Status Report - 12 Apr 2016
Author: JStewart79,
published 8 years ago,
[img]http://i.imgur.com/6ewNLJC.jpg[/img]
Afternoon Survivors,
Brian, Viktor, Miroslav, and Raist give us an update on current development in this Status Report. Subjects covered by the guys are blocker issues, network code, the new AI spawner, and the new animation system.
[h1]Contents This Week[/h1]
[list]
[*][url=http://dayz.com/blog/status-report-12-apr-2016#title1]Dev Update/Hicks[/url]
[*][url=http://dayz.com/blog/status-report-12-apr-2016#title2]Dev Update/Mirek[/url]
[*][url=http://dayz.com/blog/status-report-12-apr-2016#title3]Dev Update/Viktor[/url]
[*][url=http://dayz.com/blog/status-report-12-apr-2016#title4]Community Spotlight[/url]
[/list]
[h1]Dev Update/Hicks[/h1]
Greetings Survivors,
It’s that time again - biweekly Status Report time. In addition to my update, we have some interesting reads from Miroslav our Lead Gameplay Programmer, Viktor our Lead Animator, and Raist the Senior Programmer responsible for DayZ's Central Economy. That aside, let’s look at what our current critical issues are for the release of .60 to experimental branch.
[list]
[*]Loot Distribution: Current internal builds have an issue we're chasing down that drops globally spawned quantities of items to about 3,000 in certain situations/server states. This is around 17,000 to 18,000 less than the acceptable minimal operating value. This issue is one of the top priorities for the designers currently, as it effectively makes the title near unplayable.
[*]"Stuck" Magazines: The gameplay programming team are working on an issue that causes magazines during the reload process to become "stuck" within the players inventory, thus causing several cascading failures with players inventories requiring them to disconnect and reconnect to resolve the issue.
[*]Sliding Players: The QA Team encountered a 100% repro rate series of steps to cause players to become stuck in a sliding state - regardless of laying, prone, or erect. These steps have been provided to the gameplay programming team - and they are working on resolving the issue.
[*]Playability of New UI Inventory: The design and gameplay programming teams are wrapping up the last of the playability issues moving to the new UI, as functional support for the legacy UI won't be possible moving forward with the new Enfusion renderer.
[/list]
Since the last Status Report the team has nailed down the last blocking bugs on the renderer side, squashed some nasty virtual machine server exception issues, resolved blocking issues with navmesh generation, infected AI behavior, several critical client crash bugs, a new nasty issue with the desync of player positions, and rolled out the support for configuring all the initial required graphical options within the options menu for the new renderer release.
Looking at what the Engine Programming team have taken on and ahead of them for the Enfusion Renderer:
[list]
[*]MSAA Implementation
[*]Alpha to Coverage Implementation
[*]Resolved all issues flagged as "Must Fix" or "Blocker" for .60
[/list]
Current Focus is on:
[list]
[*]New UI and Renderer Major & Minor severity level issues
[/list]
Aside from the current issues I've mentioned above, personally I'm a bit concerned of the network state of vehicles. With the team focused on the milestone goals for .60 we haven't been able to give the attention to iterating on network synchronization, performance, and physics on our current group of vehicles. I think they're far from where I'd like them to be - but we'll more than likely have to put off improving their state to somewhere more enjoyable for the Early Access playerbase to future builds.
Each day moves us closer to having a build we're confident and able to move to experimental branch, and no one group of people want it out there more than us, the developers. Lastly, before I sign off for this Status Report - I know I've said it before - but I can't say it enough, keep in mind this is just our first public iteration of this portion of Enfusion engine. In addition to iteration and progression from feedback and bug reports from the Early Access player base we'll also be working with GPU manufacturers to figure out how best to use their technologies to the maximum effect, and get DayZ optimized for use in future drivers from said manufacturers.
[i]- Brian Hicks / Creative Director[/i]
[b]For the full Status Report, please use the following link: http://dayz.com/blog/status-report-12-apr-2016[/b]