Beiträge von Urs

    Status Report - Week of 15 Sept 14
    posted on September 17, 2014

    Security.

    This is the topic of this week’s status report. As we move forward with development on DayZ past 0.49 and into 0.50 this is one of our primary focuses. Throughout our Alpha and Beta phases the core engine that powers DayZ is created. During this process new engine functions are introduced, deprecated functions are removed, and the general nature of how a great deal of systems operate can completely change. Within normal closed development this would not be an issue, however developing DayZ in the open and updating the primary branch with any reliable frequency can leave us vulnerable at times.

    Individuals focused on identifying, and exploiting vulnerabilities during the development process -will- find holes. No amount of closed testing within a time scale that allows us to update the primary branch with reliable frequency, and keep to our target of a two to three year development cycle will stop this. However, Early Access does offer us an unparalleled opportunity to identify, and address potential vulnerabilities with how DayZ functions prior to the 1.0 that traditionally we would never have. Vigilance as these vulnerabilities are identified, and addressing them is critical to the stability of DayZ 1.0, and will serve to make the final product that much more of an enjoyable experience.

    That said, over the next month these are our security goals.


      [li]Purge of the stable branch hive [/li]


        [li]The intent here is to purge existing large volume magazines and legacy items from the economy[/li]


      [li]Working with BattlEye to deploy a new, more comprehensive method of detection[/li]
      [li]Closer collaboration between our internal hacks/exploit team and VAC[/li]
      [li]Addressing at an engine level current methods of rapid player position updates[/li]
      [li]Rolling out private shards for player rented servers with our game server provider partners [/li]


        [li]Private shard servers will offer the additional protection of server administrator level bans, password protection for private shard servers, and whitelist support[/li]

    As 0.49 rolls out to stable branch today, the most obvious change with this update (aside from the stable hive purge) is the move of the initial persistence feature for rented DayZ servers to an opt-in selection with each game server provider. Given that consumer data, and player storage is such a valuable and key feature to DayZ, and still very early we want to ensure that the system is a physical choice each game server administrator makes. While this system is refined, each game server provider operates a last known good fail-safe for servers opting in to persistence that will restore the storage from the last successful startup in the event of any unforeseen failure. Moving forward into 0.50, we intend to move persistence from this opt in system to all stable branch servers.
    - Brian Hicks / Producer

    Chris / Lead Artist
    "Character Art:

    Since my last report, we wrapped up on bugfixing some of the character art (for now anyways) and began working on medical scrubs, a prison uniform, and some new women’s clothing. Yes, soon you will be able to don a skirt as you mow down zombies, fulfilling that weird fantasy we all have. Work continues on the new civilian zombie and so far it’s looking quite nice. I’m looking forward to getting some feedback from the fans about him.

    Vehicles:

    The base vehicle model will be finished this week and we have begun working on the various parts which players will need to find in order to repair and maintain a working vehicle.

    Weapons:

    We’re polishing up the AKS74U and the SVD of old, since we’re closing in on a centralized economy to regulate the number of them on the map. The MP133 and Lever action are waiting on sounds. A new weapon you can expect in the not-to-distant future is a Steyr AUG. One of my favorites."

    Standup Notes for the week of 15 Sept 14

    Art:


      [li]Prison uniform[/li]
      [li]Medical Scrubs[/li]
      [li]Female clothing[/li]
      [li]AKS74U and SVD polishing[/li]
      [li]Steyr AUG model[/li]
      [li]Civilian Airfield structures[/li]
      [li]Leather craft able items[/li]
      [li]Vehicle components[/li]


    Design:


      [li]Bugfixing[/li]
      [li]Vehicle component & servicing design[/li]
      [li]Implementation of waterproof containers[/li]
      [li]Design on snares/traps[/li]
      [li]Implementation of drowning on player[/li]
      [li]Implementation of prototype wildlife trap[/li]


    Animation:


      [li]Various reload animations polishing[/li]
      [li]Rifle aim walks in progress[/li]
      [li]MP133 reload animations[/li]
      [li]Zombie movement design & prototyping[/li]
      [li]Motion capture session[/li]
      [li]MP133 reload config[/li]


    Programming:


      [li]Bugfixing[/li]
      [li] Server/Client crash triage[/li]
      [li]Door reimplementation & bugfixing[/li]
      [li]Game control redesign implementation[/li]
      [li]Remote player movement enhancements[/li]
      [li] Security triage[/li]
      [li]Security on player location updates[/li]
      [li]Zombie behavior & AI[/li]
      [li]Sound-over-network enhancements & optimization[/li]
      [li]Player respawn/connecting fixes[/li]

    Quelle: http://dayz.com/blog/status-report-week-of-15-sept-14

    Sehen wir hier eine frühe Version des ersten Fahrzeugs für die DayZ Standalone?

    Bestätigt wurden die Bilder nicht. Es steht aber fest, dass als erstes ein "Czech Praga V3S Cargo truck" kommen wird.

    [img width=700 height=393]https://pbs.twimg.com/media/BxoFswOIAAAiaTS.jpg:large[/img]

    [img width=700 height=393]https://pbs.twimg.com/media/BxoFs39IYAAnR64.jpg:large[/img]

    [img width=700 height=393]https://pbs.twimg.com/media/BxoFr0OIMAAWb5h.jpg:large[/img]

    [img width=700 height=393]https://pbs.twimg.com/media/BxoFr9bIYAAQ6Ko.jpg:large[/img]

    https://twitter.com/DayZLeaks/stat…7467648/photo/1

    http://www.youtube.com/watch?v=Cf72Pu7etFk#ws

    DayZ Mod Update 1.8.3

    NEW:


      [li][Blood type is now displayed on your UI, (if you have used the testing kit)[/li]
      [li]["town generator", which spawns litter/rumble/wrecks inside 500 meter bubble around the player.[/li]
      [li][500 plants spawned locally on client side (previously, 100 plants were networked and spawned on server side). Plant objects are handled by the "town generator".[/li]
      [li]Antiwallhack concrete blocks are spawned locally (previously were networked and spawned on server side)[/li]
      [li][POI and infectious waters are spwaned locally (previously were networked and spawned on server side)[/li]
      [li][Reworked task scheduler both on client side and server side. To avoid "game lag", some client tasks are suspended during max 50 frames if fps_min is below 10, and a hint is displayed on screen.[/li]
      [li][Keyboard event management reworked for faster handling. GCAM helper is available for GCAM developers (the GCAM is not provided in the mod)[/li]
      [li]Zeds buried into the floor are detected and moved on the floor according to the elevation of the lowest loot position.[/li]
      [li] Flies and fly sounds are spawned on dead character bodies. Flies and fly sound are monitored by the server (ArmA2 bug workaround)[/li]
      [li]Character will switch back to primary weapon if the throwable weapon is selected during 7 seconds and nothing has been throwed.[/li]
      [li]oot spawn: Add lootpos in new POI (trains/ruins mainly). The loot focused on construction.[/li]
      [li]Construction: metal fences can be built and disassembled, metal DIY guide.[/li]
      [li]Construction: placement system:[/li]


        [li]Fences can be build straight up, but on a limited level difference, or fences can be built aligned to the slope.
        "Magnet style" on object edges, so that 2 fences join seamlessly during assembly
        The "ghost" object will always show the same side (player won't be able to build a fence inside-out)[/li]


      [li]Animated building disassembly. Disassembly can be interrupted to a intermediate stage of the deconstruction.[/li]


    UPDATED:


      [li]All security checks (anti-teleport, plant texture, variable hacks, timeshift, 'player' object) can still be disabled with the variable dayz_antihack = 0; in the mission file.[/li]
      [li]Several client side routines moved to the new task scheduler.[/li]
      [li]POI/infectious waters are enabled by default (to disable them, put 'false' to resp. 'dayz_POIs' and 'dayz_infectiousWaterholes' in your mission file)[/li]
      [li]Animal spawn system.[/li]
      [li]Player will automatically enter the game after 5 seconds in the Lobby. (Press any dead key such Ctrl to prevent this). The center of the Lobby screen shows only the player list[/li]
      [li]Full moon day moved from june to august (more light, no disappearing moon at 4am)[/li]
      [li]all characters have the same aiming accuracy. All characters have the same armor level except armored military outfits (which are unchanged)[/li]
      [li]banned unused ArmA2 weaponholders and reammoboxes, banned unused ammo, banned some unused character models[/li]
      [li]All medical effects (post-processing effects and camshakes) are moved to a single file. Modified effects:[/li]


        [li]lack of blood: removed permanent blur and desaturation. Random "Wave shape" for desaturation level
        in pain or thirsty => dizziness (very slow shake cams), during 15 seconds every 90 seconds (in average)
        infected => flickering radial blur (center of the screen is not altered), coughs[/li]
        [li]unchanged: unconscious => full screen blur, full desaturation.[/li]
        [li]unchanged: low temperature => shivering[/li]


      [li]Construction: use default camera key (numpad "Enter" key by default) to toggle the special camera view.[/li]
      [li]login: Mission file smaller (10 kB)[/li]

      [li]Construction: Anyone can disassemble any fence foundation ("foundation" stage only), due to some previous exploits in 1.8.2. Any player can upgrade any fence; he becomes co-owner of the fence. Only an owner can disassemble his fence.
      Fences can't be built on the road. Players/Zombies can walk on fence foundations, and crawl under the frame of fences where construction of stage #1 is in progress[/li]

      [li]Changed speed of small boats, so that their speed is equal to a running player one.[/li]

      [li]Lower limit of global Zed amount (3000 to 300)[/li]


    FIXED:


      [li]Free fall detection is separated from the anti-teleport loop. More precise free fall detection.[/li]
      [li]Excessive weapon sway from arma's duty system.[/li]
      [li]Gather system.[/li]
      [li]Blood pool system.[/li]
      [li]Lots of model changes to reduce overheads.[/li]
      [li]Achievement system sync has been fixed.[/li]
      [li]Nul state during login.[/li]
      [li]Some String tables[/li]
      [li]Jumping from heights now damages the player.[/li]
      [li]Reduced water bottle size.[/li]
      [li]Itemnails being the wrong class for buildings requirements.[/li]
      [li]"disappearing corpse situation" (ArmA2 bug workaround). Corpses are monitored on server side, and a corpse position will be restored if it has moved further 50 meters or if it is below the terrain level. Corpses stay 40 minutes on the map, then are deleted.[/li]
      [li][Fixed] loot spawn: all old loot piles are removed and buildings are always freshly restuffed. Fix loot timer (all players are properly synchronized to the server now)[/li]
      [li]Players can chop some of the trees at the POIs[/li]
      [li]Drink menu is available at all water points and at most of the pond banks.[/li]
      [li]hundreds of messages are localized[/li]
      [li]Resting does not show the "up" arrow near the blood icon anymore. Eating cans/snack gives blood. Digestion is faster.[/li]
      [li]Dometent can be upgraded and packed[/li]
      [li]"Unconscious" state rewritten from scratch (no more glitch)[/li]
      [li]Login heavily optimized (mission file process + login = 20 seconds)[/li]

      [li]menu for refueling/syphoning a vehicle[/li]

      [li]bug letting player fish from a vehicle[/li]

      [li]fishing at ponds[/li]

      [li]different matchboxes are combined to 1 full matchbox + 1 used matchbox[/li]

      [li]user will need a match to light up fireplaces, barrels, and tyreheaps[/li]


    REMOVED:

    Quelle: dayzgame.com

    DAYZ Epoch 1.0.5.2 VORLÄUFIGER CHANGELOG
    Der Changelog kann sich noch ändern, ein Veröffentlichungsdatum ist noch nicht bekannt!

    NEW:


      [li]RedRyder BB Gun by @arma2WillRobinson[/li]
      [li]DB Backup script. @RimBlock[/li]
      [li]Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade[/li]
      [li]UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper http://epochmod.com/forum/index.ph…osed-ui-change/[/li]
      [li][NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;[/li]
      [li]Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix[/li]
      [li]Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - http://epochmod.com/forum/index.ph…layer-buildsqf/ )[/li]


    CHANGED:


      [li]An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade[/li]
      [li]Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev[/li]
      [li]Tweaked fuel capacity variables for vehicles. @RimBlock[/li]
      [li]Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x[/li]


    FIXED:


      [li]Backpack wipes when changing clothes. #1361 @icomrade[/li]
      [li]CH53 gear when locked #1364 @icomrade[/li]
      [li]Infinite loop when crafting ore into bars #1351 @icomrade[/li]
      [li]Only first kill showing on death boards #1362 #1124 @vbawol @icomrade[/li]
      [li]Crossbow quivers not working #1355 @icomrade[/li]
      [li]Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1[/li]
      [li]Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz[/li]
      [li]Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz[/li]
      [li]NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz[/li]
      [li]Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun[/li]
      [li]Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz[/li]
      [li]Safes empty when opening after restart #1467 @ebaydayz[/li]
      [li]Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1[/li]


    UPDATED:


      [li].hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1[/li]
      [li].bat files updated in Config-Examples @Raziel23x[/li]
      [li]Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu[/li]
      [li]Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1[/li]


    INFO:


      [li](EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548[/li]
      [li]Server admins should add requiredSecureId = 2; to their server.cfg to prevent uid spoofing.[/li]
      [li]Models/textures by Paul Tomany. @Sequisha.[/li]

    Beschwerden häufen sich, Dean Hall reagiert gereizt und droht mit Kontaktabbruch

    Im offiziellen DayZ-Forum häufen sich die Beschwerden über das Entwicklerteam und die langsam voranschreitende Entwicklung des Spiels. Derweil reagiert Projektleiter Dean Hall gereizt auf die Vorwürfe und droht mit Kontaktabbruch zur Community.

    Seit Monaten häufen sich im offiziellen Forum von DayZ die Beschwerden über das Entwicklerteam: Im mittlerweile elf Seiten langen Thread sprechen Fans von einem verlorenen Vertrauen in das Studio Bohemia Interactive.

    Nun stellte sich Produzent Brian Hicks den Vorwürfen und verteidigt sein Team sowie das Spiel. Hicks merkt an, dass die Käufer des Titels nicht "DayZ, sondern eine Entwicklungs-Version" spielen würden - "eine frühe Entwicklungs-Version".

    Dean Hall droht mit Kontaktabbruch

    So befände sich die Überlebenssimulation derzeit im gerade einmal elften Monat an Entwicklungszeit bei insgesamt drei Jahren, die man für die Arbeiten bis zur Vollversion anstrebe. Hicks vergleicht DayZ mit einem Bild von Bob Ross, denn dieses sähe "in den ersten Minuten auch nicht besonders großartig aus". Die Spieler sollten einfach eine Pause einlegen und erst in der Beta oder zum Release weiterspielen.

    Auch Projektleiter Dean Hall wandte sich bei Reddit an die Fans und drohte diesen mit einem Kontaktabbruch. So würden ihm die sich ständig wiederholenden Annahmen über den Entwicklungszustand einfach zu viel werden, sodass er am liebsten gar nicht mehr mit der Community interagieren möchte.

    Quelle: http://www.playnation.de/spiele-news/da…ch-id56358.html