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Steam News22 November 20169y ago

Status Report - 22 Nov 2016

Hello Survivors! we have a juicy Status Report for you again! Victor presents a video full of new animations, Adam is talking about military base changes and Baty is showcasing all the cool wolves footage from our commu

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Repeated intro

Hello Survivors! we have a juicy Status Report for you again! Victor presents a video full of new animations, Adam is talking about military base changes and Baty is showcasing all the cool wolves footage from our community creators.

What changed

0 fixes6 additions7 changes0 removals
  • Gameplay
  • Performance
  • Balance
  • Server
addedHello Survivors! we have a juicy Status Report for you again! Victor presents a video full of new animations, Adam is talking about military base changes and Baty is showcasing all the cool wolves footage from our community creators.
changedDev Update/HicksGreetings Survivors, So as many may know, it has been a pretty busy few weeks. We've had a good deal of experimental updates go out. For those that don't follow our posts on the official forums I'll try and give you all some perspective on what those updates have been aimed towards, and what our current priorities are for 0.61. Server side performance is one of our major goals for improvement on 0.61 experimental. Aside from stability (server side crashes), this has the largest impact on the actual effectiveness of the major changes gameplay wise for 0.61. When server performance drops below the acceptable line on these servers, it will reduce and impede the functionality of these areas. To give you guys an example, server performance can cause issues such as (but not limited to):
changedDev Update/HicksModifier/Damage Application can be stuck or delayed
changedDev Update/HicksAI Reactions and Speed can be reduced (Infected, Wolves, Wild Animals)
changedDev Update/HicksObviously, as you can see the above issues are critical to have reduced as much as possible for 0.61 Stable. In addition to that we're looking into issues related to:
addedDev Update/HicksToday we pushed an additional update for Exp/Unstable branch addressing previous issues caused by the latest update. Characters displaying as nude in some situations, some gunshot sounds not being played for all players, a new server crash, and some adjustment to predator AI behavior. We'll continue our march forward to getting 0.61 to Stable branch, and I think I speak for the whole team when I say we're all very excited to see the .61 changes in the hands of the larger stable branch update. This of course is not where we want DayZ to be yet, but it is a great step forward to that experience. Don't forget to grab a raincoat, don't waste those bullets, and head over to the official DayZ forums at forums.dayz.com to participate in the ongoing discussion! [url= https://forums.dayz.com/topic/235530-exp-update-061136240/ https://forums.dayz.com/topic/235530-exp-update-061136240/ 0.61 Milestone Goals:

Contents This Week

  • Dev Update/Hicks

  • Dev Update/Peter

  • Dev Update/Mirek

  • Dev Update/Fido

  • Dev Update/Viktor

  • Dev Update/Adam

  • Community Spotligh

Dev Update/Hicks

Greetings Survivors, So as many may know, it has been a pretty busy few weeks. We've had a good deal of experimental updates go out. For those that don't follow our posts on the official forums I'll try and give you all some perspective on what those updates have been aimed towards, and what our current priorities are for 0.61. Server side performance is one of our major goals for improvement on 0.61 experimental. Aside from stability (server side crashes), this has the largest impact on the actual effectiveness of the major changes gameplay wise for 0.61. When server performance drops below the acceptable line on these servers, it will reduce and impede the functionality of these areas. To give you guys an example, server performance can cause issues such as (but not limited to):

  • Modifier/Damage Application can be stuck or delayed

  • AI Reactions and Speed can be reduced (Infected, Wolves, Wild Animals)

  • Door States can be reported incorrectly

Obviously, as you can see the above issues are critical to have reduced as much as possible for 0.61 Stable. In addition to that we're looking into issues related to:

  • Infected vocalizations being too quiet

  • Infected response to firearm types being uniform (Suppressed/Lower db ammo not having proper effect)

  • Infected able to push characters through/into model geometry (potentially causing characters to be stuck/die)

  • VOIP Volume too loud / Adjustment not functioning

Today we pushed an additional update for Exp/Unstable branch addressing previous issues caused by the latest update. Characters displaying as nude in some situations, some gunshot sounds not being played for all players, a new server crash, and some adjustment to predator AI behavior. We'll continue our march forward to getting 0.61 to Stable branch, and I think I speak for the whole team when I say we're all very excited to see the .61 changes in the hands of the larger stable branch update. This of course is not where we want DayZ to be yet, but it is a great step forward to that experience. Don't forget to grab a raincoat, don't waste those bullets, and head over to the official DayZ forums at forums.dayz.com to participate in the ongoing discussion! [url= https://forums.dayz.com/topic/235530-exp-update-061136240/ https://forums.dayz.com/topic/235530-exp-update-061136240/ 0.61 Milestone Goals:

  • Server Login Queue

  • Merge of New Audio Technology from Arma 3 Eden Update.

  • Update of Weapon Sounds for New Audio Technology.

  • Dynamic Spawning of Infected.

  • Predators (Wolves)

  • Dynamic Shadows

  • Network Synchronization Improvements

  • New Server Browser

- Brian Hicks / Creative Director

Dev Update/Peter

With the recent addition of dynamic shadows casted from point lights and spot lights you can notice that they are quite dark due high intensities of lights in general. Overpowered lights are also causing unpleasant effect with camera exposure in new renderer as it tries to clamp and scale down huge differencies in scene luminancy for display output, which is resulting in pitch black surroundings outside the reach of lights. Power of lights was intentionally set higher in the past as they were compensating former pitch black nights in old

Source

Steam News / 22 November 2016

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