Jump to content

nasKo

Administrator
  • Content Count

    3988
  • Joined

  • Last visited

About nasKo

  • Rank
    Speaks German in the Night, Community Manager

Profile Information

  • Gender
    Man

Contact Methods

  • Skype
    n2dmaddin
  • Twitter
    @nsk_pz

Recent Profile Visitors

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

  1. Please please please let us be the judges of when something is ready to be released. Multiplayer currently is not. It would not be a good experience, there are a lot of things that simply do not work. It will be released into testing when it is ready to be released into testing. There will be plenty of bugs to experience, don't you worry.
  2. nasKo

    Witness the Fitness

    You've got a long tongue
  3. nasKo

    Witness the Fitness

    Let’s break with recent Thursdoid tradition and talk about MP progress first this week. Or, rather, just show this video as it probably does more to underline recent advances made in the pursuit of multiplayer release for the IWBUMS public beta than can be put into technical-sounding words. Elsewhere work continues on the next update to the IWBUMS public build 41 beta. This patch will likely be out next week, though might take longer to cook dependent on feedback on the new fitness system from internal testers. Here are a few of the patch contents currently being tested: Fitness. As described last week RJ’s fitness system – a way of training to boost physical XP, at the risk of overstraining and exercise fatigue getting in the way of combat skills, will be a part of public beta 41.44. This week has primarily been about balance for the system, but something cool that’s been added are variants on the animations for lower level characters who aren’t used to the exercise yet and as such can visible struggle with it. Fit character sit-ups Unfit character sit-ups Fit character push-ups Unfit character push-ups Work on the ‘downed zombie vs. approaching zombie’ dilemma. One of the final larger kinks in the Build 41 combat system has been the game not knowing whether your character should be caving in the head of a zombie on the floor or (more likely) concentrating on an upright zed with its arms outstretched approaching at speed. We think we’ve remedied this now, but will likely need your feedback on how it all feels when we release. Optimization. EP, our resident code superstar, has made improvements to a foundational element of PZ’s code (property containers / isoflagtype) which has given a boost to many, many wider systems within the game. In internal testing this has had a noticeable impact on built-up areas such as downtown West Point – where we’ve seen significant FPS rises. This will also be of great use in the far-flung future when Louisville becomes part of the game. The ability to emote while walking, as well as general improvements to looped/continuous emotes like surrender. (And the eradication of the emote wheel lock-up bug) A tidy-up of our water/drinking systems, and specifically how it’s all presented to the player. Fixed various issues with guns – primarily those that weren’t racking after each shot. Turbo’s work on the fog system improvements we showed last week continues, and might be going into 41.45 – we will see how things fall. This week’s indoor camping death scene from NightmareFrost. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  4. Could you get us the complete console.txt? You can find it in C:\Users\Yourusername\Zomboid
  5. nasKo

    ExerciZe

    41.44 as mentioned in the blog
  6. nasKo

    ExerciZe

    How do all. Now, for the past few weeks we’ve been working on general polish and fixes for the Public IWBUMS Build 41 beta while the MP Strike Force get on with their work – so as not to change anything fundamental to get in their way. To keep the wheel spinning, however, we thought that for the 41.44 patch we could be forgiven for widening the net a little – and add in two side projects that we knew would be features that wouldn’t mess with the game or the foundation code too much. (Quick note to say that there are more involved and foundational new features also being worked on that will 100% be build 42 features. RJ and Turbo have also solemnly sworn to keep their polish and fix tasks going in simultaneous to these additions) EXERCISE The first, of these is exercise and a fitness system – which is a good example of the relative ease in which the anims system allows us (and modders) to slot in new functionalities. Once upon a time players shoved trees to raise their physical skills – a bug/feature that was removed, but made us aware that an ‘official’ version of this was most likely required. The new system, then, is a way to boost your fitness and strength stats – taking into account various factors like fatigue, nutrition, exercise regularity etc. The more you do an exercise, the better you get at it – but the harder you train the more fatigue and pain you’ll feel a few hours later. This will lower combat abilities if your arms are aching, or impact on movement if you’ve been too strenuous with your leg exercises. THE FOG The second thing we’ll be allowing in, meanwhile, is a new way of rendering our foggy scenes. Our current fog system does the job fine, but obscures all characters and objects in the same way – all dependent on the opacity at a certain spot. It doesn’t really allow for that classic ‘zombies lurching at you through the mists’ feeling. Taking inspiration from the excellent Graveyard Keeper, however, in a recent side project Turbo has worked out a way to adapt a more layered and atmospheric fog for our game. The new system also means we can play with the height of the fog, as well as the opacity. It’s great in motion, and made for a fun addition to the game that wouldn’t mess with the ongoing MP fix-up party. Speaking of which… MP STRIKE FORCE In the MP Strike Force, we had a productive catch-up meeting on Tuesday with grand overseer TEA/Bitbaboon Mark – while Yuri and Andrei have been continuing to busy themselves in the surrounding times. Yuri’s work on syncing player characters between clients is progressing nicely – building them up at a point at which he can start mixing in some zombies and start debugging the combat itself. He’s also been modifying player clients to reduce their frequency (to reduce bandwidth requirements for them) as well as fixing some issues with characters weapons not matching between clients. Here’s the latest vid he’s shared with us this week. Andrei, in the meantime, has been continuing his investigations into the memory usage of the servers – adding in more and more diagnostic systems and checking in with many and varied graphs and tables that dish the dirt on the various things we need to clamp down on. Anyway, that’s about it for this week – although perhaps worth adding that other smaller polish and fixes that have gone into the next IWBUMS patch (41.44) include: bloodied and dirtied backpacks now washable, general tidy-up of drinking and water supply functionalities, scrap metal now obtainable from car wrecks, nerfed foraging exploits and quite a few polished/smoothened anims from Martin. This week’s vision of 2020 from MachuPikcuinta on the reddits. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. You can add -Ddebug to the line that also has -Dzomboid.steam and -Dzomboid.znetlog in it
  8. That was part of the update. They clipped through each other as the mask in the game covers the head and isn't just a front-facing mask.
  9. nasKo

    The Walking Spiff

    Hot on the heels of last Thursday’s 41.42 patch to the public IWBUMS 41 beta comes this Thursday’s… 41.43. As we’ve mentioned before, we’re mainly concentrating on bug fixes and polish for Build 41 at the moment, and keeping our work on big features and more structural stuff for 42. The main intention for this is to make the MP Strike Force’s life a little easier, and to avoid added complications. (Though with this said, there are a few coder side projects stacking up that we could potentially drop in to keep things fresh. We’ll see how we go on this one.) With that all in mind, then, 41.43 contains: Performance improvements. You should find areas of high zombie density more playable – so that’s stuff like Six Months Later, the prison etc. We still intend to bring in skeleton-sharing for zed animation that will further improve things, but this change to pooled objects will hopefully recoup some of the ground we’ve lost in performance over recent patches to 41. New controller icons for controller users. Improvements to zeds climbing through windows – if you’re closing a window and a zombie isn’t over the sill yet then it’ll no longer get in. Likewise if a zombie is halfway in, over the sill, then you won’t be able to shut the window either. An ‘Automatically drink water’ option toggle, and a ‘always leave key in ignition’ toggle – for those wanting to adapt their game to their liking a bit more. Re-enabled floorboard stashes. Increased accuracy indicated by the aiming outline going green. Greater chances of coming across annotated maps and survivor zeds, and more guns left with clips inside – or next to them. Many and varied other fixes, model tweaks and balance things. While we flounce about and polish stuff elsewhere in 41 then, or muck around in the framework of 42, what’s happening with the MP kids? Strike Force report is as follows: Yuri’s been continuing his work on syncing players, including combat animation. You can see a video of his latest progress here: As ever, please note that this is all work in progress – you’re seeing all the moving parts being slotted together, but not them being tightened. Likewise you’ll notice at the end, that there are still a few kinks to work out of the combat syncing – with zombies not falling to the floor on both clients. Andrei, meanwhile, has been continuing his investigation into memory issues on high population servers with our new virtual fake clients, which is proving a difficult thing to sort out. He’s got a few tricks up his sleeve to try and reduce the memory overhead and GC pauses, but work is still ongoing to figure out the snarl-ups that occur on Build 40 servers that we’d dearly like to see eradicated. This week’s imperilled raccoon from FoXL33T. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  10. Fella with the awesome username had it work after disabling mods. Could it be a conflicting mod in your case as well?
  11. Hm, odd. I'll bring it up to some Mac users and see if it works on their end. Thanks for letting us know
  12. Have you held down the button? Can also check the options to make sure it's bound.
  13. This is not spam. Some of you might remember more glorious times. Times of joy. Times of hambition. People were singing songs together, they held each others hams, entirely freed of the fear of the deceased. For a week of festivity, they were cured. They were united. United in their love and appreciation of the best thing that has ever graced Project Zomboid and was gruesomely ripped out, replaced by an imposter. Well, the time has come again, fellow survivorpeople. As is tradition, I ham excited to bring it back for another week. THE PENISHAM Get your hams out, only this week. Use it as a reaction and/or as an emoji. This is our time.
  14. Our priority right now is getting MP into a workable state. We absolutely need to nail MP this time around. We can't just release something "just working". Right now, there is NOTHING for you to play because it isn't even "just working". If you check the video from the blog we've released today, you see that this would be entirely unplayable and pointless for us to release, because we already know it's not playable. It's not in a state where we *need* feedback. Releasing what we have now would anger people needlessly, no matter how annoyed they are about how long it's taking. Instead, a broken release could possibly cause them to write negative reviews and ask "it took you this long to release *this*?". You being annoyed as a player checking every single update is understandable, but you're doing this to yourself. Don't check the updates because MP is not coming soon. Check the blogs, that's where you're going to see what state it is in and if a release is near. IT'S FUCKING WEEK OF THE PENISHAM
×
×
  • Create New...