nasKo

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About nasKo

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  1. Plenty on at the moment, and a new Community Megatest with free PZ codes up for grabs coming up on Wednesdoid… NEW BUILDS We released a new build of the Vehicles test branch today, in preparation for it becoming Build 39 once Build 38 gets a full release. Vehicle Build 15 fixes bugs with car wrecks spawning in the air and gently floating down, and also goes through and corrects the vehicle shadows and collision boxes of all our car models – meaning that flipped cars can no longer be walked through. Yuri also finished off his gamepad integration work, adding gamepad control to our lootable map interface, which he will be transferring to Build 38 alongside the rest of his controller work. The original plan was to release our new map expansion featuring the town of Riverside and the Knox Heights Country Club into the vehicles build, but as the week has gone by it’s seemed increasingly daft to sit on something that’s finished for longer than is necessary. As such we’re currently working on the zombie spawn maps and player spawn points necessary for it to be released earlier with Build 38. Our intention is to get this out, alongside rooftop rendering and general RJ fixes, in time for a Community MP Megatest we’ll be holding on Wednesday evening. This is as a result of the… WAR ON ZOMBIE LAG We currently have two technical director chaps working on Zomboid. There’s Mark who’s setting up animations and currently getting a character skinned renderer active on a toggle (so we can turn on the new anims on the dev-side one-by-one as we go), and Steve who we’ve initially tasked with optimizing MP connectivity. Steve’s primary aim is to remove zombie lag (teleporting zeds, unfair bites and general server strain) and this past Friday he might have made a bit of a breakthrough – which has now been coded and is due to be released into our IWBUMS public beta for testing tomorrow. Essentially Steve discovered a way to optimize zombie transmission – limiting the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. This, combined with Stas from General Arcade’s ‘server save pause’ that’s already part of Build 38, could hopefully provide a massive improvement for all our MP players and server owners when released. Through the power of maths we can tell it’s likely to be a nifty optimization, but we can’t tell how nifty it will be without putting it to the test… and so… SERVER COMMUNITY MEGATEST II This Wednesday 23rd August at 8pm BST (GMT+1) we will be opening up a server that’s running the current IWBUMS build, and we’d politely ask those interested in helping out to attend. Full details in this thread. As with our previous Build 38 Megatest, participants will all receive a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs. AND FINALLY Massive props to SoulFilcher for recreating this little scene in LEGO. Terrifying indeed. Today’s featured image from SAS 6007. 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 Mondoids 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.
  2. Current focus is getting 38 out of the door, while putting roots down for the initial vehicles release in Build 39 and beyond. And so… BUILD 38 We’re fixing up and polish Build 38 for release, and want it to be as clean as possible so we can drop the vehicles build straight into IWBUMS beta testing afterwards as Build 39 – with the new map expansion that includes the new town of Riverside and the Knox Heights Country Club. This includes ironing the final kinks out of ChrisW’s rooftop rendering and peeking changes – as right now in the beta we’ve still got a few irritations like occasional see-through roof slants, canopies around the edges of buildings that never disappear and wonky player-built second floors. It’s ‘tidy up’ work more than anything, but we want it all to be as seamless as we can make it once it hits public. As such, while this is done and in the build-up to release, we’ll continue to fix and polish RJ’s existing 38 work with graves, sandbox options and other stuff – alongside turning as much of the Bug Tracker from red to green as possible. Yuri meanwhile, he of Vehicles Build fame, is going to transfer as many of his branch’s optimizations as we can into the IWBUMS version – so they’re not stuck in a holding pattern. He’ll also transfer his current work on improving gamepad controls and making sure that screens like in-game maps, foraging and sandbox game creation can all be navigated without a keyboard. BITBABOON GANG As regular readers will know we’ve now got Mark and Steve from Bitbaboon, both established Technical Directors from the land of AAA, bedded down with the team to help with animations (Mark) and MP/general optimization (Steve). Steve’s first task is to optimize MP connectivity – and so we’ve set him up with a build so he can get some detailed stats back on bandwidth, cpu and memory for servers, and track what happens when latency rises. While he does so he’s also marking targets for when his role turns to more general FPS optimization. Mark, meanwhile, is approaching the point at which the new animation system is merged into the main game code, but on a (development side debug) toggle. This means that it will always be integrated into the PZ build, allowing our coders to flick its various visual/gameplay switches ‘on’ as we go and start releasing test versions – keeping it in date with the main game much easier and allowing it all to co-exist with vehicles much more neatly. VEHICLES We released Vehicle Test Build 16 on Friday, which was something of a ‘wider IWBUMS testing’ preparation build as it put vehicles on a toggle accessed from the Game Select screen. It also corrected and darkened shadow positioning as well as, hopefully, prevented unrealistic car-climbing and bouncing on zombie corpses. Next up Yuri will be integrating Mash’s redone burnt car models, an example of which is below, before moving onto a spot of optimization. This said, in amongst it all, there are a few other aspects we’d like to see integrated before/during the 39 IWBUMS: specifically clearer headlights, red brakelights, car horns, sirens and accurate numbers of seats for each car model. We’ll see how much we can fit in, basically. WOLDREN MAPS If you fancy holding out somewhere new and different than can we also suggest you check out the wide range of awesome maps that Woldren has created? Over the River, especially, is pretty awesome – as it creates a huge bridge over from West Point, with its own docked ship nearby, and a range of interesting locations for you to explore on the opposite bank. Definitely one to check out. NOLAN GATES Something we’ll need to be adding to the main game in build 39+ are player-built gates that’ll allow vehicles inside. In the meantime the lovely Mister Nolan has you covered with his new Log Wall Gate mod. Vid here. Today’s featured image from Boop. 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 Mondoids 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. The current focus in terms of our more imminent builds is twofold: to get Build 38 finished, polished and out of the door – and to get the an experimental vehicles Build 39 released as an IWBUMS beta in short succession, alongside Mash’s now finished map content. To which end… BUILD 38 We’ve just released public IWBUMS beta 38.6 (try it out here) which follows a few versions that we had in internal testing. In recent public test builds ChrisW’s changes to rooftop rendering (which makes the map ‘pop’ out at you in more pleasing way and allows for cooler peeking through windows and such) has been something of an issue when it comes to player-built structures. This is hopefully no longer an issue, but we do need to hear player reports on any remaining visual oddities – especially in MP. One known issue is that a weird one in which the north-western-most roof square of a building stays hidden after the other squares reappear. It shouldn’t be too hard to fix – and will be sorted in the next build. Build 38.6 also comes with improved visibility when peeking through windows, and a bunch of general ‘tidy up and polish’ fixes from the rest of the team – map irregularities fixed, an oft-reported inventory lock-up nixed and the first results from Connall’s ‘legacy bug’ hunt. VEHICLES Tomorrow we plan to release Vehicle Test Build 16 (try it out 15 here) which is largely intended to clear out bugs and get our cars in a fit enough shape so that they can go into the Build 39 IWBUMS beta in an experimental form. This build sees an update to the physics so that cars can’t clamber over each other, or burnt out cars, and should also ‘jump’ a little less when running over zeds. Yuri has also investigated and fixed a bunch of reported crashes, stopped vehicles magically being visible through walls and fixed some of the misplaced storage areas we had on several of the car models. Our happy band of vehicles testers should also be aware that cars will now be ‘turned on’ through a toggle on the New Game screen. Currently Yuri is correcting ‘vehicle shadow’ and also darkening it a little so that it’s more obvious and cars are more grounded, and this may well be a part of the update too. Beyond any other reported game-breaking bugs, Yuri will then be tightening up gamepad controls, as well as fixing gamepad control issues game-wide while he’s in there and fiddling with buttons. Before we release into the 39 IWBUMS Mash also needs to paint up some new textures for the burnt out cars as the ones we have in there currently are from the old visual style. MAP Mash’s next map update, featuring the town of Riverside and the Knox Heights Country Club, is now ready for integration. We don’t want to distract testing away from the current IWBUMS beta too much though, so won’t be dropping it into the vehicles build for four-wheeled tester exploration until 38 is pretty much ready to go. It should make for a fun chunk of the map to explore in cars when it’s first released, so we don’t want to give too much away in terms of showing new screenshots when it’s so close – but Riverside is a new (fictional) waterfront town that’s around the size of West Point, with a very strong rich/poor divide in terms of areas and amenities. The Knox Heights Country Club meanwhile we’ve already mentioned, but has a golf course, swimming pool, sauna and tennis courts – and should be a fun place to fortify. ALSO Many Zomboid survivors will be more than familiar with Hydrocraft, the mod primarily worked on by HydromancerX. We just wanted to flag that Hydro now has a Patreon so that players who want to support him in his endeavours, both in his excellent mods for various different games and his personal artwork, should anyone like to contribute. Today’s featured image from Rico. 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 Mondoids 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. If you're playing coop you might have to enable the vehicles. It will be a small option called "Vehicles" next to "NEXT" when selecting a game mode (Survival, Sandbox, etc). Edit: Ninja'd by the boss.
  5. In ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta. The IWBUMS beta needs to be polished and bug-crunched until it’s ready for release, and the vehicles beta needs to be fixed up until the cars are in a good enough state to be released as an ‘experimental vehicle’ toggle in the Build 39 IWBUMS beta very shortly afterwards – alongside the new map extension. We’ll be releasing a new IWBUMS version once Chris W has finished off his rooftops/building rendering fixes (primarily the issues surrounding player-built constructions) later this week, while a new vehicles build will probably appear beforehand – which will make cars climbing on top of other cars and burnt-out wrecks impossible and make cars ‘jump’ less when striking zeds. Vehicle Build 15 also came out last Thursday which, among other bugs, improved fluidity should cars come to a stop and need to start moving again. Work has also continued to improve the sounds that vehicles make and, while still a work in progress, we hope that you agree that they are far improved on what we had last week. As you may know from previous Mondoids, we now have Mark Rowley working alongside us to integrate the long-awaited animations system we’ve constructed – which will in turn open the door to all manner of improvement and features that’ve been cooking backstage. Now his work is becoming a part of our internal animations build we thought it high time to drop the curtain on him, and have a Mondoid chat. Before we begin it’s probably also worth mentioning that Mark’s colleague at Bitbaboon, Steve, will also be joining us for a little while each week to help out with MP issues – primarily looking at a fix for zombie lag and its resultant unfair injuries. [General Arcade’s Stas was initially being set on this, but was called away elsewhere and will hopefully return to PZ a little further down the line]. Hello Mark! First off, can you give a bit of background about who you are and the sort of stuff you’ve worked on previously? Well I taught myself how to program way back on the C64, then progressed onto the Amiga and the demo/cracking scene. Then later on I studied electronics and decided to get a ‘real job’. I worked in fire detection, weights and measures and almost made a career at the Ministry of Defence before I was lucky enough to get offered a position at my first games company… that was 17 years ago and I haven’t looked back since. Since then I have worked at many companies all over the world, on many titles. In terms of animation systems specifically I’ve worked on multiple games engines, but the largest would be the Assassins Creed Engine, Don King’s Prizefighter for Take2, procedural animations for Prince of Persia while at Ubisoft and then London 2012 Official Olympics game at SEGA. There have been many others in between though. A good data-driven animation system can really allow content creators to bring a game to life. There’s a video of my GDC talk that covered animation issues and the Olympics game here, if anyone’s interested. Where’ve you encountered PZ before and what brought you into its orbit? PZ has always been a game I have enjoyed and followed, so when I heard they were looking for some help, I jumped at the chance. I know Lemmy from long ago, during our mutual time at Reflections on Driv3r, and I have heard a lot about Will from colleagues at SEGA. It’s a very small industry! While we had crossed paths a couple of years ago during my time at SEGA, it’s only been recently that I have been in a position to help out. Just to get everyone up to speed – where was the new animation system when you joined us, and what have you added/improved in the past month or so? It’s pretty impressive, lots of features and efficient, so my focus has been to make it easier to maintain and extend, and get it delivered to the players. Over my career I have found the enormous value in data driven systems, and we have now implemented the foundation systems into PZ to allow data driven animation and character states that should mean its robust, easy to extend and more importantly easy to maintain. You’re currently merging your work in, so what’s next? What plans have you and the team concocted? The animation system is being merged system by system, and then we will hook each of them up. Each character ‘state’ will be implemented and updated to use the animation system as much as possible so in the future it becomes really easy to extend. My work is also a drive to reduce code and eliminate bugs before they happen. As an example, let’s take ‘climbing over an object’ which in the initial anims build required code to pick a new animation for each and every type of object. This meant that whenever we wanted to add a new type of object and a new climb animation it would mean diving into the code and manually hooking up all the data. Now we’re driving this logic through the animation system with much simpler queries to the player’s state and world which makes the change through pure data, and to help manage it we have a nice simple editor to go with the changes called AnimZed. As a PZ player, during your work with the animation system so far and having access to Martin’s model and movement databanks, what aspects of the new animation system have you spotted that you reckon will bring cool stuff to the game? Will it be worth the (lengthy) (very lengthy) wait? Firstly it will just be the way animation seems much smoother, but over time as we evolve the systems we can start to add more depth and subtlety. We have also looked at extracting the velocity and motion of character from the Animation data, so changing the pace can be controlled by Martin a lot more precisely. Couple this extracted motion with the ability to blend between states of animation, and we will start to see more than just simple switches in animation. Imagine instead of walking and then suddenly limping when you get an injury, seeing that limp get progressively worse and really slowing you down the worse it gets… which will be even more fun when you’re slowing down those Z’s and watching them limp mindlessly after you. It’s pretty evident that the wait has been a really long one, but I think it will be worth it when players start to see much more depth to the way things move, but also for the developers with the ability it creates to add more dynamic content – adding greater variations of players and zombie movement without the massive amounts of work it would previously involve. It’s also making it much easier to bring other things, like animals, to the world without writing lots of complex code. I know the whole team is looking forward to unleashing this guy on the world. This week we’ve also been getting your colleague Steve wired up to the PZ coding mainframe. I’m sure we’ll talk to him at a later date blog-wise, but in the meantime would you mind introducing him and the sort of work he’ll be doing? Sure, I have worked with Steve for over 10 years now at various studios around the world, and around 4 years ago we started our own company specializing in helping out other studios and developers with their projects. I won’t steal his thunder, but Steve is one of the most thorough and skilled engineers I have ever worked with … for us both to working on PZ is awesome. I believe he’s going to be looking at a backlog of network features and fixes, but we’ll let him explain his plans himself later. Thanks Mark! We genuinely love you. Today’s featured image from Jim. 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 Mondoids for info. The Centralized Block of Non-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. Hello, here’s the zed latest from in/around the Knox Event. VEHICLES The general plan with vehicles is for Yuri to continue fixing up bugs/issues in SP and MP, work on gamepad support for them (and simultaneously other areas of the game that need gamepad attention) and then create an ‘experimental vehicles’ toggle on the difficulty setting menu so the current vehicles branch is ready to become a Build 39 IWBUMS beta as soon as Build 38 releases to the public. Once all this in place then Yuri can again turn to look at optimization when it comes to vehicles turning impacting on FPS etc. Last week Yuri released a build that made engines feel more natural – both in terms of keeping them revving once the player leaves the car (perhaps making them useful as a distraction), and creating more of an ‘acceleration curve’ that will allow us to put in simulated gear changes. It also had a speedometer and engine gauge to help things out. We’re also currently working on the sound of vehicles and (while not perfect currently – this is slightly ‘angry racing lawnmower’) in this video you can hear the aforementioned gear shifts pretty well. Yuri has also fiddled with stuff like increasing the chances of cars turning zeds into crawlers and made sure that players can only ‘shove’ at zombies if car windows are open. We’ll be releasing a new build tomorrow that addresses other issues like burnt out cars sometimes using a random texture. Our thanks to all our community testers, and especially to the efforts of Svarog, whose efforts have been greatly appreciated during this time. 38 IWBUMS We’ve got a 38.6 IWBUMS running backstage that’s letting us guide ChrisW’s fixes for the new ‘see the rooftops’ engine tweaks when it comes to player-built constructions. He’s working on this right now, so it’s likely that we’ll have another 38.7 release internally before returning to the public channel. In the mean-time he’s also fixed a few annoying legacy bugs like hovering blood splats visible when you’re on a lower floor. From this point RJ will be looking at bug tracker clearance and improvements to what’s already in the build rather than add new stuff, so as to get it all out of the door and experimental vehicles bumped into IWBUMS. OTHER STUFF As mentioned last week Mark R’s work (the Technical Director chap who rode into TIS town to help with the animations and is delivering a lot more besides) is currently being merged into the existing build. This means that dudes like this are an important step (of a multitude of assured steps, we know) closer to testing. Finally, just a brief mention that as of the next IWBUMS we’ll be updating the credits to let people know that Project Zomboid is now dedicated to the memory of Romuald Dron – RJ’s brother – who sadly passed away in recent weeks. Our thoughts are with RJ’s family and friends at this time. RJ has also asked if we could share a little bit of his brother’s awesome artwork in today’s blog, so here you go: Today’s featured image from Buttrix. 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 Mondoids for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. The CBOIT likes to spread the zombie love – so if you like games like ours then the plans for Dead Matter might be right up your street as well. Its Kickstarter lives here!
  7. Sorry for the late repost. I am a disgrace to the german kind.
  8. It should go without saying that without George Romero there would be no Project Zomboid. In fact, the entire face of video-gaming would have been very different without his vision. Since its genesis PZ has been about trying to recreate the feeling of Romero’s movies, and there’s no doubt that alongside legions of other video-games, books and movies we owe the man a great debt. We were greatly saddened to hear of his death at the age of 77, and our thoughts are with his family and friends. The legacy he leaves behind is a brilliant and astonishing one. VEHICLES As mentioned last week the public vehicles build is going to keep on getting updates until the point it’s ready to have its stream crossed with an IWBUMS beta – so we can get an ‘experimental vehicles’ option into the main beta channel, get its optimizations into the main game and make tester life easier. Tomorrow Yuri will be updating the public build with a few cool changes. Firstly while playing around with sound implementation we realised that the noise of gear shifts was fairly vital, but also that the behaviour of the cars themselves didn’t leave much room for this – and the inclusion of actual player-controlled gear shifts seemed a little too hardcore. To give a feeling of gears then, to accompany the sounds we have brewing in an FMOD studio, Yuri has changed the way vehicles accelerate. Top speeds are now on a curve: acceleration slows in the last 25% of your potential full speed. This will likely need further tweaking, so feedback is welcome, but should allow us to space out RPM increase in sounds and implement the gear shift noises. It will also, hopefully, make high speed driving more rewarding. To accompany this Yuri has also added a speedometer (kmh) and engine gauge (revs) to the UI – although it should be noted that the visuals and read-outs for these are placeholder, and we’ll be converting to mph with an options toggle in due course. Yuri has also fixed a few bugs, so the people of Muldraugh have now stopped occasionally parking their cars on top of other cars. IWBUMS BETA RJ released Build 38.5 into the IWBUMS public beta with a rewrite of his ‘zombie corpse build-up’ code that tracks decaying bodies in a much more localized area than previously. Feedback appreciated as we can certainly tweak this system further. We should be also be getting some ChrisW fixes to the new ‘rooftop exteriors’ engine code later this week – making players beneath supported roofs and overhangs look less broken – before moving onto player-built structure issues and any other issues the system raises in general gameplay. OTHER STUFF Mark R will be doing a big check-in of his anims code rewire and layers system (explainedhere) this week, bringing it all together and providing a new and improved base from which to get ‘em out to you. In the mean-time Martin the animator and model guy has been working on more military clothing, military vehicle wrecks and other stuff so we’re ready when the time comes. Mash’s map work continues, and will likely land in Build 39. It’s a spread out area that should be fun to explore with vehicles. There’s a bit of it that looks like this: Our composer Zach Beever is back (and graduated! Congrats Zach!) and will be experimenting with layered music that can be heard during play actively fits what’s happening on-screen – build-ups during lulls of non-zombies, more intense during confrontations etc. It’s all quite experimental currently, but its fab to have Zach back in the saddle. 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 Mondoids 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.
  9. Ello, here’s the latest on matters both zomb and oid. VEHICLES We just pushed a new version of the public vehicles beta (access details here) in which the headline improvement is probably the improved zombie collision. Formerly piling headlong into zombies without acceleration seemed to have more impact on zeds, so hopefully things will feel a little more realistic now. Likewise collisions with car wrecks would previously slide along like ice hockey pucks, and they now should hopefully feel as if they have more weight and presence in the world. Yuri has also cleared a bunch of bugs from our plate that our awesome testers have been reporting – including fire errors, persistent engine noise, radial menu problems and the somewhat dangerous ability to read a book while driving. Our general plan with vehicles will likely be to merge them into the next round of IWBUMS testing as an optional ‘experimental’ sandbox feature (unless the existing one stays in testing for more than a couple of weeks). The thought is that this will allow us to get the vehicle branch’s many engine optimizations into the main game, widen player feedback and also remove the irritation of constant swapping between test builds for our merry band of community bug reporters. NOISES As a part of this we’re also now looking into integrating proper sounds for vehicles that reflect their type and condition, and while we’re back in the FMOD studio we’re also taking the opportunity to polish a few other areas of the PZ soundscape. We’re looking at stuff like different footstep noises on grass, concrete, snow, wood, from a higher floor etc and also more varied seasonal sounds. Right now we have a lot of birdsong in winter, for example, which could be easily removed and replaced to give a better feeling of seasonal change. CHRISW ENGINE WORK Feedback on the more visible upper storeys and window peeking that are currently part of the IWBUMS public beta seems pretty positive – but there are two primary issues that need to be ironed out before we can release. The first are visibility issues with porches, overhangs and buildings like garage forecourts with supported roofs – as is shown here by Captain Dringo. The best way to sort this is to have the data marked up so that canopies and porches and similar structures can be hidden cleanly – to which end Mash has been marking up impacted locations on the map. This week ChrisW will be adding the code fix and remedying cases where small overhangs are attached to buildings. This procedure will give us an effective way to hide anything that blocks the view. Currently the system never hides the player or the nearest zombie, but we also need to expand this to other survivors for MP. Likewise to finalise his fixes Chris will be making sure that player built structures and additions respond to the same rules as the game’s pre-existing buildings. TURBO DEVICES It’s been off the boil for a while, but Turbo is back on his upgrade to how in-game devices operate and is chasing down bugs and networking issues in a newly operational build. This is an under-the-bonnet feature, but it’ll allows us to make the use of radios, TVs, VHS, computers, military equipment etc a lot more engaging – and will also open the door to a lot of modding. Turbo’s modular system essentially standardises the code that runs the various different in-game gadgets, and will have repercussions (whether from us or from the community) on how easy it is to introduce/improve a wide variety of in-game and in-building systems. The sort of stuff that’ll now be far easier to create, either officially or from modders, would be: recording/playback of messages, device deconstruction and upgrading, player-created electric wiring and waterpipe systems in safehouses, security systems places like Rosewood Prison and banks, various items of discovered military equipment etc. OTHER STUFF First off: everyone keep an eye on what Rekkie’s up to in this thread – as we certainly will be. In terms of ‘us’ stuff though well we’ll have another IWBUMS public beta update later this week from RJ, while Mash’s map work on the next main game area continues. In the long wait for animations, meanwhile, Martin’s still churning out new clothing and models backstage so we’re sitting on something of a stockpile back here while Mark does his stuff. We’ve refrained from showing much during the lengthy delay, but this one that popped into our inboxes this morning made us do a ‘squee’ as it really nails the 90s ‘Outbreak’ movie vibe that we generally go for. And also we don’t give Martin enough love for what he’s doing so well for us behind the scenes. This week’s engaging water closet from Hootie. 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 Mondoids for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  10. Thread discontinued. Continued thread here:
  11. The devs write them. I just post them around
  12. We’re really struggling with those puns at this point. Hello all and welcome to this week’s Mondoid. Due to some unforeseen absences this may be a brief one, but still a few newslets to convey. Vehicles and optimisation Vehicle and main game optimisations continue apace, we had an extremely fruitful public test event we held last week, thanks to Jake and a lot of awesome people who took the time to help us brute force the system, we managed to get over a hundred people to join, and gathered some valuable telemetry that will allow us to optimise the game further. In addition we were able to put Stas’ new saving system to the test. In short, the saving has been optimised heavily, to cut down on server save times and in addition to pause the game on clients to avoid the players getting themselves into lethal situations amongst paused and laggy zombies. We’re confident the multiplayer experience will be much better once this is merged into the main codebase. Whether this will be in the IWBUMS, or only in the vehicle build will depend on how things go. Animations Work on animations continues to tick away nicely. Mark has implemented an awesome layers system that should attack the remaining animation work in various ways. Layers basically add another dimension to the animation state system implemented by us mere mortals, and allows on the one hand much more genericised states, allowing us to add ‘sub states’ that will make it much easier to allow us to tie the animation system into the existing game logic in areas it still needs doing so. An example would be say in injuries, a character will not only have a ‘walk’ state, but also that walk state will contain all the logic for ‘walking with a limp’ or ‘walking with a crutch’ or ‘walking with a vengeance’ or whatever kind of walking we might have or implement later, further allow us to blend granularity between these sub states. This, while still not 100% complete, will cut down on the amount of code required for such things dramatically, and allow us to slip the system in to hug existing code much easier, while at the same time essentially giving us thousands of ‘half way house’ animations between actual animations we create (character is walking with 20% limp in left leg) etc to give the game an even more dynamic and animation rich feel. Zomboid Dollhouse Chris continues his work on making the isometric game world look oh so more pretty, ironing out the remaining bugs on the ‘single building cutaway’ system, while we talk about the new cutaway system that will render the interiors of the houses much more pleasant and navigable, and finally do away with the transparent blob effect we currently have in the game. Mash has started work on the necessary cutaway tiles and things are steaming along. Other Stuff RJ is currently in the process of re-balancing the corpse disease system, to make sure it’s less brutal and instantly lethal, stacks properly with multiple bodies, and more in line with what you’d expect from hanging around corpses. Connall’s taking some time to go out on a bug hunt, and will be helping out in the main PZ branch, zapping a few of the longer standing bugs knocking around the codebase and bug tracker. This week’s vehicular calamity is from Injen_team. 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 Mondoids 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. Would have preferred xXM'aiq The LiarXx but whatever.
  14. Ah, I see. Should've checked beforehand, but since you previously had a screenshot in a Mondoid it was enough of a link. Merged the two accounts and changed your name.