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nasKo

The Indie Stone
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Everything posted by nasKo

  1. Sorry. Unannounced visitors. Had to get rid of them. Will grab food and then join
  2. I'll be there in about 30 minutes
  3. It's a dedicated server. Should still be up Good luck with finals?!
  4. Got a server up. IP 128.65.215.157:30100 pass: theindiestone
  5. How do I adjust my zoom? When was that added back as a feature? Now I'm going to re-download and install it to double check if that was the issue. Zoom does not work if you play the game in compatibility mode. If you're playing the game "normally", you'd be able to zoom with the mousewheel. It's been back in for quite some time, now
  6. Who is Rob? Took me while. RobertJohnson
  7. I can imagine it will be blogged, tweeted and mentioned in an "UPCOMING" or "RELEASED" thread.
  8. Sorry guys, I didn't have internet for a few as I stated earlier ", I'll change everything nowI guess it's already been updated.... Sorry guys I'll leave It to headshot from now on *shakes fist*
  9. We also had shorter ones. We'll keep them shorter in the future
  10. nasKo

    Mondoid Reposts

    Mondoid, 9th of December, 2013 It’s a happy Mondoid in the sleepy town of Mondoidton. There’s a happy buzz as the townspeople meet up in the local Pie shop to discuss hammer spawn rates, Luck traits and null pointer reload bugs. They’ve all been playing the latest Steam beta build, you see, which was released this past Saturday. We’re sorry for the delay on its release (regular Mondoiders will know that we had anticipated it to arrive much earlier in the week) but some last minute issues cropped up and enforced a few extra days in the development oven. Among many other things this beta build has introduced far bigger zombie spawns, a weapon repair system, rejigged item spawn rates and also a bunch of optimisation fixes that should see good results on some systems – although, as ever, the latter is an ongoing process. The next step will be to funnel in some extra bug fixes (like the zombies that run on the spot), after which we’ll look towards firming up this beta build as the primary release on both Steam and Desura. It would be nice to do this alongside providing a fix for everyone’s ‘Second Floor Building’ woes too, but it’s a bigger job than you might imagine – so we’ll see how we go on that front. Elsewhere, as always, we’ve got Mash beavering away on map fixes – while a lot of our internal tools and exporters are getting some precious CaptainBinky love at the moment as well. It isn’t very glamorous, but sadly game development isn’t all new features, free drinks and helicopters. (Come to think of it, none of us have actually ever been on a helicopter) There’ll be details coming later down the line, but it’s also worth mentioning that we’ll probably be having a community meet-up in Newcastle on Jan 25th next year (open invite, though you’ll probably have to be over eighteen as we’ll probably want to buy you a drink). We’re also planning to be at Rezzed in March though, so we can all have a group hug then too. A somewhat mundane Mondoid this week, then, but hopefully one tempered by the appearance of the newest build. Thanks for still being on this awesome adventure with us, means a lot x
  11. Oh my god I can't stop laughing. 10 funnies out of 10! Here's the new Mondoid for you! Don't tell the others: http://projectzomboid.com/blog/2013/12/buildin-on-up/
  12. The title is set up day/month/year lolOh. I didn't get it either...
  13. What he meant is that the public beta is the most current one, so reporting bugs for this one isn't necessary right now. The difference is that his beta is for people who want to help to provide feedback when it is needed. It's another level of "internal" testing, just on a more public basis. Basically, there are three levels: Internal testing - few hand-picked people Forum beta - only people who are on the forum know the password to the branch Public beta - every Steam user can opt into it The OP lists what's new. This branch is supposed to be another level of "internal" testing. It is more public than the internal test build but less public than the open beta. It will receive builds that need fast feedback and these builds are likely to be more unstable, hence BACKUP YO SAVES. Builds will share the same changelogs at some point because their changes will be applied to the open beta and - at some point - to the new build. If they turn out to be more or less game-breaker free they will be released to the public beta. Builds on this branch might not be on this branch for long before they're pushed to the open beta.
  14. No no no no you dont understand you man/woman/alien/thing/planet/sun/top hat/thing/darkmatter/other unknown anomaly, When i supported this game when it was first started on desura, we were promised a semi-early coop/multiplayer, like i said they slapped us, then gave tea. I'm sorry but it's always been clear that Multiplayer is a thing for the far future. It has been always made clear that the single player part of the game is the priority. I don't know where your impressions come from, but it's nothing that we ever stated. You can obviously be disappointed that there isn't MP, yet, but you shouldn't make something up and say it was promised to be in by now.
  15. Updated the OP with clearer instructions of how to get into the branch.
  16. Planned, more or less
  17. I got the hugest grin when I read that. As lame as it sounds, of everything else in this list of cool stuff, this by far made me so happy!
  18. nasKo

    Older versions...

    For the helpness-factor: http://www.desura.com/games/project-zomboid/keys
  19. I think the first playable build release was a little over two and a half years ago. Not too sure when actual development started but it's coming close to three years, I think (early 2011 I believe). Making games takes time, though. The fact that some might be accustomed to seeing another CoD every year and other sequels being pushed out right after another doesn't mean that indie games shouldn't or can't take more than a year. If this would be a platformer with basic mechanics you'd have a point, chthonic. If and when more people are hired, you will be able to read it. At this point there is nothing worth mentioning. As soon as there is, we will post about it on our blog, twitter, facebook or anywhere else easy to see. It's not a process of a week or two. This has to be a well thought out and planned step for various reasons. I'm sure TIS appreciates feedback but will make their own business decisions.
  20. It's not funny anymore. We understand you want it now but please...
  21. We do use them, they're just not as widely spread as in the US or UK. I usually don't back anything game-related on Kickstarter. Terraria wasn't my thing, either, so I decided to hold off until I can watch streams or videos.
  22. nasKo

    Mondoid Reposts

    Mondoid, 2nd December, 2013 Once upon a time Mondays were exclusively reserved for comic strip cats to make snide observations about while discussing lasagne and/or their owner’s love life. Well, no more. Monday’s now for Mondoid – your one stop shop (Hi Mathas!) for everything that’s happening deep inside Project Zomboid development. Stabilisin’ / Bug fixin’ / Beta build releasin’ Fixing up for the next Steam beta build is still progressing, and we’re hoping for a public beta to go out today. It’s possible it already has by the time you read this. We’ll see where we are before this Mondoid is posted and if it’s already been released then we’ll say ‘Yes! Released!” here and link to its thread on Steam: [sorry, not released yet]. This past weekend has been awash with bugs fixes, and we launched this upcoming beta branch build build to our internal testers for feedback. Bug fixes relating to farming, carpentry as well as some UI polish have also been completed. You can read the complete upcoming beta change list (along with the current beta features that are still new and upcoming to non beta and Desura peeps) in the following thread: http://steamcommunity.com/app/108600/discussions/0/648812305221475882/ As always work on performance, plugging up memory leaks and other important tasks are still going – and going well. With this coming beta build we hope to see some improvement on most systems. As we say in the beta thread though, it may take a few versions to get where we want to be – so if you still have problems, have hope. We’re also looking into auto-detecting the need for Compatibility Mode to avoid the black screen issues, and already hope to have reduced the number of instances dramatically. Then again we’re unlikely to have gotten them all, so again – this will be an ongoing effort throughout the next few patches if necessary. Buildin’ hordes We got lots of enthusiastic ‘thumbs up’ motions from our internal testers when we gave them the upcoming build – especially in relation to its rebalanced (read: raised) zombie counts. New survivors should beware… hordes are coming back, and they’re not pleasant to deal with. We’re braced for a torrent of ‘OMG too many zombies’ forum posts when the build hits, but we think it necessary to get the zed-count and difficulty levels back to what it was in pre-Steam Muldraugh. You’re gonna get munched, but that’s how things roll in and around Knox Country… Repairin’ weapons In and amongst his bug hunt RJ (Romain) has crafted a new weapon repair system that’ll be part of the upcoming beta build. This involves a bunch of the new items that we’ve recently added to the game, weapon condition stats and a couple of new traits. You can find details in this forum thread: http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system/ Designin’ long awaited NPC / Meta-Game stuff Okay we’re not ready to go into too many details, as we’ve run into the issue of blowing our load way too early and hyping everyone up a little too much on the NPCs issue in the past. BUT… This week we’ve made some massive strides in terms of designing the high level meta-game in such a way that it should dramatically ease the work that’ll be involved when it comes to restarting full-scale NPC development. It’s also safe to say that the approach we’ve opened up can potentially open up better, more interesting results – as well as open up some ace future gameplay possibilities for the Sadistic AI Director component. Especially when it comes to… erm… multiplayer. Oh man, so many PZ excitement buzzwords in once place! Please don’t get in too much of a tizz over all this just yet, this is all a fair ways off, but we’re building the NPC metagame framework again – and it feels good. Love y’all. TIS PS: we still get quite a few questions about how to get a Steam key if PZ was previously bought from Desura (or Google Checkout, way back in the day), so if you’re wondering about this, please check out this page: http://projectzomboid.com/blog/2013/11/returning-to-pz/
  23. No! *cough* no. Better to be prepared, keep 'em down I say. Yes, that'd be best!
  24. But I thought pants were not allowed when we sacrificed to the dragons ?!? He said first sacrifice...those pants will drop soon enough
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