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Upstairs Downstairs
This week we released version 41.77 into our Unstable beta. This is primarily aimed at fixing the Linux crashes that have been plaguing server hosts, and so far seems to be a mission success in that regard. It also improves client to server connections by preferring a direct connection to the server. Servers now have two ports for clients to connect to, configurable through the server options. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. Weve had a successful wider test of 41.77 with more than 30 people on a server without any crashes, and weve tested a modded setup afterwards as well. Upon release there were servers running mods with 41.77 just fine, but unfortunately it seemed that some mod setup constellations caused conflicts that resulted in black screens for some servers. We have just pushed a hotfix we believe will resolve this. If, however, you run a 41.77 server and you are still experiencing players unable to log on (only seeing a black screen) then please send us: the list of ModIDs (specifically the Mods= line from their server.ini, the workshop= line, and your server logs. Posting these in the forum release thread or in our Discord techsupport channel would probably be best. Likewise, any reports of ongoing server instability or general misbehaviour please let us know ASAP.
Were still adding tweaks and polish to our final B41 patch that well put out once the current network improvements are fully tested, released and stable. This is the current changelist, with notable additions in the past few weeks on show here if you already read up on what was incoming in our last blog.
Build 42 will be a very big update, and it will appear a sizable amount of time after Build 41 is fully wrapped. Weve announced most of the things that we currently have brewing for it, but theres one thing weve only hinted at so far and which is very likely to feature. As regular readers may remember, a while ago we wrote a blog called Techdoid that detailed some of the big engine improvements we have slated for 42. Amongst them is a new rendering pipeline which allows for entire chunks to be cached with a depth buffer, which will afford us MASSIVE rendering and scene construction improvements and should rid us of all the performance issues weve been plagued with due to the isometric draw order over the years. [previewyoutube=G6t5h0_Sfqc;full][/previewyoutube] Theres also a new light propagation system, which allows for light to naturally leak through doors and windows, providing much more atmospheric and believable lighting [previewyoutube=9_0TiPQ-JQA;full][/previewyoutube] We also got rid of the 8 storey limit on chunks: specifically we allowed each chunk to have its own unique defined height up to 32 levels. Finally, we discussed that wed fixed the many areas of the codebase that used static casts to round the players position to determine what chunk or tile they were on to using Math.floors instead. This method allows for negative coordinates to work where prior the calculations would have failed if the player was stood on a tile with a negative coordinate. This in theory will allow for us, or modders, to build north or west to the same extents as we currently build to the east and south, effectively quadrupling the maximum size the map could be extended to and open up a great deal of extra land to populate should we need to in future. Whilst all these features are gamechangers in themselves, they were also done in service of another very specific feature weve had planned for a long time, which required each of them to be made feasible in any way. The current in-game lighting system means that the indoor ambience levels are defined solely by the time of day. If its daytime, the ambient light levels inside a building are above zero, giving just sub-daylight levels, even if there are no sources of natural light that should fall on a tile just by virtue of it being day. That wouldnt work very well if we were wanting to do a certain other feature. The previous eight level hard limit and high rendering cost of multiple levels was rather restrictive if we were to want to do a certain something. The lack of support for negative coordinates for character positions? Well that was IMMENSELY restrictive if we were to want to do a certain something. A few people may have been able to read between the lines of what all these lead toward. Many more will have just watched the video already. [previewyoutube=1KgbGw9lnW4;full][/previewyoutube] The plan we have for basements and sub-levels is an interesting one, as it will provide a lot more replayability to the game map, which is otherwise completely static at the moment. Essentially in 42 we, or modders, can list positions on the map (along with staircase orientation) that have the space for a basement and can be allocated the potential to have one. However, no basements are placed within the map itself. When an area is streamed in for the first time, an appropriate basement building created in the building editor and exported as a binary file is selected randomly from the list of all possible basements and will be injected into the map as it is loaded. We could add tags to make it pick an appropriate category of basement to fit the specific house, though right now the code has it set as completely random. Each basement has stairs leading up from its top floor and these stairs will be aligned to the correct position when it is injected into the map. This means that despite the map being static, any areas with basements will yield surprises in every playthrough. This will also, clearly, cause the least disruption to the existing map development, modded maps and everything else. Whilst most of the basements will be modest basement rooms, that will have their own unique layout and lootable containers and will change on every new world and be populated with our own collection as well as any collections of mod basements that are subscribed to. There may be a few, however, which are more extensive, the player could happen upon a super rare and extensive underground complex. We have 32 levels to work with that can be distributed in any way above or below ground per chunk as required, so therell be few limits particularly in what modders can do with this. We can also hardcode some specific basement levels, so we could say provide key buildings within the map with bespoke basement levels that fit that particular building and will always be the same on every map. Also, with the new light propagation system, you better bring a torch because unless there are light switches, its gonna be dark even if its daytime! Were also considering the possibility of other sub-surface structures, such as sewers for locations like Louisville. Were still researching what would be appropriate and sufficiently realistic for this, however, and its not certain what could/would appear in b42 beyond whats discussed above at this stage.
If you are a Terraria player then right now you are likely enjoying the amazing Labor of Love update, and maybe youve even discovered a certain someone has made the jump into another game heralding the beginning of some sort of Spiffo Cinematic Universe. Our endless thanks to everyone at Re-Logic for letting our little dude spread his wings (or spin his tail, I guess) and treating him so well. [previewyoutube=fqmd3c0GwSQ;full][/previewyoutube] This weeks stunning outdoor scene from Citro. 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. Experienced games dev and want to work with us, especially if youre an Animations Engineer as Christ alive that would be handy? Details here.
[ 2022-09-29 18:51:45 CET ] [ Original post ]
Now then, survivors. Lets do the thing.
NEXT
This week we released version 41.77 into our Unstable beta. This is primarily aimed at fixing the Linux crashes that have been plaguing server hosts, and so far seems to be a mission success in that regard. It also improves client to server connections by preferring a direct connection to the server. Servers now have two ports for clients to connect to, configurable through the server options. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. Weve had a successful wider test of 41.77 with more than 30 people on a server without any crashes, and weve tested a modded setup afterwards as well. Upon release there were servers running mods with 41.77 just fine, but unfortunately it seemed that some mod setup constellations caused conflicts that resulted in black screens for some servers. We have just pushed a hotfix we believe will resolve this. If, however, you run a 41.77 server and you are still experiencing players unable to log on (only seeing a black screen) then please send us: the list of ModIDs (specifically the Mods= line from their server.ini, the workshop= line, and your server logs. Posting these in the forum release thread or in our Discord techsupport channel would probably be best. Likewise, any reports of ongoing server instability or general misbehaviour please let us know ASAP.
THEN
Were still adding tweaks and polish to our final B41 patch that well put out once the current network improvements are fully tested, released and stable. This is the current changelist, with notable additions in the past few weeks on show here if you already read up on what was incoming in our last blog.
OOH, 42
Build 42 will be a very big update, and it will appear a sizable amount of time after Build 41 is fully wrapped. Weve announced most of the things that we currently have brewing for it, but theres one thing weve only hinted at so far and which is very likely to feature. As regular readers may remember, a while ago we wrote a blog called Techdoid that detailed some of the big engine improvements we have slated for 42. Amongst them is a new rendering pipeline which allows for entire chunks to be cached with a depth buffer, which will afford us MASSIVE rendering and scene construction improvements and should rid us of all the performance issues weve been plagued with due to the isometric draw order over the years. [previewyoutube=G6t5h0_Sfqc;full][/previewyoutube] Theres also a new light propagation system, which allows for light to naturally leak through doors and windows, providing much more atmospheric and believable lighting [previewyoutube=9_0TiPQ-JQA;full][/previewyoutube] We also got rid of the 8 storey limit on chunks: specifically we allowed each chunk to have its own unique defined height up to 32 levels. Finally, we discussed that wed fixed the many areas of the codebase that used static casts to round the players position to determine what chunk or tile they were on to using Math.floors instead. This method allows for negative coordinates to work where prior the calculations would have failed if the player was stood on a tile with a negative coordinate. This in theory will allow for us, or modders, to build north or west to the same extents as we currently build to the east and south, effectively quadrupling the maximum size the map could be extended to and open up a great deal of extra land to populate should we need to in future. Whilst all these features are gamechangers in themselves, they were also done in service of another very specific feature weve had planned for a long time, which required each of them to be made feasible in any way. The current in-game lighting system means that the indoor ambience levels are defined solely by the time of day. If its daytime, the ambient light levels inside a building are above zero, giving just sub-daylight levels, even if there are no sources of natural light that should fall on a tile just by virtue of it being day. That wouldnt work very well if we were wanting to do a certain other feature. The previous eight level hard limit and high rendering cost of multiple levels was rather restrictive if we were to want to do a certain something. The lack of support for negative coordinates for character positions? Well that was IMMENSELY restrictive if we were to want to do a certain something. A few people may have been able to read between the lines of what all these lead toward. Many more will have just watched the video already. [previewyoutube=1KgbGw9lnW4;full][/previewyoutube] The plan we have for basements and sub-levels is an interesting one, as it will provide a lot more replayability to the game map, which is otherwise completely static at the moment. Essentially in 42 we, or modders, can list positions on the map (along with staircase orientation) that have the space for a basement and can be allocated the potential to have one. However, no basements are placed within the map itself. When an area is streamed in for the first time, an appropriate basement building created in the building editor and exported as a binary file is selected randomly from the list of all possible basements and will be injected into the map as it is loaded. We could add tags to make it pick an appropriate category of basement to fit the specific house, though right now the code has it set as completely random. Each basement has stairs leading up from its top floor and these stairs will be aligned to the correct position when it is injected into the map. This means that despite the map being static, any areas with basements will yield surprises in every playthrough. This will also, clearly, cause the least disruption to the existing map development, modded maps and everything else. Whilst most of the basements will be modest basement rooms, that will have their own unique layout and lootable containers and will change on every new world and be populated with our own collection as well as any collections of mod basements that are subscribed to. There may be a few, however, which are more extensive, the player could happen upon a super rare and extensive underground complex. We have 32 levels to work with that can be distributed in any way above or below ground per chunk as required, so therell be few limits particularly in what modders can do with this. We can also hardcode some specific basement levels, so we could say provide key buildings within the map with bespoke basement levels that fit that particular building and will always be the same on every map. Also, with the new light propagation system, you better bring a torch because unless there are light switches, its gonna be dark even if its daytime! Were also considering the possibility of other sub-surface structures, such as sewers for locations like Louisville. Were still researching what would be appropriate and sufficiently realistic for this, however, and its not certain what could/would appear in b42 beyond whats discussed above at this stage.
SPIFFO: BEYOND
If you are a Terraria player then right now you are likely enjoying the amazing Labor of Love update, and maybe youve even discovered a certain someone has made the jump into another game heralding the beginning of some sort of Spiffo Cinematic Universe. Our endless thanks to everyone at Re-Logic for letting our little dude spread his wings (or spin his tail, I guess) and treating him so well. [previewyoutube=fqmd3c0GwSQ;full][/previewyoutube] This weeks stunning outdoor scene from Citro. 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. Experienced games dev and want to work with us, especially if youre an Animations Engineer as Christ alive that would be handy? Details here.
[ 2022-09-29 18:51:45 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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