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For our last blog we released the new unstable beta version of Build 41 which was 41.69 (nice). Today we are releasing 41.71, which follows last Thursdays 41.70.
You can subscribe to the Unstable beta branch and download 41.71 by right-clicking PZ in your Steam library, and selecting Properties. Now go to the Betas tab and select the "unstable" branch from the dropdown menu.
These have generally been iterative patches, polishing the unstable beta up to a standard that we hope to be ready for a wider stable release next week.
This weeks primary task has been our Sound Team and coder brains fixing out some nasty total sound cut-outs that had been cropping up on busy servers.
Another primary thing weve been adding patch-by-patch is our new approach to action music. Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. The familiar tune can cross-fade into a high action version, essentially.
So far weve been getting a very positive reaction from players on the beta. With 41.71 we will have ten out of the fourteen action tracks working in this way, so let us know what you think!
Otherwise in these patches weve been fixing lots of different longstanding niggles with the game, so have a peek at the changelists and jump in if you fancy on the unstable beta to let us know whether you think the build is ready for wider public consumption.
Finally, if you notice that the Unstable beta is misbehaving with your favourite mods, then please let your favourite mod authors know though please also be patient with them as they all exist in the real world with real lives/jobs/families/pets/TV shows to watch.
Finally finally+ a reminder that we will be removing some legacy builds from the Steam betas once the latest unstable beta goes stable. If you are playing on an older Build 41 beta, then please return to the mainline if at all possible.
NEXT
Meanwhile, new stuff continues to build for future updates to Build 41. The MP team continue their long-term work on having all items operate server-side to prevent item-spawn cheating, while also providing improvements to 41s more iterative patches. At the moment theres also MP work in the can on stuff like vehicle radios now receiving radio stations, VOIP and radio chat messages in bubble text over the car. Likewise improvements have been made to your client predicting where your friends are falling/dying which is resulting in resulting in far less corpse placement weirdness. Work is also currently going into the smoothness of vehicles being controlled by other folks on the server especially when they are moving at high speed. On the TIS side, meanwhile, EP has been integrating a new feature into the in-game map system that will be of great interest to admins and server owners: the ability to see where individual players are on Build 41s in-game map. Server operators will also have the option of allowing members of safehouses or factions be able to see each other on their own map, if that suits their playstyle more than the usual default of having absolute no idea where your friends are.
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While its still not imminent, Aiteron is also integrating new animations into his fishing system that are starting to look really cool. This is super WIP and will get a lot of polish, but this is what it looked like this morning. Please note that in the vid the character is following the cursor: the cursor doesnt represent fish placement. Gameplay hasnt been fully tied to the anims yet. [previewyoutube=R6DGtmEdhkw;full][/previewyoutube] We are also looking for feedback and local knowledge from PZ players from Kentucky (and nearby surrounding regions) who enjoy fishing themselves. If this means you, then please check out the questions on this Google form. Massive thanks to those who previously emailed and have already given us some direction also!
NEW HIRE
Avid TIS followers will know that for a while we have been on the hunt for an Animation Engine Specialist to join the Project Zomboid team, and we are delighted to welcome one Howard Smith to our ranks. Howard is a big PZ fan, and also has big brains that have previously worked on the likes of Call of Duty, Halo and (wait for it) Left 4 Dead. Truth be told, in the big push for MP our work on our animations tech stalled somewhat and theres still many, many aspects of PZ combat and movement that we want to streamline and improve, and likewise many complex systems wed dearly love to integrate in the future. Howard has a tasklist a mile long covering areas in which our animator has been logjammed recently, and as such will be something of a busy boy. Something else, meanwhile, that this gets us back on track with is work towards a release of our internal AnimZed animation tools to the community. This wont be an imminent thing, but part of Howards work while getting bedded down in our code will be in building documentation and making some improvements both for us and the modding community.
MORE NEW HIRE?
Following the success of Build 41, we also find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team. We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Events exciting future. Interested applicants should check our jobs page, but we should underline that we currently dont have any entry-level positions available. You will need to have a fair amount of experience we are afraid.
TILL NEXT TIME
Thats all the major news for this blog, but tomorrow we will have a surprise treat for denizens of the PZ subreddit. Pat_Bren has tracked down and interviewed a community hero, which has finally allowed us to say
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This weeks arboreal scene from a S1ngle Man. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The 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 you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too.
[ 2022-05-12 20:59:08 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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