DayZ

DayZ Dev Tracker




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


25 Jan

Post

Dear DayZ Community,

We are three weeks into our quite intensive development planning that will shape DayZ this year. It means sorting through, and selecting features, content, and timeline of their delivery - in practice a lot of meetings, whiteboard scribbles, and digging through our backlogs trying to identify what we're able to deliver this year, and when. In the meantime, normal development continues, and we have deployed a first bug fixing patch, with more bug fixing ahead of us of course, as we also have a backlog there to go through.

The first quarter of this year is pretty much all about spring cleaning, and us getting on track to more scheduled Stable Platform Updates bringing new content and fixes. The first Platform Update is on its way to be released in February, and we will share more details once i... Read more

24 Jan

Post

Hello, Survivors!

It has been a bit over a month since our last Community Spotlight and a lot has happened since then!

In December we released DayZ 1.0 on PC. It was definitely the craziest month in the office and the devs really deserved their Christmas holidays. I know we've been pretty quiet this year so far, and I've even noticed that some of you think we're still on holiday somewhere, but that could not be further away from the reality!  Most of the team has been back to their stations since January 2nd and there's a lot of buzz in the office. We're working on fixes, planning our road ahead, and also getting ready for our first Platform Update - but I'll let Eugen explain it in his first Status Report of the year, so stay tuned!


... Read more

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.

Comment

Thread locked, this update has been released on the main branch of the game:

Post

Hello Survivors,

A new update containing a few fixes has been released.

Changelog

Fixed

Fixed: The heavy melee attacks were not functioning correctly


Fixed: Torso cloth item could become invisible after using hand-held optics


Fixed: Loading a magazine from the quick-bar wasn't terminating until the magazine was full or the ammunition stack depleted


Fixed: The server messages (offline database) weren't functional

Known Issues

Server crashes can cause a persistence wipe. Especially for server owners, try to work with regular persistence backups, and if you encounter server crashes, report them with your crash dumps to our Feedback Tracker. If you have any proven reproduction steps for persistence wipes, let us know. The team is working on a long-term solution, which unfortunately will take some time.


Upon...

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17 Dec

Comment

Workdrive works with all branches. The error 0x50004003 usually occurs when the game isn't fully installed (meaning at least launched once from Steam). Did you run the game and the tools from Steam before running Workdrive?


13 Dec

Post

Hello Survivors!

Today is the day. The 1.0 update is out now on Steam! It is time to end the Early Access journey, and start a new chapter for the DayZ development.
https://www.youtube.com/watch?v=Z8YxinOKNss
Over the past days the team has come closer together and worked more passionately than ever to make this important leap happen. And of course, we have seen the support from our community, be it in Tweets, PMs or via Reddit. We want... Read more
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.

Comment

Originally posted by zombietopm

You're not able to reproduce it in house because you need people actually playing the game. These are player caused crashes. I've got a dev server and a prod server. Both identical right now. My dev box I forgot to shut down yesterday and has been up running for 18 hrs. The tent I placed yesterday to test forced terminations is still where I left it, obviously because the server never crashed in the 18 hours.

My prod server that actually has players on it, has crashed like 3 times in those 18 hrs. At some point my buddies barrel disappeared. But just one. His other one that was right next to it is was still there.

Also before I modded my servers, I had placed 3 tents and went to loot more. Crash happened. Worked my way back to the tents and 1 had vanished. Day or so later, they were all gone.

Also just last week I spawned in a bunch of stuff to build a few towers and a big compound. It last like 3 days. Then vanished.

We have tons of QA people playing the game, that’s not the issue. The second removal of tents is tied to a tracked crash or termination ?

Comment

Originally posted by Doyler92

Doesn't this just mean "no because we don't have time"?

To optimize the grid/representation would take months and its risky. So yeah we don't have time for that.


06 Dec

Post


Hello Survivors,

let's get straight to the point: It is time. DayZ is going to leave Early Access with a PC 1.0 update on December 13th, after almost exactly 5 years in open development!

https://www.youtube.com/watch?v=1KsipmJinTo

Everyone on our team has been working hard and will continue for this remaining week to deliver the best launch version we can. With the BETA last month, we... Read more