New 0.47 Experimental Update is Live! (308 MB).
CZ 527, Bandit Bandana, Persistence & Loot Respawn Confirmed.
We’ll keep this post updated as we get more informations. Stay tuned!
Updates and patches are implemented at high rate. The same day as the 0.46 release on stable branch, the development team announced the upcoming 0.47 update and it sounded really interesting. Recently, we’ve learnt that x64 architectures are almost fully released, actually half of experimental servers already using it. It’s getting even more exciting when Dean Hall announced the implementation of ragdoll physics on every entities: zombies, players and animals.
Dayz 0.47: Ragdoll Implementation
-Bullet SDK physics is already in game. That allows players to throw items and such.
-Ragdoll will be applied for death animations initially. Once that is working, other options will be explored. Are in discussion: dragging, melee hits, falling, and unconsciousness.
-This will be applied to all entities, which includes zombies, players, and animals. All objects are also covered by the Bullet SDK through throwing mechanics.
-No synchronization is done in the current build. I.e. Each client comes to their own ragdoll conclusion. It will mean that sometimes clients record bodies falling in different positions.
DayZ 0.47: Pathfinding Showcase
DayZ eats RAM like an ogre. With the confirmed implementation of x64 architecture, servers will be able use more than 4GB of memory. This will allow to spawn more zombies and items accross the map. Currently at least half of the experimental servers have been migrated to the new architecture.
After some fixes and debug, we can expect that 100% of 0.47 servers use it. The new navmesh system (Zombies pathfinding behaviors) has also been pushed.
Dayz 0.47: New Weapons – Makarov, PM73 RAK SMG & CZ 527
Dayz 0.47: The New AK 101 & CZ 527
http://www.youtube.com/watch?v=yedbEczkoCQ#ws
http://www.youtube.com/watch?v=zfSxqwUIo8g#ws
Dayz 0.47: New Clothing Items
“Pilotka” Military Cap
[img width=700 height=514]http://i.imgur.com/iyPxXOD.png[/img]
Fishing Hook can be Attached to Boonie Hats!
[img width=700 height=560]http://i.imgur.com/CjptAxo.jpg[/img]
New EMT/Medic Outfit
[img width=700 height=437]http://i.imgur.com/12dtotC.jpg[/img]
Bandit Bandana!
[img width=700 height=589]http://i.imgur.com/5SKf3yZ.jpg[/img]
Tracksuit Jacket
[img width=700 height=393]http://i.imgur.com/2nlQ99f.jpg[/img]
New Tanker Helmet Preview
http://www.youtube.com/watch?v=X3wv-zz9ioo#ws
New gestures, Playable characters & Controls
Three new gestures are now available: F8 for Facepalm, F9 will perform a “Cut-Throat” animation and F10 for “Shhhhhh”. Dean Hall and Matt Lightfoot are now both playable DayZ skin. Finally, the community report some changes in controls and speed. It is no more possible to run full-speed with gun raised right now.
Dayz 0.47: Persistent Objetcs
As it has already been stated persistence first iteration and loot respawn are going experimental, in addition to more content. Second iteration will save content of containers, before it hit stable branch. Nothing is final , keep that in mind. Since there has been a lot of misconception, here are the highlights.
Persistence has almost no effect on performance (it simply does not affect you on the basic level)
Loot respawn has no effect on performance
Server performance, with the latest changes, improved greatly
A big part of item synchronization has been rewritten
Since the containers are not saving properly yet, tents have been took out. It has to wait few days.
All items are saved , their position and state, if you throw down a shirt its still there after server restart (not only containers). However what’s inside those containers does not save on the build that will be up today. That will change in few days.
From technical standpoint there is no difference in items that we save, they do persist through restarts (first loot roll simply cannot be changed by server restart, only natural flow of items can change that).
Any issues you encounter, report them through the official feedback tracker. Provide as much information as you can. Discussion is welcome.
July 25th: Persistence Update on Experimental Branch
As it has already been stated persistence first iteration and loot respawn are going experimental, in addition to more content. Second iteration will save content of containers, before it hit stable branch. Nothing is final , keep that in mind. Since there has been a lot of misconception, here are the highlights :
-Persistence has almost no effect on performance (it simply does not affect you on the basic level)
-Loot respawn has no effect on performance
-Server performance, with the latest changes, improved greatly
-A big part of item synchronization has been rewritten
-Since the containers are not saving properly yet, tents have been took out. It has to wait few days.
-All items are saved , their position and state, if you throw down a shirt its still there after server restart (not only containers). However what’s inside those containers does not save on the build that will be up today. That will change in few days.
-From technical standpoint there is no difference in items that we save, they do persist through restarts (first loot roll simply cannot be changed by server restart, only natural flow of items can change that).
-Any issues you encounter, report them through the official feedback tracker. Provide as much information as you can.
Quelle: http://www.dayztv.com/news/201…date-features-items-list/