nasKo

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About nasKo

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    Speaks German in the Night, Community Manager

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  1. I just tested the password to verify that it works. In case you're not copying it, it's 3 "s" in a row. You only enter the password "badassstas456".
  2. nasKo

    Red Hand Gang

    Hey all, let’s go for a quick trip around the various continents of PZ development and see what’s been done in this, the week commencing 18th March. Romain has been busy continuing work on adding new zones and costumes, adding work costumes for various franchises and shops found in the game, from Gas2Go, Fossoil, PileOCrepe and many more, as well as integrating more of Martin’s anims, including 3 new variations of zombies thumping on objects. He’s also added support for characters to lower and raise hoods on hooded clothing, for example hoodies and certain coats, and several new idle animations used when the character has injuries. Please note we will likely add more variation in future, as well as anims specifically for more serious injuries as the one shown.. EP has been doing a lot of work on zombie behaviour, stopping the zombies all piling up when moving toward sounds, and various other pathfinding issues that have existed for a long time but now look and feel more problematic now we have the shiny new animations. Zac has been continuing work on expanding the toolset and systems to provide more functionality to the rest of the team. His work on masking out different parts of clothing items has resulted in several extremely useful features. First, it now allows us to wear pieces of geometry clothing on top of other geometry clothing – as opposed to being a texture drawn over the character’s skin. This used to be impossible: the clothing worn underneath would always poke through the geometry of the clothing on top, especially when moving. Our old solution to that was to only draw underclothing as textures directly on the character model, which unfortunately led to the side effect of them looking like body paint and lacking the bulk of real clothing. Now we can easily turn off areas of the clothing that are covered, so we are provided with many more options. Zac has also used this masking support to allow for rips and holes in clothing. This said, it’s not quite finished yet, as he needs to apply the inverted mask to the underclothing and to make it visible inside the hole. As such, at the moment, we have a kind of Invisible Man effect when holes are used. In the meantime he’s also fixed the bug that was causing several of our weapon textures to draw incorrectly, which was down to pesky non ‘power of two’ sized (256×256, 512×512 etc) textures causing issues, so now support for those have been added. This picture sums up all of the aforementioned things. (Please note: the trousers used in this instance are still of the skin-tight texture variety!) Mark meanwhile has been at work smacking down a few of the low level blending issues, and it looks like he’s finally tracked down the cause, which was an old optimization that wasn’t sitting well with the animation system overhaul. It’s been removed now so we will be discussing other TEA approved optimizations to help keep us running at a decent speed in potato land. Now the blending issues are fixed, we’ve gotten rid of all the little snaps and jumps in the character’s movement, which should make things look all the better! Finally, ChrisW’s Sims-style cutaways have been merged into the main build and have been working really nicely – and EP has also smuggled in some oft-requested niceness in that garage doors can now be opened. (Cars don’t fit in them yet, and the sound is not quite right yet, but that’s a battle for another week!) This week’s pic is by Vampel!! 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.
  3. nasKo

    Players wife from the early stages of the game

    It had to be removed fairly early in the development of the game. We had to remove the rudimentary NPC system we had back then but we do plan to bring back Kate and Baldspot. It's going to be a while until they're back, but they will be back
  4. Sorry, but you're putting on a very off-putting attitude as a whole. Several posts of you knowing (better) how to properly make a game, how things should work, or where to put the focus on in development, all contributing to paint a picture of a user providing destructive feedback rather than constructive, either by intention or not. It's this whole know-it-all-and-better-attitude that usually doesn't garner warm welcomes, as you point out.
  5. nasKo

    Videoid

    Hello folks, time for another short Thursdoid, busy times and still a Thursdoid writer down, but this time with a bit of videoey fun to make up for it! This week everyone has been busying themselves as usual bringing the animation build up to full functionality. Numerous new animations have gone in, from grave digging, foraging, idles, cleaning up blood and other activities. Martin has been working on animation variants for the player defending against zombie bites, as well as adding new costumes and branded logoed shirts for various locations. TEA have been continuing in their bug fix and tool improvement. We’ve finally gotten ChrisW’s wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational. Yuri continuing work on fire, adding texturing and other effects. Meanwhile RJ has been concentrating on creating all the zones for clothed zombies around the map. Here is a video demoing some of the zoned zombie stuff. And yes, if there’s an obvious glitch (like zombies falling out of windows) we’ve already noticed it and will be fixed before release!: Oh and we just had to share this pic, made by Xeonyx, of New Denver fame, who has been working with us on some future challenge maps, and has done something pretty special with the internal anim build: and that’s it for this week! Thanks everyone! This week’s amazing pic is by Xeonyx! 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.
  6. nasKo

    Sort By Weight

    I think when you can actually play the update that we call the Animation update/overhaul you'll find that a minor quality of life change in the UI was, in fact, less important than working on the base for the upcoming NPC mechanics. I don't expect you to read through 4 years of blog posts, so I understand how the name of the update and quick glances over blog posts could leave the impression that all we're adding with this are a couple of extra animations. The animation update is the biggest update PZ has seen so far as it comes with massive changes to the game engine, affecting combat and other gameplay mechanics while also adding a whole new mechanic with crouching for an actual sneaking mechanic, and later on in the animal update more expanded stealth options. It's easily 1/4th of the game's code completely rewritten, as it affects how the game controls players and zombies, including their AI. Of course, it also lets us add more animations that will be setting the mood for encounters, enhance the combat as well as the visual experience that players are getting by having actual animations represent actions instead of the character standing there staring in the distance, only an ounce less appealing than a flat out t-pose. I cannot stress enough how much more important this update is compared to a change to the UI that will be more fitting when the UI overhaul is being tackled. All of the changes and possibilities this update will bring are easily overshadowing the little comfort that a sort-by-weight option in the UI would bring. We're not dimwits and if trusting us with knowing how to prioritize is too much to ask, there's not much else to say.
  7. nasKo

    Sort By Weight

    Think there are bigger things on our plates right now This will be unlikely to find its way in until the UI is getting its overhaul. You'll find lots of smaller quality of life changes that would be nice to have and have been suggested years ago. We're aware of them and they'll be implemented when the time is right. Right now, the whole team is working on animations, as stated.
  8. nasKo

    Need help from the beginning

    You are not supposed to see the Project Zomboid Modding Tools in Steam. What EasyPickins means when he says "so you'll need to download this version" is that you download the files in the thread you linked, which you've already done. Everything you need should be in those downloaded files, IIRC. There's no ultimate reason for it. It's just the way it works For a general basic guide, this should help: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ Here's a video tutorial that should still apply: https://www.youtube.com/watch?v=J7PCA2vFQt0
  9. nasKo

    Game crashes seconds after launching

    Go to C:\Users\YourUsername\Zomboid and delete the logs.zip file.
  10. nasKo

    game wont open

    You need to update your GPU drivers. Don't trust Steam or Windows to do it automatically if you have an AMD or NVIDIA card. Go to the manufacturer's driver download page to find your driver: https://www.amd.com/en/support https://www.nvidia.com/Download/index.aspx?lang=en-us
  11. nasKo

    Babydoid

    Hey everyone! Time for today’s Thursdoid! This time will be another rather hastily put together one I’m afraid. And to boot the internal development build decided to break today shortly before I was due to record a video, so hurray! After a few hours of trying to get something together I’ve had to go ahead without. As alluded to more vaguely last week, fearless leader and Thursdoid writer Batsphinx was last week unable to Thursdoid as he and his wife were busy delivering their new daughter Samantha onto their bathroom floor at 4am (shout out to Nick at the 999 emergency services who talked them through the ordeal!) and as such for the next few weeks he’s getting some rare but well earned Zomboid-free time to be kept awake all night and be milk sick upon. Congratulations Will from everyone in the team! So it’s left in the meantime for myself, coder and much less organized Thursdoid writer to take over. Usually I’d be bribing you with an awesome montage gameplay video with new Zach music to take your mind off the piss poor rushed together Thursdoids, but since that’s not happening, I’ll try go into some more details on what’s going on in the team this week! There are still some neat tech videos to show off. TEA TOOLS AND TECH IMPROVEMENTS Zach continues his great work adding more tools and features, this time to allow Martin and the other devs to quickly add and test new costume pieces through the AnimZed editor and preview them in game. Meanwhile, Mark is getting to the bottom of some low level blend bugs which have resulted in various issues and snapping that has been causing problems for a long while. We’re hoping future videos will have that extra smoothness and polish to the character motion because of it. FIRE IN THE DISCO General Arcade side, Yuri has been continuing his visual effect work, this time turning his attention to the outdated fire effect. He’s really in the very early experimentation and getting his particle system up and running, so the results are FAR from complete and extremely experimental. We were going to hold on showing until we had textured particles and blurring and further balancing done, but since our gameplay video fell through I thought we’d show where it is. So please no assumptions about size or colour or detail or untextured squares, any other aspect being final, as we already know this is far from complete but are excited to see how the tech is progressing: GAMEPLAY The team continue to work on tying the new animations, clothing and models into the game. Romain has been working solidly polishing up the combat and other in-game actions, I’ll let him speak for himself because ‘yum free Thursdoid words!’: And that’s your lot! Actually didn’t turn out as bad as I was anticipating. Thanks again and apologies for the video letdown, we’ll try get something sexy for next week to make up for it! This week’s pic is by us! 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. You set GlobalChat to false in the servers .ini file. This will only allow local chat. That's the closest you'll get to what you want.
  13. nasKo

    PZ Community New Outfit Thinktank

    Already exists
  14. nasKo

    Forking Hell

    Hey hey it’s Thursdoid time, this week may be a bit short as there are interesting things afoot in the Indie Stone family that means certain usual Thursdoid writers cannot be with us today (hence the worse than usual pun!), however we still have some cool videos to show! Things have been progressing very nicely with the animation build, the entire team beavering away happily implementing the multitude of anims and costumes, as Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!) In the game implementation side of things, we’ve started to get all the inventory icons in and implementations of all the weapons that will appear in the game (though more may come before release), crafting, looting and various other things are implemented. Videos speak louder than words though, and let’s get a taste of some new Beever while we’re at it. (please note due to remaining issues to resolve, this video does not contain the high res model rendering shown last week) In other related news, this week we’ve been spending some time getting all the <REDACTED> future build content up to date with the animation build, so we’re ready to go with full team development on it as soon as animations is complete and out there. That’s it for this week folks, sorry for the short Thursdoid but I’m sure you’d rather I was hammering away at anims than stressing about writing words here and hope the videos satisfy your appetite. Normal business will resume next week! This week’s meeting of the minds from eHxAtoMiic. 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.
  15. nasKo

    When are the NPC‘s gonna release

    Build 42 (or rather the next bigger build after animations), in the form of animals. Then, Kate and Baldspot return, along with non-persistent NPC characters and little events Then, autonomous NPCs that can group up with the player and take some orders Then, faction and group mechanics, adding politics, story and meta interactions along with personalities to the mix.