Post by Jägerbomber on Oct 25, 2016 23:36:54 GMT
Status Report
dayz.com/blog/status-report-25-oct-2016
Ahh, the good old days..... Happened all the fuckin' time... but mostly with stairs actually. Really, any obstacle was scary as hell... particularly climbing over them.
But then it like.... won't be DayZ/Arma anymore....
Hmm... so like Source/Gmod barricading. which is generally pretty difficult, and will they get weights right? or what things will we actually be able to barricade with? Not much? idk. Also, if any of this physics flips out, you could be in for a crazy, and possibly deadly time.
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dayz.com/blog/status-report-25-oct-2016
We're no longer seeing the jittering/hitching we previously saw in the 100+ MS range, and player to player sync issues are greatly reduced - however we are still able to reproduce them in some situations.
experimental blocking issues really currently is isolated to getting server performance to an acceptable rate with the dynamic spawning of infected and 40-60 player population, and knocking out the last issues with player to player sync listed above.
0.61 Must Fix Issues:
Client crashes after exiting title
Player to Player Sync
Using Cancel action on Item in Hands will cause item to be stuck in hands
Dynamic Shadow issues on specific structures
Server Performance under ideal load
Magazine volume inconsistent between players
0.61 Milestone Goals:
Server Login Queue
Merge of New Audio Technology from Arma 3 Eden Update.
Update of Weapon Sounds for New Audio Technology.
Dynamic Spawning of Infected.
Predators (Wolves)
Dynamic Shadows
Network Synchronization Improvements
New Server Browser
Client crashes after exiting title
Player to Player Sync
Using Cancel action on Item in Hands will cause item to be stuck in hands
Dynamic Shadow issues on specific structures
Server Performance under ideal load
Magazine volume inconsistent between players
0.61 Milestone Goals:
Server Login Queue
Merge of New Audio Technology from Arma 3 Eden Update.
Update of Weapon Sounds for New Audio Technology.
Dynamic Spawning of Infected.
Predators (Wolves)
Dynamic Shadows
Network Synchronization Improvements
New Server Browser
Doors. There are myriad different ones across the whole of Chernarus. Small ones or large ones, single or doubled-sided, in structures or in the open, all these doors are waiting for you to interact with them. Let's focus on their core functionality now which is opening and going through. It's interesting to observe how such a simple action is causing so much trouble. Opening toward you, a door won't hesitate to displace your position in the world and in some specific cases, clip through you or, in the worst case scenario, break your leg (which was a common problem in the mod days, some survivors were more afraid of doors than infected). And it doesn't end at characters. A good example is shooting vehicles into orbit once collision geometry of doors penetrates vehicle geometry, which is easy to achieve as swinging of doors are driven by simple rotating animations ignoring physics completely during the swing. These issues are just unacceptable and they are crippling the overall experience.
Ahh, the good old days..... Happened all the fuckin' time... but mostly with stairs actually. Really, any obstacle was scary as hell... particularly climbing over them.
There are a few possible ways to address and resolve this problem. For example, the easiest choice will be to remove all the doors. While this sounds like a silly idea, it's still a functional one. However, don't worry, it's clearly not a suitable solution for DayZ as doors should also act not only as obstacles for navigation through the environment, but they should also offer a tactical advantage against infected or other survivors, especially with advanced barricading in the future. Another option will be locking characters into the animation of opening the door. You know the drill, hand catches handle, press it down and start pulling the door toward you. Once done, you are free to move again. Such a solution, as visually appealing as it can be to watch, can become frustrating in the long run, especially in competitive environments where every second counts, and I bet we all agree that fluid movement and responsiveness is crucial for DayZ.
But then it like.... won't be DayZ/Arma anymore....
From my point of view there is one solution which is very close to ideal, and we started to experiment with it; doors which swing in both directions. At first I thought it a bit unacceptable as we are trying to stay as authentic as possible, and such doors are quite rare even in real life. However, from a gameplay perspective it solves plenty of issues and I would be happy to make concessions as a designer and a player if its helpful. The most valuable benefit is that they will never interfere with you and your movement through the doorway, as they will always swings away from you when opening. It's true that some door placements needs to be adjusted so they don't collide with each other. Also there are some structures where such a door design doesn't make much sense, from the top of my head, jail cells or outhouses, but for the greater good it could be worked through. On the other hand, garages are more of a problem with such an approach, as it will be possible to put a vehicle in, close the doors from the outside, and then never be able to get back in as collision with vehicles will stop them, but every problem has a solution. Also barricading will benefit from this door behavior, as planks could be physical objects where, so when you try to open a door against them, the door strikes the planks. Or jamming the door with a barrel will be a possibility. While it still could have some very specific issues which can be tackled on their own I think it's the right approach and I hope we will succeed with it as it will add to the experience and overall in-game possibilities.
Hmm... so like Source/Gmod barricading. which is generally pretty difficult, and will they get weights right? or what things will we actually be able to barricade with? Not much? idk. Also, if any of this physics flips out, you could be in for a crazy, and possibly deadly time.
Our main focus at the moment is on the user actions and player locomotion. We are adjusting the graph and animations to make it more fluent and natural. Since some user actions start in different stances, some allow you to move and some not, we need to make sure this works as intended. This means a lot of work on the code side, animation graph and animations.
Regarding the player locomotion we are in the process of replacing single loop animations with 2-3 loops. That basically means instead of repeating one cycle of run there are now 3 cycles which makes it less repetitive. It allows the character to run more naturally and believable.
At the same time there is work in progress on next unjamming animation.
Regarding the player locomotion we are in the process of replacing single loop animations with 2-3 loops. That basically means instead of repeating one cycle of run there are now 3 cycles which makes it less repetitive. It allows the character to run more naturally and believable.
At the same time there is work in progress on next unjamming animation.
We're still dealing mostly with animation desync issues and server performance issues, as we want to spawn more infected than in previous versions.
The rest of the team is working on vehicle physics, new features for the damage system and improvements on infected AI.
The rest of the team is working on vehicle physics, new features for the damage system and improvements on infected AI.
Myshkino
Myshkino, located deep in West, has been completely redone from scratch. The new layout is inspired a bit by its real counterpart (Neznabohy).
Myshkino, located deep in West, has been completely redone from scratch. The new layout is inspired a bit by its real counterpart (Neznabohy).
i.imgur.com/ipUXLss.jpg
i.imgur.com/6If4o1G.jpg
i.imgur.com/WB8pxT3.jpg
Sosnovka
The little village North of Zelenogorsk has met the same fate as Myshkino, and has been completely redone from scratch to hopefully match its hilly position better, and to make it more village-like.
The little village North of Zelenogorsk has met the same fate as Myshkino, and has been completely redone from scratch to hopefully match its hilly position better, and to make it more village-like.
i.imgur.com/prkonKv.jpg
i.imgur.com/0eBMaP3.jpg
i.imgur.com/or2Pnee.jpg
Pulkovo
Pulkovo has been redone from scratch along with its surroundings. There is an interesting open market area, new pond and medium-sized apple orchard to the West.
Pulkovo has been redone from scratch along with its surroundings. There is an interesting open market area, new pond and medium-sized apple orchard to the West.
i.imgur.com/epZlsQY.jpg
i.imgur.com/yb3bSRe.jpg
Guglovo
Another village, this time within Central Chernarus on the way to Stary Sobor. This one couldn't be missed as many of its neighbors (eg. Shakovka, Staroye,..) have been changed in .60 already. Guglovo was changed significantly with its central position moved away from the main road going to Staroye/ Stary Sobor. With a newly placed big oak tree in the village centre, none can miss Guglovo now from a distance. As always, surroundings were changed too, mainly to the Southeast (connecting to the Staroye area), South and Southwest, where village of Kumyrna lies, one of the very few destroyed settlements of Chernarus. It would be shame if this village would be missed and so it too received a proper visual upgrade.
Another village, this time within Central Chernarus on the way to Stary Sobor. This one couldn't be missed as many of its neighbors (eg. Shakovka, Staroye,..) have been changed in .60 already. Guglovo was changed significantly with its central position moved away from the main road going to Staroye/ Stary Sobor. With a newly placed big oak tree in the village centre, none can miss Guglovo now from a distance. As always, surroundings were changed too, mainly to the Southeast (connecting to the Staroye area), South and Southwest, where village of Kumyrna lies, one of the very few destroyed settlements of Chernarus. It would be shame if this village would be missed and so it too received a proper visual upgrade.
i.imgur.com/gnuhWR6.jpg
i.imgur.com/vf3rl58.jpg
Dolina
An amazing spot for a village, yet for many survivors probably an unknown place. A new and extended stream within the valley shapes the new layout of Dolina in a unique way. The village itself has grown quite lot and it should hopefully attract more survivors now (although the big red barn didn't make it, sorry about that).
An amazing spot for a village, yet for many survivors probably an unknown place. A new and extended stream within the valley shapes the new layout of Dolina in a unique way. The village itself has grown quite lot and it should hopefully attract more survivors now (although the big red barn didn't make it, sorry about that).
i.imgur.com/92ajlg2.jpg
i.imgur.com/Issq0PC.jpg
Solnichniy
Settlement revision is a lengthy task, but with the changes within Solnichniy, we are yet closer to having all villages within the Eastern part of Chernarus upgraded to new DayZ standards. While you may still recognize this village, many additional details were added to the layout along with major texture data changes to the village itself and its surroundings (including "Three Valleys" as seen in the 3rd picture).
Settlement revision is a lengthy task, but with the changes within Solnichniy, we are yet closer to having all villages within the Eastern part of Chernarus upgraded to new DayZ standards. While you may still recognize this village, many additional details were added to the layout along with major texture data changes to the village itself and its surroundings (including "Three Valleys" as seen in the 3rd picture).
i.imgur.com/n8EIx6s.jpg
i.imgur.com/56CB6SH.jpg
i.imgur.com/XAeeZml.jpg