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About nasKo

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    Speaks German in the Night, Community Manager

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  1. nasKo

    Man BangleZ

    Ello all. PZ Dev news time for progress on the ongoing IWBUMS public beta for version 41 of Project Zomboid. Let’s start where it matters most 41-wise. 41 BETA MP WORK This week Yuri has been working on dynamic packet rate customization. The plan is for us to be able to tailor amount of traffic the zombies use based on the situation, the server load, the player count and various other factors. So, for example, players on a co-op server will have much more bandwidth available for keeping track of the zeds, as opposed to a server with 60 players that’s under strained which can then automatically pull back the number of updates and rely more on prediction and light ownership on clients. Likewise with light ownership, the range at which this system kicks in can also be modified on the fly to deal with high traffic situations. Currently they are using 150 ms interval for target packets and 200 ms for info packets. In this case that means that they have ~50 Kbps(6-7 KBps) for ~250 zombies, which we’d say is about a third of the maximum budget per player to reliably run a 60 player server. Meanwhile, Andrei has been laying the foundations and making plans for the ‘bot clients’ or, nudge nudge wink wink, ‘zombie clients’! Bot clients will allow us to easily simulate 60 players running around the map within a test environment, something we’ve never managed to do before, and will allow us to finally be able to close in and circle the situations that seem to cause huge lag spikes and servers grinding to a halt, map streaming failing and all the rest. PZ multiplayer previous to 41 has always performed fine with a few testers connected, but unfortunately as soon as so many players in the community join a public server (which we don’t have the ability to poke in the guts of to debug) then we always hit severe problems with server reliability and speed. This will finally provide the ability to simulate these environments from a single PC. The bot clients are one of our ‘big things’ that needs to be done for multiplayer, along with the revamp to the zombies and the players net code to work with animations and AI prediction, so we are excited to see it starting to flower, though recognise it’s a big job for the Strike Force to push through. 41.40 patch content There are two primary things we need wrapped before we can release 41.40 to the public IWBUMS beta – the first of which being the gamepad version of the new tutorial, alongside the addition of the new objective markers and general polish that’s been put in. Another element that we want to get in and well tested / experimented with is a fix to a strange kink in the animation system that Martin spotted, and that today Zac has managed to fix. This was a very slight pause that could appear after one animation ended and second began – most especially noticeable in things like spear combat. Zac has now gotten to the bottom of the issue, but the fix’s impact will be felt throughout movement and combat game-wide so we need to keep an eye on balance how it all plays before we push it out. Other stuff that’s gone into the internal test build this week: Watches, rings, bangles and chains. (Rings slightly hard to see, we know but should be great for RP and noticing a poor dead zed was married etc. Added ability to refill water dispensers. (We know! Thanks to Casey-Jo on Team Tanglewood for this) Many more drainable items now change their weight depending on how full they are. More ‘container type’ icons for the Loot window so it’s clearer what you’re putting where. Added the ability for mods to add new languages separate from the hard-coded language list – which also means we can have more versions of existing languages. We can now easily have a UK English translation alongside the current US English translation – an addition that has recently become a necessity what with the addition of the Fanny Pack (aka Bum Bag). Some fixes for the Challenge Maps from Xeonyx – including more places for generators to spawn in Kingsmouth, and some fixes for non-cutaway walls in Studio. Also lots of general polish on both. Better fence cutaways from Fox on Team Tanglewood, and hopefully a fix for the strange looking ‘white single door outlines’ on garage doors etc brewing ready for next week. ROCKSTAR MARK’S MISSION This is one of those ‘we’ll mention it now, but won’t mention it again for a while’ blog nods – but it’s something we’ve alluded to in the past so it’ll be good to pass it by you all. There are two primary visual things in the game that we’re not super happy with these days – the first is fire (which Yuri has been working on), and the second is the way that we still use inventory icons to show items that have been left on the ground. ‘Rockstar’ Mark Wright (so-called as he *used* to work at Rockstar) has therefore been chewing through all our items and rendering them as 3D models that’ll one day be used to pretty up our environments, and your own object-strewn bases. This probably won’t be in Build 41 as he has a lot to go through and we’ll need some engine jiggery-pokery to make it all work okay – but he’s done such a good job on the first batch we thought we’d share. This week’s invasion of the naked dead from Jeka. 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!
  2. We will do so when we are releasing build 41.
  3. nasKo


    Greetings from balmy blog-writing Britain. Let’s start with an update from the MP Strike Force, where Yuri and Andrei continue to do God’s work for the online cause. 41 BETA MP STUFF As we reported last week, the Strike Force have been working on light ownership, allowing zombies interacting with players to be simulated on the clients of the players they are interacting with, to remove latency from zombie combat. Work continues in this regard, with plenty of bug fixes and tweaks to the system. Yuri has prepared a video showing it all in its current status with large crowds of zombies, to show how the system performs with around 180 zeds that he picks up along the way. Stick around till the end for some lovely graphs showing the network traffic. As you can see, at this point, there is very little if at all separating the zombie movement from single player, which is highly impressive given the zombie counts. Next up, the guys are going to continue tuning the system, and look for a nice trade-off between smooth player tracking by client zombies, and getting as low traffic as possible by tuning the frequency of zombie target updates and light ownership ranges. 41 PATCH 41.40 We released Build 41 Public IWBUMS beta versions 41.38 and 41.39 this past Friday and Monday respectively, and already have a few things in the pot for 41.40 in a week or two’s time. Items of note are as follows: Hotbar improvements, including the ability for items that aren’t held in the player’s hands to emit light – allowing for flashlights attached to the person, as a part of a helmet etc. ‘Clutter’ jewellery, both existing and new items, can now be worn. This includes necklaces, earrings and nose jewellry. Examples as seen below. A change from Turbo to the way that the radio and WordZed operates, to help out this awesome mod project that’s looking to record audible radio broadcasts from PZ’s various doomed media outlets. Deets on the mod in question can be found here. A fix for the longstanding issue of not being able to directly grab heavy items like corpses and generators out of vehicles. OBJECTIVE MARKERS In the development of the new tutorial we weren’t altogether satisfied with the toolset available to us in terms of directing the player around the map – and we’re more than aware that it’s something we’ll need to improve in future builds when more solo content is being built. As such, Turbo went off to his rendering labs and came back with the following. (It’s work in progress still, but we feel it looks pretty good already!) Alongside this we are also looking to improve general item/container highlights, and RJ is currently tying them into the new tutorial as a part of its general polish for 41.40. Plans are also afoot for a more involved and open secondary driving/skills based tutorial, which will also let us get more and more foundations like this in place for when we bring back Kate and Baldspot in the builds that lie beyond 41. AND FINALLY CONGRATS TO… We’re big fans of anyone and everyone who chooses to stream and youtube Project Zomboid, and will happily toot their horns upon request. A horn that we’re giving a BIG unrequested toot to today, however, is Ambiguous Amphibian who recently hit the big 100k subs. Well done mate! This week’s Silent Hill-scape from Harbinger. 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 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. Spent about 30 minutes trying to get it to fail on my game PC and on a laptop that's not suited for gaming. I can't replicate this, unfortunately, though will keep an eye out. We've had reports like this in the early days but it's always been a hardware limitation of some keyboards, especially older ones that have a low X-key-rollover, because manufacturers used to put many key regions of their keyboards on the same circuit in order to keep the cost down, pressing more than X keys would fail after the Xth key being pressed. While this can also be a thing with newer keyboards, they are often laid out in a way where it is unlikely that users will ever run into the limitation, and the limits are usually at 4-6 keys for the circuit. Generally speaking, most keyboards of the last decade (or two) didn't include modifier keys like Shift or Alt in their rollover. There are keyboards with N-key-rollover which allows basically all keys to be pressed at the same time as they're essentially all on their own circuit so to say, by and large a norm with a lot of modern keyboards. I've tested running through various doors in Riverside, Muldraugh, and WP. Not sure how helpful but you can see me going through doors diagonally without using the mouse button on the current IWBUMS here, maybe indicating that it's not an issue with the game (the input is overlayed): https://www.youtube.com/watch?v=IhSyyGXJQYo https://www.youtube.com/watch?v=XWDhtDyfU6I
  5. Have you not heard back from their support at all? Being able to provide purchase receipts for something you've actively purchased for the account is often a surefire way to get your account back. Their support should be able to verify this fairly easily and then proceed to make the account accessible to you along with recommending activating Two-Factor-Authentication for the account.
  6. If it always starts with overheating, have you looked at the temperature panel? I am currently not aware of any bug that would cause this, but will keep an eye out in case this is merely the first report of it, just trying to come up with a reasonable explanation for what's happening considering the circumstances and your sandbox settings you've provided (thanks!). Your game starts in the summer and you have not altered the climate/weather settings, so if you're running around in thick clothes, outside of the instances you're merely wearing a shirt, your character will overheat a lot. It could also be a matter of a really hot summer, not having water and being exposed to the hot weather too much while also "overworking".
  7. The current plan is to release it in the final run up to the stable release of build 41.
  8. To address this, somehow other streamers and content creators are able to voice suggestions, displeasure, and frustration without the attitude. You very well know you come off like an asshole a lot of times, but somehow seem to pride yourself with this trait that's not endearing at all and it's the lack of any basic empathy that makes you frustrating to deal with. We get along somehow, but that doesn't mean you're a shining example of feedback providers. In the pre-iwbums group I don't have the patience to sift through Youtube-level comments. I don't want to have to go through your spite only for that golden little nugget of feedback, because that's not being helpful and I cannot be expected to constantly ignore it, no matter how often you say it's not personal. Bickering about someone's creative work and then demanding they don't take it personal is not how it works. I understand you love the game and all but you can't tell me you're oblivious to how frustrating you can be or how frustrating it can be to read spite when someone tries to provide feedback on something and doesn't realize the spite is not only unnecessary but also counter-productive to the common goal. Calling a pre-iwbums channel slavery when you're literally not expected to do anything except not being an asshole is also rich. Lets take people like PBL or Drunk who are the starkest contrasts to you I can think of. They're somehow a pleasure to talk to when they're providing feedback and even when they're frustrated about something they have a way of not being assholes about it. I don't know how they do it. I don't know how they are able to converse with us about issues without being stubborn to think it absolutely cannot be something on their end. How they are able to have civil discourse while still being helpful beats me. Perplexing, how they're able to pitch in on where they think the game needs to go without attitude or quips on how we've let someone add something trivial after being glued to the same monotonous thing for three weeks as a way to distract themselves. It's also a mystery how they don't take personal offense when we're trying to explain things to them or how they found a way not to act like queens when we're wrong about something or have simply misunderstood what they meant from their report. Someone should get to the bottom of this.
  9. Console prompt hasn't been active when launching through Steam or the .exe since October last year, largely since 41 released. The content of it gets logged to the console.txt in C:\Users\YourUsername\Zomboid. Without the log, we're treasure hunting without a map, so we'll have to wait for others to come forward with logs in order to investigate the performance issues.
  10. For reports like this, please make sure to grab the console.txt as that would be helpful in trying to investigate the issue. Otherwise, there's nothing we can really do with these as we haven't pushed anything that would knowingly affect this, neither in making it happen nor anything that would remedy the issue.
  11. Yes the version number didn't update correctly. It's still .39. A hotfix will be pushed to correct the version number, soon.
  12. NEW translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx. Removed the true|false debug console spam. Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu. Added DebugType.Mod for controlling the display of mod-related debug messages to the console. Updated latest Community Translations FIXES Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox. Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures. Fixed rendering error when the Bucket Hat is on the ground. Fixed a vehicle shader not compiling on some systems. Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1. Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player. Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed. Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files. Fixed being able to pick up a propane barbeque without removing the propane tank. Fixed the animation editor not setting the Reverse checkbox when selecting animations. Fixed the animation for removing a magazine from a firearm. Fixed lua error when fishing and the last lure breaks. Fixed incorrect instruction in tutorial re: tall fence Fixed (hopefully) the last of the 'red dot on tiles' issues
  13. https://theindiestone.com/forums/index.php?/topic/29029-4138-tutorial-bugs-megathread/&do=findComment&comment=293559 Make sure UniqueZ isn't the culprit.
  14. To be specific, once I downloaded Unique Z even disabling the mod made my zombies naked in the tutorial. So @mazed if you could try completely uninstalling/unsubscribing from Unique Z temporarily to check if your zombies are clothed without Unique Z installed, that would be appreciated.
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