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Spiffospaced
We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker. There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too. We’re currently on Vehicles Build 31.2 and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.) In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.
Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him. The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently. “Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”
“This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”
Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]
Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.
Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions. To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.
[ 2018-01-11 21:21:10 CET ] [ Original post ]
Ello all. Hope you’re well.
Vehicles Spiffospace Test Server
We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker. There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too. We’re currently on Vehicles Build 31.2 and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.) In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.
Vehicle SFX
Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him. The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently. “Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”
“This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”
Anims
Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]
Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.
Zed pathfinding
Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions. To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.
Other stuff
- Zomboid won’t have Steam achievements for a while yet, and so PZ modding hero Nolan has stepped in to provide for all those who love the sweet caress of a cheevo notification. Check it out, and make suggestions, here.
- RingoD has written a guide for map-makers with some simple steps as to how to update maps to handle the roof occlusion system.
- Our fair RingoD has also provided some guidelines for mappers who want to add car spawn zones to maps in preparation for the release of the vehicles build which can be found here.
[ 2018-01-11 21:21:10 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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