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  1. Today
  2. vek

    Zaumby Thursday

    In zombie games, almost nowhere is found, perhaps, the simplest armor to make and at the same time making a person invulnerable to scratches and zombie bites - you can put on thick clothes and wrap it with layers of adhesive tape, sufficient so that a person cannot bite through it, but leaving the opportunity to move normally.
  3. well looks like that didn't work...
  4. Yesterday
  5. NagashUD

    Zaumby Thursday

    That looks sweet ! Is it me or the outdoor night is darker than inside the bunker? Should be the same darkness in my opinion, and it would be perfect ! Just a question, why not releasing some small updates progressively on unstable branch? like grass, or fences, that should be compatible with the actual build ? I think that would be very appreciated by the community to have fresh things to try out ! (like me after +4k played hours)
  6. nasKo

    Zaumby Thursday

    Zaumby Thursday Hey all, here again for the March Thursdoid. Lots of stuff from lots of different areas of the game this time, we do hope you enjoy. STRIKE A POSE We’ve mentioned the fact that Build 42 will have a variety of readable materials that you can loot and inspect, but we hadn’t shown them off in-game as quite frankly they didn’t look great. They were crammed inside our existing Survival Guide UI, and it really wasn’t going to bat for us. We didn’t really want to create a load of individual images that wouldn’t be readily translatable into other languages either, and become a massive timesink for our art department who are already pumping out loads of vital stuff elsewhere. So, clever Aiteron got onto the case So what is this? Well, it’s a secondary UI API system – and with it both ourselves and modders can create readable text UIs in easier and more flexible ways, and what’s more reuse templates for them too. Techie bit: currently, 4 Java elements have been added: Base, Text, Texture, TextEntry, and then based on these we’ve built a more complex UI in lua that’s easily manipulated by us and modders to play around with position, rotation angle, scale, color, animations, text settings, etc. Alongside this a new RichText system has been added, meaning the media templates can be changed completely in translation files (including size, position of elements and other settings) so we can make great media for our whole international audience. Video for modders who might be interested here. How are we using it? For Build 42 we are using this to create two flavours of lootable reading material, although not all of it will be available in the game we moment we go into unstable beta. Newspapers and Community News pamphlets, to help with world-building and to fully flesh out the timeline of the Knox Event. Local business flyers, house listing advertisements, restaurant menus and the like. These will all be locations that will be useful to your survival story – and reading the flyer will automatically reveal their location on the player map. In this way we will direct new players to helpful looting areas, and some of the community’s favourite safehouse locations. What’s making it extra cool? This has been cooking for a while, but we were increasingly unhappy with aspects of the way things looked. We were using in-game isometric screenshots, and they didn’t feel quite right for our in-game newspapers as such. We’re delighted to say, then, that community heroes unconid and Welias have agreed to come on board and help us out with this. Both have been entertaining PZ players with their brilliantly made posed still images and videos using PZ models and imagery, and they seemed amazingly well suited to bringing life to the characters of the Knox Event in readable media. Likewise, we will also easily be able to do fun stuff with, say Nolan of Nolan’s Used Cars, by easily placing his cowboy hat zombie at the location of the car lot that the flyer has revealed on your map. GRASSED ME RIGHT UP Something in PZ that’s needed improvement for the absolute longest time, is one of the things that you see the most. We’ve been unhappy with the way that grass looks for a long while, and it became more unsightly with the advent of Build 41’s 3D models. Build 42 is now blessed with a depth buffer. This means that we can reduce the player’s clipping with the scenery, we can show doors swinging open and closed, and (during our unstable beta) we will also be able to show seated characters on furniture in all four directions so players won’t have to use mods to access the sedentary animations for the directions that don’t clip. It’s also great for grass and general undergrowth too, so alongside updating the existing grass sprites to feel more detailed and natural – we’ve also added support for depth maps so large blades and clumps of grass will intersect your character as you walk, crouch, etc as if they were 3D geometry. As you can see, this makes the character feel much more grounded. It also has various impacts on the gameplay: crawling zombies are slightly harder to detect, falling objects get a little more lost in the grass etc. With the increased wilderness gameplay that 42 will bring for many players, in terms of hunting and settlement building, players will be surrounded by grass and wilderness a lot more – so we’re really pleased to have got this in, and looking so good. In the world beyond Build 42 we also intend to build on this, tying our grass and scrubland to our seasonal and erosion systems – helping you to get a better sense of the months and years as they pass. In the meantime here’s another nice Before and After of the general grass sprite improvements: SOUND UNDERGROUND Now that 42 is delving underground, and indeed much higher into the sky, we need some improved soundscapes to deal with it. Recently the team at Formosa have been working on what happens with your speakers once you start delving underground. As such they’ve kindly supplied two videos showing their work: the March Ridge bunker we saw last time, and a new spooky Ekron industrial lower floor. What can you hear that’s different here? Ground level and outdoor sounds gradually dip away the lower you go, and once you’re in an underground area various appropriate one-shot noises can be found – like distant mice, cans falling and rolling in somewhere in the gloom etc. As far as the roomtones go there’s also water dripping layers to give it more of an abandoned feel too, where appropriate, and likewise gunshot noises and the like have been played with to sound more appropriate in an enclosed underground space. FENCING A key part of zombie fiction that Project Zomboid hasn’t catered for yet are attracted hordes trapped up against long wire fences – as seen with the fences that surround the prison in The Walking Dead. Previously our pathfinding hasn’t catered for this, and players have felt a sense of security while behind our sturdy wire fences. Now, things will change a bit. BUT FIRST: some traditional caveats. This feature will be a sandbox option, and it will also only come into play with large hordes – and over a long period of time. This video is WIP, and the effect is sped up, and we can work on the crowding/banging visuals too. The point of this is that we want a gradual build up of a huge horde, so players get the feeling that they are safe – for now. The fence will only hold for so long up against so many zombies, and eventually it might give way. In terms of pathfinding, with lone or few zombies, the change to zombie senses also leads to more Romero-like zombies, with some not being intelligent enough to go around and obstacle, and choose to slam into a fence in their efforts to get to a player instead. GUN CHANGES Fenris’ extensive upgrades to PZ’s guns continue, this month with changes of note like the following: Wind, fog and rain, as well as general lighting conditions now have an effect on hit and critical chances. Some of these can be offset by traits or skill levels. Ranged shots at targets hidden by dense fog or darkness can be challenging or impossible. Maximum firing range has been increased and is no longer affected by skill level (chances of hitting targets at range still is). Distance to target has a greater effect on penalties caused by panic, drunkenness, player movement, weather, etc. Most penalties are significantly reduced at close ranges. Sound radius is increased overall, but with a sandbox option to modify higher or lower. Sound range is reduced when firing indoors. Sighting systems have an ideal range they were designed for: a minimum effective range, and a maximum. Outside of this range they are less effective. If the target is close enough that just pointing without aiming would give a higher chance then the sights are ignored (eg a x8 scope on a target 2 tiles away). Panic previously didn’t actually affect hit chances (just critical and damage). This has been corrected. Remain calm, don’t panic, you’ll be fine. Hit chances and critical chances are now calculated in the same way (with exceptions): if something (like panic) effects hit chance, it also effects critical. Hit chances are generally increased allowing lower levels to make a successful shot under the right situation. However, avoiding negative conditions is vital, especially panic. Ammo weights have been corrected and rebalanced. Mounted flashlights are functional and highly advised for low-light shooting. The above video shows Fenris’ experimentation and how he’s polishing guns – the graph shows the hit and critical chances across the various tile distances, updated in realtime, and overlays range circles showing the point blank, optimal targeting ranges (for the given sights), and maximum firing ranges. The chances of a hit can be seen rising and falling with movement, and after each shot ARMOR This month we’ve also had focus on improving our late-game B42 armour system. As with the weapon crafting, the intent was to make something that wasn’t referential to zombie media or other games, but instead something that seemed natural for the time and circumstances. We don’t want crafted armour to look too anachronistic or “knightly” – looking like they should be part of a renaissance fair. We don’t want to be too goofy, although there are a few more ‘fun’ options in there, and we don’t want anything that doesn’t look like it belongs in the Zomboid setting. Importantly armour should work like real armour, and operate within the bounds of PZ logic itself. As such a few categories that will come as part of B42 are: Metal While avoiding overt medievalisms, clearly 42’s crafting update and blacksmith skills necessitate metal armour: plates, leather, straps, buckles and all. Inspirations here include Ned Kelly and his gang, while (although we always say we won’t take inspiration from other games) the way Rust implements its metal armours is very much along our line of thinking – though clearly we’ll make our own way with it. Please note: there won’t be any historical armour and weapon museums in b42, or suits of armour on display in mansions. With this sort of high-end crafted stuff, we wants players to have to go out into the world and engage with the new crafting system – and not beeline for a spot on the map to enjoy them. Apocalyptic Vibe We had to ensure that the armour was believable and feasible, while keeping a procedural approach – like our approach of the “lego weapons” in which existing items are adapted and melded. Then, for a more distinct look, we thought of tinges of punk rock and heavy metal imagery, with apocalyptic media such as Escape From New York serving as inspiration. From this we now have armour that can, for example, be crafted out of tyres. Natural Ingredients One important aspect of the new armour content was that it had to support the new crafting system, as well as survival gameplay on a forest map free of civilization. Although we deliberately didn’t make it too odious to progress from dirt and sticks to solving the riddle of steel, there’s still a lot of middle ground between the two. Leather is an obvious candidate, and is something we have already made some pieces for. However throughout history people have used all sorts of other materials for armor as well, and we are exploring some interesting ideas based on real world examples. We don’t want to go out on a ‘limb’ and ‘branch far’ with this, but knock on ‘wood’ it will work out okay. A Sporting Chance Given that the game is set in 1993 Kentucky, there’s all sorts of armour already available in the form of lootable Sportsball Gear! All sorts of pads, guards, and paddings, including two items that should make players very happy: The Athletic Cup and the Ice Hockey Neck Guards. As well, some of those items of Sports gear, like the weapons crafting, can be modified to make badass, cool, post apocalyptic armor, which brings us to…. Spikes And you and the zombies can be spiky too now. EXPLORING UP HIGH Finally, we’re also in the process of testing Skyscrapers for playability and performance. Turns out 32 floors of zombies, all spawning at the same rate of zombies creates a LOT of zombies. So we need to get to balancing things out a bit. Thanks all. Sadly not too much from the new crafting in motion this time. Please be assured, though, that there’s a lot of work going on there, but some aspects aren’t ready for show, and others are waiting for a core code update to hook things into and as such aren’t filmable. There’s a bit of a logjam building of stuff that can be pumped out, so we hope it’ll be a flood of cool stuff next time round. This is such a core aspect of gameplay, which could bring huge improvements across the board, so it’s also needing the most consideration and care to not get wrong. 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 began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  7. You can't die from being over encumbered (& you can just put it back in a crate).
  8. The floor would be below the snow in that case, you will have to wait until the snow melts, since the snow was placed before the wooden floor existed.
  9. It seems to stop loading when the sound gets loaded. Try going to your Steam Library > Right click Project Zomboid > Properties > Set Launch Options > Type -novoip > Start the game If that does not help, can you try typing -nosound instead? This is to check if it is a sound related issue.
  10. Those familiar with classic isometric computer RPG had 'real time with pause' party play, where you could switch which character in the party is the leader that is assigned to your controller and assign an AI package to the others. The game already has pause feature allowing UI interactions without advancing time. Presumably AI packages will exist with upcoming NPC that they will be able to shoot, melee, ride etc so it is just an additional feature of those NPC for joining your party where you can control their AI package and follow, stay, or dismiss. The game is taking inspiration from the community builder genre (rimworld, dwarven fortress) with NPC schedules - but those games also have features to select specific NPC and have user controls overriding the AI - which happens often as the AI steers into chaos! The game currently supports solo party play using load add more, it also supports local coop play using additional controllers both features leverage the multiplayer code to have more than one player character in your saves. This is a rare feature in sandbox survival games to have solo play be more than just a multiplayer server with a single character so great that these features was added. The disadvantage of 'solo add more' is that if you logout in a car, and then use that car on another character you will login and find yourself outside where the car was. It is not possible to have a raiding party drive together, they must take different cars at different times. Of course there is pros/cons of splitting the party vs. staying together. Local coop play it is cumbersome to manage solo party play having to swap controllers to takeover the other character, but has the advantage the characters can stay together by frequently swapping controllers else you just leave someone behind just like 'solo add more' would. The problem with the CRPG genre is you most follow the scripted branching storylines, but adopting their solo party control features that adds optional ways to play than coop/multiplayer for a solo party type of play that is about unscripted emergent gameplay. This allows the solo player to create a reactionary narrative for their party which like writing a book is a very satisfying creative endeavor. Telling other players online what to do to fit the story in your head is highly frowned on in coop/multiplay party play and most people are really bad at improv. Even if stringent RP servers that have narrative rules exist for proper improv, the group usually cannot login together and actually play as a party at all the times you want to play I applaud the company for already recognizing that coop/multi is not for everyone and that solo parties are a valid playstyle.
  11. First of all, I play in custom, so I start in January. As soon as game started, snow began to fall from sky accordingly. I survived for 20 days and found my base. To increase my carpentery skill I change garage floor with wooden floor properly, without any problem. But when I attempt to build wooden floor on outdoor, upon snow.. It just doesn't appear. Building process finishes, floor sound is "woody", and I can even remove wooden floor from ground with saw but it just doesn't appear. Thanks in advance.
  12. Version: 41.78.16 (Steam) OS: Linux, Ubuntu, 20.04 Mods used?: No. Method to reproduce the bug (in normal gameplay): In a brand new sandbox gameplay with no zombies, with a character with a strength level of 4 (Pick Firefighter with +1 Strength, then pick 'Feeble' negative trait for -2), be sure to also carry a starter's backpack containing roughly 9 encumbrance's worth of items, then visit any warehouse with an 'antique stove/oven' in crate inventory, and pick up 'antique stove/oven' into player inventory. As it exceeds player strength capacity, the antique stove/oven will start doing damage. Right-click menu will not present a 'Drop' option for the oven, and the 'Place' option requires a hammer, meaning if the player does not have a suitable hammer, they are unable to get rid of the 'antique oven' from their inventory, resulting in an encumbrance death. The player is unable to pick up a hammer during this state, however, and must drop the backpack and an assortment of other items from inventory first, before they can pick up the hammer to place the oven. Method to reproduce in debug mode: Sandbox mode, Firefighter with Feeble negative trait, Starter's kit enabled, spawn Antique Stove into player's inventory. What did you expect to happen?: A 'Drop' option allowing the unassembled equipment to fall into an unassembled pile, or if it is already assembled, the 'Place' option not to have any requirements for placement. Additionally, game may also prohibit the obtaining of heavy items from crates that require specific items for placement, or in the event they pick up the heavy item (E.G. via admin command) with a required placement mechanic, the game permits an exception and allows them to also pick up the required assembly tool regardless of encumbrance (if they can carry a several ton oven, they can also carry the lightweight hammer to assemble it). Do you have any other suggestions?: I feel like the game should force the character to automatically drop heavy items if their health falls below a critical threshold so they can't die (as an overall safeguard). It seems pretty absurd a person would be strong enough to both hold onto a very heavy item without letting go and also not strong enough to avoid being crushed to death by it. Screenshots are from debug mode replicating the bug. Note lack of 'Drop' option and the requirement for a hammer.
  13. Here is my console file let me know if you need anything else console.txt
  14. Can you try using the "Alternate launch" option when launching the game through Steam? If the game fails to start again, can you share your console.txt file, found in C:\Users\YourUserName\Zomboid?
  15. Any mods enabled perhaps? Does it happen without them?
  16. Damn it Beard! You are a HERO! This world definitely would be a better place with more people like you. Thank you so very much... And thank you twice for telling me exactly how to do the workaround... I would have spend hours on how to do it I fear. First time I had to add launch options...^^ Your workaround works like a charm. I have read some stuff about mesa and even zink the last few days, but I haven´t understood a lot of it. And I couldn't "just test it", because I am missing so much knowledge in that field. -.- I guess I'll try to kill some zombies now. *BigSmile* Or i continue configuring my shiny new Garuda installation... *sigh* The thread can be closed. GL & HF and take care! Helli
  17. I have gone threw the options of trying to trouble shoot this -trying the different starting modes -looking at task manager -running both 32 and 64 bit files as admin I love this game I was so excited to play it again when my buddy said this is what we were playing now but this has me so bummed and so stumped
  18. Yes, Project Zomboid utilizes all three programming languages: Java, Lua, and C++.
  19. Hello! I'm new to the forum but I'm a veteran player and PZ is probably my favorite game. That's why I would like to contribute my little suggestions. 1.- I guess it's something that's been talked about a lot, but I don't really know. I think that the most urgent evolution that the game needs is the interaction with objects such as sofas, chairs, arcade machines, musical instruments, bathtubs, balls... PZ is a very good game for role-playing. 2.- This suggestion is not as urgent as the previous one, but it would be great to give it a more fun touch. Imagine driving motorcycles, bicycles, boats... and what about an ability to swim? It would be crazy! 3.- The last suggestion is focused on build 42, with the arrival of the animals. I think that if there was a zombie apocalypse, animals could also get infected, right? Besides, there is already dog food and dog houses, why not have a dog that can be trained to attack zombies? I wish you the best!
  20. It has happened to me more than once that when I leave my base the objects that I have stored in garbage bags move and appear in the base garden without their bag, scattered. Why is this happening? All the best!
  21. It has happened to some friends and I several times that when we read books while sitting in the car, we cannot get out of the car until we finish the book. Is this a bug or is there some way to stop it that I don't know about? Greetings and thank you very much!
  22. Last week
  23. No question that it needs some attention. I would suggest that maybe it should be leveled by a combination of treating actual wounds, and gaining real XP from reading books or watching video tapes (rather than simply applying a multiplier). Treating real wounds on a living person should get a lot of xp and let you level quickly, but there has to also be a way to keep people from walking over glass repeatedly, or jumping through broken windows. Those are both really hokey and boring besides. To make first aid a more attractive skill, maybe the risk of zombie infection could be lowered if the wound is treated by an experienced first aid provider. Say, maybe a bite is 100% infection, minus three points per level of the first aid provider. So, only a seventy percent chance of the Knox virus infection if you get first aid from a level ten first aid provider within five minutes of receiving the bite. Just spitballing here, it doesn't have to use those numbers. Also, I really like some of the ways that "The Only Cure" mod is implemented. It can be kind of useless in single-player because of how crippled your character becomes. In multiplayer it can really shine, though, because you can offload tasks like fighting to others while you sew clothes and do car repairs.
  24. I have done some testing, and I have to conclude that it seems to be an issue with the latest drivers as you said yourself. Therefore I can only suggest to wait for the next driver version to see if it will be fixed then. In the meantime, I have found a workaround, by switching the Mesa driver to use Zink instead of the default OpenGL rendered, it seems to have fixed it for me. To do that, go to your Steam Library > Right click Project Zomboid > Properties > Set Launch Options > Type MESA_LOADER_DRIVER_OVERRIDE=zink %command% > Start the game
  25. Ok. Is a common mistake. Sorry. I did it using DDU and reisntall drivers. No changes. 27-03-24_18-17-03_DebugLog.txt
  26. Tchernobill

    Leapdoid

    @The Indie Stone Will the transparency behaviors be altered by B42 lighting and/or other technical updates ? I imagine it is hard to answer if this point was not targeted specifically, so no pressure on answering. I'm more specifically interested in the difference between player made building transparency that I find subjectively worse than vanilla building transparency. It is better described in this video.
  27. EndeavourOS - with Xfce4 - with amdvlk und lib32-amdvlk inxi -S System: Host: *** Kernel: 6.8.1-arch1-1 arch: x86_64 bits: 64 Desktop: Xfce v: 4.18.1 Distro: EndeavourOS I have the issue here too. So perhaps it is not the desktop environment, but the drivers.
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