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Zombie, it’s cold outside


As mentioned in recent weeks, we’re now on clean-up duties before the release of Build 40 – which will then be patched with whatever’s necessary, before the animation branch being worked on by the guys over at TEA is fully merged into the main dev codebase for work on Build 41. Last week, on IWBUMS beta 40.21, we put in the reflective windows skybox to better show season/day/night (and in prep for a future build’s reflective water), and also included Turbo’s more natural-looking snow, which can also be seen in the featured image above. In the mean-time we’ve had several other test builds backstage, and are now putting out beta version 40.25. The full changelist can be found here, but the headlines are below.

  • Weather patterns are now more random, generally shorter, less intense in terms of screen darkness and have more periods of clear sky.
  • Cloud patterns seen on the ground have been updated, and have new textures – night has been improved.
  • Ground snow accumulation has been improved and updated, also working better when snow is turned on with admin/debug tools.
  • Weather periods can now also be fully modded, including a designated ‘modded’ stage which can be freely modified.
  • Insulation properties of different clothing now more clearly shown in the UI.
  • Spawns have been added for McCoy Logging and Fossoil vehicles, which weren’t appearing – alongside improved car spawns at gas stations in general.
  • Fixed: various chatbox and admin issues, a longstanding MP issue in which loot was respawning way too soon, the weird tile visual effect with some zombie corpses, crowds of zombies launching cars like bottle rockets (!) and players sometimes being trapped in their car (and zombies getting confused) by Yuri’s invisible anti-clip forcefield.

 


Megatest


We will be holding an IWBUMS Community Megatest tonight to see how many major irritations remain, and to gather info on the login issues that hampered the last Megatest – should the same problem arise. If you would like to join in then keep an eye on the TIS forums. Free PZ codes for participants will be available (usual conditions apply) but please note that this isn’t a stress test so the required player number on the server might be limited.  

Anims


It’s been a busy week for TEA preparing for the code merge of the animation build into the mainline development branch as soon as build 40 goes final. They have completed the vast majority of the tasks required for the handoff, at which point they will continue to work on bits of extra technology to make the main animation build development go smoother, and end up with better results, while the rest of the team beavers away converting the main branch’s character states to use their new fancy state system. TEA have implemented all the character control and combat features that were present in the early animation build, but with the new elegant and fast to implement data driven state logic that will act as example for the rest of the team to use as a basis, as well as being a much more robust and bug free base than what existed before, so we’re hoping that while it certainly won’t be a quick task, with the entire team pushing toward it we’re hoping progress will be swift, and we can finally start showing more exciting videos on the Thursdoids with the confidence that they are finally around the corner. Animations represent a huge amount of work as well as a linchpin for the rest of the major features to be implemented into the game. Each build after and including animations (intermediary quick builds aside) on our roadmap to 1.0 and filling in those missing features everyone has been waiting for (yes, those). It’s going to be an exciting 2019! After the hand off, TEA will be looking at some extra tech, such as animation retargetting, which will not only mean a much easier time for modders to implement their own animations and models by allowing animations to be adapted to slightly differing skeletons, but will also save poor Martin many many hours of reexporting hundreds of animations whenever we decide to add a bone to the skeleton (looking at you, backpacks!). In addition, they are going to look into finally getting the proper rotation blending working nicely, which has been a thorn in our side since day 1, and would if nailed allow for better turning and much more immersive turning animations. Though obviously it’s key that we retain the nice responsive character movement, so we’ll need to experiment with how to allow for animated turning without the character feeling sluggish to control.   This week’s snow scene from Taquitosito. 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 dev blogs 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 hereOur Discord is open for chat and hijinks too.


[ 2018-10-04 21:34:43 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
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.

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

[ 6132 ]

16.79$ (16%)
16.99$ (15%)
33.05$ (17%)
16.57$ (17%)
3.00$ (80%)
21.19$ (15%)
3.75$ (75%)
8.00$ (60%)
13.59$ (20%)
19.24$ (45%)
8.25$ (17%)
13.27$ (34%)
10.00$ (50%)
12.74$ (15%)
19.95$ (20%)
16.97$ (15%)
17.59$ (12%)
0.50$ (90%)
0.90$ (85%)
8.49$ (15%)
25.19$ (16%)
33.96$ (15%)
21.24$ (15%)
8.25$ (17%)
2.53$ (75%)
11.19$ (44%)
12.38$ (17%)
4.17$ (58%)
25.49$ (15%)
16.95$ (15%)
GAMERSGATE

[ 2625 ]

5.0$ (75%)
1.2$ (92%)
15.0$ (70%)
9.6$ (68%)
2.0$ (80%)
5.0$ (75%)
0.68$ (83%)
9.99$ (50%)
4.0$ (60%)
8.1$ (73%)
21.59$ (28%)
2.0$ (80%)
3.04$ (70%)
4.8$ (88%)
18.74$ (25%)
9.9$ (67%)
7.5$ (75%)
2.5$ (90%)
3.19$ (79%)
13.99$ (30%)
2.25$ (85%)
13.99$ (30%)
14.0$ (60%)
10.49$ (48%)
9.9$ (67%)
1.91$ (87%)
0.88$ (91%)
2.0$ (80%)
0.45$ (85%)
0.64$ (87%)

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