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- Slight fixes to zombie heat map. Some remote locations had too many. (Zombie heat map is always a work in progress and will be continually refined through many patches) - Added missing tiles for Stendo's Firearms Emporium, including the all important sign. - Characters with Smoker will now cough once in 12-35 hours. Full 42.5.0 UNSTABLE patchnotes if you missed them.
42.5.0 - Being released after a week's dev cycle to tidy up some bugs from last time. NEW - Added new map location: Stendo's Firearms Emporium. This is an updated version of the gun store that can be found behind Twiggy's Bar in West Point. This is intended as a memorial to Stendo_Clip who was the founding author of the Vanilla Firearms Expansion mod - following conversation with, and permission from, family members. - Added some depth map for shelves. (so placing 3D items on them will work well) - Added filled model for Ceramic Jar items. - Added fluid mask for Ceramic Crucible icon. - Added icon for Antlers - Amethysts can be produced by scrapping Amethyst jewelry. - Added antlers to Bones forage loot. - Added various types of metal scrap to CraftingMaterials forage loot. - Added correct animation for petting raccoons. - Added 2 options to `SandboxOptions`, `ClayLakeChance` and `ClayRiverChance`. - Added new fliers - Added several new clothing item files specifically for crafted clothing. - Added several post-apocalypse/wilderness map type clothing items; these can be crafted aside from the Hide Headsack; note that tailoring in general and leather crafts in particular are WIP currently. Aprons, Strapless Dresses, Headsacks and Tank Tops made from Garbage Bags and Tarps. Patchwork Hide Headsack (Leatherface!), Long Coat, Jacket and Boots. (the headsack cannot be crafted yet). - Added Gold and Silver coins, although they cannot be looted or crafted yet; they can be used alongside Gold and Silver scrap to forge Gold and Silver sheets for crafting. - Added craftRecipes for making Garbage Bag, Hide and Tarp Head Sacks. - Added Sew Raccoon Hat recipe. - Added a server start option for later use called -seed= to set the seed of the world. Modify IsoWorld to be compatible with the new Seed format when using a server. Added a server.ini parameter called Seed= to do the same thing, and added the seed on the Esc screen. BALANCE - Addressed Walking/Sneaking speed discrepancy with different weapons equipped - Balanced butchering. No more heads when body is rotten. Can't butcher bloody skeleton. - Reduced the amount of exterior corpses and trash when buildings are Trashed & Looted. - Scrapping gem earrings specifically will now produce 2 gemstones and not 1. - Slicing a rotten animal head won't drop brain - Seasoning Salt can be used in place of Salt for baking recipes. - Increased calories for Meat Patty. - Split the craftRecipe for forging Gold or Silver Sheets out of Scrap into individual craft recipes; this is to better handle being able to have multiple inputs, such as mixing scrap and coins to make sheets. - Spears made using Leather Strips, Twine or Wire will be slightly more durable than spears made using Duct Tape or Zip Ties. - Tarps can be used as fire fuel or tinder. - Increased the XP award for some Tailoring crafts; they were low in comparison to other crafting skill recipes. - Rotten animals give a skull instead of their head. - Rotten animals don't give leather anymore. - Ranged weapons no longer split damage across multiple targets. - Re-added the head for rotten animals, the head will now be rotten (pending: icons) - Allow slicing of rotten animal's heads. - Added weight for deer - Removed saving used items in crafting to item FIXES - Fixed Mac being unable to load stdlib.lbc. - Fixed saucepans no longer boiling water. - Fixed Tainted Water poison level. - Fixed Enabling Imgui under Linux not working - Fixed the character-creation beard stubble, chest hair and head stubble checkboxes being unclickable. - Fixed Well and Water Pump giving tainted water - Fixed fluid filters for entity fluidContainers to prevent players adding weird fluids to Wells - Fixed not being able to build windows - Fixed error on interacting with forage icon from context menu with the search manager closed. - Fixed XpUpdate.lua halo text to use the HaloTextHelper.addTextWithArrow and HaloTextHelper.getGoodColor() methods. - Fixed duplicate line issue in forageSystem seed table [Marigold -> MintHerb]. - Fixed RMC Fill option not discarding items holding fluids that cannot be mixed with water when it gets all fluid containers in inventory, potentialy leading to an empty list of possible items later on and then causing errors. - Fixed axes taking too much damage too fast when chopping down trees. - Fixed inconsistent weight for forged vs non forged Ball Peen Hammers. - Fixed being unable to pierce Steel Blocks. - Fixed ISHealthPanel exception after changing sidebar scale - Fixed Player not being able sleep after getting on multi-sprite beds - Fixed not checking every square of a multi-sprite bed for the presence of pillows when sleeping. - Fixed forage category for Mangoes to be Fruit. - Fixed typos in CharacterTraits - Fixed extra corner from brick walls. - Fixed some stuff with rotten animals on butcher hook. - Fixed LegHit damage LegHitDamageSplitModifier was overwriting damageSplit opposed to being used as a modifier. - Fixed missing Glassmaking XP multiplier from sandbox options, leading to errors when trying to award XP for that skill with the global multiplier option disabled. - Fixed Mix Bucket recipes being unable to count water inside the bucket. - Fixed Fill Pipe not consuming the smoking pipe. - Fixed not being able to split rice or pasta from a copper saucepan into bowls. - Fixed halving fillets not inheriting cooked status. - Fixed bowl name when splitting pasta or rice. - Fixed Icons like Map and Pick up tool shrink then players hover over them - Fixed Chars with Smoker trait can't get rid of cough after recovering from cold - Fixed "Take engine parts" not working - Fixed painting trailer's doorframe turning into windowsframe. - Fixed the fast & slow metabolism traits not having their icon. - Fixed cars in Drive-in theater in Rosewood not facing West. - Fixed butchering rotten corpse from ground producing a clean skeleton instead of a bloody one. - Fixed issues with craftrecipes that accept the same input items for multiple input slots. - Fixed being able to scrap Gold and Silver coins like jewellery. - Fixed some errors with the ingredients for some Garbage Bag and Tarp clothing craftRecipes. - Fixed some crafted Burlap and Denim clothing having the wrong fabric type item script parameters. - Fixed Some plants have missing Best Month/Poor month/Min water - Fixed Crafting workstation UI text overlapping UI borders for some resolutions - Fixed MetalFenceLvl2 collision - Fixed stability issues when climbing/descending sheet ropes. - Fixed illogical 'Empty' Context menu option for infinite water sources - Fixed excessive player text feedback when autoLearning skills. - Fixed issues with shooting zeds through multiple barricades - Fixed issues with seeds produced by crops - Fixed issues with smelting broken items - Fixed shotguns not firing when attacking zombies on the floor. Extra technical patchnotes listed here.
42.4.1 Hotfix: - Fix mac unable to load stdlib.lbc. Full 42.4.0 patchnotes: https://theindiestone.com/forums/index.php?/topic/81341-4240-unstable-released/
- Fixed NaN calorie error caused by characters starting auto-drinking before the Filling action is completed.
- Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data.
- As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin.
- Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality.
- Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination.
- This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc.
- Added isThumpable = false to several buildMenu entities that shouldn't have collision.
- Added moveables properties for several buildMenu entities that are missing moveable properties.
- Added proper model for Wooden Spade.
- Added new Music Fest flyer.
- UI improvements when creating animal designation zones
- Fixed calculation of which square is under the mouse pointer.
- Highlight the square under the mouse pointer.
- Render the zone being created in red if the zone size is invalid.
- Cancel creating a zone after releasing the mouse button when the zone size is invalid.
- Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals.
- VRAM usage optimisation.
- Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items.
- Added MayDegradeLight to several recipes that use a Mason's Trowel.
- Updated loot distribution.
- Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot.
- Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.]
- Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms.
- Added the Locksmith, Florist, and Craft Supply vehicles.
- Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar.
- Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart.
- Added the Fleshing Tool to several loot distros/contexts.
- Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts.
- Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment.
- Added blacksmithing vans and stepvans.
- They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items.
- Torches (drainable that can be activated) are now consistent with any day length.
- Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.)
- Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration.
- Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used.
- Fixed character body overtwists while aiming and rotating.
- Character's upper torso no longer gets frozen as it twists around, due to missing valid animation.
- Default aim animation requires condition { weapon == '' }
- However, before the character has equipped anything, they have weapon = nullPtr.
- Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty.
- So these all return TRUE.
- equalsIgnoreCase("", "")
- equalsIgnoreCase("", null)
- equalsIgnoreCase(null, "")
- equalsIgnoreCase(null, null)
- Character no longer overtwists when unarmed or holding a 1handed melee weapon.
- Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine.
- 2handed and projectile weapons still allow a 70-degree max-twist.
- Maximum twist now dictated by parent AnimLayer.
- Sub-layers can only twist up to this limit.
- ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees.
- Fixed character animation freezing when cancelling exercise.
- Fixed texture compression not working on Windows OS.
- Fixed issues with vehicles on Mac.
- Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans.
- Fixed negative-world-coordinate issues with vehicle collision and interaction.
- Fixed being able to open Doors from afar.
- Removed mode:use from several recipes.
- Fixed several packing recipes allowing for mixed items.
- Fixed Create Brain Tan recipe duplicating Bowls.
- Fixed duplication of bowls when moving food from a pot.
- Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines.
- Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements.
- Fixed several missing recipe names.
- Fixed bucket models missing in animations.
- Fixed wall blood splats rendering on cutaway areas of walls.
- Fixed wall blood splats rendering too bright on dark squares.
- Fixed B no longer closing crafting menu.
- Fix isExclusive flag not working for right-click context menu crafting.
- Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them.
- Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan.
- Eggs will lose their fertilized status when too cold (inside a fridge).
- Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action.
- Fixed "Possible Items" tab not resetting after closing the menu.
- Fixed an error with teleporting while having the vehicle animal trailer UI opened.
- Fixed being able to build shelves inside one another.
- Fixed being able to place shelves in the wrong orientation.
- Fixed smelting recipes not consuming certain items, like pans.
- Fixed broken behavior when climbing over combined north-west fence corner tiles.
- Fixed the Residential colorblind pattern not being applied on some buildings.
- Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code.
- Fixed not being able to attach a large stone axe to the back hotbar slot.
- Fixed flax seed packets requiring/giving the wrong kind of flax.
- "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation.
- Fixed exception in ISRemovePatch when attempting to give the player a patch back.
- Fixed some typos with item names.
- Fixed some typos and errors in existing flyers.
- Fixed lamp context menu not setting playerObj and playerInv, causing errors.
- Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID.
- Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle.
Link to full changelog due to character limitation:
https://pastebin.com/wf2qzcC9
Old saves are compatible but a new savegame is required for all of these changes to take full effect.
NEW
- Added Firearm Chance To Damage sandbox option, an experimental new method to calculate firearm hits, now based on the chance to damage. It is defaulted to be on, but the previous method remains available in Sandbox. Feedback is welcome on both for future balance.
- Chance-to-Damage: Each successfully aimed shot hits. The previous chance-to-hit calculation then determines if damage is dealt. This change aims to eliminate the frustration of missed shots and attempts to make every ranged attack feel more rewarding.
- Added ability to raise UI render FPS cap to 120, added 60 and 120 options. 60 is the new default.
- Added Purify Water recipe, it uses Water Purification Tablets to purify up to 1L of tainted water.
- Added blacksmithing recipes: Small Iron Bands; Iron Bands; Mace Heads; Spiked Clubs; Spear Heads; and Long Spear Heads.
- Added Report Bug button to MainScreen.lua which opens TIS bug report forum.
- Added Can Pipe.
- Added craftRecipe for forging the Large Hook item.
- Added recipe for carving Planks from a Large Branch.
- Added functions to InventoryItem.java to randomize an item's condition, headCondition, Sharpness, and all general conditions, to consistencize loot spawning in ItemPickerJava.java.
- Added missing items and craftRecipes for Flax, Spinach, Sunflower and Tobacco seed packets.
- Added recipe for forging a Handguard Dagger.
- Added a sandbox setting, "Discomfort Modifier" that, similar to "Muscle Strain Factor", can be used to disable, reduce, or increase the discomfort effect provided by clothing items that provide discomfort.
- Added precautions against chickenpocalypse
- Added recipe for making twine using dogbane.
- Added a craftRecipe for carving short bats. Needed for spiked club and mace crafting.
- Added craftRecipes for splitting circular sawblades into halves (used for crafting some weapons) using a hacksaw, bandsaw, welding torch or forge.
- Added missing blacksmithing craftRecipe for forging buckles.
- Added craftRecipes for forging spiked baseball bats and cudgels.
- Added several new skill books, recipe magazines, and crafting tools, especially "bottleneck" items, to the foraging tables.
- Added some similar additions to the randomized world story item pools.
- Added recipes for turning an iron band into 4 small iron bands.
- Added a recipe for fixing saws and sawblades with a file
- Added a craftRecipe to get Long Sticks from Brooms and Mops.
- Added a sandbox setting that can be used to set the maximum hours of fuel a campfire, wood stove, charcoal bbq, etc can hold. This defaults to 8 hours.
- Added a carved wooden bucket item.
- Added Bundled Sterilized Rag item, can be bundled and unbundled through recipes.
- Updated Moodles.
- Updated Sounds
- Several mixing and polishing adjustments.
- Footstep sweeteners when walking over garbage on the floor.
- Added sounds for animals breaking down fences, log gates, grabbing eggs from hutch, milking animals.
- Added OpenBeerBottle sound to timedAction OpenBeerBottle.
- Microwave and oven UIs play the ToggleTemp sound when setting temperature.
- The oven ui on/off button plays the ToggleStove sound.
- ISKnob plays the KnobSwitch sound by default.
- Removed calls to play Hammering sound from code. Changed the implementation of the Hammering event associated with building, it is now triggered by the animation.
BALANCE
- Removed death-by-tree. Scratches no longer bleed. Erroneous lacerations taken out.
- Zombies climbing through windows now become visible when their head is visible.
- Doubled maintenance xp gain.
- Boiling water now 10x faster.
- Adjustments to safehouse loot.
- Previously survivalist safehouse stories would have better loot after 30 days have passed since the apocalypse; this has been changed to 10 days.
- Late stage loot now appears in safehouses and on survivalist zombies after 90 days, not 180.
- Safehouses will now spawn skill books, recipes, and firearms/ammunition more reliably.
- Halved the muscle strain gain from being over-encumbered. This only occurs when a character is encumbered enough to also take health damage from their encumbrance.
- Items with sharpness will now lose sharpness at half the rate they did previously.
- Nails will be transferred to main inventory before starting a Barricade action.
- Doubled the amount of clay from a bag.
- If it is too dark to read but the character is inside a vehicle it will be possible to read as long as the vehicle's battery has charge.
- Comics and Magazines will have less of a bias towards recent issues.
- Fixed a reference of "Ripped Sheet" instead of "Rag".
- Mild nudge-nerf to the sheet scrap metal baseball bat.
- Removed the Maintenance level requirements for the glass and toothbrush shiv recipes.
- Balanced sharpness reduction when chopping down trees.
- Bumped nutrition values on animal meat when butchering.
- Dead farm plants now display mouse-over tooltips and the Plant Information window.
- Rebalanced several cudgel weapons.
- Added the CanPipe item to the story to various clutter pools
- Limited numbers of "Hobo" outfit zombies can spawn in "Derelict" roomdefs
- Restored BeerEmpty and BeerCanEmpty as clutter items for several stories.
- Increased size of landscape flyers from 800x564 to 1616x1131 (same height as portrait flyers)
- Crafted clay cement can be used for building, not just concrete.
- Added items, recipes, and evolved recipes using forged cooking pot.
- Added copper saucepans to pasta and rice recipes.
- Reduced fatigue change for cola and soda fluids, from 5 to 2.
- Empty beer, pop, and tin cans can be used to boil water.
- Made some literature items unreadable
- Changed the category of several armor craftRecipes to armor.
- Lowered the amount of zombies in the Forest by 5
- Re-enabled Disinfect Bandage using hot water, added tooltip to inform it needs to be very hot.
- Both the Handy trait, and the Repairman profession, grant 1 level in the Carving skill
- Removed DangerousUncooked from ChickenNuggets and FishFingers.
- Allow challenge maps to specify the min/max zombies per chunk, so the spawn maps don't need to be recreated.
- Ordinarily, "normal" vehicles, being ones that don't have strong/specific theming such as Police vehicles, Ambulances, etc., but "normal"/"civilian"/"non-business" vehicles, have an 8% chance of having one of multiple special loot distributions if a list of special loot distributions is defined for that vehicle.
- Added the vehicle script field "specialLootChance", that, if defined, will set the % chance of a vehicle having the above special loot, if their special loot is properly defined.
- The camouflage trucks have a 16% chance of having special loot instead of a 8% chance, as above, now, using the specialLootChance field.
- The mural vans now have a specialLootChance of 80% so they should generally have more memorable loot than average.
- Added the vehicle script parameter "specialKeyRingChance".
- If a vehicle has defined special keyrings in their script, specialKeyRingChance will be used to determine if that vehicle key will spawn with that special key ring if a keyring is generated when that vehicle spawns.
- There are other ways vehicle keys can spawn (loot, zombies), in addition to keys spawning in the ignition, so this wouldn't cover every instance.
- Added a placeholder distribution table for some "outdoorsy" keyRings so they can spawn outdoorsy keyRing items (compasses, handiknives, P38 can openers) on them.
- The Lady Delighter van has a specialKeyRingChance of 100%.
- KeyRing type items will provide 85% weight reduction for their contents while they are in their "fake equipped state".
- KeyRings are already put into a fake-equipped state whenever they are in a character's main inventory, with their container icon buttons automatically appearing on the right-hand side of the character inventory window.
- The Hand Knife item can be put on a KeyRing.
- Pocketwatches can be put in a keyring.
- Made camouflage truck spawns more consistent.
- Changed the key spawning on zombies for buildings to utilize the better of two rolls, compared to the key spawning chance, to bump up building key spawns on them while still preserving the loot spawn setting functionality.
- Paint Bucket will use that specific name now, instead of just Bucket.
- Foraging: Clay will Spawn 2 to 4 items instead of just one.
- Increased the rarity of the rat king story.
- Characters with the Carpenter, Construction Worker, and Lumberjack Professions start the game with 1 level of Maintenance.
- Removed MakeSlugTrap from the Farmer profession bonus recipes; that recipe/item/mechanic didn't manage to make it into the game.
- The construction worker profession provides a +3 bonus to the Masonry skill.
- WaterDish and BucketWaterDebug now fill with rain.
- Removed the IgnoreZombieDensity tag from several firearm and ammunition containers because it was making them too rare; this is probably partially on account of default loot levels changing from 0.6 to 0.4 towards the end of internal testing.
- Changed the maximum fuel limit for campfires, fireplaces, and wood BBQs from 6 to 8 hours.
- Bandit outfit zombies with bags will sometimes have armor and weapon recipe magazines and schematics in those backs, but not always.
- Survivalist outfit zombie bags should contain more skill books, in tiers 1-3; previously they only could spawn tier 4 & 5 skill books.
- Vehicles that spawn in burnt parkingstall zones will evaluate as a vehicle trapped in a traffic jam for some key spawning purposes.
- Adjusted the sheetSlingBag capacity from 12 to 10 from feedback.
- Added the Pager and CordlessPhone items to the ground clutter item pool for the Rich Jerk road story.
- When knapping a Sharp Flint Flake from a Flint Nodule using the MakeSharpFlintFlake craftRecipe the character should sometimes, the chance being based on their level in the FlintKnapping skill, get a second Sharp Flint Flake.
- When a saxophone or trumpet breaks it should spawn the BrassScrap item on the character's square floor.
- Lavender, Poppy, and Rose seed packets can spawn in gardening baskets.
- Added flower seed packets to the loot that can spawn in gardener/landscaper vehicles.
- Adjusted the code for chopping down trees so more LargeBranches and Saplings will spawn.
- Modified the tree chopping code to be more generous, scaling by tree size, in possibly dropping branches and saplings. They also drop splinters, so you will always get tinder.
- Increased the amount of long sticks or saplings needed for a lean to shelter, for the foundation as per the tile sprites.
- Characters with the Veteran occupation/Desensitized trait, should be completely immune to panic.
- Pickup trucks, pickup van-trucks and cargo vans (but not passenger vans) have a 40% chance of having special loot instead of default loot, as they are working vehicles.
- Previously only StepVans could have Masonry special vehicle loot; now Vans, PickupTrucks and PickupTruckVans can have Masonry loot. This means more Masonry chisels spawn, alongside skill books.
- Stepvans now have an 80% chance of having special loot.
- Special vehicle loot includes a lot of crafting/skill/recipe resources.
- Adjusted the farming xp code so a player cannot get less than 0 xp from harvesting their own crop.
- Added a second set of pot/pan pasta/rice putting recipes that use the above FullOfWater flag to require the pot or pan to be full of water to add the pasta or rice without needing water from an exterior source.
- Some extra code for the Bandit Raid story so that if there is a vehicle there is a greater chance of the key spawning on one of the bandit zombies or in the vicinity.
- Double barrel shotguns can spawn as farm storage clutter.
- Added a recipe to smash stag skulls in order to get antlers.
- Changed "Carve Knapping Tool" into "Carve Knapping Tools" as you should get two of them from a set of antlers, and also increased the carving skill xp.
- Sometimes fireplaces can have Bellows and/or Tongs on their square, as well as fireplace pokers. Even though Tongs and Bellows can spawn in fireplaces, and in many other containers in the world, this providing another, visible, opportunity for these smithing items to spawn.
- Added some "new" items (newer than the story) to the Murder Scene story item clutter pool.
- Fixed "Key - IGUI_ConstructionSite".
- Changed the MakeFirecrakers recipe to accept Scissors by tag, and not only by type Base. Scissors.
- Insert Battery recipe now uses tags, keeps the flashlight/electric item instead of destroying it, so that adding items is easier, no longer needs an output mapper.
- Improvements to thirst normalization.
- Glasses, Hats, and Shoes that are added in stories and world randomization clutter should not be deleted by the player quality of life world item removal system for removing hats and glasses that fall off of zombies.
- Added AllowFavorite to a bunch of recipes.
- Added InheritFavorite to a bunch of recipes that AllowFavorite.
- Characters will only gain unhappiness from taking items from human corpses, and will no longer accumulate stress from the action. However players with fear of blood will still accumulate stress, scaling with how bloody the item is, when transferring items from a container, whether it is a human corpse or not.
- The CrushLimestone craftRecipe now is in the Masonry category and also grants Masonry xp.
- Added a similar craftRecipe, KnappLimestone, that also produces crushed limestone, but takes longer, uses knapping tools, and grants knapping xp.
- Both of these crafts don't have a skill level or learning requirement, and can be used to grind Masonry and Knapping xp from Limestone, which can be found lying around on the ground.
- Both the Stone Maul head and the Large Stone Axe head now need to be made from a Large Flat Stone, which also can be found lying on the ground. The Large Flat Stone can be used to build a couple of tiles (the grinding slab and stone cabinet), but it's a reasonable ingredient for both crafts and this gives the Large Flat Stone item more utility.
- Halved the neck strain from the sewing crafting timed action.
- Updated the improvised tent kit recipe to use the stick items that currently exist in the game, as it predated their existence.
- Break large stones craftRecipe no longer allows any hammer to be used; it requires a Club Hammer, Sledge, or Stone Maul to perform.
- Added Masonry xp to several masonry recipes; these are placeholder values and will need further adjustment alongside the recipes themselves.
- Added a recipe to Knapp Large Stone into Stones for Knapping xp training.
- Added the CanBeDoneFromFloor tag to several craftRecipe with heavy ingredients, such as logs are large stones.
- Increased the xp gained for several weapon craftRecipes.
- Fixed some issues with certain combinations of rooms and containers for loot spawning.
- Trailers will sometimes spawn with Masonry special loot in them.
- Trailers will always spawn with special loot in them, as a crafting source.
- Different kinds of scissors are more or less durable than other kinds of scissors.
- Tweaked distributions to address recipe magazine/skill book issues, as well as some items missing from the tables.
- Harvested Flint from Mineral Deposits will now have at least one Sharp Flint Flake in the yield; this is so players who just need a flint flake and not knapping xp can just get one.
- Similarly, Harvested Limestone from Mineral Deposits will have at least one Crushed Limestone in the yield.
- Added foraging stuff for Whittler and Wilderness Knowledge trait benefits.
- Some adjustment nerfs to the Ratchet Wrench and Tire Iron durability values.
- Short revolvers can sometimes spawn in purses and handbags.
- Boosted the spawns of Whetstones and added them to several new distribution tables so they have more opportunities to spawn.
- Boosted the spawns of Masonry Chisels and added them to several new distribution tables so they have more opportunities to spawn.
- More opportunities for Whetstones and Masonry Chisels to spawn.
- Home Alarms can be an electronics story clutter item.
- Relaxed the skill level and tool quality requirements for several "bottleneck recipes": heading tool; metalworking punch; masonry chisel; and masonry trowel.
- Butter now require 5L of milk instead of 0.5L.
- Relaxed the requirements to forge a Crude Saw (Crude Woodsaw).
- Fixed and added missing tooltips and recipe names. Renamed Crude Saw to Crude Woodsaw and Small Saw to Small Hacksaw for clarity
- Kitchen tongs can be used as "Crude Tongs" for some blacksmithing recipes; they'll also probably break after the first craft.
- Crude/Simple Wooden Tongs have a tooltip explaining that they will break when used for smithing tasks. This is how they work in real life.
- Crude/Simple Wooden Tongs can now be used as fire tinder and fuel.
- Added whetstones to the items that can spawn in fishing tackleboxes.
- Players with the speed demon trait will sometimes very rarely (1% of the time) spawn with a Speeding Ticket in their inventory.
- Consolidated the MakeCrudeKnife and Make_Stone_Knife craftRecipes into one recipe, MakeCrudeKnife.
- Belts can no longer be ripped with the general purpose rip denim/leather clothing recipes anymore, because the OnCreate function for those recipes would also produce a Buckle item when they were used to rip apart belts.
- Small iron bands can be produced by scrapping vehicles.
- Added a craftRecipes to forge the File and Auger Drill items.
- Added the Heading Tool as a requirement to craft the Metalworking Pliers.
- Added the Tongs items to some more distribution tables, the weight chances will likely need to be adjusted, but this item, like the Mason's Chisle & Trowel, needed more widespread opportunities to spawn.
- Removed the maxItemSize parameter for the cashbox item.
- Brussel Sprouts can be added to stir-fries and roasts.
- Added the Tongs and Masonry tools to more tables so they have more opportunities to spawn.
- All non-garage doors in Trashed and Looted house stories should be unlocked.
- Barricaded doors in Trashed and Looted house stories should not be smashed.
- Rope belts that a character crafts should only provide one left hotbar slot.
- If a character has a bleeding neck injury the bleeding moodle will be at it's maximum value; previously only the # of bleeding body parts, regardless of their severity, would affect the moodle level.
- Construction Worker vehicles can sometimes have wallpaper in their trunk/truck bed.
- Shiv weapons all require no more than 1 Maintenance to craft.
- The FlintNodule and Stone2 weapons are no longer Short Blunt; they aren't a skill-associated weapon anymore, and no weapon skills provide any benefit when using them.
- Changed the autoLearn mechanic for learning recipes to be more forgiving.
- The Simple Metal Knives/Crude Knives are more durable, not as durable as the long version, but close to it. Previously they were far less durable. Blade versions without a handle are less durable; affixing the handle serves as a shock absorber so there is less stress on the blade itself.
- Rebalanced the durability of the Multitool and Handiknife items; they were too fragile previously.
- Previously one craftRecipe, "SharpenBone" could be used to produce both small sharp bones and long sharp bones depending on what kind of bone was the input. Now they are two separate crafts, "SharpenBone" and "SharpenLongBone", with differing skill level requirements.
- Some minor nerfs to the durability and damage of the long sharp bone. Increased the xp gain for many bone-associated crafts.
- Added the sheet metal snips to some randomized world clutter item pools, foraging definitions, and attached weapon definitions to avoid bottlenecking them.
- The Brass Nameplate item can spawn as Antique loot in addition to desktop clutter.
- Added some new recipe magazines to the foraging tables.
- Food items is stories that are spawned in using the regular story item spawning functions should now be the proper age for how long it has been since the apocalypse; ie rotten if they can rot and it has been long enough.
- Old generator item is now significantly louder than the good/normal generators.
- The cheap blue ValueTech generator is also louder than good/normal generators, but not as loud as the old generator.
- Both kinds of generators already degrade at a faster rate than the good generators, the premium brand one also degrades slower.
- The Stone2 weapon was given the same pushback mod and lower damage values as the FlintNodule weapon.
- Both Stone2 and FlintNodule have a greater chance of being damaged when used for an attack.
- Both Stone2 and FlintNodule will should now drain approximately twice as much endurance as previously, and produce approximately twice as much muscle strain in the code.
- Both Stone2 and FlintNodule will do 2 damage to a door per strike versus 1 point of damage previously. They shouldn't be the worst possible weapon to use to beat down a door, and arguably might need a higher value.
- If a character has line of sight to a television and has a TV Remote equipped in one of their hands, they can perform appropriate interactions such as on/off or changing the volume from a distance instead of having to be adjacent to or walk to the TV.
- Credits to Skyzoo and https://steamcommunity.com/sharedfiles/filedetails/?id=3399832371 for thinking of this before us :simple_smile:
- Added some missing options for cutting leather in half.
- Camping First Aid kits on store shelves should now be stocked.
- Reduced the RunSpeedModifier on the keepad items; they were placeholders as it's not currently functional, but also they were excessive.
- Added condition bars to some items.
- Made crafting a wooden toolbox slightly more relaxed regarding the ingredient requirements.
- Added sharpness property and condition bars to non-weapon scissors items (safety and medical).
- Set up some spawning opportunities for some new literature items.
- Some bottleneck items have more spawn opportunities and were added to the foraging tables.
- Added some scrap items to the bin junk distribution items; one of them has utility for smelting, and others were added to the game with the intention of them having similar future utility.
- Added some bottleneck items, Masonry tools, and Small Iron Bands to appropriate clutter item pools.
- Updated the boxed wine, and personal-sized cartons of milk and chocolate milk for the fluid system.
- Added functionality for the Small Hacksaw for several appropriate craft recipes.
- Medical Shears can be used instead of other tools for some craftRecipes involving cutting tin cans. They can do that in real life.
- Reduced the DoorDamage of the Kettle Maul weapons from 40 to 30.
- Increased the DoorDamage of the Bucket Maul from 40 to 50.
- More items, including several of the new "Broken [ITEM]" items, can be used to carve medium and small handles.
- Replaced the Trim Sapling craftRecipe with a more generic, tag-input based craftRecipe, "Carve Long Stick".
- Ice Hockey Sticks can be carved into Long Sticks.
- Relaxed the autoLearn requirements for all learnable knapping recipes; they should all be 1 level above the required level, aside from the stone awl that unlocks at the required level.
- Removed the maintenance level requirements for disassembling shafted implements.
- The survivor zombie and mob that spawn on roads will spawn in a more diffuse crowd than the tight little group they did previously.
- Masonry vehicles can spawn concrete powder in their trunks.
- Players can now open the world map in the dark if they are in a vehicle that has a battery charge over 0.
- Boosted the xp gain for several leather and hide crafting crafts.
- Some tweaks to bookstore loot.
- Added the AllowDestroyedItem to several craftRecipes for cutting bars in half so broken bars can cut in a half with a hacksaw etc. for 2 100% condition bar-halves.
- Added IsoAimingPosition check which includes targets within a threshold to the IsoReticle position. Improves aiming at crawlers in close proximity to the player character.
- Updated Refill Lighter recipe, removed unnecessary OnTest function and fixed it spawning an empty Lighter.
- Added Fleshing tool to Giga Mart and other butchering store locations.
- Updated recipe for Twine, it now needs 20 Dogbane items, a surface, and craft time increased from 140 to 180.
- Successful shotgun hits now grant Aiming XP once per shot, rather than for each pellet that hits
FIXES
- Fixed black screen at start of the game and after "Click to Start" on some AMD GPUs.
- Fixed not being able to target animals properly. CombatManager::removeTargetObjects no longer removes IsoAnimal.
- Fixed IsoGameCharacter::hitConsequences() awarding Strength XP for Ranged Weapons
- Fixed IgnoreDamage awarding Weapon XP.
- Fixed character not always attacking a closer zed even with MultiHit on.
- Fixed not being able to open some seed packet types.
- Fixed 3D items sometimes become gigantic on use for a split second.
- Fixed drainable items losing uses after saving and loading.
- Fixed many snow tiles not rendering (snow-covered trees, for example).
- Fixed Watering Can not filling with rain.
- Fixed an exploit with cigarette carton packing craftRecipe.
- Fixed some sacks not having the proper tags so they could be ripped up.
- Fixed radio and tv shows not properly saving the lastBroadcastID and storing this data on load. This fixes players being able to rewatch a show by logging out and back in after the show ends.
- Fixed rendering of the player-at-cursor in DebugChunkState, and added a scale slider.
- Fixed attempting to slide a sitting zombie's head away from walls.
- Fixed WoodStake blocking movement like a west wall.
- Fixed blacksmith recipes that required Base.Charcoal instead of the Charcoal tag.
- Fixed boiling water not considering game speed.
- Fixed hutch being recreated at x-1. (fix for some metal through spawning inside hutch)
- Fixed some packing recipes not allowing for favorites.
- Fixed double animal's name rendering in their tooltip.
- Fixed aiming at vehicle with a melee weapon but not hitting reducing weapon's sharpness.
- Fixed low quality water causing a black shadow around bodies of water
- Fixed "Walk To" resetting the game speed to x1.
- Fixed bottles of disinfectant only having one use.
- Fixed alcohol fluid containers not disinfecting wounds.
- Fixed oddness when starting to exercise when crouching.
- Fixed item nametags sticking to cursor when the crafting menu is closed.
- Fixed campfire not boiling water if : add a pot > light campfire.
- Fixed issue with multibuild failing when multiple input items drawn from floor
- Fixed related recipes: Building Rain Barrel, Double Wooden Door, Spinning Wheel, Barbedwire Fence, Metal Stairs, Metal Wall, Metal WindowFrame.
- Fixed Packing Rags turning all rags dirty.
- Fixed the player losing health and getting muscle strain from heavy loads while sitting on furniture.
- Fixed ArmorMag4 having 2 duplicate codpiece recipes instead of having recipes for both the codpiece and a gorget.
- Fixed the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item. This would cause crashes when equipped.
- Fixed some new weapons incorrectly being Long Blunt and not Short Blunt.
- Fixed some undesired results when making spears.
- Fixed some weapons improperly being Short Blunt and not Long Blunt.
- Fixed female long-tooth necklace weights
- Fixed fluids improperly affecting stress when drunk.
- Fixed Loot respawn not occurring in basements and also in skyscrapers.
- Fixed building randomization and stash system stuff not accounting for z-levels below 0 and above 8.
- Fixed an error with shoulder armor recipes having inconsistent tailoring skill requirements.
- Fixed Bowl and Clay Bowl having inconsistent categories.
- Fixed error when clicking on antibiotics.
- Fixed layout of the transfer liquids UI (long container names didn't fit).
- Fixed campfires being destroyable by fire.
- Fixed buildRecipeCode error building stairs.
- Fixed Dried Jalapeno Peppers being able to rot.
- Fixed Metal Bandsaw's name on right click.
- Fixed every Thumpable which has canPathN/W not being transparent to building
- Fixed "Improvized Tent".
- Fixed Favorited flashlights not allowing batteries to be inserted.
- Fixed glitchy model rendering affecting mods due to not-normalized bone weights.
- Fixed CorpseDropByLegs sound not playing for face-down zombies.
- Fixed HeadSlice sound playing when a vehicle kills a zombie while the driver has a Katana (or other long-bladed weapon) equipped.
- Fixed several smithing magazines having obsolete references to craftRecipe names with spaces and not underscores in them.
- Fixed forging a Corkscrew not consuming a small handle.
- Fixed an issue with the Occult Activity story and added some more randomization and potential items to it.
- Fixed broken branches having too high of a maximum condition.
- Fixed creating debuglog.ini file for logging
- Fixed error with trunk access with Beckman's building van.
- Fixed undesired behaviour with IsEmpty/IsFull inputFlags in some circumstances where it was only evaluating for fluids if an input was explicitly a fluid input, whereas the intention was for evaluating InventoryItem inputs for some fluid cases.
HOTFIX 42.0.2 ADDITIONS - Added sandbox multipliers for jamming, weather and moodle effects on hit chance - Added boolean sandbox option to disable headgear vision penalties on hit chance BALANCE - Significantly reduced jamming rates - Adjusted point blank distance to 3.5 tiles - Some HitChance modifiers that were not properly impacted by point blank distance are now taken into account. These include moodles, weather, lighting and headgear. - Reduced moodle hitChance penalties by half - Set default sandbox jam multiplier to 0 FIXES - Fixed weapons with 0 base rate from jamming on rack - Fixed tutorial shotgun from potentially jamming. - Fixed tutorial running to the outhouse step from being broken
- Fix for "no UI"/"black screen" at game start (helps with problematic screenresolution.ini file, but not with old AMD cards bug). - Fixed game closing while shooting. - Fixed texture compression being disabled. - Removed placeholder UI sounds - Fixed not being able to open doors when another timed action was being carried out. - Reduced Melee Weapon Muscle strain. It is now 60% of the previous amount. Other sources of Muscle Strain are unaffected. The sandbox value hasn't changed and the reduced value is the new baseline. - Fixed Chickenpocalypse. - Fixed a butchering exploit. - Fixed a missing floor in cell 16,24 causing the player to fall forever. - Convert GLSL 330 syntax to 150 when the available OpenGL version is less than 3.3. - This should allow the game to run on MacOS again, in theory. - Replaced GL43.glDepthRangef() calls with GL11.glDepthRange(). - Fixed bink videos not playing when the working directory does not contain the "media" directory. - Fixed glitchy model rendering affecting mods due to not-normalized bone weights. - Fixed garbage creation in several spots. AnimationPlayer.getSkinTransformData() was reallocating bone matrices every frame due to bone counts differing between player models and clothing models. - Reduced memory usage a little. - Radio data XML was kept in memory after parsing. - LosUtil.cachedresults isn't used in singleplayer. - Avoid allocating a few large buffers used only in multiplayer. - Garbage-creation avoided in several places. - Fixed rendering issues starting the game with zoom disabled. - Fixed BallisticsTargets not being cleared. - Fixed array indexing in PZBallistics::getCameraTargets - ModelInstance::getAttachmentWorldPosition normalizes the direction vector - Fixed Zeds playing wrong animation when shoved down. - When bKnockedDown and !hasHitReaction and !bOnFloor and playerAttackPosition = FRONT/BACK, Zed now goes to staggerback-knockeddown. - When playerAttackPosition is not FRONT/BACK, Zed goes to falldown. - attack-network no longer goes to idle when bDead. - staggerback-knockeddown AnimNodes no longer continously check bKnockedDown. - Already in the knockeddown state, no need to keep checking. - Modified the default sandbox options for animals a bit, made milk/wool on Fast by default, Egg hatch is fast, not very fast now tho (meaning it takes 14 days to hatch an egg instead of approx 8 days in the current very fast version) - Fixed recipecode for pack of batteries that spawned in the world. - Fixed multiple recipes in knapping. - Removed the butchering & recipe code fixes since it wasn't wanted for hotfix. - Fixed Make_Stone_Knife requiring Maintenance 5 instead of 1. - Wooden Cudgel renamed to Large Branch. - Added Workshop tags: Animals, Audio, Farming, Skills, QoL, WIP - Traits renamed. - Nervous to Cowardly - Fear of Outdoors to Agoraphobic - Fear of Indoors to Claustrophobic - Outdoorsman to Outdoorsy - Can't Read to Illiterate - Repairer/Repairman to DIY Expert - Fisher to Angler - Adjusted Slow Reader, ThinSkinned, and Disorganized trait descriptions - "Very Long Stick" renamed to "Long Stick". It's still way above average ok. - "Breaded" foods renamed to "Fried" - The libbink64.dylib was rebuilt. - Rebuilt Linux pzbullet libraries. - Updated PZBullet Win32/64 natives
Build 42 Unstable is now available to play!
Important
Hello everyone, and Happy Thanksgiving to those who celebrate.
Okay, so.
Hi everyone, its been a good month of general work and polish on our closed build. Lots of general required mop and brush up, but as examples of whats been going on heres a few items:
At the moment we are fixing and polishing our current internal build to get it ready for more formal internal closed testing amongst a slightly wider set of gameplay testers.
Theres still a few items from the crafting revamp still to come in, and some optimization we hope to include, but overall we are pretty much feature complete. The path ahead is predominantly bug fixes, balancing and internal closed beta testing in preparation for an Unstable release.
There isnt currently a date on the Unstable. This will depend heavily on how many serious bugs we still have to resolve and, once we are into this slightly larger closed testing group, what the feedback is like on things like the big changes to crafting and how players feel when they are dropped into it for the first time.
Right now theres elements of B42 that we know arent fun. There are also some showstoppers we are in the process of erasing. While the first Unstable beta clearly doesnt need to be perfect, it does needs to be fun, balanced as much as it could be, not have any broken aspects, and make a good first impression. Especially considering the amount of time it has taken.
It could be we drop the build on closed tester group laps and it goes down a storm, and has relatively few problems. It could be that elements of new systems are annoying or confusing, meaning that we have to go back to make things smoother and more intuitive.
While we desperately want this to be out, and keenly feel the communitys pain, we dont want to put out a duff build and disappoint anyone after the long wait. So well take the testers feedback seriously, and wont be shy of investing time into addressing any of the big concerns they may have, or mega-bugs that they may report.
So, please take this as Its not going to be out imminently but also consider it as a clear roadsign pointing towards us kicking Unstable out of the door, and the light at the end of the tunnel getting brighter.
Well go into a bit more detail on some other aspects of 42 dev at the close of the blog, but first a few other items of information/housekeeping.
Hey all. Alongside continued crafting work its very much a time of mixing/polishing previously announced and described things in the internal test build.
As such please forgive us if things are a little bullet pointy and expanded info on things youve heard about before. Its all stuff that needs doing.
As discussed last time, in the interests of getting the 42 Unstable out of the door we are limiting the number of new craft disciplines that will be initially available and then dripfeeding others (alongside polish, balance etc) in updates to the beta. We have done a bit of a stocktake on what we have done, and are aiming to have the following finished off for a first release. (The contents may settle and change, of course, but we feel this is still a fair assessment.)
How do, all.
Hey all, here again for the March Thursdoid. Lots of stuff from lots of different areas of the game this time, we do hope you enjoy.
Hey all, a good mix of things this doid.
Fun gameplay stuff, and a chunk of info we wanted to flag for modder-awareness and the more tech-minded amongst you. (Feel free to skip that bit to get to the more enticing gun stuff from Fenris thats become its first application.)
Onwards, then.
Its been a really big week for us, as we merged the second-to-last element of Build 42 into the main codebase across the rest of the team which is the long awaited tech upgrade which brings a whole host of improvements to the engine.
Its currently being tested and the feedback has been super positive so far. This said, its also brought over lots of small bugs, visual glitches, and issues with new depth map clipping items incorrectly. Nothing over-dramatic, but enough stuff to keep testers and coders alike fully occupied.
This is where a lot of our brains have been at recently, so we thought wed give you an update on the engine as it now stands while testers run around kicking its tires alongside some videos they have made along the way.
Likewise, we also have some examples of some of its new capabilities that we will be able to explore in future perhaps during the Unstable beta, perhaps beyond.
So, a run-down of what this tech upgrade brings into the game:
Happy winter religious festival if you celebrate it, or if you have it in a months time, or just if you think its nice because you get a few days off while your neighbours drown in eggnog!
Heres the December news round.
Yip yip, hello. Lets dive in.
Evening all, here we all are again. Lets take a stroll through the development Event zone.
So hmm, where were we? Okay so, recent weeks have seen two mega-merges into our trunk internal testing build. The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP. The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in and its a matter of banging heads together and integrating everything weve had stacked up for it. To this end were pleased to announce that weve hired yet another stalwart individual from the modding community to aid us in this quest. We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed. Were really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.
Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if thats okay with yall.
As weve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all the different things you find around the world, and those crafted by yourself and your friends.
A primary piece of this puzzle has been in the creation of dev systems and methodology that allow for the hugely swifter implementation of far more varied/interesting crafting and devices which in turn is a big thing for modders, and for the nu-medieval post apocalyptic society gameplay we will now cater for.
This has also been built, however, with a framework that will allow for a wide variety of other gameplay aspects some of which will be a part of the initial 42 release, while others will be drip-fed into future 42 builds, and more still in the mainline builds beyond that. (The underlying systems will be available for modders from the word go, however.)
One of the advantages that the crafting revamp brings with it is the opportunity to provide engineering and electronics gameplay with a ton more depth. This system revolves around the concept of components.
An example of this would be a power input component, which provides electrical power to a machine from an external wire. Another would be a crafting component, which would undertake a crafting recipe that can make use of any liquid or item within a machines resource component, that can store items, liquid or power. Importantly, every component also has an associated UI thats been designed for player interaction.
This will mean as our library (and the communitys library) of components grows, we can quickly put them together to create all sorts of in-game machines and appliances. Its also relatively easy to slap a UI skin on to each component (perhaps something already existing from the game, perhaps something new) to make them appear in the most appropriate way.
Components will also be moddable, so modders will be able to add new components that could then be used as parts of a machines in-game functionality and UI.
The end goal is to open this up to the player in-game, having these components as items obtainable through disassembly.
A burglar alarm for example will be comprised of a speaker component, as well as a battery input component and a motion sensor component. A player could feasibly go around collecting the components, removing the motion sensors and installing them around their base, wiring each of them up to lights to act as an early warning system.
Meanwhile the speaker component of the burglar alarm could be similarly wired up to a switch to allow people in the base to create a distraction sound to lure zombies away or into a trap.
These are just two potential gameplay moments plucked from the air, but good examples of a believable utility of scavenging components from real world items.
Putting aside all the new professions and skills coming to B42, this will finally provide engineering and electronic skills with a lot of cool utility and make anyone with these skills a valuable asset to any survivor group.
This system will also be the bedrock for the crafting tree, providing functionality for the various profession workbenches, crafting stations and more primitive machines. For example, for the more medieval constructions, one form of power input available is rotational energy, allowing for mills and other contraptions to power machines and stations.
Ultimately our hope would be any machine or appliance on the map would simply be a combination of these components. Someone skilled enough would be able to remove them and put them together in any way they made sense: each component will have simple item, power, liquid or logic inputs and outputs.
Taking it a step further, it would also give us the option of making functional machines within the various industrial areas of the map providing functional machines that could feasibly be utilized (perhaps even looted and taken back to base) and potentially making factory locations extremely high value targets for looting.
This will also, ultimately, add far more interesting gameplay to base construction and generator usage. We would have pipes and wires to facilitate the wiring and plumbing of machines and home systems together rather than fudging water collector positions to make operable sinks, or just placing a generator next to a building and instantly powering it.
How far could this be pushed?
Well, in testing the systems flexibility, Turbo grabbed some existing sprites from around the map to make sure the system was working okay for both our needs, and those of the modding community.
PLEASE NOTE THAT THIS VIDEO IS FROM A DEVELOPMENT TESTBED.
Theres no guarantee any of this will make it into B42, and likewise they are all built from random tiles that Turbs has nicked from our industrial sprite collection. This is all a part of testing the speed and simplicity of creating new machines and from that underline how powerful the new system is.
Everything seen in this vid was put together with minimal specific code and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.
[previewyoutube=RA6gewj2PDU;full][/previewyoutube]
Weve got enough on our plate, so we likely wont have a full suite of replaced existing machines and appliances by the time 42 unstable rolls around but we believe that these new foundations for PZs crafting system will provide great opportunities both for our existing gameplay, and the gameplay we have planned for the years ahead.
This has certainly been the part of 42 thats taken the longest to come together (not helped by dev illness and hospitalization in early development stages) but its also the stuff that we absolutely needed to nail to provide the huge boost in player and community creativity that we know it can provide. Were at that point now, we feel, and look forward to showing off more applications in the near future.
The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship this time raising money for a cause thats dear to all our hearts.
First off, lets meet the raccoon himself.
Lets have a dig into whats happening in everyones favourite apocalypse. (Although other apocalypses are available.
First off a quick check-in with three of the four main pillars of Build 42 the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals which will have to wait till next time as RJ is only very recently back from his summer hols.
Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system but maybe not in the initial release.)
Next up: tech upgrade. Lots of stuff going on in codeland for this but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)
Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.
Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up new for 42 systems, like the revamped fishing, to the netcode and looking ahead to properly wiring up the animals too.
Today marks a day in history.
It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.
To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.
Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.
Haylo, heres another dev-log sent down from the mothership.
Few different things form different areas this time around, starting off with an example system update from one of the four main pillars of Build 42 which are the crafting improvements, and the sorts of places they could take the game to.
A lot of stuff in a WIP state at the moment, so not too many big flashy shiny things in the blog this time round. Hopefully enough to whet your whistle though.
In terms of work on the four central pillars of 42, the next big thing happening will be the next merge-in of the crafting revamp to the central trunk build. This will primarily be the crafting station code, which has had a bit of rewiring and now will also allow for benches/machines etc to (optionally) have parts items that degrade on use and can be viewed/added/removed via a maintenance tab.
Meanwhile, RJ is working on integrating his deer tracking with the foraging/search mode integrated into Build 41, while in our tech upgrade optimization / lighting / more depth & height branch we continue to play a bit of whack-a-mole with issues that have arisen with such foundational changes. So, this week, as an example thats been stuff like: savefile thumbnail creation being borked, zombies spawning on water, the tops of tall tiles showing through the floor above etc.
Finally, in the realms of MP and the continuing mission to bring inventories etc. server-side the gang have been working on getting trapping and nu-fishing working with the new systems, and solving various issues that occur with new object creation also.
Last time round we checked in with some of the main pillars of Build 42 those things being the crafting and crafting systems update, the tech upgrade, animals/migration and MP.
As such, for todays blog well be dipping into some of the stuff that wider members of the team have been working on for more general improvement elsewhere in the game.
Hello all!
This week well be checking in with three of the main four pillars of Build 42 work on the fourth, the server-side player inventories and general MP improvement, has been fairly business as usual the past month or so and theres not much to talk about thatd be juicy for enough for public consumption.
Steady your loins, then, as first of all we jump into
Hey all, hope this finds you well.
Lots of work on the technical side of the four main pillars of 42 these past two weeks all of which relatively dry, so lets run through that briefly before checking out some of the other items rolling in.
Right now the foundational code to our in-depth crafting systems revamp are being brought into a position where the MP team can better get their hooks into it, while in our optimization/lighting/height channel weve been continuing to polish out cutaway issues, errors thrown and the way our isoregions system handles its newfound 32 potential storeys.
For our MP upgrade, meanwhile, work continues on getting the machinations of player inventories (building, recipes etc) over onto the server while also improving the implementation of our (pretty much fully cooked at this point) new fishing minigames and systems. Domestic animals, meanwhile, are in bug fix mode with additional attention being given to their pathfinding and around animal escapes.
While all this is ongoing other team members are beavering away raising the quality of the game in smaller-scale ways, so lets look at a few of those fun nuggets now.
Hey all! So were still not at the point of being able to show anything substantial from the crafting overhaul, however we thought wed talk about a few topics that are relevant to our current work and give people a bit of insight into where were going, our ultimate goals and the design challenges were facing. This will be very much a stream of consciousness post, taken from a chat within the crafting team, so forgive if it lacks direction but we hope itll be interesting!
Wotcha survivors.
The general pattern for 42 dev is that weve got four main pillars of Build 42 all of which are the big stuff and the fundamental large-scale tech improvements.
These are: moving much of the MP system server-side to give servers more control and less hackability, introducing our deeper and more expansive crafting systems, bringing animal life to the Knox Event and engine improvements to optimize, give far greater height/depth levels to our map, and to provide more realistic light and darkness for your survival adventures.
These are the things we need for release, while other things in development by our dev partners (or staff assigned to more general improvement) are seen as nice-to-haves and some may even fall into patches of 42 when things start to shake out a bit.Going through the pillar features though:
Hello all!
A brief and more hastily thrown together Thursdoid this week Im afraid, as were currently at a messy but exciting turning point in b42s development which will be setting us up for the remainder of development, and rather than try to scrape together content for this weeks blog while were in the guts of it, we would rather save what we have for a much more exciting Thursdoid down the line when things are also a little less hectic.
However, well explain the situation this week to give people a better idea of whats happening.
Firstly, months of multiplayer reworking has made its way into the main development build, which is our efforts toward moving a lot more of the codebase to being server authoritative, particularly with a completely server side inventory system, to aid in making future PZ builds a lot more hack proof.
Secondly, the core systems of the massive crafting rework are also being merged into trunk, ready for the wider team to start building on it for the much anticipated deep crafting trees and new post-apocalypse professions for our overhauled crafting systems.
The crafting overhaul is quite huge, changing how recipes and items work on a fundamental level, and will require some work to port over existing items, along with any that have been added elsewhere during the course of the new systems development, and as such touches on many areas of the codebase and is a difficult one to integrate.
As such, things on the main branch are in a bit of temporary disarray as these big systems get integrated into the main line, its going to be a busy week as the team bugfixes and gets the development build ship shape to start pushing forward with all the integrated code toward getting it to a point we can start looking to push it out for public testing.
This new systems allows for:
Happy March survivors, lets check in with some of the departments we didnt visit in the blogapalooza of two weeks ago.
Hey all, lets chime in with some of the feverish work being done in the musty basements and damp holes in the ground of the Knox Event. First off, some scribbles from the engine room.
How do all. Heres a check-in from a few different Build 42 departments, that also occurs in the lead-up to the first in-person meet-up for the wider PZ team since 2018. Were all aflutter about it (and trying to remember everyones real world names instead of online handles) and hope to have lots of good B42 chat in amongst the introduction of an international team to traditional Geordie culture.
Lets pop into a few different areas, then with the caveat that for a fuller B42 overview our last dev blog is probably a better destination.
Hey all, hope youre all doing well and that thus far 2023 has been kind. Lets get straight into it.
First off ahem Vote for Project Zomboid in the Steam Awards!
In a fairly mindblowing chain of events, mainly due to the awesomeness of the survivors of the Knox Event, Project Zomboid has been nominated for Labor of Love in the Steam Awards.
We are up against some fantastic other games (vote Deep Rock or No Mans Sky if youre less keen on us those teams are incredible!) but just being on the list is a massive achievement for us and were so grateful for the community for getting our name up in lights like this.
So thanks everyone, it really does mean a lot!
THANK YOU to everyone who has already ordered their future survival companion.
Head over to the Makeship campaign page to order your own :spiffo: Spiffo:
https://shop.makeship.com/3FHlgG8
Happy December Thursdoid, and a big hello to all the new survivors whove jumped on board in recent weeks. This week well be doing a quick check-in with the various different departments who are at work on Build 42 and providing a little freeze-frame of exactly whats being worked on.
First though, we would be remiss if we didnt inform all fans of raccoons, soft toys and both of these things that: the Makeship campaign for the Spiffo plush has been EXTENDED for a full extra week due to everyone getting all excited about it.
If you are interested in sliding under a closing door then reaching back for your fluffy Spiffo, like Indiana Jones, then final orders can be made here:
https://shop.makeship.com/3FHlgG8
Okay, so lets go round the Zomboid houses. Starting with the sound team?
- Fixed ServerConnectPopup missing the new "Use Steam Relay" option, which led to the +connect argument not working.
- Added AllowCoop server option to allow or disallow splitscreen clients.
- Added MaxTextureSize (default 256) and MaxVehicleTextureSize (default 512) options to the Display options menu. Each of these can be 256, 512, 1024 or 2048.
- Fixed the propane required for the metal wall upgrade system so that you are capable of making a Mk II metal wall without having to upgrade first.
- Fixed sleeping pills not being taken in account with the panic sleep exploit fix.
- Fixed some vehicle textures (such as for wheels) being limited to 256x256 instead of 512x512.
- Fixed reading ServerList.txt and ServerListSteam.txt with the default system encoding instead of UTF-8.
- Fixed being unable to slice or smash a rotten watermelon.
- Fixed an error in the farming menu that limited squares watered after the first to 50 water units maximum instead of 100.
- Fixed /additem command exception when run from the server console.
- Fixed redundant console output from ISInventoryPaneContextMenu.lua.
- Fixed distant remote players not being displayed on the in-game map.
Lets get something out of the way first then. Ugh. We feel so unclean doing what were about to do. SORRY. SORRY EVERYONE. All the other games were posting Steam Awards links like that, so we did too. Dont vote for us if youd rather not, but if you do well click on the above massive intrusive image and that would be swell. So, back to business, we released some final-ish fixes for the current stable build yesterday the changelist for which can be found here. There may well be another smaller patch, early next week, with some other minor changes namely a few small anti-cheat measures, a fix for some modded textures and a bit of metal walls weirdness that still needs addressing.
ProjectZomboid's ultimate survival companion is here!
This limited edition Spiffo plushie is now available to order and is ready to take on the zombie
apocalypse with a usable backpack packed with all the newbie survivor trimmings.
Order yours today!
Orders will be live for 21 days only. Makeship will start their production once the campaign ends, with shipments estimated to start on March 4th 2023.
Hello survivors! Three things of note this week.
Hola, zomberinos. Short-ish blog this week, but some fun info-nuggets none-the-less.
Evening all.
Compliled changelist (41.74-41.77). These small updates were intended to address the crashes affecting Linux MP servers and improve the client-to-server connections.
Now then, survivors. Lets do the thing.
Hello everyone.
We skipped public testing for 41.75.
The TL;DR of the changes from 41.74 to 41.76 is that the Steam Networking API implementation was improved; Linux crashes should be fixed and overall networking performance has been improved alongside connection stability in internal tests.
In essence, the game will now also use direct communication with dedicated servers, instead of going entirely through Steams own networking API, improving performance and stability for dedicated servers.
Okay, so heres a run down on our current basic plans for finalizing Build 41, and then beyond.
Hey all, weve had our heads deep in MP stuff this past ten days so please excuse a blog thats heavy on busywork and housekeeping.
We released 41.73 to stable last week, which came with an unanticipated issue that saw Linux servers (of which there are many) having frequent crashes generally when multiple users tried to connect at the same time.
This wasnt great, to say the least, so a lot of the B41 teams bandwidth has gone into investigating, testing and finding a solution for this over the last ten days.
Weve recently released version 41.74 to the Unstable beta, which has fixed the crash issue at our end and we would ask that anyone who hasnt been able to play due to linux server crashes to try it out. This includes a full update to Valves latest Steam API.
If you continue to experience crashes on the Unstable branch after this patch, please head to our Discord techsupport channel or forums and send us your hs_err_pid**.log file (youll find this in the server installation folder) in addition to a download link to a .zip file of your Home/Zomboid folder (remove the Saves folder from it to save space).
Doing a wholesale update to the Steam networking interface like this isnt small beans, and it has thrown up a few issues that we will be remedying in the coming days but in the interest of getting folks missing out on their PZ ASAP we have released the fix to Unstable to get people back on-board, and report back on any other misbehaviour.
We will also be making some of the new anti-cheat additions far less twitchy, as these too caused issues for some people on 41.73 launch.
Note: Parts of this patch were previously released as a 41.73 Unstable hotfix.*
A version bump ensures players running the Stable client get a clearer error (version mismatch) when connecting to servers running the Unstable branch.
This patch addressed the Linux server crashes.
Please let us know about any remaining crashes and the performance you're experiencing.
If you continue to experience crashes on the Unstable branch after this patch, please send us your hs_err_pid**.log file (you'll find this in the server installation folder) in addition to a .zip file of your Home/Zomboid folder (remove the "Saves" folder from it to save space). If you're submitting them outside of our Discord techsupport channel, please make sure to provide a download link from your filesharing service of choice.
Hello all! Afraid this will be a more hastily put together than usual Thursdoid, usual Thursdoid writer is away this week, and we originally planned to do a stable release today.
Last minute, however, literally a couple of hours ago in fact, we concluded that this would be a bad idea not only in the middle of the Steam Survival Sale, but also a big week long and rather huge Spanish streamer event (go check it out!) that heralded some of our biggest Twitch numbers ever (thanks again to Silithur for organizing it!).
Stable releases are always nerve-wracking, but doubled up with the zombie respawn issues that weve been struggling with on unstable it just felt like a bad time to throw any dice. We believe those issues are fixed, and have done significant internal testing, however throwing it in front of a huge number of players on stable we cant be absolutely sure it wont still cause problems, particularly with mods, so doing a release today under these circumstances seemed a risky endeavour with so many new people being exposed to the game.
As such, we will likely wait until the coming Monday to flip the switch. This gives us a few more days to see if the zombie spawning reports on the unstable branch start to disappear after the fix went live and is probably the safer option, as eager as we are to see the update out and free up the team for bigger commits toward the next update.
Haylo survivors.
Barring any necessary hotfixes, this will likely be the last unstable patch before pushing the contents of 41.72 and 41.73 into the main stable branch.
Today we are releasing version 41.72 to the Unstable beta.
If you need directions to this, then heres a handy gif!
As always with the Unstable beta be aware that some mods might break.
We dont anticipate a huge amount of disruption with 41.72, but should any of your workshop mods become non-operational then please inform the relevant creators and be patient while they find the time to update their wares. They have jobs / families / lives too!
So whats in 41.72? Well the changelist can be found here on our forums, and theres a lot of small tweaks and fixes to scroll through, but well detail the main stuff here also.
Its always HUGELY helpful for us when people, and server owners, jump over to the unstable beta so please dive in and let us know how you find it.
Hello survivors! Today marks the beginning of one of the most significant and important periods in the modern worlds social and religious calendar: the Steam Summer Sale!
Because of this, all you existing survivors will no doubt get a little swamped with all the fresh meat turning up for the PZ grinder.
The Zomboid community has always been amazing in terms of supporting new players, and this time wont be any different, but our tech and support teams will be working flat-out most likely.
As such we just thought wed say that (entirely fictitious and non-existent) bonus Spiffo points will be available for those who jump into threads to give advice or survival tips to survivors fresh to the Knox Event.
Likewise if you are one of the aforementioned noobs: hello! This is a dev blog we do every two weeks.
Hey all, heres a quick update on what we are all up to.
Our initial plan was to release our next 41.72 patch to the Unstable beta today, but annoyingly last nights internal playtest had too many niggles with vehicle gameplay for us to comfortably let you loose on it.
This is slightly annoying in terms of todays blog, but probably not quite as annoying as you happily downloading the new version only for MP passengers to be stuck revving on the tarmac while their drivers whizz off towards Louisville.
Still, once the MP Strike Force have checked everything out and weve had another (more successful) test then this is some of the stuff that will be punted out for you to try out:
Hey all, heres a Thursday round-up. We released version 41.71 last Thursday. Were big on Thursdays around here.
41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more.
Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up.
Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto
For our last blog we released the new unstable beta version of Build 41 which was 41.69 (nice). Today we are releasing 41.71, which follows last Thursdays 41.70.
You can subscribe to the Unstable beta branch and download 41.71 by right-clicking PZ in your Steam library, and selecting Properties. Now go to the Betas tab and select the "unstable" branch from the dropdown menu.
These have generally been iterative patches, polishing the unstable beta up to a standard that we hope to be ready for a wider stable release next week.
This weeks primary task has been our Sound Team and coder brains fixing out some nasty total sound cut-outs that had been cropping up on busy servers.
Another primary thing weve been adding patch-by-patch is our new approach to action music. Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. The familiar tune can cross-fade into a high action version, essentially.
So far weve been getting a very positive reaction from players on the beta. With 41.71 we will have ten out of the fourteen action tracks working in this way, so let us know what you think!
Otherwise in these patches weve been fixing lots of different longstanding niggles with the game, so have a peek at the changelists and jump in if you fancy on the unstable beta to let us know whether you think the build is ready for wider public consumption.
Finally, if you notice that the Unstable beta is misbehaving with your favourite mods, then please let your favourite mod authors know though please also be patient with them as they all exist in the real world with real lives/jobs/families/pets/TV shows to watch.
Finally finally+ a reminder that we will be removing some legacy builds from the Steam betas once the latest unstable beta goes stable. If you are playing on an older Build 41 beta, then please return to the mainline if at all possible.
Heya everyone, so today were pushing the 41.69 patch out into the Unstable beta, which you can subscribe to by right-clicking PZ in your Steam library, selecting Properties, now go to the Betas tab and select the "unstable" branch from the dropdown menu.
This is a the first release of a wide-ranging version that touches many parts of the codebase including some fairly foundational stuff to improve the smooth running of MP, some handy new hooks for modders and many and various different fixes and improvements.
The full and unexpurgated changelistis pretty vast, but a quick topline run-through of its contents will now follow:
Hello! The last couple of weeks has had an unusually high number of absentees, by coincidental combinations of gaming conference attendees, long-planned family visits, and even an unforeseen emergency hospital stay (that turned out fine, dont worry) meaning weve been running on a somewhat diminished team of late, but that should be sorted out by next week and well be running at full steam again! so unfortunately, there arent any sexy vids or pics to show off. However, still we have some super interesting stuff to talk about! However, itll likely take the form of lotsa text so prepare yourself for that!
How do, all. Lets visit a few different PZ departments to see whats cooking.
Find it on Steam Betas unstable branch. Saves should be fine but you'd be advised to back them up to be sure.
Server operators will find .zip files with their server backups, should they need to revert. 5 cycling incremental backups each server run, and a special backup per version change. It can also be configured to backup periodically while the server is running, but you may expect a few seconds of lag if you do this. This update pushes 41.66 to the stable branch. Full 41.66 Changelog on our forums: https://theindiestone.com/forums/index.php?/topic/49523-4166-released/ Or Pastebin: https://pastebin.com/pKp2puZ9 Changes since 41.66 Unstable:
MAKE SURE TO BACK-UP before continuing a save. This is an unstable ("I Will Back Up My Save) release and you can expect bugs. Server operators will find .zip files with their server backups, should they need to revert. 5 cycling incremental backupseach server run, and a special backup per version change. It can also be configured to backup periodically while the server is running, but you may expect a few seconds of lag if you do this. Accessible via the "unstable" Steam branch, server and client. Right-click PZ (or the Dedicated Server tool if you are hosting) in your Steam library, select "Properties" and navigate to the "Betas" tab. Then, select "unstable" from the dropdown menu.
Hey all, heres a general update from TIS Towers on various things. We do hope this finds yall well. First off a quick heads-up on the forthcoming 41.66 patch. Its now content locked, and is now receiving required fixes reported by our internal testers. We will look to put it out into a new unstable beta branch as soon as we can. The full current changelist can be found here for those interested. Next up, a few details on our Build 42 work. As previously mentioned the core MP team will be sticking with Build 41 patches to improve life out on the servers for the immediate future, but work on the next big build has nevertheless now begun/continued in earnest. Already announced for Build 42 was a major expansion of late game crafting and a major focus on game balance details on which can be found here. There are a few other irons in the fire for this build too though. As ever, no ETAs on any of this. We are very much still in the early versions of this build, and indeed much of the late game crafting update is currently in the pen and paper planning stage. More on this in future blogs.
Howdy survivors! Another crazy week for us, were still in a bit of a daze!
Just a few more days until the entire team are back together after the various international holiday periods have all come to an end, and were looking exceedingly forward to fixing up a few of the big issues that have come out in the wash since the MP launch. You can read more about them in last weeks blog here.
So the big question, now 41 is out there, and after the remaining MP issues have been fixed up, is what comes next?
Two Team Release Schedule
Going forward, now the behemoth that is Build 41 is increasingly looking to be in our rear-view mirror, we are going to structure the internal games development into two distinct teams (With General Arcade continuing in the meantime on improving MP, optimizing the server, increasing the player count and other MP related tech)
First, a little bit of a teaser!
[previewyoutube=oULByHbq5Tk;full][/previewyoutube]
(This is a fairly old internal video, created as a working proof-of-concept of various aspects of our NPC tech. Its also not necessarily canonically accurate anymore. It was built to echo our earliest tech demo, but this might not be the start point we take with narrative in future, even if the characters would still be familiar.)
Itll have been no surprise to anyone who read the interview in which Lemmy dropped some major Thursdoid spoilers that one of those teams is going to be focusing exclusively on NPC development from this point on. Well also be able to talk about it (not necessarily every Thursdoid, but certainly no longer in a vacuum), rather than work away in secret due to our only discuss whats coming next rule we instigated after a few instances of talking far too early about stuff.
Long ago we stated (informally on a forum post) our planned features for future builds, starting with hunting for build 42, and then numerous NPC builds for build 43 and onward.
However, many changed circumstances and much ponderings later, weve decided that this is not the best approach to take. First of all, its very clear that human NPCs have long been the most requested feature that is still outstanding, and the source of most of the frustration and bad feeling from those who consider the game to still be incomplete.
Not only this, but in slightly more selfish reasons, a big reason for not being comfortable with hunting and pets being first, is they are still NPCs and would necessarily leverage all the technology weve being working on for years at this point.
We have such amazing and peskily talented modders out there, we know fine well that as soon as we released this tech within their grasps, we would end up seeing extremely powerful NPC mods appearing, using our NPC tech heavily, before we had the pleasure of seeing this hard work paid off with our own NPCs.
It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons well discuss in a bit. But the next BIG thing will be NPCs and well have a dedicated team working toward this goal going forward.
However, NPCs will still, technically, be build 43. This is because well be running a second dev team exclusively on a quicker, less risky yet still super cool content patch before the NPC work is complete, and then ongoing alternately between the other NPC patches to keep the content train going.
Behold this fancy graphic we cooked up! Now that weve blown up a bit we need some fancy graphical charts in our Thursdoids!
Hopefully the chart shows that, in very real terms, NPCs will be coming out as quickly as they can, uninterrupted, and the other builds are there to help bridge the gap. No build will ever take as long as Build 41 did, it was a practical rewrite of large portions of the game, but non-the-less NPCs will take time to emerge, and we dont want to leave the community without new content in those waits.
Build 42
There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo.
Beyond this, however, is a much smaller but still extremely cool update thatll drop before NPCs, that will release during the push toward an NPC release.
I say smaller only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC teams work is underway. However it will still be pretty beefy in terms of what it brings to the game.
It will serve several important purposes:
1) To balance a lot of the existing mechanics, particularly in relation to traits, professions, skills and other areas of the game that have been neglected or suffered some degradation during the years of development since they were introduced. Balancing traits and professions, medical system, and other stuff where it comes down to essentially tweaking numbers to make more builds viable or close up free points exploits in character creation. Loot balancing and anything else thats an easy balance but will help improve the game also fits in here.
2) To begin the expansion of the tech tree of the game significantly to provide a more rich end-game experience. While until NPCs exist, some of this may be slightly less impactful on single player (though were sure will still add a lot of potential), it will significantly improve the MP experience by servers being less pressured to wipe or have loot respawning, providing players and communities ability to create more items that at present can only be obtained through looting.
While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players dont feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows.
These are all examples of things we could do here, and may not all appear in Build 42, but hopefully our intended direction is clear. Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game.
All this would be a time sink and require a group effort and wouldnt be compulsory for those who prefer to just die repeatedly in the early apocalypse days, but the hope is to allow for a much greater level of community building, and facilitate trade and potentially years of stories and rich history from within a single world, be it NPC populated or an MP server, spanning numerous player lives (so it can still be the story of how you died).
These professions and expanded tech trees would be heavily gated and require specialization, often in case of the more complex crafting paths requiring pre-apocalypse skills that while its possible, are extremely difficult to attain to high levels after the apocalypse without a character specced toward them. We long ago nerfed a metalworking system that was added to the game due to the implausibility of some random survivor crafting spoons and katanas in the apocalypse, however well be expanding this again to include better items available through sufficient mastery and enough plausibility with the character build.
Well increase the amount of recipes thatll be unlockable within the world through books, magazines or VHSs, and try and accurately model more advanced and multi-tier crafting professions to allow survivor communities to thrive and provide much more diverse activities for players who like to stay in the safehouses.
Finally, and vitally, well be introducing the concept of crafting surfaces to further restrict where some crafting recipes can be used. Some more complex recipes will require specific tables or equipment, some will just require a table or surface of any kind, while others can be carried out in your hands with no surface at all.
This will add an extra level to the crafting, as making a place suitable for crafting the more complex multi-stage recipes, and potentially upgrading your crafting station and equipment, would become a more fulfilling experience than standing in the field and being able to make a stir fry.
We have many and varied other things we want to inject into the game also were currently working on seated / reclining characters for example, and also want to expand on in-game events and tie them to the map. We also need to do some work to improve guns, and PvP, at some point. Its not clear when smaller features will start appearing, however, so will report on them in blogs as the year progresses.
Build 43
Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. Were still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later.
We really need to look at what we have, and whats feasible to deliver in a reasonable amount of time, as well as what we could release as a first build and not have people whove waited years for them to appear be disappointed. Theres a lot of plates to spin, decisions to make that require more brain power than weve had to spare during B41s development, so were going to take some more time to discuss what would make the most satisfying and manageable first build, and take a stock check of what we have.
Weve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool.
But B41 has taken a huge amount of our time and resources, and also taken some elements of the PZ workings in a different direction to things our NPCs were using, and so they need some time to be reintroduced to the most current build and made MP compatible. And when we do that, well be moving stuff over in stages to release, rather than try and get everything functional and release ready at once.
A good analogy is weve got two rooms, one full to the ceiling of extremely cool and complex circuit boards and wires that weve spent years making, one room is empty.
Trying to tidy and assemble everything in the first room will be a nightmare. So well start moving bits into a new room, setting them up, plugging them in together, and making something cool out of them to release. After release well continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete. It doesnt mean thats all we have, far from it, just sorting that entire packed room out would take too long and we want to finally start pushing NPC content out as soon as possible.
We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule.
The process of moving stuff over will take some time, and so we may be quiet for a couple of Thursdoids until we start getting stuff moving in the current build. As soon as we are though, well be talking about the ongoing NPC development, alongside the concurrent crafting and balance patch, until they drop. Exciting times!
It shouldnt go unsaid, however, that if a big new feature is not ready then its not in our DNA to push it out of the door uncooked. Were confident that this will be a great year for PZ, and feel we can keep the content pipe flowing, but also wont be abandoning our accustomed position as the tortoise in the tortoise vs. hare race which appears to now be paying dividends for both game and community.
Much love,
TIS x
It felt like the day would never come, but were really happy and proud to announce that Build 41 has been released to stable! If youve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid whats in store for them: [previewyoutube=nPbsDmzZ3Oc;full][/previewyoutube] This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet. Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didnt know of the beta branch. Its presence if anything has been damaging to Project Zomboids first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players. Build 40 will forever live on in a branch, access the beta branch legacy40 Classic Zomboid at any point to continue playing, or if your specs arent capable of running build 41 comfortably. So whats new in this build?
The public I Will Back Up My Save beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.
How do everyone. Back again for update #5, heres the highlights of the last few weeks of Project Zomboid Build 41 development compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
First off, a quick vid that shows the current state of the internal test build.
Were not going to tell you whats changed beyond the general polish weve been doing, but please make sure your sound/speakers are turned up.
https://youtu.be/FXjWIUW1g54
Second up, heres another video showing off some more gameplay but please make sure you make it to the thrilling/chilling dnouement to see some of the more recently tied-in animations.
https://www.youtube.com/watch?v=p9OyAF-XgCM
Please note that, even though these vids are direct from gameplay and lookin pretty cool, we still have a lot of stuff we want/need to get in before we IWBUMS public beta testing.
There's body masking and rotational anim tech from Zac, Savegame improvements from Yuri, a fair amount of MP-poking to get it all operational, more optimization and a several other things besides.
This is all falling into place at the moment, but right now a playable beta isnt imminent and well only open it up when the time is right and when were at a point at which were able to deal with the flood of new external feedback. Right now theres nothing that we dont already know needs fixing/improving but as soon as its ready-enough, we will let folks in.
With that in mind, then, heres some other stuff thats being cooked up in Spiffos workshop. (And please note that all the following vids were done before the SFX work seen above!)
Hey all, heres the highlights of the last few weeks of Project Zomboid development compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
Heres a quick video that shows whereabouts we currently are with the internal anims build, with subtitles to highlight work still to be done which will also hopefully provide an accurate picture of what itll look and feel like to play.
https://www.youtube.com/watch?v=q3bLv8Hl_0Y
As you can see theres a lot of general smoothening of rough edges happening on the build at the moment, and likewise alongside our friends at TEA we still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks.
With that put up top then, lets have a look at some of the other stuff thats being introduced into the next PZ build.
Hey all, heres the highlights of the last four weeks of Project Zomboid development compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
First off here are a couple of gameplay videos. This first one is a demonstration of zoned zombie outfits which is essentially the system that ensures that firefighter zombies spawn in fire stations, chef zombies spawn in restaurant kitchens and the like. (Please note that there are a few individual animations in this vid we want to speed up, and in most cases already have done)
https://www.youtube.com/watch?v=YGdxNR-Rrng&feature=youtu.be
Next up, meanwhile, weve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system in past weeks. Hes fixing a whole bunch of issues, snaps and glitches that have been vexxing us for a long time digging deep into the code, and doing a total rewire where necessary.
In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldnt account for were plaguing us but have now finally been fixed, leading to a far smoother animation blending system.
Zacs prepared a video demoing the new blending although please note hes running in debug, so this doesnt represent gameplay.
https://youtu.be/QMYGUWlVyMI
Speaking of, please note, that weve decided to put the completion of the high-res model rendering work described in the last Spiffo update on ice for little longer, since there were still numerous issues with it that meant it wasnt suitable to put into the main line and also it kept getting further broken by the flurry of additions and changes from the teams work described above.
We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
Hey all, heres the highlights of the last four weeks of Project Zomboid development compiled from the Thursday blogs that appear at projectzomboid.com and on the PZ Steam boards.
Hey all, heres a round-up of recent Zomboid dev. To start with a quick video compilation of stuff the team has been wiring up into our friends at TEAs animation systems.
https://youtu.be/HhM6eIrxNYA
Please note that there are still numerous bugs and issues as long as all our combined arms, and its hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think hmm, there should be more variation anims in that, then were probably already on it).
Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. RJ, for example, has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations youve seen, though now tied 100% into the PZ combat, character and simulation systems.
Connall and Turbo, meanwhile, have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting, and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.
EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.
In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front ofzombies and such.
Heres another vid from Zac from a two weeks ago: a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. At the moment Zac is also, still, looking into some further threading optimization as, bizarrely, better machines were having some stutters
https://youtu.be/Ge3IZlzOzRE
This past week weve also reimplemented zombies that spawn covered in blood (when the Version 41 is complete blood will gradually appear on most zeds during combat, however), which can be seen below alongside a few items ticked off the list from Connall and Turbos vast timed action spreadsheet.
Were also in the process of working out exactly which animations will be included in the first release, and what wont the Cover System; i.e. ducking behind walls and wall-hugging for example, is a confirmed not 41 at this point as we want to get the fundamentals right first. (edited)
Hey all, quick run around the houses talking about whos on what this week.
In anims-land for Build 41 Zacs been looking at optimization, which well be coming back to pretty routinely from this point as we want to make sure everything is nice and smooth. Here hes sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality.
https://www.youtube.com/watch?v=1fZ03VjhJr0
Hes also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations systemweve lost some of the earthy coloursand harsher lighting that tended towards a slight over-saturation and bleached effect that doesnt quite make the new character models fit the scene.
Animator Martin, meanwhile, is looking at all the different locations weve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers and likewise to find the local zeds dressed up in.
[img]https://i.imgur.com/mO4Y6oq.jpg/img] Hello! Merry impending Chrimble. On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons. This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper so didnt want to inflict our Megatest settings as default ones on players over the Xmas break until were sure theyre the right ones. To this end well be running more Community Megatests in the near future, with different system settings and some handy network debug tools that Steve is currently coding into the system. We have, however, also released it into the public build todayin Build 40.43for server owners to play around with and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this: https://www.youtube.com/watch?v=bhm521K5gv8 In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means its getting a position update over the network from the server and then wired into your game. The clients zed placement signals are received and then the game knows where to show the zed. The essence of the system is that server operators can now adjust the circle of close dangerous zeds and the circle of distant no trouble zeds and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole. [Please note that this vid is an example only and made to explain the system we havent judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.] Sohere comes the science! In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [Its set purposefully long on the video to highlight it]. Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player.
Howdy almost-yuletide survivor.
Hey all, Thursday greetings.
Hey everyone, lots to get through today soooo
We released Build 40last Tuesday, and gave it a first hotfixon Thursday. We currently havethe next patch in a public IWBUMS beta channel and if you dont mind then wed love you to jump over there and see how it plays. Primary fixes/changes include:
To both of you out there who arent playing Red Dead Redemption 2 right now, we have a treat! Build 40 has been officially released!
Build 40 contains a simulated weather and climate system recreating true-to-life weather patterns through 365 days of the year following a virtual warm and cold front system.
Once this version is out and fully patched, then the team will moving into the animation codebase currently being prepped by our friends at T.E.A. for Build 41.
As far as Build 40 goes, the following video gives you a brief taster of what to expect.
https://www.youtube.com/watch?v=1UmCQZNf5hU
New stuff that can be seen in the above video includes:
Hey all, heres whats happening.
As mentioned in recent weeks, we’re now on clean-up duties before the release of Build 40 – which will then be patched with whatever’s necessary, before the animation branch being worked on by the guys over at TEA is fully merged into the main dev codebase for work on Build 41.
Last week, on IWBUMS beta 40.21, we put in the reflective windows skybox to better show season/day/night (and in prep for a future build’s reflective water), and also included Turbo’s more natural-looking snow, which can also be seen in the featured image above.
In the mean-time we’ve had several other test builds backstage, and are now putting out beta version 40.25. The full changelist can be found here, but the headlines are below.
Hey all, here’s a quick run-down on where we’re at with Build 40 and beyond.
Hey all, Thursday greetings.
Hey all, we have just moved Build 40 into the wider IWBUMS public beta – which contains Turbo’s weather and climate system (proper seasons, new shaders, fog, mist, storms that move over the map etc), vehicle improvements and an awful lot of gameplay tweaks, balance and bug fixes.
A brief ‘highlights’ changelist can be found below, while the full changelist can be found here. Please leave feedback in the thread, and bug reports here. Details on how to join the public IWBUMS beta can be found here.
Some quick housekeeping notes on this build:
We’ve just updated the public weather build beta to version 40.7, which will probably be the last one before we widen it out to the more heavily subscribed IWBUMS public beta channel. (Steam beta password is ‘weathertestbranch’ for those wanting to check it out.) Primary new features in this include:
Welcome to this week’s Thursdoid! (Last week's Thursdoid can be found here) We’re a bit light on the team this week as a few of us (including, as you can probably guess, the developer in charge of Thursdoid punnage) are having a well deserved holiday after the exhausting and mega stressful vehicle push for so many months finally came to an end, and like buses several of those holidays coincidentally happened to come at once, but still a few things to report.
Hey everyone! This week on Thursdoid:
We’ve just released a new test build into the weather branch, which contains many improvements to the new weather system, and in addition contains a whole slew of fixes and additions. However, we’ve had a few issues confined to only a couple of testers and think a couple of bugs have slipped into the mix that we’re having trouble tracking down or replicating reliably, and we’d love to get some wider testing done to try and figure out if this is a widespread issue or not, so multiplayer feedback would be much appreciated! Details on the build can be found here, we’ll look to get you a complete change-list in the next day or so but this is a combination of various branches so general feedback on any issues would be very appreciated!
Happy Thursday all. Work continues on two fronts: the stuff that was developed concurrently with the vehicles build that we intend to get out into an IWBUMS beta as soon as we can, and the stuff that the five guys over at T.E.A. continue to improve our new animations system with in terms of more flexible/data-driven code and an improved AnimZed animation tool to match. Let’s go round the houses then and see what’s new.
We released the Build 39 vehicles patch this time last week – release notes for which can be found here.
This seems to have remedied the most pressing issues with Build 39 and
(given that we also don’t want to add any major changes to the pot
without enough testing) further tweaks and improvements will go into
Build 40.
All of Build 40’s bigger features are already complete, if untested,
so we’re hoping to get it into IWBUMS public beta testing within the
next few weeks and for it to be a fairly quickfire version. As such a
lot of work in the coming week involves bringing work done while we were
polishing the release candidate for Build 39 into the main 40 build –
stirring each ingredient in one after the other.
First off Yuri from General Arcade has done a lot of work on MP
networking, vehicle clipping, floating cars, headlights, vehicle shadows
and zombie reaction speeds – and then Stas’ new chatbox will also
finally get its time in the sun. Finally Turbo’s work on the new climate
system, improved rain/snow/fog and general ‘greater sense of season’
work will also be added to the mix.
As we’ve discussed in previous dev blogs, Turbo’s final hurdle was
finding ways to make the new precipitation and fog visible through
windows – initially in pre-made buildings, and then with the trickier
proposition of player-made structures. Telling the game not to conjure
up internal fog in a constructed base was a big issue.
As such, this week he has been finishing a system that can accurately
detect player-made rooms and regions on each height layer – now the PZ
engine can properly detect if an area is enclosed by walls, windows,
door frames and fences. The system also checks whether said area is
roofed, and then mask a feature like fog from that and all connected
rooms. It practice it looks a little bit like this…
https://youtu.be/c_n5J2BbtIo
Having this functionality in the game will also make it far, far
easier to prevent the occasional ‘zombie in my base!’ bugs that have
been known to creep back into the game – and also be very handy for
other independent zoning systems for farming improvements etc.
While the above features are being added to Build 40 other team
members are blitzing through our internal task system – verifying
reported bugs, fixing up legacy issues and generally sorting out
long-term kinks in the game that have sat in the system unaddressed for
too long. The advent of the new animations system, and the dev
changeover to it, will bring a lot of new work and issues so the more of
these 300-ish minor tasks we can strike from the record the cleaner our
plate will be.
This sort of stuff deals with missing loot spawns, errant nutrition
values, trait issues, places you can’t sleep but should be able to and
other general irritations. In addition, meanwhile, we’re adding stuff to
improve vehicles – like the ability to use metalwork skills to
dismantle car wrecks and retrieve construction materials, and making it
very unwise to drive your car while drunk.
Once we’ve cleared out these tasks we can also add in some more community suggestions,
start to polish some of our more elderly game systems and also do some
planned work on our current loot system to give us more power on what
spawns where and by how much – which is also a requirement to get the
best out of the new animation/models system as we’ll certain zombies
spawning in certain locations, with certain loot around then.
The work on the animations system, and the AnimZed tool itself,
continues with our friends at T.E.A. It’s relatively dry dev work this
week, but all necessary stuff. Zac has been going through AnimZed
changes following the feedback of our animator Martin last week, and
will continue to supply new versions for him to check out. Grant has
been working on the Game state hook-up, and compiling guidelines for
coders and modders to follow with T.E.A.’s data-driven approach to
animation integration. Mark has been investigating load/rendering issues
with backpacks, and Gar is adding new masks/test textures for
texture-based pants/tops which are coming in the editor.
Thanks so much for all your continuing feedback and bug reports on
Build 39 everyone. It’s been great having so many new and returning
players, and hopefully we’ve got some good stuff in the pipeline for all
concerned parties.
This week’s night cruise from Cocoa. A general list of stuff added to PZ, and vids of features being worked on, is kept here –
so you don’t have to plough through endless dev blogs for
info. The Centralized Block of Italicised Text would like to direct
your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
Evening all! Last week’s vehicles release felt like it went well. The release version was fairly stable, people are enjoying having transport in the game and we’ve seen a huge boost in player numbers – which has in-turn revealed plenty of bugs for us to squash over the next few weeks in patches. Many thanks for all your reports, and please keep them coming!
There are clearly a lot of people returning to the game and wanting to get their friends involved on co-op, so we’ve also decided to put the game on sale from tomorrow for a few days with 40% off. (If people find this helpful we’ll probably do so again whenever bigger features get into the main game.)
Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
Mark_exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!
https://www.youtube.com/watch?v=O8Js_oVLD14
Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.
Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.
Evening all, we do hope y’all are well.
The Build 39 Vehicles build (playable in public IWBUMS beta) is essentially ready to go, but we need to be sure that a couple of issues have been solved by today’s release of Build 39.57: one that saw crowds of zombies pinging vehicles off roads in MP, and another on some dedicated servers that had zeds attracted to a vehicle’s previous position that we also think was to do with the physics interpolation. [So please let us know if you encounter either!]
39.57 also improves the way vehicles are arranged in parking stalls by adding directional pointers to the mix, addresses issues with watch alarms, adds extra options to help you tailor/toggle world degradation (erosion) in the game and some tweaks to help modders with the change to the vehicles build. Amidst a lot of under the hood stuff to keep stuff ticking over. EDIT: A complete changelist will appear here in the next day or so, but due to last minute issue with the latest code we’ve released a build that was already in testing and thus we’ll have to recompile the changelist to suit.
In the mean-time let’s go round the houses and find out what other PZ types are up to:
Evening all. Some good vehicles stuff today as they approach their public release, and info from the animation coalface.
[img]https://i.imgur.com/MTsU8Pi.jpg/img] Hey everyone – today we’re retiring our Steam vehicles beta branch and moving it into our traditional ‘I Will Back Up My Save’ beta slot as Build 39. If you’ve been holding off from trying out our trucks, vans and cars as you were waiting for them to feel stable and (almost/increasingly) non-buggy then we’d politely ask you to consider entering the fray today. We need an extra burst of community testers for the final patches before launch. We need to know:
Happy Thursday all, and a Maundy one too – if you’re partial to that sort of thing.
Hello all, welcome to this week’s Thursdoid. A slightly short one, as usual Thursdoider Batsphinx is currently waving the Zomboid flag high at the GDC in that there America, for the betterment of all Zomboids – devs and players alike. Normal Thursdoid blogging will resume next week!
A few things to cover non-the-less.
Evenin’ all. Here’s the latest from the Knox Event.
Ello’ Zomboids and Zombettes. Some cool stuff to talk about this week!
Hey all. Here’s the current goings-on over in Zomboid Towers.
Hey all. Here’s the news on what’s happening with current/forthcoming builds from Zomboid HQ.
We’ve got public Vehicles beta 37 just about ready to drop – it includes:
Greetings all. We released public beta Vehicle Build 35 last Friday, the top-line of which was the introduction of two new cars – the jeep-esque Dash Ranger and the more luxurious Mercia Lang 400. Build 35 also introduced better vehicle variety/colour spawns, better interaction with the new car overlays on the Mechanic skill UI, better gamepad control and lots of balance/polish. If you want to help out with MP testing then the Spiffospace server is a good place to hang out.
Vehicle build 35.3 also introduced Bitbaboon Steve’s new engine/exhaust sound system, which means that driving around is now far less of an irritant on the ears. Please note, however, that currently the truck engine noises are placed on all vehicles.
Now we have the engine noise system in-game it’s easy to get new variants in-game, but sourcing the relevant sounds to feed into it is a little trickier – not least due to our isometric perspective (away from the internal noises of the engine itself) and the fact that we feature ‘normal’ cars rather than the performance vehicles that are in so many other games. We have a few irons in the fire with this, however, and should have more fitting sounds for standard cars in the next few builds.
Here’s a quick video of what’s ‘latest’ in the build right now – alongside the tire pump that’ll be going into Build 36. [The new car’s hood/bonnet might still be a little pinched, we will likely improve on this.]
https://www.youtube.com/watch?v=nbvD3H-9gQ4
Something else that came up after the release of Build 35 was the decision to hold back a lot of our work on the item sync optimization until a later version – as it was clear that the gremlins it was going to keep on throwing up were now in danger of delaying a public Vehicles release. As such this has been reverted to the system we have in the current public build, which came at the cost of the reintroduction of several MP sync bugs – half of which have now been hotfixed, with more to follow when we release Vehicles beta 36 in the coming days.
Vehicles beta 36 will largely comprise of polish and bug fixes destined to make our community testers life a little better – with issues addressing safehouses, damaged vehicle textures, Muffler degradation, aforementioned residual sync oddities, odd night-time lighting on vehicles and various other stuff.
Under the hood, meanwhile, it also comes with a networking optimization that should help on chunk-loading when you’re driving at speed – that of compressing info on identical items are now compressed to a single item. So, especially on a modded server, your connection will take less of a beating when it’s being informed of the thousands of lovingly stored nails in containers up ahead. It should hopefully speed things up, and also make for less sync bugs appearing in general. Connall, meanwhile, will hopefully have finished zoning the new parts of Mash’s map for the build next week.
In team news, meanwhile, the PZ workforce (when taking into account our friends at General Arcade currently working on vehicles and new chat functions, and the guys at BitBaboon working on optimization and the new animation system) has doubled in the past year – and it was clear that we needed a few more production people backstage to suit this.
As such we’d like to welcome Sasha to the team – who’ll be working with Jake as a fresh layer of production and QA before our beta builds go live, and helping to filter out show-stoppers before they’re dropped onto our community testers. We’d also like to give a hearty ‘hello’ to General Arcade’s Konstantin to the ‘open task’ sheet – who will be working with Stas and Yuri in terms of QA on their various aspects of Zomboid work.
This week’s house of praise from ssjr66888. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Fanks!
How do everyone. Hope this finds you well and non-fevered.
Happy Thursday one and all.
VEHICLES BUILD
Getting the Spiffospace Test Server up last week has proved really fruitful in terms of both showing us what’s not readily explicable to players about vehicles in the gameplay, and in terms of revealing the MP-related issues that vehicles dev is now turning a little more towards. If you want to help us out with the community bug hunt you can find the server in-game, and report findings here.
Overall vehicles seem to bring a fresh dynamic to the MP experience (should people choose to enable them) as you’re not stuck trying to find your friends on foot, or dependent on lucking out with a choice bag. It’s now a race for a working car to find the rare items and get out of town.
In terms of the community bug harvest, meanwhile, Spiffospace has revealed a seg fault in our PZBullet physics, and let us address most of the item sync issues. There’s still a bunch of stuff to fix up, and some lag to address, but Yuri and RJ’s work towards general server stability in Vehicle Builds 32 and 33 has certainly improved things over the week gone by.
Other issues addressed in these builds include XP changes (with more to come), physics collisions at highest speeds not registering, the erosion system’s saplings no longer causing damage, fire crashes fixed and the spammy game console getting a clear-out.
We’ve also just released 33.1, that sees Connall fiddling around with elements of loot spawn to boost appearances of some items in-game (antibiotics, canning apparatus etc), and RJ introducing some new RNG to give more reliable probability calculations and the like while crafting or dabbling in the Mechanics skill.
Aspects of the vehicles build also being worked on right now (omitting improved fog/snow as irl stuff might knock that into the next version, we’ll see) include:
Ello all. Hope you’re well.
Hey all, cogs and gears are back whirring after the Christmas and New Year break – so we thought we’d do a quick round-robin of the primary work being done at the moment for the Vehicles build, and the next public builds that follow it.
Merry Christmas survivors, joy to the world and all that business. With opening sentence festiveness over then, let’s see where we’re at with a few things.
VEHICLES BUILD 31
Vehicles Build 31 is out now, and is primarily one of bug-fixing – with corrections, balancing and optimizations being the primary focus as work towards pushing vehicles toward stability and their public release.
We’ve still got some work to do with remaining MP sync issues, which Yuri is currently addressing, and there’s an annoying rooftop rendering regression bug to address still – but general issues covered in this latest public test build include: disappearing skill books, lock syncs, giganto cars on 1x tiles, everlasting street lights and various issues related to vehicle loot.
In Build 30 zombies were also given the ability to set off house alarms when swarming a house and breaking windows – but we’ve turned this off until we’ve looked ‘zombie awareness’ optimization in the new year. People did seem to be enjoying the added chaos to the first few hours of the game, however, so it’s been made available as a sandbox option.
ZED OPTIMIZATION
The combination of BitBaboon Steve’s map streaming smoothening and ChrisW’s work with the non-rendering unseen tiles has resulted in a far more playable games when it comes to the vehicle build – with the biggest strain on performance now being the zombies themselves.
In towns and densely populated scenarios the combination of players covering large distances more quickly and their vehicles having wide radius of zombie attraction means that more zombies are being stirred up than ever before.
Yuri, then, has been investigating the best ways to optimize their heightened enervation – to give us some wiggle room when it comes to difficulty and zed population without sacrificing FPS. He’s even done some graphs like this or that seen below:
Right now zombies will ‘walk towards’ sounds they hear in a straight line, until they hit a fence, wall or building. At this point they enter a more costly ‘PathFindState’ that will direct them towards the player, which in all honesty isn’t very zombie-like in any case. As the above graph shows, with hundreds of zombies responding to car sounds at long range this is causing major lag in areas like West Point.
To improve this over Christmas Yuri will be creating a ‘WalkAroundBuildingState’ which will be used for any zombies outside of close range of the player (off-screen to a SP player). This will be a simplified version of the traditional zed pathfinding that funnels them along a building’s wall in a direction that brings them closest to the player, going back into ‘walk toward’ when they have circled the building.
As such zombies will be able to navigate past buildings without dragging processor power, while still displaying suitable dumb zombie behaviours to MP onlookers, or the player themselves if they are watching a horde following a distraction or a house alarm.
ANIMS
As of the public release of the vehicles build we’ll have the full animation system lying dormant in the released code, waiting to be turned on bit-by-bit in the test versions that follow.
Right now it’s all behaving better than expected – but has a sweep of bug-fixes required that’ve either appeared during the grand unification process and the introduction of Bitbaboon Mark’s tool-based ‘AnimZed’ editing and implementation.
As you can see in this vid, for example, for some reason vehicles (despite being drivable and tinkerable) aren’t visible – and elsewhere the player character turns into a squiggly nightmare when climbing through windows, and can often snap a full 360 which looks decidedly strange.
Once these kinks are ironed out Mark will be moving onto optimizing these processes (the focus has been on getting stuff working, with the tightening of loose nuts and bolts to come later) while Martin can concentrate on improving visuals – and maybe have a model for a trouser-wearing male that doesn’t look quite so… tight-fit and 1980s.
A full sanity data pass of the entire data set will also be required soon, so Mark will no doubt be calling on his Technical Director management skill-set to get a full export/validate system going with Martin to get it done quickly and easily.
Today’s supermarket sweep from persol. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
Hey all. Current PZ thinking is to get final features into Build 39 (current Vehicles beta) as soon as we can – then concentrate on bug fixing, polish and further optimization in the new year. Outstanding features include injuries to player in car crashes, a few more Mechanics components/repairs, better SFX and Turbo’s new fog/snow effects seen below. There are a few threads popping up now detailing how cars are changing people’s play-styles and mixing in some new fun elements, so it would appear that we are on the right track.
VEHICLES BETA
Vehicles Test Build 30 has been released – and its full patch notes can be found here. The biggest change in this is probably the addition of BitBaboon Steve’s optimization to map streaming – which removes locks between game threads when it comes to chunk loading. This should make for a smoother ride for our testers.
This said, there’s still work to do – our internal build was running with a better FPS in West Point so we need to do a smidge of digging today, while Steve needs to figure out a few remaining locks. After which the next optimization improvement will likely be in the zombies themselves. Zed attention is currently called in to cars over a wide radius which (while difficulty still needs balancing) still has too big an impact on performance in high population scenarios than we’d like.
Elsewhere, Vehicles 30 also introduces WIP collision detection for road furniture, and damaged sprites from Mash to accompany them. This work isn’t complete, and we’d like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed.
In terms of other new content (generally Thursdoided last week) there’s a bunch of new stuff for the Mechanic skill – from which we’d like to get some more feedback if possible. There are now Mechanic skill books, a lug wrench for removing tires, Mufflers to impact on vehicle noise and an update to the key system that gives the key-bearing driver an icon above their head when close to the vehicle. Likewise keys are now visible in the ignition, and to more clearly demark which car they belong to are coloured the same as the car’s paint job.
Annoying bugs fixed include railings now rendering properly, shoved zeds no longer being drawn behind walls, furniture being rotate-able again and walls no longer obscuring the player on staircases. In general game-wide fixes, meanwhile, trapping has now been fixed – alongside a bunch of longstanding recipe and crafting oddities.
FOGGY BIZNESS
Turbo reports that his fog and snow effects are almost ready for integration into the vehicles beta and proffers this car-starring video as proof.
https://youtu.be/PpFkEuSnJuc
ANIMS
In terms of Animation work, as we haven’t mentioned it in a while, Bitbaboon Mark currently has the existing anims working with a skinned mesh renderer – which as we’ve mentioned before means that dev-side we can toggle between the two and make progress without breaking anything. This also means that as we bind in the rest of the new anim code, Mark’s Animzed dev/modding tool and start to optimize to cope in densely populated areas then we’ll be able to be a lot more visible in terms of progress.
As ever, we understand the frustration that all this remains out of reach while the rest of the team beaver away on vehicles – but we have the right people doing the right stuff backstage. Likewise we have an ever-growing catalogue of models to flesh out the game world from Martin when general work moves on from vehicles and into the builds beyond.
MODDERING
Connall, alongside being king of the small suggestions thread, is now the overseer of The Modder’s Wishlist – requests from the modding community for documentation and small tweaks to game code that will make their lives easier. The first part of this mission, meanwhile, has been in curating this reference list of lua events. Connall is also regularly available in the modding channel on Discord should anyone need pointing in the right direction for anything.
Today’s hail of bullets from John. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. ShylokVakarian’s Great Loot Search remains open, meanwhile, and oh man: how good is this Wild West map starting to look?
Howdy survivors.
We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing.
Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake.
We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else.
In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs.
NEXT UP
We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30.
Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc.
We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself.
Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above.
https://youtu.be/VTtjBRUf8WA
Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely.
Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs.
Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty.
Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help.
Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details.
Today’s rooftop skirmish from Savv. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
How do all. Happy Thanksgiving to our American survivors, and indeed to those of us who choose to give thanks at alternate times of year.
38 Patch Bizness
First off, just a quick note to say that in the past week we’ve updated Build 38 with a couple of extra patches, as there were still a few MP bumps and issues that were niggling at us. Details for both can be found behind the links: 38.29 and 38.30. Highlights include generator fixes, outdoor lighting oddities and hopefully some stuff helpful for servers. We’ve had a few hiccups with Mac builds the last few days, which should be resolved now and hopefully GOG builds will be updated with these today.
Vehicles Build 27 (aka 39.27)
We released Build 27 of the Vehicles alpha today (access details here), and it contains a few performance improving aspects – although, as detailed below, the bigger-hit work on this is still to be integrated.
Elsewhere the build contains a few other system tweaks. First off there are updates to the naming, spawning and operation of car keys – and also the addition of the game having your character walk to the relevant part of the car when installing/removing. It also syncs up lots of aspects of the Mechanic and vehicles system between co-op and MP players – from engine temperature, to tire inflation. The full changelist can be found here.
Next up we’ll be adding in crafting/repairing level requirements for the Mechanic Skill, alongside dripfeeding in the optimizations we’ve been brewing with ChrisW, Steve et al. More on which below.
Optimization fun
Regular viewers will know that we have not one but two mega-experts helping out with the game these days – both established Technical Directors within the world of gaming. Mark is tasked with getting animations in order for the builds beyond 39, while Steve is addressing optimization for vehicles.
This past Friday, with the help of copious tea and loud metal, he made some huge strides in improving our map streaming – which will pay dividends once integrated into Build 39. There’s still a fair amount of work to be done: playing coder ‘whack-a-mole’ with issues that crop up due to the changes, and trying to eliminate nasty locks between the code’s loader thread and the main thread. With that balancing act still to come, then, the improvements let him run the game so it ran like this:
https://youtu.be/clZrKB7FfVk
We can’t guarantee this level of perfection when it comes to the main game, especially at the highest resolutions, but it does seem that we’re making good progress towards nullifying stutters and pauses – as well as allowing for speedier/smoother vehicle movement around the map.
Weather upgrade
With vehicles, meanwhile, come required vehicle hazards. As such, returning from a spell on the sidelines, Turbo is back and bringing a few additions to his existing weather system.
We’ve always needed stronger indications of seasonal change, and likewise new weather effects. Although we’ve always had snow appear on the ground – we’ve never actually shown it fall.
https://youtu.be/oKT8LZ9t3mg
Likewise, we’ve always wanted players to wake up to mists and fogs that’ll dissipate as the day goes on – that’ll hopefully add an extra level of fear to your daily chores exploration on the days it descends.
youtu.be/p4LkjPi2dBM
In the video it is at its more extreme levels, however we can also add more subtle mists and fogs to add additional ambiences to the game.
We’ve always been quite rigorous when it comes to having weather authentic to the area that the PZ map covers (in 1993, which is close to our start year, Muld had 11 days of fog) and currently there’s an internal debate as to how much poetic license we can take with this to bolster gameplay. In any eventuality we intend to add a dose of it to the vehicles build in the near future, and it may also make for engaging new Challenge modes in times to come.
Today’s featured image from Biker. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Ooh, and could PZ user maps make the leap to la belle France?
Ello survivor. Come in, take a seat.
Vehicle Build 25 (aka 39.25) got a release yesterday. Added in Build 25 were the new Mechanic profession and related traits, random highway wreck collisions, Mechanic XP gains through car tinkering and a lot of general optimization in terms of UI, net code and traffic congestion spawns. Today RJ also released a hotfix to reduce zed attraction to car noise, tie engine sound to RPM rather than speed and remove collisions with small items.
It’s all shaping up quite nicely in terms of the general handling/feel of what we want – but also highlights that we need to get back on top of the performance and garbage collection issues that have crept back in over recent builds. So, next up, Yuri will be optimizing the java garbage collection to address the stutter that some people are reporting – while resident artist Mash is also hard at work creating ‘damaged’ sprites for some aspects of road furniture for the next coder task.
Right now static object collisions are improved in that you can’t drive through solid street furniture – which perhaps makes sense for street lights and concrete walls, but less so for household mail boxes and traffic cones. As such we’ve gone through the various things that players are likely to collide with while driving – and working out what should remain impervious, what should look damaged but remain impassable after a collision (as below with the unhappy post boxes) and what should be smashed/crushed when hit at speed (as below with the even more unhappy household mail boxes).
In this way driving will feel that little bit more realistic, and an extra feeling of lasting change to the map will also be added to your survival run.
Meanwhile, Mission: Optimization continues. As discussed last week ChrisW is playing around with what PZ draws – hiding all squares behind solid walls from the game’s rendering system, and thereby freeing up your processor. Our chosen FPS hot spot was the four level flats in March Ridge which pre-optimization was coming in at 26 fps on ChrisW’s system, but is now coming in at 41 fps on an internal test build– which is a significant improvement.
Next on the list for Chris, then, is in optimizing the code so that it also brings benefits to general play – ensuring that the new background calculations themselves don’t clog up any performance gains. Bitbaboon Steve, meanwhile, continues to spotlight other areas for improvement.
In other technical areas of the game, meanwhile, we’re happy to have beckoned General Arcade’s Stas back into the fold – who will initially be finishing off our java upgrade from lwjgl2 to lwjgl3. This will open up a bunch of necessary day-to-day improvements for the game – better support for different resolutions, dpi awareness, neater alt-tabbing and general smoother operation.
Finally, last night’s Community Megatest for the IWBUMS Build 38 patch had to be put back a bit due to various serverside issues we’re still trying to get to the bottom of. Keep an eye out on the forums for more information on when the test will be once we’ve gotten to the bottom of it. We’ll be handing out PZ Steam codes for family and friends to some of the people who help out, so please do pop along. Thanks!
Today’s featured image from Jodidosciervos of Steam parish. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Ooh and check out Texas956’s AWESOME TileZed buildings!
Thursday: it’s back. Back from the dead. Back with the zeds.
Today we’re dropping a Build 38 patch (38.24) into testing that’s full to the brim of fixes that follows on from Monday’s 38.23. Our current course is to pack as much in there as possible and make sure it’s all working correctly so we can minimise disruption to MP servers upon public release.
Vehicle Build 24 is planned for release tomorrow. As well as fixing up some load errors this adds in differing engine volume stats for each vehicle (actual sounds to follow), adds in missing parking zones for the vehicle-free parts of the map (Rosewood, March Ridge, Dixie etc) and introduces the canonical in-game brands for vehicle type.
Build 24 will also be reintegrating the car wrecks we had in earlier vehicle builds with a better zonal spawning system. The plan is that we’ll have certain ‘lore’ traffic build ups on the edges of the map where survivors suffering from the first wave of the infection tried to get out of the Exclusion Zone prior to their zombification – which in terms of gameplay will also help us flag where the edge of the map will be when you’re out motoring. Elsewhere, meanwhile, there’ll be smaller pile-ups and abandoned cars that’ll spawn differently for each new game you play.
There’ll also be improved vehicle placement spawn (rich homesteads will have nicer cars), better terms for the different car parts you can tinker with if you play as a Mechanic and hopefully a fix for the several players who were experiencing an irl game crash after in-game one.
Build 24 will also introduce suspension and a tangible differences in vehicle control when you go off-road – dependent on the sort of car you drive, and the suspension condition hidden within it. You can see this in the following video, though as ever please be aware that this is its first iteration and we’re aware that the low condition suspension in the second half of the clip looks like it’s out of an old rap video and needs toning down:
https://youtu.be/IsKY8VE-ssM
In terms of the next vehicles build Yuri is currently integrating Mash’s damage textures into the game – which will add variety, and also visual clues into a vehicle’s general condition. Here’s a few vids showing how they’re currently looking on the mean streets of Muldraugh. Please note, however, that Project Zomboid cars will not be chameleons – and the colour changing is just an example of the governing code we’ve got going.
https://youtu.be/qlOw8KPROeo
https://youtu.be/al6mGoryxcI
Finally here’s a quick vid showing aspects of all of the above, couple with some improved ‘line of sight’ mechanics that fit in better with the way PZ works – although we’ll be wanting feedback as to how much testers get on with it. Again, the vehicle spawn-rate here is from a debug mode.
https://youtu.be/iUhbQkvhFbk
Once 38 is fully patched (and we’ve also finished current tasks to make the dedicated server build work with our fancy new internal automated build processes) then we’ll be promoting the Vehicles build up the beta branches and into our accustomed IWBUMS beta slot as Build 39.
It’s been said before, but just so everyone’s on the same page – in the background to all this Bitbaboon Mark has the new animation code working with the vehicle branch on a toggle, so it can soon be present in a deactivated state throughout the rest of vehicle development.
This will ensure that we can start ‘turning on’ the various anims features so it all gets integrated as soon and as well as possible for the builds that follow vehicles. This will also make development of different concurrent builds backstage a lot easier in the mean-time, as well as maintaining test branches when they become needed.
This week’s zombie hooligans from Ziron360. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
We’ve just released Vehicles Build 22 into the vehicles Steam beta (details for accessing found here), details of which can be found below.
We are also currently working on a final patch for our public version 38 of the main build (much of which is also in the new vehicles build) which we’ll release once we’re sure everything is operating and stable. At this point we’ll also release on GOG, as we’ll know save games will be safe.
Blindcoder, Zomboid friend and champion to all, has also updated the official PZ map with Riverside, the Knox Heights Country Club and its surrounding roads and wilderness.
So if you want to check it out, and maybe find some new places to explore and hold out, you’ll find it right here. Also, if you have any new favourite places to call home in the new map then why not share your location in this thread?
Vehicles Build 22
First off, due to the sheer amount of stuff in Vehicles Build 22 there is a chance that existing Vehicles build saves will break. We’d encourage you to start a new game, but if you have a longstanding character then we have also provided the previous Vehicles Build 21 on a separate Steam beta branch so you can continue your game without issues. It can be accessed through the beta tab and is called ‘previousvehicle’.
Please note that the new Vehicles Build 22 release is more WIP than others that we’ve released, as we need player feedback during its construction. Please be patient if you discover unexpected irritation.
Full patch notes and release thread here. Please note that amidst the bug fixes is, hopefully, a remedy for non-synced car loot and associated co-op issues.
New Stuff
The fourth day of the week returns with a vengeance. Welcome back to Thursdoid.
The Thursdoids continue. They will not be stopped.
And so begins a bold new era of… Thursday.
Hello everyone. A little bit of a short Mondoid this week. In fact the last one ever. But don’t worry, we’re still keeping up with the weekly updates.
It’s the end of an era. This Mondoid is just an announcement to say that from this point the traditional Mondoid blog will be moving to Thursday – henceforth to be known as ‘Thursdoid’.
There are several reasons for this. We know some people look forward to Mondoids to combat the back to work/school Monday blues, but as our team has grown quite dramatically over the past year, it has become more and more clear how inconvenient Monday updates are, how much harder it is to coordinate the week’s work after a weekend, and how they are ultimately of detriment to the game, player-base and developers. From the game’s side, it means we’ve had an entire weekend just prior to the most important day of the week, where it may have been more difficult to get hold of people, or work has been at its lightest. From the developers side, many of the contractors we’ve taken into the fold have families, and its a bit crappy of us to impose our historic looming Mondoid pressure onto them.
We feel that moving to Thursdays will be better for everyone, as we’ll have had several working days of preparation and week day communication to make sure the Thursdoids are on point, versions have had sufficient time in the incubators during the week, and yet we’ll still have Friday to fix up any problems that crop up before the weekend starts (that’s not to say the workaholic elements within will not continue to poke at the game during the weekend as we always have). It’s also closer to the weekend, so when versions emerge, players have less time to wait to have dedicated time to enjoy them.
Also we ran out of Monday puns a long time ago.
We had hoped to sweeten this final Mondoid with a public release of build 38, but in the last hours discovered a few issues we really need to address. As such we will warm up for a full release as soon as we can this week, and we’ll see you on Thursday!
Hola gang. Here’s the latest slice of Monday.
Ello, ello, ello – here’s some of the latest.
Ello’ all, and happy Bank Holiday for UK-ers and beyond.
Plenty on at the moment, and a new Community Megatest with free PZ codes up for grabs coming up on Wednesdoid…
[Notice: Last Weeks Mondoid can be found here]
https://projectzomboid.com/blog/2017/08/skull-face/
Current focus is getting 38 out of the door, while putting roots down for the initial vehicles release in Build 39 and beyond. And so…
In ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta. The IWBUMS beta needs to be polished and bug-crunched until it’s ready for release, and the vehicles beta needs to be fixed up until the cars are in a good enough state to be released as an ‘experimental vehicle’ toggle in the Build 39 IWBUMS beta very shortly afterward – alongside the new map extension.
We’ll be releasing a new IWBUMS version once Chris W has finished off his rooftops/building rendering fixes (primarily the issues surrounding player-built constructions) later this week, while a new vehicles build will probably appear beforehand – which will make cars climbing on top of other cars and burnt-out wrecks impossible and make cars ‘jump’ less when striking zeds.
Vehicle Build 15 also came out last Thursday which, among other bugs, improved fluidity should cars come to a stop and need to start moving again.
Work has also continued to improve the sounds that vehicles make and, while still a work in progress, we hope that you agree that they are far improved on what we had last week.
https://www.youtube.com/watch?v=OL6xNH1JHDs
As you may know from previous Mondoids, we now have Mark Rowley working alongside us to integrate the long-awaited animations system we’ve constructed – which will in turn open the door to all manner of improvement and features that’ve been cooking backstage. Now his work is becoming a part of our internal animations build we thought it high time to drop the curtain on him, and have a Mondoid chat.
Before we begin it’s probably also worth mentioning that Mark’s colleague at Bitbaboon, Steve, will also be joining us for a little while each week to help out with MP issues – primarily looking at a fix for zombie lag and its resultant unfair injuries. [General Arcade’s Stas was initially being set on this, but was called away elsewhere and will hopefully return to PZ a little further down the line].
Hello Mark! First off, can you give a bit of background about who you are and the sort of stuff you’ve worked on previously?
Well I taught myself how to program way back on the C64, then progressed onto the Amiga and the demo/cracking scene. Then later on I studied electronics and decided to get a ‘real job’. I worked in fire detection, weights and measures and almost made a career at the Ministry of Defence before I was lucky enough to get offered a position at my first games company… that was 17 years ago and I haven’t looked back since.
Since then I have worked at many companies all over the world, on many titles. In terms of animation systems specifically I’ve worked on multiple games engines, but the largest would be the Assassins Creed Engine, Don King’s Prizefighter for Take2, procedural animations for Prince of Persia while at Ubisoft and then London 2012 Official Olympics game at SEGA.
There have been many others in between though. A good data-driven animation system can really allow content creators to bring a game to life. There’s a video of my GDC talk that covered animation issues and the Olympics game here, if anyone’s interested.
Where’ve you encountered PZ before and what brought you into its orbit?
PZ has always been a game I have enjoyed and followed, so when I heard they were looking for some help, I jumped at the chance. I know Lemmy from long ago, during our mutual time at Reflections on Driv3r, and I have heard a lot about Will from colleagues at SEGA. It’s a very small industry!
While we had crossed paths a couple of years ago during my time at SEGA, it’s only been recently that I have been in a position to help out.
Just to get everyone up to speed – where was the new animation system when you joined us, and what have you added/improved in the past month or so?
It’s pretty impressive, lots of features and efficient, so my focus has been to make it easier to maintain and extend, and get it delivered to the players.
Over my career I have found the enormous value in data driven systems, and we have now implemented the foundation systems into PZ to allow data driven animation and character states that should mean its robust, easy to extend and more importantly easy to maintain.
You’re currently merging your work in, so what’s next? What plans have you and the team concocted?
The animation system is being merged system by system, and then we will hook each of them up. Each character ‘state’ will be implemented and updated to use the animation system as much as possible so in the future it becomes really easy to extend.
My work is also a drive to reduce code and eliminate bugs before they happen. As an example, let’s take ‘climbing over an object’ which in the initial anims build required code to pick a new animation for each and every type of object. This meant that whenever we wanted to add a new type of object and a new climb animation it would mean diving into the code and manually hooking up all the data.
Now we’re driving this logic through the animation system with much simpler queries to the player’s state and world which makes the change through pure data, and to help manage it we have a nice simple editor to go with the changes called AnimZed.
As a PZ player, during your work with the animation system so far and having access to Martin’s model and movement databanks, what aspects of the new animation system have you spotted that you reckon will bring cool stuff to the game? Will it be worth the (lengthy) (very lengthy) wait?
Firstly it will just be the way animation seems much smoother, but over time as we evolve the systems we can start to add more depth and subtlety. We have also looked at extracting the velocity and motion of character from the Animation data, so changing the pace can be controlled by Martin a lot more precisely.
Couple this extracted motion with the ability to blend between states of animation, and we will start to see more than just simple switches in animation. Imagine instead of walking and then suddenly limping when you get an injury, seeing that limp get progressively worse and really slowing you down the worse it gets… which will be even more fun when you’re slowing down those Z’s and watching them limp mindlessly after you.
It’s pretty evident that the wait has been a really long one, but I think it will be worth it when players start to see much more depth to the way things move, but also for the developers with the ability it creates to add more dynamic content – adding greater variations of players and zombie movement without the massive amounts of work it would previously involve.
It’s also making it much easier to bring other things, like animals, to the world without writing lots of complex code. I know the whole team is looking forward to unleashing this guy on the world.
This week we’ve also been getting your colleague Steve wired up to the PZ coding mainframe. I’m sure we’ll talk to him at a later date blog-wise, but in the meantime would you mind introducing him and the sort of work he’ll be doing?
Sure, I have worked with Steve for over 10 years now at various studios around the world, and around 4 years ago we started our own company specializing in helping out other studios and developers with their projects. I won’t steal his thunder, but Steve is one of the most thorough and skilled engineers I have ever worked with … for us both to working on PZ is awesome.
I believe he’s going to be looking at a backlog of network features and fixes, but we’ll let him explain his plans himself later.
Thanks Mark! We genuinely love you.
Today’s featured image from Jim. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless Mondoids for info. The Block of Non-Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
It should go without saying that without George Romero there would be no Project Zomboid. In fact, the entire face of video-gaming would have been very different without his vision. Since its genesis PZ has been about trying to recreate the feeling of Romero’s movies, and there’s no doubt that alongside legions of other video-games, books and movies we owe the man a great debt.
We were greatly saddened to hear of his death at the age of 77, and our thoughts are with his family and friends. The legacy he leaves behind is a brilliant and astonishing one.
VEHICLES
As mentioned last week the public vehicles build is going to keep on getting updates until the point it’s ready to have its stream crossed with an IWBUMS beta – so we can get an ‘experimental vehicles’ option into the main beta channel, get its optimizations into the main game and make tester life easier.
Tomorrow Yuri will be updating the public build with a few cool changes. Firstly while playing around with sound implementation we realised that the noise of gear shifts was fairly vital, but also that the behaviour of the cars themselves didn’t leave much room for this – and the inclusion of actual player-controlled gear shifts seemed a little too hardcore.
To give a feeling of gears then, to accompany the sounds we have brewing in an FMOD studio, Yuri has changed the way vehicles accelerate. Top speeds are now on a curve: acceleration slows in the last 25% of your potential full speed. This will likely need further tweaking, so feedback is welcome, but should allow us to space out RPM increase in sounds and implement the gear shift noises. It will also, hopefully, make high speed driving more rewarding.
To accompany this Yuri has also added a speedometer (kmh) and engine gauge (revs) to the UI – although it should be noted that the visuals and read-outs for these are placeholder, and we’ll be converting to mph with an options toggle in due course. Yuri has also fixed a few bugs, so the people of Muldraugh have now stopped occasionally parking their cars on top of other cars.
IWBUMS BETA
RJ released Build 38.5 into the IWBUMS public beta with a rewrite of his ‘zombie corpse build-up’ code that tracks decaying bodies in a much more localized area than previously. Feedback appreciated as we can certainly tweak this system further.
We should be also be getting some ChrisW fixes to the new ‘rooftop exteriors’ engine code later this week – making players beneath supported roofs and overhangs look less broken – before moving onto player-built structure issues and any other issues the system raises in general gameplay.
OTHER STUFF
Ello, here’s the latest on matters both zomb and oid.
We’re really struggling with those puns at this point. Hello all and welcome to this week’s Mondoid. Due to some unforeseen absences this may be a brief one, but still a few newslets to convey.
Happy Steam Summer Sale week survivors. May all your money-off dreams come true.
Tons going on at the moment, but something of a ‘in progress’ blog. So here’s some nuggets on what our various workers are up to for Build 38 and beyond.
Hello! Another Monday, another Mondoid. Quite a lot of cool stuff bubbling under today…
Afternoon one and all! Here’s t’news.
Hello! Let’s get down to zombie business.
Hey hey, here’s the news from Zombietown.
Hey all. Many thanks for all the vehicles thoughts and feedback over the past week. More of which below…
Hello! Today we’re releasing an early version of our vehicles build as a Tech Test. We are currently streamlining performance, and as such need to know how the build runs on the many/various/countless different machines that make up the PZ community.
It’s a Work in Progress version (and still needs a bunch of gameplay and features attached to it) but it’s also quite fun to drive around and see the sights in – so we do hope you enjoy it and like where it’s all headed. The only fly in the ointment is that we don’t have a Mac build right now, and this will be coming later this week. So apologies to our non-Linux and non-PC people.
Our thanks to EasyPickins, Yuri and all the General Arcade gang for all their work so far on this!
https://www.youtube.com/watch?v=9Fhc2WwYpyI
Greetings on a May Day Mondoid everyone, hope you’ve had a good holiday if that’s an international thing as well as in good old Blighty.
Hello! A public build release today, along with a general overview of where we’ll be at with different stuff in the coming weeks.
This weekend has seen a whole bunch of vehicular fun, so… buckle up? Is that too corny?
Hey all. Simmering in the background the fundaments of our vehicles and animation branches are being tied closer together, Martin’s car and truck models continue to pop into the communal directory to surprise/delight, and the map continues to expand. And while all those cogs and gears are whirring, the following bizness is occurring:
The vehicles branch has a lot of momentum at present, so right now there’s currently a lot being done behind the scenes to pave the way for cars, emergency vehicles and the like.
First off, however, now RJ is back in the dev saddle after his paternity leave we need to finalise and release Build 37 – primary highlights of which are in-game maps players can annotate, pre-annotated survivor maps for SP, new cooking features and many/varied other tweaks and fixes. To this end we’ll be releasing version 37.4 into the IWBUMS public beta tomorrow.
In the run-up to vehicles and anims we are taking the opportunity to fix as many of the longstanding bugs that’ve built up as we possibly can – including some long-term UI/moodle ones that’ve been a pain to those who play in split-screen for a fair old while. This bug tracker purge is ongoing, and if you want to help out with a report then the tracker lives here.
This week we finalized the in-house document that we’ll be putting in place to ensure that vehicles are a health hazard as much as a survival asset, that we’ll detail as stuff is built into the game. In the interim, though, what’s been done this past week to ease in and facilitate EasyPickins’ and General Arcade’s long-promised physics-enhanced vehicles into a new test build, and beyond?
Engine smoothening. One of General Arcade’s primary vehicles branch entanglements has been in improving PZ’s capabilities in terms of map streaming and pop-up – but another issue we’ve butted up against frequently in the past is stuttering caused by Java’s resident gremlin ‘the garbage collector’. As such this week TIS have successfully spelunked into the deepest depths of PZ’s code to optimize affairs, which will have an impact game-wide and also make prolonged vehicle travel through busy/forested areas a far smoother ride.
Road decorating. When the a vehicles test build is released there won’t be a car on every drive (although vehicle proliferation will be a sandbox option) and as such we’ll be adding reasoning to the radio/TV lore and we also intend to have build-ups of destroyed vehicles on roads – especially towards the edge of the current map. It’s possible we’ll face engine limitations, but what we’re aiming for is a feeling of failed escapes from the Exclusion Zone when the sickness first descended on the area.
Anims Compatibility Ensuring. Given the recent surge in activity that vehicles work finally coming to the boil has wrought, and the possibility that this will see them going into the full game prior to anims, a focus this week has been in ensuring that vehicles and anims systems will play nicely together. The main difference between the two branches is that the animation build effectively removes a system that’s been in the game since 3D models were first introduced: the fact that every frame renders the 3D characters into 2D sprites that draw in place.
Now, in the internal anims branch, isometric projection draws the characters in-place at the right place in the screen. This is a major optimization that removes the requirement of off-screen FBOs that are unavailable on some older cards, as well as optimizing the draw speed and makes the root motion (as well as interactions between multiple characters) work properly since the models and game world share the same coordinate space. As such, right now we’re sucking the vehicle juice out of their branch and redistributing it into our anims work – to make sure it all gels together when the time comes. There will be other things that need fixing up, but this is the main issue to resolve between the vehicles and anims branches and greatly benefit both in the end product.
Hey everyone! Welcome to Mondoid. This week, and we’ll cut straight to the chase with some video goodness! (Remember: work in progress, some bugs visible! More work in implementation and visuals to come!)
https://www.youtube.com/watch?v=vlJzeCB4Vow
So, what are we looking at? Physics-enhanced vehicles in Project Zomboid, both online and off, and some hefty improvements on map streaming and object processing to handle it all. You enter a car with ‘E’, control with WSAD and have various vehicley-options open to you through a radial menu when you’re in the driver’s seat.
We’ve had the vehicles branch on the boil for a while (alongside the usual anims branch, standard build branches and a few others) but this year’s work in melding of EP’s car physics and framework with General Arcade’s special sauce has seen great things occurring. Progress has been good this past week too (as you can hopefully tell from comparing this video with one recorded five or six days ago) and we’re really excited about how the vehicles look and feel to drive. There have already been tests in multiplayer that went very well, with the new map streaming changes working niftily and boding well for future optimization.
So what’s still to be done amidst the general bug fixing? Well, in amongst others and the tidying up of zombie collision visuals – the following:
Hello everyone! Welcome to this week’s Mondoid. It’ll be a relatively short one this week, yet we got some cool things in the pipe to show non-the-less.
Hello! A few things from the big list of what’s cooking:
Hey all, hope you’re well. Updates from various departments in zombie land this fair Mondoid.
Greetings citizen. Here’s all the latest from the latest isometric dips into undead anarchy…
Howdy survivor. Hope your apocalyptic nightmare scenario is going well. Here’s some news from the land of zeds…
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Hello! The zombie paperboy just threw the following chewed and bloodied missive onto your lawn. Read on, survivor!
Hello! It’s Monday. It’s Project Zomboid. So it must be… Mondoiddddd.
We released Build 35 four days ago, and it’s been awesome seeing folk running around and trying it out. If you missed the changelog then you can find the highlights of it here.
Clearly a fairly big proportion of this week is now making sure that we tackle the various bugs and issues discovered by the substantially increased numbers of people playing the new beta-turned-public version.
To this end we released 35.26 on Friday, and have today with the help of General Arcade addressed issues hampering survivor activity on certain Linux set-ups. It looks like we still might need to address issues with the new TransactionID system in MP too, alongside other bugs reported in the PZ Tracker.
We don’t want to update the main public build with fixes until we’re sure they’re watertight, however, so will be released 35.27 as a public IWBUMS beta in the coming days. Once everything is fixed up we will update non-Steam download services and move onto Build 36.
As a little bonus we will be including Turbo’s recent work on movable multi-tile items so it’s all playable in the IWBUMS beta – specifically the ability to deconstruct large furniture and move them around in partial kit form. We’ve already covered this in a Mondoid but here’s the video of it in motion again:
https://www.youtube.com/watch?v=yRzFy4VYW8c
IMPORTANT: If Build 35 fails to start on your machine then please check this thread. Steam may have failed to install the required VC Redist 2015 file.
Build 35 is here, and has a huge changelist. You can view it in its entirety here. The highlights are, however, listed below.
If you wish to report bugs then please use our bug tracker. If you have more complex needs please visit our Support forum.
We anticipate balance and loot tweaks that will be made from player feedback in the coming days. Build 35 will be released on non-Steam platforms after the initial patching process has ended.
Work on other systems such as anims/combat/clothing continues, but the large amount of additions already in the beta test of Build 35 made it sensible to release before the holiday season - this release is separate to the animation branch and will not impact on its arrival time. We anticipate that multi-tile object movement will go into a brief period of public testing next week before being merged into the main build.
Huge thanks go out to our friends at General Arcade for working on the VOIP aspect of this build.
Many thanks. Enjoy!
ROSEWOOD, MARCH POINT AND ROSEWOOD PRISON COMPLEX
Hey all, Mondoid again. Work on the anims/combat build continues, and we’re still tying the new system into Zomboid’s multiplayer contingent. The new state machine stuff is quite a major shift in the game code, and MP is used to dealing with the old version so the dev wheel’s still (still) turning on that front. Elsewhere meanwhile…
Hey all, hope you’re good and that US folk enjoyed their thanks-giving.
‘Ello, here’s where we’re at:
We have just released a new update to our public IWBUMS beta channel (details of how to access found here) with some cool new stuff. The build is 35.21, and the primary items it contains run as follows:
Two new areas have been added to the Project Zomboid map in the latest IWBUMS public beta build 35.20f. They are called Rosewood and March Ridge, and are a first for PZ in that we’re straying slightly away from a fictional version of the real world map so we can get in a few more interesting and engaging places for you to loot and survive in. If you want to get involved with the public beta then please go here.
We always like people to explore our new areas rather than just dump a load of screenshots on you and ruin any feeling of exploration, so we have made this spoiler thread for community discoveries.
The primary areas with new content can be found in the directions shown by these very professional looking arrows, but there are other small areas on the existing map that have been updated too.
If you spot anything that looks like a map bug, then, as ever please report in the mapping section of the TIS Bug Tracker.
We will be adding extra visual detail to these areas and fixing the issues you find as the Build 35 IWBUMS beta continues. Good luck out there!
Happy Mondoid all. Here’s all the latest on all the stuff soon to come to PZ’s Kentucky heartlands.
Hey survivor people. A quick note before we start things off:
We’re aware the wait for the new animation system is frustrating, and it’s also frustrating for us to feel like we’re inches away from kicking them out of the door – only for unforeseen tasks to stretch out beneath our feet and further elongate your already elongated wait.
We don’t want it to sound like an excuse (as we clearly feel that you should have been slapping police zombies with spiked rifles long before now – and as a side-product seen where the new system will take us with our other 1.0 features) but we when we think about it every ‘big’ change in PZ has felt a bit like this. The initial release of the 0.1.5d demo, the long ‘Winter of No-Content’ before the 0.2.0 build and indeed the advent of MP. They have always been necessary and impactful, but they’ve also always strained patience and resulted in ‘trust us, we’re on it’ style blogs like this one.
These days matters are cushioned (to an extent) by us having a wider team: ace and plentiful community request work from RJ can go into Build 35, General Arcade can deliver a steady stream of VOIP builds as we approach its integration, Mash can industriously fill in new areas of the map. The final descent of the anims may feel frustrating, but at least it’s evident that other cogs in the machine continue to whirr.
The peril of devs working in an open window though, and reporting on hopes, problems and progress on the game features we feel will be in our upcoming builds is more than apparent here – likewise the pressure of reporting dev stuff to you on a weekly basis when there are hype trains, roadblocks and necessary diversions to contend with on the journey. We’re far from perfect in this respect, but we hope you appreciate this mentality rather than some of the alternatives. You don’t have to look far online to see what other approaches (or a blanket silence) can bring.
As such, we do apologise for the anims/combat/clothing/backpacks wait and dearly wish it were not so – but we know that ultimately it’s good for Zomboid, good for all the big-name features that people want to play with and ultimately good for players. It’s just a pain in the bum for everyone and their dog in the mean-time.
So, with all this in mind… on to Mondoid!
It’s a bit of a quiet Mondoid this week, as we continue ironing out the remaining bugs in the new animation system. As such, there’ll be no animation video this week, but we know the wait’ll be worth it. We’re fully aware this is taking its time and some people are frustrated at the wait, but we’d rather take a bit of flack, than release something that will disappoint. Often short 30 second videos give the impression that everything is ready to release so we understand the frustrations, but there really are still too many game-breaking issues that would leave many more people much more frustrated, but we’re getting through them all. We know we can take our time, but when we do deliver we’ll deliver what we’ve promised.
First off another quick note that we’re now curating a Build Status and Version History overview list so people don’t have to dredge through weekly Mondoids to find vids/images of stuff that’s liable to drop into the next build, or to check out what’s in IWBUMS testing. Smaller tweaks in PZ history aren’t mentioned, but the version list does go all the way back to the Steam release so is hopefully informative. We fleshed it out today, so have a peek if you fancy.
Hey everyone, quite a bit in this week’s Mondoid. Just a quick note before we dive in though. It’s sometimes tricky to ascertain what’s in upcoming builds (and past ones) from a browse of our weekly blogs – so we’ll be now be maintaining a ‘PZ Status and Build history‘ page on our website from now on. Everything from our launch on Steam up until the present day will be covered there, so it should also be handy to let returning players see what’s been added during their absence.
Mondoid time everyone. We’ve got good progress going on the new map stuff, handy feedback being addressed on last week’s VOIP integration tests and should have community radio/TV content going into the test later this week – but here’s the more headliner items:
Hey all, welcome back to PZ’s weekly goings-on blog. Let’s delve into what’s going on with some of the features dropping into near-future builds.
Good evening all, and happy Tuesdoid to those in hemispheres different to our own. Here’s the latest!
The ladies have finally made it into the animation build! After a couple of weeks of puzzling incompatibilities and glitches across the export chain, we got everyone together and finally winkled numerous bugs out of the system. So now all the female models are working with the animations that’ve been exported and thrown into the PZ mainframe so far.
As we mentioned before, until the animation build is good to go we’re not going to do Mondoid videos as the time they take to produce/edit/whatever diverts us away from cranking the actual new systems out into the open. That said, we can still show you a few images of the new lady survivors in action.
This should stand as the last technological hurdle for the getting the anims out into testing, although there could possibly be some multiplayer sync issues to work out that would make us consider a single player anim branch initially if that were to turn out to be the case.
Since we’ve been focused on getting the female models working in-game for a fair wedge of the last little while we still have some of the ‘tying in’ of the new animation and combat system to finish off. There’s still a fair few fixes and things to add ahead of us too, but getting the women into the game was by far the biggest. So we’re definitely edging much closer to getting this stuff out there to you all but, as usual, will refrain from putting a specific ETA on it.
Hey all, it’s that day of the week once more…
Hey all, let’s get down to Mondoidin’
Something of an intermediary Mondoid this week, while RJ cranks out Build 35 features and fixes – while the wires of the new animation, clothing, model and combat systems we’ve developed are hooked up to the PZ mainframe.
Build 35 IWBUMs has begun! To the uninitiated, the ‘I Will Back Up My Save’ is the PZ beta branch and details on how to access it can be found here.
You can also find a changelist here with the main additions to the build.
Whilst we’ve got some really cool stuff to release in today’s IWBUMs; the new welding system, multi-stage wall construction, dismantling furniture and other world tiles for materials, a new sleeping system, and realistic big trees in the wilderness being the headliners — this is not the complete feature set planned for build 35. Instead of holding it back until everything was in, we wanted to get some new stuff out there for people to play with, as we’re mindful that it’s been a while since our last build–however there is still plenty more to come, which will drop into the build in the subsequent bug fix builds, before it is promoted to the main branch and released to all.
The main big feature that will drop into the IWBUMs further along the way is obviously the animation and clothing overhaul, and while there are still a few things to finish off, we’ll likely hold back the IWBUMs until that is ready to drop into it. As such you should expect this particular IWBUMs to go on for some time, as the animation system will likely yield a whole bunch of bugs and compatibility issues that need to be resolved once it lands, and it will also likely play havoc with the game balance, which is something we certainly need our community to help us fix up.
Hey Mondoideers! (Yes, that’s Mondoid, not Monoid!)
One big factor we’re wanting to nail with the clothing update is variety and customization. With the new overlay system it allows us to do some funky stuff to vastly increase the variety in clothing with little cost.
https://www.youtube.com/watch?v=QPqcrgFxrR8
Bear in mind that the logos shown are temporary and just present for a lowly art challenged programmer to test the system, and we’ll likely be getting less Spiffo / TIS / Romain-centric logos in the final version. Also some of the colours picked by the system are a little clashy at the moment as the system hasn’t had colour-complementary fashion sense programmed into its synapses.
With just a few templates at present that will no doubt expand before release, we can already composite them together in different combinations to allow for a multitude of designs and patterns for t-shirts, tracksuits, coats or any other item of clothing. Along with decal logos and the like, of which one thing we’d love to do is allow these textures to be transmitted to servers in multiplayer games, allowing players to take their own clothing designs with their characters to add some extra identity (and also give people some unique things to pick up off their dead corpses, as well as making their zombie selves more instantly identifiable in the event of them turning). However it’s unlikely that this feature would make it into the initial version since we already have plenty on our plate getting the new animation system and clothing update ready for launch.
Meanwhile, RJ has been finishing off the welding system within the metalworking overhaul, although the smelting aspect of the metalworking build is still getting a lot of discussion and it’s not clear if this particular aspect will make it into the next version, as the system is constantly under debate and scrutiny from the team to make sure we avoid the game becoming too unrealistic and ‘Minecrafty’–which was something a lot of our community were concerned about previously, and this is a concern we take seriously.
In addition to the welding, RJ has been working on new sleeping events and balances detailed in previous Mondoids, and it is now sat in closed testing alongside Tim and Mash’s awesome new jumbo trees and numerous other fixes and balances. Nutrition has also been changed a bit, specifically balancing to have a more linear progression of the weight gain/loss instead of steps depending on your weight trait (obese, skinny etc) which should help balance out the system to the point that it could be activated for Survival mode. We’re getting feedback from a few testers and fixing any of the more serious issues that crop up before it could potentially see the wider world outside in IWBUMs.
Once released to IWBUMs it will likely remain in there for a while until animation update is ready to join the features already there, or if it feels stable soon after we’ll push it out to everyone and start a new IWBUMs for the anims. Whichever comes first.
Elsewhere in Zomboidland, Turbo is working on a catch all system for handling multimedia recordings for stuff like hi-fis, videos, arcades, tape recorders and possibly computers. This will be able to tie into the overhaul he’s currently doing to the entertainment and boredom systems in the game, as well as giving us a lot of options to extend the lore in the game, and plenty of fun opportunities for players in multiplayer to leave or transmit looped recordings for others to find. This is something we hope to integrate into the VOIP system when that lands, but of course lots of consideration will be needed into how the data from this will be managed and how much of a strain this could pose to servers, so we’ll need to see where we stand on that when the time comes.
This week’s featured image by Легенда on that there Steam.
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
Hi there survivors. Work continues on the animation, combat, blood, gore and clothing systems that will in turn unlock the implementation of our final primary game features. We’ve had new textures going into the system (different clothing, like long-sleeved shirts) but most of the work has been under the hood, so this week’s Mondoid isn’t quite the blow-out that the last one was.
That said, we’re expecting an internal test build of nu-nutrition, metalwork and sleep systems fairly soon, which will then be released to the community in an IWBUMS for testing and balance feedback. (Please note that, at the time of writing, this hasn’t been merged with the animation system though, which still requires tinkering.
As such let’s turn to what RJ and Turbo are up to, which is primarily in turning a spotlight onto longstanding features to bring some added spice to survival.
It’s been a week of awesome progress in anims-land, which means a new video for Mondoid. Hurrah! Have a look-see at this. We’ll also highlight the notable stuff in the blog once you’ve returned from all the violence.
https://www.youtube.com/watch?v=b4I2PE5MqxY
So, what are we seeing here?
Last week we finally cracked our new method of handling the textures on the new 3D character models, allowing us to use various compositing techniques to provide diverse overlays onto players and zombies alike. The initial need for this came from issues we’ve had with the geometry of clothing poking out on occasion, particularly if we ever tried to layer clothing on top of each other. As such we needed support to allow clothing to be textures as well as 3D models.
(please note Survivor Spiffo is not canon and will be the restaurant chain in-game, it was used as a test though we’re sure plenty of t-shirt designs will appear in the workshop not long after it is released!)
The new system will allow for us to layer multiple items of clothing on top of each other, so the player is able to wear a t-shirt, with a sweater, and maybe a coat on top of that. This will allow us much more versatility when it comes not only to how characters and zombies look, but also to the stats of those clothing as it relates to heat and protection. Managing your heat in the game at the moment essentially boils down to taking off or putting on a sweater and it will be cool to make all this more interesting. Not only this, but it gives us the ability to combine as many textures as we like with which to do effects such as blood or dirt overlays. Here is a little video demonstrating some of the sexy gore coming to the world of PZ, with some bonus back-wear to boot!
https://www.youtube.com/watch?v=boIpk40xvVk
Though please note we still have a fair amount of texture work to do to provide the variety we’re going for and this is just a taster.
Just a reminder to those out there with low spec PCs, we’ve put a huge amount of work into optimization and are very pleased with the results. While we can’t promise that those right at the bottom end will never hit any issues, we are confident that the new animation system using some crafty tricks is in many respects hugely more optimized than the existing 3D zombies in the game, and that should mostly if not completely offset the extra work the game is doing with the new animations and overlays.
The biggest ‘key’ feature, as regular readers will know, are the new animations, models and combat which are, in themselves, a fundamental stepping stone in the plan for all the big-name content in later builds.
Right now Martin’s big re-export of all his work is at an end and Lemmy and Binks are getting the new system completed that will allow for both overlay clothing (so people can pop on a t-shirt, then a jacket on top of it) as well as overlays that will be used to allow for blood splatters during combat, zombie blood and gore to make the zombies a bit more grizzly to look at, and hopefully the ability to age zombies to make the zombies that have been shuffling around on the six months later scenario look a bit more like corpses that have been walking around for six months.
The ability to apply texture overlays will give us a huge amount of freedom to make the zombies extremely varied, something that has been lacking in the game up to this point. The backpack is in and working, as you can see, but still has a few weird issues we are trying to resolve before we can do any sexy in-game videos of it in action. So for now, an image! Hurrah.
RJ, meanwhile, is building up to an internal test of his metalwork revamp, and is currently back inside his Nutrition system to make weight loss/gain a less of a sheer face to fall down and climb – and also to nerf clever tactics like ‘chugging down jars of mayonnaise’ with a daily limit on calorific impact whether it’s dropping off you, or piling itself on.
A month or so ago we compiled a big report from all the community posts about the nutrition system (from both those who liked it, those who disliked it and who wanted improvement) and got a lot of good pointers that we’re currently acting on.
Something that we want to get RJ on to next, that we might have mentioned was in our minds a while back, is a refurb of the current sleeping system. In the earliest builds of PZ sleep felt a lot more haphazard – you had no control over when you woke up (or when you were woken by possible night incursions) and as such the simple act of resting felt quite scary and unpredictable. You’d also struggle to fall asleep when in pain, making sleeping pills more of a necessity.
This was all somewhat lost as the game developed, not least due to MP making sleep a trickier issue, but it’s now something we can get back to. It’s all under current discussion, but less controlled SP sleep, in-game alarm clock items (impact of which is heard by all players, and maybe zeds in close proximity in co-op) and maybe a few random events that player sleep opens up to us are all on the agenda.
TurboTuTone meanwhile is coming back onto the main game after getting WordZed up to a standard that’s fine for internal use, but probably not as user-friendly as we’d like for a public release. We’re at a point at which we can easily package what we considered our priority (the release of community translations for Radio/TV in the next build which is currently looking like French, Russian, Polish and Turkish) so now Turbs is coming back onto the main build for a bit – to finish integrating his work on player boredom, the necessity of entertainment, learning from live and recorded TV and radio shows and hopefully a more analogue radio tuning system to help with tuning into secret wavelengths etc.
On top of all this we have EP in the Engine Room looking to slicken things up for future features in the pipeline, Mash is in the sprite/map room prettying things up further and obviously we’ve got the helpful chaps at General Arcade investigating the best avenues to integrate VOIP into PZ for our MP crowd too. More on all of the above in future Mondoidage. Have a good week everyone.
This week’s featured image by Markarkady off of Steam. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
With Martin the animator’s great big anims export ongoing (the one necessitated by an update to the way the visible backpacks, blood overlays and layered clothing are going to work) we haven’t got a great big exciting new vid for you this Mondoid, but perhaps we can extrapolate a little deeper from what we’ve already put on show. Namely, the introduction of different sorts of zeds.
Zeds who were once people who collapsed while at work, and rose again wearing their uniform, carrying their work tools and can (most likely) be found shambling near to their place of employment. We introduced survivor corpses, ‘occupation’ homes, pre-barricaded homes and the like back in Build 33 – and having this sort of variation in zombies will let us double-down on this.
[Please note we’ll be adding a lot of dirt and blood splatter to clothing. These are WIP images.]
‘Career’ zombies will not be common, but if you spot a policeman zombie in the horde then you’ll know there’s a high chance he’ll be carrying a police radio and a firearm. If you head into a restaurant and notice a chef zed in the kitchen then it could well be carrying a high quality knife. Likewise, workmen zombies at in the McCoy logging will carry a high chance of having decent tools and axes in their inventories. The hope is that you’ll feel an element of risk and reward when you spot a Career Zed in a huge crowd, and weigh up the pros and cons of trying to separate it and take it down.
It’s still unknown just how much of Martin’s work will be going into the first animation build, we’re not sure whether backpacks-on-zombies will be in there for example. As we go along, however, then zombies with severed limbs will clearly have less chance of scratching you. In terms of firemen zeds, meanwhile, we can populate areas around burnt out buildings with them – to suggest that they were called out to the fire during the opening days of the outbreak when the occupants had been laid low with sickness.
And, of course, if you so choose these are all clothes you can strip from the bodies of the deceased and wear yourself. The impact the new system will have on RP servers online will, hopefully, be quite profound. Likewise, that feeling of excitement you feel when you’re playing online or off, and you see the zombie of a recently turned survivor. For the first time, we’re hoping, that the horde will be able to give you an enticing risk/reward amidst all the sneaking around.
More next week, but before you go (and because it’s always nice to have moving images) here’s a quick video to show the new trees that are going into forests. It’s mainly a visual thing, sure, but we hope you agree that it’ll be a cool addition for those who favour wilderness survival. [Please note we’ll likely play around with line of sight a bit more than what’s shown in the video]
https://www.youtube.com/watch?v=ddj7e9vUx6c
This week’s featured image from FIRE over on Steam The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
This week we’re going back over to Animation man Martin. Martin’s currently finishing up a fairly laborious re-export of all his anims, which needed some adjustments to bring them up alongside the way visible backpacks are working.
In the midst of all this, then, he seemed quite pleased to dole out some new animated treats for us.
“Animation-wise I’ve been doing some new zombie hit reactions, new player melee attacks, some more incidental anims like eating, drinking and a whole host of other stuff.”
“Beyond that I’ve modelled a couple of new items of clothing, but a lot of the work has really been new textures – adding some variety to what the player can wear. With Captain Binky’s new player character models we’ve been trying to optimise the models and textures so we can have layered clothing with the addition of dirt and blood splatter; but doing it in such a way that it won’t overly impact performance.”
“Then, as we showed two weeks ago we’ve got new items, some of which are derivatives of existing weapons like the hammer which, along with the original, now has variations like ballpeen, mallet and clubhammer. Other items are everyday objects a survivor may use to fend off zombies who get too close, like a toilet plunger, saucepan, pipe wrench etc.”
“As I mentioned last time though, there’s a lot of stuff to implement and balance. Creating the assets is only one part of the process – so don’t expect everything in the very first anim update.”
“With that in mind, then, I’ve also made a batch of improvised “spears” that have their own set of melee attacks. Whilst their material cost and damage still need to be worked out and balanced, the intention is that anything you can use to stab with will also have an improvised ‘spear’ version.”
https://www.youtube.com/watch?v=qihdLM1QdrQ
“You’ll also be able to fix a bayonet or other improvised stabby thing to certain guns and use them in a similar way to a spear. Finally, as I said last week, please keep your suggestions coming on the forums. I read everything and people have come up with some great ideas!”
There’s plenty more cooking that we’ll discuss next week, although it might be worth mentioning that last week’s Operation Big Tree is done and awaiting the first internal test build of Build 35. Thanks to the hard work of community translators like Teesee, Geras and their teams, meanwhile, it’s looking likely that French, Polish (and maybe a few other localizations) of the Radio and TV channels will also be in 35.
Oh, and we also just wanted to spotlight a new PZ RP server that’s sprung up over the past week. So, if you’re of an RP persuasion, then please do check out ZomboidRP.com.
This week’s featured image by AwesomeMMM off of Steam. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
Hello! Here is the Zomboid news. *Shuffles papers on desk*
Today we’ve got an update from Martin, our lovely animator friend. Something the animation update will bring is some improvements on in-game firepower, so he thought he’d share…
https://www.youtube.com/watch?v=WdEbigXwQHw
“One of the areas currently lacking breadth in PZ are firearms,” he explains. “The amount of guns in the game has been discussed in many threads on the forums in the past, but it’s always been the intention to have a wider range of boomsticks. It is America after all!”
“What calibres, and how many, is still under discussion. We’re by no means talking about as exhaustive a list of some of the (very cool) mods like ORMtnMan’s one, but we will be adding a few more guns and ammo types that’lll give the player some more options and problems to think about.”
“Obviously when I came to model the guns I was basing them around particular calibres/types that would generally be available to Kentuckians during the early-90s era that PZ is set in. They’ve been modelled with a degree of generalisation, in part to avoid licensing issues, but also to let them represent several guns of similar types.”
“In the above video you’ll also see that there are models with proper bayonets and improvised versions. This was something I was keen to include as using guns with bayonets is as old as firearms themselves – but you’ll also notice not all guns have proper bayonets or indeed can be modified to use improvised versions. The same can be said about modifying with sights. Again, this will give the player more options and problems to think about.”
“As part of some new melee attacks I’ve also included a couple of rifle butts and pistol whips for when things get desperate – like when you’ve run out of ammo and the zeds get too close for comfort!”
“While we’re talking offense it’s also worth mention that, along with new clothes, I’ve also modelled and textured some new items that can be used as melee weapons. Some of these are representing items already in game that currently don’t have a model (ie the crowbar!) but quite a lot of them are new. Suffice to say there’s a lot of stuff to implement and balance. Creating the assets is only part of the process, so not all of it may make it in the first animation update but will be rolled out as and when they get put in game. Should all be good though!”
“There’s plenty more I’m up to, and have been up to, but we’ll leave that to another Mondoid! I don’t tend to reply on the forums or reddit but I do lurk and take notes, so keep the suggestions for animations or items coming. It all helps, and a lot of it is going in. Thanks!”
This week’s featured image by Zo off of Steam.
The Block of Italicised Text would like to direct your attention to thePZ Wiki should you feel like editing or amending something, and thePZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
Good Mondoid everyone! Here we go…
BUILD 34 BITS AND BOBS
Build 34 came out last Monday, and most people seem to be digging it. So: yay! We’ve currently got a version three iterations further down the line in IWBUMS public testing which should eliminate the issues flagged up by the wider release, fixed some issues with fatigue and generally did some good old EasyPickins fixin’.
As soon as it’s clear we’re all done and good we’ll be releasing the GOG version, we needed to have everything 100% before we call 34 ‘done’ and fully move onto the next version y’see. That time isn’t far off though. And speaking of the next version…
TWO-STEP BUILDING
Right now RJ is polishing metalwork, and adding more depth and mod-abilty to how you build things in Project Zomboid. The primary change in this is the ability to have multi-stage objects.
The best way to describe this is to use a simple example: the wall. Before, building a wall was simple. You’d right click select it, the build – but you couldn’t ever upgrade it. As of the next build, however, that time will be over. Once you hit the correct level you’ll be able to improve on it, which should see the end of people building countless wooden floor tiles to get to level 6/7 before you decide to start building walls.
Here’s a WIP image, with WIP UI stuff and… did we mention this was WIP?
To build a wall, you’ll first need to build a frame – and then onto this you’ll then be able to right click it and build the wall using it. So yes, construction will take a little more time – but also there’ll be more precious XP points on offer.
This is also where we introduce cross-skill abilities. Using the new metalwork skills you’ll be able to have similar metal frames that can be used with wood to create more reinforced walls. Meanwhile, another more zed-resistant wall will be a wooden-frame with light metal plates attached – which will have more HP than a standard wooden wall, but will make a lot more noise when zombies are slamming against it.
There’s plenty more to come with all this that we’ll discuss at a later date – but another example would be putting two poles in the ground and choosing what sort of construction material to use to link them. Wooden fencing, metal wire… all that cool stuff.
OTHER STUFF
Also in the works are an unexpected book-end for Mash’s ‘2x sprites’ secret mission that we’ll wait on showing off until we have some vids to show off its cool factor, Nutrition polish and of course the animation system that, as this Mondoid is being written, Lemmy, Binky and Martin the Animator are having a big exciting meeting about. More on all the above, in a less ‘national holiday in France’ abbreviated format, next week!
This week’s featured image by Kaguya-Hime. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!
Ladies and gentleman, boys and girls, zomboys and zombettes… Build 34 is now open for general consumption on Steam! (note: this version will be uploaded to GOG once we’re sure there are no unexpected bugs–probably in the next few days).
Highlights include the 2x ‘Secret Mission’ that has seen every single tile in the game redone by hand at twice the resolution, and the ‘Easy PZ Co-op’ feature that via networking magic will let you conjure your friends into your game with a fraction of the faff you previously experienced. For a neat FAQ on the latter, visit this here thread.
The new food system is also in there (freezers, new foodstuffs, recipes etc) but the actual Nutrition component of it has to be activated in sandbox settings. Although player feedback has shown us we’re on the right track with our food tracking system, it isn’t quite there yet in terms of polish. As such you can expect a Metalwork/Nutrition ‘RJ Special’ IWBUMS public test in coming weeks – which will then either be released as their own build or (if timings fit) as a part of our the animation/backpacks/clothing/combat update, that will itself be the stepping stone to our next big features.
If you’ve been away for a bit, here’s what ‘2x’ looks like compared to the previous version:
For full details on what’s in Build 34 you can read-up on what’s under the hood, including the improved new lighting system and co-op sleeping, in the release notes.
As always the sheer number of extra systems that live in the world beyond our IWBUMS testers might throw up issues, in which case our bug tracker lives here.
This week’s featured image by Garvel Locan on Steam. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here! Okay thanks bye! Oh, but finally. What on EARTH is going on here?
Hey survivors, here’s the latest from Zomboidton.
Greetings survivors. It’s been an exciting week watching testers ease into General Arcade’s fantastic ‘Easy PZ’ co-op set-up, and we’re now pleased to announced that the OnlineTest build into the main IWBUMS Public Test Build. There are still kinks to be ironed out, but overall we’re really pleased that such a complex bit of work appears to be operating well on the many and varied internet connections of our users.
If you want to engage with IWBUMS public testing procedures then visit this post. The full IWBUMS release notes and feedback thread, meanwhile, can be found here.
Even better, the GA guys are game for doing some more work on our MP contingent while we crack on with the main game features. A preliminary poke around VOIP integration is next on the list, but we won’t talk of it again until it’s close – as this will again be long and difficult job for our Russian code buddies.
Elsewhere TurboTuTone has released his direct-to-game radio and TV localization software, and the full modding tool known as WordZed will be released in coming days. We’d like to ask all our community translators to have a look, have a play around and come back to us with comments and questions.
Once Turbo has finished with WordZed he’ll then be returning to main-game activities, making our somewhat digital radio system feel more ‘analogue’ so secret transmissions (whether scripted or player-made) can be discovered more easily, improving the impact particular shows or transmissions have on character boredom, letting the player learn recipes from recorded VCR tapes and all that kinda fun stuff.
We also had a really productive Metalwork meeting last week with RJ (who is ill today, with ailments you don’t want to hear about at all) and hammered out improvements and changes that are again more in-line with community feedback.
Multiple versions of makeshift forges, wall and barrier recipes that involve building frames to build-upon (and crossover with the carpentry skill), tools that aren’t up to the same standards as looted equipment and more were on the menu. We’ll go into more detail with that when it’s in and working in-game, as it’s a subject that’s had a lot of debate and we want to get it right.
Finally, it’s been a while since we did a main build release – players outside of our test builds haven’t been experienced the 2x visuals yet. Now co-op is in we’ll be directing attention towards getting Build 34 out of the door. That said, with Nutrition requiring polish and Metalwork still in progress it’s likely one will be left behind and kept for 35. We’ll have a chat with RJ once he’s off his sick-bed and work out what’s best.
That’s about it for today, fingers crossed we’ll have some anim fun for you to have a look at next Mondoid. Laters!
This week’s featured image by the amazing base of Opt_0 over on Steam. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye! Oh, and community GoT spoiler chat goes… here!
Evening all! Hope we’re all ship-shape and Bristol fashion, and yes this is a line purely intended to reference the amazing boat construction that appeared on Steam this week.
Release-wise we’re hoping to have public test versions of the easy server creation and easy friend invite co-op that General Arcade are working on towards the end of the week. It’s complex stuff that’ll need to work with an array of different set-ups, so may well justify having its own beta channel rather than being part of the current IWBUMS releases. Right now we have a few minor issues with the steam co-op build and a few UI things we need to sort, however it feels close. No ETAs as usual, but by close we hopefully mean close – not ‘in a few weeks’.
We should also be releasing a test version of Turbo’s radio/TV modding and translation tool in the near future, which is currently being played with internally. What else? Read on…
METALWORKING
As we mentioned last week we’ve rethought metalworking so that it features two new skills – welding and metalworking. We’re still underlining the specifics, but welding will see players using a noisy/bright blow torch and mask to adapt heavy scrap metal found around the map into defences – often used in conjunction with our existing carpentry skill.
Metalworking, meanwhile, involves you investing a many in-game days building a stone furnace stage-by-stage – and then creating makeshift tools/items through iron that you make workable within the furnace, then hammer away at on a lump of metal used as an anvil.
Metal objects will come with their own positives and negatives (a metal sheet welded together with discovered scrap will make more noise when banged on and attract more zeds, for example) and we intend it to be a high level and high input aspect of survival – and fully complementary to our existing skills. We really want to nail the delivery of it though, which is why RJ is industriously busying himself with it all backstage.
GREETINGS FELLOW SURVIVOR
Here’s a quick demo of a few of the new individual character animations, incidental movements and emotes coming to Project Zomboid. Whether triggered by a player or by the character automatically, the new animation system will bring a ton of new animations into the game so players know how their doomed survivors are feeling. And let them sit down! Woo!
As a bonus we’ve thrown in a few other anims. Can you guess what they all are without the benefit of context?
https://www.youtube.com/watch?v=_eKjSCEt_fo
This week’s Featured Image from Pikiiipow, from the tiny non-crowded hamlet known as Steam. The Block of Italicised Text would like to point earnestly in the general direction of the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter here!
Hey all, lots of ‘under the hood’ whatnots this week. We’ve got a few nuggets of info on how various things are progressing though.
After the ‘2x tile’ Secret Mission reveal and last week’s focus on Martin’s amaze-o animations, this ‘getting on with it’ Mondoid might not hit the same ‘like’ frenzy – but hopefully we’ve still got you a few fun nuggets.
In our IWBUMS branch we continue to update and improve the current testing build, while we wait to see what other goodies might drop in. As of last Tuesday we’re currently on Build 34.13, while amongst other fixes and tweaks the next build will increase your day length from 45 minutes to an hour in an experiment to see how it impacts on player productivity and, perhaps, to cater for the amount of different systems that are now in the game compared to how the game was originally. Let us know what you think when .14 hits.
In terms of other stuff…
A nice treat for us all this Mondoid. An update on the new animation system, along with a video that we feel really underlines just how much of an impact it will all have on PZ once it goes live. Alongside the fruits of The Secret Mission it’s a great thing to see in motion! First the video, then a few explanations… https://www.youtube.com/watch?v=Z0jwcqjdELk Background work featuring Martin the animator man has been ongoing for a while now, and we now have a huge library of animations for players and zombies that we’re in the process of implementing. We’ve got everything in the can from core stuff like combat and character movement, all the way to vomiting, rubbing painful body parts and swigging from bottles. In the recent implementation work one aspect we got working far better than expected were ‘masked animations’ and more specifically ‘upper body only’ ones. This means that we can play animations on the player’s top half (and that of the zombies) without interrupting what their feet are doing. This is proving useful for zombie attacks and player emotes – seeing them work on characters who are standing, walking, sneaking or shambling. Some things to note about the video:
For the past six months our artist Mash has been painstakingly recreating every single tile in Project Zomboid at twice the resolution. It looks utterly lovely, and is now playable in our IWBUMS public beta as a part of the release of Build 34.11. If you’d like to check it out and play it yourself, then the details arehere.
Pictures speak louder than words, so…
Old vs New in a kitchen!
Old vs New in a convenience store!
Old vs New in the Mall!
For more comparison screenshots please visit this thread on our forums, and gaze upon the fruits of the 2x revolution. There still may be rough edges to smooth in there, in which case you’ll find our bug tracker here. Many thanks to everyone who’s been helping out with the in-game grabs!
34.11 was released at the end of last week, and also contains EasyP’s terrific lighting improvements (the mall is now way slicker to survive in) and RJ’s current iteration of the new food system that we need wider feedback on for balance and bug-chasing on. (If you find yourself getting hungrier than you think right, please let us know – it’s very much a work in progress still and we need feedback from each and every play-style going.)
Plenty more exciting stuff still to be fed into the workings of Build 34 too!
Hello all! We needed to enabled Visual Studio Redist 2012 for our beta branch. Unfortunately this resulted in a 'hopes getting up' download to take place on the main version of the game. This does nothing - we can only enable redistributables across all branches on Steam and this is required for the new beta. Please ignore if you are wondering what the small update is about. It will be utilized in the next build. Details on the IWBUMS beta patch here in case you'd like to try it out: http://steamcommunity.com/app/108600/discussions/0/405693392912477639/
Hello Zomboiders of Kentucky and environs! This week’s primary development will be the IWBUMS public beta release of a build that’s chock full of engine improvements and the improved memory-saving light system. It will also include the current iteration of our revamped food system that we feel needs more feedback than its current separate public branch provides, despite its excellent brigade of dedicated culinary community explorers who’ve been so helpful during its teething tests.
This IWBUMS beta is currently being held in a holding pattern as we’re in the process of upgrading our forums to their new form and, most necessarily, installing Connall’s new bug tracker. Everything is now live, but we really want to make sure everything is ticking over nicely before introducing a new build with a pile of new bugs to report.
If we release mid/end of the week we can also get some more tweaks and fixes in from Turbo and EasyPickins in there too, so we’ve decided to hold it back rather than throw it out there just because it’s a Monday.
Meanwhile, Turbo’s WordZed 2.0 utility is approaching completion (though he may well have time quickly fix up the new in-house hifi systems with the TV/Radio system before release), while the WIP build of Creative Mode has seen a lot of updates to cater for the aforementioned Secret Mission – the content of which will soon become clear.
Finally for today, after garnering far more attention than was perhaps anticipated last week… the revamped food system’s sliced ham icon looks far less like a penis.
to:
This week’s featured image by DonnyD. The Block of Italicised Text would like to point earnestly in the general direction of the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter here! The BOIT would also like to indicate that nasKo and Undust4able are looking for feedback on their new PZ Subrebbit theme, and wanted to nudge your attention there too. Laters!
[img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/Butters-712x462.jpg] After last week’s blow-out on Creative Mode, the improvement of map height limits in preparation for Louisville, the inclusion of subterranean locations and the internal testing of General Arcade’s co-op build and EasyPickins’ snazzy and more efficient lighting rewrite… the general gist of this Mondoid is that we’re getting on with all of the above. With that said, here are a few extra nuggets. ⦁ We intend to open up an IWBUMS public beta containing EP’s lighting upgrade and, quite possibly, the ‘easier to get going with co-op’ stuff too. They’re the sort of things that’ll require testing out on a wide variety of machines. Watch the forums and our Twitter for news on that one. (When Creative arrives, meanwhile, it’ll be in the form of a separate beta channel that’ll operate in much the same fashion as the way we first introduced MP to the community.) ⦁ RJ’s food system revamp continues, and it feels like most of the code elements are in place – and now just need balance so that long term survivalists will feel its impact and respond accordingly, while shorter-term players live/die/repeat without having to worry too much. If you want to provide statistical feedback then the playable build can be discovered here. [We also have sliced ham now, look it’s true.] [img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/IMG_22022016_105734.png] ⦁ Turbo’s work on taking the work that formerly was done by Microsoft Excel and packaging a Radio/TV/Survivor Broadcast editing suite and timeline into WordZed continues before its release to our modders and community translators. It currently looks like this. There’s also been some map work done so that hi-fis are found in a fair few houses, so radio transmission content is far easier to come across without the need for inventory/carried radios and walkie-talkie systems. ⦁ A fair few members of the team are now brainstorming ways to improve on our current Inventory UI, which is perfectly fine in terms of workability – but certainly could be a little slicker and easily comprehensive. The results of this won’t be in-game before we’ve talked, experimented loads and found something we’re 100% happy with, but it’s worth mentioning that it’s very much something that’s under the microscope. This week’s featured image by Butters. The Block of Italicised Text would like to point earnestly in the general direction of the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter here! The BOIT salutes you!
[img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/dark-places-712x462.jpg] A Mondoid update from deep inside the guts of the next build as we all bash away on our various different coalfaces. So let’s get going…
[img=http://projectzomboid.com/blog/wp-content/uploads/2016/02/mynameisseahorse-712x462.jpg] Quite a lot of ‘under the hood’ stuff going on this week at Zomboid Towers, including the exciting integration of Mash’s Secret Art Mission with the foundations of the next build and the current iteration of Creative Mode. This is now being cleaned and tidied for its future reveal, but had us all in a tizzy and no mistake. Elsewhere, meanwhile, in Zedland the following have seen occurrences:
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