Full notes
Full DayZ update
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What changed
- Balance
- Server
- Gameplay
Contents This Week
Dev Update/Hicks
Community Spotlight
Dev Update/Hicks
Greetings Survivors, We don't have too much new and exciting or flashy news for this Status Report, and most of the usual SR participants are either attending Gamescom or on holiday. However, we do have updates on the progress of development towards .61 experimental, and thus Stable. In addition I'll go over the recent .61 Dev Log video that hit our Youtube channel yesterday, talk a bit about some of what was featured in it - and close with a few comments on the economy (of course - its not a Status Report without talking about the CLE). 0.61 Milestone Goals:
Server Login Queue
Functional testing is complete internally - just waiting to push it to experimental and see if it breaks!
Merge of New Audio Technology from Arma 3 Eden Update.
Technology successfully merged into DayZ branch. Ready for further testing on experimental branch.
Update of Weapon Sounds for New Audio Technology.
Down to three firearms left to be configured and mastered - effectively ready for larger testing pool on experimental branch.
Dynamic Spawning of Infected.
Bulk spawning in areas defined through the zone generation tool is done. As demonstrated at the end of the last Dev Log video for .61. Work is still continuing on plugging in animal spawning to this system as well. Per-player infected spawning configuration (eg: 1 player entering a village can spawn X number, additional players spawn more) and support is being worked on by gameplay programming team.
Predators (Wolves)
Some strong progress has been made in regards to making wolves sync and move better in multiplayer - there are still several glaring issues with animation, and position syncronization up close that just don't make them very rewarding in their current state. That said, the programmers responsible for this area have several potential positive areas they are working on to improve this. As it sits right now, they are not functionally ready for a larger testing base. That said - we will be looking very seriously at the possibility of branching all the other main milestone goals off for testing on experimental branch while work continues on wolves. We'll keep people up to date on this via the official forums as this moves forward.
Past the stated milestone goals for .61 - several other fantastic improvements have been made internally during the development of .61 build. As you may have seen in the latest Dev Log video - dynamic shadows coming from point source lights are finally a thing for us. We're currently tracking down several issues with this new functionality, but just having it functioning at a base level has been a huge source of excitement in the office. Bohemia Interactive engines have always had amazing strengths, but like any technology - they have their short comings. The dreaded "light going through walls" is one of the oldest, and for DayZ players (Flashlights going through buildings and telling everyone where you are at night!) one of the most irritating. In addition to this - Our gameplay programming team, led by Mirek Manena has made some strong improvements tackling desync of player position within DayZ. Now, keep in mind poor network conditions, and poor server performance can still cause bad behavior here - but addressing more fluid handling of this at a
Source
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