DayZ SA Change logs, Status updates and Dev news

Kitlope

Hardcore
And just to double check, persistence is on, right? I'm currently reading the Day-Z forums, and understand persistence has some issues, but not sure exactly what. Seems like the devs have been hard at work these last 3 or 4 months so might be time to play survivalist in the bush.

And I read something about a wipe in the first week or so in January, before the next stable release. Can't be confirmed though...
 
E

ElektroVodka

It was set to persistent the last time we tried.
Before that we tried different suggested fixes with no succes.
And since they removed the function to reinstall your server i have send ViLayer a ticket with a request to get it fixed :)

Keep an eye on the acp, it should give you a pop up saying it has been taken care off.
 
E

ElektroVodka

Server has been fixed and running persistence again :)
Hopped on myself and indeed found loot again :D
 
E

ElektroVodka

Lol, i wouldn't have noticed if you guys didn't point it out first.
All the thanks go to you!
I asumed that ViLayer checked the server before they told me they had fixed it, but apparently they didn't.

I also informed about moving the server overseas, but with the current state of Dayz you can try to have the lowest pinging server you want, but seeing that the gameserver service only runs at 5 fps (ticks) it will still feel like your connected to a 200+ ping server.
 

Kenadian

Staff member
Site Admin
The Server runs perfectly fine where it is. Even at 200 ms it's still as smooth as Day Z SA gets and we all know that's not that smooth at all lol.
 
E

ElektroVodka

The Server runs perfectly fine where it is. Even at 200 ms it's still as smooth as Day Z SA gets and we all know that's not that smooth at all lol.
I think D.O.A. saw an example of that, he was roaming around and suddenly he had the "you are dead" screen. No shots, and no one near him.
Probably got shot well before he actually got the screen.

Imho it was kinda lame to as there were only five on the server, and 2 of those were B2O.
Missed opportunity for the guy to make a difference and actually hook up instead of KoS.

Also on a side Note, i know DayZ is in the library of almost everyone in my friends list.
Then why the feck*(insert heavy irish accent) is it so hard to get a proper B2O gang playing on our server?
 
E

ElektroVodka

[h=1]Status Report - Week of 05 Jan 15
posted on January 10, 2015[/h]
2015
We live in the future people.
2015 looks to be a pretty awesome year for DayZ, I'd like to kick off this months Status Reports by talking a bit about how the team has settled in during our first week back, as well as some awesome points of inspiration for us.

First off, I was forwarded a link to [video=youtube;_rJymZUtDUw]https://www.youtube.com/watch?v=_rJymZUtDUw[/video] - which has some outstanding emotional points about friendship, and loss. The loss that the main character in this fan film experiences is something that resonates with me. I can recall how it felt to meet, befriend, and then lose a stranger in my early DayZ mod days. As the option to instantly respawn after death somewhat limits this experience, it brought to the discussion table some server options that we've had on the drawing board for awhile. Speaking of servers...

Over the next few months we'll be rolling out some expanded server options to extend support for administrators, and introduce more customization options for private shards.
- Admin Logs, covering: Connections/Disconnections, Chat, Player Deaths (Env & PvP)
- Hardcore Mode: Initially we'll only support this on Private Shards, while we see how the mechanics impact gameplay - However the intent is to offer server operators the choice to restrict how long since a players last death they can respawn. Eg: A hardcore server could conceptually restrict players from respawning until 12 hours after their last death. We'll gauge how much impact this has on the design, and decide if it stays restricted to private shards, or we open this up to all public (consumer rented) hive servers.

Now that the team have returned back to the office we've begun going over data compiled from stable branch since Christmas, and looking at what is left to do for the 0.53 release at the end of January. We've got some awesome stuff on the table for 0.53 and 0.54, and as always we'll be pushing to experimental to test things out as development on the update progresses.

Speaking of the end of January, PAX South in San Antonio is coming up and we have some awesome things in store for the first Penny Arcade Expo in the great state of Texas. We'll be sending out information on that via our twitter and facebook channels next week. In addition, the finishing touches are being put on the DayZ website - as we look to centralize where you all get the latest news on DayZ development, and interact with the DayZ Dev team.
Over on the Official DayZ forums the team leads have begun using their new sub forums to interact directly with you, the Survivors of Chernarus. Head over and take a peak, we'll start to use these more and more - giving you guys a direct line to the people that guide the vision that is DayZ.

forums.dayzgame.com

I look forward to increasing visibility into DayZ development in 2014, and evolving what it means to survive in Chernarus as we march forward to DayZ 1.0.

Chocolate Milk Bath, do it.
- Brian Hicks / Lead Producer


Peter / Lead Game Designer


"Welcome to the first devblog of the 2015, I hope you enjoyed the holidays and spent some quality time with your families, friends and DayZ!
I will keep it really short. We all know that this year will be very important for DayZ. With all these big ongoing and upcoming changes it will be quite tough but the outcome will be splendid.
Currently we are focused mainly on new controls/interactions. We would like to use them before we start switching character to the new animation system so we can identify possible issues with the old one and address them. Apart from that we are looking forward to the new scripting language which should be ready as soon as possible so we can start rewriting currently used scripts with it, optimize and polish them which also bring some performance boost (server side, yay!). Design for manual transmission for vehicles is ready for the review and when we settle down on last little things after discuss it with programmers its implementation will begin. We are also making a prototype for non intrusive group identification so that you can easily identify your companions.
Have an amazing new year and don't forget... see you in Chernarus folks!"


Chris / Lead Artist

"Character Art:
We're still working on new character clothing and new zombie templates.
This is ongoing, long term work that occurs during luls when the art team isn't needed to support new features being added by design. We've finished the quilted jacket and a new batch of zombie templates. An M65 Field Jacket is also WIP.
Environment:
Work has begun on a school building. Its giving me flashbacks to my days dodging balls in the gym. We're working on desks, chairs, bells, and gym equipment. This is a piece I'm personally excited about.
Weapons:
We're nearly done with a new pump-action .22LR rifle based on the FN Trombone. We've also recently completed a Winchester Model 70 and two new guns I think people will be excited about are currently WIP. In addition, over the last couple of weeks, we've churned out a series of new melee weapons for people to try out.
Community:
Some of you may have noticed that we've introduced a new area on the official forums where it is possible to interact with the team and I've been busy this week visiting and answering questions. I'd encourage you to drop by and check it out."


Standup Notes for the week of 05 Jan 15
(Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week)

Art:
• M65 Field Jacket
• FN Trombone
• Vehicle design standup
• School structure
• Winchester Model 70
Animation:
• Bugfixing
• Hand poses for weapon attachments
• Hand Poses

Design:
• Bugfixing
• V3S Changes
• Cooking
• Diseases
• Independant content of canisters
• New scripting language
• Traps
Programming:
• Security vulnerability fixes
• Vehicle persistency
• Loot distro per building for new system
• Close range weapon sound fixes
• Suicide fixes
• Zombie/Animal AI
• Vehicles - Manual transmission
• Server side logging



Shamelessly copied from Dayz :)
 

Kitlope

Hardcore
Been a while, some big big changes, .58 stable about to be released.

Here's an excellent video from the Dev team from a couple days ago talking about the current roadmap and what to expect in .59

Skip to 25 minute mark for 59 info, 28:00 for video of a couple new vehicles. Looking good!

[video=youtube;RnodPC2VPgI]https://www.youtube.com/watch?v=RnodPC2VPgI[/video]
 
Last edited:
E

ElektroVodka

They're currently updating the exp servers with a new version of .58 that hopefully squashed the remaining bugs.

I've been playing some lately and for this weekend i'll switch to exp and see how things are there.
You planning on playing Kitty?
 

Kitlope

Hardcore
Yeah, kinda getting the urge to give it a go because it's been about 6 or 7 months since I last played.
 
E

ElektroVodka

Same here, just tried a few days ago with D.O.A. and Mizi and it did change alot over that span.
 

Kitlope

Hardcore
Well, the new release supposed to be in a couple days with a wipe. apparently .57 has no zombies, no persistence and a couple other things. It sounds like a massive game of nothing more than pvp according to the forums atm, so I'll wait until it happens and things are fixed. I really want a base deep in the woods with chickens and a garden!

I'll come find you on Steam or B2O when it happens....
 

Kenadian

Staff member
Site Admin
I uninstalled the game months ago and have no intention of ever reinstalling it. What made DayZ Mod so great was killed by hackers and died a slow death with everyone anticipating stand alone.

Then stand alone is released about a year late and it sucked ass.

If you ask me, they should have focused on creating a secure stand alone clone of the mod with vehicles Christmas (what 3 years ago now?) and once achieved wasted all the time in the world adding toilet paper and the sniffles.

The way they've done it is backwards and nothing but a bore and complete waste of time to play.

They had their chance, they had their window and they blew it.

Zombies have been done to death so another zombie survival game isn't really welcome especially given the dated graphics, poor animations and numerous glitches.

I LOVE BIS but allowing Rocket to do his thang for as long as they did killed this game.

Great mod, shit game!

/rant
 

Twitch

Latest posts

iRacing Special Events 2026

ROAR: LMP3, GT4, Touring
  ~ Jan 9 - 10
Daytona 24: GTP, LMP2, GT3
  ~ Jan 16 - 18
Bathurst 12: GT3
  ~ Feb 20 - 22
Sebring 12: GTP, LMP2, GT3
  ~ Mar 27 - 29

Forum statistics

Threads
3,840
Messages
48,080
Members
626
Latest member
adamjordan453
Top Bottom