Full notes
Full DayZ update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings Survivors, Creative Director Brian Hicks will share the latest info on where we are at in the development process, Mirek and Peter are talking about removing SQF and Adam wants to share with you our progress with trees - biggest change Chernarus has received for the past years.
What changed
- Gameplay
- Performance
- Server
- Compatibility
- UI and audio
Contents This Week
Dev Update/Hicks
Dev Update/Peter
Dev Update/Mirek
Dev Update/Adam
Community Spotlight
Dev Update/Hicks
Greetings Survivors, I don't have too much for you this Status Report, fortunately Adam from the Environment team, as well as Peter (Lead Designer) and Mirek (Lead Gameplay Programmer) are joining us this time around - so there should be plenty of new info for everyone to dig into. Recently I sat down over on our forums to discuss some of the questions or confusion we get around addressing issues on the Steam branch while development moves forward internally on upcoming builds. I encourage everyone to take a look at it - as it might serve to relieve some confusion around what gets fixed, when, and so on. In addition, our Producer Eugen wrote up a forum post covering the internal milestone we recently reached towards Beta, eliminating support and dependency on the old SQF scripting language that so much of the DayZ Alpha had throughout it. This was a huge step for us internally, and something many of us have been talking about and looking forward to for years. I'll make sure to link both forum posts at the bottom of my portion of the Status Report. We're continuing to push new builds through Experimental/Unstable branch and on to Stable branch as we try and address the remaining critical issues with .61. Since the last Status Report we've been able to address several issues with memory management on the client, pushed several improvements to server performance, resolved a few known server crashes, resolved several of the performance issues tied to light sources, and we are continuing to address:
Invisible Infected
Additional Client Crash issues
Server Memory Consumption (Which can sometimes cause issues with player stuttering, battleye time-outs, and so on)
Server crashes tied to vehicles and/or AI
We're hoping to be able to show some teaser video content at PAX East over at the Astro Booth showing off some of the progress on the visual overhaul of wild Chernarus for .62, rest assured this will also be shared through our standard channels if we're able to have this available in time. As I mentioned earlier, both myself and Eugen made two forum posts that are very helpful reading to understand what our priorities are internally, as well as the impact the internal milestone of finally being able to move away from SQF has on development. Check out these posts here (you do not need to make an account to view them, don't worry :) ): We know the road to the next few major builds hitting Steam might seem long, but the work going into reaching Beta is extensive - and a major change for DayZ as a whole. I know I personally (and I'm certain the whole team as well) appreciate everyone's patience, and feedback as we move towards it. I'll see you all in Chernarus - and remember, gunshots attract attention ;) - Brian Hicks / Creative Director
Dev Update/Peter
Last week we reached one of our internal milestones, specifically the removal of SQF, high level scripting language which was
Source
Changelog.gg summarizes and formats this update. How we read updates.
