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Steam News30 August 20169y ago

Status Report - 30 Aug 2016

Contents This Week Dev Update/Hicks Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on inte

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What changed

0 fixes3 additions12 changes0 removals
  • Server
  • Gameplay
  • UI and audio
  • Maps
  • Performance
  • Events
changedDev Update/HicksGreetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on intended .61 milestone goals. Not to mention a few additional improvements not listed on the milestone goals, such as dynamic shadows, network sync improvements, and expanded improvements in the audio technology side of Enfusion. The test / fix / regression process between when a build is feature ready for experimental and functionally ready for experimental can be a bit of a grind here in the office (especially when you consider the branching that occurs so that the stable candidate can be worked on, while the rest of the team continues work on .62 and forward), but as always I'm proud to say the team has been relentless. To give you an example, just over the last week the QA, Programming, and Design teams have squashed bugs such as:
changedDev Update/HicksClient freeze on server connection
addedDev Update/HicksIsolating remaining issues with new synchronization system
changedDev Update/HicksAudio configuration issues w/ interior and exterior surfaces
changedDev Update/HicksReload / Chambering not occurring when player initiates animation
changedDev Update/HicksClient side control failures under certain animation states (clients locked into one direction after jumping off of certain terrain)

Contents This Week

  • Dev Update/Hicks

  • Dev Update/Mirek

  • Community Spotlight

Dev Update/Hicks

Greetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on intended .61 milestone goals. Not to mention a few additional improvements not listed on the milestone goals, such as dynamic shadows, network sync improvements, and expanded improvements in the audio technology side of Enfusion. The test / fix / regression process between when a build is feature ready for experimental and functionally ready for experimental can be a bit of a grind here in the office (especially when you consider the branching that occurs so that the stable candidate can be worked on, while the rest of the team continues work on .62 and forward), but as always I'm proud to say the team has been relentless. To give you an example, just over the last week the QA, Programming, and Design teams have squashed bugs such as:

  • Client freeze on server connection

  • Isolating remaining issues with new synchronization system

  • Audio configuration issues w/ interior and exterior surfaces

  • Infected hit detection issues

  • Reload / Chambering not occurring when player initiates animation

  • Chambered ammo not being depleted when firing (ooh boy that one is nasty!)

  • Dynamic shadows not behaving properly with certain geometry within Chernarus

  • Client side control failures under certain animation states (clients locked into one direction after jumping off of certain terrain)

  • NavMesh problems with Infected (ignoring some structure geometry)

  • Character gear loss under certain crafting, and connection scenarios

  • Client crashes when using Exp Debug window

  • Dynamic events not showing on client side

  • Virtual Machine exception related to containers

  • Infected being blocked by collision with corpses

  • Server crash caused by animal behaviour

  • Server delay registering clients after initial connection

This is just a brief look at some of the issues tackled over the last week - and does not include issues the team is still working on. Countless issues are tackled before the player even sees the next testable build - and I hope this gives you all at least a small example of the work that goes into getting a build to experimental. Unfortunately the reality of development is its never quite as easy as just making the desired functionality, and pushing it to the experimental branch. Past that - Miroslav will be talking to you guys this week about exactly what he hopes to see from the upcoming improvements to network synchronization, and while I might have a bit more caution to my optimism I can safely say I am excited to see how it will behave under a larger testing pool. Keep in mind as well, he specifically calls out that there is a high chance the initial experimental builds for .61 won't be spawning vehicles - as he and his team are currently working on the synchronization improvements for them specifically. Looking at the .61 milestone goals for this Status Report: 0.61 Milestone Goals:

  • Server Login Queue

    • Ready for experimental branch testing - no current issues preventing this at this time.

  • 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.

    • All current firearms configured - Audio team is working on completing SFX for future firearms, as

Source

Steam News / 30 August 2016

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