Update of Weapon Sounds for New Audio Technology. Merge of New Audio Technology from Arma 3 Eden Update. If you're interested - you'll find me at I do my best to jump into as many discussions as possible, and as we move closer to the major systems dependencies that are holding back large gameplay systems changes and updates such as soft skills, weapon customization, base building and so on I would love to see the discussion around those mechanics and systems start to open up more. Some infected not responding to triggers (Fix in test currently)īefore I sign off for this Status Report - I'd like to encourage you all to visit, and participate in our official forums. Items can be stuck in hands under certain cancel action situationsĭynamic Infected spawning without player trigger Magazine ammo count quantity reporting incorrectly Player position hitching when navigating collision Network: Players can become severely out of sync with each other: (Gameplay Programming team working on a fix for this currently) Player SFX significantly quieter than others: (Fix for this is in testing now) 61 (and keep in mind, these are Must-Fix for Stable branch, not all of these are must fix for Experimental/Unstable) However, speaking for myself I think we've opted for the harder road in the short term, but the road that leads to the best final product - and always keeps the focus on 1.0 being the best DayZ it can be, first and foremost.Įnough rambling from me though, lets dig into exactly what our blocking issues are for. We're all very aware that the journey we've all taken together in Early Access has not been the easiest, and can be massively frustrating at times. 61, towards massive engine and gameplay changes such as the new animation system, player controller, user actions, and so on we have to be very aware of the fact that huge changes like that are going to take time to get ready for Steam, and thus we have to make sure that the build that you'll all be playing while we work on that is as enjoyable and functional as we can make it. 61 hitting experimental/unstable and look at the road beyond. Thanks to the frequent all hands MP sessions we've had over the last few weeks, we have isolated repro steps and proper bug data on all of the ones we have encountered.Īs we get closer to. While the improvements in client/server synchronization have been outstanding (and lets hold our breath until the larger testing pool gets ahold of them to be safe) they have (not unexpectedly mind you) caused new issues. ![]() The work Miroslav, and the gameplay programming team have been doing in this area has made massive changes to the communication process between client and server for DayZ - and it has most definitely changed how a lot of the behaviour is manifested client side. 61 is just that - improving and reducing the chance for client/server desynchronization. I'm sure some of you are wondering why we're currently fighting new issues related to synchronization of players, as one of the milestone goals for. Namely server side performance, and player-to-player synchronization. Those issues specifically are fundamental to the base gameplay of DayZ. Over the last two weeks the team has been doing almost daily all-hands multiplayer tests in an effort to isolate the remaining blocking issues getting us to experimental/unstable. As well, the Trello should have some new renders of the CR 550 and its magazines, as well as an updated image of the current look of the server browser. ![]() In addition, Peter will be talking briefly about our designs for the DayZ Launcher, and Viktor will be talking about some of the animation teams work towards the implementation of the new animation system. Fortunately in this Status Report I'll do my best to fill you guys in on what the dang hold up is, and our progress against getting it onto experimental/unstable branch since the last Status Report. Well, let me derail that train right away. ![]() I know a good deal of you are reading this hoping to see somewhere in big bold letters that 0.61 is hitting experimental/unstable branch *right now!*.
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