
Today marks a day in history.
It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.
To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.
Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.
TECH UPGRADE
Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. Weve seen good progress backstage in crafting, MP improvement and animals/wildlife but its the engine upgrades thatve given us something cool and visual to show off this week.
The tech improvements will be supplying basements, the 32 floor limit and new light propagation system but clearly a primary focus of it all has been with performance. Using 88 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.
The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)
The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player which has always been used to represent the viewing arc and line of sight as the character turns or moves.
With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.
To replace this in early B42, as a stopgap, we had a much more nave and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the characters viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.
[previewyoutube=9_0TiPQ-JQA;full][/previewyoutube]
However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.
As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it and also far slicker and more accurate than our old tile system. What hes done is pretty cool!
[previewyoutube=sagb4sDQzJU;full][/previewyoutube]
As you can see, theres now much more precise and smooth LOS information than the old tile system ever could muster.
Were now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.
Where weve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but its possibly a little too transparent on these lighter tiles.
[previewyoutube=2RLZrfTJ0bg;full][/previewyoutube]
Well continue tweaking until we find something that works best as a default, but as ever well do our utmost to provide settings that will let you adjust it to whatever youre most comfortable with.
MAPPAGE
Its been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.

Clearly the Louisville expansion in 41 was very built up, and here theres a lot of grass and wilderness, but that covered 56 cells and what youre looking at here is 430.
Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.
As weve discussed previously, a lot of the existing map will be getting a spruce-up too not least with buildings that make the most of the new height limit.
SANDBOX SETTING SPREE
Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.
PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.
First off are changes to the sandbox settings themselves. The layouts been redone, and an advanced tick box has been added that switches over to deeper settings and selections. Weve also mixed in a search and separation of settings by category on the right.
[previewyoutube=uXYCRvvz7R8;full][/previewyoutube]
Next up, an in-depth set of improvement for the mod UI. Here youll find a search function, category filtering, and the ability to add mods as favorites. There are also added presets for mods, which can then be shared with friends using Share and Add buttons.
Aiteron has also improved the mod info panel where youll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.
He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod wont play nicely with.
Finally, but perhaps most importantly, theres a raft of new info for modders themselves and an expanded functionality for mod.info. Theres options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.
Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order which he intends to govern the manual or semi-automatic order of mods being loaded.
Heres what it currently looks like REMEMBER WIP etc! Feedback required!
[previewyoutube=l6lBjGFtOHA;full][/previewyoutube]
GRUNTING
The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. Whats more they add a LOT to the experience, and weve got some really positive thoughts coming through from our internal testers.
Weve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:
Currently the exertion noises play too much especially during extended combat. We definitely need to tone things down or its going to get a little too top tier ladies tennis match. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our heavy breathing noises after heavy periods of activity.
So, with that in mind
[previewyoutube=UA6yiHkFrpg;full][/previewyoutube]
[previewyoutube=s15BU6t0gco;full][/previewyoutube]
BUGS
Look, an aphid. Aint it sweet.
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 industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2023-07-06 18:32:25 CET ] [ Original post ]