Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- UI and audio
- Maps
- Performance
- Events
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
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