Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Server
- Maps
- Performance
Evening Survivors, It's time for that update on what's been going on during the past two weeks. We have a bit of info on blocker issues for 0.60 as well as which subjects will be in focus for the immediate future.
Contents This Week
Dev Update/Hicks
Dev Update/Peter
Dev Update/Viktor
Community Spotlight: Days of Z
Dev Update/Hicks
Greetings Survivors, Hey everyone. While I don't have an experimental build for you today - I do have good news and an update on what is going on with the blockers, how far we've got with them, and so on:
Inventory UI
User controls within the new inventory look to be at parity with the old inventory system. The last few remaining issues are a few nasty blocking bugs on the functional side, such as items missing their icons.
Reload mechanics
The QA team have worked with the design and animation teams to get a firm handle on exactly where the inconsistencies are with the new reload mechanics, and said teams are working on resolving the issue. I think we can all agree that when we push a large change to how weapons reload - they damn better all reload with the same mechanics ;)
Character Loading/Saving
Proper character loading/saving is back, and in the process some nice network optimizations in this area were made!
Renderer based blocking issues
We've cut the list of blocker flagged issues tied to the new Enfusion renderer in half since the last time we talked - and in the time since our last Status Report the Enfusion engine team has made some outstanding optimizations across Chernarus - which you can see the result of in the latest .60 Dev Log video that you see below.
In addition, while the Enfusion engine team was able to commit and test their latest optimizations, the automated performance benchmarking tool briefly discussed in the latest .60 Dev Log video has enabled the environment team to begin to isolate problematic issues with certain areas of the map that would not otherwise be noticed. We're excited to see these fixes give us yet another small bump up in Enfusion's new renderer performance.
http://www.youtube.com/watch?v=heXxEX1XVTg As we get closer to bringing .60 to experimental branch, I lightly urge you all to temper your excitement with a few brief statements of reality about public development of a title, and its engine:
.60 is focused on UI, and Renderer - it does not feature the new animation system, player controller, or user actions
We still have plenty of issues ahead of us to tackle, the renderer is but one hurdle on the road to a complete DayZ
Network Optimizations, Server Performance Optimization (This is a big one, standing between us and more players, more infected, more animals), Animation System, Eden Update Audio Tech merge, and more are all ahead of us
So I encourage you to keep your eye on the proverbial prize here and report your bugs over on the official DayZ forums, be active in testing these new technology changes, and be a part of moving DayZ towards 1.0 Before I wrap up my part for this Status Report, I'd like to include an excerpt from a post I made over on the official forums - that I think a lot of you might have missed:
Source
Changelog.gg summarizes and formats this update. How we read updates.
