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nasKo

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    Speaks German in the Night, Community Manager

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  1. Thanks! This is already fixed in the upcoming patch.
  2. nasKo

    Briefdoid

    Hello all! Very brief Thursdoid today, our usual Thursdoider Will is away on a well deserved break from the 41 grindstone, and we’re all hard at work at our various things. A few brief points however: NEXT BUILD WHEN Lots of nice fixes are going into the next IWBUMS build of build 41. However, Steam has been playing silly buggers with our build system and some 90% of builds strangely fail to upload to the steam branches. Not only does this make it a more risky endeavour to do a build as it will mean it may not be possible to patch any problems quickly, but as we’ve had very few builds successfully go to the test group to make sure it’s behaving, the build has been tested a lot less than usual builds and so we’ve been cautious on doing the release discussed last week. Steve is currently investigating the issue, seeing if we need to make any changes to the build system or whether we need to go knock on Valve’s door, and as soon as we feel confident in our ability to both test the build and also to administer prompt hotfixes, we’ll put the build out there! MP PROGRESS Now he’s cured of the zoomies, the commits channel of code going into the game has revealed a stream of ‘getting to know you’ refactors and polish from Zac on the multiplayer codebase. While there’s nothing to show at this point, its clear he’s been doing some substantial poking under the hood, doing his usual process of cleaning house, moving furniture and dusting the dustier pieces of furniture, adding fancy debug switches and functionality to make the MP work go a lot more smoothly. Exciting stuff! That’s it really, sorry its a really sparse Thursdoid, normal business will resume next week! Love, TIS Picture courtesy of Harkwood 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!
  3. nasKo

    Connalldoid

    You mean build 40? I'm afraid not. Not entirely sure what you mean either. There's no general freeze/crash issue that I'm aware of, so I'd suggest making a separate thread for it. Development wise, we have entirely moved on from build 40.
  4. I do not understand Portuguese
  5. nasKo

    Connalldoid

    Hello all, here’s a quick dev round-up from TIS headquarters. IWBUMS BETA 41.30 We’ve currently got the next patch being tested on an internal branch, and with a fair wind it should be released early next week. It contains the following. A fix that should resolve intel GPU crashes we’ve been seeing since the zoom branch was merged into IWBUMS Zoom improvements that provide a clearer image on different levels of zoomed-in and zoomed-out, as well as various fixes to seams and lighting Spiffo’s Secret Special Sauce. Some small but extremely meaningful changes and tweaks to general gameplay that we’re keeping quiet on. Primarily due to our love for the dramatic, and an undercurrent of sadism. New and polished animations for: washing yourself, examining vehicles, adding/removing gas, installing and uninstalling parts/tires, multi-stage building and more. A cursor to help in blood clean-up duties. Cutaway improvements from Team Tanglewood, including a timer to stop cutaways and other visibility/hiding effects flickering. Fixes for Last Stand, foraging, fishing lines always breaking, vehicle headlights, stuck zombies, swimming pools with shorelines and (finally) Fox got to the bottom of our famous too-boring sandwiches. And there was much rejoicing. Also: other stuff. Improved body temperature stuff from Turbo. We also intend to get some stealth polish/balance in, but that’s dependent on making sure that Spiffo’s Special Secret Sauce has been accurately deployed. MP For discussion and explanation of current 41 IWBUMS beta MP work please check out last week’s blog. As discussed though, Bitbaboon Mark is currently prepping the code for the implementation of a true synchronized clock to make all our future MP endeavours go a lot more smoothly. Zac, meanwhile, is laying down his plans for decoupling the animation deferred movement so that it can work in reverse – where movement can also translate to appropriate animations, instead of animations driving movement. Once this is done, no matter how a character moves due to client interpolation and approximation, we’ll hopefully have appropriate animations with minimal foot sliding to account for it. These tasks will then lead to us hooking the animations in wholesale, and we’ll be rolling full speed on the track to full MP compatibility. If you want to play Build 41 SP and want to switch between it and 40’s MP functionalities, by the way, then SeskaRotan’s guide is extremely helpful. FIRE Here’s the latest from the Yuri fire department – as ever with the usual WIP warnings. This shows camp fires of different sizes with different amount of fuel, an improved molotov effect and some early examples of flaming zombies. Please note a) we know we need to improve the appearance/physics of thrown objects, b) we know more body parts of the zeds need to be on fire, c) we intend to improve the burning tiles so they have edge blending – they look very square at the moment. GOODBYE CONNALL In more bittersweet news one of our devs, Connall, who anyone involved in community translations will know very well, has had a too-good-to-pass-up opportunity down in that there London and will be moving on to pastures new at the end of February. He’s not publicly said where he’s heading, but we know and it’s cool as all hell – and while we’re sad to see him go, we’re extremely proud that someone who has been an integral part of the Zomboid story, from literally being a young lad to having a manly goatee, has gone on to do such cool things. We were there for his first legal drink, and now he’s heading off to the big city to seek his fortune! In his own words on twitter (https://twitter.com/ConnallTheCoble/status/1227604245832179712 “Hey, I will be leaving TIS at theend of February. I’ll still be around in the community and also in the translators section of Discord for the time being. Don’t worry, I’m leaving on great terms, It’s just I have an opportunity in London I can’t ignore. I am immensely grateful for my time working for The Indie Stone. It’s been a blast and I owe those folks so much. I been a part of this community for just under 10 years now, I got Project Zomboid when I was 15 and I’m almost 24 now! I have been a player, community member, wiki contributor, wiki administrator, forum moderator, administrator, website developer, tracker developer and programmer. I have met and been hosted by community members in their homes!” Having good localization and community translations are really what keeps Zomboid a popular game the world over, it’s an often overlooked and undervalued part of game development. We want to thank everyone in the community for their efforts, as well as of course Connall for organizing and facilitating all our translators getting all those lovely foreign words into our little game! And of course all the other ways he’s contributed over the years. On the up side, as Connall says, he’ll still be around. No one is ever really gone (unless they get a bite, of course) and he’ll still be around to help and be a part of the community when his new life allows. We wish him all the luck down on that there London gravy train! Today’s featured image is probably one of the best we’ve ever had. What an amazing screenshot Tughril! 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. Translationsare made by the community. You can contribute to it here: https://theindiestone.com/forums/index.php?/topic/22235-3703-brazilian-portuguese-translation/
  7. nasKo

    Taking aim

    First up, yesterday we released IWBUMS beta patch 41.29 – the changelist for which you can find here. This means that our ‘zoom’ beta’s sharper models and improved compatibility is now part of the main test beta – alongside some helpful fixes and some improvements to car-destroying trees, shrubs and saplings. The next step for the new zoom system is to clean up the last few remaining issues that a few of our players are reporting. Primarily, at the moment tiles look a bit blurred at close range. In the old system once you were at closest zoom possible, it would use ‘nearest pixel’ filtering so everything would look nice and crisp. However, the way the new system works means that we really need to leverage the filtering effect to avoid jagged and warped pixels at 75% (the second zoom level out) as well as when zoomed out – to avoid absolutely ugly and awful flickering of pixels and severe warping of the pixels as the character moves about. At the moment filtering is turned on across the board, causing the close-range blur, so we’ll be looking to experiment with switching on ‘nearest neighbour’ when you hit max zoom-in instead. This may have a slight visual pop, but should be preferable to the tiles looking blurry compared to the characters. MP WHEN It seems that questions about when 41 IWBUMS beta multiplayer will appear have been increasing exponentially over the past month or so, and we’ve still not been able to give an accurate estimate. (Characteristically, as some/many might say.) We’re currently laying the foundations for getting the new multiplayer system working, but there is still a fair bit of work ahead of us. You can read the top-line here. It’s not just a case of getting the old MP working with the new anims, but as we’ve discussed in the above link it’ll be an effort to vastly improve the multiplayer experience and server stability across the board. The way the animation system has been built allows aspects of it to be hooked up relatively smoothly to MP systems – but it also comes with many associated challenges. More fundamentally though, but the bar we are setting for ourselves requires some rather clever specialist code that will be undertaken by Zac and Mark at TEA. Seeing as it was a vital compatibility thing we needed done before 41’s release (to get lower-spec players a build that actually worked) Zac has primarily been absorbed in getting the kinks worked out of the Zoom branch until recently. It hasn’t been his exclusive role, but Zoom did prove trickier than expected and for numerous reasons could never be put to one side. Meanwhile, Mark’s workload elsewhere with TEA meant that he hasn’t available to work in conjunction with us/Zac until very recently also. Now Mark is available and Zac’s necessary Zoom work is complete, there will be an uptick in progress, which we hope to be able to discuss with you over the coming Thursdoids, before arranging server ‘mega-test’ events to load test a single server once the tech is operational. We’re probably talking a month or two, here, or more if things don’t go smoothly. It’s not something that’s going to be magically dropped into the IWBUMS beta without a lot of shouting, build-up and hooplah. To those eager for it to appear – unfortunately this is just the reality of the situation BUT it will lead to a much improved multiplayer experience FOREVER once we do finally nail it. We don’t want to hack something in that results in the same flakey multiplayer we’ve had for years. We’ve had, and have, a great MP community when it comes to Project Zomboid – but anyone that’s ever spent time on our servers are aware of our previous online shortcomings. The lag waves, the invisible zombies etc etc. It’s a job we need done properly, done well and by the best people we can find (and have found) to do it. This is especially important because going from the overall reaction to the release of our version 41 beta, there’s a very real chance that there’ll be a big spike of interest in MP as soon as it’s unlocked in the IWBUMS beta. If it’s an over-populated lag festival based on our previous MP architecture, that interest will be short-lived – and not much fun for either our existing players or us on the development side. As such it’s vitally important to the game’s future, and everyone who desires a high multiplayer population in the long term, that we take our time and nail this one – even if it has been, and will continue to be, a painful wait for it to be reintroduced. This really is the route we need to take to make sure Build 41 MP hits hard out of the gate, and is in the best possible place for you when we consider it cooked and ready for consumption. In the meantime too, clearly, other members of the team will still be updating the IWBUMS beta with more general SP content, new animations, polish, Yuri’s fire system and much more besides. Looking further on into builds beyond 41 we have three mappers working on two separate vast locations, one Louisville and the other not, and an artist and a coder that have gone great guns recently with SP gameplay content for Build 42 that we can’t wait to share with you once our work on Build 41 is coming to a close. We’re quietly optimistic that it’s going to be a really good, and very busy, year. So thanks for your patience so far, and for coming along on this journey with us. Today’s featured image from the actual real Rick Grimes . 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. Thanks, we've already flagged this internally.
  9. What fps would you have gotten before the zoom build? Zoomng out all the way has *always* been coming with a big dip in fps because of the increased resolution that the game is effectively rendering. What zoom level are we talking about (you can see this in the options)?
  10. Racists slurs aren't "no reason".
  11. nasKo

    appeal for discord

    You were asked not to drag drama from other servers here. You also used homophobic slurs. This isn't 4chan and we don't need the drama of other servers. Discord ban stays.
  12. nasKo

    Garbage Train

    Howdy all, let’s run through the latest. We updated the public IWBUMS beta this morning, which is now running on Build 41.28. The changelist is viewable here. Edited highlights though, run as we mentioned last week. Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds. Options for different levels of this will also be provided. Turbo’s automated broadcast radio station – which provides weather forecasts, warnings on imminent power/water outages and other interesting things. Ability to turn off rain/precipitation when indoors, as this was making a fair few IWBUMS testers motion sick. Further improvements to the Foraging UI, and also now a new Fishing UI designed in a similar way. Code-changes to smoothen combat and remove the possibility of animation-cancelling. ZOOM AND JAVA STUFF The zoom beta, meanwhile, has been fixed up – with its higher res models and its friendlier ability to run for those with lower end systems. This said we still have a ‘garbage collection’ judder/stutter monster to deal with after about 20-30 mins of play (fixed by a restart if you’re on the beta) which hopefully we’ll have licked soon – with this branch then moving into the main internal test build, and then the IWBUMS beta, in the form of patch 41.29. While we are on this subject, in future news, as regular readers will know as we are constantly waging war against Java’s garbage collector, known for causing stutters and pauses in the game that not only take a huge amount of effort to minimize, but also are a ball and chain that heavily constrict how we code to try and appease the garbage gods. This is the very problem we are dealing with right now on the zoom branch for some people. The good news is September 2020, Java OpenJDK 14 will be coming out out on all three platforms and comes with a shiny new garbage collector that should vastly improve its ability to deal with garbage without any pauses whatsoever. This is huge, however it comes with one big caveat: it’ll be 64bit only. As such, we thought it a good idea to give enough forewarning that we’ll need to stop support on 32bit systems completely in/around September 2020. As always, legacy build will be provided on Steam betas so anyone left behind will have the latest possible version of PZ to play. We’ve held off as long as possible, but the performance benefits not only to the game, but also freeing us up to create a bit more garbage to use many of the more modern coding conveniences and allowing easier to work with codebase that we’ve had to suffer over the years to try and stave off these pauses. We’ll remind you again closer to the time, but hopefully this is enough notice. OTHER STUFF Here’s a quick WIP video from Yuri’s work on fire – though as ever please bear in mind that everything you see here is exactly that. A work in progress. At the moment Yuri is working on making fire look more ‘grounded’ and less floaty, while smoke also is being made a lot slower. Burning people/zeds will clearly have more specific animations too. We’re getting there overall, and flaming houses should be a treat to see – as well as pretty terrifying. Oh actually, right now at the time of writing Yuri wants to show people his slower smoke – which looks ace. Here it is. People probably care a lot less about this next aspect, but some may be interested given as they’ve spent so many Mondays/Thursdays spending time there (well, here I guess) over the years. Given as the release of Build 41 will be something of a relaunch for PZ – with anims unlocking so much cool shit, and with the game looking and playing so differently – we are also treating ourselves to a new website and a new trailer. The website will launch fairly soon, given as the one you’re currently reading is fairly rickety, and it’ll look a little bit like this! Boring news, we know – but we like it. It’s always nice to see Afekay’s Bob image being given a new lease of life too. Next week we’re hoping to provide an in-depth look into our MP efforts that we mentioned here, with some diagrams and such for the technically minded from TEA/Bitbaboon Mark. It’s a huge low level rewrite of the game’s multiplayer architecture, so won’t be something that pops into the IWBUMS beta without a lot of build-up in Thursdoids – but hopefully you’ll see more and more details of it appearing from hereon in. Today’s featured image is quite possibly one of the coolest ones we’ve seen in years – built in and around train carriages in Muldraugh, and is from WhitEҜnight . 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. nasKo

    A Good Day

    It’s largely been a week in which we’ve been drawing up plans for aspects of the MP work discussed last week, plus organising and putting roots down for stuff in Build 42. Likewise, some big new optimizations and (code-level) combat reorganisation were only added to the internal 41 build yesterday – and could do with some more testing. As such IWBUMS beta patch 41.28 will be out early next week, most likely, and not this week. If you’re desperate to try out any of the edited highlights changelist below, however, then there *is* a way – so keep on reading beyond the bullet points. So, at the moment IWBUMS patch 41.28 will contain: Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds. Options for different levels of this will also be provided. Turbo’s automated broadcast radio station – which provides weather forecasts, warnings on imminent power/water outages and other interesting things. Ability to turn off rain/precipitation when indoors, as this was making a fair few IWBUMS testers motion sick. Further improvements to the Foraging UI, and also now a new Fishing UI designed in a similar way. Code-changes to smoothen combat and remove the possibility of animation-cancelling. ZOOM BETA On top of the usual public IWBUMS beta, we are also currently running a temporary beta for our ‘optimization for lower spec machines; and ‘higher res models’ zoom branch. This is built on top of the current internal build (it will most likely be patch 41.29) so contains everything in the forthcoming 41.28 too. If you’re desperate for the new fishing UI then well, friend, you can try it out. Details on how to access the zoom beta and the password can be found HERE. Here’s a quick vid DrunkonLife took from it so you can see how it adds extra detail too. Right now we need to know if you’re getting any stutters/judders after 5-10 minutes of play – which some people are reporting, but we may have fixed. We also have an odd issues with cutaways randomly failing to cut away, which we’ll need to address before we merge it all into trunk. If you have feedback, please deposit it into the linked thread or onto the forum. OTHER STUFF Elsewhere Yuri continues work on fire, TEA/Bitbaboon Mark is coordinating MP efforts, Mash is working on new artwork for clutter and environments, Martin has provided new animations to counteract ‘window camping’ that we need to plug in, Xeonyx continues to beaver away on secret new map content, Binky and RingoD continue their assault on the Louisville suburbs, we’re sorting out a new website and trailer with different companies for the big 41 relaunch and… lots of cool stuff really. Finally: TFW you go viral… but it’s a pre-anims build. And pre-cutaways. And pre-2x detail on the tiles Be happy. from /r/gaming (Still VERY very cool though!) This week’s sweet base, sweet hat and sweet bag from Kwintofly. 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!
  14. So we agree that we need to buff stealth. Good. Like I said I think twice in this thread, stealth was balanced with the unintentional vision range bug where zombies simply could not see a player more than 10 tiles away, which roughly would translate to something like 20-25 feet I guess? So again. We will buff stealth.
  15. Let's try and keep this about stealth and zombie perception in this thread. That's a whole different argument.
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