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Kuren

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  1. Like
    Kuren reacted to lunaricecake in Upstairs Downstairs   
    Ok I'm really look forward to update 42 but what I want to ask is if we will be able to dig and make our own basements like the building system that's in the game right now?
  2. Like
    Kuren reacted to Bullet_Magnate in Upstairs Downstairs   
    With regard to the basements, there's probably a bit of an opportunity here to further enhance realism by including something that's noticeably absent right now -- utility and HVAC infrastructure (like furnaces, hot water heaters, etc.).  That would be a nice touch, and realistic given that many homes and other structures have these utility areas in their basements.  
  3. Like
    Kuren got a reaction from Bullet_Magnate in Upstairs Downstairs   
    Really excited for everything in the pipeline (especially animals finally coming to the game, as it's been my most anticipated feature for years) but I do have to say, I really dislike the idea of having the basements spawn randomly and be random each time. In general I find procedurally generated maps and locations lack character, get repetitive (ultimately taking away from re-playability for me) and sometimes they just simply don't even make sense (as it was mentioned above that the floor layout in the WIP video was completely off from what a real basement for that house would look like, and yes, I realize it is WIP and this will most likely be improved upon but it was to the point). I personally really like the idea of the map being static (to the degree it is now) with buildings being real landmarks you can recognize through multiple playthroughs and make plans for them, even if it's a simple house. Anyway, that's my two cents. Been forever since I posted here but wanted to voice my opinion on the basements being random each playthrough. That being said, I am again, super excited for everything on the way! Keep up the great work TIS
  4. Like
    Kuren reacted to Bullet_Magnate in Upstairs Downstairs   
    This all sounds awesome, but there is one thing I am *really* hoping ...
     
    The layout of the example basement shown in the video is very strange, in that it "sticks off" from the side of the main / above-ground house.  So far as I know, in modern homes, basements generally have the exact same footprint as the above-ground house (or at least, the footprint is very similar, and the basement almost never extends out from under the main / ground floor of the house).  I sincerely hope this is the default plan for basements, i.e., that they would generally be limited to the borders of the house.  Otherwise they're going to feel very weird and immersion-breaking.  
     
    Beyond that, in most multi-level houses, the basement stairs are typically located underneath the stairs going to the upper floor(s).  This makes sense, as the space under the stairs going up is otherwise more or less wasted (which is pretty much the case with below-staircase areas in the current build).  Not sure how feasible it is, but it would be really cool if the stairs down to basements in multi-level homes could generally be set up this way ... 
     
  5. Like
    Kuren reacted to lunaticneko in Pouring gasoline into non GAS CAN things!   
    Horrible idea, but it should be allowed, with the associated consequences. Players will soon see how stupid an idea this is.
  6. Like
    Kuren got a reaction from Pandorea in Hotwire Broken   
    Never mind, I'm pretty sure I'm just dumb and forgot and then misread the tooltip forgetting that you need both the Electrical and Mechanics levels. My apologizes! I've been busy with work and haven't played in a few months lol
  7. Spiffo
    Kuren reacted to nasKo in Urban TerrorZ   
    Hey all, here are a few updates from various members of the PZ team chipping away at the edifice of the zombie survival mountain.
    IWBUMS PUBLIC BETA 41.37
    We’ve got a patch for the Build 41 beta pretty much ready to go, just waiting on a few minor corrections before we put it out of the door. It’s more of a fix and balance affair rather than anything feature-packed but does contain a few nuggets of interest:
    Fix for non-openable double doors (sorry about that one) Prevention for prone zombie heads clipping through walls and obstacles. Falling and prone zombies will now slide away from walls. Added guitar case and flight case. Added a “Delete All” button next to “Loot all” button for trash can/bins, clicking this will permanently delete items from the container. (Please note: this is quite ‘gamey’ currently, and is a first iteration. We will improve on it as we go along.) Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, bar stools, counters etc. Helmet attacks change: before zombie attacks could potentially make helmets fall and also you get a hit. Now if the helmet falls, the current attack won’t connect but the next one will. Once a timed action is done (reading book, cooking, crafting..) it’ll auto-cancel fast-forward. Cancelling a timed action via ESC will also cancel fast forward. Various other fixes to lighting on water, vision cones, lunch boxes, bags, reloading and other stuff. XEONYX JOINS LV TEAM
    We’ve come a long way with Jamie Magnuson, one of the preeminent map creators in the PZ community, ever since he first blew everyone’s minds with New Denver.
    More recently he’s been building one-off challenge maps for us, like the film set and the Kingsmouth holiday island in the build 41 beta, but we’re now pleased to be able to say that he’s now joining us full-time and will shortly be joining Binky and RingoD in the design and creation of our long-term Louisville project – which is our PZ rendition of an in-game city.
    Xeonyx will initially be adding a lick of paint and required changes for our current tutorial map, given as a tutorial revamp is next on the cards for RJ to do, but then will be responsible for fleshing out downtown areas and picking up the gauntlet from where Mash left them off before she moved over to more general art duties.
    Binky and RingoD are working on the suburbs areas meanwhile, and feel the occasion warrants a quick rare look into a gigantic game addition that’s still a few publicly released versions away at this point.
    So, to give you a quick idea of the scale of the Louisville map – here’s a quick look at some streets in the urban residential outskirts, and a wider overview of where they fit on the overall (detail free, cos spoilers) wider city. Please note that this area will be *very* dense in terms of zombie population levels.
    We always say this but, beyond even our most anticipated additions, Louisville is not something that will be appearing any time soon – but now with three people at the coalface we’ll hopefully be picking up some extra speed internally.
    41 BETA MP WORK
    It’s another dry/techie MP update we’re afraid, but the mood is pretty positive between the MP Strike Team chaps who reckon what’s being done is being done well. Zac reports in with the below:
    “This week has seen upgrades to the packet structure used to sync characters across the network. The IsoZombiePacket now includes the AnimState and ActionState names. In order to save bandwidth, it does not transmit the names as raw text. Instead, it uses indices into a table of names. Since state names are data-driven, there is no way to pre-generate these tables.”
    “As such, a request-response method was implemented to construct the tables, and keep them in sync between server and clients. A new state can be loaded at any time. If a client encounters a new name, it sends a request to the server for a new id. The server generates it, adds the new entry to the table, and notifies all clients.”
    “Up next, we are working on synchronising more and more game states. The idea is to steadily add to the feature set, then test and observe results, all the while using the fresh learnings to drive the design.”
    FIRE
    Here’s Yuri’s latest fire video.  Here you can see WIP versions of molotov cocktails, generators and burning characters – on top of everything being shown using the hidden map of combustible materials to calculate fire spread and combustion. 
    (A few notes: we probably need to improve the way the fire looks on ‘more busy’ tiles like the long grass, maybe have a ‘wilted, browning long grass’ tile for them etc. Likewise all the effects visuals are a WIP, next up Yuri will be looking into fiery effects for faulty generators, metal objects in microwaves, burning zeds, fuel explosions etc.)
    That’s about it – we’ve just taken delivery of Rockstar Mark’s new car textures that should fix 41’s memory bloat and get it running on some people’s rigs – as well as provide us with vehicular blood splats. So we’ll give that a tweet tomorrow so you can check it out if it works in-engine first time. Cheers all.
    This week’s emergency call-out another image from $ℏìᶄ., can they make it to three in a row next week? 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!
  8. Spiffo
    Kuren reacted to nasKo in BackstabZ   
  9. Spiffo
    Kuren reacted to nasKo in Connalldoid   
    Hello all, here’s a quick dev round-up from TIS headquarters.
    IWBUMS BETA 41.30
    We’ve currently got the next patch being tested on an internal branch, and with a fair wind it should be released early next week. It contains the following.
    A fix that should resolve intel GPU crashes we’ve been seeing since the zoom branch was merged into IWBUMS Zoom improvements that provide a clearer image on different levels of zoomed-in and zoomed-out, as well as various fixes to seams and lighting Spiffo’s Secret Special Sauce. Some small but extremely meaningful changes and tweaks to general gameplay that we’re keeping quiet on. Primarily due to our love for the dramatic, and an undercurrent of sadism. New and polished animations for: washing yourself, examining vehicles, adding/removing gas, installing and uninstalling parts/tires, multi-stage building and more. A cursor to help in blood clean-up duties. Cutaway improvements from Team Tanglewood, including a timer to stop cutaways and other visibility/hiding effects flickering. Fixes for Last Stand, foraging, fishing lines always breaking, vehicle headlights, stuck zombies, swimming pools with shorelines and (finally) Fox got to the bottom of our famous too-boring sandwiches. And there was much rejoicing. Also: other stuff. Improved body temperature stuff from Turbo. We also intend to get some stealth polish/balance in, but that’s dependent on making sure that Spiffo’s Special Secret Sauce has been accurately deployed.
    MP
    For discussion and explanation of current 41 IWBUMS beta MP work please check out last week’s blog.
    As discussed though, Bitbaboon Mark is currently prepping the code for the implementation of a true synchronized clock to make all our future MP endeavours go a lot more smoothly. Zac, meanwhile, is laying down his plans for decoupling the animation deferred movement so that it can work in reverse – where movement can also translate to appropriate animations, instead of animations driving movement.
    Once this is done, no matter how a character moves due to client interpolation and approximation, we’ll hopefully have appropriate animations with minimal foot sliding to account for it. These tasks will then lead to us hooking the animations in wholesale, and we’ll be rolling full speed on the track to full MP compatibility.
    If you want to play Build 41 SP and want to switch between it and 40’s MP functionalities, by the way, then SeskaRotan’s guide is extremely helpful.
    FIRE
    Here’s the latest from the Yuri fire department – as ever with the usual WIP warnings. This shows camp fires of different sizes with different amount of fuel, an improved molotov effect and some early examples of flaming zombies.
    Please note a) we know we need to improve the appearance/physics of thrown objects, b) we know more body parts of the zeds need to be on fire, c) we intend to improve the burning tiles so they have edge blending – they look very square at the moment.
    GOODBYE CONNALL
    In more bittersweet news one of our devs, Connall, who anyone involved in community translations will know very well, has had a too-good-to-pass-up opportunity down in that there London and will be moving on to pastures new at the end of February.
    He’s not publicly said where he’s heading, but we know and it’s cool as all hell – and while we’re sad to see him go, we’re extremely proud that someone who has been an integral part of the Zomboid story, from literally being a young lad to having a manly goatee, has gone on to do such cool things. We were there for his first legal drink, and now he’s heading off to the big city to seek his fortune!
    In his own words on twitter (https://twitter.com/ConnallTheCoble/status/1227604245832179712😞

    “Hey, I will be leaving TIS at theend of February. I’ll still be around in the community and also in the translators section of Discord for the time being. Don’t worry, I’m leaving on great terms, It’s just I have an opportunity in London I can’t ignore.
    I am immensely grateful for my time working for The Indie Stone. It’s been a blast and I owe those folks so much. I been a part of this community for just under 10 years now, I got Project Zomboid when I was 15 and I’m almost 24 now!
    I have been a player, community member, wiki contributor, wiki administrator, forum moderator, administrator, website developer, tracker developer and programmer. I have met and been hosted by community members in their homes!”
    Having good localization and community translations are really what keeps Zomboid a popular game the world over, it’s an often overlooked and undervalued part of game development.
    We want to thank everyone in the community for their efforts, as well as of course Connall for organizing and facilitating all our translators getting all those lovely foreign words into our little game! And of course all the other ways he’s contributed over the years.
    On the up side, as Connall says, he’ll still be around. No one is ever really gone (unless they get a bite, of course) and he’ll still be around to help and be a part of the community when his new life allows. We wish him all the luck down on that there London gravy train! ❤️
    Today’s featured image is probably one of the best we’ve ever had. What an amazing screenshot Tughril! 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!
  10. Spiffo
    Kuren reacted to nasKo in Celebrate Zed Times   
    Hi everyone, long ago a bargain was made with a mischievous Christmas spirit that we’d blog every week come rain, sleet or snow – so here’s your Yuletide Thursdoid. Complete, now, with IWBUMS beta Santa Hats!
    Clearly, not a lot to shout about this week due to the festivities BUT a few interesting nuggets have been submitted to the internal tester build for inclusion in the patch when we all get back into the swing of things back in 2020:
    A fix for blob corpses in areas like McCoys logging and the Prison A fix for vehicles being launched into the air by corpse piles Addition of a sewing kit to the loot table, and the glorious return of Mouse Traps. Improvements to where/how loot is dropped – including an option to allow you to always drop at the centre of the tile you’re stood on if you’re a neat freak. A fix of a pretty major ‘zombie attention’ bug that had negative impact on zeds spotting you from more than 10 tiles away – and has been prevalent in all public test builds. We’ll need some feedback on how much trickier this makes survival come patch release. A revamp/overhaul of our mod system – details on which we’ll provide next week.  Traditionally too, holiday time off has always been one something that’s allowed for experimentation – stuff for the builds beyond the current one in development.
    And so, amongst other exciting things, we’ve been seeing where the capabilities of the animation build can take us with the people who started it all. There’s a ton of work still to go with them, they’re not on the confirmed list for 42, but…
    Should auld acquaintance be forgot, and never brought to mind? Should auld acquaintance be forgot, and auld lang syne?
     
    Thanks all, here’s to a 2020 that’s been as exciting as 2019 has been for Project Zomboid. See you next week!
    Many thanks to WolframGama on Reddit for the awesome screenshot we used as the Featured Image in this blog.
  11. Like
    Kuren reacted to Misha in IWBUMS 41.20 RELEASED!   
    I think this is a hardcore game. You must read the wiki if you have no survival experience. But if you can handle yourself in the real world, you should no problem to play this game.😏
  12. Spiffo
    Kuren reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  13. Like
    Kuren reacted to Kaixrou in Like, sew cool   
    Adding bows and arrows in the hunting update would be awesome: you could learn how to make them from magazines. The aim and reload skills could effect them as well as guns. XD
  14. Like
    Kuren reacted to lemmy101 in Like, sew cool   
    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/
     
    I'd imagine it'll be in 42 but who knows...
  15. Like
    Kuren reacted to Kalista in Like, sew cool   
    Asking a question about the tailoring profession even tho its prob in the very earliest of stages any plans possibly of say modifying your bag with extra pockets giving a tiny bit more storage out of them?
  16. Spiffo
    Kuren reacted to nasKo in Like, sew cool   
    Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it.
    We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t.
    It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off.
    In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff.
    This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges.
    Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain:
    NEW ZED AND PLAYER MODELS
    Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool.
    On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long… 
    And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera…
    THERMAL WORK
    Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes.
    When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play.
    CLOTHING REPAIR
    When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too.
    The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing.
    GENERAL IMPROVEMENTS
    Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS
    We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues.
    Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry.
    Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets.
    IN AMAZING NEWS
    Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future!
    This week’s image from Ashsjester who lives over on Reddit. 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!
  17. Like
    Kuren reacted to Burger_Time in IWBUMS 41.19 released!   
    Wood axe is not supposed to be a very useful weapon. It's a tool to cut trees down after all.
  18. Spiffo
    Kuren reacted to Josko in IWBUMS 41.19 released!   
    I agree, action bars are ugly. How about a green colored moodle that would show up when you are fully rested when resting? It would say something like " Fully rested! " and then go away after 10 seconds.
  19. Like
    Kuren reacted to EnigmaGrey in IWBUMS 41.19 released!   
    Fair enough. Think that was an unintentional consequence, back when the moderate exhaustion moodle used to spam itself. 
     
    We'll figure something out there, though I'd rather not have action bars be the solution. I'm sure there's other ways.
  20. Like
    Kuren reacted to EnigmaGrey in IWBUMS 41.19 released!   
    The moodles go away?
  21. Like
    Kuren reacted to Beard in Game not quitting when quit is pressed   
    Could you try disabling your antivirus and try to save again? It might be that the game tries to actually save but gets stuck for some reason on the menu.
  22. Like
    Kuren reacted to twisterboy916 in Game not quitting when quit is pressed   
    When i press quit the game sometimes just continues with the project zomboid menu still there. leaving me with one way to close the game, end the task on task manager.
    when i re-open the game my character and inventory is set back to sometimes how it was before i started a session. but the map saved all the changes made to it often destroying all the items that i had looted in-between.
     
    i am playing with some mods but even after disabling all of them the same error occurs.
  23. Like
    Kuren reacted to nasKo in Weight changes player model?   
    It's something we'd like to explore in the future but right now it isn't on our agenda and nothing we'd guarantee.
  24. Like
    Kuren reacted to mccree in Please disable auto jump on upper floors.   
    I fell from 3rd floor while jogging :(.
  25. Spiffo
    Kuren reacted to nasKo in 69 Zeds   
    Wotcha, couple of fun things for your inspections today.
    First off: same disclaimer as before. There’s still a lot of work to chew through on Build 41: Zac is currently doing necessary work on animation substates that will unlock concurrent animations, and will then need to work on rotational animations. We also need to do a lot of work to get MP up and running, and most importantly we need to optimize – as releasing into IWBUMS now would see it run like a hog on a lot of systems.
    Yes, the build is looking great in the vids (which is a big yay, clearly) but it’s not ready for public consumption. There’s still too much broken, and too much unoptimized. The moment it is ready: we’ll open up the beta. We won’t hold it back any longer than we need to – but we’re really not at that point yet.
    Anyway, with all that said, here’s some stuff that’s gone in this week:
    BASIC STEALTH SYSTEM
    We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build.
    What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words.
    Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees.
    Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a horrific sex act.
    ZED SCENES
    Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned.
    The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline.
    To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles.
    At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom.
    Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene.
    Here’s a few examples of scenes that RJ has coded in over the past week – covering sexy time zeds and sports-viewing male zeds, while band practice zeds can be seen in the header image of this blog.
    Bedroom Zeds Male sports-viewing enthusiasts. If you can think of any of your own scenes that we could conjure up using the zed costumes you’ve seen in recent Thursdoids then feel free to chip in and let us know – they’re really easy to integrate, and can be as rare or common as required. Cheers all!
    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! The CBOIT has also been promising a mate that it’ll flag up the cool new game Xera: Survival for ages now. And now it has.
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