Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Performance
- UI and audio
- Gameplay
- Balance
Contents This Week
Development Board Spotlight
Dev Update/Hicks
Dev Update/Peter
Dev Update/Mirek
Dev Update/Viktor
Community Spotlight
Dev Update/Hicks
Greetings Survivors, First off let me apologize for the status report being pushed a day, I was unfortunately ill over the last few days - and wanted to ensure that the data in the Status Report reflected the most up to date state of our 0.61 branch, and where we were with it. Yes, we are still working on destroying the last few remaining issues preventing us from pushing 0.61 to experimental. As is usual, I'm going to walk you all through what those issues are in this Status Report so you're aware of what they are, and what it is that is keeping 0.61 from hitting the experimental servers. Once we go over those, I'm going to spend some time discussing points made over on our forums in regards to status reports, and feature set backlog so as to address some discussion I've read on the community side regarding those. In addition to that, Peter will spend some time sharing his excitement for future changes to the animation system, player controller, user actions, and so forth, Miroslav will discuss some of his teams current tasks, and Viktor will elaborate on some of the work the animation team is focused on for builds past 0.61. As of this morning, we're looking at approximately 11 open must fix issues, are regression testing 5 other issues that have been flagged as resolved by the developers assigned to the issue(s). Taking a look at what exactly that means: Current Must Fix Open Issues:
Client crash after exiting title
Player SFX sounds near silent
Players can become severely out of sync
Some firearms not firing on first mouse click
Player position stuttering under 100+ ms network conditions
Some lighting conditions not casting proper shadows
Known 0.60 item duplication methods
Magazine capacity issues
New methods for players swimming in ground
UI Zeroing not present
Glock muzzle flash / SFX not present for other players
Obviously some of these issues are far more critical than others, and some are new. Over the last few weeks we've been fairly aggressive with some of our bug bash sessions, and while it is most definitely frustrating for all of us - I'm very pleased with the fact we've been able to track down some of these critical issues. For example, the players out of sync issue (#3 on the above list) took a good deal of time to find a proper repro on, but the behavior it caused makes for a total break down of network messaging between two players. Causing some animations, and sounds caused by other players to not show up properly for several minutes. (Think gunshots, or player position) which will only lead to incredibly frustrating gameplay and is something I absolutely do not want to see on the Steam branches. Tackling known methods for duplication, animation glitching, and so on are also absolutely critical to get resolved - and left unchecked will do damage to both the economy, and player experience in the time between new builds being pushed to Steam. In addition to those, the issues we're currently regression testing include issues with player temperatures / modifiers, player sounds, and several serious client crashes. The player temperature issue is something I've spent a good deal of time focusing on, and discussing with Peter's design team on. As
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