Name | Project Zomboid | ||
Developer | The Indie Stone | ||
Publisher | The Indie Stone | ||
Tags | |||
Release | 2013-11-08 | ||
Steam | 16,79€ 15,49£ 19,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  27277  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  22 Hours  | ||
Main Story + Extras |  315 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 723 | ||
Average playtime (last 2 weeks) | 114 | ||
Median playtime (forever) | 404 | ||
Median playtime (last 2 weeks) | 190 | ||
Public Linux depots | Project Zomboid Linux Depot [1.41 G] |
[h2]LIFES A DRAG[/h2]
With this wide variety of weapons to craft in the game, its our hope that the player will be able to cobble together offensive weapons using the materials they find as they explore the world and to make up weapons as they go along. This said, clearly the selection and quality of them will vary widely according to skill. [h2]LEGACY MEDIA[/h2] In general with the Build 42 items we tried to have more cool, fun and collectible items. Its an easy way to get more personality into the game, to keep your looting more varied, and to give you a better feeling of the deceased. One example of this is that we are updating and adding more recipe magazines so that they feel more individual, and less like they all belong to some perfect collection that everyone within the Knox Event seems to possess. We want things to feel more funky and chaotic, like real-life. This is also, clearly, a way we can make sure we can have rare high-value loot that doesnt cause players to feel bottlenecked in the way that sledgehammers and generator manuals do in 41. Although weve mainly been talking weapons this month, as you can see theres also recipe magazines for armour and hollow books thatll let you hide things inside them. Our artists, meanwhile, have made them all interesting to look at and (youd imagine) to read and collect. Also seen here are some examples of recipe clippings and schematics; these will have an appropriate-by-context random recipe on them when your player finds them. One of the ways were trying to make the random survivalist safehouses you may encounter in the world more exciting, for example, is by having the possibility for some of the weapon or other gear schematics to spawn alongside the usual loot youd find. [h2]LIQUID LUNCH[/h2] Last time we mentioned the fluid rework was for hair dyes, at which point it was only those products that had had been converted as they provided a useful and visible test case for mixing and swirling together. Just a brief update, here, then to say that we have them all converted now and working through the gameplay details of each. The system now caters for: water, gasoline, bleach, alcohol, beverages and milk from the new animals. Here you can see different coloured liquids, in separate bowls. This week we mixed in the effects of drinking alcoholic beverages and poisons, so characters can get drunk, sick or die. Drunkenness also now comes with visual effects, and delays on character controls depending on the amount of laughing juice youve imbibed. In more boring matters, weve also added in systems like rain filling open items left outside, and made rain barrels work with B42 systems also. [h2]ANIMAL CRAFT[/h2] Lets take a quick tour around what RJs cooking for animal crafting. On the right you see the butcher hook: here you slaughter the animal, remove leather/feather, blood, organs, meat and bones. Every animal will have a weight of meat, blood, bones, feathers and the like that depends on the its size and weight at the moment of its unfortunate demise. Here too you can see the beginnings of the leathering process. On the left of this screen theres a softening beam, where you can remove excess flesh from a hide and also get to choose whether you scrape off the fur too. (You can keep the fancy holstein pattern on your leather if you fancy it.) After that, nearby, is the tanning bucket where you soak the leather in a brain tan or bark tan. After that, the leather goes off to the drying rack you can see on the top of the screen. Leave the leather here for a nice long time, and then youre good. Also visible: a churning bucket, to create delicious butter from milk and a calf skeleton, just for fun. [h2]OPERATION: PACKAGING[/h2] Granular and non-sexy item, this one, but we hope youll agree still one thatll have a big impact on looting and safehouse storage. We have two longstanding issues to deal with here: messy item hoarding in player bases, and extremely long lists of recipes. So for the first issue, theres a simple solution: we now allow players to pack items into boxes that are more efficient to store, both for players and for save files. [previewyoutube=zqav1gKkzp4;full][/previewyoutube] The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes were making we can have a single open canned food recipe for everything, and the recipe will create the proper result item. [h2]SMALL STUFF[/h2]
This weeks walk in the dark from Stomno. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |
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.
[previewyoutube=-0IoH7lIXYs;full][/previewyoutube] Whats making it extra cool? This has been cooking for a while, but we were increasingly unhappy with aspects of the way things looked. We were using in-game isometric screenshots, and they didnt feel quite right for our in-game newspapers as such. Were delighted to say, then, that community heroes unconid and Werlias have agreed to come on board and help us out with this. Both have been entertaining PZ players with their brilliantly made posed still images and videos using PZ models and imagery, and they seemed amazingly well suited to bringing life to the characters of the Knox Event in readable media. Likewise, we will also easily be able to do fun stuff with, say Nolan of Nolans Used Cars, by easily placing his cowboy hat zombie at the location of the car lot that the flyer has revealed on your map. [h3]GRASSED ME RIGHT UP[/h3] Something in PZ thats needed improvement for the absolute longest time, is one of the things that you see the most. Weve been unhappy with the way that grass looks for a long while, and it became more unsightly with the advent of Build 41s 3D models. Build 42 is now blessed with a depth buffer. This means that we can reduce the players clipping with the scenery, we can show doors swinging open and closed, and (during our unstable beta) we will also be able to show seated characters on furniture in all four directions so players wont have to use mods to access the sedentary animations for the directions that dont clip. Its also great for grass and general undergrowth too, so alongside updating the existing grass sprites to feel more detailed and natural weve also added support for depth maps so large blades and clumps of grass will intersect your character as you walk, crouch, etc as if they were 3D geometry. [previewyoutube=HZ4ftcmAtCU;full][/previewyoutube] As you can see, this makes the character feel much more grounded. It also has various impacts on the gameplay: crawling zombies are slightly harder to detect, falling objects get a little more lost in the grass etc. With the increased wilderness gameplay that 42 will bring for many players, in terms of hunting and settlement building, players will be surrounded by grass and wilderness a lot more so were really pleased to have got this in, and looking so good. In the world beyond Build 42 we also intend to build on this, tying our grass and scrubland to our seasonal and erosion systems helping you to get a better sense of the months and years as they pass. [h3]SOUND UNDERGROUND[/h3] Now that 42 is delving underground, and indeed much higher into the sky, we need some improved soundscapes to deal with it. Recently the team at Formosa have been working on what happens with your speakers once you start delving underground. As such theyve kindly supplied two videos showing their work: the March Ridge bunker we saw last time, and a new spooky Ekron industrial lower floor. What can you hear thats different here? Ground level and outdoor sounds gradually dip away the lower you go, and once youre in an underground area various appropriate one-shot noises can be found like distant mice, cans falling and rolling in somewhere in the gloom etc. As far as the roomtones go theres also water dripping layers to give it more of an abandoned feel too, where appropriate, and likewise gunshot noises and the like have been played with to sound more appropriate in an enclosed underground space. [previewyoutube=gZySfGoyhpU;full][/previewyoutube] [previewyoutube=r3b85PCFmBs;full][/previewyoutube] A key part of zombie fiction that Project Zomboid hasnt catered for yet are attracted hordes trapped up against long wire fences as seen with the fences that surround the prison in The Walking Dead. Previously our pathfinding hasnt catered for this, and players have felt a sense of security while behind our sturdy wire fences. Now, things will change a bit. BUT FIRST: some traditional caveats. This feature will be a sandbox option, and it will also only come into play with large hordes and over a long period of time. This video is WIP, and the effect is sped up, and we can work on the crowding/banging visuals too. The point of this is that we want a gradual build up of a huge horde, so players get the feeling that they are safe for now. The fence will only hold for so long up against so many zombies, and eventually it might give way. In terms of pathfinding, with lone or few zombies, the change to zombie senses also leads to more Romero-like zombies, with some not being intelligent enough to go around and obstacle, and choose to slam into a fence in their efforts to get to a player instead. [previewyoutube=zB-EFFMhS-c;full][/previewyoutube] [h3]GUN CHANGES[/h3] Fenris extensive upgrades to PZs guns continue, this month with changes of note like the following:
[previewyoutube=9N5UChJujmM;full][/previewyoutube] The above video shows Fenris experimentation and how hes polishing guns the graph shows the hit and critical chances across the various tile distances, updated in realtime, and overlays range circles showing the point blank, optimal targeting ranges (for the given sights), and maximum firing ranges. The chances of a hit can be seen rising and falling with movement, and after each shot [h3]ARMOR[/h3] This month weve also had focus on improving our late-game B42 armour system. As with the weapon crafting, the intent was to make something that wasnt referential to zombie media or other games, but instead something that seemed natural for the time and circumstances. We dont want crafted armour to look too anachronistic or knightly looking like they should be part of a renaissance fair. We dont want to be too goofy, although there are a few more fun options in there, and we dont want anything that doesnt look like it belongs in the Zomboid setting. Importantly armour should work like real armour, and operate within the bounds of PZ logic itself. As such a few categories that will come as part of B42 are: Metal While avoiding overt medievalisms, clearly 42s crafting update and blacksmith skills necessitate metal armour: plates, leather, straps, buckles and all. Inspirations here include Ned Kelly and his gang, while (although we always say we wont take inspiration from other games) the way Rust implements its metal armours is very much along our line of thinking though clearly well make our own way with it. Please note: there wont be any historical armour and weapon museums in b42, or suits of armour on display in mansions. With this sort of high-end crafted stuff, we wants players to have to go out into the world and engage with the new crafting system and not beeline for a spot on the map to enjoy them. Apocalyptic Vibe We had to ensure that the armour was believable and feasible, while keeping a procedural approach like our approach of the lego weapons in which existing items are adapted and melded. Then, for a more distinct look, we thought of tinges of punk rock and heavy metal imagery, with apocalyptic media such as Escape From New York serving as inspiration. From this we now have armour that can, for example, be crafted out of tyres. Natural Ingredients One important aspect of the new armour content was that it had to support the new crafting system, as well as survival gameplay on a forest map free of civilization. Although we deliberately didnt make it too odious to progress from dirt and sticks to solving the riddle of steel, theres still a lot of middle ground between the two. Leather is an obvious candidate, and is something we have already made some pieces for. However throughout history people have used all sorts of other materials for armor as well, and we are exploring some interesting ideas based on real world examples. We dont want to go out on a limb and branch far with this, but knock on wood it will work out okay. A Sporting Chance Given that the game is set in 1993 Kentucky, theres all sorts of armour already available in the form of lootable Sportsball Gear! All sorts of pads, guards, and paddings, including two items that should make players very happy: The Athletic Cup and the Ice Hockey Neck Guards. As well, some of those items of Sports gear, like the weapons crafting, can be modified to make badass, cool, post apocalyptic armor, which brings us to Spikes And you and the zombies can be spiky too now. [previewyoutube=qAzpPCJSlCk;full][/previewyoutube] [h3]EXPLORING UP HIGH[/h3] Finally, were also in the process of testing Skyscrapers for playability and performance. Turns out 32 floors of zombies, all spawning at the same rate of zombies creates a LOT of zombies. So we need to get to balancing things out a bit. [previewyoutube=xQrKztRh_qE;full][/previewyoutube] Thanks all. Sadly not too much from the new crafting in motion this time. Please be assured, though, that theres a lot of work going on there, but some aspects arent ready for show, and others are waiting for a core code update to hook things into and as such arent filmable. Theres a bit of a logjam building of stuff that can be pumped out, so we hope itll be a flood of cool stuff next time round. This is such a core aspect of gameplay, which could bring huge improvements across the board, so its also needing the most consideration and care to not get wrong. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here |
Thanks to Andrei for his thoughts and, again, to underline this isnt the only stuff thats on their to do list. It is, however, whats in their sights over the month ahead. While we are talking MP, however, it would be remiss to not mention another side project thats gone into the game recently. This is disguise option for multiplayer which, if enabled by the server admin, will allow players to disguise their username by wearing a combination of lower and upper face coverings, or indeed full face coverings. The hope is that these will create some interesting dynamics for RP and PVP servers, and indeed for general banditry purposes. (Clearly theres also a few failsafes having to be built into this! Admins will be able to can also disguise themselves too if enabled and will always see right through disguises, theres an option to disable disguises inside safehouses, and the system can be disabled entirely on servers that dont want anonymity to be a feature). [h3]OTHER FUN STUFF[/h3] Okay, before we get to some of the more in-depth stuff some quickfire smaller nuggets of interesting things that have gone into the game recently. We are making some character traits have more direct gameplay implications with a case-in-point being character builds with vision-related issues. Likewise, helmets and headgear that limit what your player can see will get similar, but not identical, effects. (PLEASE NOTE: effect seen in the following video is WIP. It was an internal video, but is too fun not to share) [previewyoutube=-yqxa8ycChg;full][/previewyoutube] The Event Zones Wild West tourist attraction is now in testing and open for business now featuring a new game item that is the wooden coffin. [previewyoutube=eExgFjby4Zc;full][/previewyoutube] Our good friend Ash from TEA has been working with us to integrate Bink into PZ, which is some cool middleware that grown-up games use to play videos, cut-scenes and the like. Were primarily getting it integrated for some cosmetic changes youll discover when you boot up the game thatll be seen at a later date, but it also means that we can now show tutorial videos and such in-game. In future it also makes moving images on TV screens, cinema screens etc. a possibility although thatll be a luxury that comes about long after 42 unstable. [previewyoutube=gCu3FFmzVjk;full][/previewyoutube] Finally, in the Fun Stuff section Foxs 4K-ification mission continues. In fact, its nearly done and higher-resolution UIs for 4K players will shortly become available in the internal test build. With higher resolutions, meanwhile comes higher resolution screen furniture. So bid a hearty hello to some of your new, newly detailed, moodles. Friendly folk, arent they? [h3]PROFS PROC-GEN[/h3] ProfMobius, he of Minecraft heritage who we brought on board towards the end of last year, has been working on the procedurally generated wilderness to exist outside the map borders to allow for a not quite infinite but huge world outside the main map. Currently hes working on automatic blending between hand crafted content such as the edge of the map with the generated wilderness biomes, to allow for a smooth and seamless transition between them without visible borders. This will also be invaluable for modders, as currently its a rather difficult task to blend the edges of a modded map with the vanilla map, which often results in an ugly sudden border of trees or vegetation changes as you transition. The new system will blend in the procedural elements gradually into the vegetation that exists on a modded map, so the border will be less jarring. Hes also looking into generating roads so they continue from the borders of the main map, which will massively expand the canvas for modders to position their modded maps what with them now being able to space them out amongst a huge game world instead of overwriting or extending the main map which will vastly reduce the potential for conflicts. Definitions for biomes, as well as template for road styles will be creatable in lua, allowing for easy modding to provide more diverse and new biomes with different vegetation, different road styles, and ultimately modders will also have access to the building stamping functionality provided by the basement system and could well extend that to place buildings in the world too. The full wilderness map will have a different set of biomes to choose from, allowing less realistic but more varied biomes to be feasible: travelling an hour down the road to get from a desert to a tundra, for example. For obvious reason, however, the extension of the main game map borders will be restricted to sensible Kentucky biomes, but may be able to include stuff like farmland as well as forests and plains. With this system in place, and the huge swaths of wilderness with convenient road networks to utilize, its our hope that a heavily map-modded game could have a truly huge gameplay area 100s of times bigger than currently, with potentially miles of wilderness between major locations added by modders [h3]IMGUI DEBUGGING[/h3] Okay this is the technical bit for modders I warned you about. Theres some fun gun-related stuff afterwards if you make it through. Finally, we expect this to be more of interest to modders than general players, but it will also impact the ease of future development of the game so is good news all around. For the ease of integration of various aspects of Build 43 we took some time to implement a debug gui library known as imgui into the game which replaces our somewhat time- consuming lua based debug interfaces. We realised that it would likely benefit Build 42 content too, and as such it became part of its glorious whole and indeed started giving us results the very next day. Imgui is, essentially, the industry standard for providing powerful easy-to-implement debugging uis into game engines and its already paying dividends. If you are bored at this point its fine to skip to the guns. First of all, before anyone gets excited about this being used for mod UIs for gameplay, were strictly only allowing this to be enabled when debug is activated in the game. This is because the way imgui needs to be rendered is extremely detrimental to our rendering multithreading since it doesnt support it on opengl, as well as this the entire point of the system is to provide extremely quick to implement debugging UI that favours ease of implementation over performance. As such we need to put our foot down on restricting the new UI to debugging otherwise wed quickly see our performance gains eaten up dramatically by modded games. We do plan a big UI overhaul in future but want to use UI middleware suited for actual end user gameplay, with all the performance, swishes, fades, pulses and slickness the UI finally deserved. ImGui is not that. In debug mode, the game can now run with more a development IDE feel, with various inspectors and dockable windows to examine the bowels of the game and the game viewport as a dockable and resizable window. For example you can inspect all the game UI elements active to allow for easier UI work and debugging within the game, and you can inspect variables on a plotted graph to help balance values over time. Otherwise you can inspect in-game textures and other assets, and numerous other helpful things which should really aid in demystifying the games innards for our modding community. [previewyoutube=Qy8xQC1KKh4;full][/previewyoutube] Modders will be able to dive in and look into the guts of lua and java at runtime to inspect anything they like: navigating through characters, items, or anything else to inspect them. Imgui also contains a fully functional text editor. We plan for this to be completely integrated for lua editing within the game itself, as well as a more robust debugger to replace the slightly ropey F11 one we currently have, however this is also a challenge due to the way lua executes so will come later. In the meantime, for a nice Build 43 behind the scenes, here is the in-game AI behaviour editing UI with breakpoints, stepping and watch window: In terms of more imminent usage for game-improvement, meanwhile, lets move over to Fenris at the gun range. [h3]GUN IMPROVEMENTS[/h3] From the second imgui was made available Fenris, he of ORGM mod vintage, leapt at the opportunity to use its features to do some intensive firearms work: making them more useful at lower skill levels without breaking balance, while also providing for more tweaks for accuracy based on the players actions. Here he is on the firing range, with imgui active. [previewyoutube=sFMPtc4xGkA;full][/previewyoutube] Here, the graph shows a new AimingDelay mechanic (the blue line) first initially dropping after the player starts to stablise their aim, then rising with each shot then overlaid with the recoil delay and animation states. We see him taking timed shots and waiting briefly so his aim stabilises again. The effect can then be seen across the different skill levels, and how the rate of fire changes. Fenris work on improvement here is extensive, but aspects of his commits to the game these past two weeks have included:
[h3]FINALLY[/h3] We saw this pop up on the YouTubes and thought it was a great run-down on what weve been working on. Our thanks to for the vid! [previewyoutube=B9qZ3FYZvR4;full][/previewyoutube] This weeks foggy safehouse from Rick Grimes, though presumably not the real one. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |
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Yip yip, hello. Lets dive in. |
[h3]LOOTED HOMES[/h3] An area of the game we need to improve is the feeling that something happened here. We have burned down houses, survivor homes and our costume zeds but we dont have much that says people who were panicked were once here. As such now we will be including a random chance for homes, stores and businesses to have been looted with items strewn over the floor, general detritus and litter, and sometimes graffiti on the walls too. (Theres no graffiti that says Hit them in the head! just yet, but we are a video game so give us time on that one Im sure it will happen eventually.) [previewyoutube=3dhQjx_z9v8;full][/previewyoutube] [h3]FUN NEW ITEMS[/h3] At the same time as the big ticket new systems, our coders and art team like to dripfeed fun smaller stuff into the test build. Recent additions have been: The Military Manpack Radio. Works when worn on the back, in addition to other radio usages. New fluid containers that use the revamped crafting systems that deal with liquids so for example the canteens use the new tech where theyre a single script item definition with procedural textures and icons, similar to how clothing items work. Backpack sprayers that are fluid containers, that should prove useful for farming. (And also get us thinking about flamethrowers, once we have the time to get back into the fire rework.) [h3]Other Stuff[/h3]
[previewyoutube=sH-AGOQuG7M;full][/previewyoutube] [h3]HAPPY HALLOWEEN WOOOO[/h3] In keeping with all the other game studios and publishers providing faintly spooky content at this time of year, please take this offering of deer skellingtons and a baby deer skellington. We trust that you are now suitably unsettled, and please note that it took about a minute to get our pre-existing animal skellingtons into motion. We havent spent all month on the skellingtons. [previewyoutube=-mdqWIvbnGc;full][/previewyoutube] Well see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here |
So hmm, where were we?
[h3]FINALLY[/h3] A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship! We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods! Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year. Well see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here |
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[previewyoutube=dJ9E8EMp0mo;full][/previewyoutube] We are also super-pleased with the new player effort / sneeze / hey! sounds and have also realised that were missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this. [h3]OTHER NEW STUFF[/h3] As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction. Recently these have included: New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing green and camo version. [previewyoutube=EqKH3gqwiEI;full][/previewyoutube] [previewyoutube=wg7VmSDSYls;full][/previewyoutube] Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits. Wallpapering. And were also coding in the oft-requested ability to fully wash grime from walls. [previewyoutube=uaOJbdvhU7o;full][/previewyoutube] New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they dont already have one. Likewise weve built an internal tool to help our sound team notice events that havent been hooked up, or are new additions that havent had a sound built for them yet. Zoning. One of the more onerous of mapping tasks is underway for the map expansion essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where. In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc. Hiring. The success of B41 has meant weve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We wont shine any spotlights on anyone until theyre bedded down, and theres something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week |
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[previewyoutube=gmT5xdvALrY;full][/previewyoutube]
A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |
Finally, we spotted this out on the wires. How good does this make our lore look and sound?! Maybe AI doesnt provide a terrifying nightmarish future after all! (Or if it does, it at least it will make the chaos look and sound really good on YouTube!) [previewyoutube=IYN0Oof0Hyc;full][/previewyoutube] This weeks survivalist from Ser. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |
With the farming rework we are adding growing seasons (which can also be disabled in the sandbox settings). With these most plants will have a planting season, with optimal months that produce additional yields. Plants that are planted out of season will be destined to wither away and die. This means, that aside from some winter crops, winter farming will be no more. Growing seasons are learnable knowledge. A farmer character starts knowing all of them; a character with the gardener trait will know most of them; and they can also be learned from reading seed packets and special farming handbooks. [h3]CHEEKY RABBITS[/h3] Last time we properly met the Knox Events deer population and their migration habits, and now its time to introduce some smaller varmints who are tied to the same system, but will move around according to a different ruleset. WIP vid. Kitten behaviour will probably get more realistic / change. (Kitten is the correct word for baby rabbit we dont know that either. [previewyoutube=hr5dTl9lPgI;full][/previewyoutube] Also we had a bug this week with the carrots. [previewyoutube=CCbNT9b42fQ;full][/previewyoutube] Also also, with animals comes poop: https://twitter.com/theindiestone/status/1659235346301714450 [h3]MAPPING[/h3] Now ably assisted by our newest friend Dirk the map team carry on a-pace with the huge map expansion that (most likely) will land alongside 42, or be a part of its beta updates. After a brief spot of begging we managed to bag a little taster of one of its more epic locations as ever big thanks to Amz for the vid. [previewyoutube=v9qwpo4VPwo;full][/previewyoutube] [h3]AND FINALLY[/h3] Elsewhere Fenris has been chewing on a key accessibility issue that weve been wanting to get fixed up since forever namely the ability to remap mouse buttons (including extra buttons on fancy mouses) to different actions, by making mouse buttons and keys work exactly the same within the bind menu. Ooh, and also look! Area-specific vehicle spawns in action This weeks misty hunt from Felkhan. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |
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[h3]MEN WITH VEN[/h3] Part of the above has been in ensuring that the right newspapers and pamphlets spawn in their appropriate towns, and as such weve mixed in a new municipal region system that tells the games systems exactly what area of the map each location in the game is located within. Were also using this for some new vehicles owned by local businesses, that only ever spawn in their hometown and associated region. Its generally not a known gameplay function, but for many builds now weve had profession vehicles on the map that are owned by carpenters, metalworkers and electricians all of whom *do* leave tools in their vehicle overnight. Weve never flagged this up, however, which has been a missed opportunity as for players searching for particular items these are very much mobile treasure boxes. Therefore Martin has created a variety of new vehicles for different businesses to better communicate what sort of special loot might be found inside. We have vehicles for different utilities, nationwide businesses and local businesses many will only spawn in one town, and some are unique in that only one instance of that vehicle will spawn in the world. We know that PZ players love collecting vehicles, especially in multiplayer servers, so this should spice up the hunt for the vehicle collectors. This regional system, and unique vehicle system, is set up to be easily used by mods also. [h3]GASP. WHEEZE. PANT.[/h3] Regular readers will know that we recently had our very own recording sessions in a studio with microphones, actors and everything. We had various missions to accomplish with this a primary one being to obtain recordings of a male survivor and a female survivor huffing, puffing, getting hurt, climbing over things, sneezing, coughing and even shouting hey!. The first fruits of these can be heard below and (while subtle when added to the mix and heard in isolation from the way the game sounds currently) we believe that theyll add a lot to your overall experience once they land in 42. (PLEASE NOTE: This is a work in progress. Volume and balance levels are initial ones and will change, likewise some recordings sound better than others and we havent cherry-picked the ones that work best yet. We think that the exertion noises during heavy combat could certainly do with a boost.) [previewyoutube=CNh-c1IwC7Y;full][/previewyoutube] [previewyoutube=4XrKyBX9vCE;full][/previewyoutube] [previewyoutube=zUCgURho-gU;full][/previewyoutube] A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here!Our Discordis open for chat and hijinks too.Experienced games industry gameplay coder and want to join Team Awesome? Jobs pagehere.Project Zomboid strongly discourages the unlawful dissemination of classified military intelligence. |
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[h3]OTHER STUFF[/h3] Next up, some of the other items being conjured up for 42 either with our development partners, or the smaller cool stuff that our own devs have been working on in the background. On top of the below were almost wrapped on stuff like fishing, work on the farming revamp continues and is having new crop assets built for it, and clearly the map expansion continues apace and will likely be a part of a/the 42 release also. [h3]AWESOME ADAPTIVE MUSIC SYSTEM[/h3] First up for discussion is 42s new adaptive music system a long term plan thats now coming to a fairly awesome fruition. As long term players will know, our OST came from the musical brain, delicate ear and dainty fingers of Zach Beever one of the most important people we came across in the earliest days of Project Zomboid and whose work many of you have heard over thousands of hours of play. What Formosa (formerly Noiseworks) have been up to more recently is taking the original arrangements and stems that Zach has provided to create variations of our beloved soundtrack that have variations of different intensities. The composers who have ably taken on this task are Armin Haas and Matthias Wolf both of whom appear to have nailed it. Players have experienced the first stage of this system in build 41, with action music which is specifically when players are in combat with the undead. For 42, this music has then been worked into a new adaptive exploration soundtrack. Based on in-game events, a music intensity parameter is adjusted and the soundtrack adjusts accordingly as well. The aim is to have the exploration music reflect the more exciting times as well as calm moments in the game in a better and more organised way. The best way to explain this is in the following prototype video. As ever this is WIP! Weve also cropped it slightly oddly to hide some of the debug magic that lays bare some of the magic, so please forgive the character not being centred on the screen! Sound up plz! (obv!) [previewyoutube=HJGk1VlSK94;full][/previewyoutube] Were only working of a very basic set of events at the moment coming across new houses, opening doors, vaulting fences and the like. We will be adding lots of different game events that will have big and small impacts on the intensity parameter the discover of special buildings, finding useful loot, noticing a survivor zed etc etc. The system will undergo lots of further fine-tuning, and will be adjusted further from the version seen above that went into testing only yesterday. Also happening this week in Sound World has been the recording sessions weve had arranged to create body noise puffs, pants and pains that we want to play on top of your characters on-screen manoeuvres. Weve also used this opportunity to record many and various experimental dialogue lines that could potentially be played (very, very muffled) over our TV and radio shows in a Simlish kinda way and likewise automated announcements that may well still be playing in locations such as malls and key Louisville locations even after public zombification has occurred. Well have more on this in the next blog, most likely. [h3]UNDER THE STARS[/h3] A few notes on outdoor sleeping. First off in 42, sleeping bags and tents (when packed) can be attached to appropriate backpacks. It looks quite nice and fun, especially when attached to a survivor zed. Next up, weve made some general improvements to outdoor sleeping. As such tents are now both containers and beds. They are not good beds, mind and using a sleeping bag by itself certainly isnt either.
[h3]GOING UNDERGROUND[/h3] Given as 42 will increase our height limit (and more particularly our depth limit) our artists and mappers are currently working on new visuals that will better suit locations beneath the ground of the Knox exclusion zone. Heres a fun example of the sorts of decoration that we hope will give added flavour to your new life underground, and hopefully bring along some Resi vibes with it. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Title image is from D4CR33P3R on Steam. Thats all for this week. |
Unfortunately this also means some work in getting all this cool functionality pushed from its branch into the mainline, but this has to be done and once it is the situation going forward will be a lot more exciting. Once this is done, and we have a large portion of the code team contributing to building out the vast crafting trees that have been designed, we should start to have some exceptionally cool stuff to show off in future Thursdoids as we start to feature the crafting overhaul (something quite a lot of people are most excited about) a lot more on the run up to build 42. Were aware that on the whole this aspect of b42 has been shown off in Thursdoids the least, mainly because the work done (outside the cool fluid systems and the crafting station vid shown a while back) has been mainly code for foundational systems to allow the crafting overhaul to reach the heights we are aiming for, which in itself facilitates extremely cool stuff but is rather hard to blog about in itself. Were excited that its reached the point where we can build on those foundations and hopefully begin to show off what we have planned. While build 42 is still a way off, weve reached the point we were excited to reach, where we can start actually filling out the tasty and much more bloggable content that will make up the crafting overhaul. Without re-treading over old words, you can read an in-depth description of our crafting plans here. Along with the new crafting systems, animal husbandry and hunting, the extensive map expansion, and the multiplayer reworkthe only other branch left to combine into the build 42 main vein is the tech upgrades that weve detailed over the past few months. Including basement support, big optimizations to tile rendering, new lighting propagation, anderm. this [previewyoutube=IrBqw-FpOIs;full][/previewyoutube] The tech upgrades will likely be the last to be integrated, however will be the easiest once the times comes since the systems it changes, for the most part, do not overlap so much with ongoing development on other branches. There has been some other cool stuff in the pipe, as hinted at in the screenshot at the top of the blog, but well discuss them in more detail next time! Thats all for this timeapologies if its rather thrown together this time but were really trying to push towards getting this stuff integrated so we can start showing off the cool crafting stuff we have in store for build 42 in future. |
[h3]LOVELY LITTLE ANIMALS[/h3] [h3]LOVELY LITTLE DEAD ANIMAL[/h3] :( [h3]FINALLY[/h3] Just to underline, were still not at a point at which a 42 unstable release is (at all) imminent. Theres still loads to do with our primary advancements to engine, online multiplayer, crafting and whatnot. We see people thinking its about to land in comments sometimes, so if you see that too then please direct them here. Thanks everyone. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Todays fish is trout a la creme. Enjoy your meal. |
Its this last item that were going to discuss today. How 2D games have historically worked is like a deck of cards being dealt: each image is placed on top of the other to construct the scene. This is terribly inefficient, especially in terms of an isometric game like us with a crap-ton of tiles, tile overlays and so on. The rigid order that the sprites are dealt (so closer ones obscure further away ones, leaving the closest one on top) means that your GPU is unable to optimize how its all drawn. Not only this, but every time you deal a card on top of another card (a zombie in front of a wall for example) then that wall is forever ruined by the zombies pixels: the only option is to draw the entire thing again, tile by tile, for the next frame. Can I shock you? In the past, people have complained about PZs fps. A common thing we hear is: Well, my PC runs Skyrim/Witcher 3 just fine but sadly this generally overlooks the fact that GPUs are built and optimized for 3d rendering. A game with this much detail that doesnt utilize 3D rendering has actually got a tougher time ahead of it than Skyrim or Witcher in terms of making your GPU happy. We also, on top of this, have extremely expensive scene construction CPU time too. End result: a really a bag of nightmares. Now, in a 3D game you have a depth buffer. This is an offscreen rendering of the scene that tells it all how far from 0->1 each pixel is: This is really handy, since the deck of cards goes out of the window. Youre no longer having to draw everything from the furthermost thing to the closest, and they dont have to be ordered strictly as they get closer to the camera either. With a depth buffer you can choose whatever order you want: draw all brick walls first, then all characters hairs, then all grass, then all you get the idea. Outside transparency, which causes issues, you can draw anything in whatever order is most convenient and most optimized for the GPU. Not only this, but you dont have to put together the 3D scene polygon by polygon every frame: you have a cached mesh probably already on your GPU memory sat waiting for the next frame, and even if the character turns or moves that mesh is still valid to use. Zomboid? Not so much. We have to draw every individual godforsaken goddamned tile: every bit of lighting, every bit of grass, completely from scratch, every frame, every time. And when you zoom out? Wuh-woh shaggy. Youre now asking for trouble. So for B42 we decided to implement a depth buffer! This was a bold proposition since we have no 3D (outside the characters and items, of course). Our 3D is otherwise a faked perspective drawn by the artists drawing the tile: its an illusion. However, with some perseverance, we managed to generate a serviceable depth map of our usual faked isometric tiles: Note here that when you look carefully at the floors and walls in this, they are not completely smooth. Each tile is still just a certain distance away and it all behaves just as it does now: a deck of cards being dealt every frame, where one thing is either below or on top of another. However we no longer have to draw them back to front. Weve all seen this faked isometric drawn into the tiles cause weird visual glitches too many times to count, where the illusion of the 2d tiled world just breaks in ugly ways. [previewyoutube=4BpNWHNqcbU;full][/previewyoutube] So we went a step further and calculated the fake 3dness for floors and walls, thereby making the depth map peachy smooth: So where does that leave us? Were dealing the self-same deck of cards we always have been (these are still faked 2d isometric tiles and always will be) however we can now say the left hand bit of this card is actually further back than the right hand side of this card and objects placed on them will represent this as if they had actual 3d depth. For walls and floors, at least, from this fixed perspective we suddenly service them with the GPU as if they are 3D objects: which means that not only do we get rid of the issues with the fixed tile ordering, but we can say this specific part of this tile is further back or further forward than the rest of it. So we can choose to put that part of the tile in front of / behind the character differently to other parts of the same tile. This will make a big difference to immersion on its own, but then we went a step further. With the new depth map, we opened up access to that amazing optimization trick we mentioned before. On the dev branch for this work, we can now just draw a chunk like this tile by tile on one single occasion. All those hundreds of draw calls as the cards get slammed down from the deck now only need to happen once as we construct the chunk and it becomes its very own tile. Within this we bake the depth information into the depth buffer. So, despite this just being a single picture, we already have all the information hidden behind it thats required to correctly place any player, zombie or placed inventory item anywhere on this chunk (even inside the building, or partially obscured by any part of it) and this can be done AFTER drawing it too. The only times we will ever need to update this chunk and redraw those tiles is if the lighting from time of day changes, or if a naughty zombie dies on it or a player picks up an item, drops one, opens a door or otherwise. (And oh yes, zombie bodies and dropped inventory items will be cached on the chunk too! With depth! So in terms of performance this current resource-hog will be near enough completely free) So now for every frame the chunk above, the charming apartment balconies, becomes the equivalent of a single current tile. One single draw thats not that much slower than drawing that one single tile in the current build, in which we have to have 8x8x4 tiles getting drawn. The work needed to draw each tile on that chunk only needs to occur every so often when its updated in a way that invalidates the depth or changes the tiles visually, or when it first becomes visible. And if anything invalidates that chunk that it requires drawing in full, its only that chunk that needs redrawing. On top of this we have that depth buffer still for every tile drawn, and beyond that the walls and floor tiles have additional faked smooth depth applied to them. Thats where the magic happens: weirdly the above long-haired hippy character was drawn AFTER the fence tiles were. Due to the magic of the new system we happened to have the extra depth information and were able to throw away pixels of them being drawn seeing as there was something closer. As a cumulative effect of all the above: this is how we accomplished 4k res, max zoom, 500 fps in this video we posted a long while back when we were prototyping all this. [previewyoutube=G6t5h0_Sfqc;full][/previewyoutube] (Though please note we expect, in practice, it wont be this high: the lack of zombies and various other factors make it not completely representative of the full game but its still a good indicator of how vast this optimization will be.) [h3]Next Steps[/h3] So the big issue here is that walls and floors are the easy part. Its very simple to calculate how deep a particular pixel of a wall should be, use a shader to put that depth in, and get smooth continuous depth that the player wont clip through like its a 2D billboard facing the screen. EP, however, has recently been experimenting with some stuff thats pretty cool. We must make a big disclaimer there that this is very much, as stated, experimenting, and we cant say for certain what is shown here will be in b42 as shown. He made us promise we made that clear before we speak of it at all, but itll give you an idea of what were trying to do and the cool ideas hes been playing with on his travels. [previewyoutube=gXQ0KrOSdi8;full][/previewyoutube] [previewyoutube=2S3HvGN5uC4;full][/previewyoutube] [previewyoutube=RmSUq2TOmyU;full][/previewyoutube] None of the 3d shapes will end up in the game world while playing, but the resultant extra depth texture (seen in the bottom left) can be used with the depth map system to make the characters interact with it as if those 3d shapes were there. As you can see, here the character intersects with the (remember, completely 2D) tile as if it were a 3d object itself, with full gradual depth. As you can see, here the character intersects with the (remember, completely 2D) tile as if it were a 3d object itself, with full gradual depth. And yes, this is the main thing thats been holding us back from sitting in chairs, lying in beds etc. Modders have done great things providing this in the capacity thats feasible in the current engine, but are still limited from sitting properly in chairs that obscure the character or face in different directions. We want a proper solution thatll work 100% when it comes to the main game. Finally, another caveat. Theres no way in hell wed ever be able to do this for every tile in the game, especially the more complicated ones or ones that were drawn (by hand) by the artists that may not actually follow strict laws of isometric in actuality. While this tech can be used for some nice stuff in future its primary and only feasible short to medium term use is as described above. Before we start seeing the inevitable omg PZ will be able to rotate camera RTX mode when?? this is still a complete MASSIVE gulf from anything resembling true 3D. Trust us: weve already ummed and ahhed and experimented with all this tech for a long while now to firmly to know where our limits are and put our boot down on those kinda thoughts. But this does mean that we should be able to deal with all the main simpler structural tiles that make up the main geometry of the maps, and will provide a much more solid feeling world despite it looking very much the same as it always has however, with the new lighting propagation system it shall look that bit better of course! We now return to your scheduled programming. [h3]FARMING[/h3] Next, over to the redoubtable Blair Algol for the latest on agricultural matters. The current state of the farming rework is that the current dev phase of new plants, vegetables, herbs, houseplants and associated changes to farming mechanics, are nearly finished. Im now on fine tuning and polish. The sticky matter in the fine tuning and polish, however, is that my mission has not only been in a more realistic and better balanced farming experience but also to provide a more folksy, relaxing and productive-feeling gameplay loop that fully utilizes the new animation capabilities of modern Zomboid. So this is actually the part where I need to roll up my sleeves and do the heavy lifting. I had been waiting for Aiterons splendid fishing rework to get into a state where it was possible to build off it, so that both the interface, and interactions would be as consistent as possible; as well as with the RJs animal rework, and Eris foraging interface. Were really trying to make the systems and experiences in PZ more consistent as a whole. But the goal is that farming should serve as a fun, peaceful minigame, albeit with challenges as we are making a survival game, but that can be an oasis of calm in the chaos and death of the PZ apocalypse. One fun little feature that Im adding in that regard is using Ladybugs (EUROPEAN TRANSLATION: Mister Ladybirds) as pest control. I should point out that, in testing, even with the longer growing seasons, and new pests/maintenance, the majority of plants would still survive until harvest without any major issues. Yields, however, might vary. To summarize the changes to farming, we have already implemented the following:
Theres other cool, fun stuff thats either being worked on, or being planned, but we dont want to spoil everything. [h3]FISHING[/h3] A visual update from the Aiteron keep net! [h3]NEW ITEM STUFF[/h3] Back to the Blair hothouse! One of the other things Ive been doing for Build 42 is adding a slew of new items both functional and decorative along with addressing inconsistencies and missing functionality with existing items. One of the issues were attempting to address is Bottleneck Items. These are items such as Generator Magazines, Sledgehammers, Lighters/Matches etc. that, when a player has difficulty finding them, can make them feel like theyre soft-locked out of parts of the game. While we dont want to remove the challenge of finding these items, we want to ensure that there are adequate opportunities for a player to find these items, even if they may involve some dangerous excursions. In addition to ensuring that these items spawn in varied appropriate circumstances as loot, including in vehicles, we are ensuring that special circumstances such as the randomized stories and annotated map stash houses can spawn these items, and appropriate items will also be able to be foraged. As an aside, the loot tables themselves are in the process of being scrupulously revised and glowed-up, and should provide more fun and depth for the looting aspects of the game. We made a couple of tools to collect data and feedback regarding this. I had already made LootLog, a tool similar to Aiterons LootZed, except that this one, when activated, logs all loot that spawns to the console.txt with details including the exact location where the loot spawns. Fenris then took this concept to the next level, and now we are working with a tool that tracks and logs exactly how many items of each type spawn for each savegame; a permanent record showing exactly how many items spawn. Not only does this allow us to collect concrete data regarding item spawning, if you are worried that Sledgehammers, Generator Magazines, or Rubber Hoses arent spawning, you can check this record and see if they are. In regards to Generator Magazines, with a high enough Electrical skill in Build 42, your character will be able connect and repair Generators without needing that magazine. We are also adding additional varieties of lighter and matches, as well as Lighter Fluid for refilling the classic lighters, and you will be able to use a vehicle lighter, open flame, or an appropriate stove to light cigarettes. There are also alternate means for players with the Smoker trait to feed their addiction to nicotine. You can currently use many bottles other than the Gas Cans to hold fuel, which was one way we addressed that particular bottleneck (and yes, we are making sure that hoses for siphoning fuel are common), and we are also adding a new, larger, fuel container, alongside some other military-themed items. We know that many players, especially roleplayers, like having themed items, and o some more themed bags, like the military duffelbag in build 41, are on the way. The new entrenching tool serves as a weapon and a shovel, and is folded when placed on the ground or attached to a belt. Several of the new knives such as the Switchblade and Butterfly Knife also have that feature. The new canteen item can be attached to the belt, and will also showcase another new item feature that modders can make good use of: items with varying icons and models from their standard base ones. This allows us to add cosmetic variants without having to actually add new items, similar to how clothing works. I believe there are 4-6 variants of this style of canteen. All of this military loot spawns in appropriate circumstances, so if you want this new gear be prepared to have to go out and get it. Another alternative Bottleneck Item is a P38 Can-Opener that you can keep on your Key Ring. Additionally, your character will be able to use a knife to open cans of food, although that will damage the knife and has the risk of injuring your hand. We also have fancy, expensive imported beer that requires a bottle opener, and the better wines, aside from Champagne of course, will need a corkscrew, or one of the better pocket knives to open. There are many other new items and features: you can use a Pickaxe to remove annoying stumps and boulders; we added various vanity/prestige items and collectibles; players worried about having enough Garbage Bags for water collectors (another Bottleneck Item) will be happy to be able to find a box of them; and we made garbage loot a lot more fun and gross. [previewyoutube=M36KNBgzz0c;full][/previewyoutube] [h3]MODDING[/h3] Next a quick update for modders. Something else were endeavouring to do for Build 42 is to use Tags for item interactions whenever possible. This should make it easy for modders to add new items that work smoothly with a lot of the fun new stuff, and older stuff as well. As mentioned above, for both mods and our own usage, we now have it so that modified item icons and models are persistent; when changed they stay that way when after quitting and reloading and we have made sure to have straightforward function names for ease of use. We added some new events for mods to use, including: OnZombieCreate and LoadChunk OnZombieCreate will allow modders to directly access zombies when they first spawn. Currently for many mods, using the LoadGridSquare event is the only feasible way to accomplish some goals. However, this often has an annoying impact on performance. What LoadChunk does is allow mods to access the chunks of the world map, which are a 10 x 10 grid of map squares, after they stream in. Afterwards, if the mod needs to access a square in that chunk, it can use code such as chunk:getGridSquare(x,y,z) to access said square. Practically speaking this means that the mod can use ~1% of the previous event calls to accomplish the same goals, for many of the purposes in which LoadGridSquare is utilized. We have also moved around the order of operations when sandbox options are loaded and the loot tables are parsed, to make it easier for mods that use sandbox options to set loot spawn values. [h3]ANIMALS[/h3] Finally, a quick video built from clips from the ongoing animals testing. Tara for now, chucks. [previewyoutube=d0MvWKxZzzQ;full][/previewyoutube] This weeks hellscape from Stonmo. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Apologies for the lack of blog last week, the blog writer had a fever and for much of Thursday was hallucinating that he was stuck in a Mexican hotel and GOG kept on phoning the switchboard to demand that we change the Knox Event lore. |
Blueprints are processed much like recipes where the inputs by default are consumed to create the outputs. However the default behaviour can be complemented or overridden by custom lua code for certain blueprint events like OnStart, OnUpdate, OnFinish, OnCancel. This is similar to normal recipe events such as OnCreate. Using this custom lua code interesting things can be done like for example a blueprint for a Meat Drying Rack which has several input slots for meat. The blueprint can be set to run passively, so it wont require a player to manually start it up. The OnUpdate event then triggers a lua function which checks if the Meat Drying Rack is situated in a exterior space, and if so we can then go into our usual PZ super-nerdery level of depth by calculating the amount to dry a meat item based on temperature and the cloud intensity / sunlight at that time. So when a meat item is dropped in one of the UI slots it starts passively drying the meat. Another feature of blueprints is that their UI can be scripted. The video shows a few simple (bizarre) test examples of different UI layouts. However they can potentially be scripted to have any desired appearance using any of the games existing UI elements, or indeed modded ones. As mentioned heavily above: the video is very early WIP, especially where the UI is concerned, and there are still some parts not yet functional. In a future update we can show a more functional UI, and run through some more interesting case examples. [h3]LES ANIMAUX[/h3] Finally, over to RJ in the animal zone. Ive been diving more and more into a farm animals designation zones which are paddocks you outline for your animals to occupy (as long as they dont get loose) and where the game will allow you to do all your various primary animal-rearing tasks. For most of this week Ive been refactoring and simplifying my animal behaviour and meta code, but theres a few interesting things to mention. Cows and sheep can now recognize a roof area and stay under it during heavy rain, Ive been trying to get sheep to move in more of a flock most of the time, and baby animals will follow their mother more correctly. You can also now drop food directly on ground for them to eat, or in the feeding trough container where it wont spoil quite so quickly. Also, among many other things (haircare, first aid, dropping bags, new emergency broadcast system noises) the Sound Team have also started making animal noises. Behold, the cows now have hoofsteps. [previewyoutube=zNhVX14L2Lo;full][/previewyoutube] This weeks tarmac follow party from Darth. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. |
This weeks wintry scene from BruceWayne (not the real one). A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Thanks to everyone who voted for Spiffo in the Labo(u)r of Love awards. He seemed quite chuffed about it. |
Alongside the chickens that keep opening doors, five eggs dropped on a wooden floor created a house full of roosters. Pigs breeding so fast that a piglet horde started to form before one of our testers eyes. While not a bug, this one was deliberate, heres also a picture of some cows in a strip club. Merry Christmas. This weeks festive grave visit from ! A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Were also on sale at the moment if any of your mates fancies it x |
THANK YOU to everyone who has already ordered their future survival companion. |
So in essence: it will be possible for your survivor to find a locked building, find a key for it in the glovebox of a vehicle parked nearby, and then find a key for that vehicle inside that building. The keys may also be on a Lucky Rabbits Foot Keyring. A Lucky Rabbits Foot Keyring may, or may not, have a minimal boost to your Luck. We will never truly let on. Also: new options to let you mix in your runners with your shambles [h3]OTHER DEPARTMENT[/h3] Clearly this isnt everything weve also got optimizations, basements and other fun stuff lined up for 42 but theres not a huge amount of news on these beyond its all coming along. Hopefully well have a few more updates on these in our next pre-Xmasdoid. Fanks all love yus x This weeks good use of 41 fire from BoinXaysa. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Now, the Block of Italicized Text demands: go and buy Dwarf Fortress on Steam! The original, best and most brilliant simulation there is and ever shall be. Its development, and developers, bay12games, are LEGENDARY and built the road that Project Zomboid travels on each and every day. Now DF is finally on Steam, and we implore you all to join in the fun! https://store.steampowered.com/app/975370/Dwarf_Fortress/ |
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Lets get something out of the way first then. Ugh. We feel so unclean doing what were about to do. SORRY. SORRY EVERYONE.
Elsewhere, weve been seeing what animals look like without their clothes/skin on. Were thinking that these look realistic but a little too fatty and should have a little more muscle on show but its interesting nonetheless. These past two weeks weve also made a lot of progress with getting the previously shelved fire system back on track, including the ability for the game to have liquid-looking Molotov fire FX on the ground. The actual visuals are going to be fine-tuned and improved soon, so wed rather not share images of it, but rest assured its going to be pretty cool. Finally, another quick bump for the Spiffo plush that Makeship are creating for us which is something that the community has been asking for since forever: https://shop.makeship.com/3FHlgG8 If you want one youve got two weeks to put your order in. In case you want to give it for Christmas then Mash has also created a certificate of gifting intent that will hopefully come in useful. This weeks road-side (well, centre) picnic from Athena. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. |
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[h3]NEW[/h3]
[h3]MULTIPLAYER[/h3]
[h3]BALANCE[/h3]
[h3]DEBUG / MODDING[/h3]
[h3]FIXES[/h3]
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So what now? Well a nice chap called Denis is brushing off the unfinished work and has brought it all up to date with the codebase two years later. This task is now complete, and this video shows a quick summary of where we got to. [previewyoutube=ZQ5lelATE_A;full][/previewyoutube] So where does this leave us? Well it doesnt make it a confirmed 42 feature, we are already going to be packing a LOT in, but it does[/u] make its inclusion more likely. We want to improve the visuals still (we are still not happy with whether it fits the game scene), and we want Denis to take his time getting to grips with the codebase and what can be done with the system still. Likewise well be working on new anims for zeds and players who have caught fire, and the sound team will be providing all manner of sizzle noises. So this is basically us waving a flag at you to say that we hadnt forgotten all this cool shit, and its back off the shelf and receiving some active love and attention for later on down the line. [h3]WELCOME KIRRUS![/h3] The team would like to officially welcome Kirrus to the TIS locker-room! Kirrus has been a long-term contributor, helper and cool head in troubled times throughout the history of Project Zomboid but has never been officially on the team. Hes now a full time member of the gang, and our new Sys Admin. Big Spiffo hug incoming! This weeks office space from Sr.Cannoli. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us, especially if youre an Animations Engineer as Christ alive that would be handy? Details here. |
Compliled changelist (41.74-41.77). |
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We cant remember if we showed it before, apologies if so, but seeing as RJ is back working with his rats heres what a PZ rat looks like when it bugs out with human hair. Thanks all, and thanks for your patience. Well see you next time. This weeks foggy overview from the Universe of Gamer. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us, especially if youre an Animations Engineer as Christ alive that would be handy? Details here. |
Although its early days yet, and unconfirmed for B42, we are also currently spending some time doing some backstage experimentation with basements and improvements to our loot/inventory UIs. If these are successful we may well see them surface in future blogs. Thanks all! This weeks supermarket camping trip from . A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here. |
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[h3]41.73 compiled changelist, also including 41.72 from the unstable branch[/h3] |
[h3]ADAPTIVE MUSIC[/h3] Since Formosa UK (formerly Noiseworks) added the adaptive, reactive action music it went down really well. Making the music react to whats happening on-screen makes a big difference to immersing yourself into whats going on. The next stage of this plan is being put into place now, which will involve creating reactive versions of all the other tracks in the game. Not just action ones, but also all the various tracks and ambiences that currently exist. The idea is to allow for the non-action music to change in intensity from background ambient, to how it currently is now, to a more intense version, depending on what the player is doing. Do they leave their house after being in their house for some time? Maybe the ambient music bumps up a notch. Get into your car in the morning to go out on a looting run? Enter a house to loot? Find a rare item? There are countless little game moments we can tie into a music change, that will just help to make the music feel like its telling part of the story and provide much more variety in the music tracks through play. [h3]B42 CRAFTING[/h3] Weve got a couple of sexy flowcharts from lead crafting crafter Turbo detailing some of the new post-apocalyptic professions that readers can pour over to get an idea of whats coming in Build 42. We intended to save this stuff until you could see it in-game, but it doesnt hurt to have a sneak peak. As shown with the liquid system a few weeks back, actual code-side work on the crafting is still mostly foundational. Getting and expanding systems in there to cater for different ingredients used for the new crafting and make them expandable and more in-depth, adding new properties and new systems to items to allow them to track more detail than just condition, but also quality and other parameters that will impact how they are used and what the results of their usage is. Allowing more nuance in spawning items so for example bottles of beer in a convenience store will likely be full, where a bottle in a house may be half empty, empty, or even contain another liquid entirely. Items in general will have more nuanced conditions and qualities, the crafting system being able to operate on nearby crafting stations which affect the results and also what recipes are available to the player. Also allowing for multi-tile machines that will operate as single objects, and allowing for tiles to be connected to cooperate with each other. A ton of foundational stuff that needs to be in place before the trees that have been designed are implemented, and progress has been good however there is still more to do, which limits what can be shown in videos at this point. At the moment we have about ten post-apocalypse professions, each with their own crafting tree, various multi tile workstations that are upgradable, and each with many produce that often includes ingredients from other professions, or can feed into other professions. This image does not expand for spoiler purposes, but is just to give an idea of how in-depth the crafting design is at this point these trees are only part of the full picture, and were still far from done with it: If we look at, for example, the stone working profession you will see the level of detail we are going into with the new crafting. (please note these are early designs, and will likely be incomplete, and also we still need to balance and figure out the right level of detail from playtesting, as we want crafting to be in-depth, cooperative, but not drawn out and too grindy to be enjoyable) Below is an overview of the stonecutting profession. As stated before, the goal with the crafting is to be able to produce anything that it would be realistically feasible for characters with those skills to produce, to dip our toe a bit more into the rebuild society than we previously did, for the sake of providing a better long-term MP (and SP with NPCs) experience for those who dont die screaming within the first week. Players will not be building computers or nuclear reactors, but any of the more primitive to medieval technology that makes sense we hope to be an option. It should be possible to spawn on a blank map with just wilderness and natural resources and have an engaging crafting and community building game, and adding the towns, cities and zombies to the mix will only make that more interesting. Heres another example, the bowyer: As you can see, the goal is that each profession will be involved enough, with enough variety, and also enough interaction with other professions, to make it an interesting experience that a player can focus on within a community. We need to find the right balance between involved and not too drawn out, and also provide mechanisms for SP players to be able to use sandbox to allow them to dabble in professions alone, prior to NPCs, without running into a wall of specialisation limit meaning they cant function in all the professions required to create any items. And also not make the process of crafting an item so drawn out as to be discouraging players from taking part. Well go into more detail on the professions when they are starting to be implemented, and were more sure on the designs working out within the game. Its a hard balance to find, and well know more once these recipes and crafting trees get into the game once the systems are in place to accommodate them, and once these go out to the community we can get further feedback to balance the satisfaction vs grind balance of the depth of them. [h3]FUTURE MP WORK[/h3] Checking in with the multiplayer team, they have been working on a big refactor of the MP codebase in their ongoing work for moving player inventories to the server. This will pretty much eliminate all inventory cheating. In addition, they have been working on character creation being moved to the server too, which will forbid clients from cheating with character inventory, skills and perks before the character is added to the servers database. Were also going to be looking into a real anti cheat solution that should reduce the occurrences of cheaters significantly. While anti-cheat can be circumnavigated and its unlikely to get rid of any cheating whatsoever, as we are not a competitive FPS, we hope that there wont be quite the market for selling cheats for the cheat developers to be as willing to fight in the arms race required, and it will push cheat development above the skill level of most casual cheat makers. The MP team have also been making further improvements to vehicle syncing in MP, improving collisions and avoiding vehicles clipping into each other. |
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1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase. 2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui). 3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units. [h3]MODELS AND ANIMS[/h3] [h3]MODDING[/h3] [h3]FORAGING / SEARCH MODE[/h3] [h3]BALANCE[/h3] [h3]FIXES[/h3] The SirenShutoffHours sandbox option already exists to prevent griefing in multiplayer. Is there any need for zombies to destroy the lightbar? The option appears now, but the lights and siren won't operate at zero condition. |
1 = Remote players aren't visible on the in-game map 2 = Remote players in the same faction or sharing a safehouse are visible 3 = Remote players are always visible When not in debug mode, these options are available: - Players - Remote Players (client only) - Player Names (client only) - Symbols [h3]SFX[/h3] - New action music track. - Fixed one male zombie voice looping the Hit sound. - Added missing sound for taking water from a dispenser. [h3]MAP[/h3] [h3]FOOD AND RECIPES[/h3] [h3]BALANCE[/h3] [h3]ANIMS[/h3] Emote Wheel adjustments: Idle extension adjustments: [h3]MP[/h3] - Refactored and decreased vehicle physics packet size. - Vehicle interpolation was refactored and improved . - Updated PZBullet library on all platforms. - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint. - The game will calculate the checksum using the original recipe name. - Added ISBaseTimedAction timed action. - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now. - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second. - Add DebugLogStream noise methods - Logs can be filtered by severity - Command entered in general chat tab changes severity on the client - Command entered in admin chat tab changes severity on the server [h3]MODS[/h3] [h3]FORAGING[/h3] Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon. For other types of zones, width * height is returned. As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded. [h3]ADMIN/DEBUG[/h3] - Controls: - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool".. - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile". - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles. local myOption = context:addOption("My option name", ...) myOption.iconTexture = getTexture("media/ui/MyIconForOption.png") - Added Door Options can be found in the Right-Click Context Menu -> Objects. - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option. [h3]FIXES[/h3] - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting. Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed. [h3]CODE / ENGINE[/h3] Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything. |
Today we are releasing version 41.72 to the Unstable beta. [previewyoutube=re09QALrvl8;full][/previewyoutube] [h3]JOBZ[/h3] While we have your attention: another quick flag to the fact that we are back on the hunt for an Animations Engineer / Technical Wizard. This will most likely be someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here! This weeks exciting and no doubt doom-laden story-via-map from Athiuk! A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here. Oh, and Spanish-speaking community! Be aware of a biiiig PZ streaming event on Twitch starting this Sunday, hosted by @EscocesSL. Spiffo hopes everyone has fun! |
The map team are also currently gearing up to do a final export of the current Build 41 map ready for the 41.72 unstable release. This will contain all the polish recently mixed into the main map, after which the team will turn to concentrate purely on mapping new areas beyond the current boundaries. Theres nothing huge in this map update, we are primarily releasing it so that all the map bugs the community have been reporting are fixed up before the team moves onto Build 42 content, but there are a few treats: We are now at a point at which its increasingly becoming a pain keeping 41 and 42 content separate on our internal build. We wont be calling time on 41 patches any time super-soon, well leave it polished and stable, but were certainly now well on the way the flipping the switch and working purely on Build 42 content. (Clearly we will still be able to return to implement super-important fixes and changes though) [h2]42 CONTENT[/h2] We havent spotlit much from Build 42 recently partly because one of its primary coders had been seriously ill (now recovered), and partly because a lot of whats been done recently isnt super visual yet. However, if youll forgive the primarily textual blog, heres a few updates on whats been happening. First from our newly-healthy Turbo, who is responsible for our crafting update. [h3]CRAFTING IMPROVEMENTS[/h3] Hello! This is Turbo! As mentioned in earlier blogs, the new craft update introduces a good bunch of new professions, new items, crafting tree and profession work stations etc as well as some other changes to how the game code creates and records things. To explain what Im currently working on and why, Ill focus on a few aspects of the update: A) Crafted items that have more RPG-like variable attributes that are based on the crafters skill. B) Stats of input items that may also influence the attributes of a final output item. C) The fact that a newly crafted item will be able to be placed as what we call a worldobject, then picked up again to item form with all its attributes transferred in the game code between the two. As an example, we are currently working on crafting that will occur deep into the apocalypse: so a blacksmith may be making a hammer which requires a wooden tool handle and a hammerhead as the input. The wooden tool handle may have a quality and condition attribute with values that are based on the skill of carpenter who made it, and perhaps for the quality of the wood used by them. Likewise, the hammerhead may have similar attributes based on the skills of the blacksmith who made it, and the attributes of the ore/iron used in the craft. Mixed into this we also have to take into account aspects such as the skill levels of the crafter and also take in a random factor so that not everything produced is of a uniform quality. The attribute system Im currently working on should help with these kind of things, and it will not only be used for the new stuff in 42s crafting update but we will also be able to refactor things currently in the games existing crafting systems to work with it all really easily. Lastly, a simple use case example. (And this is an example not a promise of item inclusion!) With the new system Im coding, this daisychain of steps can be achieved with very minimal additional coding required. [h3]LES ANIMAUX[/h3] Hello everyone! RJ here. Okay, so everything thats outside of your current surroundings in PZ doesnt really exist. It exists as meta it isnt streamed in, and the game calculates hordes moving around in distant places. For animals, however this needs to change somewhat. You need to be able to travel the distance of the map, but for the game to still remember things about them that dont matter for shambling zombies. Animals need to age, eat and drink if you leave them too long they cant be in perfect condition when you get back. They, most likely, need to be dead. Not only are there lots of things to consider with animal, but there could also be a LOT of them on the map although were current not 100% on our final list we have models for rats, squirrels, larger birds, deer and domesticated animals. So, even though the game knows everything about them and their movement theres a risk that when theyre properly streamed it might get too intensive for the CPU. To avoid this I have coded it so that their stats (hunger, thirst, age etc) are updated every in-game hour. Realistically youll likely only have one or two cows, but if you want to breed rats for some inexplicable reason you could end up with a ton of them. We dont want players with 100+ animals having their stats updated every tick, or things could melt. As such, animals wont be updated real-time while they are off-screen (except for animals in a migration path, more on that below) but they will update themselves once you (or anyone else) returns to them. So be sure to fill up their feeding trough before you head out on loot run! [h3]LA MIGRATION DES ANIMAUX[/h3] We dont want wild animals to always spawn in the same place. So for creatures like deer, we need to have them follow a set path as they usually do in real life. This is being done through additions that Tim has made to WorldZed and where we can simply draw all the paths that animals could take with nodes all along it where they can eat, drink, etc. Itll be up to the player to try to understand and learn these paths, so youll know where you could find your animals to hunt. We can also perhaps provide lootable items that can mark up rough hunting trails on your in-game map too. This aspect of animals will be updated in the meta though, as animals need to always be on the move and some animal paths will cross with others meaning that a group of deer could decide to change its path if it chooses to. A deer group will contain all relevant members of the deer family. If you kill the buck in a deer group, they wont have fawns for quite some time until they find another buck to add into their group. As such, it will be important for players to recognise what animals they should kill: which are still too young, which might be pregnant etc. Its not done for B42 yet, but we are planning tracking to an extent via the deer excrement they leave behind and its freshness all discovered via the foraging system. This way youll start to know on your server/game, what are the path animals are currently on, and could quite easily track back to them to collect your meat. Again, this aspect isnt 100% up for inclusion yet but hopefully shines a light on our plans. [h3]JOB AD MK II[/h3] Sadly due to unforeseen circumstances we are back on the hunt for an Animations Engineer / Technical Wizard most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here! Todays Rosewood base from Poffie_was_here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here. |
[h3]SWEAT THE SMALL STUFF[/h3] While its not exactly excitement dynamite, we know, this week we hit a point at which our internal tasklist board got a bit silly. When you have been making a game for as long as we have there is a tendency for minor tasks, small bug fixes and easy win suggestions to stack up, and up, and up The boards were just clogged, and it was hard to see the wood for the trees and as such we pulled some coders from their features to blitz through and give our testing and production staff some temporary relief. Not sexy: we know, but also necessary for the sanity of some of our team. This sort of stuff: Having made a sizable dent in this sort of bug, everyone is now back at their usual post but Enforced Small Task Clearance Week also culminated in an event that will hopefully mean that we dont have to have one of these mandated periods again in future. Prolific modder Blair Algol has joined the team, and his role will be clearing out as many of the remaining hundreds (!) of these minor (but sometimes time-consuming) issues as he can. Blairs many mods touch so many different areas of the game that it seemed like a very natural fit for such a duty, while he also, of course, comes packaged with many ideas of how to make modding life easier for others in the community too. Once the boards have been cleared, and Blair has a firmer grip on the codebase, its also our hope that he will be able to bring some of his own ideas and ingenuity into the game proper. [h3]SOUND PHASE III[/h3] Much like the Marvel movies, our soundscape improvement operations have worked in phases and we recently had the meeting that kicked off Phase 3. The following are Noiseworks/Formosas next primary missions:
[h3]OTHER STUFF[/h3] We are currently debating whether to release the map teams current work (fixes, polish, improved farm buildings and agricultural areas, more defined Louisville upper class suburbs) in a 41 patch, or whether to outright say that the next export will be for 42 later down the line alongside some sizable planned expansion into other towns and conurbations that would be beyond the edges of our current area. More on that, and where we are taking the Knox Event location-wise, in future blogs. As we mentioned last time, were coming off the back of Turbos serious illness currently so its been something of a month of consolidation rather than massive exciting strides ahead. That said, sometimes strides ahead come in the form of things that will pay off in the far-flung future. Ever since the success of the 41 release we have had a lot more resources at our command, and have been able to invest it in both middleware that could bring PZ to new heights and the talent to integrate it with our codebase. As we all know, one of the weakest things about PZ is the UI. We all get on with it fine, but lets face it: it aint a looker, and it can be a bit clunky, fiddly and slow. Weve always said wed give it an overhaul, but its always been a daunting prospect. Since March, alongside our friends at General Arcade, we have been experimenting with some super fancy AAA high-end UI tech middleware that will make this process easier, and will make the end result better. For the past few months weve been making sure that its compatible with the game, doesnt negatively impact performance and will still allow for lua UI for our modders and it has been this week that we feel comfortable enough to say out loud to each other that its going to work, and is safe to proceed. So next time you see someone moaning that the PZ UI isnt exactly glamorous just tell them they know, and itll take a while but theyre working on it. Itll be some considerable time till we talk about this again, but we just wanted to let you know that this is another iron that we have in the fire. Todays pile-up campfire from Mr.Crab763. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Want to work with us? Details here. |
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41.71 compiled changelist 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 filename may contain folder names, but not "..", to prevent saving to arbitrary locations. These methods replace the broken Texture.save(filename) method. This helps a lot with framerates when there are 100 nails on the ground, for example. In debug mode, holding the HOME key will disable the item atlas and render models as before. [h3]MODELS/ANIMS[/h3] [h3]MP[/h3] Improvements to how the MP game handles dead player bodies VHS Fix The mod file is es.info.books.main.lua. MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter). [h3]MODDING[/h3] Item tagging changes MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. [h3]SOUND CHANGES[/h3] FactoryMachineAmbiance HotdogMachineAmbiance PayPhoneAmbiance StreetLightAmbiance NeonLightAmbiance NeonSignAmbiance JukeboxAmbiance ControlStationAmbiance ClockAmbiance GasPumpAmbiance LightBulbAmbiance ArcadeMachineAmbiance CanisterAddFuelFromGasPump CanisterAddFuelSiphon VehicleAddFuelFromCanister VehicleAddFuelFromGasPump VehicleHeadlightsOn VehicleHeadlightsOff VehicleWindowHandleOpen VehicleWindowHandleClose VehicleWindowElectricOpen VehicleWindowElectricClose These are played when placing items using the "Place Item" command. The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. The sound doesn't seem to loop and stops after several seconds. BBQPropaneTankInsert BBQPropaneTankRemove BBQPropaneRunning BBQRegularAddFuel BBQRegularLight BBQRegularRunning CampfireAddFuel CampfireRunning CampfireLight CampfireBuild FireplaceAddFuel FireplaceRunning FireplaceLight ZombieTrip ZombieThumpGarageDoor This allows using different sounds for different attack animations. Currently this is used to play a different sound for spear stab versus spear slash attacks. Instead of choosing random objects, only the nearest exterior objects will play sound. Different sounds are played depending on whether the door or window is open or closed. This will be used for playing rain and wind sounds when the player is inside. [h3]CONTROLLER / STEAMDECK IMPROVEMENTS[/h3] Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. This is instead of pressing once to pause the game and double-pressing to display the main menu. The game can still be paused using the Back/View button radial menu. [h3]BALANCE[/h3] getBoredomChangeUnmodified() getEnduranceChangeUnmodified() getStressChangeUnmodified() getThirstChangeUnmodified() getUnhappyChangeUnmodified() [h3]DEBUG[/h3] 1) Change a mannequin's script. 2) Create a Moveable item in the player's inventory for a chosen mannequin script. [h3]FIXES[/h3] [h3]AND MORE[/h3] Changes to food and balancing can be read on our forums, since they would have this post hit the character limit. https://theindiestone.com/forums/index.php?/topic/54121-4171-released/ |
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[previewyoutube=kWIk1drRVJU;full][/previewyoutube]
[previewyoutube=nZyIgwBQ9uQ;full][/previewyoutube]
We would be hugely grateful if players could move over to 41.69 and report any oddness or hiccups, and likewise to inform the creators of any mods that have been broken. We have done our best to bypass disruption, but in such a wide-ranging patch there willalwaysbe mod toes that the code has unavoidably trodden upon. (Creators of radio/TV-related mods should especially pay attention to the MP VHS fix, as it may cause some issues.) [h2]OTHER STUFF[/h2] Elsewhere work continues on Build 42 and 43 content continues, with RJ still focusing on farm animals, and also the introduction of some basic AI versions of wild beasts also. Please consider these WIP! Also coming to you today with a WIP tag (as we are working on far better player directional strain and lean animations rather than a repeated pull animation) is a video from Aiteron showing his current work on the fishing update. A lot of work these past few weeks has also been into making it work online, and our testers have been having some impromptu fishing competitions already. Here, also, you can see:
[previewyoutube=v3olwEab7Oo;full][/previewyoutube] In the land of MP meanwhile the Strike Force are currently working on vehicle smoothness, and rare strange physics during and after vehicle collisions. They also have some imminent plans for better hit-fall position prediction, which should make corpse placement much closer to how it looks in SP. We are also partway through a longer term process of making the inventory system completely server side (or rather authenticated server side) to avoid any kind of item spawning cheats. This is something we really need to do to close up the potential for item hacks on MP servers. It will not likely appear for a while, most like coming in a major build rather than an iterative patch as it is a major piece of work and will also come with the potential for mod breakage for mods that spawn items directly on the client. (Well make sure to keep it unstable a good period to give mod authors a chance to fix when it rolls around, and will provide some method for modders to legitimately spawn items recognized by the server when needed.) This weeks stand-offfrom Viicius. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discordis open for chat and hijinks too. |
I knew the electricity would be cut off. There were four of us. We were holding up in West Point. It was crazy! Those things broke through the barricades and poured inside. Just before the shit hit the fan, my sister Annie got sick. I tried to get home to my family. When I got home theyd already bugged out, they left a note saying theyd gone up to Riverside to my inlaws. There was little I could do for him.. I did the best I could, but we didnt have enough supplies. Just before the shit hit the fan, Joe got sick. Alanna, my wife, had a fever that morning, but she hadnt been bitten. Lets pick one of them and break down how it works: Just before the shit hit the fan, my sister Annie got sick. As is probably clear, this is all too self-consistent to be completely random. This isnt just a bunch of random disconnected events triggering one after another, but rather a mini-narrative that is comprised of several related events, each of which has various ways they can pan out and also conditions that can lead to them triggering in the first place, leading to a whole host of other outcomes that will affect the group in different ways. To show this, youll see another branching version of this same narrative in the list of outputs above, starting with Just before the shit hit the fan, Joe got sick. Though it sharing the specific phrase shit hit the fan text was a coincidence, it could have equally started with Just before things got really bad or Before all of this. Narratives have natural endpoints that can end that narrative, or instead, they potentially lead naturally into another if relevant. In other cases they can set flags on characters or groups that will lead to other events, or even other narratives, having a chance of triggering on them in the future. This is the way the narratives can ultimately serve as larger building blocks to make longer character stories that flow into each other convincingly. So back to this demo narrative above: Just before the shit hit the fan, my sister Annie got sick. As detailed before, we generate the starting NPC groups from various families, with some other elements to mix things up. In the first event of this narrative, we pick an appropriate member of the household to get sick. This will set the first constant within this narrative that will be referenced and used throughout. Then the second event in the narrative is thus We tried to take her to the hospital but the highway was blocked with traffic. This event will trigger the characters of the group (however it was generated) including the unfortunate Annie, to set a goal to travel to the Louisville hospital. Wherever they are in the world, a path will be generated along roads to that location. Even though the characters, nor a vehicle, are streamed into the world, and they exist virtually in the meta, we can randomly assign them an appropriate car and start them moving at approximately car speed along the roads en route to Louisville. If the player were to cross paths with this virtual radar blip of these characters, it would spawn in the car with them inside, moving in the correct direction at the appropriate speed, and the more direct vehicle controlling AI would take over with the same destination in mind. This event can play out in various ways, hitting the military blockade, crashing the car, getting stuck amongst a group of zombies. Getting stuck in traffic has various outcomes, including for example a car-jacking attempt, or the person being carried turning in the car. Some of these may lead to more generic events or narratives or may continue the main mini-narrative to a further conclusion. Assuming all this carries on within the virtual meta world, they will make their way until they hit one of the traffic jam zones on the highway, which in this case causes it to trigger the next event in the narrative. By that time we realised it was too late, the car was blocked in, there was no way out. We had to abandon the car and make our way on foot. Alternatively, it could be they managed to drive back home or get through the jam and onto the next problem. But, in this case, the narrative branches to this outcome. We flag they have lost their car, and are now on foot. We set their goal to still be heading toward Louisville hospital, however, now they are flagged as on foot and the groups radar blip moves at a much slower rate along the road. If a player intersected with their journey, wed spawn the characters all on foot, and the AI would take over from there with the same pathing goal. Now they are on foot, this opens the door for other events linked to this narrative to fire that wouldnt be possible within a vehicle. One such event that can randomly trigger is a worsening of the health condition of whomever was chosen to be the sick one, which is what happens next. Annie was real bad, her fever was getting worse. Bryan, her husband, had to carry her. True, at this time we dont have any way to make this real should the player happen upon this group, since we dont have support for characters carrying others at the moment. We hope to add this, and should we do this, then when we spawn the characters in the flesh we would set them up as appropriate to the event but regardless, at the moment these narratives in particular take place way too early for players to actually intersect with, so we can take a few liberties in these particular narratives anyway. Notice Bryan is referred to as her husband, which is automatically generated using Annie as the context character, and the code examining the closest relationship between these two characters. We could instead have an alternate line of dialogue using the speaking character (Annies sibling) as the context and it would instead read my brother-in-law, Bryan, finding the shortest link between the speaking character and Bryan was through Annie. We plan for this to be expanded in the future to automatically modify based on all manner of things, such as character opinion, and/or characters traits (My idiot brother-in-law, Bryan, for example) though this may not be present in the first iterations of the system. So now, we have flagged that the ill person is being carried, and is being carried by Bryan. This opens up the potential for new events to be triggered, and indeed that is what happens. Poor Bryan. Again, some choices, what they do with the zombie Annie and Bryan, there could be a third victim in attempting to put them down. These branches are, relatively, painless to write, and can be expanded on far into the future. It means we can have many small narrative threads, ones that last days, or ones that last months, that thread-in appropriate events to steer the story in believable directions, with written or designed outcomes that make sense and feel like a real story, in a manageable and expandable way. The quests that we have with our story generation will likely fit in line with this above narrative system. Is a character split from their loved ones, on their way to another town to find them? Maybe you can help? Were hoping for a more organic structure of interaction and transaction with NPCs that emerges from this narrative system and leads to some really cool and believable stories being told with our NPCs. Header Image pilfered from a previous blog out of laziness, sorry! You can find all our previous blogs here. Block of italized text has nothing more to say today, bye bye! |
Theres a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can though of course will also need to be sure of MP stability before any release (even to unstable) as theres still quite a lot of large adjustments to the MP code going into the pot. [h3]FISHING AND LOCKPICKING[/h3] Although its not clear where it will land in terms of a build release yet, this week Aiterons new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun. Theres still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working so we can then add some polish. We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play. We wont go into detail, as its still distant, but something else thats in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game in a new and improved package to boot. Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc. [h3]MAP WORK[/h3] The map teams ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion heres a few extra fun things that will be appearing in an exclusion zone near you.
[h3]MUSIC[/h3] On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music. Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit. When the action subsides, or the number of zombies youre fighting declines, the music will enter a low state and eventually fade out. [h3]FARM ANIMALS[/h3] Work on the introduction of farmed animals continues for their planned introduction in Build 42. All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please dont worry/complain/laugh/faint/query/weep about em. (Usual caveats apply basically! Some bullet points on the current integration!
https://www.youtube.com/watch?v=b2bIElZuo8k
https://www.youtube.com/watch?v=QcyazPXKhUY
https://www.youtube.com/watch?v=1ryDAW0luHQ ANIMAL BREEDING Whats currently being added to the above systems are some ways to encourage the breeding of animals to improve your herd, and that of your friends and neighbours, as the apocalypse draws on. It sounds complicated, but its actually quite easy for us to generate animals with a full (for our purposes) genome again all defined in lua definition tables for easy modding. Each animal type will have a set of abstracted genes that each contain two alleles inherited from parents, from milk quantity, to life expectancy, strength, appearance genes and a lot more in-between. Weve gone for a somewhat realistic, yet still gamified, genetics system to make it feel somewhat accurate. We want to have some of the interesting consequences of genetics, and also to have them present clear enough results for players to engage with in cross breeding projects. When breeding animals, characters with appropriate skills will be able to inspect the animal and get an idea of its various health-related attributes (aka genes) while others such as egg laying, fertility or milk production will be observed in the animal during its lifespan. Higher skills will also, most likely, make this more apparent/obvious to experienced breeders. The gameplay loop of animal breeding will involve trying to pick the correct pairings/groupings of your animals to pass along the best genes into their offspring. Over successive generations you will be able to improve your stock with better milk production, egg production etc or help you to focus on producing animals with more meat for slaughter. Finding new animals to breed to diversify and improve your stocks gene pool will be a prime reason for farmer players to interact with other groups, or go hunting around the farms on the map. Likewise, this will zero in on the concept of a prize bull that you might grow an emotional bond with, and really, really not want to get ill or perhaps even get stolen in MP. The science will be that each animal will carry two sets of alleles in their genome, one contributed randomly from each parent. You have dominant and recessive alleles, and this will mean that you definitely have to be careful about in-breeding, as base generated animals may have recessive gene timebombs in the forms of genetic illnesses of varying types, waiting to ruin your prize bull and your entire stock if youve inbred your animals too much. Were sure therell be mods that will allow players to observe the genes more directly, but in the base game were expecting a tad more art than science approach and using informed guesses and examination and observation to improve your stock. Theres plenty more to this system, but well leave it there for now. All animals will use this genetic system, and were sure at some point well look into expanding it into the plant system too, however thats not a priority right now and almost certainly in the worlds beyond Build 42. This weekscool arcade base from Damien. A changelist of all our pre-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here!Our Discordis open for chat and hijinks too. |
41.68 compiled changelist
[h3]NEW[/h3]
[h3]ENGINE[/h3]
[h3]MODDING[/h3]
[h3]FORAGING[/h3]
[h3]BALANCE[/h3]
[h3]FIXES[/h3]
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[h2]41.68 RELEASED TO UNSTABLE BETA[/h2] |
Find it on Steam Betas unstable branch. Saves should be fine but you'd be advised to back them up to be sure.
[h3]Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server.[/h3]
[h2]SOUND[/h2]
[h2]FORAGING[/h2] [h3]Added Search Focus system for foraging[/h3]
[h2]BALANCE[/h2]
[h2]FIXES[/h2]
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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.
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MAKE SURE TO BACK-UP before continuing a save. - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game. - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out. - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse. - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings. - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet. - with only ShowFirstAndLastName enabled, show player nam - with only DisplayUserName enabled, show username - with both options enabled, show player name with username in brackets - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled - Fixes issue with players intruding in safezone areas via movement exploits admins and moderators can quit safehouse (if not owner) admins and moderators can invite themselves to a safehouse do not show the 'Quit Safehouse' button to admins who are not in this safehouse [h3]NEW[/h3] [h3]BALANCE[/h3] [h3]NOISEWORKS[/h3] [h3]IN-GAME MAP[/h3] [h3]KNOX EVENT MAP[/h3] [h3]FORAGING / SEARCH SYSTEM[/h3] - Big bonuses to spot categories for professions. - Small/medium bonuses to spot categories for traits. Balance: Splitscreen fixes: [h3]MODDING[/h3] Vehicles.Init.XXX Vehicles.InstallComplete.XXX Vehicles.UninstallComplete.XXX Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want. Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item. This allows the "init" function to hide or show models. - If true, this hides the recipe on the crafting menu - Hidden recipes are still able to be crafted via the right click menu - Evolved recipes are hidden unless a result item exists - This allows adding additional ingredients via the crafting menu [h3]CONTROLLER[/h3] - Left shoulder button changes focus between the text entry and keyboard. - D-pad navigates in the text entry. [h3]FIXES[/h3] AND SEVERAL MORE FIXES Full changelog here due to character limitation: https://theindiestone.com/forums/index.php?/topic/49401-4166-unstable-released/ |
Hey all, heres a general update from TIS Towers on various things. We do hope this finds yall well.
This weeks flamingo funfrom Cute Cappuccino. A changelist of all our pre-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discordis open for chat and hijinks too! And you can always find our bi-weekly blogs over here. |
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It felt like the day would never come, but were really happy and proud to announce that Build 41 has been released to stable!
[h3]Thank you[/h3] A huge thanks everyone for the wonderful experience weve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy: Were over the moon over the success the multiplayer has seen and we vow to continue and expand on that. Were so proud of everyone on our team, we know we wouldnt be here today if we didnt have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks. Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboids multiplayer we simply would never have (and indeed, hadnt) achieved without them. Theyve put huge amounts of work into this, and were thankful to them for helping Zomboid multiplayer come to the vision we had for it. Thats all for this update. See you all after the new year where well talk about what comes next! |
[h3]Build 41 and MP info[/h3] |
Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer. Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife. We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process meaning that modders will receive a huge boost in what they can create within PZ. WHAT NEXT? During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
WHAT ELSE? Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible. At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available and will continue to be available at all times. This will be known as PZ Classic, and will also allow people to continue to play with their favourite mods until such a time as they are updated. Click here for a sneak vision into the future beyond build 41! |
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[i]This is the second monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct yourattention 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 Twitterright here!Our Discordis open for chat and hijinks too. |
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Community stuff: Wed like to direct your attention tothe new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall. Its pretty damn cool. Wed also like to direct your attention to the Redboid server, which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you havent done so yet. If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while youre at it -please use these values in Bitbaboon Steves recent networking optimization options, as they certainly seem to be helping those currently using em. ZombieUpdateMaxHighPriority=50 ZombieUpdateDelta=0.5 ZombieUpdateRadiusLowPriority=45.0 ZombieUpdateRadiusHighPriority=10.0 This weeks infested neighborhoodfrom Dark Oracle. A general list of stuff added to PZ, and vids of features being worked on, is kepthereso you dont have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ MailingListthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too. |
[img]https://i.imgur.com/mO4Y6oq.jpg/img]
In the Megatest the values we used were, so if you run a server give it a spin with these and see how it goes: ZombieUpdateMaxHighPriority 6 ZombieUpdateDelta 0.7 ZombieUpdateRadiusLowPriority 45 ZombieUpdateRadiusHighPriority 20 The next Megatest, meanwhile, will use a smaller high priority radius but a larger cap to see how it all responds to hordes. Its all a balancing act, really, so let us know how you get on if you have a play with it yourself. Sorry for the technical stuff! Heres some Build 41 stuff to compensate, along with something seasonal that will be one day be stashed in a cupboard in the mall awaiting the Xmas season. Grant and Zac have been finetuning the clothing and animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx. Animations now auto-reload when modified from the Editor, and Martin has also been hard at work adding new clothing outfits, and adding more variety to existing outfits. Heres a quick vid. https://www.youtube.com/watch?v=OZt_MOIM5TM Thats about it for today but Russian holidays mean that Yuri and Stas will continue their 41 work over the Western Xmas on current issues with upturned vehicles and the gamepad bindings screen, respectively, while theres plenty of other stuff bubbling under too. There will be a Thursdoid next week, but itll be a brief one featuring anything people have done over the holidays, and then back properly in the New Year. Have a great one if youre celebrating! This weeks Walking Dead-style not belonging herefrom non_curo. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ MailingListthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too. Merry Xmas etc hohoho |
40 MP NETWORK STUFF While the rest of the team move into the animations build and version 41, were leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40. The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought itd be wise to test out with a forthcoming IWBUMS beta and Community Megatest. Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and were hoping this might improve matters. In essence, were about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players. There will now be two player client zombie awareness circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates. On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved. We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something wed hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too. This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as its clear theres nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest. 41 ANIMS This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster. https://www.youtube.com/watch?v=lXtz_Owm_V8 Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example: Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it. OTHER STUFF
Todays warehouse hordefrom Frank. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZWikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!OurDiscordis open for chat and hijinks too. |
This weeks plea from the forumfrom Sick Boy. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.TheCentralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too. |
We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes. In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with whats required of them, which in time will also be released for modders. Weve also got an irl meet-up for our Europe-based team coming up soon, where well be discussing the changes and what other cool stuff they can bring. In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items. He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the players costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasnt been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing. https://www.youtube.com/watch?v=H6362F7JCAM General Arcades Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesnt know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding. https://www.youtube.com/watch?v=3LREZzaohbI Wed also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely so we thought wed spread the link a little wider; https://www.youtube.com/watch?v=ZxV2JgNds0U [i]This weeks featured image (that weve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit)from ..A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too.[/u] |
Build 40 also includes:
For the full changelist and details on all the balance changes and fixes please check here on the forums. As ever, we do rigorous testing both internally and within the IWBUMS community beta channel but due to wide range of hardware out there in the Steam wilds there will always be issues that need to be fixed after a build release. So please have patience while we patch up anything that arises. Please report bugs in this section of the The Indie Stone forum. Thanks everyone! |
Being the first product of Bitbaboon Steves new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of todays Version40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below. SHAKE IT Were pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 but something we werent 100% satisfied with was getting an indication of wind speed and direction across to the player. There just werent any indicators on-screen, and we werent making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and https://www.youtube.com/watch?v=uO-RkLWUF_Q This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind and in storms, especially, at night theyre a bunch more atmospheric. (Well also be adding in better wind, and other, SFX in Build 40 patches.) https://www.youtube.com/watch?v=Qq3WR8bq2hY Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:
Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions and some of the SFX are a bit off. Heres a compilation vid of the new feature: https://www.youtube.com/watch?v=Vo80PqbvUXI BUILD 41 Work continues with the TEAs preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it. An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martins job of implementing all these states into PZ, and cut down the replication of work from the coders once were all inside the system. OTHER STUFF
This weekssunday servicefrom KurtZ. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too. |
Megatest We will be holding an IWBUMS Community Megatest tonight to see how many major irritations remain, and to gather info on the login issues that hampered the last Megatest – should the same problem arise. If you would like to join in then keep an eye on the TIS forums. Free PZ codes for participants will be available (usual conditions apply) but please note that this isn’t a stress test so the required player number on the server might be limited. Anims It’s been a busy week for TEA preparing for the code merge of the animation build into the mainline development branch as soon as build 40 goes final. They have completed the vast majority of the tasks required for the handoff, at which point they will continue to work on bits of extra technology to make the main animation build development go smoother, and end up with better results, while the rest of the team beavers away converting the main branch’s character states to use their new fancy state system. TEA have implemented all the character control and combat features that were present in the early animation build, but with the new elegant and fast to implement data driven state logic that will act as example for the rest of the team to use as a basis, as well as being a much more robust and bug free base than what existed before, so we’re hoping that while it certainly won’t be a quick task, with the entire team pushing toward it we’re hoping progress will be swift, and we can finally start showing more exciting videos on the Thursdoids with the confidence that they are finally around the corner. Animations represent a huge amount of work as well as a linchpin for the rest of the major features to be implemented into the game. Each build after and including animations (intermediary quick builds aside) on our roadmap to 1.0 and filling in those missing features everyone has been waiting for (yes, those). It’s going to be an exciting 2019! After the hand off, TEA will be looking at some extra tech, such as animation retargetting, which will not only mean a much easier time for modders to implement their own animations and models by allowing animations to be adapted to slightly differing skeletons, but will also save poor Martin many many hours of reexporting hundreds of animations whenever we decide to add a bone to the skeleton (looking at you, backpacks!). In addition, they are going to look into finally getting the proper rotation blending working nicely, which has been a thorn in our side since day 1, and would if nailed allow for better turning and much more immersive turning animations. Though obviously it’s key that we retain the nice responsive character movement, so we’ll need to experiment with how to allow for animated turning without the character feeling sluggish to control. This week’s snow scene from Taquitosito. 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. |
https://www.youtube.com/watch?v=_b-b9D675Ig
https://www.youtube.com/watch?v=KQC3PcCBn7E
This week’s van diagram from La_Chaise™. 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. |
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40.9 CHANGELIST HIGHLIGHTS (For full changelist, and to provide feedback, please visit this thread on the forums. There are many, many other fixes and balance improvements.)
https://www.youtube.com/watch?v=MLg4pLyrrWQ https://www.youtube.com/watch?v=aJVLFNxlhTI
Again, fuller examination of what’s in the changelist in terms of balance and fixes in this thread on the forums. |
https://www.youtube.com/watch?v=bSemqtKJA5Y Before the public release of this build we will likely also add in an Endless Night and Mega Stormy scenarios too (names placeholder!), and likewise experiment with zombies being attracted to the rumble of thunder.
The full changelist for 40.7, which also contains a lot of handy fixes and tweaks, can be found here. If you missed the full current changelist for the version 40 weather beta last week then that can also be found here. [As mentioned in the last blog this build also contains a system that converts items placed by mappers into in-game objects, the rethought soundbank system, an improved car battery charge system, in-game sandbox options for MP admins more readable fonts and players damaged by vehicles in MP.] Elsewhere we had a productive anims meeting with Bitbaboon Mark and the team at TEA this week, with work like a tidy-up of the state system, improved documentation of current player functions, a motion extraction build for Martin the Animator to play around with and an investigation into depth buffer usage to help with model issues all now being worked on over in their HQ. (None of it sexy stuff, but all of it necessary and in good hands.) Meanwhile RingoD is now helping out Mash when it comes to Louisville, and in particular the suburbs, creating house variants on what we already have in-game so that when the larger urban area finally arrives (as we’ve said before, this is a huge project so will be several public builds away at least) the expanded number of buildings won’t feel cookie-cutter. This week’s roof garden from Eddie. 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. |
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Fixes we are still working on include disappearing keys in MP when someone else removes the key from the ignition, occasional vertical parking splurges (!) and a few cases of MP invisible zombies. If people notice any particular replication steps for any of the above then we’d love to hear them in our bug report section on the forum. BEYOND VEHICLES We’ve got a few complete, and almost complete, things that were a bit logjammed while we polished vehicles that we’re hoping to drop into testing over the coming weeks, mainly the new MP chatbox and Turbo’s ‘virtual climate’ weather and seasons upgrade. In the past week Turbo’s worked out ways to show fog/precipitation from inside buildings, but our larger and taller buildings (mall, prison etc) need some extra thought, as do outside balconies – although this does look pleasingly Exorcist-y even with the visual bug. Here’s a quick video of the fog system as nature intended it though… https://www.youtube.com/watch?v=WeXrnBCTzyU Meanwhile, over with our friends at T.E.A. the animation build push continues. One aspect of this is that Zac, who is working on the new dev and modding tool AnimZed, has built a nifty clothing and outfit editor into it – from which both ourselves and modders will be able to easily hook up new models and textures to items, and create new looks for zeds and survivors alike. If you didn’t see some of these looks in our vid the other week you can check it out here. The updated tool within AnimZed looks a bit like this currently, although the bottom of the left hand column did raise some eyebrows… This tool work is probably going to be followed up with another utility that shows in-game items vs the visual items. At the moment we/TEA/modders have to check an item’s name, then lookup how it appears in-game separately and it would be very handy to have it done in an automated fashion. Elsewhere Gareth has been tweaking/polishing shaders for body masks, and Bitbaboon Mark has been blending, simplifying and ironing out kinks so that our animator Martin can jump in and get used to the new suite of tools available to him and polish up his work in-game. So hopefully we’ll have a bit more to show/discuss next week. Thanks so much for all your continuing feedback and bug reports on the vehicles everyone. Please keep it coming! This week’s station wagon from Julio. 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. |
For the full changelist, and information on about a million other fixes and tweaks, please visit the Build 39 release thread on our forums. [i]While vehicles have been a massive group effort from a lot of people within the team, we’d like to give a special thank you to EasyPickins, who did a lot of the technological framework and put a lot of sweat and blood into the system for a long time before everyone else got involved. We’d also like to thank General Arcade, and especially Yuri, for his invaluable help in their integration and evolution. [i] |
One other thing we might like to get into the build before release is some recent work that General Arcade’s Yuri has been doing on our Steam integration. We anticipate that quite a few people will want to come back to PZ to check out the vehicles, alongside their friends, and as such it seemed a good time to fix up some player invite issues – namely that PZ has always struggled with inviting players into games when both players already had the game open. We’ve got a build running that smoothens this out backstage, and may also consider adding this to the mix if it’s working as intended. Please also note that, as mentioned last week, in preparation for the vehicles release, the PZ map has been updated with Build 39’s countryside/vehicle exploration additions between Riverside and Rosewood. For community mappers and interested parties: new versions of PZ tools TileZed and WorldZed have been released, alongside the latest array of Tileset images. ANIMS As regular readers will know, our Technical Director friend Bitbaboon Mark now has his own company called TEA – and he and his cohorts Zac, Chris, Gar and Schnitz are working on getting the new anims and models ready for the PZ codebase to switch over to them. This week from a technical standpoint they’ve been sorting meshes/textures and data that’s loaded from .X files and have hooked up character masks and ‘items’ to create individual characters from with everything hooked up correctly. The intention is to have the character config inside the dev/modding tool AnimZed – so people can quickly add and update meshes and put them onto characters to validate alongside the animations themselves. In fact Zac has a ‘random’ create for characters all running from AnimZed, and it looks a little bit like this. https://www.youtube.com/watch?v=dhhjHrPQ0sg Music credit: MrEldfuel from free sounds. Please note: there’s clearly lots of different outfits and items on-show in this video – initial anims build releases will not contain everything seen above, especially if it involves combat markedly different to what’s already in-game. This is purely to show what AnimZed can do now, and the way that anim stances now change based on the weapon being held – which is all data-driven now. (Please also note: Spiffo’s Restaurant mascot outfits are supposed to look a bit… threadbare). WEATHER AND CLIMATE SYSTEM Turbo is working on his remedy for the new snow/fog/storms system – in that it’s all fine and dandy having a climate system with morning fog and real-time storms forming and passing overhead, but not helpful when (as it currently is in-game) you can’t look out of the window to see what the weather’s doing. As such he has been exploring the possibility of using screen masking to allow for the player’s building to not be included in the rendering of rain, fog or other atmospheric effects. This will mean they will be visible to the character through windows, instead of being turned off across the screen when a player enters the house. Please note this is just a proof of concept and not fully implemented into the game yet. Meanwhile Stas continues his gamepad set-up improvements, Zach continues with his additions to the PZ soundtrack and Mash continues to build some of the larger new building locations to place within the expansion out to Louisville. PRIVACY POLICY FUN Twas the night before GDPR, when all through the house – not a creature was stirring, not even an updated privacy policy. This week’s fare from ㊣ $ℏìᶄ ㊣ . 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. |
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Please post feedback in the Build 39 in the new thread on our forums. You can find the IWBUMS beta branch in your Project Zomboid – right click on Project Zomboid in the Steam games list, left click on properties and navigate to the Betas tab. (Please note that, due to the extent of engine and gameplay changes in Build 39, existing savegames will not be compatible – a Steam beta branch of the pre-vehicles Build 38.30 will be available at the time of launch should people wish to finish off their existing games before moving onto vehicles.) Clearly the team’s main focus is currently on getting Build 39 polished and out of the door – yesterday releasing Vehicles Build 41 that addressed issues impacting on community translations, missing car spawn zones, lots of player-crafter gate related bugs, split-screen niggles and lots of other fixes. In the background, meanwhile, Bitbaboon Mark continues his animations work for when the team crosses over to them, Stas is polishing his new MP chat system to drop into Build 40 and Turbo is working on ‘type of sky’ game colours (the shade of the screen when its sunny, normal, cloudy etc) and should have some time-lapse vids to show next week. This week’s ignored rest stop from Wei. 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 |
https://www.youtube.com/watch?v=-slZcP7X56U
BUILDS BEYOND For next week’s build (which we intend to be moved into the traditional IWBUMS beta slot as long as public testing of Build 40 doesn’t throw up any clangers) in amongst many/varied other improvements and fixes, General Arcade’s Yuri has been working on a neat little system that will decrease the irritating occasions upon which the player character is super-imposed on the car it’s standing behind – essentially creating shifting ‘bounding boxes’ around vehicles that are separate from the physics one. Also for next week’s version Uncle Bitbaboon Steve has done some work improving network connectivity in the fight against lag, and will be with us again tomorrow to implement the final sounds for normal and small cars. Steve’s colleague Mark, meanwhile, has been plugging away at the animation system we intend to switch dev over to once Vehicles are out of the door – most of his work last week comprising of bringing it all up to date with the considerable amount of core engine adjustments brought about in our recent optimization push. General Arcade’s Stas, meanwhile, has provided a first iteration of his new MP chat update to check out, and is now doing the same ‘bringing up to date with optimizations’ task with our forthcoming lwgl3 upgrade. Elsewhere Turbo has been working on the new weather system we hope to get into a post-vehicles build – details of which can be found here. He’s been on a lot of ‘under the hood’ aspects this week, but has also improved how general periods of weather work – setting them up so they can be easily changed and transition a lot better. His intent is so that periods of showers, heavy rainfall and thunder clouds generate in a more variable way, and don’t always have the same expected pattern. Now that the new wilderness/farmland map expansion is out and players are finding cool stuff like the kiddie summer camp Mash is officially moving entirely onto a bigger, and much more urban, setting with our fictionalised version of Louisville – an area that won’t be as big as the real thing, but will still be really big (and plenty big enough) in existing PZ terms. The broad layout is done (redesigned from what we’ve shown as hints previously) which was no mean feat in itself – and now begins the process of hand-crafting all the buildings and adding details. We’ve got a stash of interesting and previously unseen pre-made buildings to slot in though, and RingoD will be stepping in to help out with residential areas, but even with this it’ll be a long, long task to complete, and as such we won’t be talking about it much about it again until it nears completion. This week’s featured rooftop party from Bromo BR. 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. Finally, those open to a spot of YouTube zombie parkour might be interested in a movie version Indiegogo. Cheers all! |
There are numerous other fixes and additions, the full changelist of which will be posted when we go live, we just want to get the build fixed up as we’re at the point now where every build should be moving us closer to a polished vehicle build so we can move on to other features we have in the pipe. WEATHER UPDATE Since this has been a rather teeny Thursdoid, we thought we’d share a few nice videos showing some of the new weather systems Turbo has been working on, with new shader effects (along with legacy versions for those without shader support) Hope you enjoy! Stormy car ride https://www.youtube.com/watch?v=kelQMB62qUI New shader driven fog: https://www.youtube.com/watch?v=xJqxS7FK17c Super rare night vision goggle prototype: https://www.youtube.com/watch?v=TzgdPDbbUZs New shader ambiences https://www.youtube.com/watch?v=6futPu-g13I THE LOOT DETECTIVES Erstwhile investigators ShylokVakarian and his proclaimed ‘Queen of Loot’ ChatNoir have been running a rather impressive study on loot that appears in player’s starting houses, with some interesting revelations on which spawning towns have the best loot, down to the likelihood of running into good bag or a fabled Spiffo doll in your spawn house. It’s very interesting and useful statistics you should totally check out to help you plan your survival. Thanks to ShylokVakarian for his study, it’s really great that people are willing to dig this deep into the game we’ve created, and we massively look forward to his other studies in future! That’s all for this week, apologies its a bit short and version-less, we’ll look to get something out to you ASAP. This week’s image is from BecquerL. 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. Oh, and check out the findings of the latest great loot survey from ShylokVakarian. Fanks! |
Beyond immediate bug fixing from community reports the coming week’s focus will be on wider player-built gates to let players store their vehicles more safely, addressing the teleportation issues that can occur when passengers sit in a lag-impacted vehicle and implementing the final sounds for our ‘normal’ and ‘small’ car types. BUILDS BEYOND VEHICLES While the majority of the team work on the vehicles build – Stas (chat upgrade), Mark (animations) and Turbo (fog, snow and new climate/weather system) continue to work away in the background. Turbo tends to sit away from the main team (his speciality being over-arching systems that we can tie into the main game like his existing seasonal changes and radio systems) and he’s currently working on an improved dynamic weather system that he hopes will make his existing seasons feel more real, and give a greater sense of day-to-day variety. This will also mean that different weather effects will move over the map in real-time. Here, for example, is a debug thunderstorm moving over the south of the current map – between March Ridge and West Point. https://www.youtube.com/watch?v=ETaYRyFJbnE This all generated by a system of simulated cold and warm fronts of varying strengths. An in-game change from Warm to Cold, for example, will result in a day with rain in the morning getting heavier as the day goes on, with the possibility of a tropical storm in summer, or a blizzard in winter. The intensity of the rain, and thunder, meanwhile is all dependent on the simulated front strength. When mixed in with the new fog that’ll see misty mornings slowly clearing in the sunshine this should give a far greater feeling of variety as each day passes. What’s more, as a part of this weather upgrade Turbo is also looking at improving our current use of shaders to increase the feeling of seasonal change in PZ – giving it a subtle yet tangible feeling of it being either a warm and vibrant day of summer, or a pale and hazy day in winter. Alongside this Turbo intends to improve the SFX to reflect seasonal change better too – removing birdsong from winter, introducing snow crunch etc. When this ready, in the world beyond vehicles, we will also need to rebalance our farming system too in terms of the change in daily/seasonal rainfall – itself a fairly old system that could do with some TLC. [i]This week’s bannister-less deathtrap from актёрище. 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. Oh, and check out the findings of the latest great loot survey from ShylokVakarian. Fanks! |
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Next week’s build should have some new vehicle sound effects – the new ones in Build 37 are better that what we have before. These will be alongside further optimizations to world streaming, tile-rendering and loaded vehicle textures that we already have in the can, but didn’t want to mix into an already change-heavy beta version. (We realise the code-y aspect of this news isn’t particularly sexy, but hope you’ll feel the difference when you play.) Beyond this, the process is to knock off tasks from our internal management system (whether found by our intrepid QA twosome of Jake and Sasha, or transferred from community reports) to the point at which we want an influx of new testers from the move to IWBUMS, and beyond that the influx of a LOT of new testers from a public release. FUTURE VERSIONS We have the majority of the team working on finalising vehicles at the moment (specifically RJ, Yuri and EP) but in the background there’s clearly Bitbaboon Mark prepping anims for the team to switch over onto once the vehicles dust settles, alongside various other members of the team working on the framework of future map content. Two other features currently in the oven for a build beyond vehicles, meanwhile are GA Stas working on his chat window – and Turbo’s revamped fog/snow weather progression that we hope to have new timelapse vids/details on next week. This week’s endangered police vehicle from [TOD]malex97145. 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. In other news check out the new RP Season over on New Dawn. Fanks! |
Vehicle beta 37 had been aimed for a Thursday release but internal testing has revealed some FPS hitches in MP as well as occasional unsightly streaks that would likely annoy. We’ll release when these irritations are nixed, and have Uncle Bitbaboon Steve on duty tomorrow to help improve stuff further too. Outside this more imminent work on vehicles coding continues for the builds ahead including Bitbaboon Mark preparing the animation system so we can move over to it in the versions beyond vehicles, Turbo back with us and working on his improved snow/fog/mist and general weather upgrade, and General Arcade’s Stas working on our new chat/admin system for MP. (With the latter we’re slightly changing tack and opting for a less multi-tabbed variant, and have also compiled a checklist for Stas to ensure that all the commands/features are in-keeping with what’s expected from MP in this day and age so we hit the ground running with something we’re pleased with. It should still be ready to drop into testing once vehicles are done.) While discussing this with Stas, the issue of PZ text appearing really small on high resolution screens came up – itself something we know we have to deal with, and hope to as a part of our upgrade to lwjgl3. In the mean-time, however, if you have issues then as a part of our conversations EnigmaGrey also came up with this nifty Big Freakin’ Font mod – that’ll help with high res and couch play users. Let us know how you get on with it. This week’s snowfield caper from Wanktarded. 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! |
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FUTURE BUILDS Stas from General Arcade’s work on the new MP chat system continues – this week bringing his existing work that’s brought all the different methods of communications into something that works visually – also thinking about hearing range for whispers/shouts, the ability to ignore/block and making sure it’s all customisable for the different requirements of different servers. In terms of the animations build, meanwhile, BitBaboon Mark has added in some extra debug info to the code to make both his life of bug-hunting easier, and that of Martin when he goes through to polish visuals. Each character in the world now has its anim state info visible – so it’s clear when things get stuck, and what on. You can see a video of what this all looks like here. Since this video was taken some of the major bugs have been worked out – the primary one being zeds who get stuck in a particular anim state having to have it beaten out of them, but there are also ‘slide-along the floor’ zombies for Mark to deal with and for some reason all zombies seem to appear curled up in a little ball when loaded from a savegame. There’s still some debate as to whether we’ll have to adjust vehicle size too (a fresh image here) but we’ll leave that until everything has been tidied up a bit more – likewise whether or not we keep that t-shirt that has RJ’s face on it. That doesn’t really feel like it’s canon. 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. Fanks! |
Today’s rooftop gunning from Anima Chimère du Chaos [FR]. 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. As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here.Fanks! |
Today’s Spiffo parking lot escape from Hellaries. 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. As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here. And check out Willm93’s ‘How to live forever without being undead’ guide if you fancy a few PZ tips, while you’re at it. |
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WIP Stuff A new Vehicle Mechanics UI can now be accessed. Right click a vehicle and select “[WIP] Mechanics” or when directly inside the vehicle with the vehicle menu (“V” key). The system should operate much like the existing player health panel.
PLEASE NOTE: this is an early iteration of this system. Not everything affects gameplay. The vehicle diagram is placeholder. Scripting is currently unfinished. The Mechanic skill/profession isn’t done – so highest level abilities are unlocked. Contents may have settled during shipping etc Today’s featured image from DadAhead on Steamsies. 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. |
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[New]
[Balance]
[Bug Fix]
[Optimization]
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Moar vehicles A few threads have popped up on the forum saying that we could do with a bit more variety in vehicle models to make things look a little bit more realistic – and as such Martin has been modelling up some different variants on existing car models, as well as creating a few new ones, for Mash to paint up some textures for. These won’t appear in Build 39, most likely, but will pop up in the relevant areas in the versions that follow [i]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. |
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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 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. |
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[Notice: Last Weeks Mondoid can be found here] |
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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 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. |
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This week’s vehicular calamity is from Injen_team. 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 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. |
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Hopefully more developments on all fronts next week, and clearly Mash’s next map expansion isn’t a million miles away – oh and we’re also back in touch with Zach Beever now he’s finished up his studies about polishing the PZ soundtrack, and maybe a few new tunes too. More on that when it happens. This week’s Spiffo Speakeasy from Tasma. 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. |
This week’s burning issue from Steffen over Discord. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
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So with all this you could, say, get a better I Am Legend feeling with a pitch black night and zombies sprinters only active during the night. I tried it, and it’s pretty scary. If the community would like me to put any other Sandbox options, toggles or sliders into the game for them then please just let me know on the TIS forum!” OTHER STUFF As mentioned last week, we’d now like to officially welcome General Arcade’s Stas to the PZ codebase. First up he’ll be making a deep dive into our MP codebase to optimize systems and get to grips with some of the more complex bugs that impact on our server admins – and beyond this our current plan is to get him optimizing the main game to make the engine smoother so we can get to integrating our more built-up urban environments. He joins Chris (a new one) and Mark in terms of recent coder acquisitions, and everyone seems to be bedding down quite well. More to follow when their work starts to flow! [i]This week’s pile-up from the (perhaps) rudely-named Koitus. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
WOLDREN’S MEDIEVAL MAP Have you ever wondered what it’d be like to survive a zombie apocalypse in would be like in ye olden days of yore? Well wonder no more… [i]This week’s featured news van from Retro. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
WHAT WE NEED TO KNOW
WHAT YOU NEED TO KNOW This is a Vehicles Tech Test and, as such, is unpolished and unfinished. You should be aware of the following:
DRIVING LESSON Once you have loaded up a new game then you’ll find cars in some driveways, and most parking lots. You can enter a car with ‘E’, though be sure to get in on the driver’s side if you want a swift exit. Press ‘V’ to open up a vehicle’s radial menu – from which you’ll find access to the ignition, car radio, headlights and more. Important: You use the key icon to start the car BUT sometimes repeated attempts at ignition will be required. The lack of sound effects means that failed start attempts are not made clear. When the icon at the bottom of the screen turns green then the engine is on, and you can drive. The keyboard shortcut for ‘start engine’ is ‘N’ – and this is a less fussy way to turn the key. Once the car has started then use the WSAD keys to drive. Other keyboard shortcuts you can use when in the vehicle are ‘L’ (Headlights) and ‘U’ (vehicle info). WHAT WE’LL BE DOING NEXT Yuri’s focus is currently on performance, and we will be updating the Vehicles Tech Test branch this week with whatever fixes are required as and when they become clear. In coming weeks we will also be working on zombie collision and vehicle impact, the exaggeration of tilts and leans when you take corners and implementing greater differences in handling between vehicles. There’s also some ‘reverse momentum physics’ when the front of the car moves up when hitting the brakes instead of pushing down which we need to add the fix for. Yuri has a full tasklist, but it’s one that’s being ticked through at a steady rate. We’re hoping that we’ll be able to release further vehicles test builds to the community whenever milestones are hit, so that we can harvest feedback whenever it’s most required in the run-up to vehicles becoming one with the main game. It’s cool to stream, as long as you clearly tell your viewers the WIP status and it being a tech test version. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
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VEHICLES The internal tests and updates of our new physics-enhanced vehicles continue, if you haven’t seen it then our latest vid (made by Mark.exe) can be seen here. The current focus is in fixing up what we have now so that it’s all in a state that could be considered for wider testing. We will need, after all, performance feedback from as many PC set ups as we can. This week, then, Yuri had been looking at the build’s most glaring performance issues and glitches. There’s an oddly catastrophic slowdown that hits after twenty minutes of play that’s being looked at right now, for example, while vehicle and tree pop-in also needs addressing. Likewise frame-rate stutters seemingly tied to zooming. In recent days we’ve made good progress on reported (non-vehicular) crashes and garbage collection hang-ups, so we’ll keep on ticking off the list. Likewise, it’d be nice if we could solve some clipping and draw order issues. As a general ‘where we’re at’ overview, right now we have pick-ups, station wagons, ambulances, sports cars, small cars and vans in-game (although they’re yet to have different handling stats). They spawn in relevant places, and according to the affluence/role of area on the Exclusion Zone map. They crash and roll, and they really, really attract zombies – potentially a little too much. They have working headlights and are generally found locked – although keys can be found on zombies or in houses. Every car has storage in the boot, and have a handy glove box too. We’re also looking at two (subtle) different ways of colouring vehicle textures – so answers on a postcard if you can tell us your opinion of which if these vehicles fits in best with the PZ game world. What vehicles haven’t got is much ‘Zomboid’ gameplay tied to them right now – mechanic profession, maintenance, damage, player injury and other vital stuff isn’t in yet. Likewise they have no engine sound playing, the info panel UI is temporary and collision with zeds and survivors needs work. The focus right now, however, is getting their operation as glitch-free as possible – so all this will come in future weeks. ANIMS We mentioned it last week but now have an extra body on-board in TIS Towers, in the form of Mark – a man who comes with a wealth of games industry experience and battle-hardiness. He’s going to be jumping into the trenches fairly imminently to help us sort out various other technical issues surrounding the new animation system, as well as tie up any other loose ends or missing bits that are holding back the release. In the meantime he has been implementing Assimp as our default model and animation loader, this will allow models to be loaded in in a variety of common formats that will not only aid modders in being able to easily expand the game, but will hopefully unearth a few issues with the existing loader that have prevented the rotational root motion system from being finished off. Mark’s experience in animation systems could then lead onto other improvements once everything is in-game, but we’ll leave expanding on that until we finally have the basic models in testing. In the mean-time it’s now clear that vehicles will release before animations, so we’re continuing the work required to let them make the best of each other. Work in and around animations will provide some advantages to the vehicles once they land, such as the elimination of the old system of off-screen textures that are rendered every frame in 3D and drawn in place as sprites, being replaced with the game actually drawing the 3D models directly into the screen at the correct position in a more accurate ISO perspective. This will hopefully improve things such as zombie like vehicle collisions, and make multiple vehicles integrate into the scene together better. IWBUMS NEXT With the release of 37 work begins on the more general features and improvements for 38. Its overall contents are currently under discussion but the new map expansion is pretty much certain to be in 38, alongside the MP Discord integration. Hopefully Turbo’s devices code rewrite will also be ready in time, as well as some of the improvements it can provide. MOD SPOTLIGHT We ran an interview with prolific PZ modder Nolan the other week, but forgot to give it a Mondoid flag. Do check it out though, as he’s a very interesting chap. This week’s last stand from Isnah81. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
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OTHER STUFF
[i]This week’s image is by us. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here |
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. |
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Featured image from Arsenic Legacy. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. |
ANIMERTRONICS Renewed work on the SP anims release continues, intermingled with a successful and fun day last week melding minds with Animator Martin so that he could get to work on an issue that we felt could vastly improve the capabilities of our reanimated zeds. Right now, in every build of the game, zombies can only move backwards and forwards. This is fine, but severely limits what’s possible in the long run. Proper turning animations have never been possible (survivors and zeds slide in a circle unless they’re moving), and likewise zombies stumbling in a realistic way and being able to move from side-to-side as well as their traditional PZ bee-line. As of last week, then, we managed to work out a way to implement rotational root motion and Martin could return to his animator’s den and get to work on the visual side of it all. In more technical terms we’ve now opened up the opportunity to have deferred rotation within anims, which in turn means that animations will be able to drive a character’s rotation just as much as movement. Behind the scenes Martin has been working on a bunch of the other features/visuals that the animations system will open up to us, and this expansion will give him even more options from refinements and improvements (extra wall-hugging stealth stuff fr’instance) while we continue to get the SP anims branch into operation for testing back at TIS Towers. TOOLS N’ TUTORIALS To accompany the exciting new set of mapmakers that seem to be springing up on the forum, and clearly the old hands too, this week EasyPickins released the latest versions of the PZ map-making tools – alongside a full tileset updated with stuff from Build 35’s March Ridge and Rosewood. As such, aspiring map-makers can find the latest versions of TileZed and WorldZed here. RingoD has also compiled and collated a comprehensive guide to map modding using TileZed on our forums – taking you from initial dabblings all the way to uploading onto Steam Workshop. It has also been hosted on Steam, while Paul will also generally be tidying up the relevant sections on our forums in the coming week. While we’re on the subject we also wanted to flag up PZ community member Blackbeard06 and his extremely in-depth video guide to how to make a PZ map. It’s worth noting that the Workshop channel on the PZ Discord has become quite active of late, and if you’re thinking of making your own Zomboid mods or dipping your toe into map-making it’s definitely a great and useful place to hang out. [i]Featured image from Joe. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Also of interest: Atoxwarrior’s cinematic Spiffo shenanigans. |
COMMUNITY MAPPAGE A quick shout out to Z3759xy on our forums who has had to step away from some, quite frankly, incredible PZ map-making projects due to the amount of spare time he has on his hands – and we dearly hope that someone else picks up his .tbx baton, or performs a team-up operation. Some really great stuff in here! [i]Featured image from Mashie. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Today’s image of desolation and destruction from .exe. |
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https://www.youtube.com/watch?v=yRzFy4VYW8c
GENERAL ARCADE After their amazing work integrating VOIP with the PZ mainframe our friends at General Arcade have been digging deep into our codebase to find out ways they can help with the integration of various features destined for roll-out in the lead-up to PZ going 1.0. Namely, but not exclusively, vehicles. The deep-dive is now complete, and GA are now gearing up to work on what they’ve discovered: initially map streaming improvements, net code optimization and an acceleration of the rate at which PZ (online or off) processes game objects. It won’t be an overnight job, to say the least, but they’re improvements we can feed into the game build-by-build (improving the whole game’s performance as they go) to help us ease EasyPickins’ ace work on cars out of the dev garage and onto the road. ANIMS AND COMBAT It should be underlined that the new animations, combat, outfits, weaponry and all that pizazz hasn’t fallen down a deep, dark well. We’re still going with it, and coming back to the coalface fresh from the Xmas and New Year break is proving fruitful. As we have done before, we apologise for the delay – but hope to have fresh news for you in the Mondoids to come. RJ’S KNOB The first thing on the menu for the first IWBUMS beta release for Build 37 is a UI feature to improve the life of chef survivors – an operational UI dial that will initially be used for alarm timers on ovens, and for microwave settings. Small thing, yes, but also one that Turbo can use when we update the radio and walkie-talkie system to have more analogue station-tracking (handy for scanning airwaves in MP, and for plans for SP survivor radio) and also for setting some timed explosive devices. OBEY GRAVITY MOD Blindcoder, custodian of the ‘Recently Updated With Build 35’ PZ map and author of several mods integrated in to the PZ mainframe, has released a cool new mod that deals with the tricksy and much debated happenstance of Sky Forts. The ‘Obey Gravity’ mod sees player-built structures fall down when supports are removed, and stops players being able to build floors more than three tiles away from supporting walls. Both ourselves and Ben would love to know what the wider PZ survivor populace thinks of his approach to sensible-shoes engineering. Featured image from НЕКОКУН. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here. And oh my GOODNESS GRACIOUS some graphical bugs are rude |
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IMPORTANT: If Build 35 fails to start on your machine then please check . Steam may have failed to install the required VC Redist 2015 file.
LOCATION-BASED VOIP IN MP
NEW CONSTRUCTION
MP FACTIONS
WILDERNESS MAP IMPROVEMENTS
RADIO/TV COMMUNITY TRANSLATIONS
FOOD AND NUTRITION REVAMP
NEW MP ADMIN FRAMEWORK
SLEEPING REVAMP
COMMUNITY REQUEST SPLURGE
UPDATED UI
OTHER STUFF
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Thanks everyone! Same bat time, same bat channel next week… [i]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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here. |
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ANIMS We’ve got plenty in and working, and doing so in awesome ways, but want to release something for testing once we’ve got the gaps that’ve popped up filled in. Now we’ve got slick animations any omissions, or stuff the game could get away with in its more basic form, stick out like a sore thumb. Formerly we could just have it happen with no animation (have the character walk through the counter to open a window for example) and it’d be fine, now everything looks so good this sort of ‘visual smudge’ looks wrong and really stands out. Another example of this is making ‘looting while carrying a weapon’ look half sensible. We’re going to keep on filling in the gaps rather than throw it out into the mix of the current IWBUMS test, which is a pain but will be worth it in the end. Once we’ve got the Incidentals out of the way (and, yes, that was an Alisha’s Attic reference) we can release and get motoring with the pipeline that leads to all of our other 1.0 features. While we have this back and forth with Martin the Animator we’re also making sure that keyboard and mouse feel fun and responsive with the new system. You can’t turn on a dime with the new animations, so it can feel a little clunky when you’re indoors – so we’re also balancing that as we go along. Likewise we’re making sure that the shift between running and walking, and vice versa, feels nice and responsive. More next week gang, thanks for dropping by. This week’s zombie stick-up from Sergeant Giacomo in Steamsville . 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! The CBOIT is now also excited about our Discord chat too. Oh, and check out Nolan’s awesome Nocturnal Zombies mod.Nolan is cool. |
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The above tasks each shouldn’t take too long when taken in isolation, but still it’s not advisable anyone start pinning hopes on ‘tomorrow’ or ‘friday’, as issues could arise in the interim that delay a few days here and there, and it’s never certain what the future holds when trying to tie everything together into a complete system–especially when they are so fundamental and game-changing as the new animation system, with so many cogs from many people all need to work in unison. As usual, our ‘when it’s done’ philosophy reigns supreme, but rest assured we obviously want it out there ASAP, and are close enough to the finishing line to feel confident about it dropping into this IWBUMs. Until the animation stuff drops in, we’re also going to refrain from producing and showing videos of the animation build, because there comes a point in the final stages of development where working toward getting a cool video out there for Mondoid detracts from work required to get the system finished off and releasable, and we’ve reached that point now where we need to just knuckle down and get the remaining stuff fixed and out there, a lot of it not very exciting but very necessary. Hopefully, there won’t be many Mondoids between now and then anyway, likely one, but it’s too early to know for sure either way. WHERE NEXT? To those that may be frustrated about certain specific features not getting talked about, we’ve got a very detailed plan underway behind the scenes that we simply don’t want to talk about too much until the build that lays the foundation for what comes next (the animation build) is out there in player’s hands. We’ve learned a lesson about talking about stuff too early in the past and feel very strongly that the best time to open up about them is when the animation stuff is out there and ticked off. Regardless we’ve been making a lot of internal plans how to approach all this stuff and feel it a good idea to gingerly point at them even though we’re not ready to start talking freely about the specifics. Once this build has finally been released to everyone, we will be a lot more forthcoming with our future schedule that will see pretty much all the so far promised yet unreleased features begin to drop into subsequent builds. We have a 5 step road-map that will hopefully cover 5 consecutive builds all containing very exciting stuff (yes, this includes THAT feature too), and have had plenty of work being carried out on numerous of the big features going on in the background, that we’re holding close to our chests until the right time to start talking about it. Each step of the 5 stage road-map, of which the animation build is the first fundamental stage, provides big and meaningful features while simultaneously laying the foundation for the next stage. Also each stage crucially allows us to release–in pieces that are easier to manage, test, bug fix, and polish–the huge pile of stuff we’ve been constructing in the shadows behind the scenes for a long time, yet have had some trouble connecting all the wires and circuit boards together into a working and releasable whole. That’s as forthcoming we’re comfortable with right now, as we don’t want any hype trains leaving the station too long before their departure time–but to those who have been frustrated by the radio silence on certain things mentioned on our store page’s ‘planned features’, we want you know that we do have some very specific tracks laid out, and we’re really excited to start seeing this stuff fall into place. VOIPing In other news, we had an update from the awesome peoples at General Arcade the other day, letting us know that the first big step in the development of Zomboid Voice over IP system has been completed. They have managed to transmit voice communication over the zomboid server connection, with a good latency and quality reported. At the moment they are being transmitted to the server and mixed together into a single stream to be broadcast back, so going forward the work will be to allow for independent streams back and forth between clients, as well as work on further improving the voice quality, and ultimately in tying the voice communication into player proximity. We’re super excited for the VOIP features, that will not only ease the requirement of coming to a complete stand-still amidst a horde of bitey undead to frantically type ‘HELP ME’, but we hope will also usher in a new age of online role-playing servers and open up more scope for multiplayer encounters. This week’s featured image by Gilga Mesch out in the provinces of Gabenland. 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! |
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Caveat time! As mentioned in past blogs, we've done a ton of optimization work in preparation for the animations update - but there's no guarantee that these features will all look as good, or indeed be present at all, on really low spec machines. It's too early to tell how much we'll be able to do, but as ever we'll have everything set up so it can be toggled on, off and in-between in the graphical options menus. The sheer amount of blood on display in this vid is also fairly high, and will be balanced once we've got everything integrated - but will also be turned down/up in the options if you're no fan of gore, or perhaps like it that little bit too much... So that covers the Binky/Lemmy/Martin triumvirate in terms of ‘big stuff’ that leads into all our future planned content. In the mean-time while his metalwork and nutrition awaits its testing form, RJ is starting work on the sleep system improvements that we hope will bring a degree more anxiety to your nightly routine (as prefaced in this Mondoid). Turbo’s getting dug into the visual niceties and usefulness of TV/Radio/VCRs when it comes to gameplay proper, and hopes to get you a vid next week, and EP continues to plough his mysterious way through complex engine and zed navigation improvements for later on. Oh and finally, the Redboid server is having a bit of a reset – so if you fancy getting on-board with an online crew from the earliest days of the infection then you can find them here. This week’s highly dramatic featured image by Sandra 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! |
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The new animation system has come on a long way, and we now have what feels close to a working system. There is, however, still some work required before it could be put into internal testing. It’s not clear if this will make it into the Build 34 IWBUMS public test or not, and similarly not clear if Animation or Creative will be first out of the gate. It largely depends on how both of these go, what unforeseen problems we may hit, and which passes the finishing line first. We hope you agree that it’ll be awesome when it arrives though! It’s fantastic to have the animation system at the stage it’s at so that we can show off all Martin’s amazing work who, like Mash with the Secret Mission, has been working out of the spotlight for so long. Oh and the ‘easy set-up’ co-op is in testing. There are still a few UI things to sort out, as well as a few bugs that have cropped up, but it’s edging closer. 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. Oh, and we live in Twitter here! |
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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. |
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