Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Server
- Performance
- UI and audio
- Gameplay
Afternoon Survivors, We have an update from Brian, Mirek and Dustin for you. They'll be sharing the latest about the 0.62 presentation at PAX Australia, 0.61 Experimental public testing, and some details about what's going on here at the DayZ offices.
Contents This Week
Dev Update/Hicks
Dev Update/Mirek
Dev Update/Dustin
Community Spotligh
Dev Update/Hicks
Greetings Survivors, It has been a pretty exciting (and potentially stressful at times) two weeks for development on DayZ, both in the .61 development and the discussion on moving forward beyond that. This Status Report I'll go over what we're currently focusing addressing on 0.61 experimental, and then I'm going to summarize the main points from the 0.62 and Beyond talk at PAX Australia. As many of you may know, we've gone through several iterations on Experimental/Unstable branch for 0.61. With our principle focus being on server stability, and performance. The gameplay programming team has been experimenting with several possible options in improving our server side performance, which you as survivors will directly see as improved infected responsivity and speed, faster user actions, and general overall improved responsivity to your interactions with the world. While we've made some strong improvements in regards to stability, we're not quite where we'd like to be with server performance. As I've mentioned many times before - server performance is and will continue to be an ongoing area of focus for us throughout development and into the beta phase. That said, it is especially important to the 0.61 experience, given that at a gameplay level the dynamic spawning of infected is such a corner stone. I won't spend too much time talking about this, as Mirek is going to elaborate a bit on some of the different changes his team has been working on in this area further in to the SR. Enough rambling, lets take a look at what critical issues we have on 0.61 Exp/Unstable.
VOIP Icon missing when using VOIP
Server Performance can dip below acceptable line
Character deformation when entering structure under high ping
Character model twitching when standing on bodies
Client side crashes (Several)
VOIP Volume balancing
Character sounds balancing
Characters hands stuck raised in some situations
Server side crashes tied to specific item
Character roll backs during some server crashes
Reconnecting / Manipulating weapon magazine can prevent magazine use
Keep in mind this is just a list of critical fixes for 0.61 Stable - and is fluid based on the feedback and data we get back from 0.61 Experimental/Unstable builds. If you've encountered other critical issues, please let us know about it via our feedback tracker or on our official forums . As mentioned earlier, I was at PAX Australia in Melbourne this last weekend and had the opportunity to talk about where we are headed after 0.61 hits stable with the Australian and New Zealand community. For those that would rather not read my rambling wall of texts, I will be re-recording the audio along with the presentation slides. However, for those that *don't* mind reading - I'm going to summarize the presentation in this Status Report. (We'll jump past the start of the presentation that talks about .61, as if you are reading a Status Report this is probably redundant information) Now that .61 is on Experimental/Unstable - lets take a look at what our plans internally are for development beyond .61 hitting Stable branch on Steam. Once this occurs, the primary bulk of the DayZ development team will be
Source
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