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ZedLocation
Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be foundhere, but this covers stuff like:
While the rest of the team move into the animations build and version 41, were leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40. The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought itd be wise to test out with a forthcoming IWBUMS beta and Community Megatest. Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and were hoping this might improve matters. In essence, were about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players. There will now be two player client zombie awareness circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates. On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved. We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something wed hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too. This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as its clear theres nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.
This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster. https://www.youtube.com/watch?v=lXtz_Owm_V8 Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:
Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
Todays warehouse hordefrom Frank. 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 thePZWikishould 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!OurDiscordis open for chat and hijinks too.
[ 2018-12-13 16:55:10 CET ] [ Original post ]
Howdy almost-yuletide survivor.
PATCH 40.40 RELEASED
Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be foundhere, but this covers stuff like:
- Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. Sandbox settings also updated, so you can adapt it to a brightness you desire.
- Improved appearance of weather effects when in a building.
- Moon calculations re-added to game to govern night brightness.
- Extended disassemble ability to many more items,including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves.
- Some balanced player actions related to injuries, sleeping, window-breaking and bandages in a saucepan.
- Fixed whisper problems in the new chatbox, stair teleports, rain rather than snow in Winter is Coming, community translation font issues, plumbed sinks not working in MP and various other issues.
40 MP NETWORK STUFF
While the rest of the team move into the animations build and version 41, were leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40. The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought itd be wise to test out with a forthcoming IWBUMS beta and Community Megatest. Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and were hoping this might improve matters. In essence, were about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players. There will now be two player client zombie awareness circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates. On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved. We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something wed hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too. This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as its clear theres nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.
41 ANIMS
This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster. https://www.youtube.com/watch?v=lXtz_Owm_V8 Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:
Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
OTHER STUFF
- Stas has just updated theGamepad Test beta with a lot of fixes, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code,then enquire within.
- RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of whats a desirable item, and whats junk so we can then fill containers with a lot more realistic junk items even on higher difficulty levels. Hes also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay.
- ChrisWs work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without.
Todays warehouse hordefrom Frank. 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 thePZWikishould 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!OurDiscordis open for chat and hijinks too.
[ 2018-12-13 16:55:10 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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