2015년 7월 19일 일요일
2015년 7월 16일 목요일
2015년 7월 12일 일요일
MINIDAYZ
MINIDAYZ 1.2 Update
Explore Chernarus from a new perspective, in pixelized top-down single-player format. Sick of getting knifed in the back by other players? Just open up your browser and play by yourself. And it's just been updated to be even better.
Here's the changelog for MINIDAYZ 1.2:
New:
Default items slot "Hands" added: now you can pick items if you don't have any clothing.
New pick up menu - right click: show/hide, left click on item in list to pick it up.
Crafting added.
Zombie crawlers added, you can meet them only in deep Chernarus.
Achievements added: Black box collector, Light the Night, Manic: the gathering, Untouchable, Tourist, Here's Johnny!
Items added: Ashwood stick, Wood sticks, Wood piles, Improvised bag, Improvised backpack, Burlap sack, Duct tape, Rope, Weapon cleaning kit, Papers, Hunter knife, Army knife, Butcher knife, Police hat, Night vision goggles, Civilian tent, Crafted arrows, Composite arrows, Improvised bow, Crossbow.
New wearing out system: when gear hits 0% condition it loses all slots and effects to player, and can't be repaired. Firearms stop shooting and melee deal low extra damage.
All loot from destroyed gear now drops on ground.
Link to MINIDAYZ map added in main menu.
Player now can chop down single standing trees (only with axes) to get Wood piles, Wood sticks and Ashwood sticks.
New zeds death animations and skins.
Hints in GUI shows gear properties like additional protection and heat.
Church added in "Стрижи".
More sounds for different actions added.
Changes/Fixes:
Loot highlight enabled on veteran difficulty.
Player now blocked from actions when using or crafting.
Zombie respawn radius rebalanced.
Loot respawn rebalance.
Bot blindness fixed in the night.
Matches now can be stacked (by 10).
Flares now can be stacked (by 5).
Shotgun shells now stacks by 15.
.45acp ammo now stacks by 40.
.357 ammo now stacks by 30.
DayZ Standalone: The Fire Extinguisher Complex
DayZ Standalone: The Fire Extinguisher Complex
Have you ever had one of those moments where you have someone lined up in your sniper scope and realize that you can either take them out, or simply let them walk on. It was a time like this that I realized why I loved DayZ Mod so much and had put so many hours into a game that was notorious for being buggy. Those moments where you have the chance to take a player’s life and someone could be watching you contemplating the exact same thing.
There were some truly great DayZ Mods out there that made the game into something truly unique and encouraged Bohemia Interactive to take notice of what Dean Hall had accomplished with one of their games. There were even Mods of the Dayz Mod like DayZero and Breaking Point which were some of the best when looking for PvP or player interaction. All of these combined Mods gave Bohemia a collective idea of what DayZ Standalone should be.
The standalone game was meant to be Hall’s vision brought to fruition, however it fails on many fronts. Thus far I think it is safe to say that the SA has brought in a host of players who never touched the Mod and thought a sandbox shooter would be a fantastic idea. Unfortunately this host of new people is what I like to call ‘Coastal Kiddies’. These are people who never explore the massive map and instead stick around the coast hoping to knock someone out with a fire extinguisher.
Now I know I can’t dictate how people should play a sandbox game, however I can say that I know many of these people don’t even realize the fun that they are missing out on. By staying at the coast and just messing about with the crappy melee weapons most players are missing out on the entire purpose of the game. I even came across a streamer who shall remain nameless, who claimed to have played SA since release and when I mentioned Vybor, had no idea where on the map that was.
It is in my opinion the developers are at fault that people are not exploring the map, they have made it far too easy to get completely geared by sitting on the coast. I realized that the game is still in early access, however the player numbers are dropping and the majority of people that have dropped off are the players who are Northern PvPers. I have heard multiple complaints that most people are tired of putting in such an effort to test a game that doesn’t actually fix its problems.
An example of this came with the 0.57 patch, which was supposed to be a huge patch that would bring life into the Standalone again. I was excited to see the amount of content that was being added into the game, including the SVD and Winchester rifles. Unfortunately my exhilaration was short lived when I saw the myriad of bugs that had been supposedly fixed were once again present. The first bug was one I had never hoped to see again and that was being unable to aim down the sights of a gun I had picked up from another player. This bug was in months ago and has made a not so glorious return to the game. The other bug that has somehow managed to worm its way back into the game is zombies not caring that you have closed a door and just walking right on through it. While this was never a huge issue in the past because.zombies were slower and easier to deal with, it is now a huge problem because the zombies have received a significant speed boost.
I do realize that this game is an early access alpha title, however they have deterred the majority of the hardcore fanbase because they refuse to fix or change things that would make the game more of a challenge. This is going to have a huge impact on the development of the game because there are fewer and fewer people to test and experiment with new builds of the game, which is what the early access is all about.
As someone who has put more than 1100 hours into the Standalone and over 2k hours in the mod, I can safely say I am disappointed in the progress made. It’s things like this that don’t get fixed for weeks on end that drive people away from helping to test the game. On top of that, the coastal PVP has made the game no fun at all for those of us that are actually willing to explore the map and head north. In my opinion they need to focus a bit more on getting people to move around the map to find all of the gear they need to survive. The game is supposed to be about player interactions across a vast map, yet all I see are people running through Cherno, beating each other to death with fire extinguishers.
2015년 7월 10일 금요일
Posted 08 July 2015 - 06:18 PM
Greetings Survivors,
Work continues on Experimental Branch where the team is working on reaching a suitable build candidate for the next Stable update. In this week's Status Report we'll see Lead Producer Brian Hicks commenting on upcoming changes to stable as well as a bit on the future plans for 0.59 on Experimental Branch. We'll also see Lead Designer Peter Nespesny commenting on both the current and upcoming state of the scheduler in charge of character updates.
Contents This Week
- Development Board Spotlight
- Dev Update/Hicks
- Dev Update/Peter
- RTX 2015
- Community Spotlight: AUS vs UK - Round 1
Development Board Spotlight
Dev Update/Hicks
Greetings Survivors,
This week I'd like to recap some of the upcoming changes to stable (when 0.58 goes live) for those that are not up to date with Experimental Branch. Once 0.58 goes live, we can start discussing 0.59 plans and intent.
Guardhouse Buildings:
As work is underway on regional control over the central loot economy, in the interim the guardhouse structures spread across the entirety of the map will not be spawning any loot. This is done to preserve the restriction of high end military loot to the military bases and camps inland in Chernarus. The structures themselves remain enter-able, but until regional control is implemented on stable branch - they will remain without spawning loot.
Land_Mil_House
The structure some folks have referred to as the "Camo Building" or the "Jail House" has been problematic for some time. We've issued hotfixes, and addressed several bugs related to it - but the core issue that needs to be addressed is on the player controller. Rather than continue to issue small hotfixes (otherwise known as bandages on a broken leg) the issue needs to be resolved at the cause. To that end, the loot that would normally be spawning within these structures will be redistributed to other military buildings (tents, camps, barracks, etc)
"Ghost Sounds"
Those who have played DayZ throughout its Early Access development are probably no stranger to the notorious "ghost sounds" bug. Splitting ammo, bandaging, opening soda cans, etc being partially played, and well outside of the range of the actual sound effect. Fortunately, during 0.58 development we were able to get some of the gameplay programmers time to look into this issue, and we are now confident that on 0.58 the issue has been finally slain. So be very aware after the next stable update, if you *hear* a sound effect playing - it IS near you. Be careful out there!
Wrecks (Non interactive)
With work on the central loot economy continuing, and the functionality of how it operates being iterated upon - Non interactive wrecks (tanks, destroyed UAZ's, etc) have been removed from the loot spawning tables, and the environment team will begin using them in their "devastation passes" across Chernarus. As with other structures, items that would normally spawn there will be redistributed across Chernarus. Note: This does NOT include interactive wrecks, such as vehicles you can open the trunks/doors/etc on.
Animation Glitching
The gameplay programming team is currently investigating the cause and symptom behind the notorious animation glitching bug. (Weapon swapping constantly) As well as the issues with dropping your weapon when vaulting. The weapon vaulting fix should be coming to experimental soon, and it is the aim of the team internally to also include a fix toward the weapon swapping animation bug.
Photo Credit: DayZTV.com
Loot Respawning / Persistence Enabling
Persistence itself has been functioning for some time, the cause behind it being manually disabled on 0.57 stable servers is tied to an issue with loot respawning. We're aiming to have this issue resolved before we push 0.58 to stable branch, once we've tested this on experimental and are confident in the fix - players will be able to resume making camps, storing gear, and so on.
Similar issues with dynamic event cleanup and respawn were the cause of static dynamic events - and these issues are currently being investigated, and are marked critical for the 0.58 launch.
In addition to these issues, bugs related to severe player position desyncronization are currently being investigated, and flagged as a must fix for 0.59.
I hope this brief list of information pertaining to 0.58 helps update those who may have not kept a close eye on the experimental branch updates.
- Brian Hicks / Lead Producer
- Brian Hicks / Lead Producer
Dev Update/Peter
With the 0.57 stable version of DayZ many of you experienced weird behaviour on the character side such as freezing core updates for hunger, thirst, bleeding and others which in many cases rendered character temporarily immortal or in worse case killed him instantly after login back to server. Unsurprisingly the root of all these issues was in the scheduler which is handling character updates recently.
During our in house testing we didn't catch some circumstances leading to not clearing character properly from scheduler's array of active characters. This issue was especially triggered by respawning and in some cases by disconnecting from the server.
After some time the scheduler array become partially populated by ghosts and newly connected or respawned players were forced to live outside of it. As scheduler wasn't aware of their existence it didn't processed core updates for them. Fortunately now it's fixed, tested and ready to go so I hope you'll don't experience such issues soon.
With proper updates... see you in Chernarus folks!
- Peter Nespesny / Lead Designer
During our in house testing we didn't catch some circumstances leading to not clearing character properly from scheduler's array of active characters. This issue was especially triggered by respawning and in some cases by disconnecting from the server.
After some time the scheduler array become partially populated by ghosts and newly connected or respawned players were forced to live outside of it. As scheduler wasn't aware of their existence it didn't processed core updates for them. Fortunately now it's fixed, tested and ready to go so I hope you'll don't experience such issues soon.
With proper updates... see you in Chernarus folks!
- Peter Nespesny / Lead Designer
Lead Producer Brian Hicks will be speaking at RTX 2015 - discussing the plans for apocalyptic Chernarus moving into the end of the year. From expanded base building options, new vehicles, modding support, character soft skills, and upcoming engine changes Brian will discuss and demo some of the upcoming changes to the post apocalyptic survival simulator DayZ. Q&A to follow!
Community Video: "AUS vs UK - Round 1"
This week we have a bit of a team based rumble. Via the Youtube channel TeamLiveAction, I was served a short video depicting the showdown between the "AUS" and "UK" teams. Even though the video only shows a fraction of the event, seeing two large teams like that arranging to have a go at each others was awesome!
Yep, it does look like the guys are going at it again for a second round on July 25th 2015 at 10:00 (UTC + 1). I'm definitely looking forward to the event, and if you have the time as well, I'm sure you would enjoy swinging by to see the two teams duking it out in Chernarus.
2015년 7월 8일 수요일
What does this mean for you, the average survivor?
- We’ll be moving forward with initial support for DirectX 11 only, with DirectX 12 support following eventually.
- Windows XP will no longer be possible, as it is not capable of DirectX 11 support.
- Windows XP has always been below minimum requirements for DayZ.
- With a time estimate of approximately 2 months to complete the last required changes for the new rendering module, and support DirectX 11.
- The initial goal is a 1:1 visual parity with the original simulation tied renderer.
- Once implemented, the design team will have access to more robust and complex particle effects
- Systems such as bleeding, fires, flares, etc will receive the proper visual attention they require
- Volumetric fog will be possible within the world of Chernarus
- Estimated completion date of support for DirectX 11 is mid to late May 2015.
New Zombie A.I. & Stealth (Infected & Animal)
Fairly early on in DayZ development it was fairly apparent that the existing A.I. we had inherited from previous titles using our original tech base was not going to be able to deliver the infected and animal experience we wanted to deliver. As Q1 for 2015 comes to a close, we’ve been slowly implementing very early versions of entirely new A.I. built specifically for DayZ into experimental branch. With 0.55 we’ll begin to see early versions of both enter stable branch. Obviously very core to the DayZ experience is stealth when avoiding or approaching both types of A.I., as well as intelligent behavior and navigation.
It is critical to allow the player to both feel like the hunter, and the hunted. Thus work on the A.I. side of the engine during Q1 focused heavily on begining to allow the player to feel as if they could escape the infected using only their wits, rather than brute force – and use that same stealth tactic to hunt and kill wild animals when exploring the vast fields and forests of Chernarus. As 2015 continues and we enter Q2, the existing systems will be iterated upon and expanded to offer an even more immersive and complex DayZ experience.
Diseases
Central Economy. One of the terms most people are still a bit confused by. The Central Economy is DayZ’s backend control over the quantity, type, location, and region of the item or “loot” spawning system. Work continued on this throughout the entirety of Q1, and the first implementation was seen later in the Quarter on Experimental branch – pushing towards the 0.55 release at the end of the quarter. Moving into Q2 – this system is also tied into server side persistence, item cleanup, and proper item respawning and will be iterated upon frequently.
As we push this system from experimental branch and on to stable, it will allow us fine control over the in game economy, and thus how the flow from the coast to the north progresses. As well as allow us to push players more towards alternative food gathering resources such as horticulture, cooking, and hunting.
New Renderer
One of the longest duration core engine tasks for Enfusion, the base engine technology being developed in tandem with DayZ – is the seperation of the existing legacy renderer from the engine side simulation, and the creation of a brand new rendering module. Critical for the flexibility and life of the Enfusion engine – this task is arguably one of the most paramount technology upgrades for DayZ moving forward, and was much more of a task than we initially expected (having been pushed beyond its intended experimental branch date several times). As Q1 draws to a close we are within weeks of the completion of the module itself, and the analysis of time required to implement the currently used DirectX 9 tech was undertaken.
Internal review has shown that the additional time spent to hook DirectX 9 into the new rendering module is near identical to the time that would be required to add in DirectX 11 support. As the original intent to support DirectX 9 in tandem with DirectX 12 gave way to increased DirectX 12 support within the industry, the decision was made to ditch DirectX 9 support for the new rendering module and move directly into supporting DirectX 11. As supporting three seperate platforms (DirectX 9, DirectX 11, and DirectX 12) is not feesible, DirectX 11 was the clear winner for the “mainstream” platform target.
As we look forward to Q2 of 2015, we’ll take a look at the goals and objectives internally for the first quarter of this year. From initial implementation of new A.I. for Infected and Animals, to the Central Economy and more. Q1 had the first appearance of some very important work on the road to 1.0 for DayZ.
- Basic Vehicles
- Central economy (advanced loot distribution)
- New renderer
- New Zombie AI
- Basic stealth system (zombies, animals, …)
- Diseases
- Improved Cooking & Horticulture
- Advanced Anti-Cheat (Dynamic BattlEye)
Basic Vehicles: Praga V3S & Vehicle Simulation
With the first implementation coming in very early on in Q1 – iteration followed throughout the rest of the quarter. Starting from scratch with the physical simulation, the engine and gameplay programming teams paired with the design team brought the first of our basic vehicles to stable branch, the Praga V3S. Looking forward into Quarter 2 – further iteration will allow us to expand into more vehicles, introduce vehicle inventories, and required vehicle maintenance/components.
In addition to the creation of the new physical simulation for DayZ’s land based vehicles moving towards a “DayZ” specific feel to handling, design and programming work progressed on manual transmission support. From both the technical engine side, and player controls and overall system design this will allow us much greater customization of vehicles, as well as a more in depth and immersive experience than with traditional “push W and go fast” vehicle control models.
Central Economy: Item Quantity
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