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Full DayZ update
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Repeated intro
Greetings Survivors, As the team continues pushing development of DayZ, we have Brian, Chris, and Viktor providing us with a peek at what is on the plate for the team. For this week, Lead Producer Brian Hicks will discuss development going forwards in regards to the DayZ audio module, while Lead Artist Chris Torchia will discuss the decision making behind the firearms design, and Lead Animator Viktor Kostik will discuss the development of transitioning the player character across to the new animation system. Like always, we have a couple of links to our DayZ Trello board, and towards the end of this weeks' Status Report we showcase a video showing an interesting game session springing forth from a Vybor spawn.
What changed
- UI and audio
- Gameplay
Contents This Week
Development Board Spotlight
Dev Update/Hicks
E3 - DayZ PC Gaming Show 2015
Dev Update/Chris
Dev Update/Viktor
Community Video: "Long Story Short - I Got a Vybor Spawn"
Development Board Spotlight
Dev Update/Hicks
Greetings Survivors, Its been a hectic few weeks, with 0.57 release and E3 - but I'd like to take some time out this week to discuss pending changes to the Audio side of the Enfusion engine, as well as some critical audio bugs plaguing DayZ Early Access players. We've talked about replacing the existing Audio system in DayZ with a new Audio module better suited to DayZ's needs, but we haven't really outlined what some of that means. As many players may know, the inherited audio technology from the Real Virtuality (TKOH / Arma 2) side of the family has its strengths, but it also has quite a few weaknesses. As we began looking at the time and resources required to update this portion of our base engine, we looked at several key areas we wanted to improve: - 3D Positional Ambient Sound: Supporting true 3D Positional Ambient sounds is integral to proper immersion within Chernarus. As well, once we support this - the roar of the coast, and the confusing positional ambient noises should be a thing of the past. - More complex configuration options for vehicles, weapons, etc: Current technology supports a very basic methodology for potential sounds and triggering events for weapons, vehicles and the likes. Moving to the new Audio module will begin to allow the design and audio teams to implement more complex audio configurations for items and vehicles in game. As development on this portion of the engine continues, we'll be looking at other features existing internal projects offer (such as Arma 3's tech) to ensure that the support the Enfusion engine offers is as comprehensive as we can allow. In addition to this, work has continued internally on slaying the ever illusive audio bug beast known as "Ghost sounds" - Potential headway was revealed during a conference between key members of the Arma, and DayZ teams. Potential related causes of the issue, as well as fixes implemented on the Arma side of the company are hopefully going to be implemented. We'll be testing this out on experimental hopefully with 0.59 - I'll be speaking with people about this on the official DayZ forums when we begin testing, and anyone encountering the issue at that point is strongly encouraged to utilize the Feedback Tracker. See you all in Chernarus! - Brian Hicks / Lead Producer
E3 - DayZ PC Gaming Show 2015
Source
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