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Hot Wheels


This weekend has seen a whole bunch of vehicular fun, so… buckle up? Is that too corny?

CAR TESTING


A new build of physics-enabled vehicles fun is currently doing the rounds in internal testing. The general consensus is still that they are ‘way better than we were expecting’, so hats off to all the work put in by EP, Martin and Yuri from General Arcade. In our new build different car models have different handling and performance and when you’re speeding down the road you’ll occasionally be forced into a hard brake by the pile-ups of wrecked cars that we have envisaged for the edges of the map. These still need work, but one thing that’s pretty cool is that each wreck is a physics object, so you’ll be able to smash your way through if you’re in a pinch.
Right now it takes 5-6 minutes to drive from West Point to Muldraugh, and around 10 if you’re making the trip all the way up to Rosewood Prison – which will knock off about a quarter of tank of gas in an average car. This already feels fairly balanced, but will clearly come under scrutiny when we’re playing around with the system later on. We will also need to make zombies very interested in engine noise. Here’s a video of our current vehicles build, as provided by the ever-lovable Mark.exe. Please note, as ever, that everything in the vid is WIP and in development – visuals, handling, UI, zombie collision and everything. https://www.youtube.com/watch?v=9Fhc2WwYpyI Martin’s new textures mean that cars pop out of the screen less than they did , but we are also going to experiment without using gradients – which could result in them looking more at home in the PZ world and its colours. We’re currently doing a few new textures with this in mind, and hope to get a few examples into our next internal test build. Alongside general implementation and gameplay tasks that still need doing, this test flagged a few more things that need attention, and a few of which we’ve worked on today. Wheels need more detail so you can see them spin, there needs to be less ‘float’ on sharp turns, we need shadows placed under vehicles so they look a little more grounded and there’s also a few flickers and (non vehicular) MP crashes that need attention. We should also do our best to limit this sort of zombie car-tipping – although it is quite fun. https://www.youtube.com/watch?v=NKAXSADiUtU

BUILD 37


So Build 37 is nearly here – it’s just a matter of checking its fixes are working correctly, and maaaybe squeezing a few more nuggets from The Great Bug Purge in too. To this end we’ve just released Build 37.6 into the IWBUMS public beta. This adds new annotated stash maps to the game for equipment hidden in offices, restaurants and warehouses – and introduces maps for all the major urban hubs on the PZ map. You can also rename map items should you want to make their uses clearer in your inventory, and that of you MP buddies. As mentioned last week, this also features changes to the MP sleep system and some assaults on longstanding issues like saucepan rain, co-op curtain sync and many/various gamepad eccentricities.

BUILD BEYOND


Clearly work on overriding systems and animations continue in the background while vehicles thunder forwards into view, but we’ve also got some smaller nuggets in the can for Build 38. Stuff like extra powers for Admins over player inventories, Discord integration into MP chat and the ever increased likelihood that the next map update will be ready to roll for it too. In more general PZ news: as of today we have a new team-member! He’s a super-talented guy with a bunch of games industry experience garnered from a multitude of different projects (some small, some massive, some Zomboid-size) and he’ll be working deep in our codebase for the foreseeable future. It’s only his first week though, so we’ll let him bed in a bit before demanding Mondoid contributions. This week’s last stand from Levi [Hun]. 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 hereOur 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. Mod Spotlight blog featuring the lovely Nolan now coming tomorrow on projectzomboid.com. Thanks all!


[ 2017-04-10 21:40:44 CET ] [ Original post ]

Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 212
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (269117 reviews)
The Game includes VR Support
Public Linux Depots:
  • Project Zomboid Linux Depot [1.41 G]
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? 

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features


  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    We’re a small team at the moment, but we’re also committed to providing the following:

    Planned Features:


  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

MINIMAL SETUP
  • Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
  • Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
GAMEBILLET

[ 6045 ]

4.19$ (16%)
20.99$ (16%)
21.22$ (15%)
5.09$ (92%)
26.69$ (11%)
13.27$ (17%)
4.19$ (16%)
16.57$ (17%)
13.34$ (11%)
35.14$ (12%)
8.89$ (11%)
17.17$ (14%)
5.03$ (16%)
17.19$ (14%)
8.49$ (15%)
13.34$ (11%)
8.59$ (14%)
16.39$ (18%)
16.54$ (17%)
16.59$ (17%)
7.11$ (11%)
16.99$ (15%)
8.69$ (57%)
20.65$ (17%)
8.47$ (15%)
16.79$ (16%)
8.59$ (14%)
16.99$ (15%)
12.27$ (18%)
25.58$ (15%)
GAMERSGATE

[ 687 ]

10.91$ (22%)
3.0$ (80%)
9.89$ (34%)
25.99$ (35%)
2.0$ (75%)
14.99$ (50%)
0.56$ (81%)
5.0$ (75%)
3.75$ (75%)
11.24$ (55%)
1.31$ (91%)
1.05$ (85%)
6.0$ (70%)
0.56$ (81%)
13.04$ (48%)
1.58$ (77%)
10.44$ (74%)
2.25$ (91%)
0.77$ (91%)
4.73$ (68%)
5.0$ (50%)
14.39$ (28%)
5.28$ (74%)
0.74$ (91%)
4.8$ (60%)
0.77$ (89%)
10.2$ (66%)
5.0$ (75%)
0.94$ (81%)
5.63$ (62%)

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