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Mercredi 28 septembre 2016  
Status Report - 28 Sept 2016

Brian has been out sick for the past couple of days but he's back in action again and, while a day late, we now have Brian, Peter, Mirek, and Viktor giving us the status quo on DayZ development as we keep moving towards 0.61.

Development Board Spotlight

Dev Update / Hicks

Greetings Survivors,

First off let me apologize for the status report being pushed a day, I was unfortunately ill over the last few days - and wanted to ensure that the data in the Status Report reflected the most up to date state of our 0.61 branch, and where we were with it.

Yes, we are still working on destroying the last few remaining issues preventing us from pushing 0.61 to experimental. As is usual, I'm going to walk you all through what those issues are in this Status Report so you're aware of what they are, and what it is that is keeping 0.61 from hitting the experimental servers. Once we go over those, I'm going to spend some time discussing points made over on our forums in regards to status reports, and feature set backlog so as to address some discussion I've read on the community side regarding those. In addition to that, Peter will spend some time sharing his excitement for future changes to the animation system, player controller, user actions, and so forth, Miroslav will discuss some of his teams current tasks, and Viktor will elaborate on some of the work the animation team is focused on for builds past 0.61.

As of this morning, we're looking at approximately 11 open must fix issues, are regression testing 5 other issues that have been flagged as resolved by the developers assigned to the issue(s).
Taking a look at what exactly that means:

Current Must Fix Open Issues

    Client crash after exiting title
    Player SFX sounds near silent
    Players can become severely out of sync
    Some firearms not firing on first mouse click
    Player position stuttering under 100+ ms network conditions
    Some lighting conditions not casting proper shadows
    Known 0.60 item duplication methods
    Magazine capacity issues
    New methods for players swimming in ground
    UI Zeroing not present
    Glock muzzle flash / SFX not present for other players

Obviously some of these issues are far more critical than others, and some are new. Over the last few weeks we've been fairly aggressive with some of our bug bash sessions, and while it is most definitely frustrating for all of us - I'm very pleased with the fact we've been able to track down some of these critical issues. For example, the players out of sync issue (#3 on the above list) took a good deal of time to find a proper repro on, but the behavior it caused makes for a total break down of network messaging between two players. Causing some animations, and sounds caused by other players to not show up properly for several minutes. (Think gunshots, or player position) which will only lead to incredibly frustrating gameplay and is something I absolutely do not want to see on the Steam branches. Tackling known methods for duplication, animation glitching, and so on are also absolutely critical to get resolved - and left unchecked will do damage to both the economy, and player experience in the time between new builds being pushed to Steam.

In addition to those, the issues we're currently regression testing include issues with player temperatures / modifiers, player sounds, and several serious client crashes. The player temperature issue is something I've spent a good deal of time focusing on, and discussing with Peter's design team on. As I feel that both resolving the issue present on 0.60 stable for hyperthermia, and pushing towards providing players on 0.61 an actual environmental risk (more towards hypothermia being a risk when wet and or dealing with severe cold and improper protection against those elements) is absolutely important.

While those above issues are regression tested, and fixed by the appropriate developers, Peter and I have also gone over behaviours of per player dynamic spawning, and what the technology of the Central Economy will allow us - and have pushed for changes in that area to switch to a more area based trigger rather than per player, to reduce player ability to try and meta game the system.

Recently I've been pushing myself to have more of a presence on our official forums, and engage actively in discussion on the project, gameplay, mechanics and so on with the users over there. As well as sharing experiences and details of the ongoing 0.61 internal testing. I hope at the very least more of you will read the posts over there, if not actually register and participate.

Speaking of the forums, I want to revisit some key points I've made over the last few months in the "A Few Thoughts On" posts. Specifically, in regards to Status Reports, and Pending Feature/Content updates.

As many of you may recall, or have noticed - we made changes to how we communicate "new things" in the Status Reports. From the old method of talking about whats to come in DayZ as soon as we've settled on a design, or may have a model ready, to specifically focusing on what is upcoming in the very next build to be pushed to Steam.

I know some of you haven't necessarily enjoyed this change, but I honestly feel it is a much safer approach to managing hype, and not giving people false hope on how soon they might see something in game. Now, I do feel there is however some compromise on our part that can be made - which is why I'd like to compile a 1.0 feature set we can keep on our forums that will give people an idea of exactly what to expect of the final version (within a margin for error of course), and I hope this will help reduce some of the confusion. I'll need to sit down with Eugen, and the leads responsible for each department before publishing this, but I hope it will serve to answer some of the questions I've seen out there.

Which brings me to my next point.

Just because Status Reports are not touching on a major technology change, or new pending feature set does not mean it is not being worked on. As I mentioned above, we focus the Status Reports on progress towards the next major build to be pushed to Steam - and does not cover changes that are slated for builds to be pushed to Steam past that. A perfect example would be the new animation system, player controller, and user actions. The developers responsible for this have been working their fingers to the bone day in and day out, and we *will* be talking about it and showing off examples once we reach the point in which we are focusing on those updates for the next major build update for Steam.

In addition to that, we have a *significant* content and feature backlog that is dependant on these systems - and as Peter will discuss below, we are at a point in which it does not make much sense to create systems, or address non game breaking issues in the old SQF script and hierarchy. I, and the rest of the team are all very aware of how frustrating this might be for many of you. We're all right there with you, but the work we are doing and have been doing this year represents *massive* changes and the introduction of the major key points for DayZ's new Enfusion engine.

We're not going anywhere. The developers who work on DayZ are some of the most passionate, dedicated, and hard working folks I've ever had the pleasure of working with. We love this game, we love the stories you all create in the world of Chernarus, and I believe I speak for all of us when I say we have the most absolute faith that all of our hard work is going to make DayZ a game that is truly worthy of the dedication and love you have all shown it throughout the trials and hardships of public development.

We might not always agree - all of you that make up the DayZ community, and I - but I don't think I could ask for more amazing, and dedicated fans for the project - and I wouldn't trade you all for the world. Truly, thank you for being there with us through the ups and downs. I can not wait for the adventures we will all have together.

0.61 Milestone Goals

    Server Login Queue

      Ready for experimental branch testing - no current issues preventing this at this time.

    Merge of New Audio Technology from Arma 3 Eden Update.

      Technology successfully merged into DayZ branch. Ready for further testing on experimental branch.

    Update of Weapon Sounds for New Audio Technology.

      All current firearms configured - Audio team is now focused on addressing must fix issues for 0.61

    Dynamic Spawning of Infected.

      Testing complete on initial implementation, Programming team is now making the requested changes described above to area triggers in order to provide the Design team with the requested functionality.

    Predators (Wolves)

      Internal Testing is very optimistic, several fixes to behavior have been merged over - and programmers are focused on addressing several server crash issues potentially tied to the predator AI.

    Dynamic Shadows

      Last few issues related to proper shadow projection are being focused on now, once these are resolved we should be ready on this specific feature.

    Network Synchronization Improvements

      The gameplay programming team is currently focused on addressing the previously mentioned issues with 100+ MS connections having jittery gameplay in some situations, as well as tracking the recently discovered repro steps for causing player to player sync to fail. Once these issues are resolved, we should be good to go.

    New Server Browser

      Functionally this is ready, however while the must fix issues are addressed, several small UI changes have been made to make the new server browser easy to use and understand.

- Brian Hicks / Creative Director -

Dev Update / Peter

We are getting very close to that big moment, I would say kind of a milestone for DayZ we all are looking forward to, of saying farewell to the good old character. We had a love and hate kind of relationship with this; while reliable and proven by years, it was clunky and absolutely not suitable for our intended purposes, lacking behind the current standards of the game industry. It's no secret that we are no longer supporting (unless there are some game breaking issues to fix) the former SQF scripts nor writing new features in SQF. In the meantime, while programmers were implementing the new animation system, all scripted systems and mechanics were refactored and rewritten into Enforce script. You will also see all the postponed features you had been waiting for to pop out as they are now being, step by step, plugged into the mix as everything is getting together to form the mythical new character along with new behavior, animations, physics, player controller and damage system.

Ranged combat (as well as melee combat) is being re-evaluated as now, with the new systems pouring in, it's finally the right time to revamp it. Apart from the configuration side issues of ammunition types and materials leading to improper ballistics and penetration outcome as well as the current use of the wonky old damage system, the most unpleasant parts which makes it hard to enjoy gunfights are connected to handling firearms themselves. Examples of handling issues would be stealing control over weapons from players during movement animations, guns lagging behind the crosshair while taking turns, difficulty controlling recoil, enormous sway and nearly negligible "hold breath" effect. We are aware there is plenty of space for changes and improvements which can be made to make gunfights enjoyable again.

With upcoming dynamically triggered infected and some changes to how Central Economy handles zones, we are playing with the idea of decentralizing high risk high reward areas across whole Chernarus. The former state didn't differentiate between zones and tiers, as both of them are just some areas in the system but with different meaning for us. Zones defines usage of items while tiers define their value. For example, until now it was impossible to make a military zone with tier 4 loot since the CE spawned loot with military or tier 4 flags, that's why you were able to find FAL in some villages which fitted in tier 4 even without them being in a military zone as well. Now there is AND operator between tiers and any other zones which means we can start tiering those military zones, so you will be able to find let's say AKS at Balota. With such important change we are also free to tidy up configuration of categories and tags of loot items and their spawn points in structures which in some cases went out of hand when trying to bend the system.

For brighter tomorrows... see you in Chernarus folks!

- Peter Nespesny / Lead Designer -

Dev Update / Mirek

Half of our team is focused on issues blocking experimental release, which are mostly crashes, animation desync between client and server and some server fps drops.

The rest of team members is working on improving vehicle physics and synchronization, networking optimizations and new character controller.

Some of you are complaining that there are not any information about character controller in our status reports. Be sure that character controller will be mentioned often later. For now I can say that we have basic movement and shooting done, but there's a lot of things which we have to implement and the next major step is preparation for network synchronization (from server to observing players). When this will be done, we will move to implementation of other animation states, like swimming, moving on ladders, vehicle driving and a lot of item manipulation.

There's a lot of things which player can do in DayZ, so character controller is quite complicated and even current player has a big amount of animations and actions, which means rewriting of whole player controller needs a lot of time. Once we move over network synchronization, I believe that adding new animation states will go much faster and you will also see it in status report. Until then, please be patient.

- Miroslav Maněna / Lead Gameplay Programmer -

Dev Update / Viktor

In this short update from animation team I would like to share some news with you. In past days and weeks we have went through couple of polishing passes of player character graph and animations. Just recently we have reviewed infected attack animations and created missing ones. Now we are adding them to the infected animation graph in the upcoming animation system.

A new big task we have started working on is related to combat. We are now reworking basic combat poses and after they are finished we will start with prototyping the combat locomotion and attack animations. As usually it involves many talks and discussions how the combat should look like.

Last but not least, there are now the first prototype poses for aiming from vehicles. Keep in mind this is very experimental at the moment so it is very unlikely we will see this ready any time soon.

- Viktor Kostik / Lead Animator -

Community Spotlight

Going back to highlighting some of the awesome communities out there, it seemed like a good idea to turn your attention to one of the bigger ones out there. This one simply goes by the name of "DayZ Standalone Community". DayZ Standalone Community has a strong member count (12.000+ members) and they have held plenty events, as you can see in the Events section of their Facebook page.

Even though it's been a while since the last event, there is a really nice feed on the Facebook page from users wanting to share their experiences and stories from Chernarus, and I'm quite sure that if you're looking for other players to team up with for random sessions or for setting up new events, this would definitely be an excellent place to come looking!

Also, the "DayZ Standalone Community" group is running a Facebook page called "DayZ Standalone News" where they highlight status reports, Trello updates and such, and if you're interested you can always have a look at their page at or contact them via their Twitter account: Still, for discussions on topics related to status reports and other news, we do recommend that you visit our official forums as mentioned above by Brian:

As always, in case you are part of a community that you would like to see highlighted, or if you are a contect creator looking to share your stories and footage, just send us some info at and we'll be happy to have a look.

Header image credit: Just λ Guy

- SMoss / Community Manager -


Mardi 13 septembre 2016  
Status Report - 13 Sept 2016

As we move closer towards the next Experimental branch update, Creative Director Brian Hicks will share the latest info on where we are at in the development process.

Dev Update / Hicks

Greetings Survivors,

Lets dive right into it and take a look at where we are with our milestone goals. After that we'll talk about some of the current top issues we are working on in prep for 0.61 experimental, and lastly we have a few new things on our Trello for you all.

Fair warning - text wise this is a brief status report - but we tried to also push in some stuff that is being worked on, if not specifically for 0.61.

0.61 Milestone Goals

    Server Login Queue

      Ready for experimental branch testing - no current issues preventing this at this time.

    Merge of New Audio Technology from Arma 3 Eden Update.

      Technology successfully merged into DayZ branch. Ready for further testing on experimental branch.

    Update of Weapon Sounds for New Audio Technology.

      All current firearms configured - Audio team is working on completing SFX for future firearms. In addition, this week several issues were encountered with impact noises on some weapons not operating properly, this issue is being addressed by the audio team as of the time of this report.

    Dynamic Spawning of Infected.

      Gameplay Programmers are still working on fully plugging in animal spawns to this system. While this is ongoing, the design and gameplay programming teams have been discussing ways to evenly distribute dynamic spawns across all vilages and points of interest, and ways to provide a compelling experience without impacting the server performance budget during the lifetime of the server.

    Predators (Wolves)

      Still cautiously optimistic here. However at this point it is looking like we *will* be testing wolves on some of the initial 0.61 experimental pushes to see if they behave and operate as expected in a live environment.

Beyond our defined milestone goals, we have several additional changes that are looking to be rolled into 0.61, lets take a quick look at those right now.

    Dynamic Shadows

      Programmers from the Enfusion engine team have been working to resolve the last remaining issues encountered in internal testing with this. As of the current build in internal testing right now we still have a few small issues with light in some edge cases ignoring geometry, however this is looking really good for 0.61 experimental. Below you'll see an example of how this is looking right now, both in the Status Report and on our Trello.

    Network Synchronization Improvements

      As Miroslav, our Lead Gameplay Programmer discussed in a previous Status Report - he has been working hard on improving our client/server synchronization in an effort to improve quality-of-life and reduce frustrating deaths and poor gameplay experiences due to client/server disagreements. Things are looking very, very promising. That said, as tends to happen in development, internal testing has encountered several issues that can potentially cause unexpected changes to player position and movement under less than ideal network conditions. As everyone that plays DayZ has different connection conditions, and communities are spread across the globe, ensuring that gameplay and network synchronization works properly under all reasonable pings and connection speeds is critical. So that said, the gameplay programming team and the quality assurance teams are working hand in hand to resolve this issue for 0.61 experimental.

    New Server Browser

      Many players have reported large frame drops and client unresponsiveness in our legacy server browser (currently used in 0.60 stable branch), and due to that we have pushed up the merge of our new server browser to 0.61 in an attempt to address this sooner, rather than later. Keep in mind however, this is only the first iteration of this and some functionality will not be present or working entirely. However, functionality we fully expect the first iteration to be 1:1 with the current 0.60 server browser.

Currently, our QA Lead Ondrej (Andy) is tracking 16 must-fix bugs for 0.61, including but not limited to:

    Player Sounds significantly quieter than environment and AI
    Client crash after exiting
    Player position hitching under less than ideal network conditions (150+ms)
    Animation Issues related to swimming
    Certain walls and objects not displaying shadows at certain angles
    Characters getting stuck when climbing ladders
    Player to Player magazine capacity synchronization
    Item Duplication Exploit (Thanks to the new security feedback form!)
    Client crash related to connecting to server
    Characters stuck in weapon raised pose in certain conditions

We've updated our Trello with some new progress shots from the art team, and a preview video of the current status of dynamic shadows (see below!)

- Brian Hicks / Creative Director -

Community Spotlight

Thanks again for all the bug reports we've received from you all so far! Since noone likes a cheater, don't be shy to also report those security related issues that you come across. As mentioned a couple of weeks ago, we have a new task type in our feedback tracker which is specifically set up so that you can safely and securely report sensitive issues in DayZ. For more info on that, please have a look at the following link:

Also, for those of you that have been having trouble finding supplies in Chernarus as of late, there is help to be found. MadMcardle has made a small guide on how you can go about getting food in 0.60:

On top of that; MadMcardle also has a pretty neat playlist containing useful guides for crafting different items such as the fireplace, the spear, and the improvised fishing rod for example. All good help for those that like to try and create their own gear and such: DayZ Crafting Guide

Well done, sir!

Header image credit: JøhnnY

- SMoss / Community Manager -


Jeudi 1 septembre 2016  
DayZ Security Issue Report

Greetings Survivors,

Over the last few months and into the beginning of the year we've been making adjustments to our Feedback Tracker to better support the Early Access userbase. We're happy to announce that one of our newest initiatives, driven by our production and quality assurance teams is the DayZ Security Report.

This new task type in our feedback tracker is specifically set up to allow users to safely and securely report sensitive issues in DayZ unrelated to general game bugs. Entries through this form are private, only shared between the developers and the reporter, and are given top priority attention upon being reported. With this new feedback tracker type set up we hope to reduce some of the confusion and increase ease of reporting critical security related bugs.

You can find the new Security Issue report form here:

DayZ Security Issue Report Form

"What kind of issues should I report here?"

Any security issue that isn't directly caused by an in-game bug (Please report standard bugs using the DayZ Bug Report, or Private DayZ Bug Report if you feel like the issue shouldn't be known publicly). Common examples include:

    Abusable Script Commands
    Memory Hacks (Specifically abusable functions which can be called by client)
    Remote Code Execution
    Access Rights Elevation (Such as acquiring server admin rights without having access)
    Server Stability Issues

"What kind of issues don't belong here?"

    Reporting hackers
    Reporting cheating sites
    Issues working only on older DayZ Version than the current Steam Stable Version.
    Server admin abuse and other breaking of server hosting rules (Please use DayZ Bug Report for that)
    Item duplication issues using a bug (Please use DayZ Private Bug Report for that)
    Ways to glitch into buildings using in-game bugs (Please use DayZ Private Bug Report for that)

"What should I include in my report?"

Please be aware that the quality of your report increases chances of timely and successful fix. To ensure that we are able to understand what you are reporting and the potential impact, please make sure your report contains the following items:

    What type of issue are you reporting? (Is it a memory hack, script, network issue ...?)
    How does a user reproduce your issue? (Detailed steps or source code are very helpful).
    What is the impact of your issue? (Does the issue affect other players? What does it allow you to do?)"

As always, thanks for your support!





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