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  1. Today
  2. Tails

    Zed Tumble

    zombies look amazing with that new clothing. im getting excited for this animations update.
  3. sniperman1109

    Zed Tumble

    This is great! I am wondering though if wearing a heavy coat either leather or a thick jacket would help prevent bites and scratches? Just Something I've been wondering.
  4. Yesterday
  5. Spikelord

    zombie Jesus

    My God They've mastered the sea Its only a matter of time till they take to the sky's
  6. Budgiefalco

    Running Zombies - More Zombie speed presets

    I love that idea. It really would add some fun by making the zombies more diverse and less predictable.
  7. grammarsalad

    Project Zomboid's biggest problem

    Now this would be awesome!
  8. grammarsalad

    Running Zombies - More Zombie speed presets

    I would like to be able to have a mix of shamblers, fast shamblers, sprinters (and, perhaps these runners) and crawlers. That is, I would like to have 4 or 5 different zeds based on speed, and be able to set the percentage of each. For example: Shamblers: 40% Fast Shamblers: 30% Runners: 20% Sprinters: 5% Crawlers: 5% It would be cool to have the same for the other lore settings, so you could always get really unlucky and run onto a group of sprinting, bloodhound, eagle eyed, genius, strong, tough zeds without having to set it so that they are all like that.
  9. trombonaught

    Zed Tumble

    Holy shoot, new look makes a world of difference! Very nice. Looking forward to tripping on and getting mauled by some detailed zeds.
  10. josko_91

    Zed Tumble

    Agreed lemmy! Take your time, it will be ready when its ready and I guess even you guys dont know when! Maybe at the end of summer we will see a IWBUMS build of it, if not then around halloween is my guess Rock on guys! Great work!
  11. lemmy101

    Zed Tumble

    Here is a quick video taken, without 4 hours of footage capturing cut down to 30 seconds of short clips, and without me trying to avoid showing all the broken bits this doesn't even scratch the surface. We're not being modest here, the game isn't playable and took me 4 hours to make that 30-60 second video you saw. we're not just hitting record and getting uninterrupted footage of brilliance, outside visual glitches and problems, there are bugs and missing features making the game as it stands 100% impossible to play. And to get footage to show off the stuff that IS working requires about 20 attempts to avoid something totally broken appearing or happening. We're making great progress but there's a lot to do before we could DREAM of putting it out there in public, even IWBUMs. Imagine how disappointed and angry people would be? It's not worth it, you wouldn't enjoy it and would get the experience spoilt for you. We'll release it as soon as we feel people can play a full game of zomboid in it and have a good experience and feel the anims worth the wait, even if there are bugs, it has to function as a game.
  12. Blake81

    Zed Tumble

    Goodness me, if you guys call that, "not close to being fully playable yet.'', I can't even imagine how good is the full patch gonna be...
  13. Currently, and especially with mods; it is a pain knowing what things you can and cannot currently make. You have to check each and every crafting category tab in order to find out what you currently can craft. I would therefore like a new tab that only lists the "currently craft-able" items. The recipes that you currently do have the materials for.
  14. Franne

    Performance issues

    options.ini
  15. lemmy101

    Zed Tumble

    Sorry, not close to that yet. You are seeing little slices of footage of stuff that's in but the game simply isn't close to being fully playable yet.
  16. Sobreviviente Ansioso

    Zed Tumble

    People claim that, please
  17. Хибити\Hibiti [BLR]

    Zed Tumble

    I really hope to see a test build of the game next week. PLEASE! т_т
  18. nasKo

    Zed Tumble

    Hey all, some Thursday dev updates from anim-land. CHARACTER MODELS AND LIGHTING Last week we discussed the issues we’d been working on around how character lighting is handled – which caused characters in the anims build to glow, not get lit properly by their environment and have a blander two dimensional look. We have now fixed this, and done a bunch of balancing to the lighting and shader coloration that everyone will hopefully find much improved. During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world. So, this week we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with. As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking. The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though. (Along with some new Zach Beever musical accompaniments!) OPTIMIZATION This week Zac has been back on optimization duty. Here’s the latest vid of him doing his routine optimization test of sequentially spawning new ten-strong crowds of zombies. Next up, here’s a video showing further optimizations to multi-threaded rendering and Mouse Input handling where zombies are cycling through their behaviours using the new dynamic state system. FALLING OVER Finally, over to RJ at the ‘tying it all together’ animation coalface. “Right now I’m working on combat animations, weapons and blood– adding stuff in and fleshing things out. One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.” “As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:” “Elsewhere this week, I’ve also been making sure that zombie behaviour is working correctly – fixing bugs with them following, thumping the environment and also behaving as expected when acting as crawlers. I’ve also added a better way for zeds to react when you drive over them and knock them over, and have added my ‘clutter’ improvements to the loot spawning system to the internal test build.” This week’s trip to the mall from Kate. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  19. OffitMan

    Project Zomboid's biggest problem

    Could say the same about real life. Whats the point in any of this since we're all going to die at the end? Using that logic, I might as well dig a hole, jump in, cover myself in dirt and wait for death's loving embrace. No, life is what you make it. In any zombie scenario book, film, TV show etc, what else do survivors do apart from gather supplies, fight enemies, establish a base and bitch amongst themselves? We can already do the first 3 in PZ and I suspect the latter will be possible to some degree once NPCs are in. Some scenarios have the search for a cure but TIS have decided not to include that in their world. Perhaps they could add a quest to search for a cure that eventually turns out to be bogus. Some scenarios include an attempt to escape and perhaps if a story mode is introduced, that could be the end game, but for me, after you've escaped once, why bother replaying the game? The whole idea of open world games is exploration and that the player dictates the experience. There are 2 types of story in video games, the designer's story i.e the plot, narrative, lore, that can't be changed by the player. Then there's the player's story, created through their actions, unique to each player and each play-through. This is what gaming is all about and is something PZ excels in. One player telling another about how their character went out like a badass or perhaps unfortunately, like a bitch. You ARE just another schmuck trying to outlive the apocalypse and ultimately, its the player's choices that lead to their demise. For example. I don't want some arbitrary horde rolling into town and screwing me over, like others have suggested in the past. When I die, I want it to be my fault and mine alone. I'm not against hordes, I just don't want them to be a consequence of RNG. They should form as naturally as possible, due to the actions taking place in the game world (either my own or NPCs once they are in). I find your example of Rick Grimes building a legacy a bit daft as well. What has he actually done apart from repeatedly attempt to build a self-sufficient base for him and other survivors to live in? The same thing you're complaining about above. You also mention adding secret scavengeable bunkers as a solution for something to do after the initial scavenge-and-fortify phase. That's not solving anything though, that's just prolonging the scavenging phase and adding extra nooks and crannys to find. Whether its a bunker or a Butlins, what you're describing is a map extension which we all know is on its way. I wholeheartedly agree more needs to be added to stave off boredom but don't think what you've suggested is the answer, apart from Easter eggs and challenges that reward XP/prizes, but those things I presume are added into games once the core/main feature development is over and will more than likely be included in due course. What the game needs is more lore. Things to read, people to speak to (I know they are coming), scripted events to stumble upon, things to keep you interested in the world and wanting to explore everywhere and leave no stone unturned. I have faith all this will come after NPCs are in and TIS can focus on other areas. (Creative mode FTW )
  20. Laird Thaddeus

    zombie Jesus

    ive found zombie Jesus. on a serious note i found a few zombies standing in the middle of this lake
  21. The feelings from the old Zomboid never gets to me anymore. The map is huge, there is always somewhere to run to and live in solitude. And when the zombies do arrive, they are easily out-runned. I've tried to mix and match sandbox settings to make a difficulty preset that keeps me on the edge of my seat. The main thing I'm missing in my balancing is fast zombies. We already have the choice between the standard "fast shamblers", and "sprinters". But for me, "fast shamblers" are too easily out-runned. On the other hand "sprinters" are so fast that you are essentially doomed from the start. I would very much like a preset in the middle-ground between fast shamblers and sprinters; a running speed. The speed of the zombies have not changed since the old small map of zomboid. But the map-size has! This does in my mind induce a clear imbalance that I believe has been overlooked. I would even go as far as to propose that the standard zombie speed in the survival/harcore mode be changed to accommodate this. That is one step in the right direction to make you feel a bit more helpless, in a world that I personally find too easy and void of danger. An alternative is to have a more mixed group of zombies with different run-speeds in the same game.
  22. Crossbow7734

    more weapons

    I saw Spears category in the teaser of new level up system, and I just got a fun idea. I'd love to be able to attach makeshift bayonettes on shotguns and rifles. Or to use them to hit zombies in general.
  23. josko_91

    Project Zomboid's biggest problem

    The problem is boredom. When you get bored yourself ( not the character ) then its pretty much gameover so for endgame as a player, there has to be more stuff you can do and look forward to.
  24. josko_91

    Mansion, KY

    Hi! Very nice map! I like it. Do you think you could add a room filled with guns and ammo like the gunshop? I think that would be awesome:P
  25. Enoahe

    Save corruption

    Hi, It's pretty common situation now, when if your game hangs (due to OOM, for example) and you kill it preemptively, that your savefile will be corrupted (either 0 bytes map_p.bin, or correct size, but filled with only zeroes). It would be nice if the game will make a backup of character savefile by itself (every time it writes into a character's savefile, maybe?). Thanks.
  26. Axezombie

    Project Zomboid's biggest problem

    I think like that because I play PZ since the beginning, when it was impossible to survive forever because the map was very small (not even the half of March Ridge) and farming wasn't a thing so you had to survive with food you found in buildings, so the quote "This is how you died" was very accurate, but now you're right it's more about surviving/living, there is more content added for long term surviving. To go back to the main subject, I think it's not only PZ's problem, this problem is in every survival sandbox games, if you don't create your own objectives then yes it'll be boring
  27. Kim Jong Un

    Project Zomboid's biggest problem

    This is certainly an interesting argument. Here are my 2 cents: Frankly, a lot of people don't play Project Zomboid for a non-stop fight and would prefer to work towards a long game. Personally, I don't think PZ is a game about dying, or even a game about dying in style because it took longer. PZ is a game about surviving. For me, there has to be something bigger to work towards, even if it means having slightly more to do with your free time. You're right about some people finding this frustrating. But if I'm just dropping everything and running from place to place, how long does that take me before it becomes monotonous for gameplay? Some people like that kind of non-stop last-stand survival, but it's nothing PZ's current development track goes out of it's way to support since they keep adding more stuff to do during the down time. I have the same conversation with my TRPG group about this all the time. Games are a lot more fun when there is something you can work on that isn't just going to get taken away from you. This is why taking away items is a deliberate track of game design that you don't see a lot of developers screw with unless there are ample means to rebuild and improve. I totally see and respect your opinion and I understand why there is a need to keep action, but abandoning the late-game is just not fair for those looking forward to a long-game to run out of replayability or rewards because of that. The inevitable siege can only occur so many times before a player just shuts down the game and doesn't boot it up again out of boredom through repetition, which this thread does a great job at explaining. Content and extended playability are one of PZ's hard draws no matter how hard anyone believes the goal of the game is to die. The whole "this is how you died" thing is definitely ominous and takes player's egos down a notch when starting the game, but apart from that, it doesn't differ much from other games that both do what PZ does by having something to survive and rewards them by giving them options to work towards. As much as it's apples and oranges, Minecraft is a great example here for proof of concept. Keep giving your players reasons to continue what they are doing, and they will enjoy and continue doing it. But they have to want to do it. And I hate to say it, but if it was just the survival mode (and not multiplayer/ group play or sandbox) I would have probably left PZ collecting dust in my library a long time ago. And thank god (or the devs) that that isn't the case.
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