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Steam News16 February 201610y ago

Status Report - 16 Feb 2016

In this Status Report, we'll have Brian (Lead Producer), Peter (Lead Designer), and Viktor (Lead Animator) inform us of the latest work being conducted as we move closer to the 0.60 Update.

Full notes

Full DayZ update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • Balance
addedDev Update/HicksGreetings Survivors, With PAX South behind us - we're all looking ahead to .60 and the steps towards 1.0 that are taken within it. We've discussed our intent to have a .60 build in the hands of the consumers at the end of February, and while that is still our goal - we'll have to see how bug fixing and implementation go over the coming weeks to see if that means Stable Branch, or Experimental. As we've discussed before - part of the .60 build is our initial implementation of the new renderer (operating off of DirectX 11). Now, while keeping in mind this will be the first build of this in the hands of the Early Access userbase - I'm still cautiously (very) optimistic. The engine programming team are hard at work squashing a large chunk of visual and optimization related bugs - but even with those said bugs present, we're seeing some excellent performance gains across Chernarus. While it may not be quite ready for regular gameplay on the consumer branches, internal QA and the Engine Dev team are working hard at polishing the stone, so to speak. Even with the current internal DX11 client running with AntiAliasing, Alpha Coverage, Edge Smoothing, Clouds, and Post Processing disabled - the improvement of visual fidelity vs the legacy DX 9 client is clearly visible. Direct X 9 - Max Settings Direct X 11 - Low Settings http://www.youtube.com/watch?v=eFhTsoM-KZI Tasks Completed: - Detailed Terrain Shadows - Parallelization - Initial Simulweather/True Sky Implementation Current Focus: - Optimization - Lights - Finalizing Simulweather / Truesky - Bug Fix, Bug Fix, Bug Fix Past the work on the new renderer technology - the design and art teams are working on the initial art/skinning for the Main Menu, Server Browser, and Inventory Screen - while the gameplay programming team works on finishing implementation of requested functionality, and bugfixing. I'm personally excited for changes in the Central Economy coming with .60. As we've spent time triaging the root cause of repeated/grouped item spawns, and improper distribution globally (thanks to outstanding help on the feedback tracker ticket from twitch.tv/sacriel and his viewerbase) we've greatly improved the global item saturation and drastically dropped occurances of item spawns repeating within a cluster of structures. As well as the above mentioned changes - the discussed randomization of vehicle part attachments has been iterated upon and the tech passed on to include firearms, and their attachments. What does this mean for the average survivor wandering across Chernarus?
changedDev Update/HicksEach weapon has a chance to spawn with random attachments fitting its configuration In addition to its base attachments The more varied the weapons potential attachments - the more random the potential configuration Eg: An M4A1 with a BUIS sight, OE handguard, 40 round magazine, etc
changedDev Update/HicksIn addition to this change in how weapons are spawned - magazine initial spawn capacity is now controlled dynamically via the central economy control. This allows the development team

In this Status Report, we'll have Brian (Lead Producer), Peter (Lead Designer), and Viktor (Lead Animator) inform us of the latest work being conducted as we move closer to the 0.60 Update.

Contents This Week

Development Board Spotlight

Steam post image

Dev Update/Hicks

Greetings Survivors, With PAX South behind us - we're all looking ahead to .60 and the steps towards 1.0 that are taken within it. We've discussed our intent to have a .60 build in the hands of the consumers at the end of February, and while that is still our goal - we'll have to see how bug fixing and implementation go over the coming weeks to see if that means Stable Branch, or Experimental. As we've discussed before - part of the .60 build is our initial implementation of the new renderer (operating off of DirectX 11). Now, while keeping in mind this will be the first build of this in the hands of the Early Access userbase - I'm still cautiously (very) optimistic. The engine programming team are hard at work squashing a large chunk of visual and optimization related bugs - but even with those said bugs present, we're seeing some excellent performance gains across Chernarus. While it may not be quite ready for regular gameplay on the consumer branches, internal QA and the Engine Dev team are working hard at polishing the stone, so to speak. Even with the current internal DX11 client running with AntiAliasing, Alpha Coverage, Edge Smoothing, Clouds, and Post Processing disabled - the improvement of visual fidelity vs the legacy DX 9 client is clearly visible. Direct X 9 - Max Settings Direct X 11 - Low Settings http://www.youtube.com/watch?v=eFhTsoM-KZI Tasks Completed:

  • Detailed Terrain Shadows
  • Parallelization

Initial Simulweather/True Sky Implementation Current Focus:

  • Optimization
  • Lights
  • Finalizing Simulweather / Truesky

Bug Fix, Bug Fix, Bug Fix Past the work on the new renderer technology - the design and art teams are working on the initial art/skinning for the Main Menu, Server Browser, and Inventory Screen - while the gameplay programming team works on finishing implementation of requested functionality, and bugfixing. I'm personally excited for changes in the Central Economy coming with .60. As we've spent time triaging the root cause of repeated/grouped item spawns, and improper distribution globally (thanks to outstanding help on the feedback tracker ticket from twitch.tv/sacriel and his viewerbase) we've greatly improved the global item saturation and drastically dropped occurances of item spawns repeating within a cluster of structures. As well as the above mentioned changes - the discussed randomization of vehicle part attachments has been iterated upon and the tech passed on to include firearms, and their attachments. What does this mean for the average survivor wandering across Chernarus?

  • Each weapon has a chance to spawn with random attachments fitting its configuration

    • In addition to its base attachments

    • The more varied the weapons potential attachments - the more random the potential configuration

      • Eg: An M4A1 with a BUIS sight, OE handguard, 40 round magazine, etc

In addition to this change in how weapons are spawned - magazine initial spawn capacity is now controlled dynamically via the central economy control. This allows the development team

Source

Steam News / 16 February 2016

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