Its been a really big week for us, as we merged the second-to-last element of Build 42 into the main codebase across the rest of the team which is the long awaited tech upgrade which brings a whole host of improvements to the engine.
Its currently being tested and the feedback has been super positive so far. This said, its also brought over lots of small bugs, visual glitches, and issues with new depth map clipping items incorrectly. Nothing over-dramatic, but enough stuff to keep testers and coders alike fully occupied.
This is where a lot of our brains have been at recently, so we thought wed give you an update on the engine as it now stands while testers run around kicking its tires alongside some videos they have made along the way.
Likewise, we also have some examples of some of its new capabilities that we will be able to explore in future perhaps during the Unstable beta, perhaps beyond.
So, a run-down of what this tech upgrade brings into the game:
OPTIMIZATION
Weve made huge optimizations to the rendering of the map that should have a huge impact for most lower-midrange and upwards systems. We are now easily able to get a solid framerate even on 4K, or on furthest zoom. The difference in performance is honestly surprising, and extremely satisfying. For full disclosure, however, weve discovered that a few of the absolutely lowest end systems capable of running our game are still adversely affected. This is because the solution for such large FPS optimization comes at the expense of GPU memory usage for the caching textures used. Cards with extremely low dedicated GPU memory may run into problems. Were investigating and trying to optimize this further to make sure as many systems as possible can benefit, and worst case scenario these optimizations will be disabled on systems where they would do more harm than good. However, its still entirely possible that well be able to resolve this completely and provide a large boost to even the most potato systems. More likely, well provide some kind of automatic detection to provide as large a portion of the optimizations as possible for a GPUs available memory. This will be our next task post visual-bug clear out. Generally we estimate that a huge majority of our playerbase will benefit greatly from the optimizations. Since most of the optimization frustrations we hear come from players who feel their machine should be able to run PZ at a solid framerate, we feel this work will ease the vast majority of performance sadness we see in the community.
VIEW CONE
Another improvement born out of necessity is an improved and smoother viewing cone. Due to the optimizations, it was no longer feasible to alter the lighting of tiles frequently enough to allow for the smooth light changes required for our tile based viewing cone. As such we needed to implement a completely separate and newly-coded viewing cone that didnt rely on tile lighting which truth be told we were never a huge fan of anyway. Now we have a much more accurate, smooth and fancy viewing cone and now we have extra hands on it internally feedback is being collated so that we can provide plenty of requested options to allow you to tweak it this way and that. (Making it more or less visible probably being the primary one.) [previewyoutube=hdklsRfi8zc;full][/previewyoutube]
LIGHT PROPAGATION
The new lighting system is now in full testing, and seems to be working pretty well so far. This new propagation system allows for much prettier and more convincing lighting of the world, especially now we have basements which would have been extremely unsatisfying with our existing 41 lighting. 41s system basically had an ambient light level that permeated the entirety of the world depending on the time of the day. Then on top of that indoors would get a reduction in ambient light to make them slightly darker than outside. The new system propagates light from light sources such as bulbs, or the sun, across tiles to simulate reflective light. Its not something cutting-edge that youd expect from the Unreal Engine, or something, but for our purposes its extremely effective. It allows for light from a window to creep across the room, allows for rooms with no natural lighting to be in complete darkness even during the day, allows more immersive coloured lighting, and all manner of other things not previously possible in PZ. Most importantly of all, it fixes the room lighting issues that plague b41 when room layouts are changed with sledgehammers leaving strange lighting artifacts on the floor, since all lighting is calculated purely based on the geometry of the rooms now. With this will now come gameplay balance theres debate on the team as to whether the player character should have a little more clarity in the darkness, some internal spots are a little more inky-blue than black, and new gameplay elements like not being able to read in the dark will need finetuning to the new visual. Also seen in the following video, for extra immersion, doors are now fully animated as discussed last time. This makes a huge difference to the feel of interacting with them during gameplay. [previewyoutube=BgM3zjtGynE;full][/previewyoutube] [previewyoutube=1lf0XaUlE8A;full][/previewyoutube]
OVERGROUND UNDERGROUND
Were still in the process of adding basement spots around the map whether random or permanent. However, as discussed previously, the new upgraded engine allows support for levels from -32 to +32. This allows for both much more convincingly tall skyscrapers for city locations, as well as for basements and potentially sprawling underground complexes. The mapping and modding is gonna be wild. Part of this is also strapping in engine capabilities to help us in future and as such please take the following as an EXAMPLE video of what we can now do in PZ. Our coders and mappers have enough on their plates at the moment, and as such this is not a confirmed feature for when 42 goes Unstable. It will, however, be feasible within the engine which is why weve chosen to show it. Essentially, EP has been working on some extra physics engine functionality to allow for the physics to exist on floors other than the ground floor as well as providing new physics shapes that in future will allow for this. This work was also a necessary foothold for other physics-based features we have brewing for future versions. [previewyoutube=thfgbPM-oRw;full][/previewyoutube] Please note also, just to quell any mapper fears again, these extensive engine and map data structure changes will not make existing map mods invalid. All maps will need to be reexported in the new versions of the tools when we release them, most likely around the time we put out the Unstable beta, but they wont need to be redone from scratch.
MEANWHILE...
Were waiting on a big commit to fill in some of the gaps in the crafting system process itself, so in the mean-time lets focus on some of the fun stuff thatll be coming out the other end: weapons. Clearly we already have the more normal and traditional blacksmithed weapons for B42 already, and likewise the more ancient-styled stone axes and such. With these were avoiding anything specific to any period or culture, going for real life examples that were common across history and geography, and that could pass as something reasonably iron age, medieval, or post-apocalypse. We have consulted an expert in these matters regarding the designs and selection, and were also providing them with further weapon designs as we make them for feedback. But, as we stretch out into our apocalypse we also wanted something a little more apocalypse-y.
As such, currently whats being wrapped up are post-apocalypse improvised weapons. These include classic examples like the nail-spiked weapons, but also weapons that have been constructed with welding and metalshop tools. With these designs a conscious decision has been made to not think about weapons from other games or zombie media, and instead research was conducted regarding real life improvised /crafted weapons. This included stuff like police collections of seized weapons and trench warfare, with additional inspiration from weapons in Max Mad-style post-apocalypse media. We also took on something of a procedural approach, where we looked at the weapons and items that existed (or could exist) in the game, and imagined them being combined like Lego bricks to create weapons. Granted in many cases we just re-invented the wheel, but that helped keep things grounded, realistic, and consistent with the rest of the game.
Although we tried to make these weapons realistic and believable, we have allowed for a couple of weapons to be slightly (reasonably) zany. Were allowed to have a little fun, after all, and all those weapons will also have realistic drawbacks when wielded. Simultaneous to this, we are also adding some broken versions of existing Zomboid weapons. Some of these broken weapons and their parts will be used in crafting other weapons, but these fragments also exist for gory consequences when weapons break when bashing a zombie with them. I dont quite know why were using this strange moustachioed gentleman to demonstrate these today, but lets have a proper look at him in any case. Curious chap.
BACK TO ANIMS-LAND
Finally, a big welcome to Nick from our colleagues at TEA Games who has joined us to help us implement something we call PenguinTech after the time Zac got two million on-screen dancing penguins into a Wii game. Originally slated for B41 this will, in essence, be a clever way of optimizing our zombie hordes pooling what states they are in, and then sharing a smaller pool of zombie skeletons for the same anims. With this, fingers crossed, well get better performance when theres a horde on-screen and in turn we can be less dainty with their application in your survival. A full round-up of everything confirmed for Build 42 can be found here. 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.
[ 2024-01-25 17:48:37 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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