Jump to content

nasKo

The Indie Stone
  • Posts

    4167
  • Joined

  • Last visited

About nasKo

  • Rank
    Community Manager

Profile Information

  • Gender
    Man

Contact Methods

  • Skype
    n2dmaddin
  • Twitter
    @nsk_pz

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. We’ve all been there. You have your base barricaded, your supplies secured, your weapons locked and loaded, when suddenly a strange whirring noise comes from nearby. If it’s your first time playing, you’ll be a little confused, but PZ veterans know and dread this sound – the mysterious entity known as a “helicopter” has appeared to make otherworldly amounts of noise and draw the horde straight to you. Truth be told, however, it’s certainly one of the more under-developed features of the game – always on the table for improvement but so-often overshadowed by other things in the dev pipeline. Step forward, then, modders Shark and ChuckleberryFinn who have stepped forward and improved this flighty mechanical beast with some panache. The mod in question? Why it’s Expanded Helicopter Events – which adds a variety of aircraft (both hostile and friendly) to Knox Event airspace and the dreaded helicopter event. Chopper appearances are most frequent at the game’s start, and peter out as the apocalypse continues. Each event has a draggable icon pop-up on screen to help you avoid it or, in the case of supply drops or crashes, go to them. Military helicopters fly over, fully voiced lines coming from their loudspeaker. Jets streak past, drawing the zombies in their wake. News choppers appear looking for a scoop on the Exclusion Zone. Police, military and even raider aircraft can fly over the map, sometimes firing on zombies and even the player. Random aircraft crashes use new models and provide the player with helpful loot, as do supply drops that parachute to earth from unknown benefactors. The new events are even incorporated with our radios’ Automated Emergency Broadcast System, like the base game’s helicopter, to help you avoid (or prepare for) them. We tuned in our long-range radios and were able to contact Chuck and Shark at their hidden air base to answer some questions about their mod! CHUCK Who are you in real life? Tell us a little about yourself. “I’m Chuck! I go by Chuckleberry Finn online, and I’m one of the authors/contributors to Expanded Helicopter Events, as well as a few other mods. I’m an artist/art teacher by trade, but I’m always looking for new creative outlets. On the workshop, besides my own mods, you’ll spot a few of my ‘artistic’ posters for other mods too.” How did you first discover Project Zomboid? Why do you like it? “I’ve always been a movie lover, and the zombie genre is one of my favorites, so when looking for new games I tend to bridge my interests. I believe I just Googled “zombie games”, and browsed around. Zomboid, if memory serves, was still on Steam Greenlight and it piqued my interest.” “The aesthetic and artstyle was very appealing. From a technical standpoint, the actual size of hordes was awesome to see. Gameplay-wise, I love that it avoided making the player an ‘action hero’ (although games like Dead Rising/Dying Light are also really fun), and Zomboid just checked all the boxes for me.” Tell us about the mod. What does it add to the game? Does it make the game easier or harder, do you think? “The mod’s main driving force was the overly-brutal vanilla helicopter event. Not to knock it too hard, but it creates a meta where most people constantly ‘run for the hills’ which wasn’t really appealing to me. As it stands, the game rewards being careful and planning, and the vanilla helicopter kind of turns things upside down through no fault of your own. Our mod’s tagline reads: ‘This mod replaces the vanilla helicopter event with a more dynamic suite of events which are both challenging and fair’, so balance was important to us.” “Our mod has nine core events, each with their own unique behaviors, sub-events, etc. Most events progress through a timeline based on in-game days, and change behaviors. Some events attack zombies exclusively, some only target players, some attack indiscriminately, and a few events drop items as well as care packages. It was a lot of work initially, but scaling up and adding new events is a breeze.” “We also made two sub-mods: Twitch Integration (which, through a third-party program, fires off events at the streamer), and Super Weird Helicopters which acts as an overflow reservoir for ideas too silly or cruel for the main mod. I hope everyone checks out Super Weird Helis (apologies for the poster) and that they get to meet our vision of Spiffo.” “I also suggest others modders feel free to play around in the presets file, as I’ve tried to make it really easy to create your own events!” How has it been working with Shark? How long have you spent making the helicopter mod? “Shark and I began working together after he voiced very similar ideas to mine regarding the vanilla helicopter event. It just so happened that our skills complement each other nicely. I handle the programming while he tackles models; there is some overlap with art assets and game balancing. All in all we have a very similar vision for the mod. I recommend everyone get themselves a Shark!” “As for a time frame, according to the Github repo, we’ve been working on the mod since March 2021. In that time we’ve gotten to know a lot of fellow modders, including Jade and Raven, our resident ‘Voice Actor’ and ‘Sounds Guy’ respectively.” How did you get into PZ modding? Have you made mods for other games? Tell us a little about your other PZ mods too! “I’ve never ‘formally’ learned programming, but when I was younger I made some games on a platform called BYOND (shoutout to Space Station 13). From that, I acquired problem solving skills and ‘programming brain’, both of which helped years later when getting into Project Zomboid modding, although it was still daunting.” “My first foray was to modify the saving input on the professions/traits screen so it defaulted to the last loaded preset. As minor as this was, it drove me to dig around in the files, and I got hooked. My next mod was Vanilla Weapons Expanded, which rescripted and gave sounds to a number of items including mugs (for some comic relief as it shattered after a hit). Some highlights from that was how natural it felt to bash zombies over the head with a kettle, and assigning plungers a stab animation for downward strikes, including a nice POP!” “After that I took a leap in the deep end with another member of the PZ community, Nurver, to make SwapIt, which makes handling multiple weapons easier. I tend to do things that interest me but also do something new with the game’s mechanics. My other bigger projects, Conditional Speech and Skill Recovery Journal are examples of that.” “I’ve also been involved in Community API, a collection of useful programming functions to make modders’ lives easier. It’s all on Github, and the plan is to have it automatically uploaded to the workshop so that anyone can contribute on it and keep that resource alive.” Do you have a favourite event from the helicopter mod? “That is a hard question to answer, as they’re all pretty varied. I’ve already mentioned the Spiffo event in Super Weird Helis, but in the main mod’s events I’d say the late game Raiders. Not to spoil too much, but most people expect them to just fire at you. Instead they’re a little more advanced. While technically pretty close to the vanilla game’s helicopter event, players can sleep at night knowing they’re just cheap entertainment for survivors living a bit better than they are.” Is there anyone in the PZ community (or beyond) you would like to give a shout-out to? “Definitely my girlfriend who is so supportive, she even tries to explain what modding is to people at family gatherings! Also Nurver for giving me a mod idea to sink my teeth into early on, Shark, Jade, and Raven for keeping Expanded Helicopters chugging along, Konjima, Co’, and the other modders working on CAPI who take time out of their day to help when I get stuck, the general PZ community for being very passionate about both a game I love and the mods I make, and finally The Indie Stone for making an awesome game!” What’s next in your modding plans? What’s the dream? “Firstly, getting all my mods into ship shape for MP. Beyond that just fleshing out what I have out right now is giving me plenty to do!” “Lately I’ve had a lot less time due to work, but if I were to start a new project, I’d like to focus on making the game more open-ended in its mechanics – specifically crafting and weapons. I had a prototype mod for using tape/belts to crudely combine any two weapons for some fun experimentation. I think the game could use a more open-ended crafting system where things wouldn’t need to be laid out so rigidly in scripts. Coincidentally, I understand crafting will be getting some love by the devs, so I hope to see some good stuff soon!” SHARK Who are you in real life? Tell us a little about yourself. “Nothing too interesting. When I’m not swimming around the Atlantic Ocean, I’m working with computers (or, more usually, breaking them) and on my love of game development, which I discovered during 2020.” How did you first discover Project Zomboid? Why do you like it? “I first heard about Project Zomboid on a forum back in 2011, but I really didn’t pay attention until 2013, when a friend told me there was this incredibly depressing game where the world degenerated over time and that the only fate I could expect was to die horribly.” “I ended up pirating the game in high school and just being incredibly uncomfortable (in a good way) with the game’s exercise in nihilism, overall tone, and knowledge that eventually I was just going to die horrifically. I was (and still am) incredibly compelled by the idea that I exist on an unsigned death certificate awaiting my signature after the first dumb mistake I make. I ended up really getting into PZ in 2015 and I’ve been here since.” Tell us about the mod. What does it add to the game? Does your mod make the game easier or harder, do you think? “Expanded Helicopter Events seeks to approach the helicopter event in the same way that Rimworld approaches story tellers. The rule has been to never overshadow PZ itself, but to keep it interesting. The mod features everything from military helicopter patrols and jet flybys to spice up the early days and keep the early game interesting, to late game events such as air raid sirens, off-screen air strikes, panicked cops, government aid drop offs, with early game events ending with the military turning completely hostile and eventually going silent completely.” “Our main goal was to entirely rework the helicopter event into less of a player-centric challenge, and instead make it into a series of world events with the player acting as a witness and sometimes a background character.” “Definitely our most stand-out feature is helicopters falling out of the sky and crashing for a litany of reasons. We have done our best to create helicopters in PZ that are effectively entities unto themselves that respond to the world around them. Helicopters refusing to fly in fog, severe thunderstorms, or snow has definitely been a good way for players to manage and plan their strategies accordingly, but not entirely eliminating the danger of unpredictability.” “We have given the player almost complete control over difficulty to give newer players and veterans alike a chance. If you wish for a softer experience then crank it down and have the events just be a rare but interesting experience. However, if you want a very wild ride, then by all means crank it up high and ride the lightning!” You collaborated on the helicopter mod with Chuckleberry Finn. How and when did you meet Chuck? What’s it like working with them? Which parts of the helicopter mod are yours and which are theirs? “I first became aware of Chuck through our shared friend Nurver and his work on Conditional Speech. We both became involved in a modding collective where EHE can really first be traced. I was beginning to get the mod off the ground before I hit my first real roadblock. Looking back, it’s rather funny considering how much time and effort has gone into EHE, but I simply asked if he wanted to collaborate and he said yes. The modder collective eventually fell apart and Chuck and myself continued work on Expanded Helicopter Events on our own.” “To best explain how Chuck works, I’ll give an anecdote: when were first getting Expanded Helicopter Events up and running we ran into a problem live on-stream while showing it off with RoyaleWithCheese. Chuck was helping out at a friend’s wedding that day, but he refused to allow that to stop him and within 30 minutes we had a patch ready to deploy and it was smooth sailing! That’s who Chuck is.” “I handle any physical asset creation whether it be the actual helicopters, pilots, wreckage and debris, or any other trickery that needs to be pulled off. Chuck handles the backend and the overall logistics of the mod, and is effectively the pilot!” When did you start making your helicopter mod? How long have you spent making it? What was the most difficult part to make? How has it changed and developed over time? “Overall, the amount of time to execute the mod, from conception to where it is now is now, is in excess of 2000 hours for all parties involved. Development got fully underway in March 2021, and we got feedback from trusted players in April. I reached out to the RealRP community that was in stasis pre-MP, and their feedback proved incredibly important in getting player reaction to our events.” “We released the mod in June after slowly making it public knowledge beforehand. The overall public acclaim was a bit overwhelming! I’d spent a lot of development bouncing between being confident that this was gonna shake up a lot of people’s PZ experiences, and being nervous that people were going ask what the hell this was.” “Our semi silent partners have been Jade and Raven. Raven was the idea man behind helicopters having announcers and acting as additional ambience, along with doing voice lines with his girlfriend. Jade has also been critical and has had enough vocal range and quality to encompass most announcers. Without their help this mod would be only half of what it is.” “The most difficult part to get a handle on was actually not the mod itself but the human element. Having cool things happen all day long is great – but people need to understand what is happening and be able to interact. We’ve made strides with our indicator system to allow people to be able to point out nearby helicopters and crash sites in relation to the player. A very positive side effect of this is that players who play deaf or are actually deaf are not excluded and punished by having helicopters fly around the area – they just need to be able to “see” them in relation to the player. We still have plans as of writing this to tighten this up even more to eliminate remaining guess work by the player.” As a player, which would be the event in your mod you’d most want to get? And which is the most dangerous? “Military events, for sure. They add the context to the world’s story and act as a framework and they also seem to be the ones that we get the most praise for. They are also the single most dangerous because people tend to get lulled into a sense of security after experiencing military events for a week and then freak out when a military helicopter buzzes them and lets off some machine gun fire. It never ever gets boring to watch.” Your mod is very popular. How have the community reacted to it? Are there any requests or questions that keep coming up? “Very positive across the board – so much so that we’ve created a spin-off to show off the mod’s ability to be “sub-modded”. Super Weird Helicopters features aliens, a flying ice cream van that drops RJs, the IRS, and an evil boss-battle version of Spiffo. We have also created a Rube-Goldberg version of Twitch Integration for streamers to use to call down all sorts of hell, whether it be UFOs, or aid drops to help you. If you are interested in checking that out, I recommend tuning into Drunkonlife, RoyaleWithCheese, and Djackzz as they are usually getting into helicopter trouble and have made a routine of getting murdered by chat!” Is there anyone in the PZ community (or beyond) you would like to give a shout-out to? Which mods or maps by other users do you enjoy or find interesting? “I first need to highly recommend AuthenticPeach for being an amazing modder, and a close associate. People should also be on the lookout for Dylan and PlentyT’s collection of maps as they’re outstanding. Anything that Commander touches is also golden; this also extends to the assets that Throttlekitty has authored (also shoutout for helping us with our parachute!).” “Save Our Station by Spacew00t was also an inspiration for Expanded Helicopter Events. Finally, I have to give a shoutout to Azakaela for being one of Zomboid’s most interesting modders with some wonderful ideas!” What’s next in your modding plans? What’s the dream? “We have plans to continue evolving alongside Project Zomboid’s development cycle. NPCs are on the top of that list. Having our own story events is something we are interested in. Who knows, maybe soldiers will visit you in the dead of night and you’ll get to meet the one of those pesky helicopter pilots? *wink*” “I think I’ve accomplished my dreams for Zomboid. If I embark on another massive project, it would be to help bring the elements that make STALKER work into Project Zomboid. We shall see!” Thanks to Chuck and Shark for taking time to answer our questions! You can subscribe to the Expanded Helicopter Mod here. Big love and big thanks to all you modders and mod lovers out there!
  2. nasKo

    Patch PlanZ

    Hello all, and a big welcome to all the new players – who probably almost outnumber the old players reading this at this point. It’s been… quite the month. To the newly initiated: we do a dev blog every two weeks, and we call them ‘Thursdoids’. These are often interspersed with mod blogs on particular community heroes on the off weeks. We generally only talk about the more imminent features in the development blog these days, but clearly occasionally set out wider plans – as we did in last time’s Thursdoid blockbuster. This blog, however, is not a blockbuster we’re afraid – as it is predominantly us working on the upcoming 41.66 patch which contains many and varied vital and more pleasant improvements to our current MP release. (With a few other bits of fun and balance in-between.) There’s no solid ETA on this patch, but we’re now limiting further additions and are within the testing process. Once we’re happy with it, we will put it out on an unstable beta branch for the community to try out, before moving it into the mainline after the necessary fixes have been mixed in. Current contents include: An optional login queue system to make survivor waits outside full servers more organised, as well as to avoid server lag due to multiple players joining. Cheat security fixes and improvements. Improvements and fixes for VOIP – which currently is fairly faulty in the main version. Fixed several duplication exploits. Improvements for server owners. Specifically a new server option to specify actions which will be logged by the server. This can be used by admins to keep track of player activity such as theft, enabling pvp or destruction of property. It supports any action by name including actions added via mods. Translation support and custom extra information can be logged on a per-action basis. Player levels and other critical anti-cheat logs may also be added, which can allow admins to identify cheaters and other shenanigans via their logs. (We also intend to do a general tidy-up of server options, and to remove some of the more redundant ones before patch release.) Updated and fixed Kingsmouth and Studio maps. Tooltip information now provided on modded items, underlining which mod the item comes from. A fix for trailers and attached vehicles suddenly wanting to explore space. New Noiseworks sounds. Including violin melee hits, new melee hit noises on doors, new dismantle sounds, generator noises and more. In-game map polish. A lot of foraging balance, and loot location tips. Working in-game radios (voice and text) Split-screen fixes and polish. Fixed VHS tapes exploit after relog, bizarre temperature bug, flickering mod sounds between speakers, enabled alarms in spawn buildings and much more. Elsewhere we’ve had lots of meetings and chats this week about where we’re going forward over the next months (and, in some instances, years) between ourselves and our partners, and it’s been an exciting time. Some of the team are moving onto the next major build(s) at this point, while others are remaining on the upkeep and polish of the current version. We should have a more gameplay-y and feature-y update for you next time round, as well as news on our ongoing MP improvements and optimizations. Thanks all! See you next time. This week’s chill vibes from Adres4t. A changelist of all our pre-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!
  3. We have no plans to port the game to consoles at this time. Maybe in the far far future, but it's not something we'd do ourselves. Would require a deep dive into looking it it'd be worth it, too. Never say never but I wouldn't hold my breath.
  4. Shortened the ban to 30 days. Point still stands, being toxic breeds toxicity. Piracy isn't literal theft, either, that's a straight up boomer take. Furthermore, your toxic response was to someone who already bought the game after playing the pirated version. It was misplaced, simply put. It had no place in the conversation and has certainly no place in our community. I hope that's acceptable. We all have our hate-boners, I know I do, but keep it tucked in upon your return.
  5. nasKo

    2022 and Beyond

    Howdy survivors! Another crazy week for us, we’re still in a bit of a daze! Just a few more days until the entire team are back together after the various international holiday periods have all come to an end, and we’re looking exceedingly forward to fixing up a few of the big issues that have come out in the wash since the MP launch. You can read more about them in last week’s blog here. So the big question, now 41 is out there, and after the remaining MP issues have been fixed up, is what comes next? Two Team Release Schedule Going forward, now the behemoth that is Build 41 is increasingly looking to be in our rear-view mirror, we are going to structure the internal game’s development into two distinct teams (With General Arcade continuing in the meantime on improving MP, optimizing the server, increasing the player count and other MP related tech) First, a little bit of a teaser! (This is a fairly old internal video, created as a working proof-of-concept of various aspects of our NPC tech. It’s also not necessarily canonically accurate anymore. It was built to echo our earliest tech demo, but this might not be the start point we take with narrative in future, even if the characters would still be familiar.) It’ll have been no surprise to anyone who read the interview in which Lemmy dropped some major Thursdoid spoilers that one of those teams is going to be focusing exclusively on NPC development from this point on. We’ll also be able to talk about it (not necessarily every Thursdoid, but certainly no longer in a vacuum), rather than work away in secret due to our ‘only discuss what’s coming next’ rule we instigated after a few instances of talking far too early about stuff. Long ago we stated (informally on a forum post) our planned features for future builds, starting with hunting for build 42, and then numerous NPC builds for build 43 and onward. However, many changed circumstances and much ponderings later, we’ve decided that this is not the best approach to take. First of all, its very clear that human NPCs have long been the most requested feature that is still outstanding, and the source of most of the frustration and bad feeling from those who consider the game to still be incomplete. Not only this, but in slightly more selfish reasons, a big reason for not being comfortable with hunting and pets being first, is they are still NPCs and would necessarily leverage all the technology we’ve being working on for years at this point. We have such amazing and peskily talented modders out there, we know fine well that as soon as we released this tech within their grasps, we would end up seeing extremely powerful NPC mods appearing, using our NPC tech heavily, before we had the pleasure of seeing this hard work paid off with our own NPCs. It may be the initial build still contains hunting and wild animals, they ARE NPCs after all. It may be they drop into a subsequent build or later on in the unstable beta cycle, its not clear yet for reasons we’ll discuss in a bit. But the next BIG thing will be NPCs and we’ll have a dedicated team working toward this goal going forward. However, NPCs will still, technically, be build 43. This is because we’ll be running a second dev team exclusively on a quicker, less risky yet still super cool content patch before the NPC work is complete, and then ongoing alternately between the other NPC patches to keep the content train going. Behold this fancy graphic we cooked up! Now that we’ve blown up a bit we need some fancy graphical charts in our Thursdoids! Hopefully the chart shows that, in very real terms, NPCs will be coming out as quickly as they can, uninterrupted, and the other builds are there to help bridge the gap. No build will ever take as long as Build 41 did, it was a practical rewrite of large portions of the game, but nontheless NPCs will take time to emerge, and we don’t want to leave the community without new content in those waits. Build 42 There is still a lot of polish and fix work to do on 41, primarily for the MP team but also with a side-salad of bug-fixing issues in both online and solo. Beyond this, however, is a much ‘smaller’ but still extremely cool update that’ll drop before NPCs, that will release during the push toward an NPC release. I say ‘smaller’ only because no major functionality or new fundamental systems, and it will be more a balancing and content patch while NPC team’s work is underway. However it will still be pretty beefy in terms of what it brings to the game. It will serve several important purposes: 1) To balance a lot of the existing mechanics, particularly in relation to traits, professions, skills and other areas of the game that have been neglected or suffered some degradation during the years of development since they were introduced. Balancing traits and professions, medical system, and other stuff where it comes down to essentially tweaking numbers to make more builds viable or close up ‘free points’ exploits in character creation. Loot balancing and anything else that’s an easy balance but will help improve the game also fits in here. 2) To begin the expansion of the ‘tech tree’ of the game significantly to provide a more rich end-game experience. While until NPCs exist, some of this may be slightly less impactful on single player (though we’re sure will still add a lot of potential), it will significantly improve the MP experience by servers being less pressured to wipe or have loot respawning, providing players and communities ability to create more items that at present can only be obtained through looting. While we may not hit this spot in our first build, our ultimate goal is to provide significantly extra crafting potential to allow players to effectively create a post-apocalypse nu medieval community, to provide plausable alternatives to any of the lootable items in the game that would logically be plausable with the correct skills and resources so players don’t feel pressured to restart the early game repeatedly to get long term fun out of the game. Want to be the person who makes clothes and sells them to a neighbouring settlement? Build brick walls and create something that resembles an actual house? Maybe even build a windmill? Who knows. These are all examples of things we could do here, and may not all appear in Build 42, but hopefully our intended direction is clear. Ultimately to build up to the point that Alexandria / Hilltop / Kingdom style communities can form years after the apocalypse, giving more incentive to keep playing and building on existing worlds instead of intentionally replaying the early game because there is no real late game. All this would be a time sink and require a group effort and wouldn’t be compulsory for those who prefer to just die repeatedly in the early apocalypse days, but the hope is to allow for a much greater level of community building, and facilitate trade and potentially years of stories and rich history from within a single world, be it NPC populated or an MP server, spanning numerous player lives (so it can still be the story of how you died). These professions and expanded tech trees would be heavily gated and require specialization, often in case of the more complex crafting paths requiring pre-apocalypse skills that while it’s possible, are extremely difficult to attain to high levels after the apocalypse without a character specced toward them. We long ago ‘nerfed’ a metalworking system that was added to the game due to the implausibility of some random survivor crafting spoons and katanas in the apocalypse, however we’ll be expanding this again to include better items available through sufficient mastery and enough plausibility with the character build. We’ll increase the amount of recipes that’ll be unlockable within the world through books, magazines or VHSs, and try and accurately model more advanced and multi-tier crafting professions to allow survivor communities to thrive and provide much more diverse activities for players who like to stay in the safehouses. Finally, and vitally, we’ll be introducing the concept of ‘crafting surfaces’ to further restrict where some crafting recipes can be used. Some more complex recipes will require specific tables or equipment, some will just require a table or surface of any kind, while others can be carried out in your hands with no surface at all. This will add an extra level to the crafting, as making a place suitable for crafting the more complex multi-stage recipes, and potentially upgrading your crafting station and equipment, would become a more fulfilling experience than standing in the field and being able to make a stir fry. We have many and varied other things we want to inject into the game also – we’re currently working on seated / reclining characters for example, and also want to expand on in-game events and tie them to the map. We also need to do some work to improve guns, and PvP, at some point. It’s not clear when smaller features will start appearing, however, so will report on them in blogs as the year progresses. Build 43 Worked on concurrently to the balancing and crafting update, as well as discussed and shown within our blogs going forward, will be the first version of NPCs. We’re still deciding what should, could and would be present in the first NPC build. It could include autonomous NPCs that the player can group with, it could primarily include the reintroduction of the story mode, it could have NPC animals, or that could come later. We really need to look at what we have, and what’s feasible to deliver in a reasonable amount of time, as well as what we could release as a first build and not have people who’ve waited years for them to appear be disappointed. There’s a lot of plates to spin, decisions to make that require more brain power than we’ve had to spare during B41’s development, so we’re going to take some more time to discuss what would make the most satisfying and manageable first build, and take a stock check of what we have. We’ve got a LOT of NPC code, lots of cool systems, from Rimworld style priority and jobs system, personality systems, procedural story event systems, combat systems, autonomous survival behaviours, advanced group behaviour systems, vehicle driving systems, and a whole bunch more. While nothing could be described as 100% complete, the vast majority of the hard work has been done, is functional and is extremely cool. But B41 has taken a huge amount of our time and resources, and also taken some elements of the PZ workings in a different direction to things our NPCs were using, and so they need some time to be reintroduced to the most current build and made MP compatible. And when we do that, we’ll be moving stuff over in stages to release, rather than try and get everything functional and release ready at once. A good analogy is we’ve got two rooms, one full to the ceiling of extremely cool and complex circuit boards and wires that we’ve spent years making, one room is empty. Trying to tidy and assemble everything in the first room will be a nightmare. So we’ll start moving bits into a new room, setting them up, plugging them in together, and making something cool out of them to release. After release we’ll continue bringing in more pieces and attaching them, and so on for perhaps 2 or 3 builds until the first room is empty and our vision of NPCs is complete. It doesn’t mean that’s all we have, far from it, just sorting that entire packed room out would take too long and we want to finally start pushing NPC content out as soon as possible. We also have some big plans for a gun mechanics rework at some point, to provide a more solid gunplay experience that will make guns not only more interesting to use, require more a player skill element, but also make PVP encounters a lot more interesting for those who enjoy that kind of thing, as our PVP component is still one of the more lacking elements of our multiplayer experience. But for now we are not committing to where this will thread into the release schedule. The process of moving stuff over will take some time, and so we may be quiet for a couple of Thursdoids until we start getting stuff moving in the current build. As soon as we are though, we’ll be talking about the ongoing NPC development, alongside the concurrent crafting and balance patch, until they drop. Exciting times! It shouldn’t go unsaid, however, that if a big new feature is not ready then it’s not in our DNA to push it out of the door uncooked. We’re confident that this will be a great year for PZ, and feel we can keep the content pipe flowing, but also won’t be abandoning our accustomed position as the tortoise in the ‘tortoise vs. hare’ race which appears to now be paying dividends for both game and community. Much love, TIS x
  6. nasKo

    Happy New Yearoid

    A short Thursdoid this week, and we’ll return to our normal larger update blogs from next week in our first 2022 blog! Where we’ll discuss where we’re going after build 41 has been finished off! First of all, wow. We’ve put a huge amount of work and time into this game, and while we always considered ourselves lucky to be able to sell more copies than a lot of indies who struggle to get their game noticed in the extremely competitive indie game dev scene, we never quite imagined we’d manage to break out in the way we have this past month. It’s thanks to the tireless devs in our team who have worked on this game for years and made the game what it is through passion and blood and sweat, the support team who’ve had to try and get all our new players into the game when they have issues–despite this massive surge happening throughout the holidays, the community that have supported us the whole time through this journey and understood what we were trying to do, the incredible modding community who have expanded the game in so many ways and made diving into Zomboid many orders of magnitude more interesting, and it’s thanks to the content creators that have grown up alongside us, who’ve dedicated hundreds of hours of their content to Zomboid to introduce and entertain new players looking to dive in, and we’re overjoyed to see them get extra exposure as the game’s been thrust into many people’s line of sight. There are so many links in the chain that led us to where we are, and we wish you all a happy new year and thank everyone for coming on this ride with us! Build 41.66 plans A few updates on our plans for the next patch for Build 41, which will be appearing in the new year! VOIP has experienced numerous issues which we are keen to solve in our next patch, firstly the voip is adding a significant amount of additional traffic to servers which decrease performance not insignificantly, especially when larger groups are together. In addition, we’re experiencing some rather annoying peaking and clipping when some users start talking which is rather annoying to listen to. We hope to have a solution to this in the next build. We’ve implemented a queuing system to the server joining process. This accomplishes several things: Allows more than 32 players to queue to join a server, and will maintain a queue number that will decrease until they load into the game. This will allow those looking for entry into popular servers a way to start the joining process and allow them to browse the net, watch the Youtubes or play other games while they wait for connection. Forces players to load in one at a time, so as not to cause the server severe lag from numerous players joining at once and requesting large clumps of map chunks to be sent their way. Allows for whitelisted players to be flagged as priority irrespective of their admin status, which will let them jump the queue to get in if they have say VIP status for helping fund a server, or are content creators on their own community servers. Other big issues we’re seeing reported are item duplication bugs, something we’ll be looking to resolve before release. Also we’re keen to look into ways to make dealing with updating workshop mods a lot easier, both in terms of mods updating and causing connection issues for clients as the server hasn’t updated yet (which admittedly is a very very difficult issue to see how we can improve), improving the system for detecting changes and getting rid of any lingering ‘workshop mismatch’ errors that are not related to a server not being updated. Also, an incident recently involving a mod update breaking saves makes us realise we may need to do more to safeguard saves from mods removing item definitions. There are likely countless other fixes that we have in the pipe, so if you don’t see your own particular issue listed here, it doesn’t mean we’re not aware of it or have a priority to fix it, more that this blog writer forgot about them! We’ll discuss more in the new year in the run up to the patch, which will likely be put into a public unstable branch first to ensure there are no issues that could cause problems for servers who do not wish to test the fixes. A reminder to those operating public servers, that we cannot guarantee you won’t be hit by very destructive hackers or griefers, and its vitally important that if you’re willing to take the risk with public servers, then you practice frequent server back ups. In fact we’d recommend even white listed or private servers to consider server backups with some regularity, as its always possible a mod update or a game update could cause you problems. As always, we suggest and recommend only whitelisted servers and running a public server is done at your own risk. If you want to be secure from hackers, it’s also not currently a good idea to display your server IP publicly or advertise its presence on the server list. While we’ll constantly look to increase the security of the multiplayer, it was not the primary priority compared to providing a solid co-op experience during the long development, we’ll try and shore up any vulnerabilities in the packet security in the next build, but It will take some considerable time before we can implement solid anti-cheat measures given the open nature of our game’s architecture. Sorry if this blog is a little short and perhaps we’ve forgotten some huge thing we were going to mention. Forgive us if our patch has to wait until the new year, and we’re a little more absent than we should be due to the holidays. The international team will be back up to full speed next week, with the Russian devs who’ve been hard at work over Xmas fixing up and adding stuff, who will be taking their holidays in early January. Thanks for everything! TIS
  7. Thanks for reaching out. We've looked into it and decided not to revoke the ban.
  8. It felt like the day would never come, but we’re really happy and proud to announce that Build 41 has been released to stable! If you’ve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid what’s in store for them: This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet. Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didn’t know of the beta branch. It’s presence if anything has been damaging to Project Zomboid’s first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players. Build 40 will forever live on in a branch, access the beta branch “legacy40 – Classic Zomboid” at any point to continue playing, or if your specs aren’t capable of running build 41 comfortably. So what’s new in this build? Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags. In-game map system to allow the player to chart their exploration and find their way around the huge map. New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement. New combat, new weapons, new difficulty balance. New tutorial teaching you the very basics of the new movement and combat. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red target outline while aiming, increased gun loot spawn. Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and expanded Kentucky-themed soundtrack. Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape. Items now have placeable 3D models in the world, for all your decorative needs. New Gameplay Styles Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively. Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40. Builder: Construction, Exploration, and Farming focus. A more relaxed experience. New Challenges Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort. Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others. Entirely new foraging system. New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back. New thermal / body temperature system. New Tailoring system for clothing repairs. New Fitness / Exercise system. New emote system – Hold Q to bring up the Radial Menu for Emotes. New water visuals – including visible flow direction. New puddle system during heavy rain. New fog visuals. New levelling system. New VHS, and CDs system. Broken glass and related injuries. 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New radial menu for reloading firearms. New game cursor New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat. A gigantic list of fixes and QoL improvements. Thank you A huge thanks everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy: We’re over the moon over the success the multiplayer has seen and we vow to continue and expand on that. We’re so proud of everyone on our team, we know we wouldn’t be here today if we didn’t have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks. Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboid’s multiplayer we simply would never have (and indeed, hadn’t) achieved without them. They’ve put huge amounts of work into this, and we’re thankful to them for helping Zomboid multiplayer come to the vision we had for it. That’s all for this update. See you all after the new year where we’ll talk about what comes next!
  9. We've confirmed with several servers that VOIP can have a negative effect on server stability. If the fixes in this build don't fix all your issues with black boxing or lag, please consider moving to Discord for your voice chat if possible, and disabling VOIP server side for a smoother experience until we figure it out. Potential fix for instances of blackboxing on servers, where a client would be waiting endlessly for the server to send chunks (after already connected). Added splash-screen logos for General Arcade and Noiseworks. Fixed the PlayerBumpPlayer option. Added some new melee sounds. New weapon breaks, gore assets, long blade, short blade, umbrella among others. Fixed the game version string being different in some languages, breaking multiplayer. Fixed corpse inventory being 50 instead of 8 in multiplayer. Fixed sheet ropes destroyed by zombies not being synced in multiplayer. Fixed barricaded doors not visibly shaking when attempting to open them. Removed unused lines from the Linux dedicated server's start-server.sh. Fixed microwaves continuing to run on the server when the timer expired. Fixed the /additem server command not working with underscores in the item type. Fixed "Server Statistic" debug ui errors when the server's -statistic period is zero. Added exception handling around IsoChunk.AddVehicles() to fix the server dying when adding vehicles. Rewrote IsoChunk.isGoodVehiclePos() to handle vehicles at arbitrary angles, and to check for collisions with vehicles on neighbouring chunks. Fixed randomly-placed corpses being naked in multiplayer. Changed the PauseEmpty server option default to "true". Fixed zombies not becoming corpses sometimes in splitscreen multiplayer. Fixed a Lua error adding a saved splitscreen player in multiplayer. New MP statistics UI is added to admin powers. Byte buffer for SpriteRenderer was increased for debug mode to show whole population map ShowMpInfo admin power enables/disables statistics gathering Server disables statistics gathering if no requests for 10 seconds
  10. Happens when the tile that's placed there does not exist, e.g. misplaced, removed, or unreleased tiles, etc. Doesn't happen when you're not in debug mode. Debug mode isn't really meant to play the game in. Sometimes they're just leftovers. If you can grab the coordinates, that'll make it easier
  11. 41.61 will be available on the "legacy41_61" branch for those who need it SERVER OPERATORS - It's always advised to back up your user/Zomboid/saves directory just in case. Legacy branch is available in case of emergencies This is a hotfix to remove an exploit for players to teleport around the map. Previous Build 41.63 changelist Mods Hopefully fixed issue with servers not updating mods correctly. Now a server update should update any mods that have changed since last time. NEW Added some lore cars, spawning mainly in their corresponding places (+ distrib), e.g. Knox Distillery, Transit, Mass GenFac, Lectro Max variations for the Franklin Valuline. Added some specific character lore clothing outfits Added onItemFall event, passes: item. triggered when you lose an equipped item when tripping/falling. Added a bunch of movable sprite props. Gnomes can now find new homes. The first time the in-game map is displayed in a game, the view is centered and zoomed in on the players location. Decreased numbers of army zeds in LV. MP Send SendPlayerProfile packet before exit to main menu on exception while in in-game state SendPlayerProfile and LoadlayerProfile are high priority ordered packets Fix possible issue with buffers if IOException occurs while sending SendPlayerProfile packet Graceful fitness finish on remote client Pass packet type argument to client packet processing methods Don't display Public=false or hosted servers in the public server browser. Optimized rendering the public server browser. Optimized sorting the list of public servers, which happens after all servers have been queried. Fixed looping sounds in multiplayer after disassembling furniture. Fix for Public=true servers hosted through the ingame option with lots of mods showing up in the server browser. Fixed the Deaf trait causing looping audio in multiplayer. Added a check to prevent a possible crash on the server when exiting. Fixed remote player updates over long distances. Added debug log for VOIP data received from large distances. Added max/min VOIP range to MP population debug window. Fixed PlayerBumpPlayer=false causing no bumps happening with zombies either FORAGING Removed toggling off search mode when fast forwarding Fixed markers remaining on screen when discarding items Reduced XP gains for foraging, tweaked global XP modifier and diminishing returns for high level foraging Added slight diminishing XP returns for foraging Added isoMarker/worldMarker management to SearchManager Added check for all markers in SearchManager when toggling search mode Added additional clean up step for markers on death Added garbage bags/plastic bags to trash loots Added more items to the trash and junk loots tables Added search window tooltip to show categories available in current zone Adjusted loot categories to have more variety per each zone type Added debug info to search window tooltip Added isItemOverrideSize to force use of itemSizeModifier only for vision radius Override item size for some junk/trash categories to flatten out the vision range of these items Added forageSystem.globalXPModifier property Added setting the isNoticed flag on items forced near the player Added extra cool down period for rerolling noticed items Removed item requirement for finding worms while foraging Fixed icons spawning on fully blocked squares Added darkness effect reduction for a few traits/professions Increased maximum possible vision radius to accommodate highly specialised characters Removed bonus vision for light sources used during the day outside Added vision penalty for cloudy days when character is outside Reduced sneak vision bonus slightly Added a short delay before sneak and aiming bonuses apply Updated foraging guide info text Reduced the exhaustion/panic darkness effect on search mode overlay Added increased spotting radius for food when the player is hungry Added translation for no zone type Changed priority of modifiers in vision radius checks Improved and refactored marker management Improved and refactored integrityCheck function Removed some duplicate and unused item definitions Added zoneData icon count debug info to investigate area window checkIcons and createIconsForWorldItems performance tweaked for dense zones DEBUG Add debug log for VOIP data received from big distance Add max/min VOIP range to MP population debug window FIXES Fixed endless fitness action when character struggles PlayerBumpPlayer=false server option no longer removes bumping into zombies. Fixed a typo preventing the RotateObject sound from playing. Fixed voiceVolumePlayerse= typo writing options.ini. Fixed the Eat submenus showing +0 for 1/2 and 1/4 hunger amounts. Fixed the player getting stuck in the exercise animation when the High Exertion moodle is visible. Fixed the "Vehicle Engine" volume option not affecting vehicle-engine volume. Added null checks around IsoStove.emitter. Fixed rain-collecting items not collecting rain in multiplayer. Fixed missing movie-rental shelves. Added translations for Large Rental Shelves and Small Rental Shelves (moveables). Fixed some curved-road zones.
  12. We're going to update the GOG build soon. There's still a couple fixes we'd like to go in for non-Steam servers. Sorry for the delay.
  13. It's a server setting. SpeedLimit=
  14. Sprinters are disabled in MP. Them working on Random is not intentional.
×
×
  • Create New...