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nasKo

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About nasKo

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    Speaks German in the Night, Community Manager

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  1. You need to update your GPU driver. Ideally through the manufacturer's site, selecting your specific model instead of using any auto-updater (Windows, Steam, etc) https://downloadcenter.intel.com/product/80939/Graphics-Drivers https://www.amd.com/en/support https://www.nvidia.com/Download/index.aspx?lang=en-us
  2. Great post and useful feedback, thank you. I just wanted to address one thing and leave the rest for others to discuss publicly. If we made it like you're proposing, aiming at the body or upper body would essentially aim in the direction of that chair in the background of the image. I reckon we'd get similar feedback for that.
  3. nasKo

    BackstabZ

    Hey all, here’s a quick rundown on a few of the things currently in the internal testing build and due for a hopeful release early next week. Visible wounds on the character New ‘vehicle zed stories’ to see on the road as you drive by (these being the car placements and zed clothing that suggests scenes of what was happening during the initial outbreak) Fuel timers for campfires and other fuelled items – showing how many in-game hours they have left The ability to tie a bandana either Rambo-style over your head, or to cover your face. Cruise control for cars – pressing Shift+W will increase the maintained speed, Shift+S will decrease it. Braking will turn it off. Stealth improvements – especially for sneaking up behind zombies and stabbing them. The player character will raise a hand to signal when he/she is close enough for a jaw stab from behind. Added ability to hold a flashlight in the player’s hand, and also for a visible umbrella to be displayed being held by the player too. Here’s a quick video that shows some of the above in action. Finally today, here’s a quick look at Yuri’s work on fire spread. It’s not quite as visually appealing as the above, but hopefully it’ll be of some interest. On the right you can see all the factors in-play: temperature, material types, weight, volume, surface area, heating energy, cooling energy etc – ignore the ‘weather’ tag at the top. Then, on the left you can see a map of combustible materials, in this case trees. Each tile displays the temperature of a tree – the left the trunk, the right the branches. We then see a fire spread between them all – with the tree-tops lighting up, and their burning being passed on to surrounding trees. This week’s rainy road from Цаплин. 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!
  4. https://projectzomboid.com/blog/2020/02/taking-aim/
  5. Delete the logs.zip in C:\Users\Yourusername\Zomboid
  6. nasKo

    CombustibleZ

    Okay, let’s go for a quick around-the-houses on stuff currently being brewed for future updates to the IWBUMS Build 41 beta, while Zac and Mark’s work continues on MP in the background. YURI FIRE Yuri’s work on the realistic spread of fire, and how the game deals with it on both an SP and an MP map, continues. Fire is one of the earliest systems that was ever put into PZ, and it’s been needing an update for the longest time. Right now Yuri has worked out a way in which the game automatically creates a 1000×1000 tile saved map of potentially combustible materials when you play. This is then stored separately from the usual map files for load reasons. If a tile is marked once then the game knows that it is an object that can burn, and if it is marked twice then the game will know that it’s an object that can potentially explode into a wider fire. Yuri is also working on a way to save and load a separate internal list of burning tiles, from which calculations for the spread of fire will be taken. Here, for your viewing pleasure, is an example of one of these maps – showing all wooden tiles in a section of map that could potentially get set on fire. ANTI-KITE MANOEUVRES Here at TIS we dislike the ability for players to walk backwards while batting down a long line of pursuing zeds – perhaps letting you take out 20 or so without breaking much of a sweat. To this end for a lot of the Build 41 beta’s life there has been a slight pause when you pull back your bat or golf club – which we’ve seen as a necessary evil. It works fine, but it’s never been a perfect solution – you guys and gals have gotten used to it overall but it’s never sat that well with some of us. As such right now we are experimenting internally with various zombie tweaks, slightly changed backpedalling and strafing anims and a few other nips and tucks to see if we can find something that works a little better. We can’t promise anything, but so far have a few promising leads that (fingers crossed) will be a part of the upcoming 41.34 patch. Improving stealth is also on the agenda. VISIBLE WOUNDS Now we have crisper character models we can also have more detail in terms of what’s shown on them. To this end RJ has been adding in visible scratches, lacerations and bites on the player’s body – which will be plain to see once you’ve removed your bloodstained clothing. We will tweet out a quick demonstration gif of this later, as the internal dev video supplied was soundtracked by Marilyn Manson and we don’t want to enter any legal dispute with him. SLEEKER SAVING Potentially due for build integration when MP comes online, Turbo has been looking at ways to optimize byte size for savefiles and online MP packets. PZ saves are pretty gargantuan, and Turbo currently has a test save taken after a simple circular walk around Riverside that was previously 24.8 MB and now cut down to 6.1 MB. We know this sort of stuff probably doesn’t sound too exciting, but it’ll be great for the game – and something we’ve long pined for. AND FINALLY How could we not mention the single best thing we’ve seen so far created using Build 41 as a base? Seriously Kopereview – this is some cool-ass shit. Thank you so much for providing some light in a difficult week. This week’s homemade bar from Kornbrony (again). 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!
  7. From /u/Edgecrusher840 on Reddit
  8. Multiplayer. Multiplayer is the only thing that's not in build 41 at this time. We made the decision to release build 41 without it because fixing and balancing both would have been an impossible task for us, the game would have released in a bad state with both SP and MP needing lots of fixes, and the wait for build 41 would have been a lot longer if people weren't able to at least play SP in the meantime. Multiplayer is basically a complete rewrite. We went into details here: https://projectzomboid.com/blog/2020/02/taking-aim/ As a whole, build 41 gives you basically a new game. I can only recommend to try it yourself if the lack of Multiplayer is not somehow a deal-breaker. Playing it now will get you accustomed to all the changes as it is what Project Zomboid is going to be going forward, and it maybe will even give you an edge compared to people who don't play until MP is out. You'd also help shape the game as you provide us with feedback and your thoughts on how build 41 plays. The changes will take some time to get used to for someone coming from build 40 but it's no doubt a better game because of it. The majority of people who are active on this forum, our Discord, and our Steam discussion boards are playing build 41 if that's an indicator of how stable it is.
  9. HOTFIX - Fixed case of missing decals
  10. nasKo

    "Interesting Times"

    Well, what a week. We’re seeing many returning players, but we wish it were under better circumstances. The development of an isometric zombie survival game is rather insignificant in the scheme of things, but a few people have asked if this will impact on PZ Dev in the coming weeks. Short answer: hopefully not much. Long answer: the bigger ‘core’ features like MP should progress internally at the same rate, the more patch-to-patch additions might be a little slowed by childcare juggling. Clearly everything is changing day-to-day, and everything is unpredictable, but right now we’re going to chug along like normal. We have some excellent self-isolaters already on the team so feel quite well-prepared. We hope you’ll forgive the shorter blog today, and proffer up as an apology the release of IWBUMS beta patch 41.32. The patch notes can be found here. Many thanks to KoRnBrony on Reddit for giving us a laugh with today’s featured image. Normal service will be resumed next week, one would hope. Keep safe, Kentucky.
  11. nasKo

    Zed Packets

    It’s strange when the words and phrases used on the radios and TVs of your own fictional outbreak start to be heard on real-life broadcasts. So before we get going this week (much as it’s not exactly the role of a faceless weekly development blog to say so – sorry!) we hope that you and yours are doing okay – and will continue to do okay in this period of uncertainty. So anyway, the next patch for the IWBUMS beta will be 41.32 and it’s pretty much content-locked with some further polish/fixes to be applied before a release early next week. Content includes: Thumping animations synced with the thump impact on doors and windows Re-balanced and improved weapon ranges and angles The player character now looks down to let you know your next attack will be ground-based one, which will hopefully help in frenetic melee encounters. Improved (but not final) behaviour around windows and fences. Zombies don’t always lunge attack, players do not always fall to the ground but instead have a diceroll dependent on player stats to see if momentarily losing balance is a more likely outcome, and a few other tweaks and polishes. A code solution for areas that mappers (community and TIS) have not marked as foraging zones during the mapping process – significantly reducing the amount of non-forageable wilderness areas on the map. Lots of loot tweaks: increased nutritional value of caught fish, more loot in sewing boxes, more canning supplies, more painting materials and more general junk loot added to the table. Loads of general map fixes that have been absent for too long, and fixes to shotguns, players clipping through fences and loads of other stuff besides. MP STUFF Okay this one’s going to get a bit technical I’m afraid, as we’re heading over to Zac who is deep in MP work – and while he’s in the guts of it then there’ll be a lot that many of us (including the blog writer) don’t quite understand. With this in mind then, let’s head over to Zac and nod solemnly at everything he says. “Right now I am taking apart the current implementation of a character’s networking packet format (known as ‘IsoZombie’) and rebuilding it to support the demands of Build 41’s new anim state system.” “The overall objective is to transmit and receive the Zed’s AnimState, Orientation, Velocity, and relevant Anim Variables. The IsoGameCharacter, IsoZed’s ancestor class, features a pretty spiffy and complex anim state stack.” “To transmit the contents of the entire structure would make for some unnecessarily large packets. Instead, we hope to take advantage of the animstate logic mechanism to eliminate a large portion of the required data transmission and remove a bunch of what was previously clogging up servers.” “The end product of this will be simply transmitting the active state and substate GUID’s, and a few associated variables. From there the anim state’s logic mechanisms will take over and extrapolate the whole animation structure. Better still, this will also allow for the character to improvise in cases where data packets are dropped or in cases of lag. The data specifies a target position, orientation, and resulting state: and is then free to figure out how to get there in a convincing way.” “This will mean that periodic drop-outs or lag shouldn’t cause the character to suddenly freeze mid-frame. The character/zed knows their last state and their desired state, and simply continue running their animation logic in that direction until told otherwise.” “Say, for example, a character is walking in a straight line at a certain pace. The network feed drops out for a couple seconds. The character does not freeze. They keep walking. The network feed is restored, and we never even noticed it was gone” “If, however, the remote character changed direction during the drop-out, the character now has to make their way from their current state to the new target state. They may do a 180-turn or even employ a jog/run to get there. It’s up to the anim logic. This should make for much more believable character behavior and make for a much more seamless multiplayer experience.” “As for the savings this work would have, it’s all dependent on how complex the character’s state is from frame to frame, but we are likely to see anything from a 2x going up to 10x reduction in the required packet size – which alongside the synced MP clock that Mark has been working on and other work elsewhere should make for a far better experience for all PZ MP players once the work is complete.” OTHER STUFF As well as his current work renewing his previous stuff with in-game devices, Turbo has been doing some investigation work into ways we can optimize how we save and load – specifically in terms of inventory items – and cutting down the bytesizes of files. This will again have a positive impact on the amount of information shared in MP packets when the time comes. Right now he’s polishing what he’s done, while also working out a way to ensure this doesn’t completely cabbage many of your favourite mods. Yuri is working on the implementation of his new fire visuals into a revamped and recoded fire system. He’s currently making sure that fire doesn’t spread over unsuitable materials, and has also come up with a way to handle fire spreading onto unloaded chunks of the map in MP. This week’s bandana shotgunning from Matthew. 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!
  12. nasKo

    Tatdoid

    Hey all, a quick round the houses of things in the works at PZ HQ. This Monday we released IWBUMS beta version 41.30, while yesterday we hotfixed it with version 41.31 that fixed up the more egregious of its bugs. There is still an issue (rooted, we think, at Steam’s end rather than our own) in which a minority of those running the beta with mods can’t launch the game. If this is you then a workaround can be found in this thread, while we will endeavour to have it patched in 41.32 ASAP. We already have an internal test build for 41.32 up and running – and at the moment this also includes ropes that can be used as sheet ropes, caught fish of increased nutritional value, cutaway improvements and a variety of other improvements from the lovable bunch we know as Team Tanglewood. There’s also a load of fixes to the main map that have been added in after we received a quick kick up the bum on this subject from the chaps and ladies of the PZ reddit. Given as we need to patch out the above Steam/mod issue this will released as soon as we can safely do so, and after another internal update of our build-making machine. Some good progress on MP this week, with Mark’s network sync clock done and awaiting integration. This is one individual part in a wider process, but also a vital one. Longstanding doid-readers might recall our former MP experiments with Yuri establishing an overall MP loot syncing system, which we ultimately put on the shelf due to requirements elsewhere. So thankfully Mark has been able to bring this back and build on it within the codebase – saving some time in the progress. This also gives Mark a point to inject stress test code (fake missed data, out of order data etc) for stress testing fake clients – so we can troubleshoot on non-populated servers. This will be one of Mark’s next tasks, and he told the blogger this week that “if you want a cool word to use then say that next we will be building the tools to ‘netstorm’ the server and clients so we can debug against real world worst case scenarios”. So there you go: we will be doing a ‘netstorm’. What else then? 41.31 came with some changes to how zombies act around fences – either breaking them down in crowds, or knocking over players lying in wait. RJ is currently and improving the latter – most likely mixing in player stats/moodles/situation to determine whether or not you’ll fall, making it less automatic, potentially mixing in some more general crawler behaviour and also adding in some sandbox options. It’s not perfect currently, we know, but we’re confident we can improve it. The merge with the Zoom branch has brought us crisper character models, which also means that we can now experiment with more character customisation options – such as tattoos. Here’s a test texture that we came up with this morning both in-game and in the character creation window. (The numbers are us fiddling around with resolution and such.) Yuri is moving onto the next stage of his fire development work – which is essentially tying fire effects into the game-proper. He is currently making sure fire does not spread over unsuitable materials, and addressing current issues with the fire system like tiles not being destroyed, uncharred tiles being left behind and fires getting out of hand on the map. Turbo meanwhile, while he waits for feedback on the implementation of the current temperature system (could people please see what it’s like surviving through winter and feed back to us?), is reviving his slightly dormant work on in-game devices. The basis of this the kind of extendable IO systems you might get in something like modded minecraft, but on a more basic level you’ll finally be able to watch DVDs after broadcast transmissions have dried up. This week’s sneaking past Dr Cortman from Max0Rda. 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!
  13. Errr. That's pretty much the plan. I kind of don't understand people not wanting NPCs. First implementations will be more of a spice-up for mid game content. Later implementations will certainly change the way the majority of people will play and experience the game as it adds a whole new dynamic to the game. Of course there will be the handful of people who might disable them, but then that's gonna limit your own experience to basically the same "just survive and get self-sustainable until it's boring" "endgame" we have now
  14. People can't explain because you made this a poll-only thread. Want that changed? Edit your poll and untick "Poll-only"
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