Shared by SepticFalcon on January 25, 2017

Evening Survivors,

We’ve all experienced a lot of server crashes over the last two weeks, so Peter and Mirek are providing an update on how we want to handle them. Additionally, Brian is talking about known issues, Adam is sharing some of his recent passion for Chernarus railways and I have the pleasure of introducing you to DannyBoyy, a truly, truly friendly survivor!

Dev Update: B. Hicks

The last few weeks for us on the dev team have been busy. With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62, and of course ongoing efforts to address critical issues in 0.61 Stable and reintroduce vehicles to Stable branch. As soon as we have our 0.62 branch at a point we’re comfortable with, we’ll be sharing more example images and camera fly overs – so be on the look out for that. On the more immediate side we have a list of issues that we’re fully aware of on 0.61 Stable that we’re working hard to resolve. (It’s important to make sure you guys know this is on our radar, so you don’t think we’re overlooking the issues critical to you all).

Stable Issues:

  • Known server crash methods
  • Known duplication methods
  • Investigation into current security exploits (Player Gear, etc)
  • Server Performance degradation (This one impacts things such as player position sync, infected speed, and more)
  • Server Side Economy cleanup (And potential impact on server performance)

A lot of the issues listed above are directly related to issues we’ve noticed reported in the forums, feedback tracker, on youtube videos, and on Twitch streams and are a priority for us to address. Given that some of them are tied to legacy systems – many of which are slated to be replaced in beta – addressing the issues can be time consuming, but rest assured we are digging into them and they are not over looked.

In addition to this, there has been a good amount of discussion (and feedback tracker usage on this issue again – awesome!) in regards to the distribution in the economy, and some behaviors that don’t fit with the development teams intended design. Specifically, the distribution of firearms, and their attachments across Chernarus after a decent amount of uptime on a servers local storage. The Central Economy (CE) is certainly not where we as developers want it just yet, but iteration is key with this. The designers and programmers that touch on these areas have been working on potential improvements to the economy that should help address this issue specifically – but like anything with a complex system it will require iteration over several builds to see. This isn’t live on Experimental just yet – but we’ll make sure to let you all know on the forums when these new changes make it that way.

For those curious – the current ticket on the feedback tracker related to the CE loot spawning system can be found at:

I know this Status Report isn’t chock full of fancy new screenshots or videos – but we’re currently at the point in the build process where branches, and high risk commits occur. As we get further into 0.62 and Beta development and things stabilize we’ll be able to share more. 🙂

Dev Update: P. Nespesny

My message will be quite short today as I just want to announce some significant changes for current 0.61 version in upcoming updates. Over the last weeks, we witnessed how the abuse of an exploit often used for duping results in server crashes in some cases, which became very common lately and essentially ruined the user experience.

Because of that, we were forced to make some actions to prevent it. First one is locking the hands slot while character is performing some action – thus, you are unable to remove an item or swap it with another until the action is finished. Second one prevents initiation of user actions on items directly from inventory slots.

These changes can be unpleasant as the old user action system and its quirks are now deeply rooted. However, I would like to remind you that new user actions are built on usage of hands slot exclusively, so it’s not a bad idea to get used to it in advance. If you would like to read more about the upcoming new user actions, you can check my previous Status Reports from October 30, 2015, March 1, 2016 and March 29, 2016.

Crashing servers is bad… see you in Chernarus folks!

Dev Update: M. Maněna

Hello survivors, in my first Status Report this year, I would like to briefly cover current our goals for the 0.61 version and future 0.62 and 0.63 updates:

0.61 Goals:

We (the gameplay programming team) are dealing with server performance and stability issues, and also with vehicle synchronization bugs. Hopefully most of the annoying issues will get fixed soon, so programmers working on them can join the rest of the team and contribute to the work on new things or 0.63 version goals.

0.62 Goals:

As this update will be mostly visual, there won’t be any major changes coming from our team. We will mostly try merging in some of the critical fixes or performance/networking improvements.

0.63 Goals:

Currently, major part of the gameplay programming team is working on tasks related to this version. Internally, we have managed to deactivate the legacy damage system completely and now we’re focused on fixing issues with our new damage system. We are also getting ready to hit the switch on all of the legacy SQF scripting, which is being replaced by Enforce Script, and we’re removing some other parts of the legacy code, which is related to features we won’t use anymore – such as the Arma AI, for example.

About the new player controller – we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside the vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding.

Dev Update: A. Franců

As I mentioned in earlier Status Reports, we plan to change the entire western border of Chernarus. This is a major task and it is very likely that you will not see this upgrade fully within just one game update. In fact, if you venture towards western border on 0.61, you can already see results of this task – two military roadblocks with traffic jams.

We are really delighted to see survivors venturing in these far locations and having interactions with other survivors and/or environment threats in these brand new places.

An important part of the whole western expansion task are changes and additions to the Chernarus railway network. Railway is a very important man-made feature that always helps survivors when they get lost. The rule is simple – follow either right or left and it will eventually guide you somewhere.

Now let me invite you on a small trip around Chernarus railway! Please keep in mind that all content, visible on pictures below, is work-in-progress and does not represent final quality.

The biggest change within the railway network is the addition of railway through the whole western border of Chernarus. That means you can follow railway track from Kamenka through Zelenogorsk, Myshkino, Vavilovo and finally to Novaya Petrovka. But that is definitely not all.

To make sure railway network is not forming some sort of a circle (that sort of looks like a model railway), two new railway exits were added. One from Novaya Petrovka to the western border, leaving Chernarus close to where military roadblock with fuel station is located. Second railway exit starts in Svetloyarsk and goes through Turovo and Dobroe, leaving the lands of South Zagoria in northern rocky valleys.

Then we have bits and pieces that were added on top of these railway network changes. The most significant are massive changes within Zelenogorsk. This town now hosts a big railway station that is split into three parts – civilian, military and industrial. Military base in Zelenogorsk went through a major face-lift and now offers more loot than ever before.

Heading further north, you may find that the huge railway and bus station in the middle of nothing near Vavilovo are missing – this is our intention as we did not really find it to be useful at that spot (and we have something better planned there). Instead, we have added a completely new railway station to Novaya Petrovka. This town is currently quite thr hot spot and with newly added railway station just north of Bashnya, it offers quite the view on the entire Novaya Petrovka valley.

If you head east of Novaya Petrovka, you may notice that railway here is much flatter than ever before. That is no coincidence, as we have found the old roller-coaster-like railway track here too immersion breaking, and so the whole northern railway track was redone from scratch, along with necessary terrain and object changes. And now that Novaya Petrovka has a railway station, the biggest northern town – Novodmitrovsk – could not be missed.

The appropriate spot was found and a new railway station was built south of Novodmitrovsk (just near the road that heads to Cernaya Polana). This railway station offers a spectacular view on Novodmitrovsk – the industrial railway station that was located outside of the Novodimitrovsk industrial complex has been moved into a much better place inside the complex itself, and now has a direct railway connection to Svetloyarsk.

And just when you continue along the tracks towards Svetloyarsk, you will, sooner or later, encounter the northern railway exit that crosses Svetloyarsk – Novodmitrovsk valley on a brand new stone railway bridge. Unfortunately, I cannot just yet share the pictures of it, as our graphics artists are still at hard work on it, but I promise I will share the results once everything is ready.

There is a lot more to cover for the upcoming .62 update, so stay tuned! 2017 is going to be a great year for Chernarus, so see you there!

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