Bug Fix Month

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Greg Henninger (Community Manager) wrote:
Hey Survivors!

We have made some great headway to fixing a lot of core issues with the game over the last 2 weeks. So much so that we want to continue it into next week as well. July will be a Quality of Life month. With your help and reports we have been able to shore up lots of issues. Yes there are still more out there to fix and that is why we are continuing it into next week.

We are going to be patching the game to the Live servers on Tuesday of next week, 7/28. We already have an ever growing list of bug/crash fixes on the Test server so if you are annoyed by a particular bug, please go check the Test server to see if it’s already fixed there. If you haven’t seen that list yet, you can find it here. We will be adding even more fixes to that list before we patch on Tuesday.

We are going to have a Roadmap meeting to re-evaluate and prioritize what is coming to the game next. One thing is for certain, we are going to be taking more time and polish before adding a feature. We don’t have the best track record when it came to rushing features into the game. We want to change that.

Expect to see a change in the way the Roadmap works as a whole next month. Thank you again to everyone who takes the time to play the game and report your issues to us here on Reddit and the Issue Tracker. They make a huge difference. You might also see a decrease in hackers because of a good sized ban wave from this morning ;)

Thanks again for hanging in there with us, we have a lot of awesome stuff planned. I will tease out that next month we will be having a special community focused opportunity for you to win something pretty big.

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Base Building Information

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Mitch Evans (Programmer) wrote:
Following up on my previous base building post, I thought I'd share some of the newer things we're trying out.

First, we're expanding the some of the concept of "secured area" from a single enclosed structure to having a "secured perimeter" of your base. Before I outline this, I want to stress that part of this got to Test, and part didn't. It is broken on Test right now, until our next Test build. We know it. It's not working as we want it to.

The basic problem is, even though we work constantly to eliminate noclippers (as is evidenced by our repairing several exploits used to clip into bases just this week), it has been a semi-common occurence up until now. So, anytime anyone has their base raided, and the gate is intact, they immediately scream "no-clippers! cheaters!" to both reddit and our C.S. department. It doesn't matter if their base is built against a hill, someone jumped an off-roader off some nearby geometry, or folks made a human pyramid on a car's hood to get in. The perception is now "no-clipper", even when that is not the case.

For now, we need to remove as many advantages for people that exploit or no-clip into a base as we can. Unfortunately, this affects folks who "sandbox" in, using clever strategies. We're currently (and I do mean that, there's a meeting today) working on our plans for base building improvements and scheduling. We'll be addressing where permission lists (likely based on Clans) fit into our schedule, as well as how to improve the efficiency of both sending the base components to clients (net efficiency), and rendering efficiency. We have some great ideas for both of these areas ... we just have to find out where they fit in the schedule.

SO, the current change:
The sockets you attach walls and gates to on a deck, tamper, and extender are labeled as "perimeter walls". If there is a wall or closed gate in [font=verdana, arial, hesearclvetica, sans-serif]every [/font]perimeter wall socket that is exposed (i.e. on the outside of the base's "shape"), the foundation is deemed to be "secured". When secured, only people on the access list (group) can open containers, or damage interior structures. As soon as the very first gate is opened or destroyed, or a wall is brought down, the perimeter is considered "breached", and there are no limitations to interior damage, and only the secured structures (interior shacks, etc) with doors offer protection at that point.

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Test Server Update (23/07/2015)

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Greg Henninger (Community Manager) wrote:
This is what was added to the Test Server last night. Please continue to report any issues you may find on the Test server.

  • Vehicles should no longer sink into ramps,stairs and deck expansions
  • Fixed invisible zombies after being hit by cars on headshot-only servers.
  • Fixed interaction problems with BBQs and furnaces.
  • Fixed a bug with the direction of some melee particle effects.

Client Version: 0.78.1.55903, Steam Build ID: 706522

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I have confirmed however that the Hammer is still not functioning correctly.

Hyperpheron Podcast: Episode 7 (23/07/2015)

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In this episode we discuss recent updates and developments with H1Z1 including team BR, new HUD updates, quality of life fortnight, new zombies, hospital updates, professions, and John Smedley stepping down as president of Daybreak.

John Smedley Steps Down as Daybreak President

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GamesBeat recently broke the news that John Smedley has stepped down from his position as President Daybreak Game Company, a comment on reddit by H1Z1 Community Manager Greg Henninger confirms this.

Greg Henninger (Community Manager) wrote:
Daybreak Games confirms that John Smedley will be taking some time off from the company for the near-term and transitioning to a different role to be determined. Upon finalization of his plans, further communication will be provided.

Chief Operating Officer Russell Shanks will step in as the new president of the company (this is unconfirmed, sorry), as stated however this does not mean Smed is leaving the company, just taking on a new role.

Read more at VentureBeat.com

Test Server Update (22/07/2015)

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Greg Henninger (Community Manager) wrote:
Here is what was just added to the Test Server today.

  • Nameplates and health bars should be appearing again on test
  • The Nameplate should now line up with the player head.
  • Fix for crash bug in the animation system
  • The fire axe will now work properly again.

Client Version: 0.77.1.55731, Steam Build ID: 704840

Source

I have confirmed however that the Hammer is still not functioning correctly.

Hospital WIP #6.5

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Here are some more images posted on Twitter by Sebastian Strzalkowski (Art Director).


Test Server Update (21/07/2015)

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Greg Henninger (Community Manager) wrote:
These are the patch notes for the Test Server update at 6PM today. If there are no main show stoppers we will be patching these fixes to Live servers soon.

Patch Notes:
  • Removed recipe wipe from hardcore rule set.
  • Fixed prone rifle rolling (works for both Male and Female) Hold down Shift+A or D while in prone
  • Added Messaging to players to use [NUMPAD1] to Team Chat.
  • Fixed issues where Gun slide would stay open ammo still remaining
  • Added rewards to Team Battle Royale.
  • Added Voice and Group indicators to nameplates.
  • Object Placement is no longer allowed while crouching or prone.
  • Fixed a problem causing some players to not appear to nearby players after initially spawning.
  • Grenades now trigger the proper effects based on ground material.
  • Toggle HUD resources remapped from “F” to “H” key by default.
  • Fixed several bugs related to objects not detecting rain properly (campfires, dew collectors, etc).
  • When teammate drops from team in the box of destiny, a notification should be sent to the other player(s) on the team indicating the present size of their team and the character name of the player that dropped.
  • Fixed issue where some players were unaffected by bullets (invincible player/rubber bullet bug).
  • Added global team chat to key binding/display in group window.
  • General improvements to zombies and animal awareness.
  • Multiple mics are now displayed on HUD .
  • Nameplates now have a mic icon which appears during voice chat.
  • Adjusted bear AI to be more responsive.
  • Fixed bug where you were unable to place a wall on base expansion where the foundation and expansion meet.
  • Fixed issue which caused the inventory window to close prematurely.
  • Added team chat “How to use” notification to players in team BR.
  • Added team member notification message in team BR.
  • Zombies should no longer warp to another dimension occasionally after being run over by vehicles. Wormhole should be closed.
  • Crop growth is now persistent after server restarts.
  • You can no longer stack first aid kits, a first aid kit will override a bandage. If a first aid kit is being applied, you cannot use a bandage during the same time. Bandages can still be stacked.
  • Made changes to the Body Simulation. Sims should now work as designed.
  • Lock codes should now work properly after server restarts.
  • Made trees provide better cover versus projectiles.
  • Updated iron sights position on rifle animations.
  • BR: Turned off “Team kick” when player disconnects before the match starts.
  • Bug fixed in base construction that could leave a foundation socket unusable until the next server restart.
  • BR: Adjustments to the parachute sequence.
  • BR: Added a text notification for matches that end in a draw.

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Hospital WIP #6

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Sebastian Strzalkowski (Art Director) wrote:
Propping out the medical facility this week for @h1z1game #h1z1dev #kurama

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click for high resolution images

Test Server Update (20/07/2015)

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Tom Schenck (Technical Director) wrote:
We have a few fixes to the client and server we will be pushing out around 7:30pm PST for the Test Server.

Primarily you will see BR flow a little cleaner, farmers will notice their crops should still be there, and a few minor crash cases fixed.

Client Version: 0.75.1.55473, Steam Build ID: 701941

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