[img]https://i.imgur.com/mO4Y6oq.jpg/img] Hello! Merry impending Chrimble. On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons. This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper so didnt want to inflict our Megatest settings as default ones on players over the Xmas break until were sure theyre the right ones. To this end well be running more Community Megatests in the near future, with different system settings and some handy network debug tools that Steve is currently coding into the system. We have, however, also released it into the public build todayin Build 40.43for server owners to play around with and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this: https://www.youtube.com/watch?v=bhm521K5gv8 In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means its getting a position update over the network from the server and then wired into your game. The clients zed placement signals are received and then the game knows where to show the zed. The essence of the system is that server operators can now adjust the circle of close dangerous zeds and the circle of distant no trouble zeds and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole. [Please note that this vid is an example only and made to explain the system we havent judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.] Sohere comes the science! In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [Its set purposefully long on the video to highlight it]. Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player.
- ZombieUpdateHighPriorty is the radius around the player for sending the high priority zombies.
- ZombieUpdateMaxHighPriority is a cap on the number of high detail ones to send, and it will send the closest zombies to the player up to this limit.
- ZombieUpdateRadiusLowPriority is the maximum radius to send the lower frequency updates to at 45 this is essentially the entire screen at 1440p fully zoomed out.
- ZombieUpdateDelta is the time between sending these lower frequency larger blobs of zombies
Grant and Zac have been finetuning the clothing and animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx. Animations now auto-reload when modified from the Editor, and Martin has also been hard at work adding new clothing outfits, and adding more variety to existing outfits. Heres a quick vid. https://www.youtube.com/watch?v=OZt_MOIM5TM Thats about it for today but Russian holidays mean that Yuri and Stas will continue their 41 work over the Western Xmas on current issues with upturned vehicles and the gamepad bindings screen, respectively, while theres plenty of other stuff bubbling under too. There will be a Thursdoid next week, but itll be a brief one featuring anything people have done over the holidays, and then back properly in the New Year. Have a great one if youre celebrating! This weeks Walking Dead-style not belonging herefrom non_curo. 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 MailingListthat 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. Merry Xmas etc hohoho
[ 2018-12-20 21:26:20 CET ] [ Original post ]
🕹️ Partial Controller Support
- Project Zomboid Linux Depot [1.41 G]
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.
- 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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