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nasKo

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About nasKo

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    Speaks German in the Night, Community Manager

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  1. nasKo

    Bandage Club

    This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest. NEXT PATCH The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta: The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below. General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI. Visible bandages on the player Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues BEYOND Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps. In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch. Formerly we had this working well in testing, as both an optimization and visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase. We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be. Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time: This week’s image from Swordfish II on Steam. 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. The "weight" ingame isn't any weight metric. It's more a case of trying to balance a combination of weight and volume. Even though a sock might not weigh much, you're unlikely to carry 10 of them in your pockets. The "weight" is also reduced when an item is worn. It's possible that some of them could use rebalancing but overall it seems alright, unless I am missing something entirely.
  3. Thanks for the feedback. I just tried to register a new account and overall, I'm having trouble reproducing the issues you've encountered. I didn't encounter the invisible box issue either. It made no difference on Chrome 78.0.3904.108 , Edge 79.0.309.25, , Firefox 70.0.1. It all looked like the picture below. Is there some theme/extension that could intervene on your end? I tried it with and without Dark Reader, for example. I also tried disabling the browser and windows theme to see if it made a difference. Project Zomboid is certainly a valid answer, did you enter it with quotation marks? Could it be that there was a space at the end when you pasted the answer? I just completed registration with QwErTyQwErTy1 as the password. While my shitty password still let me create an account, the password tooltip certainly helped to understand how a better password would look like: Being unable to copy something from the password field is also not exactly an uncommon occurence. All in all, I just completed the registration and it looked like this on my end: All in all, I'm having issues reproducing the issues you encountered. Not like that's a bad thing. Those two usually make sure regular users use two-factor authentication as well, mind.
  4. nasKo

    Forum Bugs

    That's not the css, that's the (converted) html in which the post was originally posted. There will be a couple of those, so I suggest using a browser extension like Dark Reader that can adjust the css client side. It's simply too many posts to go through. There's no way for me to automate the process. Spoilers were fixed the other day. If there are others, I'd need specific examples.
  5. nasKo

    Like, sew cool

    Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it. We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t. It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off. In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff. This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges. Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain: NEW ZED AND PLAYER MODELS Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool. On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long… And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera… THERMAL WORK Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes. When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play. CLOTHING REPAIR When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too. The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing. GENERAL IMPROVEMENTS Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues. Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry. Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets. IN AMAZING NEWS Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future! This week’s image from Ashsjester who lives over on Reddit. 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. Start the game from the .bat file in the install directory
  7. It's something we'd like to explore in the future but right now it isn't on our agenda and nothing we'd guarantee.
  8. nasKo

    Runners Return

    So they look like humans? I don't understand Edit: Ah, I assume you mean the zombie walk animation? Duh
  9. It's just a bug in the naming scheme, before Survivor was renamed to Apocalypse. It's still Apocalypse mode, so yup, you're playing the right mode
  10. nasKo

    Runners Return

    Hi all, here’s some details on our next patch for the current Build 41 IWBUMS beta – and some updates on what will follow. 41.19 Patch We’ve currently got the next patch in internal testing, and making sure there aren’t any last minute gremlins. Over the course of the 41 IWBUMS beta process we still need to reintroduce and improve networking in MP, improve visual fidelity via our ‘zoom’ work, optimize zombie crowds, mix in our new fire visuals, fix up the tutorial, add in new zed decay skins, create a system for clothing repair and reintroduce optional sandbox sprinters. And, as of 41.19, the first of these big ticket items will be back in-game. Get ready to run! [If you want to! As before: runners are an optional sandbox thing!] Other fixes and balance that will be in this patch include: New SFX for lower impact car collisions Hotbar improvements Through-open-door zed visibility fix Increased gun and ammo spawns Loot balance and game mode loot balance Controller fixes that will hopefully aid players who use gamepads A fix to those weird moments your car duplicates Smoothened fence vaulting Fixed eating and drinking animations Certain headwear now has a chance to fall when hit/attacked. Hats now rendered as 3D models in the world. Barring gremlins appearing, which they often do, this patch is almost ready to go – but be warned that we rarely release on Fridays for fear of breakage. It shouldn’t be far off though. Beyond The next big ticket 41 items that’s likely to drop in an upcoming patch are the zoom and visual fidelity improvements that Zac’s currently on. It’s currently looking like this. As a part of this work Zac has been doing some simultaneous performance optimization. This week has seen the renderer undergo some scrutiny. The rendering pipeline has been carefully dissected, and various instrumentation nodes have been added at various stages. We can now toggle individual portions of the render on/off, and measure individual parts in isolation. Another aspect is GPU fill rate. We noticed that some graphics cards suffered more than others when certain shaders were enabled. So a custom shader was added that shows the invisible pixels that are stealing our performance. The terrain renderer is also getting some attention to try to reduce the amount of transparent pixels emitted by the floor tiles, by cutting their mesh more aggressively to their individual shapes. This is cutting the fill-rate cost by about 40-50%, which is seeing a nice FPS boost, particularly on older GPU’s Elsewhere Yuri is finishing up crash chasing and save system prodding, so he’ll be getting to work with the new fire visuals over the coming week – while Turbo’s reintroduction of heat insulation and clothing systems will likely drop into the build over the next patch or two. Finally: Connall would like community reports on how different community translations are being received in non-English languages. If you have any feedback on them, or have noticed any parts of the game that remain untranslated, please get in touch with him via the translations channel in the Discord – or on the TIS forums. Thanks all! We’re all glad that Build 41 is still getting some positive buzz. This week’s image from VunderFiz, who just noticed we’d used his image on Discord and seems genuinely delighted. 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!
  11. It's mostly the sound you make that makes them follow you, it seems. Breaking line of sight and then not running seemed to help in my case.
  12. nasKo

    LAZEOID

    Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times! We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in. We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy! This week’s image from Vic on Steam. 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. We appreciate the gesture, but the best thing you can do is simply get some gift copies for your friends instead
  14. C:\Users\Yourusername\Zomboid\console.txt Get us that file. Also make sure you don't have UniqueZ installed for the time being.
  15. Don't think I'm going to modify the theme that much. That's going into "buying a different theme" territory
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