DayZ

DayZ Dev Tracker




26 Mar

Comment

Originally posted by ficarra1002

Then why haven't we seen any substantial progress outside of basic things like guns and a car? All the big fixes have been minor, and we still haven't seen any sort of progression on missing core features. Also ceasing to do status reports doesn't look great

Also, 3 updates? You mean 2 right? Because the first patch was literally just a few small fixes. Nothing new at all.

data does say otherwise, I can't keep arguing about things that I know are not true.

Comment

Originally posted by ficarra1002

You guys can't just keep saying things will get better without showing substantial progress. I somewhat believed you when you said similar stuff 4 months ago, but since then you guys have nothing worthwhile to show for it so I'm starting to have my doubts.

but we wouldn't be able to have cars and no desync potential on old technology.

Gonna have to show us it's possible on the new technology before we believe you. Because currently, you sacrificed the content for nothing, or something arguably less stable.

data does say otherwise, I can't keep arguing about things that I know are not true.

Comment

Originally posted by russssian

So, 80*8=640 PH are expended on DayZ right now daily to produce what exactly?

You seriously expect anyone to believe that at this point? Come clean already, guy!

I have no way to explain that to you sorry, its a pointless argument.

Comment

Originally posted by Tramm

lol 2 of those "patches" were the size of hotfixes and the third introduced weapons we've had since 2014 to patch .63, where you had them removed prior to your "1.0" release nearly 4 months ago.

So, thanks? I guess.

First one was fixes, January, than February we introduced two weapons and now were doing two again. and its three months not four.

Comment

Originally posted by cooltrain7

At this point I start to question if the 'long term' plans for dayz have changed but they can't bring themselves to tell us becuse there would be an outcry. Minimal communication, first patch 3 months into the year, no roadmap. Somethings going on, and the only way for them to change our minds is to communicate with us.

This is a third patch of this year as we have produced one every 5-6 weeks or so. The team has not been downsized.


21 Mar

Comment

Originally posted by illbeyour1upgirl

Optimistic Outlook: With the game being in "1.0" (whether or not you agree with that decision is not the point), it's possible that the majority of the playerbase is playing on community or stable servers anyway. Most people know that EXP servers are going to lead to a wipe, so why build or invest time on them?

Seeing the continually dwindling numbers of players on EXP servers, The Devs, BI, or whoever, opted to move those resources over to Stable/Xbox serves where 99% of the players are anyway. Additionally, while infrequent, maybe updates and such are at a point of stability internally where The Devs feel confident enough to release them on the Stable Branch first, without the traditional buffer of EXP.

Pessimistic Outlook: The EXP servers are gone following a complete reallocation of resources, as BI moves to slowly strip assets away from the DayZ project, starting with things like EXP servers, and likely, a number of Stable se...

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This just made my day :) What an accurate, level headed evaluation :D


14 Mar

Comment

Originally posted by Solocov

It just seems that the marketing department isn't really communicating with the dev team. There are just loads of things not in 1.0, but in this trailer.

Scars, a lighter, a music player with cassettes, actual darkness inside rooms, shrubbel etc.

This is just there too misinform and grab more cash.

Edit:
1. "To grab more cash" is directly aimed at this trailer for misrepresenting available content, features and how the world looks. It is not aimed against the game, development or devs.
2. My comment below the community managers reply explains my thinking more thoroughly, and I'm happy to discuss this in greater detail.
3. The devs did a great job nonetheless.
(4. English is not my first language, so sorry for bad grammar)

There’s no intent to misrepresent the game, that’s not the goal, I am sorry you take it that way (we by the way also have a gameplay trailer in production for launch day to represent the actual gameplay).

And I (the “marketing departmemt”) am sitting right opposite to Eugen FYI :)

The thing is (and I am not sure why it’s hard to understand it with a trailer that’s very specifically named “cinematic”, cinematic trailers are common and don’t represent gameplay!) that this does not present how the game looks like. It presents the idea of DayZ, the world, the mood, the context. It’s meant to communicate how it feels when you’re in your own story in the game, how it’s playing out in your head when you’re immersed into roleplay in DayZ. I can see a whole lot of people who understood what the trailer did and they actually enjoyed it. It saddens me to see comments like this.

I am not happy that some of the things we used in the trailer are things you can’t do in t...

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13 Mar

Comment

Originally posted by Zanena001

Usually even faked E3 demos are made in engine, the reason why they haven't used the Dayz engine to make the trailer is that it uses an outdated rendering pipeline

Let me clear that up a little.

We used the Unreal Engine because we already have an existing trailer production pipeline in that engine (thanks to our friends at Vigor team), and the engine also has tools that make a cinematic trailer production possible in general.

Without those tools (they are just not necessary for our game development at the moment, so they are not available in Enfusion) , we can't really make a good looking cinematic video in this style.

I am pretty sure that when Enfusion gets to that point, the render output it will produce will be pretty damn impressive even with our current renderer! :)


01 Feb

Comment

Originally posted by p0llen86

Also, it may still happen that we somehow horribly mess something up and one of the guns won't meet our quality requirements for Stable release. We better be safe than sorry now, we only have so much trust capital left :)

care to elaborate on that? earlier statements said that once the new tech is in place it will be very easy to bring out new guns. What has changed?

I would argue that anyone from the dev team ever said it's going to be "easy" (though it's possible and then that person was a big mouth and unfortunately set wrong expectations :D), but the pipeline is definitely better/easier to work with for our devs now. No technology is magical and it can always happen that we discover a really stupid bug last minute that prevents us from releasing something. So this approach of saying which weapons will be in at the very last moment is just us in the community team covering our buts in case of something like that happens and we're not able to deliver.


29 Jan

Comment

Well thought out post, thank you. Let me address three points:

1)Changing a frequency of Status Report is mentioned as a prep of what's likely to come. In our planning, it's now starting to make more sense to have one monthly Status Report where we provide a good report on development towards the upcoming Platform Update (Stable Update). It should also make more sense to all of you when we start applying it in practice, but it does not mean we just communicate something new once a month. We may also still rethink this. It's a part of our planning that we still have to tackle.

Another thing with Status Reports is... well we have already shot all the rounds we've had. You (= people that have been here since 2013 or even before) already know about pretty much every new piece of content that can possibly come to DayZ, because these things were teased way, way before they were implemented in playable builds of the game, or worse, they were already available on the legacy...

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28 Jan

Comment

Originally posted by bitgus

Eugen. Why have you chosen to release the Xbox version before the PC version is ready?

Because we can’t spend years after PC version to learn about console development. We need to get a head start.

Comment

Originally posted by krazisurviva

Well to be fair, the game has turned from a content full, hardcore survival game with working persistence to an empty open world PVP game, without any survival elements, broken base building, broken persistence and even completely broken PVP (weapon damage, realistic injury and so on).

Even the loottable is messed up. No more randomness in it. 0% chance to find high tier loot at civ areas, and so on. No surprises whatsoever :(

Not mentioning the automatic health regain.. worse than call of duty.

Yes and all of that can change, but we wouldn't be able to have cars and no desync potential on old technology. These things can be fixed here. We sacrificed content to switch over and have a better future. I still firmly believe its better choice longterm. But its hard to argue about it short term. We had the new technology for little less than three years aka we made what we have now in that timeframe. We can do better :)

Comment

Originally posted by pussyassmods

ready for the Eugen Harton has left the DayZ Dev Team post.

Why would I leave now? Now I can finally become competent enough for your flair to be obsolete.

/sarcasm


22 Dec

Comment

This is disturbingly authentic despite being WIP - I love how it (accidentally?) totally accurately represents that type of winter here in the Czech Republic when it's not really all that snowy just yet - that kind of inbetweeny, not really sexy annoying winter where everything is just moist, cold and unpleasant and you wish it either still was a warm, sunny and colourful autumn or it finally snowed properly.


13 Dec

Comment

Originally posted by ItsMyOnlyOption

/u/eugenharton

Just reinstalled the two instances we are running, this time 2 seperte installations, 2 different directory's.

Same behavior. One instance gets shutdown properly, and for the other one we can see the console closes, but the server executable keeps running.

Is it possible we get a #save option? so we can force a safe prior to an ungracefull shutdown?

Great catch


12 Dec

Comment

Originally posted by Naut1c

hi eugene, probably you know this already, but i think maybe your current way of dealing with persistence is not optimal. even server restarts that break writes, should not cause a wipe of any sort.

instead it should be some kind of eventsourced system, where every change is written incrementally, without affecting a 'big state file'. only the loading of these incremental changes would then evaluate the current and complete state.

so this means, even if the server is killed within a write, only one change file would be broken. and when it is, you just leave it out when loading the state, as if it never happened.

this system would not only make youre persistence much more stable, it would also make it easier to reproduce and tackle bugs within persistence.

of course it is a challenge to get it right and performing well. but i believe this is the way to go.

We know :). The thing is we have been working on entity system that should get us there at some point but sadly the atomic operations on this scale are few months away.

Comment

Originally posted by Doyler92

It's sad that after years of waiting you guys decide that you can't work for a few more months to make it actually work right. This decision to just rush it out to a final release sucks.

We can and we will, I said it in another topic previously. Moving a release is not an option as its always something that requires multiple months of planning. There is coordination with platforms, advertising and more and taking a loss by moving a release date has to be very careful. Simply put we know there are issues, lot of them are fixed already and we will continue supporting and developing the game going forward. This is not a corporate issue as Bohemia has always supported their products for years after release.

Comment

Originally posted by ZomboWTF

hey eugene, have you guys considered using an sqlite file based db to gradually save change to the world? in this way you wouldnt have to rewrite a whole file everytime a server kicks the bucket

sqlite has a few limitations though

We did but as I said due to performance consideration and amount of atomic operations that’s unviable.

Comment

Originally posted by zombietopm

I placed a tent yesterday on my prod server around 2pm cst. Some time between then and now, there were a hand full of crashes. During that same time, my dev server was up and crashed 0 times. Tent on prod is gone. Tent on dev is still there. I've got my crash log if you wanna look at it.

Thanks that just confirms what we know now

Comment

Originally posted by The_Eastman

So just to be clear we are talking about the same thing here. Having the server write to a temp file first instead of directly, is something that would take months to optimize?

Yes it’s the fun of software development :) things don’t make much sense on surface but they are real to us.