nasKo

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About nasKo

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    Speaks German in the Night, Community Manager

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  1. Too Hot For TV

    Hey everyone! This week on Thursdoid: We’ve just released a new test build into the weather branch, which contains many improvements to the new weather system, and in addition contains a whole slew of fixes and additions. However, we’ve had a few issues confined to only a couple of testers and think a couple of bugs have slipped into the mix that we’re having trouble tracking down or replicating reliably, and we’d love to get some wider testing done to try and figure out if this is a widespread issue or not, so multiplayer feedback would be much appreciated! Details on the build can be found here, we’ll look to get you a complete change-list in the next day or so but this is a combination of various branches so general feedback on any issues would be very appreciated! Multiplayer optimisation Recently we’ve had a sharp uptick of streamers playing our game, and have been paying close attention to Klean’s awesome Blacksite server (Long live Trader City) which has managed to amass 100 concurrent players on a couple of occasions–which while we were impressed it functioned at all, did start to fall down under the load. We’re hoping we can use our observations to improve the multiplayer syncing and server performance. One thing we’ve observed repeatedly in recent times is that it appears certain players seem to suffer worse with getting delayed or missing packets leading to much more extreme lag to other players. This doesn’t seem to be tied to ping, so we’re looking to investigate the lower level networking code to see if a problem could reside there that would cause some players to be starved of packets on busier servers – we’re currently looking to organize a large non-Steam multiplayer test with which to test if the Steam communication layer may be causing any additional interferance, after which we’ll hopefully be closer to nailing down these issues. We’ll post on the forums about such a test when it has been organized. We’re also noticing some oddities with sound pop up here and there, seeing people not hearing other player’s guns, and a few reports of inaccurate ranges for different sounds, so feedback on this would be much appreciated! Thermal Expansion On the weather front, the test build in the weather branch has also had an update to the weather overhaul – the big focus of this build is to improve the game’s simulation of player body temperature, to more accurately model how a player will get hot or cold within the environment, with internal body temperature interacting with the character’s surrounding with various modifiers based on the character’s situation, dress and health. Extra elements are simulated such as sickness lowering resistance to cold, wind and rain reducing the player’s body temperature, as well as adding hyperthermia and hypothermia into the mix. We’re aware we may have to provide more ways for the player to handle extreme heat or cold, such as more varied clothing – some of this will clearly need to wait until the animation build, so we’ll decide in a future test build whether we need to disable or reduce the more extreme temperature effects until these features or added. If people are giving the new temperature system a try out, you can pull up some debug information to track the player’s body modifiers. This will hopefully show the depth of these systems! Full details on the weather build can be found here, with instructions on how the new body temperature system works. Shiny! Yuri’s been improving the look of the vehicles, adding environment maps to make cars look much less matte and have the reflective shine one would expect. We’ll probably have a lot of fun tying the reflective values into how clean a car is, and providing another weirdly in-depth mechanic to the vehicle system in Zomboid in future! Today’s somber goodbyes are from Rzeznik. 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.
  2. Zombies in the Mist

    Hey all, here’s the latest. WEATHER BETA Overall we’ve been getting some great feedback from the weather beta, with a few favourable mentions of it feeling a bit Silent Hill which is nice, and we’re looking forward to getting it properly into IWBUMS testing. In the mean-time though Turbo has just updated the public test beta of his current weather, climate, fog and precipitation work. This primarily fixes issues with disappearing fog, and also always keeps the ‘visibility radius’ around the player constant when shifting the camera view – and also carries some optimizations of the new system with it. An extra feature within the new beta update, meanwhile, is an improved approach to how the temperature impacts on the player and the player’s moodles – something that’s needed tightening up for a long time. Turbo’s work takes into account clothing, hunger, indoors, outdoors, thirst, being wet etc – all of which have a combined impact on the player body temperature. This will no doubt need a lot of balancing – so please drop feedback into the thread. FORTHCOMING IWBUMS BUILD Work continues under the hood for the next round of public testing – with EP getting down and dirty doing a full C++ rewrite of our Zombie Population Manager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers. EP has also added a system to convert objects placed by mappers (both our own, and those in the community) so they can be used as functional game objects. Right now this covers items like barricades, campfires, and rain barrels but will be extended further. Over with our friends at General Arcade, meanwhile, Yuri has been implementing the ability for players to injure each other with vehicles – enabling hit and run incidents in MP. (This will clearly also be a server option, as griefing opportunities could potentially run high with it). On top of this Stas continues to improve our gamepad integration – working on new calibration and key-mapping options screens and the like. OTHER STUFF The nice gents at T.E.A. continue their work improving the new animation system – this week with Zac bringing animation blends into the AnimZed tool. This function will make it far easier to integrate future changes and combinations of animation states into the game for both devs and modders – something that’s been a part of the animation code for a fair while becomes a lot easier to access and toy with. As Zac explains: “while health is high, any state will play its Healthy variant (IdleHealthy, WalkingHealthy etc) but as the health drops, the same state will play the Wounded, and then Critical variants. In other words, a limping character will limp his way up stairs. He will not just limp to the first step, have a miraculous recovery and skip along up the staircase, only to resume limping at the top”. We’ll never add pooping to Project Zomboid, partly because it’d be fairly micro-managey – and latterly because the new animations required would be horrifying. That hasn’t deterred modder Nater from stepping up to the plate though. You can check out the Defecation Mod… here. Should you dare. Today’s trip to the mall from togogo33. 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. The CBOIT would like to point out that Zomboid contributor, tester, server-runner, tech support chap and all round good-guy Rathlord has released his own game. It lives here on Steam if you’re interested. Fanx!
  3. RELEASED: WEATHER TEST BUILD

    I think I've seen this being reported in the thread, already but maybe this helps: https://youtu.be/XC-41DSFwZI There seem to be borders that change the fog or rather make layers of it disappear/reappear at different zoom levels. I'm drawing an imaginary line of the border at the beginning of the video. Tried to show that fog also disappears on different zoom levels and that the border shifts when changing the zoom level; better shown in this vid: https://youtu.be/Zhfh_vdO06I In a car: https://youtu.be/YfxDYe4sM7Q
  4. RELEASED: WEATHER TEST BUILD

    Now The build was updated yesterday:
  5. Snow DaZe

    Happy Thursday all. Work continues on two fronts: the stuff that was developed concurrently with the vehicles build that we intend to get out into an IWBUMS beta as soon as we can, and the stuff that the five guys over at T.E.A. continue to improve our new animations system with in terms of more flexible/data-driven code and an improved AnimZed animation tool to match. Let’s go round the houses then and see what’s new. WEATHER TEST BUILD As flagged on the PZ website last week, we currently have a public test version of Turbo’s new weather, climate, storms and fog system available for players to try out. You can find full details on how to access this in the forum thread. Initial player reports have been really positive – with people reporting that they’re feeling a greater sense of seasonal change and are feeling nicely hemmed in (and are having more difficulty driving) in heavy fog. The primary piece of feedback we probably need at this point is whether players feel some of the new time of day and season shaders are too intense or washed out – you can find details of the debug tools that’d be useful if you wanted to quickly check a variety out in the link above. Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Please note that this will break current saves on this test build. Turbo will now start to address some of the great feedback he’s received this past week in terms of bugs and suggestions, such as the occasional foggy starting houses and black lines that are visible on some zoom levels. NEXT IWBUMS In amongst the bigger headline features like weather and MP chat improvements currently in the mix, there a variety of smaller features and fixes also on the boil to benefit players, modders and admins. In-game fonts have been made bolder to help with legibility, car wrecks can now be dismantled with a propane torch and welding mask and we’re also tightening the difficulty levels of our more noob-friendly scenarios – as we can’t help but feel that some of our players are getting too easy a ride at first. Also fresh from the coding furnace, meanwhile, is EasyPickins’ in-game Sandbox Options Editor for server admins. This will allow admins to change in-game settings that don’t require a full restart, and should make managing a server for you and your friends a little more forgiving experience. T.E.A. WORK This week Zac has built a ‘Paper doll’ interface into the AnimZed dev/modding tool, as seen below this replaces a big list of numbers and toggles – letting you/us design zombie and survivor outfits for in-game use and testing in a far more user-friendly and efficient way. He’s also got 2D blends working in the tool, but still needs to work out the best way to visualize them in AnimZed. A lot of what T.E.A. are currently doing is improving the system, and adding flexibility, by making large chunks of it data-driven and greatly simplifying (and modularising) the player code. It’s complicated stuff that’ll make devving and modding easier, and should put the game and community in a good shape for many years to come. This has been Grant’s primary work with the ‘state machine’ recently, while Bitbaboon Mark (although we should probably call him T.E.A. Mark at this point) working out the best ways to transition the T.E.A. workflow over into the core PZ team. Our thanks to Mad Dan for his snow pic, and indeed just for being Mad Dan. 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. RELEASED: IWBUMS Build 39.67.3

    Vehicles had their own versioning. That branch is not there anymore and no, it was not more up to date. Looks like the same question to me, unless I'm missing the proper context? Vehicles were merged with the IWBUMS branch.
  7. Weather Test

    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today. With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for players to try out. This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below: Steam beta password: weathertestbranch Steam beta name: weather Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct. This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process. You can find full details of the weather build here on our forum, and any/all feedback on bugs and your experiences playing it should also be deposited in this thread. You can play PZ as you would normally, experiencing the weather as it occurs on a daily basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found on the forum release thread. So what feedback will be helpful for Turbo to hear back on? The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base. Please note that this is a ‘realistic’ climate system. Not every summer will be a scorcher, and not every winter will see snowfields. As mentioned, this is a debug build – so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with. You can find details on these in the test build thread on the forum – giving you opportunities to turn on different effects at will, as well as look at graphs showing the different climatic forces at work and the movement of thunderstorms. Let us know what you think! 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. Zedlights

    That's understandable. None of the features that are going to appear in build 40 are delaying Animations. Where is that idea coming from?
  9. Zedlights

    My point wasn't to argue why animations haven't come out in three years. The point was that build 40 not having them doesn't mean animations are going to come out later. Again, the only option here would be not having something else in the meantime, which would be way worse.
  10. Zedlights

    Animations are not coming any later. It would just be silly to hold back work done elsewhere or not to work on anything else at all, just so the "next thing" is Animations. The bug and balance fixing mentioned isn't something that's being done instead of working on Animations. It's done by other parts of the team, while the other part of the team continues to work on Animations. "Put up or shut up" would mean "Animations or nothing" in this case, which would be the opposite of a good approach. Putting animations in before they're ready for testing is just not an option, so I feel the potential for argument ends right there. No doubt it's been a long time, but it's going to take as long as needed.
  11. Gun Run

    Short dev blog this week as we’re still patching up the vehicles build. The initial launch was pretty stable, and has thrown up some amazing tales of survival adventure, but there’s still a few nips and tucks required before it can be considered a final version. To which end… VEHICLES BUILD We’ve just released the first vehicles patch (Build 39.67.5) and you can read the full patch notes here. Issues that we’ve addressed include: broken VOIP, players riding shotgun being teleported, disappearing car keys and hopefully a bunch of ‘ghost zombie’ occurrences. The patch also increases tool spawns, makes collisions with zombies a bit more solid, reduces generator fuel consumption and introduces a new item that can charge car batteries if you’re in an electrified area. There’s also a lot of general UI work done to improve playability on different resolutions, and to better support EnigmaGrey’s Big Freakin’ Fonts mod while we work on our own improved support for higher resolution screens. We anticipate a few further patches before Build 39 is considered complete, but hopefully this will be the largest and most wide-ranging one. Please let us know of any further issues that we need to address in the bug report section of our forum, and thank you for all your amazing feedback since it launched too. FUTURE BUILDS Elsewhere we have Mark and the guys at T.E.A. working on our new animation system and dev/modding tool AnimZed – which Martin our animator now has in his hands to provide feedback on, and go over his work thus far. “Whilst a lot of work has been done under the hood to make the new animation system work” he explains, “Any input from me, like new anims or clothes, has had to go through a programmer to get implemented. AnimZed allows me, a non-coding scrub, to add and tweak anims as well as add new clothes and combine these into outfits.” “Right now I’m looking at movements (running, walking, strafing etc.) and looking to iron out any kinks with the tool and any of the animations. We’ve encountered some foot sliding which we’ll look at in the next week, for example, and in another case it appeared that bags/rucksacks were being shown inside out. It’s this sort of thing that becomes easier to sort through with AnimZed, and should become easier to fix within the tool too – with the guys on Mark’s team continuing to polish and roll out more features, making it ever more comprehensive and easy to use.” As mentioned last week, while all this anims work is going on we’ve got also got a fair amount of new stuff that feels ready for public testing. For example from General Arcade there’s Stas’ chatbox update and a load of additional work and presentation fixes on vehicles from Yuri. Netcode improvements, better car shadows, less ugly clipping between player and car, improved headlights, fixed textures, non-floating cars, better zombie responsiveness and a lot of general tidy-up work all needs to be opened up to testers. Turbo, too, is now negotiating what’s hopefully the last of the major challenges set against his new climate, fog and precipitation system. In previous weeks we’ve discussed how the ability to see fog/rain/snow through windows was tricky when it comes to the inner workings of PZ, but having worked this out he also had to figure out a way to let fog appear to envelop player-made structures that weren’t standard dev/modder-made entities on the map. As such Turbo has been working on something that can detect sufficiently roofed and walled player structures to mask his fog, which we’ll likely be able to use elsewhere in the game too. Once this is in and working we hope to be able to mix it all in with General Arcade’s work and get it ready for wider testing. Thanks so much for all your continuing feedback and bug reports on Build 39. Please keep it coming! This week’s gun shop heist from Prawnflakes. 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. On the Move

    Evening all! Last week’s vehicles release felt like it went well. The release version was fairly stable, people are enjoying having transport in the game and we’ve seen a huge boost in player numbers – which has in-turn revealed plenty of bugs for us to squash over the next few weeks in patches. Many thanks for all your reports, and please keep them coming! There are clearly a lot of people returning to the game and wanting to get their friends involved on co-op, so we’ve also decided to put the game on sale from tomorrow for a few days with 40% off. (If people find this helpful we’ll probably do so again whenever bigger features get into the main game.) VEHICLES FIRST PATCH We’ve been running an IWBUMS patching some of the more serious issues – but due to the expanded number of people currently playing MP we don’t want to mix it into the fairly stable release build without giving it its due testing. As such, if you fancy grabbing some free PZ codes for participation, then keep your eyes on the forum over the next few days / week and we will likely be running some impromptu community IWBUMS megatests for those on the beta channel. UPDATE: In addition we have just updated 39.67.2. In amongst many and varied other things, currently in the patch we have: A fix for the disabled VOIP bug, double doors imbued with physics and fixes to zombie positions on the client. Fixes for players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven’t been loaded in their passengers’ game. An increased the spawn rate of mechanic tools in car trunks, lowered player panic when inside vehicles and increased knockback when you’re ramming zeds. A new Car Battery Charger item. This can be used to charge your car battery if you have electricity around you (generator included). Fixes we are still working on include disappearing keys in MP when someone else removes the key from the ignition, occasional vertical parking splurges (!) and a few cases of MP invisible zombies. If people notice any particular replication steps for any of the above then we’d love to hear them in our bug report section on the forum. BEYOND VEHICLES We’ve got a few complete, and almost complete, things that were a bit logjammed while we polished vehicles that we’re hoping to drop into testing over the coming weeks, mainly the new MP chatbox and Turbo’s ‘virtual climate’ weather and seasons upgrade. In the past week Turbo’s worked out ways to show fog/precipitation from inside buildings, but our larger and taller buildings (mall, prison etc) need some extra thought, as do outside balconies – although this does look pleasingly Exorcist-y even with the visual bug. Here’s a quick video of the fog system as nature intended it though… Meanwhile, over with our friends at T.E.A. the animation build push continues. One aspect of this is that Zac, who is working on the new dev and modding tool AnimZed, has built a nifty clothing and outfit editor into it – from which both ourselves and modders will be able to easily hook up new models and textures to items, and create new looks for zeds and survivors alike. If you didn’t see some of these looks in our vid the other week you can check it out here. The updated tool within AnimZed looks a bit like this currently, although the bottom of the left hand column did raise some eyebrows… This tool work is probably going to be followed up with another utility that shows in-game items vs the visual items. At the moment we/TEA/modders have to check an item’s name, then lookup how it appears in-game separately and it would be very handy to have it done in an automated fashion. Elsewhere Gareth has been tweaking/polishing shaders for body masks, and Bitbaboon Mark has been blending, simplifying and ironing out kinks so that our animator Martin can jump in and get used to the new suite of tools available to him and polish up his work in-game. So hopefully we’ll have a bit more to show/discuss next week. Thanks so much for all your continuing feedback and bug reports on the vehicles everyone. Please keep it coming! This week’s station wagon from Julio. 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. trade with NPCs

    Safe to say that will be a thing.
  14. car alarms

    They already do.
  15. Oven doesn't turn off.

    Wouldn't call this a bug, as many IRL ovens don't turn off with the timer and use it as an alarm instead. Ovens that are in the game would be fairly old. The timer on ovens is therefore just an alarm and doesn't turn the oven off automatically. Only microwaves are turned off when the timer hits 0.