Post by Jägerbomber on Jun 7, 2016 18:38:47 GMT
Status Report
forums.dayz.com/topic/233988-status-report-07-jun-2016/
i.imgur.com/8VdQZjl.jpg
forums.dayz.com/topic/233988-status-report-07-jun-2016/
i.imgur.com/8VdQZjl.jpg
Its that time again - so lets take a look at last weeks blockers on 0.60 experimental, talk about their status - and outline the current priority issues on the road to 0.60 stable branch.
- Characters prevented from logging in once connected: Fixed
- Client stuck on black screen after launching PC in some configurations: Fixed
- Weapon Attachments twitching randomly out of sync with weapon and player hands: Fixed
- Clearing weapon chamber deletes the chambered round: Fixed
- Known issues with "infinite ammo": Fixed
- Known causes of server crashes: Approximately 75% resolved - remaining issues are under investigation
- Server Memory Usage issues: In progress
- Restock values affecting global economy: Fix in testing
- Characters prevented from logging in once connected: Fixed
- Client stuck on black screen after launching PC in some configurations: Fixed
- Weapon Attachments twitching randomly out of sync with weapon and player hands: Fixed
- Clearing weapon chamber deletes the chambered round: Fixed
- Known issues with "infinite ammo": Fixed
- Known causes of server crashes: Approximately 75% resolved - remaining issues are under investigation
- Server Memory Usage issues: In progress
- Restock values affecting global economy: Fix in testing
0.60 Build Milestone Goals:
- New Renderer: Implemented
- Randomized Attachments & ItemsRandom: Implemented
- New Reload Mechanics: Implemented / Iteration on jamming mechanics in test
- 60 Player-per-instance: Implemented and pending final call on server performance
- New Renderer: Implemented
- Randomized Attachments & ItemsRandom: Implemented
- New Reload Mechanics: Implemented / Iteration on jamming mechanics in test
- 60 Player-per-instance: Implemented and pending final call on server performance
As you know, we spent more than a week on fixing connection issues. Very big amount of connection requests revealed some issues, which were there from the beginning, so at least it gave us opportunity to find and fix them. Now all the team members assigned to connection issues are back on their long term tasks.
A lot of fixes were made in weapon and inventory system and we've also fixed server memory leaks, which have led to lower server performance after few hours from the server restart (should be released today). Probably last thing, which is blocker on our side for the stable release, is the most common server crash, so we hope we will fix it as soon as possible.
Team members are also still working on features for 0.61 like login queue and the new server browser.
We're preparing a new feature for the main menu, where you will be able to list and select one of your characters which exists on different shards and connect to the server without opening server browser (I hope we will show you prototype soon).
A lot of fixes were made in weapon and inventory system and we've also fixed server memory leaks, which have led to lower server performance after few hours from the server restart (should be released today). Probably last thing, which is blocker on our side for the stable release, is the most common server crash, so we hope we will fix it as soon as possible.
Team members are also still working on features for 0.61 like login queue and the new server browser.
We're preparing a new feature for the main menu, where you will be able to list and select one of your characters which exists on different shards and connect to the server without opening server browser (I hope we will show you prototype soon).
Several different animations are in progress at the moment. Quite soon we should have new anims for infected when in idle. This will improve a bit how infected look and move in the world by giving them some variety. They will have four different idle poses with its own set of idles and moves. Also more animations when infected attack doors are being created. They will use different body parts when smashing doors - hands, feets, shoulders and of course head.
New player controller is comming together quite nicely. We are still in process of setting up a proper camera behavior which would reflect different situations and stances the player character can be in. As new features are available for the new player controller we are adjusting animations so they are ready for implementation for instance looking around poses which are related to the camera.
Extended reload animation sets are being finished for last few guns. But just right after that we will start on the new jamming animations for all weapons. At the same time attaching wheels and vehicle doors is being created for hatchback. Since different vehicles have different sizes we will need to find an elegant way how to use this animations without any major clipping issues. Last part of player which is being worked on right now is wounded character. The animations for linmping crouch with rifle in hands is still in progress since it is 16 animations to cover all speeds and directions.
New player controller is comming together quite nicely. We are still in process of setting up a proper camera behavior which would reflect different situations and stances the player character can be in. As new features are available for the new player controller we are adjusting animations so they are ready for implementation for instance looking around poses which are related to the camera.
Extended reload animation sets are being finished for last few guns. But just right after that we will start on the new jamming animations for all weapons. At the same time attaching wheels and vehicle doors is being created for hatchback. Since different vehicles have different sizes we will need to find an elegant way how to use this animations without any major clipping issues. Last part of player which is being worked on right now is wounded character. The animations for linmping crouch with rifle in hands is still in progress since it is 16 animations to cover all speeds and directions.