TUXDB - LINUX GAMING AGGREGATE
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Liquid Zedball


Haylo survivors.

41.73 STABLE


We have the next patch to the stable branch primed and ready to go, however an issue that our fantastic Unstable beta testers have flagged is keeping it held in its pen for a little longer. Players reported that some houses theyd cleared were spawning zeds upon booting up the new build, which alerted us to a snag in our map export process not dealing with map boundaries changing with map expansions. All previous map expansions came along with forced save incompatibility so this crept through unnoticed until now. While its an aggravation rather than a save-breaker, we didnt want to send a build with a known issue out to the masses and have spent the last few days setting up a fix. This will need some testing, after which well be looking to pump out the latest version next week. If youre interested in the changelist, or want to jump in to try it out, then you can find the unstable release notes for 41.72 and 41.73 behind the hotlinks.

42 CONTENT


One of the focus points of Build 42 is on extended survival in the months and years beyond the initial Knox Event outbreak. For this, we are revamping our crafting system and Turbos role has been in laying new foundations for a set-up that allows for: crafted items that have more RPG-like variable attributes based on the crafters skill, stats of input items that are reflected in the attributes of a final output item, and the ability of the game itself to recognise all these different attributes when an item is being passed between all of its various different locations and systems. The next stage of this work, meanwhile, has been in taking this same sort of mentality to the liquids in the game and also making them ever more interesting in our new crafting set-up.

WET STUFF


Lets start with a video, and then move into some explanation. [previewyoutube=WI8ESJBOZt4;full][/previewyoutube] So what exactly does this mean for the water, paint, gas, alcohol, washing detergent and bleach of the Knox Event? Essentially all fluids will be defined and stored in a global registry, which is where we as devs can add new vanilla liquids but also will make the system very moddable. Each definition will store basic info such as ID, name, colour etc then has different categories it can belong to like Beverage, Alcoholic, Fuel, Flammable and such. Beyond that we also tie in properties per litre of this particular fluid: for example Carbs, Proteins, Alcohol percentage or Energy if its a flammable fuel. Liquids that are hazardous or poisonous can also have modifiers that configure the maximum poison effect, and how the effect behaves when mixed. So yes, were going to have the most realistic bleach-drinking ever seen in gaming.

CONTAINERS



Containers are the coding class that actually store the fluids, and are the way in which the game code interacts with the above definitions. Inventory items, objects found in the world and vehicles will all have a fluid container which will allow them to store and use the liquids/fuels/whatever that they contain. Each container also has information stored with it that shows what particular fluids have been mixed in, and their content percentages relative to each other. The system calculates and caches the summary of all the containing fluids properties based on their percentages. So, if you add 80% Soda and 20% pure alcohol the mixture fluid in the container will have 80% of the sodas carbs, proteins etc and 20% alcohol. Then, when transferred again, the right ratios will still be maintained.

USAGE


Finally, we hear you cry, cocktail mixing will be a part of the apocalypse! Yes, but also consider the applications this will bring to post-apocalyptic crafting as well as to more basic stuff like mixing paints to create different colours, providing different fuels and different ways to tamper with said fuels. Certain versions of our planned workstations, say one for brewing, could have one or more fluidcontainers attached while also allowing other ingredients as item inputs. Likewise we can have recipes that require more precise mixing and concentrations should we desire it.
The system does retain some control over your Georges Marvellous Medicine creations. We can put limits around what can, and cannot, be mixed however were not 100% on how many limitations we will put on things right now. This will probably come through testing later down the line. Unrestricted mixing would mean, for example, that any Fluid can be mixed with Fuel, which would mean that the energy value property per litre would go down when mixed, and that anything using the fuel such as a car or generator would have its operation and potential damage governed by the sort of fuel that had been put in. The ability to recognise tampered fuel, poison etc. would (as usual) be gated behind the games professions so a mechanic might smell something suspicious with watered down gas, or a chef might spot something odd with a mild concentration of something nasty in a bottle of juice. When it comes to poisonous liquids, each has a maximum effect (mild, medium, severe, deadly etc) and control parameters such as a minimum volume and mix ratio. So, if a poison has max effect deadly and the minimum amount required for death is 200ml and you have 100ml mixed into a bottle then the final effect when drinking will most likely be a medium poisoning. The new system will also add new depth to such things as filling up a vehicle with gas, or siphoning gas from a cars tank but well also retain the games current quick context options like fill bottle from tap to keep things speedy.

HUTCHES


Domestic and wild animals, albeit with fairly basic AI brains, will also be a part of Build 42 and we have already shown our cows, sheep and deer. A fairly realistic take on poultry-keeping will also be part of this. Please note the following UI is super WIP! We may well end up with icons instead of the 3D chickens.
Based on our own experiences with keeping chickens if you have a henhouse you will have to close its door every night after your brood have gone in to roost. Otherwise theres a very real chance of Fantastic Mister Fox paying a visit and stealing a few, and potentially leave others dead in their pen. Youd be advised not to forget to let your hens back out in the morning either for fear of them losing their condition, and adding to the mess in the henhouse that will need cleaning out. Hens will also enter the nesting boxes within the henhouse to lay their eggs, and from which youll have to collect the eggs on a regular basis if you havent collected recently then hens will choose to lay outside in their pen instead, where theres an added risk of them being eaten by wild animals or going bad.

OTHER STUFF


While were going in DEEP (as is generally our way) on stuff like the above Build 42 will also feature all manner of other improvements to the game engine, MP systems and general zombie survival and early game stuff too. So dont fret too much if aspects of the above dont exactly match your own play-style. It should also be said that its still some ways off partly because of dev illness (and recovery!) that weve discussed before, and partly because a proportion of the team are still maintaining and improving Build 41. From now on youll likely notice the changelist of 41 patches shrink a little, as team members are taken off 41 and plugged into work on features within the 42 matrix.

JOB AD AGAIN


We are back on the hunt for an Animations Engineer / Technical Wizard most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here! This weeks forlorn firemen from OtakuYazawa. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.


[ 2022-07-21 19:25:12 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 ]

5.59$ (72%)
16.89$ (16%)
1.24$ (79%)
5.59$ (30%)
25.19$ (16%)
12.42$ (17%)
12.44$ (17%)
2.83$ (81%)
4.95$ (67%)
5.94$ (15%)
16.39$ (18%)
26.29$ (12%)
49.99$ (17%)
13.19$ (12%)
8.24$ (18%)
6.05$ (80%)
10.13$ (22%)
2.00$ (80%)
6.53$ (56%)
1.60$ (84%)
15.99$ (20%)
26.39$ (12%)
3.00$ (80%)
9.71$ (51%)
8.87$ (82%)
14.99$ (25%)
0.85$ (83%)
1.80$ (91%)
1.67$ (16%)
4.00$ (80%)
GAMERSGATE

[ 2625 ]

1.72$ (89%)
7.65$ (74%)
10.44$ (74%)
19.79$ (34%)
10.13$ (77%)
3.25$ (75%)
15.0$ (70%)
4.0$ (90%)
0.37$ (63%)
14.99$ (25%)
9.99$ (50%)
10.91$ (22%)
14.4$ (64%)
4.0$ (80%)
3.33$ (76%)
1.7$ (91%)
5.63$ (62%)
0.75$ (85%)
6.38$ (57%)
9.0$ (85%)
11.67$ (27%)
25.0$ (50%)
18.89$ (46%)
0.75$ (81%)
7.5$ (70%)
2.0$ (90%)
0.9$ (91%)
20.0$ (50%)
2.0$ (90%)
2.76$ (79%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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