nasKo

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About nasKo

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    Speaks German in the Night, Community Manager

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  1. nasKo

    multiplayer

    https://steamcommunity.com/sharedfiles/filedetails/?id=514493377 If you want your friend to play while your PC is off, either let him host, or rent a server from one of the widely available game server providers
  2. nasKo

    StreamZed

    Why would we make it any different in MP?
  3. nasKo

    StreamZed

    Hello, so slightly different Thursdoid this week. The big question in the community is currently ‘when IWBUMS beta?’ which, while we are close, we don’t like to give a concrete response to as gremlins always have a tendency to leap from the woodwork. No worse release estimate, than a missed release estimate. (That said: weeks, not months for the IWBUMS beta.) So, instead, we thought the best thing to do would be to let the community see the current internal test build ‘live’ – so you can all see the current version with all its blemishes, and hopefully most of its coolnesses. As such from an intended start-time of 9pm BST tonight Mark.exe will be streaming the current internal version of PZ Build 41. Mark.exe’s channel can be found here. A handy international timezone guide to when 9pm lands in your country can be found here. We hope that the build is relatively clear in terms of show-stopping bugs BUT there have been a few crashes reported from testers during the day. PLEASE be patient with us, and with Mark, if there are any technical issues that rear their heads – this is a work-in-progress version and not even officially a beta just yet. Movement animations, if they look weird at all, are very likely on our ‘to polish’ list. That said, fingers crossed y’all will enjoy it. MEANWHILE Far and away the biggest change this week came as a result of some serious discussions about the responsiveness of the main player controls. For the entirety of anims development the mission had been to balance the increased realism of movement and increased presence with the slight lag of control you have from the character moving realistically: with character footsteps actually accounting for movement, instead of an internal switch that’s flicked the moment you press a key. Many AAA games have a slight delay in movement, even extremely amazing and popular ones such as Red Dead Redemption 2, so overall we thought this was a noble aim. The end results of which however, amidst a lot of positives, led to grumbling from internal testers. This week then, we experimented – tightening it further. Trying to push it to its very limit of control responsiveness, without the animations looking robotic. We tightened blend times between standing idle and walking, tightened blends when turning etc, and now we think we’ve found a much tighter balance. Most of the internal testers, re-accustomed to the weightier movement through extended play, were already pretty much satisfied with what we had – but all now agree that the tightening of these screws has made things better. As such we’re now feeling a lot more confident that, after some adjustment period once both beta and final version are live, most established PZ players will have far less issues over how animations have changed the feeling of mobility within the game. Which has come as a relief. FINALLY After we showed off ‘combat while moving’ last week there were community concerns raised that it would be very easy to ‘kite’ the zeds – continually batting them off and keeping yourself safe from the horde. This… is less of a problem now. 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! When IWBUMS does go live please note that the hat shown in the linked video is a posh lady’s wedding hat and NOT a sombrero. This is of paramount importance. Thank you.
  4. nasKo

    Picture from main menu

    In case someone comes here via Google or the search engine of the future:
  5. nasKo

    Far from the Zedding Crowd

    No, but we're hoping for a couple weeks tops.
  6. nasKo

    Diagonal/Corner Walls

    The thing is that walls in PZ are not actually thick. Look at the Sims screenshot there, you can see walls aren't just a pixel line covering the edge of the tile they're standing on. PZ walls are just paper thing essentially, but your eye is tricked into thinking some walls are thicker, because the top edge is often in a darker colour, giving the illusion of an edge on top. Actually, they're basically just a pixel thick. You can see the outer wall has its texture go all the way to the top. Inner walls have a couple pixels wide darker line on the top, to give the illusion of thickness. So it would require changing all the walls to make them actually thicker so they're visible when placed diagonally (and not just a pixel wide stripe straight down), which in turn would require changing the whole game world. Some layouts wouldn't work anymore, small spaces would become even smaller, etc. I'm afraid this isn't feasible unless I am misunderstanding how easy it'd actually be. Could be wrong here, but I don't see it happening.
  7. nasKo

    Far from the Zedding Crowd

    After last week’s big vid bonanza it’s something of a ‘techie’ behind the curtain blog today, but hopefully there’s enough to keep your proverbial up. CROWD RENDERING With the animated rotation tech front largely under control, we are now working on the next big ticket item we’ve been wanting to get in pre-IWBUMS. Any good apocalypse needs a good healthy horde of ravenous undead. That said, please ignore the fact that all the above ones are bald. Call it a comeback I guess, or more likely a bug. Zac’s current challenge is to be able to draw large quantities of articulated, walking, shambling, crawling, eating, and swarming zeds at a reasonable frame rate. Right now it’s okay-ish on a decent system, but wouldn’t stand up to a huge amount of zombie horde herding – which we know is a favourite pastime of PZ players. Crowd Rendering is a collective term that involves a number of techniques that take advantage of the large numbers of crowds to make the process much more efficient. To know where to aim, however, it’s a big help to have intimate knowledge of just how the PZ engine is performing, and where the hot-spots are. Toward this end, we are adding a Performance Analyzer module to AnimZed. Instead of a general list of hot-spots from a broad sampling of the running game, this will allow us to see a sequence of frames and the story of each rendered frame from start to finish. We will know what happens in the RenderThread and the UpdateThread, from start to finish, and will be able to measure the cost of each step, and validate the benefits of any optimization technique on a step-by-step basis. Or, at least that is the hypothesis. The initial implementation is the bare bones required to get us some useful data. If it proves useful, it will be allowed to stay and get improved as we go along through the builds of the future – not to mention help us optimize in other areas of the game. COMBAT IMPROVEMENT A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly. This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry) As such, due to the new animation system’s ability to allow animations to play only on the top half of the body, RJ has made a change that allows you to strafe while shoving and swinging your weapon. The upshot now is this has added a whole new element to combat, instead of being rooted to the spot for the duration of the swing, the player has more tactical options for positioning. It still needs some further bug fixing and balance (we may consider applying some malus to damage when moving during a strike if it’s necessary) but overall it’s working really well. OTHER STUFF We’ve clearly got a lot of internal testing going on at the moment – and it’s spotlit a few issues we need to clear up. (Although they’re arguably not IWBUMS-delaying at the minute, so don’t worry about that aspect of it). A prominent one is looting not playing nicely with rotationals, and causing a ‘Robocop turn’ at the end of player pathfinding to cupboards, lockers etc. Elsewhere we’re polishing a lot of the changes between movement states and bickering about keypresses, toggles and other aspects of player input. All the fun of the fair. Yuri is back on his work on improved fire visuals. This won’t be a part of the initial IWBUMS release, but we probably will want to be integrating it during the IWBUMS beta process – as it’s the last graphical overhang from the earliest days of PZ and currently looks ugly as sin on the new models. Internal testing of the extremely WIP (many builds far distant) Louisville map went really well, with a good variety of buildings being felt and general city size seeming expansive. It has, however, also been fruitful in showing us that to ‘feel’ built-up then things have to be tighter on-screen – so we will be removing a lot of the parking lots we previously had in downtown areas, so it all feels more compressed. Radio silence, bar the very occasional screenshot, on our version of Louisville shall now recommence! This week’s boardroom meeting from VOVKA. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. nasKo

    KatanaZed

    It's the same. A rework of it will be reserved for the Hunting build (42)
  9. nasKo

    Internet problems

    Haven't measured it but it will depend on the size of the server (as in how many players there are). I'd estimate it to be anywhere between 40-100 MB per hour.
  10. nasKo

    Game does not start

    In case you have this again or someone finds this via Google, this error (specifically "Exception in thread "main" java.util.zip.ZipError: zip END header not found") is fixed by deleting the logs.zip in C:\Users\Yourusername\Zomboid IIRC, we have this fixed for the upcoming build.
  11. nasKo

    KatanaZed

    Rejoice, for the rotation demons have been banished. Zac and Martin’s hammering away at the system has resulted in a fixed up box of cleverness, with only a few mild blemishes that still need to be addressed. Right now all anims relevant to the system are being wired up (sneaking, attack while rotating etc) while videos like the following can also be conjured up. We hope you agree that it’s looking somewhat awesome. Here’s the rotationals after-match report from Zac: “Conquering these rotations has been a series of puzzles that needed solving. At its core, we had a visual disparity between what Martin animated, and how it looked in game. We had snaps, glitches, casper-legs, the whole gamut. Some were already issues with the system, others were related to the new things we’d introduced with character movement and rotation.” “There was no single cause, but rather a whole family of them. So, like Matt Damon, over the past few weeks we’ve been solving problem one at a time, until we got it to behave properly. Some tech took tweaks, some heavier changes, and some had to be pretty much uprooted. We got there in the end though.” Also of note this week: The new Kentucky-themed soundtrack from our music maestro Zach Beever is now entirely in-game, working with the sadistic music director and has drama calculations tweaked too. The 36 new tracks span 2hr:41m in all, and also come with the gift of a new ‘level up’ noise, for those fed up with the singing lady. Survivor Zeds have been added to the roads of the area. They’ll spawn with a bunch of other zombies, but will always carry a good rucksack filled with survival goodies and an annotated map to lead you on elsewhere. Stas’ improved controller work is going to be left until Build 42 (see below) so the current gamepad support has been improved to cater with the new movement and combat. L3 (pressing the left stick) toggles sneaking. Right-trigger while moving makes the player run, similar to the gas pedal in a vehicle. Right shoulder button is reload firearm. Left shoulder button is rack firearm. 41 vs Beyond This week we’ve also been shaking down what features will land in the Build 41 IWBUMS, what will appear during the testing, and which will appear in Build 42 or beyond. Due to bit of extra work being required on them, and them currently being tied to the renderer improvement work Bitbaboon Steve is currently embarking on, Stas’ gamepad improvements will be left on the shelf till the next version. When 41 goes into IWBUMS there will be countless bug reports, instabilities and individual issues on different systems, so we don’t want to be distracted by anything we know isn’t 100% – and for this reason we also won’t be including mid-dev features like Turbo’s character temperature improvements or EP’s car doors that open and in-car animations when the beta is first released. They may, however, be added as the beta test goes on – potentially also joined with Yuri’s new fire visuals. Something else from (far) in the future, meanwhile, is our version of Louisville – the mapping marathon currently being undertaken by Mash. Although still incomplete, this week we have been testing out its current iteration for internal feedback – as we wanted to be sure people found it’s as large as we wanted it to feel, its buildings varied, its different districts different in flavour and that our current seven storey building height limit didn’t detract from things. Current internal feedback is that it passes all these tests, which is a relief given the size and length of this gargantuan art challenge – although for some reason the sign outside Spiffo’s HQ isn’t visible currently. This will be remedied. NEXT We’re not going to give any indication of a countdown for an IWBUMS release, but eagle-eyed Thursdoiders will have noticed that we have finally toppled one of the biggest barriers to it this week. Gameplay connected to the system, however, does need to be wired up – and optimization still needs to be fed into the machine to improve performance with large zed hordes and also bolster lower-spec PCs. Something we are considering, however, is releasing the IWBUMS beta in SP form first – before wiring up the MP during the beta process. Not only would this speed up a release (as there are likely gremlins waiting to jump out on us as there always are) but it will make a lot of sense to test and improve MP on a community server – and to restart all the usual Community Megatests and such to aid with the testing. Exciting times! Thanks for being with us! This week’s boardroom meeting from Sedna. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  12. nasKo

    Flashing in the Dark

    Hey everyone! I bit of a ’round the table’ what people are up to blog this week, a few little vids and pics to show but generally a ‘we’re working on it!’ blog as we try and push the final mile. We have some plans internally that we’ll share once we get a handle on how long the rotational blending system takes to polish and bugfix. Speaking of, Zac and Martin have been hard at work getting the rotational system polished off the last few weeks. We’re still having some persistent issues with the body twisting and various other things with the 180 degree turns looking unnatural, particularly while moving, but feel we’re getting closer every day. Here’s a recent video showing the rotation anims in action but please bear in mind its still very work in progress at the moment. Lots of to-ing and fro-ing with animation debugger output and puzzling at why certain anims are blended in, additions to the animation system to filter out transition anims based on conditions, and effort to repair foot sliding issues with the power of maths. Elsewhere, RJ has been hard at work clearing out a lot of the long standing bugs in the ‘definitely fix before IWBUMs’ bucket, as well as general polish and balancing up around the code base, fixing up crawlers, rebalancing shoe bite protection, rebalancing the bleeding system etc, to eventually get rid of all our big irritants in the internal build before others play. Tim, as well as some garbage collection assassination work (which it occurs to me now makes him sound like a hitman offing people in a garbage truck, rather than a coder trying to make java behave, now I read it back), has been working on some cool underlying tech that makes it easier to attach models to other meshes with predefined mesh attachment points since his forays into the vehicle model parts and so on that we’ve reported on previously: The upshot of this system is we can do some cool stuff we were not able to previously, including muzzle flashes (Note art is not final) There are other interesting applications shared, but we don’t want to get ahead of ourselves and promise stuff that may not make it into IWBUMS at this point, so we’ll see where it goes first. Turbo has been hard at work with the upgrade to the clothing insulation system, will just leave this (still WIP) UI panel to give an idea of how its going: This week’s foggy meeting by Sedna. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  13. nasKo

    When Dabs Go Wrong

    Hello all, here’s the latest from the Rotation Mines. ANIMATIONS The rotationals code is pretty much done, but Zac is now integrating a revamped animation provided by Martin for smooth 180 degree turns – once again using the power of Math(s). “The idea is to extract the rotation about the up axis to derive the character’ srotation angle” he explains, to the blog-writers complete non-comprehension. “Without having to go through the expense of Quat->Matrix->Euler conversions, so we deconstruct the quaternion transform to derive the result much faster.” Thanks for clearing that up Zac! Well, anyway – here’s a quick vid of where we were last week – when the rotations were working, but had weirdness around 180 degree turns. And now, here’s where we are as of this afternoon – with the improvements half-integrated, with a reminder in bold that this isn’t the final product by any measure. In this vid the walkToTurn and runToTurn anims still need hooking up, so the mid-stride ones used in this vid don’t look right. Likewise, there’s a one frame back-pedal still in there too, that needs hammering out. It’s getting there though. Everything should be looking sexier next week, and the feel of player movement will be less tank-like and far more enjoyable. Apologies for not having quite as polished a video as we had hoped this week, but we wanted to show you this at least to show that we’re getting there with it. By way of apology please have two bug videos that both show what can happen when rotations go wrong AND hint at the modding potential that Build 41 unlocks. Item 1: “The Spooky Float-Shuffle” Item 2: “When Dabbing Goes Too Far” As mentioned every week for a while now (not everyone reads every blog!) rotational anims are a core thing we need to get into the build before we can do a public IWBUMS test – alongside horde optimization and hooking the new anims up to MP. Of these items, rotationals are pretty much in the can once the above is finalised – barring polish once this 180 stuff is fully implemented. OTHER STUFF While the aforementioned pre-IWBUMS work on the animation systems is underway, other team-members are working on other aspects of the game to get it ready. Other stuff added to the internal build this week includes: Blood layer system so clothing closest to wounds get stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it. Quick video of this in testing seen here. A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg. Similar to the above, a speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others. So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot. The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc. in your inventory. Disabled roof cutaways and interior furniture loading when you’re moving fast in a car nearby via the new cutaway system – giving a nice frame-rate boost when driving through the built-up areas like central West Point. TRANSLATOR SHOUT-OUT As mentioned before, we are still looking for people who would be willing to look over the current state of community translations for Projec Zomboid. We have had quite an uptick in Chinese players this year, which is easily one of our more patchy translations – so would especially like to hear from any Chinese-speaking survivors who would be interested in helping out. Information is available here on how you can begin contributing for any language. Feel free to leave any questions or comments in that thread, and Connall is also always monitoring the #translation discord channel should you prefer to talk on there. Many thanks! This week’s troubling scene from Ocha. 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!
  14. nasKo

    Lowdown

    Hey all, SUPER CRAZY early Thursdoid this week that will probably be a Wednesdoid in many places. No fancy anim videos this week (tho some visual treats further down) and some more concrete information on what’s left to do before IWBUMs. Anims There’s been huge progress with the rotation code Zac’s been working on for a long while, and the results are starting to drop in daily now the underlying system has been laid down. As you saw last week with the character twisting at the hip to turn in 45 degrees in front of them, the rest of the system is falling into place fast. Now as a character twists their hip past a certain point, they will turn the rest of their body, stepping their feet in a circle. Doing a fast spin 180 degrees and the character will step around in a circle to realign with the upper body. It’s all fast and responsive so those concerned about these kind of animations making movement slow and treacley can relax. We were hoping to show it off, but its still suffering a few twitches and glitches that, considering how long this stuff has been in the pipe and how much we want its first airing to go down well, we decided for the sake of another week would be best to get it polished up first. So now we’re at the stage where the final task list before we can consider (read: consider, there may be bugs that crop up in addition) an IWBUMs: Remaining rotational work – Fixing up and polishing the rotate on the spot animations, then followed by launching into a run / changing direction in a run via animation. Once this is in, while there are other things we’d like to add they can wait until IWBUMs. Then… Optimization – Every zombie skeleton is currently completely independent and animating every frame, and this kills performance when lots of zombies are about. We need a system that basically shares animations between zombies in hordes, so say in a crowd of 50 zombies, there are only 6-8 animating ‘zombie walks’ (or however many needed to avoid it being noticable) they will all share. They could be offset additionally by time so you would never notice, but it will mean a huge saving on the animating for zombies. Finally… Animating in multiplayer – currently zombies and other players don’t animate in multiplayer. We also want to do additional work on better client prediction for the new animation system, that will hopefully lead to less rubber banding and generally a more smoother online experience, but we can perhaps wait on all that until IWBUMs, and release the IWBUMs with slightly less buttery MP. …and putting aside other bugs that crop up, that’s the list before IWBUMs. How long these will take is up in the air don’t be expecting IWBUMs to drop next week, but those expecting to wait until mid 2020 or something should hopefully be reassured when we say we’re on the home straight that we are. COOL STUFF Yuri has made a very long requested fix to the game. Sounds temporary. Watch out for those little trees! They’ll…. oh. EP continuing his awesome work! VROOM VROOM! That’s all for this week! We’ll hopefully have a nice vid to demo the rotational stuff next week! This week’s foggy commune courtesy of [PAX]McMiller! 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

    Twisted

    Hello everyone! Another ‘just getting on with things’ Thursdoid update. As we work on the last remaining tasks required before IWBUMS, we’ll do a little run through what everyone’s been up to this week! There is some really cool progress to show! Rotational Work Zac, as we’ve said over the past few Thursdoids, has been neck deep in implementing a rotational blending system. The amount of work this has been has been pretty immense, requiring refactoring huge amounts of the game’s code which deals with character angles and rotations. After much work, he’s finally started to get to the stage where the rotational blending system is falling into place. First a video: This is only the first step, but we’ll hopefully be seeing the rest of the system fall into place soon now the stage has been set. Next will be adding the turning on the spot step animations, which allow the lower body to turn once the upper body’s reached its limit of twisting the hip. In Zac’s own words: “We are getting closer to more organic character rotation behaviour. Previously, the character’s rotation was done by interpolating their rotation angle. This did not involve the character’s skeleton at all, making for some pretty robotic behaviour. The character’s feet just slide on the floor as they turn around. The character’s internals have have been undergoing some heavy re-modelling. The animation system is now getting involved. Rotation is now split into target and twist. The character can now specify whether they are turning or not, and how far they can twist their body and how fast. A good bit of math has also been written up for determining relative rotations, ranges, transforms, and interpolation. Some states are suitable for twisting, like when standing still and aiming a weapon, while others are not, like climbing over fences. The animation system incorporates these values into the skeleton. The twist is performed by rotations staggered across the character’s spine. ie. The twist starts just above the pelvis, the chest rotates some more, the shoulders, and then finally the neck. This makes for a more organic feel to the character’s rotation. More work is still to be done, but this is how it looks today. “ Elsewhere, Yuri has been fixing up some final bugs on the MP save database system, that will not only make vehicles more persistent in the cases of crashes and game quits, but should provide us with some additional security against inventory hackers on MP servers. After much internal discussion on what to give away to players in terms of profession costumes, Martin has been creating some additional branded t-shirts to go with various professions in the game. EP has been up to some very cool stuff! It’s all still in the early experimetal phase of poking at the car model system, so no guarantees if it’ll be in the IWBUMs but its way too cool not to show: That’s everything for this week! This week’s fashion show from our very own MartinG! 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!