DayZ - JStewart79
Evening Survivors,

This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend.

Contents This Week

Development Board Spotlight


Dev Update/Hicks
Greetings Survivors,

As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental.

Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this.

With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable.

- Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it.
- Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refresh
- Backpacks (not including the improvised and crafted types) have a lifetime of 4 hours
- Crafted backpacks have a lifetime of 1 hour

When the first 0.59 experimental build hits, you'll notice a few things we'll be trying.

- 10 Offroad Hatchbacks will spawn
- 10 Civilian Sedans will spawn
- 5 Transit Buses will spawn
- 5 V3S Chassis will spawn
- 3 V3S Cargo will spawn

These numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental.

For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com

Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below:

Attending:
Brian Hicks
xSmak
Respawnonme
iwinuloselol
DeadlySlob
M1NDR
Break71

This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses.

1) Player Desync / Gunshots not being heard / Breaking your legs while climbing upstairs?

A) While server side performance gains were made, this exponentially grew the amount of successful network traffic being handled by the server. No optimizations have been done on this across 2015, and thus obviously has to be a priority moving forward. This is a well known issue internally, and will be a focus moving forward. Network traffic behavior is just not acceptable right now, and must be improved.

2) Improvised Bow - Balancing? Changing the aiming style? Improving usability?

A) Obviously, the current method of using the improvised bow in combat is not ideal. It is -functional- but we have a good ways to go with it until we're happy. Most of that is either A) Going to be affected by upcoming changes to the animation system, and player controller and B) Going to come in beta, when our focus shifts from primarily feature development, to bug fixing. In short, in the end - we most definitely want bow combat to be both viable, and rewarding.

3) Weapon Sway / Realism vs Fun / Using the effect of hold breath to mitigate the cost of weapon sway & stamina?

A) This is a good point. Obviously DayZ is known for, and associated with a "hardcore unforgiving survival simulator" - and we want to maintain this moving forward. However, when it comes to systems such as weapon sway, hold breath, and stamina - and how they all play into each other, we need to communicate more clearly to the user exactly what is going on.

Part of this can be communicated properly via the upcoming new (togglable) UI, and even more can be communicated by -properly- displaying a (more) visible change in sway via the hold breath mechanic. As we're currently using placeholder tech from RV in this area, we're not able to do what we want to do with this. As we move closer to beta, we're all excited to move weapon sway, and associated hold breath functionality and the new UI towards a more approachable and understandable system. Much like learning to control your sound in DayZ Mod, we hope to see players learning through UI and visual cues how to control their weapon sway, and use hold breath the most effectively.

4) Are there any plans to reduce player speed / Address some sort of inertia system to mitigate players being able to make high speed 180 turns without consequence?

A) Firstly with player speed, anyone who played DayZ Mod can tell you how ridiculously fast the DayZ player speed is in comparison. Initially this was done to help mitigate the limited available methods of transportation in DayZ, as Chernarus is a very, very large play area - and the decentralization of points of interest by expanding and redesigning Chernarus into Chernarus Plus meant much more travel was needed. As we look forwards towards 0.59 and beyond, increasing the methods and availability of transportation we'll be scaling back player movement speed (iteratively, not all at once). When it comes to inertia, dexterity, and all of the potential gameplay areas that can have an impact on the player movement, there is most certainly room for improvement. Keep in mind however, we can't start effectively implementing and changing how this works in game until both the new player controller, and animation system are merged in and configured for use by the design team.

That said, we are most definitely interested in improving how the player handles, and expanding the simulation of weight, and dexterity upon the momentum of player characters in motion. The next three months or so should see some marked improvement, and changes to how this is handled.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link to the Devhub
DayZ - JStewart79
Evening Survivors,

This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend.

Contents This Week

Development Board Spotlight


Dev Update/Hicks
Greetings Survivors,

As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental.

Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this.

With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable.

- Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it.
- Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refresh
- Backpacks (not including the improvised and crafted types) have a lifetime of 4 hours
- Crafted backpacks have a lifetime of 1 hour

When the first 0.59 experimental build hits, you'll notice a few things we'll be trying.

- 10 Offroad Hatchbacks will spawn
- 10 Civilian Sedans will spawn
- 5 Transit Buses will spawn
- 5 V3S Chassis will spawn
- 3 V3S Cargo will spawn

These numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental.

For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com

Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below:

Attending:
Brian Hicks
xSmak
Respawnonme
iwinuloselol
DeadlySlob
M1NDR
Break71

This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses.

1) Player Desync / Gunshots not being heard / Breaking your legs while climbing upstairs?

A) While server side performance gains were made, this exponentially grew the amount of successful network traffic being handled by the server. No optimizations have been done on this across 2015, and thus obviously has to be a priority moving forward. This is a well known issue internally, and will be a focus moving forward. Network traffic behavior is just not acceptable right now, and must be improved.

2) Improvised Bow - Balancing? Changing the aiming style? Improving usability?

A) Obviously, the current method of using the improvised bow in combat is not ideal. It is -functional- but we have a good ways to go with it until we're happy. Most of that is either A) Going to be affected by upcoming changes to the animation system, and player controller and B) Going to come in beta, when our focus shifts from primarily feature development, to bug fixing. In short, in the end - we most definitely want bow combat to be both viable, and rewarding.

3) Weapon Sway / Realism vs Fun / Using the effect of hold breath to mitigate the cost of weapon sway & stamina?

A) This is a good point. Obviously DayZ is known for, and associated with a "hardcore unforgiving survival simulator" - and we want to maintain this moving forward. However, when it comes to systems such as weapon sway, hold breath, and stamina - and how they all play into each other, we need to communicate more clearly to the user exactly what is going on.

Part of this can be communicated properly via the upcoming new (togglable) UI, and even more can be communicated by -properly- displaying a (more) visible change in sway via the hold breath mechanic. As we're currently using placeholder tech from RV in this area, we're not able to do what we want to do with this. As we move closer to beta, we're all excited to move weapon sway, and associated hold breath functionality and the new UI towards a more approachable and understandable system. Much like learning to control your sound in DayZ Mod, we hope to see players learning through UI and visual cues how to control their weapon sway, and use hold breath the most effectively.

4) Are there any plans to reduce player speed / Address some sort of inertia system to mitigate players being able to make high speed 180 turns without consequence?

A) Firstly with player speed, anyone who played DayZ Mod can tell you how ridiculously fast the DayZ player speed is in comparison. Initially this was done to help mitigate the limited available methods of transportation in DayZ, as Chernarus is a very, very large play area - and the decentralization of points of interest by expanding and redesigning Chernarus into Chernarus Plus meant much more travel was needed. As we look forwards towards 0.59 and beyond, increasing the methods and availability of transportation we'll be scaling back player movement speed (iteratively, not all at once). When it comes to inertia, dexterity, and all of the potential gameplay areas that can have an impact on the player movement, there is most certainly room for improvement. Keep in mind however, we can't start effectively implementing and changing how this works in game until both the new player controller, and animation system are merged in and configured for use by the design team.

That said, we are most definitely interested in improving how the player handles, and expanding the simulation of weight, and dexterity upon the momentum of player characters in motion. The next three months or so should see some marked improvement, and changes to how this is handled.

- Brian Hicks / Lead Producer

For the full Status Report, please use the following link to the Devhub
DayZ - Hicks_206
Note: Our Community Manager is out of the office with the flu, we'll return to the established Status Report format next week - appreciate 
everyones patience!


 

Greetings Survivors!

I hope all of you that we had the privilege to meet up with at PAX Prime have recovered, and are ready for some more Chernarus Survival, because we certainly are!

While in Seattle for the Penny Arcade Expo I spent a good amount of time live casting from both the Twitch, and Astro stages. We discussed everything from the newly launched .58 update, to upcoming Community Combat Scrums, the Anti-Cheat Bounty initiative, and even the Survivor GameZ joining the Bohemia Interactive portfolio.

For those interested in a recap, DayZ Content Creator "Septic Falcon" was kind enough to put together a quick recap over at http://www.youtube.com/watch?v=eUwNhw3vwp0 - Head over, check it out, and maybe drop him a sub!


Now that 0.58 has hit stable, we've been keeping an eye on the Official Forums and Feedback Tracker. Huge thanks to all of you who were exemplary testers and filed outstanding tickets giving us strong repros on the critical issues not caught on experimental. In addition to the known issues, the community helped us identify issues with the cleanup of certain items (eg: some firearms, etc). 
Internally, while development on 0.59 is ongoing - a small portion of the team has forked off to work on a potential hotfix for 0.58 Stable addressing:

- Session Lost / Connection Issues when around large/medium player camps
- Certain items not being cleaned up by Lifetime (Age) cleanup

Once we have a build we feel is ready for larger testing, it will be pushed to the Experimental Branch. The build will have to check out after a minimum of 2 days testing - and then will be eligible for a push to Stable. (Cross your fingers!)

As 0.58 Stable continues, we've closely monitored loot saturation and dispersal. The average operating range for item quantity as of the time of the launch of 0.58 was approximately 21,000 items. With the initial release, iteration and configuration was still needed on a good deal of items within the central economy control. Below, you'll see the dispersion of items three days after the launch of 0.58 to stable. (Public server, High population)



Several days ago, we completed a gradual configuration and increase of loot quantity. Tools, clothing, survival resources, and such were increased incrementally - bringing the average resting quantity of loot across Chernarus to 26,000 items. Weapons, non perishable food, and military gear retained their configured numbers from Experimental Branch. We'll continue to iterate this as 0.58 is ongoing, and the pending hotfix addressing the cleanup of specific items will continue to make the survival experience in Chernarus engaging.

With TwitchCon coming up at the end of this month in San Francisco, we're looking forward to talking about Aerial Transport, Contaminated Terrain, and more - so be on the lookout for specific information on when/where to watch that!

Lastly, this weekend we will be trying out our first Community Combat Scrum. We've extended invitations to the first evangelists we'll be trialing the program with. The following community members will be joining us this weekend:

Break71
xSmak
Deadly Slob
Respawnonme
M1NDR
IwinUloseLOL

The results of the scrum will be included in next weeks Status Report, and assuming the program results are positive we'll start looking into expanding it to evangelists of the Survivalist type gameplay as well.


- Brian Hicks / Lead Producer
DayZ - Hicks_206
Note: Our Community Manager is out of the office with the flu, we'll return to the established Status Report format next week - appreciate 
everyones patience!


 

Greetings Survivors!

I hope all of you that we had the privilege to meet up with at PAX Prime have recovered, and are ready for some more Chernarus Survival, because we certainly are!

While in Seattle for the Penny Arcade Expo I spent a good amount of time live casting from both the Twitch, and Astro stages. We discussed everything from the newly launched .58 update, to upcoming Community Combat Scrums, the Anti-Cheat Bounty initiative, and even the Survivor GameZ joining the Bohemia Interactive portfolio.

For those interested in a recap, DayZ Content Creator "Septic Falcon" was kind enough to put together a quick recap over at http://www.youtube.com/watch?v=eUwNhw3vwp0 - Head over, check it out, and maybe drop him a sub!


Now that 0.58 has hit stable, we've been keeping an eye on the Official Forums and Feedback Tracker. Huge thanks to all of you who were exemplary testers and filed outstanding tickets giving us strong repros on the critical issues not caught on experimental. In addition to the known issues, the community helped us identify issues with the cleanup of certain items (eg: some firearms, etc). 
Internally, while development on 0.59 is ongoing - a small portion of the team has forked off to work on a potential hotfix for 0.58 Stable addressing:

- Session Lost / Connection Issues when around large/medium player camps
- Certain items not being cleaned up by Lifetime (Age) cleanup

Once we have a build we feel is ready for larger testing, it will be pushed to the Experimental Branch. The build will have to check out after a minimum of 2 days testing - and then will be eligible for a push to Stable. (Cross your fingers!)

As 0.58 Stable continues, we've closely monitored loot saturation and dispersal. The average operating range for item quantity as of the time of the launch of 0.58 was approximately 21,000 items. With the initial release, iteration and configuration was still needed on a good deal of items within the central economy control. Below, you'll see the dispersion of items three days after the launch of 0.58 to stable. (Public server, High population)



Several days ago, we completed a gradual configuration and increase of loot quantity. Tools, clothing, survival resources, and such were increased incrementally - bringing the average resting quantity of loot across Chernarus to 26,000 items. Weapons, non perishable food, and military gear retained their configured numbers from Experimental Branch. We'll continue to iterate this as 0.58 is ongoing, and the pending hotfix addressing the cleanup of specific items will continue to make the survival experience in Chernarus engaging.

With TwitchCon coming up at the end of this month in San Francisco, we're looking forward to talking about Aerial Transport, Contaminated Terrain, and more - so be on the lookout for specific information on when/where to watch that!

Lastly, this weekend we will be trying out our first Community Combat Scrum. We've extended invitations to the first evangelists we'll be trialing the program with. The following community members will be joining us this weekend:

Break71
xSmak
Deadly Slob
Respawnonme
M1NDR
IwinUloseLOL

The results of the scrum will be included in next weeks Status Report, and assuming the program results are positive we'll start looking into expanding it to evangelists of the Survivalist type gameplay as well.


- Brian Hicks / Lead Producer
Crysis - contact@rockpapershotgun.com (Alex Wiltshire)

Global illumination.Volumetric clouds.Sub-surface scattering.

These are words that make me hot.

But I know this feeling is forbidden. I should care about games>, not the empty pursuit of photorealism. But oh my, it s so exciting, and not empty. In fact, I think that right now photorealism is becoming crucial to games, and that we should celebrate it.

… [visit site to read more]

DayZ - JStewart79
As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com

Added:
  • Chambering animations.
  • Jerrycan drink and emptying.
  • New improvised torch model.
  • SVD chambering animation.
  • 3 variants of Canvas Pants to Default Character options.
  • Animations for player catching rain into a pot.
  • Animations for consuming tablets in prone and erected stances.
  • Oil barrel.
  • Nurses Dress.
  • SSh68 Helmet.
  • Car Tent.
  • USMC pants.
  • GP5 gasmask.
  • Glow plug.
  • Basic models of Picea Abies trees.
  • Pouring water into barrel.
  • New steering pose for V3S .
  • Crossbow Holosight.
  • Lighting torch using handrill.
  • Lab Coat.
  • Door slamming sound for V3S.
  • Wheel (spare) for V3S and tire repair kits.
  • Torch can be extinguished with liquid.
  • Truck battery.
  • Drinking added to domestic herbivores life cycle.
  • Random items to spawn in fridge world container.
  • Tripwire model.



Changed:
  • Universal light can be attached to UMP45.
  • New Berezino (upper part).
  • Tisy updated.
  • Chernogorsk roads is broken now.
  • Wooden timbers and wooden piles is in.
  • ItemSize of BurlapSack and BurlapStrips.
  • Torch can be ignited also on ground.



Fixed:
  • Dynamic events are not respawning.
  • Excessive amount of military loot is spawning in military/evacuation camps.
  • Anti-teleportation protection now takes into account higher possible speeds. Solves rubberbanding of high-speed cars.
  • Animals fly over Chernarus and eventually teleport.
  • Switching "weapon" to "magazine" via quickbar makes "false duplicate".
  • Zombies slide when deciding whether to aggro on player or not.
  • Player gets stuck when leaving V3S shortly after the server was launched.
  • Arrows shot into a tree crashes the client if tampered with.
  • Unable to remove items from "in hands" slot.
  • Swapping items by drag and drop makes false duplicate in the inventory.
  • When using rounds and firing the last one, 0 quantity round remains in the weapon.
  • When swapping 1h item with a 2h item the 1h item disappears.
  • Player can manipulate/loot inventory of 2nd player after he/she wakes up from unconsciousness.
  • When crafting something with full inventory, result is not visible.
  • Switching weapons when entering water / ladder makes weapon disappear, hand slot stuck and creates false duplicate.
  • Security cage around ladders.
  • Unable to take magazines into hands via quickbar.
  • Disabled the issue where player was able to swing 2H weapon while sprinting. This should be no longer possible.
  • Raincoats and armbands are now repairable with a sewing kit.
  • Some vests, jackets, hoodies, hats and shoes were not repairable with (leather) sewing kit.
  • Fireplace can be moved from inventory to vicinity and vice-versa.
  • AK muzzle and bayonet attachments can't be attached at the same time.
  • Not possible to place multiple fireplaces into one spot.
  • Suppressor position for AKS74U.
  • Tanned leather is now repairable with a leather sewing kit.
  • Changed recoil for izh18.
  • Tanned leather is now impossible to craft from ruined components.
  • Nail box needs to be in the inventory in order to be unpackable.
  • Skater helmet, gorka helmet and firefighter helmet should not allow masks to be worn at the same time anymore.
  • Damaged/destruct materials for numerous items.
  • Damaged states for Hatchet.
  • ItemSize of HikingJacket and TacticalShirt.
  • Extending neck during getting in to a cargo position on V3S.
  • The player can now rotate during vault animation.
  • Disabled aiming in vomiting animation, which was causing a clipping glitch when activated.
  • Suicide with a rifle: Player now can disarm without getting stuck in the animation.
  • Removed duplicate spawn location for fridge.
  • Player is able to see through the black screen by pressing escape during respawn/countdown timer.
  • Ammunition type in UMP45 25rnd magazine.
  • Bark stack size.
  • Hand drill torch ignition.
  • Create sound trap with cans.
  • Bleaching allowed for white tshirts and armbands only.
  • Damage states for WaterProofBag.
  • Unable to reload full magazines of different types.
  • Police cars disappear very shortly after spawning.
  • Cannabis buds cooking states should be fixed now.
  • Melee suicide gesture returning to an armed state without a weapon in hand. Fixed by changing the gesture destination to unarmed.
  • Attachments - Camera moves with zoomed in optics when changing stances.
  • Torch cannot be ignited inside inventory.
  • broken quickbar when spamming it with many requests from and to hands.
  • Torch cannot be ignited multiple times during igniting animation.
  • Fixed the neck stretching during sitting reloads.



Tweaked:
  • All nervous, grazing, and walking poses tweaked for new roe deer skeleton.
  • Spawn location for fridge to prevent levitation.
  • Additional transitions to running for multiple skeletons.
  • Recoil tweak for AK74, AK101, AKM.
  • Tweaks to CLE for several different structures.
  • Player can wring clothes/bags only when their cargo is empty.



Known Issues:
  • Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.
  • Cooked Meat can in some cases cause survivors to become ill.
  • Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.
  • While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.
  • There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.
  • Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.
  • In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in.
  • In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.
  • Player camps of large size may experience issues interacting with and manipulating items.
  • Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.

Edit: Character gestures removed.
DayZ - JStewart79
As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com

Added:
  • Chambering animations.
  • Jerrycan drink and emptying.
  • New improvised torch model.
  • SVD chambering animation.
  • 3 variants of Canvas Pants to Default Character options.
  • Animations for player catching rain into a pot.
  • Animations for consuming tablets in prone and erected stances.
  • Oil barrel.
  • Nurses Dress.
  • SSh68 Helmet.
  • Car Tent.
  • USMC pants.
  • GP5 gasmask.
  • Glow plug.
  • Basic models of Picea Abies trees.
  • Pouring water into barrel.
  • New steering pose for V3S .
  • Crossbow Holosight.
  • Lighting torch using handrill.
  • Lab Coat.
  • Door slamming sound for V3S.
  • Wheel (spare) for V3S and tire repair kits.
  • Torch can be extinguished with liquid.
  • Truck battery.
  • Drinking added to domestic herbivores life cycle.
  • Random items to spawn in fridge world container.
  • Tripwire model.



Changed:
  • Universal light can be attached to UMP45.
  • New Berezino (upper part).
  • Tisy updated.
  • Chernogorsk roads is broken now.
  • Wooden timbers and wooden piles is in.
  • ItemSize of BurlapSack and BurlapStrips.
  • Torch can be ignited also on ground.



Fixed:
  • Dynamic events are not respawning.
  • Excessive amount of military loot is spawning in military/evacuation camps.
  • Anti-teleportation protection now takes into account higher possible speeds. Solves rubberbanding of high-speed cars.
  • Animals fly over Chernarus and eventually teleport.
  • Switching "weapon" to "magazine" via quickbar makes "false duplicate".
  • Zombies slide when deciding whether to aggro on player or not.
  • Player gets stuck when leaving V3S shortly after the server was launched.
  • Arrows shot into a tree crashes the client if tampered with.
  • Unable to remove items from "in hands" slot.
  • Swapping items by drag and drop makes false duplicate in the inventory.
  • When using rounds and firing the last one, 0 quantity round remains in the weapon.
  • When swapping 1h item with a 2h item the 1h item disappears.
  • Player can manipulate/loot inventory of 2nd player after he/she wakes up from unconsciousness.
  • When crafting something with full inventory, result is not visible.
  • Switching weapons when entering water / ladder makes weapon disappear, hand slot stuck and creates false duplicate.
  • Security cage around ladders.
  • Unable to take magazines into hands via quickbar.
  • Disabled the issue where player was able to swing 2H weapon while sprinting. This should be no longer possible.
  • Raincoats and armbands are now repairable with a sewing kit.
  • Some vests, jackets, hoodies, hats and shoes were not repairable with (leather) sewing kit.
  • Fireplace can be moved from inventory to vicinity and vice-versa.
  • AK muzzle and bayonet attachments can't be attached at the same time.
  • Not possible to place multiple fireplaces into one spot.
  • Suppressor position for AKS74U.
  • Tanned leather is now repairable with a leather sewing kit.
  • Changed recoil for izh18.
  • Tanned leather is now impossible to craft from ruined components.
  • Nail box needs to be in the inventory in order to be unpackable.
  • Skater helmet, gorka helmet and firefighter helmet should not allow masks to be worn at the same time anymore.
  • Damaged/destruct materials for numerous items.
  • Damaged states for Hatchet.
  • ItemSize of HikingJacket and TacticalShirt.
  • Extending neck during getting in to a cargo position on V3S.
  • The player can now rotate during vault animation.
  • Disabled aiming in vomiting animation, which was causing a clipping glitch when activated.
  • Suicide with a rifle: Player now can disarm without getting stuck in the animation.
  • Removed duplicate spawn location for fridge.
  • Player is able to see through the black screen by pressing escape during respawn/countdown timer.
  • Ammunition type in UMP45 25rnd magazine.
  • Bark stack size.
  • Hand drill torch ignition.
  • Create sound trap with cans.
  • Bleaching allowed for white tshirts and armbands only.
  • Damage states for WaterProofBag.
  • Unable to reload full magazines of different types.
  • Police cars disappear very shortly after spawning.
  • Cannabis buds cooking states should be fixed now.
  • Melee suicide gesture returning to an armed state without a weapon in hand. Fixed by changing the gesture destination to unarmed.
  • Attachments - Camera moves with zoomed in optics when changing stances.
  • Torch cannot be ignited inside inventory.
  • broken quickbar when spamming it with many requests from and to hands.
  • Torch cannot be ignited multiple times during igniting animation.
  • Fixed the neck stretching during sitting reloads.



Tweaked:
  • All nervous, grazing, and walking poses tweaked for new roe deer skeleton.
  • Spawn location for fridge to prevent levitation.
  • Additional transitions to running for multiple skeletons.
  • Recoil tweak for AK74, AK101, AKM.
  • Tweaks to CLE for several different structures.
  • Player can wring clothes/bags only when their cargo is empty.



Known Issues:
  • Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.
  • Cooked Meat can in some cases cause survivors to become ill.
  • Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.
  • While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.
  • There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.
  • Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.
  • In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in.
  • In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.
  • Player camps of large size may experience issues interacting with and manipulating items.
  • Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.

Edit: Character gestures removed.
DayZ - JStewart79
Evening survivors,

As we're at the edges of releasing 0.58 on Stable branch, our Lead Producer Brian Hicks has a couple of words to share regarding what to expect and keep an eye out for once the build is deployed. Additionally, he'll also have a bit of info available for the upcoming PAX Prime convention which will take place over the next weekend (Aug 28-31) in Seattle.

Contents This Week

Development Board Spotlight


Dev Update/Hicks
Greetings Survivors!

At the time of this writing we're hours away from this weeks Stable Branch maintenance period, in which 0.58 will move to stable branch - and work will kick off on 0.59.

That said - there are a few things we'd like you all to know.

- First off, if you are a server renter - make sure to familiarize yourself with the updated server rules: Public server hosting rules, Private server hosting rules.
- There will be a full reset of the characters, items, and server storage when this update goes live.
- Adjustments will need to be made to how the Central Economy functions within the live environment. If you notice something out of the ordinary - open a ticket at http://feedback.dayz.com/ to let us know!

While many QoL (Quality of Life) issues were resolved with 0.58, we're still in development of both DayZ, and the Enfusion engine - so there are plenty of issues remaining to get fixed. Be aware of these, so you may best enjoy your time participating in DayZ's development.

- Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.
- Cooked Meat can in some cases cause survivors to become ill.
- Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.
- While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.
- There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.
- Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.
- In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is
currently under investigation, players can mitigate this by logging out and back in.
- In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.
- Player camps of large size may experience issues interacting with and manipulating items. Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.

With 0.58 Stable Update incoming, and PAX Prime just around the corner it should be an exciting weekend. We'll be covering some exiting new changes and additions to the developer-community interaction in three different areas on the Twitch.tv stage, doing Developer Meet & Greets, and talking DayZ Story Telling. Hope to see you all there!

- Brian Hicks / Lead Producer


Pax Prime 2015 Schedule

For Pax Prime 2015 we have the following schedule available:



Do stop by and say "Hi" to the guys! Also, if you make it to meet the guys at the meet & greets, you'll be able to get your hands on your very own DayZ Pipsi shirt:




Community Spotlight: MAVE

Hey all,

A couple of months ago I came across a DayZ short film named “The Story of Damien Mcklain” in the gallery section of the DayZ forums. A couple of months later, the same user posted another short film named “The Story of John Seabury”.

Both short films created by MAVE are great examples of what the many excellent content creators are able and willing to produce in their spare time. With the nice narrative and cinematic feel the videos have, as well as considering the length the videos, I can only imagine the amount of time and effort MAVE had to put into them.

http://youtu.be/gFi_N0Q2Lq0

http://youtu.be/A6V4JZQ3UgM

There is plenty more content available at MAVE's Youtube account, and you can always follow him on his facebook and Twitch accounts:


Also, for this month we have an update on the bugfilers for the month of july. “El Tea Couch”, HaseDesTodes, Darcion, _M4Z_TeR_, and Rudi. Of course, thanks to all of you who took the time to file the bugs you came across in DayZ!

Header image credit: Jack Smith

- Michael aka SMoss / Community Manager
DayZ - JStewart79
Evening survivors,

As we're at the edges of releasing 0.58 on Stable branch, our Lead Producer Brian Hicks has a couple of words to share regarding what to expect and keep an eye out for once the build is deployed. Additionally, he'll also have a bit of info available for the upcoming PAX Prime convention which will take place over the next weekend (Aug 28-31) in Seattle.

Contents This Week

Development Board Spotlight


Dev Update/Hicks
Greetings Survivors!

At the time of this writing we're hours away from this weeks Stable Branch maintenance period, in which 0.58 will move to stable branch - and work will kick off on 0.59.

That said - there are a few things we'd like you all to know.

- First off, if you are a server renter - make sure to familiarize yourself with the updated server rules: Public server hosting rules, Private server hosting rules.
- There will be a full reset of the characters, items, and server storage when this update goes live.
- Adjustments will need to be made to how the Central Economy functions within the live environment. If you notice something out of the ordinary - open a ticket at http://feedback.dayz.com/ to let us know!

While many QoL (Quality of Life) issues were resolved with 0.58, we're still in development of both DayZ, and the Enfusion engine - so there are plenty of issues remaining to get fixed. Be aware of these, so you may best enjoy your time participating in DayZ's development.

- Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.
- Cooked Meat can in some cases cause survivors to become ill.
- Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.
- While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.
- There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.
- Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.
- In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is
currently under investigation, players can mitigate this by logging out and back in.
- In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.
- Player camps of large size may experience issues interacting with and manipulating items. Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved.

With 0.58 Stable Update incoming, and PAX Prime just around the corner it should be an exciting weekend. We'll be covering some exiting new changes and additions to the developer-community interaction in three different areas on the Twitch.tv stage, doing Developer Meet & Greets, and talking DayZ Story Telling. Hope to see you all there!

- Brian Hicks / Lead Producer


Pax Prime 2015 Schedule

For Pax Prime 2015 we have the following schedule available:



Do stop by and say "Hi" to the guys! Also, if you make it to meet the guys at the meet & greets, you'll be able to get your hands on your very own DayZ Pipsi shirt:




Community Spotlight: MAVE

Hey all,

A couple of months ago I came across a DayZ short film named “The Story of Damien Mcklain” in the gallery section of the DayZ forums. A couple of months later, the same user posted another short film named “The Story of John Seabury”.

Both short films created by MAVE are great examples of what the many excellent content creators are able and willing to produce in their spare time. With the nice narrative and cinematic feel the videos have, as well as considering the length the videos, I can only imagine the amount of time and effort MAVE had to put into them.

http://youtu.be/gFi_N0Q2Lq0

http://youtu.be/A6V4JZQ3UgM

There is plenty more content available at MAVE's Youtube account, and you can always follow him on his facebook and Twitch accounts:


Also, for this month we have an update on the bugfilers for the month of july. “El Tea Couch”, HaseDesTodes, Darcion, _M4Z_TeR_, and Rudi. Of course, thanks to all of you who took the time to file the bugs you came across in DayZ!

Header image credit: Jack Smith

- Michael aka SMoss / Community Manager
Aug 24, 2015
DayZ - contact@rockpapershotgun.com (Graham Smith)

Have You Played? is an endless stream of game recommendations. One a day, every weekday of the year, perhaps for all time.>

DayZ [official site] takes the pernickety simulation of Arma and applies it to a grim survivalist tale. One in which the already dreach weather and desolate towns of Chernarus have become infested with zombies and in which the survivors are driven to do terrible things in order to keep on living – or to entertain themselves. It is also, just as importantly, often boring>.

… [visit site to read more]

...