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Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 218
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (277498 reviews)
The Game includes VR Support
Public Linux Depots:
  • Project Zomboid Linux Depot [1.41 G]
Spiffos Round-Up #4


Hey all, heres the highlights of the last few weeks of Project Zomboid development compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards. Heres a quick video that shows whereabouts we currently are with the internal anims build, with subtitles to highlight work still to be done which will also hopefully provide an accurate picture of what itll look and feel like to play. https://www.youtube.com/watch?v=q3bLv8Hl_0Y As you can see theres a lot of general smoothening of rough edges happening on the build at the moment, and likewise alongside our friends at TEA we still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. With that put up top then, lets have a look at some of the other stuff thats being introduced into the next PZ build.

BODIES EVERYWHERE


In Build 41 we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone whos unturned isnt entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below: https://youtu.be/bC5LYYJPI8A Meanwhile, the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot which is also a good example of how neatly ChrisWs cutaway system will be improving the game. (Please also note that since this screenshot and video were taken weve added in more poses for feeding zombies so they wont all be doing the more human-like crouch, and some will be on their knees and pawing at the corpse.)
In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if its as simple, and tragic, as someone who died from self-inflicted gun wounds. [PLEASE NOTE THIS IMAGE IS WIP - POSES ETC WILL BE MORE VARIED AND IMPROVED]

OTHER NEWLY IMPLEMENTED ANIMATIONS


[Traditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!] Heres a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source. Crikey, this game's quite dark isnt it? https://www.youtube.com/watch?v=vllCqedCauw New animations tied into the new system include: applying bandages and taking pills. https://www.youtube.com/watch?v=qgZwqkchCoc Also, digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose. https://www.youtube.com/watch?v=66qBOvl8h0g

MODDING POTENTIAL


We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once theyre available. For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean and on top of that, there's always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond. All thats still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what theyd look like if used in-game in their entirety. PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE https://www.youtube.com/watch?v=waiu4dAFEOU The results are a bit rough still, but were sure youll agree: Boom, theres the beginnings of aHarryhausen or fantasy mod. Good times to come hopefully.

SMALLER CARS


We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics so now the in-game vehicles look like this. Which, we reckon, is a nice improvement. https://youtu.be/l7_5qWYe_nE Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated.

WINDOW HOPPING


Something else that might be of worthy of mention, and a quick vid, are some examples of where the new animations system are highlighting in-between states that the game could previously get away with but now either look weird, or have resulted in a show-stopper bug. A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations. PLEASE NOTE: This is a WIP animation, and whatever anyone tells you the big saucepan is a bug thats already been fixed and wont be in the final build. (Were also working on more 'table against window' polish). https://youtu.be/1hfDXZbZCtU On top of this we will be improving this further perhaps with a zed grabbing and pulling you into the window instead of pushing you out. Anyway, those are the main headlines. If youd rather read em on a weekly basis, alongside the smaller details were ticking off and issues were addressing, then check the website or the Steam forum. Thanks all! This is the fourth monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both onour website and on the Steam discussion boards. 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 Block of Italicised Text would like to direct yourattention to thePZ Wiki should you feel like editing or amending something, and thePZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitterrighthere!Our Discord is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. Thats all for now, keep tabs on our website for more every week!


[ 2019-05-02 21:36:56 CET ] [ Original post ]

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

[ 6078 ]

12.44$ (17%)
8.27$ (17%)
16.57$ (17%)
16.79$ (16%)
4.95$ (17%)
19.59$ (22%)
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33.96$ (15%)
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20.72$ (-4%)
4.95$ (17%)
16.97$ (15%)
GAMERSGATE

[ 2031 ]

0.85$ (91%)
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1.58$ (77%)
10.87$ (57%)
1.28$ (87%)
1.7$ (91%)
MacGamestore

[ 4226 ]

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