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With the experimental branch updates on 0.50 rolling out this week, Raist and Eugen have worked together to deploy additional data tracking methods that should aid fine tracking and design adjustment related to player movement. Previously the team had focused most of our data tracking methods on loot distribution, spawning, and so forth - as we move closer towards the deployment of vehicles, expansion of existing persistent objects, and the central loot economy we will continue to use experimental branch and official stable branch servers to guide the design of gameplay mechanics via player movement, death, and camp analysis.

The above image shows the concentration of player deaths within a 12 hour period on one Experimental Branch 0.50 server. As you can see, the expected large amount of player deaths occur along the player spawn points. However, what is increasingly fascinating is the large spread of unique player deaths across the map. From as far out as Kamenka, to Tulga, Skalisty Island, and Devil’s Castle. I like to imagine the lone player death at Green Mountain was an epic last stand gun fight, but we may never know.
In addition to the obvious value to the data above, analyzing data like this will become increasingly valuable for the development of core gameplay systems, as well as Chernarus Plus over the coming days and months.

In addition to the work done on player data tracking, the gameplay programming team has worked hard on increasing server side performance optimization as well as server side security updates related to player position tracking. 0.49 introduced a good deal of server side performance enhancements, and addressed quite a few critical issues with stability. However, with these fixes came several new issues that we hope to see resolved with the stable release at the end of the month. We hope to finish out October with 50 player servers, persistence enabled by standard, and faster server performance across all servers on stable branch. As we progress along our goals in October, the status reports will keep the player base updated on these goals and any potential blockers or delays. - Brian Hicks / Producer

Chris / Lead Artist

Tech:

Work continues on fixing the graphical bug associated with our 3D camo and it has turned out to be more troublesome than originally thought. While the programmers were tinkering around with the shaders in search of a fix, we were able to have an additional channel added to the shader used for most

of the loot items which will allow us to procedurally change the color of objects via config. The designers will evaluate how and when to implement such a feature but I am hopeful it will lead to a lot more color

customization options on a lot more items than we currently allow. We also got support for a colorize in the grass shader so that we can vary the color of patches of grass in a large field, adding some visual flare to the environment.

Character Art:

The first women’s clothing item is done: 3/4 length pants. It will be added in the no-so distant future, along with women’s shorts and a sweater. The prison uniform, which was paused pending a few high priority tasks, is WIP again. We will have to pause the creation of new zombie types temporarily to work on some tweaks to the skeleton, which were asked for by the programming and animation team, related to new zombie AI/animation triggers.  The team in Bratislava is working on various crafted items from leather which I hope will be interesting to people who like to play in more of a PvE style.

Weapons:

The Derringer art is ready and will soon be ready to be passed along the chain: animations, sound, cfg. The AKS74U and AK74M are being polished along with the art assets related to 5.45mm ammo. I have set this as a goal for myself - that by the end of October the AK74 family will debut on experimental. “

Viktor / Lead Animator

"After introducing one handed pistol animations many visual bugs had to be fixed to provide smooth and polished experience. Part of that is polishing and replacing some unarmed moves while standing. First of upcoming minor changes is a new unarmed sprint and unarmed run should follow. When we finalize those we can polish other animations like running with binoculars, pistols and other one handed items.


We are still processing the last mocap animations as these should be ready for improved zombie ai. Many new attack for zombies are being created so we can prototype and test different zombie combat situations. We already have a first iteration of tools for new animation system and it looks great. If all goes as planned we would like to introduce zombies on the new system as soon as it will be possible. After all, we already have a deer running around using new system (just internally for now) and it’s already visible improvement. But it is still a long way to go until we can use all of the great features of the new animation system.”

Peter / Lead Designer

"Last week was pretty hectic. We brought a bunch of different assets from our backlog to the game like the leather sewing kit so you can finally repair your leather clothes and shoes, RDG2 tube also known as smoke grenade, sardines - this time alive not canned, welding and firefighter helmet to cover your head, brass knuckles and sledgehammer to crunch some bones. All of these things should spawn in game along with long time awaited MP-133 and R92. 

As well, a good amount of bug fixing tasks were addressed. For example better placement of tents which takes surrounding collisions into account to allow for more intelligent pitching of tents in wild places. Proper placement of wrecks created by dynamic events. Allowing or forbidding of fireplaces to be ignited in some places. Temperature and wetness fixes and tweaks. 

Apart from that we also opened discussion which will help us to outline construction design and it’s mechanics. We are analyzing what’s possible and where the borders are so we can decide upon crucial things like how they will be placed - freely or grid based? What the granularity of objects will be - down to logs, whole walls or perhaps complete floors? How the crafting of these objects will be done - just a recipe or actually stacking. There are many important things which will define player experience of creating, using and ambushing bases. 

Interesting times ahead, probably we will need some dungarees in the future… see you in Chernarus folks! “

Standup Notes for the week of 06 Oct 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:

  • Multiple crafted leather items
  • Women’s shorts, sweater.
  • Procedural color changing for loot.
  • Polishing bush rag and 3D camo for weapons
  • Plants for horticulture
  • Craftable vest and coat
  • Various car parts
  • Prison Uniform
  • Steyr AUG
  • Zombie skeleton tweaks
  • Large military tent 

Animation:

  • Player Unarmed Sprint
  • Player animation graph bugfixing
  • Zombie mocap processing
  • Lowered one handed Pistol Animations Polishing
  • Zombie Animations
  • Player Pistol Animations

Design:

  • Bugfixing
  • Configs and scripts for new items (lockpicks, rangefinder)
  • Configs and scripts for hermit zombie
  • Configs and scripts for MP133, Repeater
  • Weather impact on player and carried items
  • Vehicles and their parts
  • Horticulture
  • Barricading
  • Animal and zombie AI
  • Advanced melee combat string table

Programming:

  • Critical inventory fixes
  • Unintenional weapon switching
  • Issues with animation sychronization
  • Server performance issues
  • Broken door states in navmesh
  • Improved persistance saving
  • Server performance issues
  • Data/Common Stats tracking
  • Loot distribution analysis

Status Report - Week of 29 Sept 14

Over the last week (and throughout the next few) a good deal of work has been done to gauge current server side performance, player and AI limitations, and the immediate steps required to increase the current limits. In tandem with work done with BattlEye, our game server provider partners, and our internal security team we have also continued work addressing immediate security concerns and ways to mitigate them in order to provide an enjoyable player experience.

Players will begin to see these appear in the following ways:

  • Experimental Branch will begin operating at 50 players per server
    • With the short term goal of deploying this to stable branch servers as well
  • Experimental Branch will deploy and test new forms of detection from BattlEye
  • Over the next few months we will use experimental branch to roll out changes to Zombie AI & Sensor functions
  • Within weeks you will begin to be able to rent private shards of the central DayZ hive along with your DayZ server instance from your preferred game server provider
  • In October and November you will see experimental branch servers rolled out with varying player counts as the team tests optimization measures aimed at server performance and data management

Pairing this work with work currently under way by the design and programming teams to support the upcoming experimental release of both our first vehicle, as well as the first iteration of barricading via locked doors and the methods to break them down will greatly expand the player experiences as we close out 2014. It is important to pay attention to the project status reports, and developer streams as well as participate in discussion on the official forums to maximize your engagement with the development process. - Brian Hicks / Producer

Chris / Lead Artist

"I’m happy to say that our programmers are looking into a bug which was preventing us from creating better looking 3D camo so with any luck, I’ll be able to show you some in-game pictures of what we came up with in the next couple of weeks.

Planned is to include wearable active camo, and some which you can craft onto your long rifle. I was pleased to see the overwhelmingly positive response received from the first pics of the hermit zombie in last week’s report. We have devised a scheme to create a set of zombie ‘dolls’ which are skinned already and will allow us to rapidly iterate new zombie types by ‘dressing the dolls’ with new or existing survivor clothing models and baking them to a new texture.

Work continues on vehicle parts, new survivor clothing models, and the new weapon models (Derringer, AUG, AKS74U). The release of the MP133 and Repeater were held up pending creation of sounds as, rightly so, the new door sounds superseded weapon sounds in priority.”


Standup Notes for the week of 15 Sept 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:

  • Prototyping procedural color changing for weapons
  • Polishing bush rag and 3D camo for weapons
  • Rangefinder Optic view
  • New fishing related items
  • Plants for horticulture
  • Craftable vest and coat
  • 3/4 length women’s pants
  • Various car parts
  • Medical Scrubs
  • Steyr AUG
  • Zombie ‘paper dolls’ for rapid iteration and creation of new zombie types.
  • Prison Uniform
  • Large military tent
  • ​Bugfixing character art and environment models

Animation:

  • Player animation graph bugfixing
  • Zombie mocap processing
  • Unarmed player sprint 
  • Lowered one handed Pistol Animations
  • Zombie Animations
  • Player Pistol Animations

Design:

  • Bugfixing
  • Configs and scripts for new items (lockpicks, rangefinder)
  • Configs and scripts for hermit zombie
  • Configs and scripts for MP133, Repeater
  • Weather impact on player and carried items
  • Vehicles and their parts
  • Horticulture
  • Barricading
  • Animal and zombie AI
  • Advanced melee combat string table

Programming:

  • Inventory fixes
  • Security on player location updates
  • Doors locking and destroying
  • Zombie phantom sounds
  • Performance issues
  • Unintentional weapon switching
  • Broken door states in navmesh
  • Improved persistence saving
  • Diagnostics for debugging

Status Report - Week of 22 Sept 14

Over the last week core members of the development team have been focused on investigating, and addressing server and client crash issues introduced with 0.49. These include issues with the processing of persistent objects on server initialization, player rag dolls, and the clean up of trash (expired) objects. In addition, the programming team continued their work on addressing exploits related to rapid player position updates. (Sliding/Teleporting)

As these updates make their way to stable branch we are also working with our game server providers to put the finishing touches on the systems needed to properly support the renting of private shards of the central DayZ hive. As mentioned in previous status reports, this option will continue the initiative to progressively increase the customization options allowed to server operators and communities, while still protecting the core vision of DayZ. This tied with our continued collaboration with these game server partners to analyze and track data related to the optimum software/hardware configuration for DayZ server instances should allow us over the next month to greatly improve the play experience on all DayZ stable branch servers.
Throughout this process we will endeavor to share data and statistics related to this whenever possible in our weekly status reports.

Those experiencing issues with respawning, or spawning into (any) servers should also head over to the official DayZ forums and read the information contained in this post. Anyone still having issues is strongly encouraged to reply to said post, so we can continue investigating the root cause of the issue. - Brian Hicks / Producer

Peter / Lead Designer

"Weather impact on the player character is still being worked on and body temperature is now dependent upon character movement. Drowning characters also received some attention and is now working like you would expect. There is also a new waterproof bag, so anyone who happens to find your soaked dead body will be able to use your dry things. There are two traps ready to be released shortly - snare trap for small game as I already mentioned and one used for catching small fish.  

Apart from that we are refining design for barricading and vehicles. Some nasty bugs which were affecting gameplay were fixed, such as the lack of ability to be in both restrained and unconsciousness state at the same time or endless usage of consumable/food/drink items.  

By the way if you missed live stream of Brian, Chris and I playing DayZ head over to our twitch.tv channel and check it out… see you in Chernarus folks! ”

Chris / Lead Artist

"Much of what I wrote about last week is still WIP and there isn’t a whole lot of new stuff to talk about right now.  The prison uniform and medical scrubs are almost ready, as well as the first item of woman’s clothing - 3/4 length pants.
The art and design teams have agreed on a series of sketches related to the creation of leather craftable clothes so work on the models is underway there. We decided to make a command variant of the V3S and work continues on the vehicle parts.  A hermit zombie was completed and I think the first time you see him coming at you, its going to be good for a scare. 

https://pbs.twimg.com/media/ByYlynLCUAIcqKx.jpg:large

We’re also working on a lock picking kit related to the barricading feature Peter discussed during the Friday dev stream last week.

Also, a new large, military tent is WIP which you will be able to persistently store your gear in.”

Viktor / Lead Animator

"Last month we added new zombie run variations. Now we’ve started to focus on other areas. After going through many already mocaped animations we were still missing some important moves we want to improve the zombies with. To be more specific I’m talking about zombie attacks and hit reactions. The mocap session happened on tuesday and we have mocaped some awesome attacks and reactions for zombies. I truly can’t wait to see it in game. This will be our immediate goal.

At the same time we have started changing pistol moves a bit. Although it will take some time to have it fully polished there is a new pistol lowered pose and moves for standing, crouched and proned player. And one more thing… it’s one handed!

The MP133 reload animations have been finished, however there are some minor issues we need to fix. And as usual we are looking into bugs. Last week many minor issues in the animation graph were fixed.”

Standup Notes for the week of 22 Sept 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:

  • Prototyping procedural color changing for weapons
  • Polishing bush rag and 3D camo for weapons
  • V3S Command Vehicle variant
  • New fishing related items
  • Lock Picking kit
  • 55 gal drum for dying leather
  • NEAF models
  • Various car parts
  • Medical Scrubs
  • Woman’s clothing
  • Steyr AUG
  • Old man Zombie
  • Prison Uniform
  • Large military tent
  • New outdoor (picnic) table
  • ​Bugfixing environment models

Animation:

  •  Player animation graph bugfixing
  •  Rifle raised walk
  •  MP133 reload animations polishing
  •  Zombie MoCap Processing
  •  Lowered one handed Pistol Animations 

Design:

  • Bugfixing (restrain issues, endless usage of items etc.) 
  • Configs and scripts for new items 
  • Traps for small game and fishes 
  • Drowning player
  • Weather impact implementation 
  • Vehicles and their parts design and implementation 
  • Horticulture implementation 
  • Barricading design and implementation 
  • ​String tables 

Programming:

  • Client and server crash fixes
  • Door reimplementation (bugfixing)
  • Security on player location updates
  • Player respawn/connecting fixes
  • Tents positioning
  • New basic zombie behavior
  • Sound-over-network enhancements & optimization
  • Server fps optimizations
  • Support for better weapon animations

Status Report - Week of 15 Sept 14

Security.

This is the topic of this week’s status report. As we move forward with development on DayZ past 0.49 and into 0.50 this is one of our primary focuses. Throughout our Alpha and Beta phases the core engine that powers DayZ is created. During this process new engine functions are introduced, deprecated functions are removed, and the general nature of how a great deal of systems operate can completely change. Within normal closed development this would not be an issue, however developing DayZ in the open and updating the primary branch with any reliable frequency can leave us vulnerable at times.

Individuals focused on identifying, and exploiting vulnerabilities during the development process -will- find holes. No amount of closed testing within a time scale that allows us to update the primary branch with reliable frequency, and keep to our target of a two to three year development cycle will stop this. However, Early Access does offer us an unparalleled opportunity to identify, and address potential vulnerabilities with how DayZ functions prior to the 1.0 that traditionally we would never have. Vigilance as these vulnerabilities are identified, and addressing them is critical to the stability of DayZ 1.0, and will serve to make the final product that much more of an enjoyable experience.

That said, over the next month these are our security goals.

  • Purge of the stable branch hive 
    • The intent here is to purge existing large volume magazines and legacy items from the economy
  • Working with BattlEye to deploy a new, more comprehensive method of detection
  • Closer collaboration between our internal hacks/exploit team and VAC
  • Addressing at an engine level current methods of rapid player position updates
  • Rolling out private shards for player rented servers with our game server provider partners
    • Private shard servers will offer the additional protection of server administrator level bans, password protection for private shard servers, and whitelist support

As 0.49 rolls out to stable branch today, the most obvious change with this update (aside from the stable hive purge) is the move of the initial persistence feature for rented DayZ servers to an opt-in selection with each game server provider. Given that consumer data, and player storage is such a valuable and key feature to DayZ, and still very early we want to ensure that the system is a physical choice each game server administrator makes. While this system is refined, each game server provider operates a last known good fail-safe for servers opting in to persistence that will restore the storage from the last successful startup in the event of any unforeseen failure. Moving forward into 0.50, we intend to move persistence from this opt in system to all stable branch servers.
Brian Hicks / Producer

Chris / Lead Artist
Character Art:

Since my last report, we wrapped up on bugfixing some of the character art (for now anyways) and began working on medical scrubs, a prison uniform, and some new women’s clothing. Yes, soon you will be able to don a skirt as you mow down zombies, fulfilling that weird fantasy we all have.  Work continues on the new civilian zombie and so far it’s looking quite nice. I’m looking forward to getting some feedback from the fans about him.

Vehicles:

The base vehicle model will be finished this week and we have begun working on the various parts which players will need to find in order to repair and maintain a working vehicle.

Weapons:

We’re polishing up the AKS74U and the SVD of old, since we’re closing in on a centralized economy to regulate the number of them on the map.  The MP133 and Lever action are waiting on sounds. A new weapon you can expect in the not-to-distant future is a Steyr AUG. One of my favorites.”

Standup Notes for the week of 15 Sept 14

Art:

  • Prison uniform
  • Medical Scrubs
  • Female clothing
  • AKS74U and SVD polishing
  • Steyr AUG model
  • Civilian Airfield structures
  • Leather craft able items
  • Vehicle components

Design:

  • Bugfixing
  • Vehicle component & servicing design
  • Implementation of waterproof containers
  • Design on snares/traps
  • Implementation of drowning on player
  • Implementation of prototype wildlife trap

Animation:

  • Various reload animations polishing
  • Rifle aim walks in progress
  • MP133 reload animations
  • Zombie movement design & prototyping
  • Motion capture session
  • MP133 reload config

Programming:

  • Bugfixing
  • Server/Client crash triage
  • Door reimplementation & bugfixing
  • Game control redesign implementation
  • Remote player movement enhancements
  • Security triage
  • Security on player location updates
  • Zombie behavior & AI
  • Sound-over-network enhancements & optimization
  • Player respawn/connecting fixes

Status Report - Week of 08 Sept 14

Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. 
What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam.

Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to:

  • Server/Character force re-initialization
  • Rapid micro player location updates (slide/glide teleporting)

Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we’ve put together a rough guide for the development of these regions.


As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map.  This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world.


Lastly, this Friday will be the first of our now weekly dev streams on Twitch.tv. Head over to twitch.tv/dayz at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat. — Brian Hicks / Producer

Peter / Lead Designer

"This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly.


We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it’s not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet)

More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics -  to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door’s lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aside from melee only.

Keep your ears open while looting… see you in Chernarus folks!”

Chris / Lead Artist

Character Art

Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we’re mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing.

Weapons (or the AKS-74-and-U)

Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for.  Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never *really* made a direct AK100-series equivalent for the AKS-74U after all.

Well, you’ll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. 

Vehicles

Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc…) separated into different meshes to work in a similar manner as weapon attachments.”

Standup Notes for the week of 08 Sept 14

Art:

  • V3S Transport Truck
  • New civilian zombie
  • NEAF civilian hangar
  • New 55-gal drum
  • Derringer
  • AKS74U
  • 5.45mm ammo
  • Radio Cassette player
  • RGD2 smoke (white, black)
  • Waterproof packable bag
  • Waterproof backpack

Animation:

  • Bugfixing
  • Grenade, chemlight, flare related animations finished
  • Repeater reload animations done
  • Throwing animations in progress
  • MP133 reload animation in progress
  • Arming/Disarming animations polishing in progress

Design:

  • bugfixing
  • configs and scripts for new items
  • added mi8 for random spawning
  • advanced weather impact on player
  • reconfiguring doors and adding sfx
  • barricading mechanic outline
  • ​finalizing new controls

Programming:

  • Character and inventory items duplication fixing
  • Melee combat tweaking
  • Shotgun shooting over network fix
  • Door reimplementation (now in internal testing and bugfixing)
  • New gamecontrols
  • Forced reinitialized players
  • Desync issues
  • Better sound over network
  • Central economy (type related cleanup and respawn, dynamic tweaking)
  • New basic zombie behavior
  • ​Partial reworking of respawn / cleanup system according to required type-related implementation

Status Report - Week of 01 Sept 14

As work progressed on dialing in the remaining critical issues with 0.49 (eg: Body temperature variations, duplication bugs, etc) the programming team has continued iterating upon our centralized loot architecture, as well as the major tasks such as ongoing work on replacing the renderer, replacing existing door mechanics, and the entire list covered in the stand up notes below.

Lets take a quick look at the distribution of ammunition, and the top 10 items that currently (as of 0.48 / Stable Branch) spawn. Please keep in mind this is very, very rough data. As we iterate upon the system, we will introduce more granular control over the quantity of each type of item that spawns, and what location in the world they are allowed to spawn in.



Looking at the above image, you can see that the highest quantity of spawning items is easily canned food goods. As we push more on the survival mechanics, and the centralized loot control - we’ll see these item quantities begin to drop, and hopefully the amount of base survival items such as fishing hooks, rope, burlap sacks, and tools increase.



It is interesting to see the high quantity of ammunition such as 357 Magnum, and Shotgun so prevalent currently. We expect this data to shift greatly as we focus on supporting the -chance- for magazines to spawn with weapons. (Note: Chance, not all the time - but given the randomness of every weapon spawning across Chernarus, at least a few should have magazines and or clips)

In addition to this, the production, design, and environment teams have discussed the issue of player spawn locations - and the lack of traffic through the classic DayZ cities such as Chernogorsk, and Elektrozavodsk. The initial push to restrict player spawning in these regions was tied to the design of the Chernogorsk area, specifically the new tenement structures and the Balota airfield. As we move towards fully implementing centralized control over the economy this will become less of an issue. With this in mind, the Balota airfield as been redesigned and a new, further inland military base was created.
As 0.49 hits stable, players will begin to spawn all along the coast from Chernogorsk, to Novod. The reaction to this will be monitored, and the spawns will be adjusted accordingly.

Finally, as mentioned on twitter, the team has identified a bug with the game server that we’ve noticed being exploited on stable branch. This bug is related to character/server initialization, and is a top priority issue for us. - Brian Hicks / Producer



Chris / Lead Artist

Character Art

The firefighter helmet and SPOSN backpack are finished and are being tested currently in-game so they should be showing up  in experimental shortly.  We’ve begun working on the first new civilian zombie in quite some time and are looking into expanding the number of zombie heads for models so that they’re not quite so repetitive. We’re also working on some waterproof containers to keep player’s gear dry during the frequent rain experienced on Chernarus. Work has also begun on the craftable player gear and items related to that system.

Weapons

The Rossi R92 is finished being animated. We’re just waiting for sounds and then it’ll be good to go.  The animators also began work on the M133 earlier this week so it won’t be too far behind the repeater. Something a bit newer is an AKS74U which is a work in progress by one of our talented artists and I, in my spare time (of which I do not have much), have begun a labor of love – a Derringer pistol. I was also happy to hear that the cattle prod and stun baton are functioning. Finally players will have an alternative to using lethal weapons to temporarily incapacitate other players in unsafe situations, rather than simply kneecapping them.

Environment

Not a whole lot new here. We’re continuing work on the civilian airport structures to replace objects at the NEAF.  Mario, one of our senior artists began doing some planning for the long-abandoned prison complex which will be something worked on in between higher priority tasks and will take quite some time to finish.  We’ve also begun discussing ways to introduce some visual variability of the numerous small villages since they contain mainly the same, rather small, number of house models. “

Viktor / Lead Animator

"In the last couple of weeks we were busy with various bugfixes. Besides small gestures and bow related polishing we have fixed some major issues like players falling after drinking bottle, taking item in hand while handcuffed and other. One of new additions is the possibility to run up and down stairs. This was mainly a programmers task since it had to be changed in the engine.

After we added running while restrained we focused on crouch restrained player. Now there are two crouch restrained poses - one after someone forces you to restrain and one when you move. Yes that means we introduced restrained crouch walk, so you can take your captives with you anywhere now.

Another big area we started to improve by the end of august are zombies. First we are still in process of designing and preparing for the new advanced AI. We’ve discussed and designed the new zombie AI with programmers and designers but it will take some time until we see it in the game. Until then we have added a few small improvements. Now there are different zombie runs, walks, idles. That means if more zombies are chasing you, each will move different. We already have some more ideas that will significantly improve the experience.”


Standup Notes for the week of 01 Sept 14

          Art:

  • Firefighter Helmet
  • New civilian zombie
  • SPOSN Backpack
  • NEAF civilian hangar
  • New 55-gal drum
  • Derringer
  • AKS74U
  • AK101 retexture
  • M4 Drum Mag
  • Pack of cigarettes
  • Skate helmet
  • Bottle of voka
  • Dime bag
  • Range Finder
  • Leather wallet
  • Radio Cassette player
  • RGD2 smoke (white, black)
  • Waterproof packable bag
  • Waterproof backpack


    Animation:

  • Bugfixing
  • Grenade, chemlight, flare related animations
  • Zombie variation animations done
  • Bow animations polishings
  • Repeater reload animation in progress


    Design:
  • General Bugfixing
  • Script/Config work for additional weapon types
  • Vehicle classification prototyping
  • Vehicle component prototyping
  • Horticulture design/bug fixing


    Programming:

  • Sounds for melee weapons
  • Melee combat tweaking
  • Door reimplementation
  • New gamecontrols
  • Inventory bugfixes
  • Throwing items fixes     
  • Dead zombies disappearing fixes
  • Code cleaning and optimizations
  • Loot statistical data collecting
  • Graphical representation of statistical data
  • Type related loot cleanup

Status Report - Week of 25 August 14

image

Over the last week the team has been working on finishing the final tasks for 0.49. Included in this work was an extensive code merge from the team in Bratislava, focused on navigation mesh, animal AI, horticulture, and animation system changes. Due to this merge, we’ve decided to push the 0.49 update out by one week (to allow for a strong QA pass before the update)
0.49 represents a large amount of work that will not be immediately visible on the user side, but allows us to start tracking statistics on player data and item spawns, as well as the mentioned work on animal AI, horticulture, melee system redesigns, and the central loot economy.

Experimental branch will be updated this week as we look to expand testing on 0.49 before the stable branch update. Additionally, BattlEye will begin broadcasting a message every hour warning users of the upcoming stable hive reset that comes with the 0.49 update.
As 0.49 will bring persistent storage to all stable branch servers it is important that those who rent DayZ server instances make sure to check out the backup policies of their respective game server providers to ensure an easy recovery in the event of any unforseen issues with your instance.

Starting in September, several new initiatives to increase transparency and accessibility into the development process will be rolled out, including the dev team twitch stream schedule located on devhub.dayz.com. (twitch.tv/dayz)

Peter / Lead Designer

"As I mentioned last week, the initial implementation of horticulture is prepared but using placeholder assets and it will need some attention from the programming team. I personally feel this system can have a lasting change on how many people will approach Chernarus. Imagine being independent of inhabited places with your own grown crops, meat and clothing from hunted animals.

Expanding on that vision there was a lot of talk recently about craftable leather clothing across the dev team and it seems it will became large part of the fashion in DayZ. Possibilities will be broad from crafting plenty of unique items from different hides or to produce tanned leather for more generic looking clothes with optional dyeing them to different colors.

What recently got so much love and I’m very happy with the outcome of that effort is the melee system which was refactored from the base by our programmers. You will be pleased especially with cursor and swing hit detection which are so robust that there’s no way to miss your target unless you are too far away or have something with eyes. We will do our best to plug in the swing detection back as soon as possible so you can finally enjoy melee as it should be. We hope to have this included in the 0.49 update next week.

Also worth mentioning is the advanced weather impact on player character which is very close to be released and has made some great progress on utilizing possibilities of our environment.

So don’t forget to keep yourself warm and dry… see you in Chernarus folks!”

Mirek / Lead Gameplay Programmer

"Our core focus this week has been on server optimizations and improving melee combat hit detection. Both of these issues are currently in internal testing and if everything checks out, we will deploy it on experimental servers this week. We’re also continuing on our new doors system (interacting with doors in a way that makes sense, rather than proximity to the door) and new game controls, but it will take some time to complete both of these changes. I can safely say however that for example interaction with doors is definitely improved. It is now impossible to open doors from higher/lower floors, you now interact with doors by looking directly at them.             

A major update came in from the Bratislava team (thanks to Marek Zeman) for pathfinding, so a good amount of issues with zombies clipping through doors have been addressed.”

Chris / Lead Artist

"The Lists of Lists:

Last week, Peter and I met many times to discuss some long-term plans related to many aspects of the game and what art assets would be needed.

I’m getting pretty excited now since we’ve planned out concepts for new zombies, settled on DayZ 1.0’s weapon list (melee and firearms), created a preliminary list of assets needed as vehicle attachments and parts, and began to discuss with Chernarus legend, Ivan Buchta, how we might improve the visuals on the map.

We also had the pleasure of spending a couple of days at the studio’s office in Brno where we met with members of our team in Bratislava to solidify plans for craftable clothing and defined the set input resources, crafting object, and crafting outputs which the art team will be required to make.

As well, I had the pleasure of sitting down with Take on Mars project lead, Martin Melicharek, who gave me a tour of the Enforce engine’s graphics, particle FX, map tools, and art pipelines so that I can understand a bit better what to expect when we switch to the new renderer as well as give us the opportunity to request some improvements or additional features for Enfusion. Its pretty fantastic for this old-school ArmA modder to see.

Character Art

The MASKA-1Sch helmet, balaclava, and firefighter uniform are now done and have been passed to the design team for configing into the game. I would expect they will end up in experimental next week. Work continues on a firefighter helmet and a SPOSN Tortilla-inspired backpack to complete the Eastern-block SPECOPS uniform.  It looks great with the SMERSH vest/backpack combo.

Environment

Work continues on the new civilian airport hangar and building models and we have begun to plan out with our map designers, which other types of new buildings and objects we should make a priority.

Weapons

The Rossi R92 is being animated and should be out soon and I received word that the MP133 is also ready to be passed down the assembly line of anims, sounds, and cfg. I realize that the release of new guns is perceived to be quite slow but this is because we generally assign them lower priority compared to other, more important tasks being performed by the multi-disciplinary team required to finalize one.

We’ve also created a few more melee weapons as well as the first art assets related to non-lethal weaponry given to the designers to play with. ”

Standup notes for the week of 25 August 2014

Programming

Reintroduce network optimizations
New melee combat mechanics and fixes
Door reimplementation
New game controls
Central economy
64bit server optimizations
Navmesh update
Code cleaning and optimizations
New basic zombie behavior
Better sound over network

Design

Advanced weather impact on player character
Plugging in new implementation of melee system
Config and scripts for new items/gear
Config and scripts for new animals
Craftable clothing design
Central economy setup
General bug fix

Animation

Throwing animations
Zombie run variations
Player restrained animation extension
Zombie AI/combat/animation design
Digging animations

Art

Balaclava mask
MASKA Helmet
Firefighter Uniform
MP133
Rossi R92
Crafted Clothing art design proposals
Vehicle parts/attachments models
Non-lethal weapons
New Zombie concepts
Firefighter Helmet
SPOSN Backpack

Plan for release of 0.45 to Stable

Originally we planned to release the 0.45, currently on experimental branch, to stable today. However feedback from experimental identified a flaw in a newly designed system to handle player movement. This causes the server to, when faced with complex geometry, come up with a different acceptable pathing result than a client. When the server and client have differing states, the server “wins”. Therefore the place your client lets you go gets “reset” and you warp back to your position.

This is very frustrating as I am sure those testing on experimental will know. We know exactly the problem that causes this, it’s not a bug in a traditional sense but a problem with the approach we used. Currently that approach is being rewritten.

What we did do was merge in some changes to 0.44 that enhance security. There are some loopholes in the game that have not been utilizing our client-server architecture and we will continue to work on these to reduce the impact of hacking and exploiting in the game.

Please report any issues with the game to our feedback tracker.