So hmm, where were we? Okay so, recent weeks have seen two mega-merges into our trunk internal testing build. The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP. The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in and its a matter of banging heads together and integrating everything weve had stacked up for it. To this end were pleased to announce that weve hired yet another stalwart individual from the modding community to aid us in this quest. We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed. Were really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.
SKY HIGH
The engine upgrade is now in a phase of finding all the edge case issues where something doesnt render correctly due to the new caching rendering method. Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map. EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well PLEASE NOTE: Impact with pavement is WIP. Therell be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too. [previewyoutube=1oQzDorSQ_g;full][/previewyoutube] Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture. With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
Increasingly with the engine upgrade its become ever more clear that with it well be able to polish up more oddities and visual quirks of Zomboid in the long term. If youre interested, this is made evident by the testing tools that weve added to Zomboids debug menus that put the new tile depth system through its paces. [previewyoutube=9ETJCMQzZTA;full][/previewyoutube] In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment. This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other. This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future. To be clear, this vid shows the sort of stuff that were now able to finally nix although whether that will happen prior to 42 going unstable or later on is still an open question. Oh and heres another player/zed falling vid as we love it so much [previewyoutube=q1PJog3aXFc;full][/previewyoutube]
OH, RATS
Weve shown rats in blogs before, but previously they didnt have many rules or conditions attached. Now, as we close out what has internally been dubbed as rat week we can say that rats will procedurally spawn as the world is explored and they will also appear in special randomized rat stories. They can randomly spawn with trash, trash containers, and corpses. [previewyoutube=yfnmQvfzWUY;full][/previewyoutube] As the days of the apocalypse tick by we will slowly approach the Maximum Rat Index which is currently two months on default Sandbox settings which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers. In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc. Well keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
Oh, and would you like something to wash down with that bleach?
MAP LATEST
Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville. Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 and then to come back for more fully-fledged urban replanning later down the line. If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, theres a lot of ground to cover for the map team even if so much of it already in the can. We want everything to be good quality, and dont want any aspects rushed. With that in mind, lets have another more detailed look at Xeonyxs scraper showcased in the first video. What a beaut!
Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue than Ayrtons spooky abandoned orphanage in a forest? All the cool kids will want to hang out there, were sure.
Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples homes.
ITS A GAS, GAS, GAS
Alongside other new clothing, bags, holsters, and functional gear in 42, were also adding fully featured military webbing and SCBA gear. The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs. Some of this coolness can be seen in the following video alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve. [previewyoutube=WZ8BNG5xoB4;full][/previewyoutube] As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits. [previewyoutube=fcMlwffzvuw;full][/previewyoutube] We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate. Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such. Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
4K REVOLUTION
One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors. There have always been workarounds, but they havent been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use. Well come 42 unstable (hopefully its a big task) our local hero Fox will have climbed Resize Mountain and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
HOLSTERS
In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters. Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses. Youll be able to find them on both existing, and new, zombie costume types and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though). [previewyoutube=0-EA6LaTwJ0;full][/previewyoutube]
OTHER STUFF
- Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game weve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.
- For the longest time, since forever in fact, alcoholic intake hasnt had enough impact on the player outside of some fun stuff when drink-driving. We havent gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time youre utterly shit-faced.
FINALLY
A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship! We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods! Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
Well see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x 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
[ 2023-09-21 20:40:44 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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