Post by Jägerbomber on Feb 21, 2017 18:54:21 GMT
Status Report
dayz.com/blog/status-report-21-february-2017
i.imgur.com/Fq4mM1U.jpg
[In-game Before/After in the Status Report]
Also
dayz.com/blog/status-report-21-february-2017
internal milestone we recently reached towards Beta, eliminating support and dependency on the old SQF scripting language that so much of the DayZ Alpha had throughout it.
Since the last Status Report we've been able to address several issues with memory management on the client, pushed several improvements to server performance, resolved a few known server crashes, resolved several of the performance issues tied to light sources, and we are continuing to address:
Invisible Infected
Additional Client Crash issues
Server Memory Consumption (Which can sometimes cause issues with player stuttering, battleye time-outs, and so on)
Server crashes tied to vehicles and/or AI
Invisible Infected
Additional Client Crash issues
Server Memory Consumption (Which can sometimes cause issues with player stuttering, battleye time-outs, and so on)
Server crashes tied to vehicles and/or AI
In the last status report, I mentioned that we started removing the legacy scripting language. We're done with it now, so Enforce Script is the only scripting language which runs on our internal version. We will continue removing other legacy systems: the next stop is the animation system.
Synchronization of the new animation system is done, now we have to apply new synchronization rules to the user action system and to events performed only on server side. New player controller is now receiving support for melee combat, which will allow our animation team to tweak the combat animations in-game.
Also, it's important to note that our Bratislava team is applying the new animation system to AI units. This will allow us to have much better interactions between players and infected/animals.
Synchronization of the new animation system is done, now we have to apply new synchronization rules to the user action system and to events performed only on server side. New player controller is now receiving support for melee combat, which will allow our animation team to tweak the combat animations in-game.
Also, it's important to note that our Bratislava team is applying the new animation system to AI units. This will allow us to have much better interactions between players and infected/animals.
the upcoming 0.62 update will introduce a first set of audio-visual changes to the environment of DayZ.
we have internally developed a forest generation tool that will allows us to generate most of the forested areas on Chernarus.
First, we have got roughly 6 different generation templates for each tree species
we have internally developed a forest generation tool that will allows us to generate most of the forested areas on Chernarus.
First, we have got roughly 6 different generation templates for each tree species
i.imgur.com/Fq4mM1U.jpg
The third thing (that helps us achieving forest variety) is the tree colorization feature
And finally, fourth is the addition of 8 forest surface textures. [including 3D grass/ferns]
And finally, fourth is the addition of 8 forest surface textures. [including 3D grass/ferns]
[In-game Before/After in the Status Report]
Our primary focus now is to make sure we won't introduce any major performance problems. There is no question about the fact that while the new vegetation models were done to be much more performance friendly, we won't just aim for the same density as the old forests were. The introduction of Enfusion renderer with .60 provides us with an opportunity to go further.
We are currently working with roughly doubled object count (that equals roughly 2.6 mil of vegetation objects).
We are currently working with roughly doubled object count (that equals roughly 2.6 mil of vegetation objects).
Also