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The Darkness


Hey everyone, lots to get through today soooo

PUBLIC BUILD 40 PATCHED


Weve just patched Build 40, which is now up to version 40.36. Primary improvements youll notice are:
  • Local text chat now audible/legible from a distance, and no longer obscured.
  • Weather period frequency throughout the whole year increased, and more heavy weather.
  • Car alarms now attract zeds again.
  • Chat now logged on server (format will be improved later)
  • Less getting wet in inappropriate places
Theres a fair amount of other stuff too though, details on which can be foundhere on the forum.

NEXT 40 PATCH: BETTER NIGHTS


One of the biggest problems with Build 40 on release was that the new time of day, and time of year, shaders didnt play very nicely with the lighting system. Flashlights, internal lighting and vehicle headlights all suddenly look very washed out. Players who venture out in the dark werent having as much fun as usual. As such, Turbo has been working on an improvement that we want to get into the current public version before he moves fully into Build 41. Vids of this can be seen below. https://www.youtube.com/watch?v=m64s12l00yY We hope you agree that it looks far, far better and more than a little scarier to boot. In the above videos the ambient values have been changed along with the colours during dark periods (night/storms) Turbo explains. This fixes the headlights, flashlights etc and makes darkness look better in general. Also seen below is some improved and indoor lighting during dark times. In the initial Build 40 release my shader overlay coloring messed it all up so now the shader coloring is disabled when youre indoors. This did come with the problem that when youre looking outside you wouldnt see darkness or weather effects, however, so Im now using the mask cut-out I created for rain to overlay an external colored texture too. https://www.youtube.com/watch?v=27jT7cTmbV0 Before we patch I will probably adjust storms a bit too though, as currently they lose a bit too much of their storm tint. https://www.youtube.com/watch?v=WP_WnlsiM9I

BUILD 41


Were transitioning the PZ coders over to the work that TEA have done on animations for Build 41, but in the mean-time guys like Zac and Grant are continuing to improve tools and, in the case of Grant, do some optimization of the anims codebase. Im doing a lot of work on the new clothing tech at the moment explains Zac. Using AnimZed wearable bags like backpacks are now visible on the character, and characters can equip custom clothing meshes on top of the base rig. This allows outfits such as baggy jeans, coats, dresses, hoodies, jump-suits, and so on and parts of the base mesh can be now be masked out to prevent clipping and/or overdraw. When this gets to the modders then itd be fairly simple to even do something like replace a characters hand with a pirates hook or something. Its all customized for each clothing item, using the paper-doll UI inside the new ClothingItem Editor. Theres also random tints for more variety in the clothing too. https://www.youtube.com/watch?v=7F1Yqi9dTOA (please note: on the spot turning animations are not in the build yet but will be before release!)

WATER STUFF


Regular Thursdoiders will know that Yuri is currently working on the improved appearance of water for Build 41. Below youll find what it looks like currently, but heres a note on what to look out for:
  • A ripple effect has been added to the water, that will let players to see the direction and speed of the wind added to the game in Build 40 on the waters surface.
  • The water shader now accepts data for flow direction and speed for each tile in the map, so rivers are now more realistic. In the video you can see how the water flows more slowly near the bank, and also how the flow of water smoothly changes its direction along the river.
  • Three water visual quality options have been added. There is now a high and low quality option for both dynamic water and static water. Low quality dynamic water puts a very small load on the GPU, so it should be okay on most PCs.
https://www.youtube.com/watch?v=ruRCJxvRJ64 You can also see Yuri playing around with the different debug values for this systemhere.

PUBLIC CONTROLLER BUILD TEST



Were currently running a beta for the work that Stas has recently been doing on gamepad controller improvements, and folk have been contributing some absolutelybrilliantfeedback. If you enjoy playing PZ with a pad want to join in, and earn yourself aFREE PZ CODE, then simply visit this thread, install the controllers beta, play for a few hours and answer the ten questions weve provided. This morningwe released a new versionof the Controllers build using your feedback, and Stas has quashed many of the bugs that were irking people. So now is a great time to join in. Please note that currently only PC players can run the build, and also that the joypad back-end system, configuration and bindings have been completely rewritten from the ground up. In the process some aspects of the controls and default bindings have been changed in the rewriting process if you have any issues with the default bindings and behaviours of the controls wed like to hear about it.

NEW DENVER UPDATED NOW SLOCAN LAKE


A quick shout out for Xeonyx, the creator of the wonderful map mod New Denver which has recently been renamed as Slocan Lake. Jamie is now making Challenge maps for the main game, the first of which will likely appear in Build 41 at this point, but wanted to bring his most famous mod creation up to date. The new version of Slocan Lake now has vehicle spawns and lootable maps, and no longer covers up areas of the vanilla zomboid map. You can find ithere.
With the additions of the towns of Silverton and Rosebery, explains Xeonyx, I felt it necessary to change the name of the map mod to Slocan Lake BC to better reflect the region the map takes place in, and not just the first town that was completed. Players can now choose to start in one of the three towns as opposed to just New Denver, and with vehicles being added it makes for easier travel between places. Ive also added forage zones to let players to gather supplies, even when theyre kilometers deep in the bush. Traveling players will find the map no longer covers parts of the vanilla map (Farmlands, Rosewood Prison etc) and has been pushed South. So if you find a road going South off the highwayhere, this will take you to New Denver. Ive also added lootable maps to the mod, so you have maps of Silverton, New Denver, Rosebery, Full Region Map and Golf Course Cards out there to find. I also added in the real world street names on the town maps for players wanting to better navigate, and clearly to underline how the map mod is a 1:1 scale recreation of the real life region where I live.
This weeks pile-upfrom Maris. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too. Oh, and Happy Thanksgiving to all our American survivors!


[ 2018-11-22 20:38:45 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 ]

16.52$ (17%)
50.39$ (16%)
16.99$ (15%)
4.24$ (15%)
22.98$ (23%)
0.89$ (70%)
12.59$ (16%)
32.19$ (8%)
5.10$ (66%)
22.29$ (55%)
7.19$ (20%)
9.19$ (8%)
4.19$ (16%)
10.00$ (50%)
35.99$ (10%)
4.95$ (67%)
4.00$ (80%)
8.39$ (16%)
0.80$ (92%)
9.95$ (17%)
2.53$ (75%)
4.12$ (17%)
9.74$ (25%)
8.39$ (16%)
24.89$ (17%)
10.00$ (75%)
2.52$ (83%)
2.47$ (17%)
8.00$ (60%)
0.90$ (91%)
GAMERSGATE

[ 2625 ]

4.25$ (79%)
1.05$ (85%)
2.25$ (92%)
2.1$ (70%)
10.13$ (22%)
0.68$ (83%)
7.49$ (63%)
5.52$ (82%)
4.5$ (75%)
15.0$ (75%)
8.99$ (55%)
3.75$ (85%)
12.49$ (50%)
19.0$ (52%)
4.22$ (86%)
7.49$ (50%)
3.3$ (78%)
2.0$ (80%)
1.69$ (79%)
4.0$ (80%)
6.39$ (20%)
1.76$ (91%)
9.89$ (34%)
3.52$ (65%)
0.9$ (85%)
3.0$ (80%)
8.69$ (57%)
14.99$ (25%)
0.75$ (85%)
1.38$ (86%)

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