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38 IWBUMS n’ Roofs
First off we’ve got a new IWBUMS public beta release for Build 38 out today. This contains a first version of our new ‘corpse management’, aimed at encouraging players not to leave piles of rotting zombie corpses outside their safehouse. To this end you can dig graves, craft memorials for RP and also proximity to rotten corpses will make you feel ill/sad (although it seems that this aspect is bugged and breathing in zed fumes is loads too dangerous at the moment, 38.2 will remedy this when it arrives tomorrow).
[ Also included in this first version of 38 are some changes to the clothing system, and a bunch of new Sandbox options to help you personalise your game – touching on darkness, randomised zombie speeds, day/night active zombies, chances of annotated map and randomized house discoveries and fuel consumption. Oh, and TV and Radio programmes now have an impact on the character’s moodles, and if watching an instructional show then an XP multiplier is received. 38.2 will be arriving tmorrow, and it’ll have some extra sandbox options as well as the fixes – and higher capacity graves.
As mentioned last week NewChris (ChrisW) is making change to the PZ building floor render code, and already has a build of his changes working backstage. His first task is to stop the game from hiding rooftops and upper floors as soon as you go up to them. This should give a much better sense of immersion, and better show off the buildings that Mash (and the community) has created. The following vid is WIP, but gives a fair indication of how things will look. https://www.youtube.com/watch?v=yidh6Xy4etI This week’s challenge has been in ensuring that zombies are still visible, and not covered up, if the player is in a tight spot where walls/roof tops would previously have been collapsed. As such in the following video Chris has made sure that if your character has seen the nearest zombie, then the engine won’t hide it behind a wall. Depending on how ChrisW gets on with the system over the next week, this might become a part of Build 38 too – before he moves on to our much-desired Sims-style cutaway.
Alongside the new IWBUMS beta we still have our public vehicles Tech Test running, details of which you can find here. In the past week Yuri has fixed the ‘cars floating away on the Z axis’ bugs, some memory leaks and the ability to sleep when driving – and has also updated the physics of each individual car. For the past few days he’s been investigating other potential memory leaks and general FPS issues, and his next task will be to work on the annoying invisible shared inventory bugs that are getting in the way of our MP testers. In the mean-time we’ll also set up some threads on the forum to help us get particular feedback on the current physical set-ups of each vehicle. Our thanks to the community for the invaluable bug reports and insight they’ve been providing. When it comes to the animations (which new boy Mark has been doing some great work with over the past week) we’ll probably use the same approach.
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.
[ 2017-06-12 20:59:52 CET ] [ Original post ]
Hello! Another Monday, another Mondoid. Quite a lot of cool stuff bubbling under today…
BUILD 38 IWBUMS
First off we’ve got a new IWBUMS public beta release for Build 38 out today. This contains a first version of our new ‘corpse management’, aimed at encouraging players not to leave piles of rotting zombie corpses outside their safehouse. To this end you can dig graves, craft memorials for RP and also proximity to rotten corpses will make you feel ill/sad (although it seems that this aspect is bugged and breathing in zed fumes is loads too dangerous at the moment, 38.2 will remedy this when it arrives tomorrow).
[ Also included in this first version of 38 are some changes to the clothing system, and a bunch of new Sandbox options to help you personalise your game – touching on darkness, randomised zombie speeds, day/night active zombies, chances of annotated map and randomized house discoveries and fuel consumption. Oh, and TV and Radio programmes now have an impact on the character’s moodles, and if watching an instructional show then an XP multiplier is received. 38.2 will be arriving tmorrow, and it’ll have some extra sandbox options as well as the fixes – and higher capacity graves.
BUILDING FUN
As mentioned last week NewChris (ChrisW) is making change to the PZ building floor render code, and already has a build of his changes working backstage. His first task is to stop the game from hiding rooftops and upper floors as soon as you go up to them. This should give a much better sense of immersion, and better show off the buildings that Mash (and the community) has created. The following vid is WIP, but gives a fair indication of how things will look. https://www.youtube.com/watch?v=yidh6Xy4etI This week’s challenge has been in ensuring that zombies are still visible, and not covered up, if the player is in a tight spot where walls/roof tops would previously have been collapsed. As such in the following video Chris has made sure that if your character has seen the nearest zombie, then the engine won’t hide it behind a wall. Depending on how ChrisW gets on with the system over the next week, this might become a part of Build 38 too – before he moves on to our much-desired Sims-style cutaway.
VEHICLE BRANCH
Alongside the new IWBUMS beta we still have our public vehicles Tech Test running, details of which you can find here. In the past week Yuri has fixed the ‘cars floating away on the Z axis’ bugs, some memory leaks and the ability to sleep when driving – and has also updated the physics of each individual car. For the past few days he’s been investigating other potential memory leaks and general FPS issues, and his next task will be to work on the annoying invisible shared inventory bugs that are getting in the way of our MP testers. In the mean-time we’ll also set up some threads on the forum to help us get particular feedback on the current physical set-ups of each vehicle. Our thanks to the community for the invaluable bug reports and insight they’ve been providing. When it comes to the animations (which new boy Mark has been doing some great work with over the past week) we’ll probably use the same approach.
OTHER STUFF
- RingoD has published some cool new guides on the TIS forum. First off, How to Combine Map Mods and then How to Create Lootable Maps for community created towns and settlements. If there are any other map-making and modding tutorials that you think are required then please just let us know.
- Deputy on the TIS forums paid the locals of the real Muldraugh and West Point a visit! Check out his pics, as he terrified the locals with printed out Spiffo images, through here.
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.
[ 2017-06-12 20:59:52 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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