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May Dayoid
We’re currently prepping a public test build for our crash/smash physics-enhanced vehicles that we can release on a Steam beta branch, so we can get performance feedback from the community. To this end Yuri has been concentrating on the more obvious performance issues that would dominate forum feedback, as well as making stuff clearer for a wider test group – such as textual indications when engines aren’t starting while we don’t have engine noise, and keyboard control alternatives for the new UI so you don’t need to navigate menus just to turn the key. We’re going to create a new internal build tomorrow to test out Yuri’s work on crash-quashing and his fixes for the performance dip when you zoom in and out. The plan is for him to continue addressing the strange performance cataclysm you get after 20-30 minutes of play and incidents of magical parked car pop-in this week (and hopefully other niggly stuff too) and then we’ll see where we are in terms of a tech build release on a beta branch. In last week’s blog we showed you all an image of different styles of car textures that we were considering – and internally we were pretty split between the more metallic versions cooked up by Martin, and those painted over by Mash that used flatter colours and more baked-in shading. Feedback on the forum almost universally pointed towards the flatter and more neutral green-y olive car, and as such this is the way we’ll be going. It’s doubtful that every vehicle will have been given the Mash once-over by the time the test build emerges, but once they’re all done they’ll look (more-or-less) like this:
As mentioned previously, Mash is currently being seconded onto vehicle textures – but her next map expansion is also nearing completion. While it doesn’t contain any urban conglomerations larger than Rosewood and March Ridge it does contains fun stuff to hold up in, explore (and drive) around – for example the Knox Heights Country Club, golf course and the clusters of posh houses that can be found around its greens. This is another addition that can’t be found on the real world map, but we hope will add some variety and also some interesting places to appear into once our more detailed ‘character spawns’ plans are realised in post-anims builds.
Speaking of, new boy Mark has almost finished implementing Assimp in the place of our old and more troublesome animation loader – and the current animation system (which is now operating more pleasantly with vehicles, post-merge) is now waiting for it to be tied in. After this we can walk through all issues we’ve been up against during the long, long wait for the system together (starting with rotational root movement, most likely) and get you some solutions.
RJ’s week has largely been in fixing up issues that appeared once Build 37 went live this time last week – seen here in builds 37.9, 37.10 and 37.11. There will be another fix build going out over the next few days, then once we’re sure the dust has settled we’ll call time on 37 and update the version on GOG. In the meantime, for 38, RJ has been looking into greater Admin powers over player inventories (seen in WIP form here), some anti-hack bits/bobs and additional sandbox options. This week’s PAWS-loving safehouse from Eddie. 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.
[ 2017-05-01 21:12:15 CET ] [ Original post ]
Greetings on a May Day Mondoid everyone, hope you’ve had a good holiday if that’s an international thing as well as in good old Blighty.
VEHICLES
We’re currently prepping a public test build for our crash/smash physics-enhanced vehicles that we can release on a Steam beta branch, so we can get performance feedback from the community. To this end Yuri has been concentrating on the more obvious performance issues that would dominate forum feedback, as well as making stuff clearer for a wider test group – such as textual indications when engines aren’t starting while we don’t have engine noise, and keyboard control alternatives for the new UI so you don’t need to navigate menus just to turn the key. We’re going to create a new internal build tomorrow to test out Yuri’s work on crash-quashing and his fixes for the performance dip when you zoom in and out. The plan is for him to continue addressing the strange performance cataclysm you get after 20-30 minutes of play and incidents of magical parked car pop-in this week (and hopefully other niggly stuff too) and then we’ll see where we are in terms of a tech build release on a beta branch. In last week’s blog we showed you all an image of different styles of car textures that we were considering – and internally we were pretty split between the more metallic versions cooked up by Martin, and those painted over by Mash that used flatter colours and more baked-in shading. Feedback on the forum almost universally pointed towards the flatter and more neutral green-y olive car, and as such this is the way we’ll be going. It’s doubtful that every vehicle will have been given the Mash once-over by the time the test build emerges, but once they’re all done they’ll look (more-or-less) like this:
MAP
As mentioned previously, Mash is currently being seconded onto vehicle textures – but her next map expansion is also nearing completion. While it doesn’t contain any urban conglomerations larger than Rosewood and March Ridge it does contains fun stuff to hold up in, explore (and drive) around – for example the Knox Heights Country Club, golf course and the clusters of posh houses that can be found around its greens. This is another addition that can’t be found on the real world map, but we hope will add some variety and also some interesting places to appear into once our more detailed ‘character spawns’ plans are realised in post-anims builds.
ANIMS
Speaking of, new boy Mark has almost finished implementing Assimp in the place of our old and more troublesome animation loader – and the current animation system (which is now operating more pleasantly with vehicles, post-merge) is now waiting for it to be tied in. After this we can walk through all issues we’ve been up against during the long, long wait for the system together (starting with rotational root movement, most likely) and get you some solutions.
37 to 38
RJ’s week has largely been in fixing up issues that appeared once Build 37 went live this time last week – seen here in builds 37.9, 37.10 and 37.11. There will be another fix build going out over the next few days, then once we’re sure the dust has settled we’ll call time on 37 and update the version on GOG. In the meantime, for 38, RJ has been looking into greater Admin powers over player inventories (seen in WIP form here), some anti-hack bits/bobs and additional sandbox options. This week’s PAWS-loving safehouse from Eddie. 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.
[ 2017-05-01 21:12:15 CET ] [ Original post ]
Project Zomboid
The Indie Stone
Developer
The Indie Stone
Publisher
2013-11-08
Release
Game News Posts:
206
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(245853 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.
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.
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
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