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Vendredi 23 novembre 2018  
 
Stable Update 0.63.149525

Hello Survivors,

We have a new update coming to the Stable branch. :)

This update will also be available for the Server Files and Modding Tools. Please be aware that some official and community servers might take longer to update their server to the new version.

If you are experiencing a compile error, please go to the DayZ folder in your documents and delete the XML files you find there.

Patchnotes

Added

    Reworked vehicle physics
    Improvements to vehicles simulation
    Minor improvement to IK poses
    Minor improvements to heavy hit animations
    Animations for drop item in different stances
    Upon reconnect items with changed size (design tweaks) are now dropped on the ground if not enough space in the inventory

Fixed

    Invisible items after being dropped during gestures
    VOIP directional sounds not working properly on 5.1 and 7.1 setups
    Character falling from tilted ladders
    Infected getting stuck in crouch animation
     Engines not shutting down after being destroyed
    Multitude of environmental issues (missing collisions, sudden LOD changes, models adjustments)
    Various client/server errors related to in-game actions
    Tachometer (rpm gauge) displayed incorrectly while gear in neutral position
    Missing cooking sounds
    Smoke from indoor fireplace not escaping through chimney
    Restrained character not dying after disconnecting
    Fixed a VME message, that could pop up on some clients upon launch and crash them.

Tweaked

    Vehicles sounds
    Ambient sounds
    Sounds of jammed weapons
    Sound of eating pills action
    Changes to input system (not yet ready)
    Changes to chem-light models when activated

Launcher

    Crash when the author of a subscribe mod wasn't correctly retrieved
    The URL of the workshop was incorrect in some places
    Removed: skipIntro startup parameter (no longer supported)

Known Issues

    Guns losing their shot sounds
    Melee attacks always heavy, unless stamina is depleted
    Players are able to walk through bases built before the update, and have no access to manipulating them
 
 


Mardi 20 novembre 2018  
 
Status Report - 20 November 2018

Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview of the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it!

Dev Update/Eugen

Dear Survivors! Today, I'm gonna talk about the pressing issues that you are experiencing in-game now, about our update schedule, as well as touching on the subject of things breaking apart as we get fixes in. But before I do all that, I just want to celebrate another milestone in the history of DayZ! To this day, the game has attracted more than 4 million people and I cannot state how grateful we are for all the support you gave us over the years. It's amazing that this genre has grown so much. All that makes me excited to continue, and I'm glad I could be a part of this team and the community for a better part of the last five years.  

As we march towards the 1.0 release, we will break things as we apply systematic changes to frameworks that hold the gameplay together. While it may seem as counterproductive from outside perspective with only couple weeks left before the release, there is usually (usually, but not always - truth be told, we make mistakes) a good reason behind it. I'm going to try and break it down for you.

When we see an issue somewhere, we have to consider many factors. Our implementation needs to be consistent across the board in the underlying systems. Not only this is good for modding in the long run, it is also very important for us to lower the amount of new issues brought in with every update. In reality, that may mean that while a feature or action might be working right now, we have to break it temporarily, and apply fixes to make sure its implementation is, in the end, consistent with everything else in-game.

Having said that, we are not happy about it and understand that it is hurting the player experience. While we have closed numerous bugs with recent patches, and improved many systems from a technical point of view, we introduced new ones that need our attention. Things will stabilise in the coming weeks and post 1.0, and our goal is to benefit from this stabilisation in the long run. 

Another thing I wanted to touch on was the update schedule. Since the initial switch over to Stable, we have made some mistakes and learned from them. We had a streak of hot-fixes in a very short time period and while we will keep reacting to most pressing issues as quick as we can, we want to stabilise our update schedule to the Wednesday maintenance window. The use of the Experimental branch will be less frequented, but still possible if required. We will try to be consistent, but flexible when needed. We want to get better.

Update on pressing issues from the last Status Report

We've made some progress on the pressing issues we listed the last time, let's take a look:

    Hit registration

      We have tracked and fixed a number of hit registration issues over the last couple weeks. To be specific, I'm talking about the inventory manipulation of magazines through double click, which wasn't properly synchronised and caused ghost bullets. Another issue was with zeroing and a reload initiated during scoping/iron sights in a specific way. The most common issue was caused by problems in packet priority and networking. Overall, you shouldn't be seeing hit registration issues pop up too much any more, and I highly recommend you to contact us through the Feedback Tracker if you experience weapons not dealing damage at all.
      While there are certainly some issues with damage itself left, it is tied to a balance pass and things will get ironed out. I'll also be talking about one specific damage issue that has popped up on our channels recently.

    Changing keybinds

      The next update should contain the keybinding UI and while still work in progress, it should be a large improvement over what was possible before, and it will also finally be consistent with other UI elements in-game.

    Lighting issues

      Lighting and exposure settings are being debugged right now and you should see changes coming in over the next weeks, making sure that both day and night lighting problems, tone-mapping, luminosity, light sources and what the community describes as excessive bloom are improved. The issues we are tracking right now require more input from the Engine Team and are planned after the next Stable update.

    FPS drops

      With the investigation into FPS issues reported, we haven't gathered enough evidence yet. I would like to ask all of you experiencing a decrease over the last few patches to send us information about the server you play on (possible modification causing some drops, even economy changes causing more items to be placed on map), their configuration and drivers to help us iron out exactly what happened and how. Internally, we haven't been able to reproduce it on any range of systems we have available, but we may be missing a crucial piece of information.

Current issues

As I already mentioned, while fixing some things, we also manage to break them. Let's see what's broken. To make things short for the Status Report, I'm just going to list them as bullet points of current most pressing issues, and you can read the full context and our response in the related forums thread.  

    Server crashes
    Vehicles issues
    Broken play button 
    Persistance issues
    Gun sounds missing
    Sounds stuck in a loop
    Basebuilding issues
    Shotgun damage issues
    Night time setup
    Hit reaction and stun lock
    VOIP issues

Again, please make sure you read the related forums thread to see our replies on the issues you reported.

Many of the reported issues can be improved by value adjustments on our end. I want to emphasise how important this balance pass is for DayZ and its functionality. While all sorts of interesting features are in, they require us to review their current state. We need to get dirty to properly configure them. Gun-play, damage values, diseases, economy, persistence, and so on - bugfixing definitely comes first with high priority issues, but a balance pass is what makes the game fun in the first place. We will announce as things get rolled out over the following updates before we reach 1.0. The first thing you should be seeing is recoil and its behaviour tweaks.

- Eugen Harton / Lead Producer -

Dev Update/Martin

Hi everyone! While on the PC side of things, we're in full bug fixing mode, our Xbox Survivors are still waiting for the big update to drop. As we detailed in our Xbox Development Briefing, if things go well, we'd like to release the Basebuilding & Vehicles game update on Xbox this Thursday. This is still with a disclaimer as we'll be going through the final stage of testing tomorrow, but even if we discover some specific issues, this update will still be the biggest Xbox update of DayZ since we launched in Game Preview.

We're also right in the middle of the Xbox Black Friday sale, and this will probably be one of the very few chances to get DayZ on Xbox One for an advantageous price (currently 15% OFF at $33,99 / £26,99 / 33,99€). So, If you were considering getting DayZ on Xbox, or convincing your friends to give it a try, right now is probably a good time to go for it. The game will only get better and more polished from here, so while I'm of course strongly biased, I'd say the current price is a pretty decent deal.

- Martin Čulák / Brand Manager -

Dev Update/Peter

Over the past week, we've been collecting your feedback on gameplay mechanics in the first installment of the Focused Feedback Round on our forums. Below, you can find links to the individual topics.  You've sent us countless ideas and suggestions for every single one of them.

As we are pretty busy with the preparation of the December release, we will take this week to evaluate your feedback before starting round two. We are going to talk about gun mechanics, melee, infected and the damage system, so gather your thoughts for when we open the next Feedback Round.

- Peter Nespesny / Lead Designer -

Dev Update/Mirek

Hello Survivors! As we're all very busy with our tasks, I just wanted to provide a quick bullet point overview of what we have done, what we are working on and what we have planned for the upcoming weeks. Let's go:

Done

    Car physics update; We had to rework the car physics controller as the suspension system was very unstable at lower fps (both client/server side)
    Hit registration fixes; We've managed to fix one specific hit registration bug caused by packet ordering
    Support for hearing sounds outside the network bubble (this can be configured in a server config)
    View distances are now also configurable via server config
    Voice over Network fixes; We fixed specific issues with 5.1 & 7.1 headphones
    Aligning characters on sloped ladders
    Added script API for light sources; Our scripters (and modders) can now script the intensity, colour, and size of light sources and dynamically change them
    Support for additional character animations - e.g. sickness

In progress

    Overall stability improvements; Mostly crash fixes
    Modding support; Further script API extensions, filepatching & security bug fixes
    Further car physics tweaking
    Input system (allowing the ability to assign key binds)
    Fixes for applying damage texture to specific damage zones

Plans for next weeks

    Continue with crash fixes
    Character physical controller fixes
    Infected AI fixes

- Miroslav Maněna / Lead Programmer -

Dev Update/Viktor

Greetings from the animation team Survivors! We've been very focused on bug fixing and improvements to existing animations and systems in these past two weeks. We have finished a pass on hundreds of in-game items, mostly updating their holding poses to make the animations look more natural, and also to reduce various clipping issues. There are still some problematic items which will be up next.

Other than that, we've also worked on bug fixes in the animation graph and animation polish for player character animations. One of the specific improvements is the addition of animations related to various sickness states. Player characters will be able to show signs of being sick by coughing or sneezing, and also to show signs of being too warm/too cold.

- Viktor Kostik / Lead Animator -

Dev Update/Filip

Hi all! In the audio team, we've been working on introducing additional variety to the sounds of player movement. That includes three different sounds for movement with a backpack, three new sets of sounds for various types of clothes (represented by the Patrol Jacket, Raincoat, and Quilted Jacket) and noises for movement with the ghillie suit. By now, you have also probably discovered that the leaves are now rustling when players are moving through bushes and small trees. Finally, our infected received new voices, now totaling at four male and two female infected voice variations.

- Filip Čenžák / Sound Designer -

 
 


Mercredi 7 novembre 2018  
 
DayZ is entering Beta on PC

Dear Survivors!

Today is a very exciting day for all of us here at the DayZ team. Coming closer to five years of Early Access Alpha development, we are now moving the PC version of DayZ into BETA. What does that mean for the future of DayZ and how long do we intend to run the BETA? Watch our new Dev Log video to find out more.



To recap, The DayZ BETA shifts our focus from introducing new features and content to bug fixing, stabilization and balancing. The goal is to create a stable and -most importantly- fun experience for our 1.0 release, scheduled for the end of 2018.
Worry not, this is not the end of DayZ development: we have more features and content planned after we stabilize the game, and they will come to you as part of free platform updates in the future.

The former 0.62 version running on our old technology has been moved to a legacy branch on Steam, and the default (Stable) branch on Steam now runs the new, 0.63 BETA update.

So what are some of the BETA highlights?

    Major engine changes
    Improvements to game and network performance
    Introduction of base building
    Massively improved implementation of vehicles
    More elaborate AI for infected and animals
    Major map rework to make Chernarus more beautiful and detailed
    Ability to run your own servers
    Modding Support

While mentioned as the last bullet point, the modding toolset is equally important to our effort of polishing the game, as it opens a whole new world of opportunities to experience DayZ in different ways. Read more about our modding toolset on our official forums.

Pricing plans, and post 1.0 plans

Despite our original announcements suggesting otherwise, the pricing will not change for DayZ with the BETA release, and we'd like to reach the final price for DayZ when we release of the game out of Early Access. That means for now, DayZ is still available for 27,99 EUR / 34,99 USD.

For the rest of the year, we will be working on our post 1.0 development plans and evaluating where we take DayZ next in terms of additional features and content. As soon as we have a solid roadmap in place, we'll let you know through all the official channels. Until then - see you all in Chernarus, and please do report every issue and bug you find to our Feedback Tracker!

 
 


Mardi 6 novembre 2018  
 
Status Report - 6 November 2018

Today was quite a busy day at our office with the Experimental BETA patch hitting the Experimental servers. So apologize this late Status Report, it is worth it.

Dev Update/Eugen

Dear Survivors,

we are listening. We know the last Status Report has started some heated discussion about DayZ. I'm gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don't go unanswered. But first, I also want to celebrate a little bit, because today is the day that we updated the Experimental branch with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I'm excited about this first step to a more polished gameplay experience with more endgame goals to achieve.

Farewell, 0.62 - 0.63 is fully taking the reigns

Not only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we're no longer working on old technology, the 0.62 version is now becoming a legacy to look back at and learn from. We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit.

The current 0.63 will be moving to the default branch (what we call the Stable branch, as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own "legacy branch" for future reference. This will make sure that players coming back in will get in touch with the new version of DayZ, and won't be facing a situation where they start up a game and can't join almost any server due to version difference. That way, we can focus on what the future of DayZ should be and we will deliver updates straight to you.

Experimental and Stress Test Branches should not see much use for the rest of the year, and will be deprecated until we get to a point they are once again needed. Our goal right now is to focus on addressing issues you guys have been reporting, and on making DayZ fun for our core player base.

With this change, we will release one more thing for you guys to play around with: DayZ modding tools. Yes it's happening!

While they can definitely be considered Experimental, your early feedback on the tool set can help us shape the future of the DayZ platform and game alike. Tools will be available as a free download on Steam and will be also supported by our new DayZ Launcher to organize your DayZ experience. The launcher (familiar to those of you who tried Arma 3) will be useful not only to work with mods, but also for work with startup parameters, server and tools after the tools package stabilizes a bit. With the DayZ tools release, we will be opening the Steam Workshop for you guys to share your creations in an easier way, accessible in one central place.

TLDR; if nothing goes majorly wrong, 0.63 is moving to Stable tomorrow, and we begin our BETA development - the march towards a stable 1.0 release.

Plans for the upcoming weeks

With 0.63 on the Stable Branch, and community server owners updating their servers with all these new features we introduced, I wanted to touch on few more things that are about to happen in the upcoming weeks, as that's certainly something you'll be very curious about.

Server browser changes & update schedule

The server browser is getting an overhaul based around a new technology that we developed together with our Online Services team. The gain with this implementation is that you'll be better able to tell if a given server is running a modified version of DayZ, and at the same time, the new implementation will make the server browser feel more aligned with rest of our UI design (which is by no means polished yet, but at least a basic direction has been set). 

Related to community servers, at least for the rest of the year, we're trying to go and have a fixed schedule of weekly updates so that server owners can be ready for any upcoming game updates.

Fixing, tweaking, and polishing

The upcoming bugfixes and tweaks will be focused on many of your complaints over the years. We read almost everything you guys post across social media, including (especially) those comprehensive lists for 1.0, and I just want say we know these things are important to you. While features are in, their functionality is often broken. We know that's what makes or breaks a game, and now is exactly the time to get that fixed. During this period of stabilization and iteration, you'll see the game change around the details that matter. A balance pass is ahead of us, and while it's certainly not the last, it will definitely be a first one that will fix a whole lot of the inconsistencies you guys experienced over the years.

Just as an example, I'm going to use the fix of misaligned guns that is already in Experimental (caused by either using a vehicle, being in prone, or using free-look).

We're also going to go over some of the issues that bother you a lot: like hit registration problems, or changing your key binds. Let's go.

Feature and content freeze for BETA/1.0

With today's Experimental update, we have released a huge amount of items that were not available in-game before, and while some of their functionality might be bugged, these specific cases will be tackled in the bugfixing, polishing, and balancing push. What's in the Experimental build now is the list of items we want to hit 1.0 with, and anything else we've talked about in the past will be a post 1.0 content released as free platform updates.

The same goes for features - features that we previously had planned to deliver and are not in-game right now and are postponed after 1.0 release. We will be working on our post 1.0 plans and communicate the exact details of our efforts through official channels. One thing I can already say - I'm really looking forward to working on a stable game platform. Something we have not seen a lot (or at all) for the past 5 years.

Addressing the current most pressing issues

There are some hot topic currently resonating in the community, and I wanted to touch upon some of those in more detail. As these would make the Status Report visually even longer, we're gonna put them into a separate forums post. These are the topics covered:

    Item renaming
    Hit registration
    Changing key binds
    Bloom post process effect tweaking
    FPS drops

Now to an elephant in the room that has to be talked about in a proper manner. Previously, I have said that I want to write up my thoughts after talking to you guys on various channels and criticism that has ensued after the last Status Report. Here it is.

Why go for a 1.0 release this year?

There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken - additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds.

Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We're taking a deep breath, we're taking a look back with the aim to properly plan out building on a platform that is fun to develop for.

Can you really have a polished, stable 1.0 version of DayZ by the end of the year? There's not much time left.

Yes, unless we believed that, we wouldn't have chosen the option to hit the deadline. There is about a month of real development left, and hopefully some you have noticed we have started fixing some really pressing issues in DayZ over the last week as we shuffled our priorities. And that is what deadlines do. They make you think twice about what is really important. While there are large numbers of issues left, only about 600 of them are crucial to make DayZ work as intended. We plan to do exactly that. Fix features, stabilize the game and make it enjoyable after being weighed down by bugs for a very long time.

Are you pressured from the Bohemia management to go for the release?

There is pressure of course, that's a natural part of game development. We've just spent five years in Early Access. That said, Bohemia Interactive is a privately owned company under no pressure from external investors. It is our decision to meet our deadline, and there are no business people standing behind our backs forcing us to do it. Bohemia is a family of like-minded people who want to make games without publishers calling the shots. It's also one of the core reasons why Bohemia still self-publishes its own games, and generally does things on its own. While we may not be perfect, our players, our community, our games are still very clearly different from the rest of the industry.

Why not just continue in BETA after stabilizing the game, and not avoid "slapping" a 1.0 on a game that's not "feature/content complete"?

Because if we were to do every single thing that was ever conceived/thought of/casually mentioned for DayZ, we would not be able to exit Early Access even next year. In development, especially if you work with new technology, there is no proper way to do estimates. You just do them based on your past experiences with different technologies. This a super complex topic and we were unable, and effectively failed to predict the amount of time some these things would take on the new engine. While the possibilities with our own technology are endless in theory, we just can't hit content/features that we wanted or wished for in the time we set for ourselves. That said, we know that the game is going to be tons of fun even when some of your favorite features and content are missing now.

Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?

No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now.

What are your plans for development after BETA? When can we see the remaining features being implemented?

As mentioned previously, we want to properly plan out content and features for next year, and focus on timely delivery by having a stable platform that we can build upon. One of the top priorities will definitely be weapons and content variety. As for features implemented post 1.0, we will share more information once the whole team agrees on what exactly we can and will deliver. DayZ is our dream game and we want to make it the best possible experience for developers and players alike.

- Eugen Harton / Lead Producer -

 
 

 

 


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