2015년 6월 27일 토요일

Work continues on experimental branch as the team keeps hammering away at the next Stable build candidate. It's been a tough wait, we understand, but major issues encountered during development required fixing before the push to Stable branch. This week, Lead Producer Brian Hicks will be dishing out some handy information regarding the Central Loot Economy - what it is, how it's supposed to work, as well as the thought process behind the design choices for the CLE. Also, Lead Designer Peter Nespesny will be telling us about future updates to the vehicles found throughout Chernarus. Peter will go over subjects such as operation, maintenance, as well as the design choices behind these upcoming updates.

Lastly, we have a couple of links to the DayZ Trello board and DayZ forums discussion thread related to the new bus animations, and at the end of our Status Report, we have a small feature on one of DayZ's content creators - Barely Infected.

Contents This Week

Development Board Spotlight
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Dev Update/Hicks
With 0.57 on the horizon, this week I'd like to take time to talk a bit about player progression across Chernarus, the Central Loot Economy (and its impact on this), and the challenges DayZ faces compared to the Arma 2 Mod experience.

First lets go over exactly what the Central Loot Economy is, and what it offers DayZ.

- Migration of control over what items spawn from legacy method (script) into a more easily and rapidly updated system
- This means the dev team can rapidly (and without requiring an update to the game) completely change / update the amount of items that spawn
- This is done on both a global, and a per server level - in the future allowing custom server operators fine control over their server and its item spawn quantities without requiring any base modification to the game
- Control over item lifetimes (speed of decay / time to item cleanup)
- Control over how many of each item time is supposed to be present in the world (Min / Max / Nominal)
- Control over item cost (rarity vs spawning methods)

Why is the Central Loot Economy critical to DayZ's design - versus the original prototype placeholder loot spawning script? Simply put - the original method was a very rough prototype, designed to start populating the initial memory points for each structure. In order for the design and environment teams to be fully free to create a comprehensive, living breathing world - we first needed to begin to have fine and robust control that can be rapidly pushed to all servers. The original prototype method was very time resource heavy for updating, limited our options to traditional DayZ Mod style building definitions only, and in short pidgeon-holed the team into very limited control.

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Photo Credit: Arma2Base.De (DayZ Mod Player Movement / Heatmap)

One of the images that has been circulating the DayZ Community over the last week is a map covering player progression across Arma 2's original Chernarus map. The layout of the original Chernarus, as well as the very limited amount of enterable structures, and thus very limited amount of potential spawn points for items meant an inherent flow of player movement across the map. It required very little work on the design side - High end military loot spawned mostly entirely at Barracks structures, Basic Supplies / Weapons at Firestations, Grocery Stores, Barns, and so on, and Medical supplies at Hospitals. The structure of *how* items spawned within the original Chernarus just -fit- the limited scope of that map perfectly.
Moving into DayZ as a standalone project, one of the first tasks undertaken was the decentralization of core resource (points of interest) buildings - and the expansion of Chernarus into a more robust and living world. Nearly every structure was made enter-able, and thus nearly every single building on the map was a potential (or group of potential) points for items to spawn. At first this might not seem like it should have a major impact on the design, and flow of player progression across the map - but when you look at the statistics, it is rather telling.

- In DayZ Mod, with vanilla Chernarus - Potential item spawn points number in the thousands (Sub 10k)
- In DayZ Chernarus + the potential locations for items to spawn exceeds 1 Million. 

While the intent with DayZ as a finalized product is a higher player count (100+) than originally supported in DayZ Mod, the original spawning prototype system has several major glaring flaws compared against this intent. With basic control, we cannot effectively lay out a path of player progression across the world (without limiting the environment team to the placement of certain structure models *only* in certain regions). This is where the Central Economy Control comes into play - and will enable us to begin moving towards a path of progression that more resembles DayZ Mod - while still embracing the fleshing out of the world, and decentralization of points of interest.

While this system right now only controls the details listed above - the future iterations are aimed at allowing us the "next step" in the Central Loot Economy:

- Per building quantity controls (Min / Max / Nominal) allowing us to ensure an event spread across Chernarus, as well as to prioritize point-of-interest structures such as the Grocery Store, Medical Center, and so on
- Region control (Restricting item rarity levels to certain regions of the map)

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Previsualization of intended initial region support - NOT FINAL
Breaking Chernarus + into defined regions based upon item rarity and classification type is the first and most critical step into allowing us to layout a natural path of progression for players across the map - and begin to move us closer to that familiar and well known flow across DayZ Mod.

Lastly - as development with 0.57 wraps up, the current iteration of the Central Loot Economy will have loot persistence (the saving of spawned and dropped loot, as well as tents) disabled - while the programming team resolves the blocking issues with item cleanup, and rolls out support for per-building quantity controls to ensure an even spread of loot across the world (slaying those pesky loot splosions). This means that when servers restart, fresh loot will be respawned to ensure an enjoyable experience on stable branch.
That said - the following persistence options are unaffected and will remain enabled:

- Vehicle Persistence
- Server Time Persistence (The saving of server time on restart)

I hope this helps you all understand the intent of the Central Loot Economy, where it is now - and where we want it to be in the coming months.

Curious about this report? Want to discuss anything contained in it with the developers? Head over to the Developer Discussion Forums and let your voice be heard!

See you all in Chernarus!
- Brian Hicks / Lead Producer

Dev Update/Peter
Let me talk a bit about vehicles and their functionality. Of course any functional vehicle by itself is an amazing piece for the gameplay but what will they be without their parts? They will become just an instant object used by survivors to traverse the long distances and that's about it. I believe that without any depth to the maintenance of vehicles, nobody will create any kind of relationship with exactly that truck they are driving for a few days across the land of Chernarus. On the other side, with plenty of different vehicle parts your approach to a vehicle will be different every time you encounter one.

I want to see many vehicles across the map in different states, so you can run into a vehicle which just needs the spark plugs to be added in or a nearly completely stripped one but with a last wheel you need to put on yours. I favor such possibilities which offer strong emergent gameplay based on player choices and consequences they bring. One can try to find missing parts alone or group up with friends or strangers to get all the remaining parts for that fabulous bus and run a bus line together. It will spruce up the planning, imagination and strengthen interactions with both players and environment.

Implementation of such advanced mechanics of vehicles that use different vital and optional parts has been ongoing for some time now. In the current state we have some of the vital parts functional already; without spark plugs or a battery you simply can't start the engine at all. However more interesting are wheels themselves. Wheels can be detached or destroyed while on the vehicle and physics simulation is responding properly in such situations by inclination of the given vehicle to the side of the missing wheel and adaptively changing the simulated wheel radius and friction. Such dramatic changes, of course, have direct impact on the handling of the vehicle.  But, nothing is lost in such case as the spare wheels can be mounted back on the wheel hub and get controlling of the vehicle back on track. From the optional parts there is detachable/interchangeable hood and doors now that while obviously don't affect the vehicle behavior at all add variety to its visual representation. I'm looking forward to see such advance features finally in game providing more unique perception of vehicles and their involvement in the gameplay.
As the team continues pushing development of DayZ, we have Brian, Chris, and Viktor providing us with a peek at what is on the plate for the team. For this week, Lead Producer Brian Hicks will discuss development going forwards in regards to the DayZ audio module, while Lead Artist Chris Torchia will discuss the decision making behind the firearms design, and Lead Animator Viktor Kostik will discuss the development of transitioning the player character across to the new animation system.

Like always, we have a couple of links to our DayZ Trello board, and towards the end of this weeks' Status Report we showcase a video showing an interesting game session springing forth from a Vybor spawn.

Contents This Week

Development Board Spotlight

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Dev Update/Hicks

Greetings Survivors,

Its been a hectic few weeks, with 0.57 release and E3 - but I'd like to take some time out this week to discuss pending changes to the Audio side of the Enfusion engine, as well as some critical audio bugs plaguing DayZ Early Access players.

We've talked about replacing the existing Audio system in DayZ with a new Audio module better suited to DayZ's needs, but we haven't really outlined what some of that means. As many players may know, the inherited audio technology from the Real Virtuality (TKOH / Arma 2) side of the family has its strengths, but it also has quite a few weaknesses. As we began looking at the time and resources required to update this portion of our base engine, we looked at several key areas we wanted to improve:

- 3D Positional Ambient Sound: Supporting true 3D Positional Ambient sounds is integral to proper immersion within Chernarus. As well, once we support this - the roar of the coast, and the confusing positional ambient noises should be a thing of the past.
- More complex configuration options for vehicles, weapons, etc: Current technology supports a very basic methodology for potential sounds and triggering events for weapons, vehicles and the likes. Moving to the new Audio module will begin to allow the design and audio teams to implement more complex audio configurations for items and vehicles in game.

As development on this portion of the engine continues, we'll be looking at other features existing internal projects offer (such as Arma 3's tech) to ensure that the support the Enfusion engine offers is as comprehensive as we can allow.

In addition to this, work has continued internally on slaying the ever illusive audio bug beast known as "Ghost sounds" - Potential headway was revealed during a conference between key members of the Arma, and DayZ teams. Potential related causes of the issue, as well as fixes implemented on the Arma side of the company are hopefully going to be implemented. We'll be testing this out on experimental hopefully with 0.59 - I'll be speaking with people about this on the official DayZ forums when we begin testing, and anyone encountering the issue at that point is strongly encouraged to utilize the Feedback Tracker.

See you all in Chernarus!
- Brian Hicks / Lead Producer


E3 - DayZ PC Gaming Show 2015

Also, we have a little bit of info in regards to modding and the singleplayer part of DayZ in the following video featuring Brian Hicks at this year's E3 convention. Thanks and props go out to the fine people of DayZ Underground for providing the video!
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Dev Update/Chris
From the beginning of the project, Dean and I worked closely on the initial design of firearms in DayZ, including which kinds of attachments they should be able to use as well as which specific firearms would best fit the environment.

The requirements from Dean for creating the final list of firearms included:

- 50/50 mixture of 'Western' and 'Eastern' firearms.
- Bias towards civilian models.
- Expansion of the weapon set should occur with minimum expansion of calibers and attachments
- Emphasis on short and intermediate range firearms

Peter also required that each firearm should be as visually distinct as possible from one another and that we should add some of our more unique items.

To figure out which sort of guns we should add, I took several trips to zbraně a střelivo obchod (gun and ammo stores) in Prague as well as investigated the websites of local gun ranges for firearms for sale and rent and was shocked at the massive spectrum available to civilians.

Here are some items I found in Prague. See if any of them are familiar:
-Mosin Nagant
-Modded AR15s
-AR10s
-VZ58 (by the way, I'd love to buy one and export back home to the US :) )
-SVT40
-Tiger rifles (civilian SVD)
-Various bolt action rifles of every make and kind -Ruger 10/22
-Derringer pistol
-Single action revolvers
-Kimber 1911
-P38 Pistol
-Civilianized AK clones of multiple origins
-Various pump action 12 gauge shotguns

The list goes on...

In addition, we wanted to remain faithful to the lore of DayZ's roots in Arma2 so involvement of NATO and Russian forces and their equipment. This meant our options were wide open to consider some more exotic items like the AK74M, VSS, UMP45, etc...

We hope this approach would provide a large variety of experiences for our players as your strategy must sometimes change, depending on what kind of firearms you end up with in your journey.

- Chris Torchia / Lead Artist


Dev Update/Viktor

In the last weeks all animators were focused mainly on the new animation system since all animations need to be reexported and adjusted for the new skeleton.
Our initial goal is to reproduce the character as we know and then focus on the improvements which new system will allow us to do.

Player already has all movement animations, can reload all guns, climb ladders, enter and drive vehicle and do other things as old character.

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The big chunk of work is done although some major things still need to be implemented like most of the user actions.
Some animations were improved on the go. So now we have new climbing ladders anims, falling and landing, picking up and carrying heavy items, some additional gestures and other polishings. The reload animations at the moment work the same way but we just started on advanced behaviour where chambering and loading rounds will get it's own animations for each gun.

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In the Phase 2 of transition player character to the new animation system we will do some major improvements regarding animations.
There will by synchronized walks and runs which will enable us later to do some fancy stuff with upcoming wounded character and stamina.

On to do list is also improvement of animations for first person view, improved IK for feets and hands, detailed animations of guns, and more.

- Viktor Kostik / Lead Animator


Community Video: "Long Story Short - I Got a Vybor Spawn"

For this week, we have a small gem created by "Dog the Bandit Hunter". This video popped up in the sea of DayZ content while looking for a bit of entertainment one weekend. From the tumbnail it looked like it was a video dedicated to depicting the Vybor spawn bug itself, so I thought I'd have a look see. Very quickly did I find out though that it was a bit more than that. Instead, the video turned out to be a somewhat hectic documentation of Dog's experiences, as a result of the Vybor spawn, during a gaming session.

In short, many lols were had that afternoon while watching (and re-watching) Dog's video.

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Unfortunately, it seems like "Dog the Bandit Hunter" have hung up his spurs in regards to editing and uploading gaming videos on YT, but luckily there's still quite an archive of entertainment goodness on his channel. If interested in more, please feel free to have a look: Dog the Bandit Hunter

As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look.

May is long gone, and again we are extremely grateful to see how many bugs we received from players. A quick look at the Feedback Tracker tells us that  Darcion did very well in terms of finding new bugs, so for the month of may, Darcion is the top bug hunter! As mentioned before, we'll keep track of this in the background, and those of you guys that make the extra effort to help out the team in terms of filing them bugs will be mentioned in the Special Thanks section on the rolling credits for DayZ.

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Bug Fixing progresses
This week most of the team has been focusing on key bugs, and some of the team have started our first new feature scrum.
New Team Members
We are inducting a large number of new people to the team, effectively doubling the whole project. Here are a few screenshots, and a short rundown on some of the key activity for the week.
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Development of Cooking System Starts
This week we started on a cooking system. Heavily inspired by the outstanding cooking system in Project Zomboid, this will be part of a wider push in March to focus on Survival aspects of the game in general. You will turn your cooking device on (fireplace/stove) and then place the items in it.
The items will slowly heat up, and when at the required heat for the required period of time, they will become “cooked” and/or turn into something else (such as soup). Items can become overcooked, and items can also become cold via some process (this will be looked at later).
We’re very excited by the possibilities for this system.
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Animation Progress
In the past week animation team was mainly focused to bring all two handed melee animation in game. We have added gestures for two handed tree, evades and other missing animations. Our next goal is to polish those and finalize them all. At the same time we have created new reloads for Ruger MKII, added stab attack with hay fork and worked a bit on new zombie animations which we would like to introduce somewhere in march. There was couple of bugs fixed, some glitches and animation graph improvements.
Emissive material and masks
Our graphics programmer spent some time redoing the way emissive materials work, this will allow us to better support the new fireplace mechanics that are being worked on.
Guaranteed Network Messages
We now have a new system we are testing internally for sending guaranteed updates across the network. This is very important as we believe this will reduce the problems for those who are experiencing severe desync. We are still testing this internally, and it will be sent out to experimental for more testing next week.
Fireplaces and Emissive Improvements
One key area for our survival focus has been cooking and the ability to make fireplaces. In order to do this we have created a new system for dealing with “emissive” textures that allows us to implement a mask for emissive, as seen in the picture above the result can be very stunning. This has been combined with heat haze to produce some excellent results. Players will be able to make normal fireplaces, as well as upgrade them to makeshift ovens such as below:
Our designers are now working with our art team to implement all these changes so that players are going to be able to hunt and cook in order to survive in the DayZ landscape.
New towns in Chernarus
Our map team has been very busy, here are some sneak previews of some new areas that are coming in the next update:
New Weapon Content
Our art team have been extremely busy while we work on fixing the bugs associated with our current build. Focus is currently on supporting the designers with their survival features, such as the craftable PVC bow, fireplaces, and cooking. However we have also continued the excellent work done with weapons models, here are a selection of pictures below showing progress.
We’re nearing completion of the AKM and the model was a true labor of love by @artguyharry.  We’re working on staging the model now so its compatible with the attachment system and we really hope to bring variety to the possible configurations. By default the AKM will have wood furniture but we also noticed a great deal of customization in the AK civilian market and wanted to bring some of that more modern flare as well. A side-mounted PSO scope is being developed in tandem which players will be able to mount AK-pattern weapons.
Mouse acceleration and player control
We have been changing the way the player controls their character to improve playability. There was an issue with mouse control that affected many users of high DPI mice which we have now fixed. Changes to character turning should now also be consistent with how freelook works, which was taken from ArmA3. So we hope that this will improve the situation for players although we have more work planned on this.
Physics and Arrows
Continued work on our physics engine means that not only is throwing now nearly complete (it is now functional at a basic level), but it also means that ragdoll is very close to being a reality in experimental branch. This will open up many areas of development.
Work with the bow and arrow has come along very well. Bolts and arrows can now stick into their target, whether player or the ground, or an object. Additionally, animation changes means that we can now make the drawing and firing of a bow look better than ever before improving the versatility of our “gestures” based animation system.
Animals, collisions and zombie pathfinding
We now have an entire team, based in Bratislava, that are working on animals, collisions, and zombie pathfinding. This is a longer term task as it will require new thinking and new ways to fix the problem. We’re excited to see what the team can bring in the coming months.
Persistent Loot and objects
This was close to being implemented fully when we discovered some issues with the central server architecture that would becoming more serious for performance if we went live with it. These are being solved now and we expect to be trying some of those performance optimizations on the central server this Wednesday.
Where is the new build?
We are committed to not releasing builds onto stable to introduce new game breaking bugs. Now that we’ve fixed those bugs, we’re internally verifying and fixing any new bugs that have been introduced. We will do an unscheduled update the moment we are confident we have a suitable build to release
What is next for the future?
Once the current build is stabilized we want to finish up on our “survival” push for the month. This means hunting and cooking finished and process on our “survival combat” which involves the bow and arrow, crossbow, improvised weapons, and thrown items. In the more distant future we’re already planning for vehicles and barricading systems.
In version 0.53 of DayZ‘s standalone one user found out how to easily and efficiently craft natural leather clothing. The stitched-together look of the natural leather will give your zombie-apocalypse survivor a Daniel Boone look to die for.
YouTuber k3nst3 dropped some info-bombs in a moderate seven-and-a-half minute video where he details how to gather up the materials, craft the clothing items and make good on the frontiersman look. 
So in case you have to keep the audio low for whatever reason, or you’re suffering from hearing impairment, the gist of the video is pretty simple…
You can get four tan leather pieces by hunting and killing deer. You can also get up to three tan leather pieces from killing cows. You’ll need a knife to carve the leather out of the hides of the dead animals.
image: https://farm8.staticflickr.com/7406/16398513446_acf3125ed2_z.jpg
DayZ Standalone

Additionally, you’ll need a decent sewing kit so you can craft the natural leather into wearable clothing.
One of the really neat items crafted in the video is a leather vest. What makes it so neat? Well, the leather vest enables you to carry 12 items as it has 12 slots and can be worn over other clothing items. The only downside to the vest is that it suffers from some clipping issues. I guess we can expect that to be fixed in later builds.
You can also craft some natural leather pants but you’ll only get two usable slots out of the stitched-leather pants. And no, sadly they aren’t cheek-less chaps so if you wanted to be a Prince doppelganger you’ll have to find some other pants to fulfill that fantasy.
You can learn more about DayZ or pick up a digital copy of the game by paying a visit to the official website. And keep on rocking that natural leather look. If you can nab a six-shooter and gruff up your voice on the mic, you’ll be a natural shoe-in for a Red Dead Redemption role-play.
image: https://farm8.staticflickr.com/7365/16237091250_e12f562dea_z.jpg
DayZ Standalone


Read more at http://blogjob.com/oneangrygamer/2015/02/dayz-standalone-how-to-craft-natural-leather-clothing/#VqYmG5xc9BwPoBQH.99
Sharpen your hatchet survivors, 0.55 Patch has been released! This month, DayZ step up to a new level with the arrival of anticipated new mechanics & features. Developers have been mainly focused on animal A.I., Horticulture, Cooking, Fluids for vehicles, Traps/Snares and much more… For this version, the team turned on the new spawn system (loot), economy and dynamic events (working on persistentservers, they are not affected by restarts and regulary spawn loot).