character can be visually naked.
Pistol on 'Hip' slot is placed under feet on the characters model.
Character is able to look through walls when wielding a ranged weapon.
Infected can hit you at a distance when you go from prone to stand.
Infected can lose their texture.
Infected: Infected run through walls after getting stuck on stairs.
Hits registering with a delay when infected attacks player.
Infected attack at a distance for the first couple of attacks.
Items swapped in the in hands slot during action can disappear permanently.
Suppressors have no effect.
Missing "icons" for servers (Passworded, Bad version).
Paramedic infected are visually disappearing at a certain distance.
Some damaged, badly damaged and ruined items have texture as pristine.
Attachments on weapon are twitching.
Visual bugs - shadows, textures (flickering, missing for example), light.
Items are not persistent after server restart.
Ammo/magazines are not peristent after server restart.
Corpses are frozen in their last pose after reconnect (standing/kneeling for example).
Player sees another player in climbing animation.
Remote tab doesn't work properly.
If a weapon is thrown after swapping (weapons), it can get stuck in hands.
Player is not able to dress another unconscious/dead/restrained character.
Redundant Action "view content" is present.
Vehicles suddenly stop moving.
Characters can't get out when the vehicle is stuck between obstacles.
Players driving vehicles will have a delayed view of other players driving vehicles.
Global: Input delay while driving with another car in close proximity.
Driver experience tiny rollback when getting close to another vehicle.
Grenades will do their function only if thrown.
Inconsistent blinding effect.
Reloading and chambering weapons on the ground isn't registered until character takes weapon into hands.
Internal mag based weapons can shoot two shots without appropriate action taken.
Bolts/arrows are not being rendered inside weapons.
There's a risk that you get a client crash when connecting to servers if the initial installation (as in, literally the first installation you ever do) of DayZ is the current 0.60 Experimental version. Try fixing by updating drivers and Windows, revert to 0.59 on Stable branch, log on to a server, log off/shut down DayZ, upgrade to 0.60 on Experimental branch.