DayZ

DayZ Dev Tracker




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.

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

22 Nov

Comment

Originally posted by JHandz

50,000 people used to live here

Still one of the best game intros ever made.


20 Nov

Comment

Originally posted by BobDoleWasAnAlien

2 weeks to go to somebody's wedding isn't unreasonable?

It’s a wedding on a different continent than our office. We have one other fulltime community manager and another part time one. I’m not sure why I’m even explaining this, but there you go.

Post


Today's Status Report focuses on the current work of the team to fix the remaining issues in the PC BETA, while we are getting closer to our release in December. Eugen gives an overview of the most pressing issues, and the team leads give a brief recap of their work during the past two weeks. Let's get into it!

 
  • Dev Update/Eugen - General status report and overview of current issues
  • Xbox One update/Martin - Basebuilding & Vehicles game update details; DayZ is 15% OFF on Xbox One now!
  • Dev Update/Peter - Focused Feedback, Round 1
  • Dev Update/Mirek - Car physics, hit registration, and other bullet point updates from the programming team
  • Dev Update/Viktor - Animation polish pass on items + new sickness and character states animations
  • Dev Update/Filip - new infected sound...
Read more

19 Nov

Post

Hello again, Survivors. Another Community Spotlight is here!

Halloween is already gone, but I didn't tell you how much I liked your screenshots with the pumpkin heads. They've been in the game only for a week but you've had a lot of fun with them. Thanks for sharing! Let's check out your horror-themed content.
 
Halloween squad shared by CryDoXz:


This one is beautiful! Thank you [/u]... Read more

10 Nov

Comment

Originally posted by kbaldi

I read it on the DayZ forums a while back. I'm not sifting through all that again to find it for you. Maybe it has something to do with DayZ not being a UWP. I don't know. Maybe u/RaptorM60 could shed some more light on it.

Modding is currently planned as a PC exclusive feature - mostly because we just don’t have the resources to figure out and support mods on another platform. It’s a rather new an unexplored idea.


07 Nov

Comment

Originally posted by oxide-NL

The fact that they did this rather quietly without major announcements

And the fact that they disabled the like/dislike on the Youtube video DayZ BETA Update Dev Log

I think that's rather telling... doesn't raise much hope

That was a mistake, not the intention. It's open now.

Post


Dear Survivors!

Today is a very exciting day for all of us here at the DayZ team. Coming closer to five years of Early Access Alpha development, we are now moving the PC version of DayZ into BETA. What does that mean for the future of DayZ and how long do we intend to run the BETA? Watch our new Dev Log video to find out more.
https://www.youtube.com/watch?v=N_ZfK6a8T00
To recap, The DayZ BETA shifts our focus from introducing new feat... Read more
Post

This thread contains descriptions and change-logs of the DayZ Tools.

Notes:

In case of any issue, please, let us know on our usual channels: Feedback Tracker or the forums.


You can subscribe (for free) to the Tools packages from the Steam store. Once done, you will find these applications in your Steam library (switch the filter to "Tools").


You will need to start the primary tool once to add all needed registry entries, on each update or verification of the files.


Workbench requires the game to be installed (Steam default branch)

Post

With the beginning of the DayZ BETA, it's also time to unfold our modding tool set, along with the support for the Steam Workshop. The DayZ Tools package is now available on Steam for all DayZ owners. While we are still working on the overall stability and the known issues, this iteration should provide some solid basic functionalities for modders. This release includes the following tools (highlights):

Workbench


Central Economy Editor


Publisher


Addon Builder


Terrain Builder


Nav Mesh Generator


Object Builder

Along with the availability of the tools, the game now includes a Game Launcher which, similarly to the Arma 3 Launcher, serves as an interface to run the game and manage Steam Workshop mods.


24 Oct

Comment

Originally posted by hypelightfly

But the thing is, having a clear release deadline on your ass (pardon my french) accounts for something. You know that the year is your deadline, and so you make sure to get the most out of a situation you have.

f**k you (pardon my french) it's your own self imposed deadline. You don't get to make an arbitrary deadline and then throw your hands up and claim there is nothing you could do about it.

Yes, and the fact that it's a self imposed deadline is the whole point (the point you're not seeing). Like i said, drawing the line at some point IS important. Game development can keep on going forever if you don't draw the line. But you never have forever.


23 Oct

Comment

Originally posted by The-Respawner

Interesting, thanks for chiming in! This is all based on information I have gathered from comments during previous discussions like this, so it's not something I made up myself. Seems that the only thing that was directly "wrong" though was that I thought there were investors aswell.

Even Hicks have been carefully but obviously hinted that the DayZ developers do not want to release this year, but that it is the Bohemia management that is pushing them to release this year, no matter what state the game is in. More and more content is already being pushed back to a late date, but you will still release 1.0 this year.

Can you confirm whether or not most of the DayZ developers agree with releasing the game this year, with all the content that is missing? Again, the way current and previous DayZ developers responds to questions like this during interviews, they all seem super uncomfortable. Most devs are usually super happy and looking forward to releasing their game, t...

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Brian Hicks no longer works here, he's not actively involved in any part of the DayZ development, and he's not around the office now, so his thoughts are very much his own. And I don't think he's ever implying otherwise.

The same way Brian can't, I can't answer for any single person on the team, but the general feeling I see around the office is that of course a lot of people wish we could take longer, that we could add more things or have more time to polish the game.

But the thing is, having a clear release deadline on your ass (pardon my french) accounts for something. You know that the year is your deadline, and so you make sure to get the most out of a situation you have.

Realistically, I find it hard for anyone to be happy with the situation we have - from our QA, through department leads, to our CEO. But the thing is, if we keep pushing for more features and content now, we just keep on adding half-finished things into the mix. And you can always ke...

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