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Optimal Transmission
We released a new build of the Vehicles test branch today, in preparation for it becoming Build 39 once Build 38 gets a full release. Vehicle Build 15 fixes bugs with car wrecks spawning in the air and gently floating down, and also goes through and corrects the vehicle shadows and collision boxes of all our car models – meaning that flipped cars can no longer be walked through. Yuri also finished off his gamepad integration work, adding gamepad control to our lootable map interface, which he will be transferring to Build 38 alongside the rest of his controller work. The original plan was to release our new map expansion featuring the town of Riverside and the Knox Heights Country Club into the vehicles build, but as the week has gone by it’s seemed increasingly daft to sit on something that’s finished for longer than is necessary. As such we’re currently working on the zombie spawn maps and player spawn points necessary for it to be released earlier with Build 38. Our intention is to get this out, alongside rooftop rendering and general RJ fixes, in time for a Community MP Megatest we’ll be holding on Wednesday evening. This is as a result of the…
We currently have two technical director chaps working on Zomboid. There’s Mark who’s setting up animations and currently getting a character skinned renderer active on a toggle (so we can turn on the new anims on the dev-side one-by-one as we go), and Steve who we’ve initially tasked with optimizing MP connectivity. Steve’s primary aim is to remove zombie lag (teleporting zeds, unfair bites and general server strain) and this past Friday he might have made a bit of a breakthrough – which has now been coded and is due to be released into our IWBUMS public beta for testing tomorrow. Essentially Steve discovered a way to optimize zombie transmission – limiting the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. This, combined with Stas from General Arcade’s ‘server save pause’ that’s already part of Build 38, could hopefully provide a massive improvement for all our MP players and server owners when released. Through the power of maths we can tell it’s likely to be a nifty optimization, but we can’t tell how nifty it will be without putting it to the test… and so…
This Wednesday 23rd August at 8pm BST (GMT+1) we will be opening up a server that’s running the current IWBUMS build, and we’d politely ask those interested in helping out to attend. Full details in this thread. As with our previous Build 38 Megatest, participants will all receive a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs.
Massive props to SoulFilcher for recreating this little scene in LEGO. Terrifying indeed.
Today’s featured image from SAS 6007. 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.
[ 2017-08-21 22:35:29 CET ] [ Original post ]
Plenty on at the moment, and a new Community Megatest with free PZ codes up for grabs coming up on Wednesdoid…
NEW BUILDS
We released a new build of the Vehicles test branch today, in preparation for it becoming Build 39 once Build 38 gets a full release. Vehicle Build 15 fixes bugs with car wrecks spawning in the air and gently floating down, and also goes through and corrects the vehicle shadows and collision boxes of all our car models – meaning that flipped cars can no longer be walked through. Yuri also finished off his gamepad integration work, adding gamepad control to our lootable map interface, which he will be transferring to Build 38 alongside the rest of his controller work. The original plan was to release our new map expansion featuring the town of Riverside and the Knox Heights Country Club into the vehicles build, but as the week has gone by it’s seemed increasingly daft to sit on something that’s finished for longer than is necessary. As such we’re currently working on the zombie spawn maps and player spawn points necessary for it to be released earlier with Build 38. Our intention is to get this out, alongside rooftop rendering and general RJ fixes, in time for a Community MP Megatest we’ll be holding on Wednesday evening. This is as a result of the…
WAR ON ZOMBIE LAG
We currently have two technical director chaps working on Zomboid. There’s Mark who’s setting up animations and currently getting a character skinned renderer active on a toggle (so we can turn on the new anims on the dev-side one-by-one as we go), and Steve who we’ve initially tasked with optimizing MP connectivity. Steve’s primary aim is to remove zombie lag (teleporting zeds, unfair bites and general server strain) and this past Friday he might have made a bit of a breakthrough – which has now been coded and is due to be released into our IWBUMS public beta for testing tomorrow. Essentially Steve discovered a way to optimize zombie transmission – limiting the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. This, combined with Stas from General Arcade’s ‘server save pause’ that’s already part of Build 38, could hopefully provide a massive improvement for all our MP players and server owners when released. Through the power of maths we can tell it’s likely to be a nifty optimization, but we can’t tell how nifty it will be without putting it to the test… and so…
SERVER COMMUNITY MEGATEST II
This Wednesday 23rd August at 8pm BST (GMT+1) we will be opening up a server that’s running the current IWBUMS build, and we’d politely ask those interested in helping out to attend. Full details in this thread. As with our previous Build 38 Megatest, participants will all receive a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs.
AND FINALLY
Massive props to SoulFilcher for recreating this little scene in LEGO. Terrifying indeed.
Today’s featured image from SAS 6007. 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.
[ 2017-08-21 22:35:29 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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