nasKo

Administrator
  • Content Count

    3699
  • 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. nasKo

    automatic water drinking

    I don't remember it not being a thing. Only way to stop it is to move the water bottle to one of your bags, as Maris said.
  2. nasKo

    Statedoid

    This week has seen the final team members who’ll be working on version 41 moving wholesale into the new tech – so it’s a relatively brief blog as much of the week has involved introducing the new systems, tools and workflow to the wider team. It’s an exciting time, and so far it’s gone pretty well. Backstage right now animation states are being hooked up to animations – so hopefully incoming weeks you’ll be able to see more and more gameplay in what we show, as opposed to the more testbed stuff that TEA have shown in recent times. With that in mind, here’s a couple of vids from Zac, first off a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. (You might be able to spot a few zeds in outfits from future map additions too, and also please forgive some of the float-y zeds – they should get fixed this week). After that, here’s another zombie spawning vid – in this testbed instance with a zed-count upped to 510 before they start turning into impostor sprites on the periphery of your vision. (Please note that the brief pause before each spawn batch will be optimized by pre-loading the data). Right now, Zac is looking into some further threading optimization as, bizarrely, better machines were having some stutters – the general plan being that TEA will continue to make engine, tool and optimization improvements while everything is bound together. Some work that will remain in the non-anims realm andtransferred later on meanwhile (due to the ongoing public beta test) is Stas’s work on improved controllers. He released the latest test version today, and is now well on the way to fixing up all of the inconsistencies reported by our willing bunch of community testers. Check here if you would like to join ‘em. Finally, last week we showed an example of the Sims-style cutaways that ChrisW is working on – but it was very WIP and we probably didn’t underline quite how much it would improve the visibility inside buildings. With that in mind, then, perhaps this image will be a little bit more explanatory. This week’s snowmelt from colic2005. 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 MailingList that can send blogs like this and patch notes direct toy our mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  3. nasKo

    Zedsmoothening

    Hey all, quick run around the houses talking about who’s on what this week. In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality. He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene. Animator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in. In other news: Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though. Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height. Meanwhile: Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.) Stas just released an updated Controller Test beta for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers. While BitbaboonMark does some TEA-side code repository movements and merging: RJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before). Community stuff: We’d like to direct your attention to the new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall. It’s pretty damn cool. We’d also like to direct your attention to the Redboid server, which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you haven’t done so yet. If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while you’re at it -please use these values in Bitbaboon Steve’s recent networking optimization options, as they certainly seem to be helping those currently using ’em. ZombieUpdateMaxHighPriority=50 ZombieUpdateDelta=0.5 ZombieUpdateRadiusLowPriority=45.0 ZombieUpdateRadiusHighPriority=10.0 This week’s infested neighborhood from Dark Oracle. 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 MailingList 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. You can get a good overview here: https://projectzomboid.com/blog/2017/02/buildstatus/
  5. nasKo

    Most popular songs in 1993?

    Duran Duran - Ordinary World Snow - Informer Tears for Fears - Break it Down Again Boys II Men - In the Still of the Nite Pet Shop Boys - Go West Naughty by Nature - Hip Hop Hooray The Proclaimers - I'm Gonna Be (500 Miles) Wreckx-N-Effect - Rump Shaker Rod Stewart - Have I Told You Lately Meat Loaf - I'd Do Anything for Love 2 Pac - I Get Around Cypress Hill - Insane in the Brain Madonna - Rain Inner Circle - Bad BoysMariah Carey - Dream Lover Ice Cube - It Was a Good Day Dr. Dre - Nuthin' but a G Thang
  6. nasKo

    2019doid

    Hey all, hope you had a restful Christmas and New Year-ing if you were celebrating. Here’s a quick run-down on who’s doing what while we pick up tools and face the bright new dawn of 2019. The MP networking features that Bitbaboon Steve added in before Christmas sound like they’ve had a positive impact for server-owners, but we still haven’t worked out the optimum values for them. To this end we may well be holding another Community Megatest in the near-future, as well as looking into any bumps in the road that have been reported. We will also be investigating the garbage collection stutters that a few players have reported recently. TEA continue to work on the animations system for Build 41. Most recently Zac was sorting out some shader and multi-threading issues. We’ve got a big catch-up tomorrow, so should have more news in this area next week. General Arcade’s Stas just released the Controller Test Build 9, which has improved Inventory usage, and implemented new gamepad binding windows for Xbox and Dualshock type controllers. We’ll be handing out the first round of free PZ codes to Controller Build testers very soon, but there’s still plenty of time to join in with the testingand grab your own in the next batch. RJ needs some testing on his improvements to the PZ loot system – adding different values to items so we can play with difficulty and loot scarcity more efficiently, without reducing the spawn of lesser value clutter items. He would like some extra feedback, so will be opening up a limited test beta on the forums for it in the near future. ChrisW is back on his internal Sims-style cut-away system for Build 41, and hopes to have something visual to show off on it fairly soon. EP spent Christmas playing around with potential new UI map systems we could incorporate into PZ, which is looking fairly fruitful currently. More if/when it happens. Yuri has fixed up the MP issue in which cars could be pushed into being hovering and upside down and, for 41, is now looking to complement his existing work on improved water visuals with tricks like a subtle reflective pooling of water on roads during rain. Mash continues her work on Louisville alongside suburb-house-populator Ringod, amidst news on the forums that her secret additions to the map in Build 40 are now getting wider appreciation. Xeonyx, too, is working on another new Challenge Map that will be a part of 41. Thanks all, plenty of other stuff going on aside from the above too. 2018 was probably one of the best years Project Zomboid has had so far, so here’s hoping 2019 will be its equal – or better. Have a good one! This week’s non-accessible vehicle from ShadowGuardian91. 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 MailingList 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.
  7. nasKo

    Happy Holiday Lazy Thursdoid!

    Yes, its that most festive time of the year where we put out the laziest possible Thursdoid as we sit here bloated on sprouts and Toblerone. The majority of the team are currently off relaxing with families after a very busy year, but fear not, as due to the convenient nature of different cultural holidays not all overlapping like adverts on TV channels, we are still lucky to have Yuri and Stas beavering away in Russia as the rest of us take time off. It’ll be their turn for their much earned break soon! That’s all for this week, normal business will resume next. All that remains now is to pick a suitably Christmassy header image.
  8. nasKo

    Spooky Santa

    Hello! Merry impending Chrimble. On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons. This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper – so didn’t want to inflict our Megatest settings as default ones on players over the Xmas break until we’re sure they’re the right ones. To this end we’ll be running more Community Megatests in the near future, with different system settings – and some handy network debug tools that Steve is currently coding into the system. We have, however, also released it into the public build today in Build 40.43 for server owners to play around with – and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this: In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means it’s getting a position update over the network from the server and then wired into your game. The client’s zed placement signals are received – and then the game knows where to show the zed. The essence of the system is that server operators can now adjust the circle of ‘close dangerous zeds’ and the circle of distant ‘no trouble zeds’ – and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole. [Please note that this vid is an example only and made to explain the system – we haven’t judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.] So… here comes the science! In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [It’s set purposefully long on the video to highlight it]. Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player. ZombieUpdateHighPriorty is the radius around the player for sending the high priority zombies. ZombieUpdateMaxHighPriority is a cap on the number of high detail ones to send, and it will send the closest zombies to the player up to this limit. ZombieUpdateRadiusLowPriority is the maximum radius to send the lower frequency updates to – at 45 this is essentially the entire screen at 1440p fully zoomed out. ZombieUpdateDelta is the time between sending these lower frequency larger blobs of zombies In the Megatest the values we used were, so if you run a server give it a spin with these and see how it goes: ZombieUpdateMaxHighPriority 6 ZombieUpdateDelta 0.7 ZombieUpdateRadiusLowPriority 45 ZombieUpdateRadiusHighPriority 20 The next Megatest, meanwhile, will use a smaller high priority radius but a larger cap – to see how it all responds to hordes. It’s all a balancing act, really, so let us know how you get on if you have a play with it yourself. Sorry for the technical stuff! Here’s some Build 41 stuff to compensate, along with something seasonal that will be one day be stashed in a cupboard in the mall awaiting the Xmas season. Grant and Zac have been finetuning the clothing and animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx. Animations now auto-reload when modified from the Editor, and Martin has also been hard at work adding new clothing outfits, and adding more variety to existing outfits. Here’s a quick vid. That’s about it for today but Russian holidays mean that Yuri and Stas will continue their 41 work over the Western Xmas on current issues with upturned vehicles and the gamepad bindings screen, respectively, while there’s plenty of other stuff bubbling under too. There will be a Thursdoid next week, but it’ll be a brief one featuring anything people have done over the holidays, and then back properly in the New Year. Have a great one if you’re celebrating! This week’s Walking Dead-style not belonging here from non_curo. 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 MailingList 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. Merry Xmas etc hohoho
  9. nasKo

    How to add users to whitelist?

    With an SQL editor by opening the database file and adding them manually. https://theindiestone.com/forums/index.php?/topic/5795-how-to-run-a-server/ Possible that you might have to run the server for it to be generated.
  10. nasKo

    Name Changes and Account Issues

    Yer alright, boah.
  11. nasKo

    Name Changes and Account Issues

    For some reason, I stopped getting Email notifications on this. Do you guys still want your names changed?
  12. nasKo

    Project Zomboid is In Need Of A Change Of Design

    I don't think you understood what I said, because this isn't it: Either you misunderstood me or how the leveling system works because you don't level up what you're doing, you gather experience in it but that doesn't actually make you better at a skill until you spend a skill point on it, that you earn by doing anything. At the start, yes, it could very well be that you are only able to level up what you've done (gained experience in), but why spend a skill point in it instead of just getting better at it when you've collected the relevant experience? The system doesn't bring a feel of realism at all with how it currently works. You essentially collect experience in the various categories and later on get to spend skill points to actually level them up, though you've already spent time doing the thing. At the later levels you might choose to level up something else, and not level up the thing you've been doing, too.