DayZ

DayZ Dev Tracker




29 Mar

Comment

Originally posted by vegeta897

I wonder if they're going to automatically be shipped to those who purchased the Supporter edition and are entitled to it, per the description of the supporter edition?

Hi - the supporter edition was a PDF version of the map, not a printed one.

We were sending them out in December after 1.0. If you did not receive the e-mail, please contact Bohemia support using the email address you purchased the supporter edition with and we’ll set you up.


28 Mar

Comment

Originally posted by eugenharton

29 at the moment

Not counting the engine people, just the team on DayZ, basically both scripting departments on both sites involved, and two programming teams. We get help from Enfusion team as well but that varies. Martin Melicharek never worked on DayZ.

Comment

Originally posted by mdcdesign

Unfortunately, despite the fact that /u/eugenharton is pretty competent as far as development goes, I have very little hope that he will ever provide a straight answer on this.

As far as I'm aware though, the answer is either "two" or "three", depending on whether or not Martin Melicharek is still involved with DayZ.

29 at the moment


27 Mar

Comment

Originally posted by thwinz

I agree. It's easy to forget how much there is in the game, and how difficult to show it all in any detail for a trailer. The trailer lacks polish, but as you said it's pretty honest.

What they have done, and for a large multiplayer server in real time, especially with persistence, is amazing to me. There's a lot to celebrate, but the community (especially here) is just too jaded to do that, ever. Some of us do appreciate the team's work and hope they know that /u/RaptorM60.

<3

Comment

Originally posted by The-Respawner

So you share offices with the Vigor team? I remember one of you saying that the Vigor team the last trailer, the cinematic one. Unless by both trailers you mean both launch trailers.

Vigor team helped us with making the cinematic in Unreal, also with artistic direction and creative ideas, but the general direction of these promotional assets is always in the hands of our DayZ community/marketing team, devteam leads and our Bohemia video production team :)

Also: glad you found it honest and decently made, thanks!

Comment

Originally posted by undeadcrayon

This trailer really feels like they asked the dev team to make a trailer rather than asking a completely unrelated PR team to make one. It might not be as slick as the cinematic one, but it's honest, and proud of the good things that are actually in the game right now. Great work, guys!

I'm proud to say that we have no disconnected PR team on the game (we're literally sharing the room with game designers and producers) and that the same team produced both trailers! :-)

This was our goal - to set the mood of the game world and show how you can be experiencing stories with the cinematic trailer, and show the real gameplay experience on launch day.


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.


25 Mar


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! :)


09 Mar


26 Feb


22 Feb

Post
Hello Survivors,

There's been a lot of great stuff happening in the community and today's Community Spotlight is once again completely packed, so make yourselves a cup of tea, sit back and enjoy!

To kick things off, I have some interesting facts for you from our animation team. 

The animators have already made or started progress on 5660 animations for DayZ, and 4169 of those animations are currently being used in the game. And another interesting fact - the longest animation we have is shaving which clocks in at 400 frames, meaning it's just a little over 13 seconds long. Thank you Adam Oresten ... Read more

13 Feb

Post


Dear Survivors! We've just released the PC Stable Update 1.01 on Steam (both game update and server files). This is the first in a series of Platform Updates that we will publish throughout the year, with the focus this time being on stability, fixes, server performance improvements, and the introduction of two new firearms.
https://youtu.be/caGOYM7eeYE
 
New firearms With each Platform Update, we're aiming to expand the variety of conten... Read more

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.