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  1. Last week
  2. Dev BlogCommunity Update 180

    RustQuest continues, art, the tallest base raid, a lift mod, and more. Original Post Here
  3. Earlier
  4. Latest Development news from Eugen, small teasers of the upcoming changes to radios and other VoIP devices, as well as the final particle effects for gunshots, and also a nice summary of our trip to PAX East! It's not Tuesday, but it's still Status Report time, so let's read! Contents This Week Dev Update/Eugen Dev Update/Jan Dev Update/Boris Community Spotlight Dev Update/Eugen Dear DayZ players. All of us here are both playing and tweaking the version for the first Stress Test. You might be asking why it's not out yet, and how on earth we are enjoying it and not sharing that with you? :). The current state of the build, although fun and quite consistent, is still a bit unstable. And what I mean by unstable? In the worst gunfights with large numbers of players and looting, we can still see at least up to 10 different crashes averaging in up time of less than an hour. We fixed about 500 bugs so far for this Stress Test alone, and there is about 50 left. About 10 of those are crashes that have been plaguing our most recent internal playtests. The good news is that we were finally able to debug the reasons behind these, and are working on fixes as you read this. Quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). Click to Enlarge Once these fixes are confirmed, and if nothing else pops up (usually does, but fingers crossed!), we will evaluate the state of the build again and start with Stress Testing. We are as anxious as you to get this ball rolling :). Now for the work invested into things that are not launching with either Stress Tests or with the first Experimental build: there are about 1000 bugs fixed so far for Experimental and we are doing some heavy work on UI visuals and functionality to go beyond the basics needed to develop on the new engine. Jumping has got into the game with its first iteration and will be followed by climbing later as we polish animations and possible edge cases where players get stuck. On the notion of having other means of movement rather than walking and running, we are still working on 0.63 vehicles, and also the first helicopter iterations for internal testing. These are still heavy work in progress as vehicles, base building, and several other features are still waiting for a commit (= implementation to the main game code) of technology that we have mentioned a couple of times: enabling hierarchy between entities in the game. We will move on to that commit once we confirm that there are no larger issues during Stress Tests. Just to give you some scope (since I started using numbers) over the years, we have tracked around 30 000 issues and resolved about 25 000 of them, where resolving means that some have become irrelevant on their own either due to change of tech or design (Expired, Won't fix, Duplicate, As Designed and other resolution types in the chart below except for Done or Fixed). Part of the remaining unresolved issues is also related to post 1.0 content and features: A quick look at the issues that need fixing for 0.63 Experimental as of this afternoon (not including features that still need to be implemented). I'm excited about what's to come with the first stress test and feedback that we can work with. I'll be there trying to survive there with you! :) Eugen Harton / Lead Producer Dev Update/Jan Hello everybody! Voice communication is something we haven't really talked about for some time. So I'm here to introduce you to the changes we've done on the gameplay side. But since this is my first Status Report, I'll start with a small introduction. My name is Jan Huòka (on the internets, I go by the nickname Zoidy) and I work on DayZ as a Gameplay Programmer specializing on networking - but I also worked on the new damage system, login/logout process and a bunch of other things. The main goal of these changes was to make the communication as seamless as possible. As soon as your radio has a battery in, you can talk on the selected frequency. If you turn it off, you're automatically using direct communication again. Currently, we have three types of communication devices in the game. Megaphone, personal radio and also a Public Address System. Radios Personal radios are very easy to use. You don't need to hold the radio in your hand, it can be anywhere nearby like in the inventory or just on the ground and you can still use it. Other survivors nearby can also use your radio if they're close enough. To transmit on larger distances, you can use big radio stations. Signal strength is based on the maximum distance. The closer you're to the maximum distance, the more noise you're gonna hear. The same goes for the text chat. The closer you're to the max distance, the more can your text message be corrupted. Public address system (PAS) We placed quite a few PAS loud-speakers across the cities of Chernarus and now you'll finally be able to use them. PAS broadcaster can broadcast your voice to all loud-speakers in range. You just have to stand close to the broadcaster. It is also possible for multiple players to use the broadcaster at the same time. Listening players are hearing voices of the speakers from the loud-speakers based on its distance and direction. Megaphone Megaphone needs to be held in hands to use and it basically allows your voice to be heard on larger distances than just talking. Server keeps information about nearby communication devices that every player is currently able to use. This information is then cross-referenced against other players and the result is a "list" of players that you can communicate with. All voice messages and also text chat messages are routed to appropriate clients using this information. Thanks to this, you can transmit your voice to multiple devices at the same time. For example, if you want to set up some radios on different frequencies nearby your PAS broadcaster and then broadcast your amazing speech on all possible channels and PAS at the same time, it is completely possible. Contrary to the original plan, you cannot use one device to transmit to another device. Like leave your personal radio nearby PAS broadcaster. The chains of devices that could be created using this feature could become very complex really fast. We would also need to constantly check all communication devices on the whole map to update these chains, which could get costly in terms of resources. But we'll try to keep this in mind and maybe this feature could make it to the game on some smaller scale. We added and tweaked the sound filters for different types of devices. Radios still have their typical noise, but megaphones and public address system received some nice echo effects, so you should be able to tell what device is the source of the sound. If, for example, there are three radios around you on the same frequency, you're gonna hear the same voice with a little echo, so you can recognise the same voice is coming from multiple sources. The echo is calculated based on the number of devices and their distance from the player. Thanks for reading and I hope you're gonna have a lot of fun with the new communication system in Chernarus! Jan Huòka / Gameplay Programmer Dev Update/Boris Survivors! I have some news from our scripting team - I'm happy to say that the system for weapon particle effects has been finished for some time now, so here is a small sample of the quality of muzzle flashes you can expect to see in the 0.63 Stress Test: Note that rapidly firing for a prolonged amount of time will heat up the barrel, causing a continuous stream of smoke until it cools down. In later experimental updates, badly worn out weapons will tend to smoke more as build-up collects in them, which prompts players to use the weapon cleaning kit to avoid malfunctions. The next task related to gunfights is the improvement of bullet impact effects (including blood splats), which are meant to better visualise our advanced ballistic system. Currently, we have a simplified placeholder system implemented until the final solution is fully prepared. Fire away, survivors, but mind the heat of your gun barrels! Boris Vacula / Scripter Community Spotlight/Baty Hello guys! I don't know if you noticed, but me and my colleague Martin were invited by Microsoft to show you the Xbox One DayZ DEMO at PAX East in Boston. Yes, we already have a playable single player 0.63 demo that runs really smooth, and this was the first time we presented the Xbox version to public! We were a bit nervous about the reactions, but your enthusiasm about the demo calmed us down and we were really happy that you liked it. Xbox players had a chance to try the demo for the first time, running around and exploring what DayZ is all about. Meanwhile, experienced PC players were testing new features, because it was also the first opportunity for the to get their hands on 0.63. If you want to see a personal experience of one of our players, here is a video from Jake: And of course, we've met so many nice people who we know only from online communication. For me, that was the highlight of the show. Thanks everyone who stopped by and talked to us or just tried the demo! Our little station was right there. Massive thanks to Microsoft for inviting us to their booth! Pax East was so crowded! We've met a couple of survivors in DayZ cosplay! Some streamers like MarkstormTV, TheLoyalPatriot, LtDanOfficial, Mr. Moon, Deadly Slob, GamerDad, Johny Rotten, Puhdado, Acesfury and Jakon tried our demo too. So many amazing people came to Pax to meet us. We love you guys. Community Events Let's check out some events on private servers. The first one is organized by DayZ Underground server and it is called "king of Severograd". Be ready tomorrow at 4PM EST. Don't forget to register! Another one will be on Saturday at 7pm CST on the DayZ Noob server and it is melee weapons only. You can win a fully decked M4A1, AK101, AK74, FAL and AKM. Nice prizes! And the third one is today, so run and join other survivors on TopeRec&Spaggie's server (185.16.86.37:2602) at 20:00GMT as soon as possible. Communuty FAQ The last thing for today are some of your questions (we'll do the riddle next time): Is PC your primary platform? Yes, it absolutely is our primary platform. Every piece of new content, every feature, every new bit of technology always gets into the PC version first. Both Xbox One and PlayStation 4 run only what already exists on PC. Ultimately any development progress made now is always implemented on PC first. Should we be worried about DayZ being on consoles? No! Quite the contrary: we need to squeeze every frame, and every possible line of code optimization out of DayZ in order to make it run well on consoles. This massively contributes to the overall improvements of the PC build. Exploring new platforms with DayZ also opens more possibilities to cooperate with different partners - if we did not make DayZ on Xbox, it would be harder for us to visit you in person or events, for example. Is it going to slow down PC development? No! Remember, PC development is console development. It's not two different things. There is, of course, some amount of work associated with specific platform support and bug fixing, mostly in programming and QA, but we're not taking the time of any developers that are critical for reaching our Experimental, Stable and 1.0 goals for PC. And that is all from me today. Don't forget to send us your videos, pictures and everything DayZ related you've made, because we love it! Header picture by Lith3on Baty/Community Manager View the full article
  5. Good evening, Yesterday we released an update that included some drastic changes to the delay and speed of our blue zones in each phase of the game. Your reactions to this change have been mixed, but we’ve ultimately decided to roll back this change and return to the drawing board. We feel there are some necessary changes we need to make to the blue zone, but we want those changes to be subtle in the spirit of finding the right balance. Our current schedule for this rollback is unclear, but we anticipate that it will happen in the next 4-8 hours. Please note that this rollback will not require any downtime. Thank you for all the feedback you’ve given us regarding this change. We appreciate it! View original article
  6. Hi all, With the latest patch, we updated bluezone balance to speed up the early game phase (and make the end-game less punishing). Next week, we’ll implement more improvements based on your feedback. So please tell us what you think about the latest changes! Thank you for playing PUBG! PUBG Corp. View original article
  7. Event Mode: War

    War is PUBG’s most deadly Event Mode yet. Join one of three 10-man squads to compete for dominance over a small slice of Erangel. Whenever you die, you’ll reappear in a plane and plummet once again into the mayhem. First team to get 200 points wins. (Click HERE to see the promo video) Check below for the full details, and let us know what you think! EVENT SCHEDULE STARTS: April 12, 7pm PDT / April 13, 4am CEST / April 13, 11AM KST ENDS: April 15, 7pm PDT / April 16, 4am CEST / April 16, 11AM KST AVAILABLE QUEUES 10-Man Squads on Erangel (All Regions) NA/EU/AS/SEA/OC: TPP & FPP KR/JP/SA: TPP GENERAL EVENT RULES All players are grouped up in teams of 10. Each game will have a max of 30 players (three full teams). Please note that there can be a team with less than 10 players depend on the matchmaking situation. Immediately after the plane gets into the air, the safe zone is visible on the map. The safe zone is extremely small and never closes in or changes location throughout the duration of the game. Getting kills earns points for your team. The first team to get 200 points wins. Kill: +3 points DBNO: +1 point Revive: +1 point Team kill / Team DBNO: -5 points If no team reaches 200 points before the 15-minute time limit, the team with the highest score will be declared the winner (winner). Every time you’re killed, you’ll respawn in another plane. LOADOUTS, LOOT, AND CARE PACKAGES All players are guaranteed to spawn with the equipment below: One random AR or DMR equipped One random pistol Level one helmet Level one vest One grenade Additional loot can be found in buildings and in care packages which drop every 90 seconds. OTHER EVENT RULES Weather is locked at “sunny.” You can invite up to 10 players from your friends list to your party before jumping into game. The rest of team slots will be filled by auto matching system. Killer spectating is disabled. Redzone is disabled. View original article
  8. Event Mode: War

    War is PUBG’s most deadly Event Mode yet. Join one of three 10-man squads to compete for dominance over a small slice of Erangel. Whenever you die, you’ll reappear in a plane and plummet once again into the mayhem. First team to get 200 points wins. (Click HERE to see the promo video) Check below for the full details, and let us know what you think! EVENT SCHEDULE STARTS: April 12, 7pm PDT / April 13, 4am CEST / April 13, 11AM KST ENDS: April 15, 7pm PDT / April 16, 4am CEST / April 16, 11AM KST AVAILABLE QUEUES 10-Man Squads on Erangel (All Regions) NA/EU/AS/SEA/OC: TPP & FPP KR/JP/SA: TPP GENERAL EVENT RULES All players are grouped up in teams of 10. Each game will have a max of 30 players (three full teams). Please note that there can be a team with less than 10 players depend on the matchmaking situation. Immediately after the plane gets into the air, the safe zone is visible on the map. The safe zone is extremely small and never closes in or changes location throughout the duration of the game. Getting kills earns points for your team. The first team to get 200 points wins. Kill: +3 points DBNO: +1 point Revive: +1 point Team kill / Team DBNO: -5 points If no team reaches 200 points before the 15-minute time limit, the team with the highest score will be declared the winner (winner). Every time you’re killed, you’ll respawn in another plane. LOADOUTS, LOOT, AND CARE PACKAGES All players are guaranteed to spawn with the equipment below: One random AR or DMR equipped One random pistol Level one helmet Level one vest One grenade Additional loot can be found in buildings and in care packages which drop every 90 seconds. OTHER EVENT RULES Weather is locked at “sunny.” You can invite up to 10 players from your friends list to your party before jumping into game. The rest of team slots will be filled by auto matching system. Killer spectating is disabled. Redzone is disabled. View original article
  9. PUBG Partnerships FAQ

    Applications for the Partnership Program are currently closed. Please follow @PUBGPartners on twitter for updates to the application status. When are you opening partnership applications again? We do not have a public schedule for when Partnership applications will be open. Please follow @PUBGPartners on twitter for announcements of when we’re taking applications for any of our programs. What is the Influencer Tryout Program? This new program has the same basic requirements as the previous PUBG Partnership program requirements, but we’ll be looking to cast a wider net to capture streamers and content creators who have grown, but are still trying to establish their communities. The difference is that we have a 30 day tryout period that allows accepted members to show off their creativity with custom games access--after 30 days, the partnerships team will determine whether or not your will be eligible to becoming a full-fledged PUBG Partner with full access to the benefits of the program. Remind me again, what are the benefits to being a PUBG Partner? The PUBG Partnership program is designed for established content creators who are brand ambassadors for the game. They have priority support and are able to provide direct feedback to the developers for the game. Partners receive perks and benefits from being participants in the program and are given support to help grow their channels and communities through social media support on official channels--including exclusive in-game items and IRL swag. What are the requirements for the Influencer Tryout Program? Content creator on livestream or pre-recorded video platforms A history of PUBG content on the channel Community leadership and being a good role model An established community Great audience engagement Must demonstrate social media presence and impact Minimum recommended requirements: Pre-recorded video content: 50k subscribers and PUBG content twice every month OR Live-steam content: 150 average concurrent viewers (sustained over time) and PUBG content three times every month Will I automatically be accepted into the program if I meet or exceed the minimum viewership requirement? No, you must also fulfill the content requirement and show that you are involved as a leader within the PUBG community. I’m a partner on my content creation platform or a Twitch affiliate, does this mean automatic acceptance into the program? No, you must apply during the open application process and your application will be vetted by the team. I play and stream on Xbox, is there a separate program for me? No, you would apply as other streamers for the Influencer Tryout Program. There is more than one of us who work on the channel, can we all get partnership? We recommend each person from the channel apply, and it is up to our discretion whether or not all parties will receive partnership if the channel is accepted into the program. Pairs who stream on the same channel at the same time should also apply separately. If it is a group, we ask that the group leads indicate they are the leads on their applications. What is the Community CGA Program? We recognize that there are Discord server, Facebook community page, gaming site, fan page site, Reddit communities and more that would love the opportunity to feature custom games for their community members. We would like to expand CGA access to include these communities, especially those that have creative ways to feature interesting custom game modes. The acceptance is also limited to the leader(s) of the community and the number of CGAs given to each community will be determined on a case-by-case basis. What are the requirements for the Community CGA Program? Since this is the inception of the program, we will currently be limiting access to communities who will run custom games on a regular basis and will be able to fill lobbies consistently. You will also need to provide reports to the partnerships team on the types of games being featured, number of members that participate, and how often the games are being run. If I am accepted to the Community CGA Program, does this make me a PUBG Partner? No, this is a program that will run in parallel with the PUBG Partner Program, but you will not receive the same benefits. You will have access to CGA and Discord membership with PUBG staff to receive support and provide direct feedback to the development team. Can I run tournaments as a Community CGA Program member? At this time, you will not be able to run tournaments. The access is to help you grow your communities and provide them with opportunities to participate in custom matches on a regular basis. Can I apply if I want access for my LAN/Tournament? No, this program is for communities, you will need to submit a proper proposal to the Esports Program via email at Esports@bluehole.net. I missed the deadline, can you make an exception? No, to be fair to all applicants who applied on time, we are not able to make exceptions. View original article
  10. Dev BlogCommunity Update 179

    Rust D&D, boats, art, and more. Original Post Here
  11. Dev BlogVehicle Update

    Player-driven boats are here, a new helicopter event hits the servers, lusher forests are growing, we look at a new PvE monument, and more. Original Post Here
  12. Dev BlogVehicle Update

    Player-driven boats are here, a new helicopter event hits the servers, lusher forests are growing, we look at a new PvE monument, and more. Original Post Here
  13. Hello all, We’re working on a new experiment with War Mode on custom servers. It’s currently in a very early stages of development, so if you’re able to access custom games, we’re eager to have you play and let us know what you think! We’re looking into bringing War Mode to live servers as an Event Mode (but it’ll likely see changes between now and then). Custom games and servers are still limited for now, but we intend to release them more widely at some point in the coming months. We’ll let you know when it’s ready. As always, thanks for playing! Find more details on War Mode below: War Mode War Mode is a death match type game mode that allows respawning. As soon as you jump into the game, the safe area (White Zone) will immediately be set; if you die you will be respawned at certain time intervals. Objectives The goal is to obtain 80 points and the default is a 4 player squad The match ends if an individual or a team gets to the target score first or if time runs out. BP rewards will be given out when the match ends Ranking will be determined based on scores earned DBNO: + 1 point Revive: + 1 point Team Kill or Team DBNO: -5 point Kill: + 3 points Respawning Respawn method: player reenters the match area via respawn airplane Default respawn interval: 60 seconds Main weapon setting for default respawn: SMG provided as main weapon for close quarter battles Care Package The care package aircraft will fly over every 60 seconds. The composition of the air drop is the same as in the regular game. Safe Zone By default, the safe zone is static. This (and many other settings) can be tweaked in custom games. View original article
  14. PUBG @ PAX EAST 2018

    Are you attending PAX East this year? PUBG is going to be there in a big way with a ton of activities. We’ll have a few folks from PUBG Corp. around so if you see us on the show floor say hey! Below is our full list of planned events and activities. Keep an eye on the PUBG Twitter for any updates. ALL WEEK PUBG DROP ZONE (Lenovo Legion PC Gaming Lounge) For the entirety of PAX East this year we’ll be hosting the PUBG Drop Zone. Located on the same floor as the Main Expo Hall (Level 0), we’ll have a full 100-PC set-up dedicated to PUBG. Drop in for some casual free play or take on 99 of your fellow PAX attendees in various custom games. Win a Chicken Dinner and you’ll earn yourself some exclusive PAX PUBG swag. Hours (all EST): Open 10am to 11:59pm Thursday through Saturday and 10am to 6pm on Sunday PUBG at the Xbox Booth (Booth #13019) Want to get your hands on PUBG for Xbox One? Hit up the Xbox booth all weekend where we’ll have 20 consoles for PUBG. If you stop by and play, you’ll pick up even more sweet swag and have the opportunity to see a very special deadmau5-PUBG inspired helmet up close. The Xbox booth is located in Hall A at Booth #13019. THURSDAY Storytime Session with Brendan “PlayerUnknown” Greene (Main Theater - 10:30 AM EST / 7:30 AM PDT) Kick your PAX East off with PUBG as Brendan Greene AKA PLAYERUNKNOWN opens the show with the story of his journey from mod creator to creative director of PUBG. This will be in the Main Theater of PAX East at 10:30am PDT. Aren’t attending PAX? Catch the live stream of the panel here: https://www.twitch.tv/pax More information: http://east.paxsite.com/schedule/panel/storytime-session-with-brendan-playerunknown-greene SATURDAY PLAYERUNKNOWN’S BATTLEGROUNDS LIVE from PAX East (Main Theater - 1:30 PM EST / 10:30 AM PDT) What happens when PLAYERUNKNOWN, deadmau5, and Xbox Live’s Major Nelson get together to play a live session of PUBG? We don’t know but we’re going to find out this Saturday at PAX! Head to the Main Theater at 1:30pm EST or catch the whole thing live streaming on Mixer and Twitch. More information: http://east.paxsite.com/schedule/panel/playerunknowns-battlegrounds-live-from-pax-east Autograph Session: PLAYERUNKNOWN'S BATTLEGROUNDS (Queue room - 3:30pm EST) Following the panel, PLAYERUNKNOWN and deadmau5 will be hosting an autograph session. Stop by to get an autograph and some PUBG swag! More information: http://east.paxsite.com/schedule/panel/autograph-session-playerunknowns-battlegrounds Maestros of Video Games (Bumblebee Theater - 4:00pm EST) Want to hear from some of the greatest composers in the video game biz, including Tom Salta, composer for PUBG? Hit up the Maestros of Video Games panel on Saturday at 4:00pm EST in the Bumblebee Theater. http://east.paxsite.com/schedule/panel/maestros-of-video-games View original article
  15. Event Mode - Tequila Sunrise

    Players, Tequila Sunrise is a new Event Mode that’ll run for just 48 hours. TL;DR: It’s shotguns and melee weapons ONLY, on Miramar, for four-man squads. Check below for the full details, including some spicy info on how we’ve customized the safe zone system for this mode. EVENT SCHEDULE STARTS: April 5th, 7pm PDT / April 6th, 4am CEST / April 6th, 11AM KST ENDS: April 8th, 7pm PDT / April 9th, 4am CEST / April 9th, 11AM KST AVAILABLE QUEUES Squads (All Regions) You can choose to turn Auto Matching either on or off in the main menu. The default state is "On" NA/EU/AS: TPP & FPP KR/JP/SA/SEA/OC : TPP only LOOT SPAWN BEHAVIOR Weapons Shotguns (3x spawn rate) Melee Weapons (3x spawn rate) No other weapons Items Bag/Helmet/Armor Lv.3 (3x spawn rate) Bag/Helmet/Armor Lv.1 (0.5x spawn rate) Ammunition (3x spawn rate) SAFE ZONE (WHITE CIRCLE) BEHAVIOR Immediately after the plane gets into the air, the first safe zone is visible on the map. The first safe zone will be smaller than its normal size. OTHER EVENT RULES Time of day is locked at sunrise. Care packages are disabled. Let us know what you think! View original article
  16. Earlier this year a few artists from the PUBG team took a trip seeking inspiration for our upcoming map, Codename: Savage. In this post, we want to take you behind the scenes of that trip to explain some of the processes we use when creating new maps. We decided to explore Thailand because the look and feel of the new map is based on Southeast Asia. Understanding the flavor of the region is important, but the biggest opportunity was to go through an R&D phase of the asset creation process called Photogrammetry. We’ll talk about that more later. For now, you should meet the team! The team on this adventure was comprised of Technical Artists, Concept Artists and 3D Environment Artists. Their names, starting from the left to right are Trey, Sergi, Collin, Kevin, InJeong, and Daesung. The guy at the far right in a grey shirt is a freelance photographer we hired named Dax. Cool guy! This trip was the first time the PUBG Art Team visited a location specifically for world art development. Before this trip, there weren't a lot of emotional attachments among the artists to the maps we create because it was ultimately based off references found on the web, and not on real life interactions. By physically being in the jungles and mountains in a humid Asian country, it not only made us imagine what the new map will play like, but we felt the breeze, we smelled the air, and we heard the sounds. All of these experiences are helping the team create a unique experience for you. We mentioned that you were going to hear about Photogrammetry. This is a process that allows artists to convert a real-world object or a selected area into an in-game 3D objects. An object is first shot from every possible angle, then the photos are imported into a Photogrammetry software that produces a 3D model. This process is usually intended for creating complex and realistic assets such as trees, terrain, complex props, etc. Above, Daesung is preparing to take a photo of a rock that he wants to make into an asset for the game. Since the process requires multiple photos to be taken in an outdoor environment, the lighting conditions will change over time. As lighting conditions change, the colors and contrast of the photos will change as well. To synchronize the reference images of the rock, the pad with color swatches is included in the default photo for adjusting the white balance and color correcting the photos later. We want to show off one of the tree types that we selected to populate the new map. Behold! Now this is where it gets more difficult. The second step is to take photos of the object you’ve selected covering every possible angle. We have thousands of images of various objects that the team identified during the trip. Each object has been photographed like this. The third step is to take those images, color correct them to have synchronizing colors and contrast. Finally, we take the adjusted images and import them into Photogrammetry software. The software makes a 3D model from provided images. A high polygon model is created which needs to be optimized to become a game-ready asset. There’s quite a bunch of polishing required from here as you can imagine, but we’ll spare you from those details. Since the vegetation helps create the visual believability of a specific part of the world, we decided to implement Photogrammetry to our production pipeline and to experience what it feels like to be in the environment firsthand. Oh, here’s what this tree type looks like in-game (it’s still a work-in-progress). We’re looking forward to giving you a real-deal South Asian experience when we release the new map later this year. We’re still in active development, and we’re excited about the direction we’re headed. View original article
  17. FINAL .62 BLOWOUT!

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    "Saturday Night Madness" is a server wide event that anyone can join in on. This event will vary from static events, to moving events as well as other scenarios. Server: HIHB - Regular(US) - 64.94.95.98:2600 Server Event: SNM - FINAL .62 BLOWOUT Time: Saturday - 9:00 pm CST Date: 7th APRIL 2018 Starting Map Location: SE Quadrant Objective: The small town of TULGA becomes the final battleground on this patch. Get gear and get to TULGA to PVP one final time before .63 drops!
  18. Dev BlogCommunity Update 178

    What a Rust DVD box would look like, apps, upcoming Rust roleplaying, and more. Original Post Here
  19. The closed experimental server for Codename: Savage is now live, and we need your feedback. The purpose of this thread is to gather all of your thoughts, ideas, and reactions to the map so the devs can make better-informed changes. We've posted a Megathread for feedback, please focus your feedback in that thread! View original article
  20. Event Mode – Flare Gun

    Hello everyone! Last week we tested the Event Mode for the first time and were happy to see that so many of you enjoyed the new system. This week we’re mixing things up again and adding the Flare Gun to the loot table. Flare Gun Flare Gun is a special weapon that can be used to call in a care package to your location. Just aim it up, fire the flare and the airplane will drop a superior care package on that location. Only a limited number of Flare Guns will spawn in small single-story houses throughout the map (at this time only in Event Mode), but finding one is going to be worth your time! Please check below for more details! Event mode starts: Mar 29 7PM PDT / Mar 30 4AM CEST / Mar 30 11AM KST Event mode ends: Apr 1 7PM PDT / Apr 2 4AM CEST / Apr 2 11AM KST Main contents of the Event Mode this week TPP mode on Miramar Up to 4 players in a team Flare Gun Notes on the Flare Gun To use the Flare Gun, you must aim it vertically, towards the sky The flare must reach an altitude of 200 meters to call the plane The special care package called by the Flare Gun will contain: Two care package weapons (100% chance) Level 3 armor (100% chance) Normal care package supplies Please check out our FAQ if you would like to know more about the Event Mode. [LINK] As we are still in an early phase of iteration of the Flare Gun and the surrounding gameplay, we are looking forward to your feedback! Thank you. View original article
  21. Event Mode – Flare Gun

    Hello everyone! Last week we tested the Event Mode for the first time and were happy to see that so many of you enjoyed the new system. This week we’re mixing things up again and adding the Flare Gun to the loot table. Flare Gun Flare Gun is a special weapon that can be used to call in a care package to your location. Just aim it up, fire the flare and the airplane will drop a superior care package on that location. Only a limited number of Flare Guns will spawn in small single-story houses throughout the map (at this time only in Event Mode), but finding one is going to be worth your time! Please check below for more details! Event mode starts: Mar 29 7PM PDT / Mar 30 4AM CEST / Mar 30 11AM KST Event mode ends: Apr 1 7PM PDT / Apr 2 4AM CEST / Apr 2 11AM KST Main contents of the Event Mode this week TPP mode on Miramar Up to 4 players in a team Flare Gun Notes on the Flare Gun To use the Flare Gun, you must aim it vertically, towards the sky The flare must reach an altitude of 200 meters to call the plane The special care package called by the Flare Gun will contain: Two care package weapons (100% chance) Level 3 armor (100% chance) Normal care package supplies Please check out our FAQ if you would like to know more about the Event Mode. [LINK] As we are still in an early phase of iteration of the Flare Gun and the surrounding gameplay, we are looking forward to your feedback! Thank you. View original article
  22. Players, A year ago, on March 23, 2017, PUBG launched on Steam Early Access. Without your support and generosity, none of this would have been possible. Thank you for being with us through the good times and through the bad. We often refer to our path from pre-alpha to Early Access, to 1.0 release, to our one-year anniversary as our journey because this is what it feels like to us. We’ve started on our path to keep delivering the best Battle Royale experience available and we’re looking forward to serving you for years to come. To mark the occasion, we have prepared a special event for you. PUBG One-year Anniversary Graffiti Competition If you have played PUBG for more than a few minutes, you have probably noticed the different graffiti adorning the walls of the buildings in Erangel and Miramar. How would you like to see your own art there instead? Well, now you can. Submit your PUBG-themed graffiti for a chance to be viewed by millions of players across the globe. Show us what you got! How to Enter Create original graffiti for PUBG [800x800 pixels, transparent background] Tweet your submission at our official Twitter account with the hashtag #ThisIsGraffitiRoyale Entry Dates You can enter the contest from 03.28.18 to 04.13.18 Prize Have your art displayed in PUBG for a month for millions of players to see The Winners will be announced by 04.20.18 Please note: The selected graffiti will be featured in-game for about a month, and the date of their introduction to the live servers will be confirmed later; Only original content that the participants hold the copyright to will be admitted; Content that violates PUBG’s community policies or contains culturally sensitive elements will be removed without warning; Any and all Player Content submitted to PUBG Corporation shall be deemed, and shall remain, the property of PUBG Corporation from the moment such Player Content is created. PUBG Corporation and its affiliates (hereinafter “PUBG”) shall exclusively own all now known or hereafter existing copyrights and all other intellectual property rights to all Player Content of every kind and nature, in perpetuity throughout the world. To the extent that any of the above may be void or unenforceable, you agree that any and all Player Content is hereby irrevocably assigned to PUBG, together with all intellectual property rights therein. To the extent any of the Player Content is not assignable, by submitting Player Content to PUBG, you agree that PUBG shall be irrevocably entitled, directly or indirectly throughout the world and in perpetuity, to modify, adapt, use, reproduce, license, publish, broadcast, perform, sell, translate, create derivative works from and distribute any Player Content for any purpose whatsoever, commercial or otherwise, in any medium now known or hereafter devised, without compensation or credit to the provider or author of the Player Content. You also give up any claim that any use by PUBG of any Player Content violates any of your rights, including but not limited to moral rights, rights of privacy, rights to publicity, proprietary or other rights, and/or rights to credit for the material or ideas set forth therein. We are looking forward to seeing your submissions! Thank you. View original article
  23. We're back from a trip to GDC, and also back to the regular Status Report schedule. Let's read more about our upcoming 0.63 public stress tests, our progress on Xbox, and plans for PAX East! Dev Update/Eugen Dev Update/Filip Community Spotlight Dev Update/Eugen Dear DayZ players, There is a lot of commotion in the office as we get near our first 0.63 public stress test (which I will talk about more today and share details of why and how we are approaching this step, and what should be the outcome for both you, the players, and us - the developers). Besides the obvious focus to get things into public hands for testing, we are dealing with issues related to weapon collisions with environment and zombies. While also working on climbing and jumping to make traversing through the environment a much better experience.There is a lot to cover in the coming weeks, and we are looking at the missing pieces, as well as pushing for the level of polish we want to achieve before we finally move 0.63 to the Experimental branch of DayZ on Steam. 0.63 Stress Tests As we've mentioned during our 0.63 Dev Live Stream, the initial releases of 0.63 will take the form of time-limited, focused stress tests. To differentiate these stress tests from the more traditional Experimental testing phase, we'll create a completely new "Stress Test" branch of DayZ on Steam, which anyone of you will be able to switch to, and play on test servers provided by us. Once 0.63 gets ready and releases on the Experimental branch, this option will be gone, but we expect to have more than one of these stress tests happening in the next couple of weeks, so you might get a chance to hop in early and test the game in a limited capacity. Our main goal with stress tests is to test server load and see the number of players we can handle on one server. These stress test can both happen very often, or there might be some delay between them. We will be auto collecting logs and servers crashes for further analysis, as well as profiling the server performance. A big chunk of the work will go into making sure we get lots of data to sort through and evaluate. We will announce the time of each stress test on our social media channels so that you can prepare at least a little bit ahead of time. Besides the timeline of availability, we will try and provide you with a list of things that we've assigned the highest priority for getting feedback on. I know a lot of data miners are going to look into everything we've done with the game, as there is tons of work in progress features hidden inside the client data, possibly including some not yet covered details that may cause a little bit of premature excitement. While we totally expect that this will happen, we will be, however, pointing our focus towards a more limited set of things at one time in these tests. For the first test, we will try to take a close look at the new implementation of gunplay and player synchronization. You will be spawning in a much more concentrated manner on selected locations in Chernarus, already equipped with basic gear that we have ready for testing. Many things in those builds will still be either disabled completely or not spawning. On the other hand, we will try and increase the player numbers per server to see how far we can go. It's going to be a bit of a bloodbath, that's for sure! For the first bunch of stress tests, there will be a limited time window, with a limited number of items spawning, and also with a somewhat limited functionality so that the data we are collecting is helpful. We are at a point where we need your help, your feedback. It's necessary for us to move forward, and to make sure that when the game goes live for everybody, it’s as consistent and reliable as it can get. For now, there will be broken animations, bugs and different annoying details that we know about. However, I cannot state how important for us it is to start testing now, and not wait any longer. Some of the issues we might encounter will take some time to solve, and will only be able to be reproduced in the high traffic environment of public testing. Now to answer the question why we do so with a limited feature set and in a limited time window: any data collection past the initial findings and blockers is diluting the effectiveness of such efforts. Problems can be hiding in layers - as you fix one, another appears because with the first problem in its way, it never had a chance to occur. We think we know about a lot of them - if not most - but we realize there is more to do. It's going to be fun either way - we are ready to face this head on, and roll fixes in quickly. Ramping up our communication both ways is an important part of the process that's coming both during stress tests and in Experimental. For feedback, videos are one of the best mediums for us to understand what’s happening, so if you have a chance to share them with us on the Feedback Tracker and the DayZ forums, they are more than welcome! We'll talk about this when we release the notes for each stress tests, but as mentioned, we will mostly be looking for inconsistencies in player movement and gunplay. You'll definitely experience a lot of weird inconsistencies or bugs with things like melee, environment actions, or crafting, but we're working on those, and these just require time, but meanwhile, we can already run tests on those focus areas that will help us move forward faster. As for when do we start those stress tests - again, as mentioned in the Live Stream, we were looking at the initial releases of 0.63 as something that's weeks, not months away. It's been two weeks since the Live Stream now, and so it goes without saying that we'll all get to some testing rather soon! Keep following us on Twitter, Facebook, and our Forums to be notified when a stress test goes online! - Eugen Harton / Lead Producer Dev Update/Filip Hi all! Over the course of the last couple of weeks, we have worked on several smaller tasks and features such as swimming, footsteps in water, ladder climbing, user action and fireplace sounds. We've also finished the work on the interior controller for weapons and character sound. Now we can have different tails for indoor shooting, reloading magazines of footsteps. Indoor ambient sounds are still in progress. For next few weeks, we will be focusing on melee fight. We will re-design sounds for attack animations and also make many new melee hit sounds. - Filip Čenžák / Sound Designer Community Spotlight Hello Survivors, In case you haven't noticed, we skipped the last Status Report and we broadcasted a Live Stream of the 0.63 build instead, with dev commentary. And we are really happy with your feedback, thank you for that! We are improving our streaming skills and we are hoping to stream more often in future, to share our DayZ development goals with you! If you missed the stream, we exported it to our YouTube channel and you can watch it here: Part of our team was attending GDC last week, where we've met with a bunch of journalists at a closed event organized by ID@Xbox - to all of them, we've presented a short Staroye DEMO of DayZ on Xbox One. People who tried it were amazed by how smooth the game runs, and how good it feels. Here is a short video of the press event on Tuesday: If you are sad you couldn't have tried it at GDC, we have another chance for you to get your hands on our DayZ Xbox demo! We are going to PAX East in Boston next week and we will be there ready for you from Thursday 5th to Sunday 8th at the Xbox booth. I know you always have questions about the console versions! I chose the three hottest ones: Are you developing DayZ for Xbox One X only? No, we’ll be releasing on all Xbox One consoles, and on PlayStation 4 as well! How about the frame rates on Xbox One X? It’s all work in progress, but we’re already peaking at 50-60 FPS in 1080p on Xbox One X, and we plan to support 4K@30 FPS. We’ll see where we end up though! Will there be cross-platform between platforms? That’s unlikely - while it’s perfectly viable from the technology perspective, we’d rather not mix PC and console players because it would cause a noticeable disbalance in gameplay. Let's check out the content you have done since the last Status Report. There is a lot of it, so I had to choose just some of the things you sent me. I know we highlighted Gaming Roach Entertainment before, but he is so original and we love his videos very much! He made a DayZ parody of the TV show "Friends" and it is stunning. You need to see it! I saw a picture on Twitter that made me hungry. And I hope it will make you hungry too. This amazing package was sent by PetitPoney to his DayZ friends. Looks like human meat, doesn't it? I asked the recipient EVILZ if he likes human meat so much, and he replied to me that it is just pork meat and he made a backpack from its skin. Okay, I am going to trust you for now. Look at these cans, can you recognize them? They are just like the ones from the game! This picture was sent to us by Wallamys Uchiha, who made some for himself in real life. Do you want them too? You can make it yourselves, Wallamys shared the labels with us here. I love your artworks guys. Please send more to me! This one is made by Dominik Figlhuber and it is in 80s style. Amazing work Dominic, I am looking forward to your next fanart! Let's check some events that servers prepared for you. Do you know the server Mafia of Balota? Admins prepare events every week and they have some safe zones around the map, so don't forget to read the rules before joining. The event for this week is in medieval style. If you want to participate, just join their Facebook group and learn more there. The Village server prepared a screenshot contest for you. They are looking for the most beautiful post-apocalyptic screenshot taken on The Village server. The contest ends at the end of the month so hurry, you have just a few days to participate. And your favorite riddle! It was really hard last time. The house is between Black Moutain and Svergino and these guys are hardcore fans who really know the place: Uncuepa Jake Goof3y‏ CanisDirus CryDoXz GaryWalnuts And the new riddle is a really hard one, too, because it is from Adam again - he likes to challenge you! If you know this place, tweet the location to our official Twitter account and you can be featured in the Status Report next time! Thank you for your amazing work guys and I am looking forward to seeing your content in two weeks. Don't forget to check our Instagram next week, we will post some pictures from our trip to PAX East there! Love you all <3. - Baty / Community Manager Header picture by RageBruh. View the full article
  24. Dev BlogCommunity Update 177

    Art, bases, bridges, and more. Original Post Here
  25. Players, A lot of things have happened in the world of PUBG in the last year. On the 23rd of March, 2017, we launched on Steam Early Access and so many of you have joined us in the best Battle Royale experience out there. Throughout our journey, we went from a pre-alpha build that only a few select players knew about to one of the most popular games in videogame history. We achieved this only with your support and generosity! It's hard to express the kind of gratitude we feel for our players. For some things there are no right words. But as a small token of that gratitude, we're giving away a free anniversary weapon skin. Anyone who logs into PUBG, until the May 1st week maintenance, will get the Year One - SCAR-L. *This skin is neither tradable, nor destructible. Do not miss your chance to get the limited edition one year anniversary weapon skin and share the news with your friends who play PUBG. Thank you. View original article
  26. Event Mode FAQ

    What is the Event Mode? You can think of the Event Mode as a periodically changing preset Custom Game where we will be trying new things and experimenting with different game parameters. Using the Event Mode, players will be able to have a Battle Royale experiences otherwise not available in the public matches. But it’s designed to be much more than just a preset Custom Game, as Event Mode will feature new content, much of it available in the game only for a limited time. Who can play in the Event Mode? Anyone with a copy of PUBG can play in the Event Mode. Is the Event Mode going to be available all the time? The Event Mode is limited in nature. What kind of match settings and new content we will be running in the Event Mode will be changing and won’t be available at all times. We will keep you informed via announcements when the next iteration of the Even Mode is coming up. Can we earn BP in the Event Mode? Every player will receive BP at the end of a match according to their performance. Does playing in the Event Mode affect my ranking? No, it doesn’t. How do I play in the Event Mode? While the Event Mode is on, a new UI item will appear on top of the match start UI in the left bottom corner of the main menu. Click EVENT to play in the Event Mode and CLASSIC to play a normal public match. Is ping based matchmaking applied to the Event Mode? Yes, it is. Can I play with my friends in a squad? You can form a squad using the invite system just like you would do in a public match. But, please note that the maximum number of players per pre-made squad is limited to four, other slots have to be filled with random players. (We are looking into improving this system). View original article
  27. Event mode is here!

    Players, We are very excited to announce a new system coming to PUBG – the Event Mode. You can think of the Event Mode as a periodically changing preset Custom Game where we will be trying new things and experimenting with different game parameters. Using the Event Mode, players will be able have Battle Royale experiences otherwise not available in the public matches. But it’s designed to be much more than just a preset Custom Game, as Event Mode will feature new content, much of it available in the game only for a limited time. The first iteration of the Event Mode will be a very simple one, as the system was only recently put together and we need to test the basics first. This week you will be able to play with up to 8 players in a team and the rifle drop rate will be doubled. We know it’s not a huge change from the public matches but as mentioned above, this is just to get things rolling. The future of the Event Mode holds exciting things! Please keep in mind that the first iteration will only feature TPP on Erangel to ensure effective matchmaking. Anyone who owns a copy of PUBG can enjoy the Event Mode. To play in the Event Mode, please use the relevant UI in the bottom left of the main menu The Event Mode will be unranked but you will receive BP at the end of each match. Lastly, we would like to reveal one of the features that will be included in our next iteration. Once we see that the current test build is in a stable state, we plan to move it to the live server soon. We will inform you on the detailed schedule later on. We hope you enjoy this new system! Thank you View original article
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