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  1. nasKo

    Migration vs Craft

    Hello survivors! Today marks the beginning of one of the most significant and important periods in the modern world’s social and religious calendar: the Steam Summer Sale! Because of this, all you existing survivors will no doubt get a little swamped with all the fresh meat turning up for the PZ grinder. The Zomboid community has always been amazing in terms of supporting new players, and this time won’t be any different, but our tech and support teams will be working flat-out – most likely. As such we just thought we’d say that (entirely fictitious and non-existent) bonus Spiffo points will be available for those who jump into threads to give advice or survival tips to survivors fresh to the Knox Event. Likewise if you are one of the aforementioned noobs: hello! This is a dev blog we do every two weeks. PATCH 41.72 We are still working on the next update to Build 41, which we are hoping to release to an Unstable beta as soon as we possibly can. The hold-up (we were originally planning to put this out two weeks ago) is due to us wanting to smoothen out MP issues that arise when driving alongside (or in the same car as) players with a far higher or lower ping than yourself. It becomes very stop-start, and quite unplayable. These are essentially the edge-case ramifications of the necessary decision we made to remove physics-calculations from the server, but there are a lot of people playing PZ these days so edge-cases aren’t an inconsiderable number of players. The MP team have put a LOT of work into improving this over the past two weeks, and as soon as we’ve had a successful internal test with their latest changes we will feel in a position to punt the build out into unstable. A top line of major changes in 41.72 includes: fellow players optionally visible on the in-game map, new loot maps, new SFX and a new music track, polished emotes and a new way for players to be able to identify exactly which mods are misbehaving when they throw errors. Also an admin brush tool letting server chiefs paint items and walls etc. onto an ongoing game, and reams of small issue bug fixes. Additions that have gone in over the last two weeks also include: A huge amount of polish to the game’s food and recipes from BlairAlgol: filling in illogical gaps, expanding recipes, making foodstuffs previously absent from food crafting part of the system and making sure that you can no longer store a football in a toaster. Also a fair amount of food-related balance and common sense additions. An improvement beneath the hood to foraging – meaning that the game will be able to recognise polygonal foraging zones on the map, rather than the more inaccurate squares and rectangles it currently works from. The map team are also currently gearing up to do a final export of the current Build 41 map ready for the 41.72 unstable release. This will contain all the polish recently mixed into the main map, after which the team will turn to concentrate purely on mapping new areas beyond the current boundaries. There’s nothing huge in this map update, we are primarily releasing it so that all the map bugs the community have been reporting are fixed up before the team moves onto Build 42 content, but there are a few treats: Improved farms and farmsteads in readiness for 42’s animals, these include scarecrows that can be dressed up in the same way as shop mannequins. Improved rich district houses in Louisville Various new tiles like baby cribs, heavy factory machinery, standing floor lamps, farm related tiles, atm machines, heavy safes, medical related tiles, and new car wash tiles. [And no, baby cribs are not a harbinger of baby zeds] We are now at a point at which it’s increasingly becoming a pain keeping 41 and 42 content separate on our internal build. We won’t be calling time on 41 patches any time super-soon, we’ll leave it polished and stable, but we’re certainly now well on the way the flipping the switch and working purely on Build 42 content. (Clearly we will still be able to return to implement super-important fixes and changes though) 42 CONTENT We haven’t spotlit much from Build 42 recently – partly because one of its primary coders had been seriously ill (now recovered), and partly because a lot of what’s been done recently isn’t super visual yet. However, if you’ll forgive the primarily textual blog, here’s a few updates on what’s been happening. First from our newly-healthy Turbo, who is responsible for our crafting update. CRAFTING IMPROVEMENTS “Hello! This is Turbo! As mentioned in earlier blogs, the new craft update introduces a good bunch of new professions, new items, crafting tree and profession work stations etc as well as some other changes to how the game code ‘creates’ and records things.” “To explain what I’m currently working on and why, I’ll focus on a few aspects of the update:” A) Crafted items that have more RPG-like variable attributes that are based on the crafter’s skill. B) Stats of input items that may also influence the attributes of a final output item. C) The fact that a newly crafted item will be able to be placed as what we call a worldobject, then picked up again to item form – with all its attributes transferred in the game code between the two.” “As an example, we are currently working on crafting that will occur deep into the apocalypse: so a blacksmith may be making a hammer which requires a wooden tool handle and a hammerhead as the input. The wooden tool handle may have a ‘quality’ and ‘condition’ attribute with values that are based on the skill of carpenter who made it, and perhaps for the ‘quality’ of the wood used by them. Likewise, the hammerhead may have similar attributes – based on the skills of the blacksmith who made it, and the attributes of the ore/iron used in the craft.” “Mixed into this we also have to take into account aspects such as the skill levels of the crafter – and also take in a random factor so that not everything produced is of a uniform quality.” “The attribute system I’m currently working on should help with these kind of things, and it will not only be used for the new stuff in 42’s crafting update – but we will also be able to refactor things currently in the game’s existing crafting systems to work with it all really easily.” “Lastly, a simple use case example. (And this is an example – not a promise of item inclusion!)” Consider a shotgun item that can be crafted with attributes like damage, range and condition – based on the skills of the player who has been upgrading, improving and caring for it. The shotgun is then crafted into a new shotgun trap item, where the attributes of the original shotgun are copied over. The trap item is placed on the world as what we call an IsoObject – and the attributes are once again carried over to it. The range and damage attributes are now being used for the trap’s code. The trap gets triggered a few times – lowering the condition attribute. Another player decides to disassemble the trap to retrieve the shotgun from it, and the newly instanced shotgun item copies the attributes from the trap – and we end up with the correct damage and range values as it was originally crafted with. However, it now also has a lowered condition due to its activity while it was being used in the trap.” “With the new system I’m coding, this daisychain of steps can be achieved with very minimal additional coding required.” LES ANIMAUX “Hello everyone! RJ here.” “Okay, so everything that’s outside of your current surroundings in PZ doesn’t really exist. It exists as ‘meta’ – it isn’t streamed in, and the game calculates hordes moving around in distant places.” “For animals, however – this needs to change somewhat. You need to be able to travel the distance of the map, but for the game to still remember things about them that don’t matter for shambling zombies. Animals need to age, eat and drink – if you leave them too long they can’t be in perfect condition when you get back. They, most likely, need to be dead.” “Not only are there lots of things to consider with animal, but there could also be a LOT of them on the map – although we’re current not 100% on our final list we have models for rats, squirrels, larger birds, deer and domesticated animals. So, even though the game knows everything about them and their movement – there’s a risk that when they’re properly streamed it might get too intensive for the CPU.” “To avoid this I have coded it so that their stats (hunger, thirst, age etc) are updated every in-game hour. Realistically you’ll likely only have one or two cows, but if you want to breed rats for… some inexplicable reason you could end up with a ton of them. We don’t want players with 100+ animals having their stats updated every tick, or things could melt.” “As such, animals won’t be updated real-time while they are off-screen (except for animals in a migration path, more on that below) but they will update themselves once you (or anyone else) returns to them. So be sure to fill up their feeding trough before you head out on loot run!” LA MIGRATION DES ANIMAUX “We don’t want wild animals to always spawn in the same place. So for creatures like deer, we need to have them follow a set path – as they usually do in real life. This is being done through additions that Tim has made to WorldZed – and where we can ‘simply’ draw all the paths that animals could take – with nodes all along it where they can eat, drink, etc.” “It’ll be up to the player to try to understand and learn these paths, so you’ll know where you could find your animals to hunt. We can also perhaps provide lootable items that can mark up rough hunting trails on your in-game map too.” “This aspect of animals will be updated in the meta though, as animals need to always be on the move and some animal paths will cross with others – meaning that a group of deer could decide to change its path if it chooses to.” “A deer group will contain all relevant members of the deer family. If you kill the buck in a deer group, they won’t have fawns for quite some time – until they find another buck to add into their group. As such, it will be important for players to recognise what animals they should kill: which are still too young, which might be pregnant etc.” “It’s not done for B42 yet, but we are planning tracking to an extent via the deer excrement they leave behind and its freshness – all discovered via the foraging system. This way you’ll start to know on your server/game, what are the path animals are currently on, and could quite easily track back to them to “collect” your meat. Again, this aspect isn’t 100% up for inclusion yet – but hopefully shines a light on our plans.” JOB AD MK II Sadly due to unforeseen circumstances we are back on the hunt for an Animations Engineer / Technical Wizard – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here! Today’s Rosewood base from Poffie_was_here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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. Experienced games dev and want to work with us? Details here.
  2. nasKo

    BaZil Brush

    Hey all, here’s a quick update on what we are all up to. Our initial plan was to release our next 41.72 patch to the Unstable beta today, but annoyingly last night’s internal playtest had too many niggles with vehicle gameplay for us to comfortably let you loose on it. This is slightly annoying in terms of today’s blog, but probably not quite as annoying as you happily downloading the new version only for MP passengers to be stuck revving on the tarmac while their drivers whizz off towards Louisville. Still, once the MP Strike Force have checked everything out and we’ve had another (more successful) test then this is some of the stuff that will be punted out for you to try out: As mentioned last week, the opt-in ability to see fellow MP players in your faction or safehouse on your in-game map. A huge range of new and improved admin powers that should breathe a little more life into online play. First and foremost of these is a brush tool that will allow admins to create tiles, walls, fire, smoke, water etc. in-game. There’s also the ability to easily trigger thunder, a more synced health panel, improved spawning of vehicles and trailers and the ability to change player weights. Also, also are more zombie-attracting options, improved zed spawns and some powers over whether doors are locked or not. Here’s a quick video Aiteron has made to show it all off: Another more minor, but quite pleasant all the same, addition from Aiteron is the possibility of adding icons to the context menu. As seen here. New loot maps. Previously we didn’t have any loot maps for Louisville, but Tim has now integrated a bunch from the hand of Pat_Bren into the loot table. There are nine different maps in all, which means that as well as the usual ‘treasure map’ aspects you will be able to reveal a ninth of the Louisville map upon reading them. Also of note in .72 is an improvement to the way in which mod errors are reported. We have added a list of mods to the pause menu, and if one of them is causing errors and ‘the red box of doom’ then the culprit will be highlighted within the list. Perhaps of greater import to mod authors and our tech support team, however, is the improved lua error log that goes with the above: this will show if any files reported in call stacks are overridden by mods. We hope that this will allow modders, players and our own community liaison peeps to easier find mod conflicts and other issues. SWEAT THE SMALL STUFF While it’s not exactly excitement dynamite, we know, this week we hit a point at which our internal tasklist board got a bit… silly. When you have been making a game for as long as we have there is a tendency for minor tasks, small bug fixes and ‘easy win’ suggestions to stack up, and up, and up… The boards were just clogged, and it was hard to see the wood for the trees – and as such we pulled some coders from their features to blitz through and give our testing and production staff some temporary relief. Not sexy: we know, but also necessary for the sanity of some of our team. This sort of stuff: Having made a sizable dent in this sort of bug, everyone is now back at their usual post – but ‘Enforced Small Task Clearance Week’ also culminated in an event that will hopefully mean that we don’t have to have one of these mandated periods again in future. Prolific modder Blair Algol has joined the team, and his role will be clearing out as many of the remaining hundreds (!) of these minor (but sometimes time-consuming) issues as he can. Blair’s many mods touch so many different areas of the game that it seemed like a very natural fit for such a duty, while he also, of course, comes packaged with many ideas of how to make modding life easier for others in the community too. Once the boards have been cleared, and Blair has a firmer grip on the codebase, it’s also our hope that he will be able to bring some of his own ideas and ingenuity into the game proper. SOUND PHASE III Much like the Marvel movies, our soundscape improvement operations have worked in phases – and we recently had the meeting that kicked off Phase 3. The following are Noiseworks/Formosa’s next primary missions: Improvements to how the sound system deals with multiplayer characters and sound priorities. Primary work here is to try and solve the issues where sounds drop out due to clashes in sound priorities and limits when multiple players are around. Expand the reactive music beyond action moments. The ultimate goal is to allow the other non-action tracks to evolve and change: triggered by walking into buildings, looting a container, or any other little action that may trigger a change in the track that’s playing. Likewise making sure that they all also blend more organically between each other. Gameplay related sound effects, like modelling the realistic effects of using firearms in enclosed spaces without ear protectors. Also: improved noises for large crowds of zeds, sprinters and bullet world impacts if the coding team can provide their support for implementation. OTHER STUFF We are currently debating whether to release the map team’s current work (fixes, polish, improved farm buildings and agricultural areas, more defined Louisville upper class suburbs) in a 41 patch, or whether to outright say that the next export will be for 42 later down the line – alongside some sizable planned expansion into other towns and conurbations that would be beyond the edges of our current area. More on that, and where we are taking the Knox Event location-wise, in future blogs. As we mentioned last time, we’re coming off the back of Turbo’s serious illness currently – so it’s been something of a month of consolidation rather than massive exciting strides ahead. That said, sometimes strides ahead come in the form of things that will pay off in the far-flung future. Ever since the success of the 41 release we have had a lot more resources at our command, and have been able to invest it in both middleware that could bring PZ to new heights – and the talent to integrate it with our codebase. As we all know, one of the weakest things about PZ is the UI. We all get on with it fine, but let’s face it: it aint a looker, and it can be a bit clunky, fiddly and slow. We’ve always said we’d give it an overhaul, but it’s always been a daunting prospect. Since March, alongside our friends at General Arcade, we have been experimenting with some super fancy AAA high-end UI tech middleware that will make this process easier, and will make the end result better. For the past few months we’ve been making sure that it’s compatible with the game, doesn’t negatively impact performance and will still allow for lua UI for our modders – and it has been this week that we feel comfortable enough to say out loud to each other that it’s going to work, and is safe to proceed. So next time you see someone moaning that the PZ UI isn’t exactly glamorous – just tell them ‘they know, and it’ll take a while – but they’re working on it’. It’ll be some considerable time till we talk about this again, but we just wanted to let you know that this is another iron that we have in the fire. Today’s pile-up campfire from Mr.Crab763. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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. Want to work with us? Details here.
  3. Definitely against the terms and conditions, like pretty much anything where someone who pays has an advantage over someone who doesn't. A better approach is something where you do unlock tiers, e.g. cover 75% of the monthly server cost and everybody gets X. Cover 100% and everybody gets Y, etc.
  4. https://theindiestone.com/forums/index.php?/topic/54395-vanilla-buildings-pool/
  5. Hey all, here’s a Thursday round-up. We released version 41.71 last Thursday. We’re big on Thursdays around here. 41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more. Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up. Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto… 41.72 Seeing as we already have a fair amount of MP changes, fixes and balance in the pot for .72 at the moment it feels like it won’t be too long until we move it into the Unstable beta – unless of course a more disruptive feature comes to the boil over the next week or so and requires added internal testing. The current changelist for what we have in this patch can be seen here if you are interested. Primary items of note involve a lot of fixes and polish to radio use in-game, improvements to the representation of weapon-part upgrades in 3D models, and various issues with generators and batteries. Also in the patch will be the opt-in ability for fellow faction and safehouse members to be visible on your in-game map. And also some support for our colour-blind survivors, who will now be able to choose their favoured new text colours instead of BAD RED and GOOD GREEN. Thanks to Fox for this one. BEYOND There are many advantages of having a tight small team when making a game like PZ. However, one of the biggest disadvantages is that when serious ‘irl’ stuff happens to any of us it makes aspects of development difficult. We’ve never really mentioned it before, and still won’t go into any detail, but this was one of the reasons that Build 41 itself took a long time to come to complete fruition. The reason we are bringing this up is because one of the primary architects of the revamped B42 crafting system, Turbo, has been very ill (and often hospitalized) for much of the last three-four months. Turbs said it was okay to let you all know this, as it clearly has meant that while RJ’s work on domestic animals and some roaming beasts has been rocketing on ahead – Turbo’s own work on the post-apoc crafting, tech-trees and recipes has had to be on hold. We are so, so relieved and happy that Turbo’s treatment led up to an operation and a complete return to health – to the extent that he has been back working with us again this week. It’s been awesome having him about the place again. We don’t yet know how much this will impact on build content, timings etc, and will be working out what’s what in the week or two ahead – tho B43 stuff is being worked on in parallel, so it hasn’t been detrimental to that. Sorry if this has been a bit of a ‘too much info’ update, it’s probably not something you’d catch in a Call of Duty blog, but with Turbo’s permission, we thought it would give everyone a more accurate insight into where we’re at with things. We also hope that everyone will join us in wishing Turbs continued good health – a phrase for which the Dutch probably have their own term for and that we will google later on. To circle back around to more developmental matters-at-hand, here’s an image from RJ and Tim’s work on ways in which our non-domestic animals will roam the map. These are AnimalZone paths that share points, and allow for both long paths that cross cell boundaries and branching paths too. MAPPING We love seeing the maps our community produces – each with their own flavours, design and challenge. To support all our mappers today we are releasing almost 1500 buildings and associated assets of our own in-game housing, garages, sheds and patio sets for use in community maps. These should help map-builders flesh out their worlds without having to rely purely on their own constructed (and shared community) houses, flats and outbuildings. If you are a mapper then you can find the released assets here. We are not releasing ‘special’ and governmental/military buildings – but there are many, many houses, apartments, sheds, shacks, shops and restaurants here for folks to use in their own apocalyptic zombie nightmares. In terms of our own future map improvement and expansion, meanwhile, check out what Ayrton has been doing to our Louisville rich districts. “To bring more diversity to some locations of Louisville, I am converting some streets or blocks into Victorian-style districts, it should enable us to add a new layer of complexity to the urban plan with areas that are more/less wealthy, ancient, etc. Those new tiles are also being added across existing relevant buildings.” Elsewhere Aiteron is playing around with his improved fishing system to mix in some added ‘fun quota’ alongside the improved anims/visuals we showed last time round. Long-term work on server-side items and timed actions for MP continues, and the Noiseworks/Formosa soundscape revolution continues with their next missions due to be discussed in the coming week. Pat_Bren is also, meanwhile, crafting a bunch more annotated survivor maps to bolster our current stock – and also to cover Louisville and other newer areas of the Knox Event map. JOB AD AGAIN Following the success of Build 41, we find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team. We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Event’s exciting future. Interested applicants should check our jobs page, but we should underline that we currently don’t have any entry-level positions available. You will need to have a fair amount of experience we are afraid. This week’s touching crime scene from hp.tf. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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.
  6. nasKo

    41.71 Released

    HOTFIX: - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one. - Updated soundbanks to include two more tracks for the new dynamic music system.
  7. Hotfix released for 41.71 on Unstable branch: - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one.
  8. This is a regularly occurring issue on Twitch, not just with PZ but other games too. Sometimes it's copyright trolls who provide sounds that would regularly occur anywhere on Youtube, or Twitch (often in games), gaming automated content matching systems that would pick sounds that are "close enough" as matches. E.g. in Twitch's case, its automated content matching system Audible Magic is supposed to catch music, and in the example of the siren, someone uploaded a siren sound to Spotify so it'd get "matched". There is not really anything we can do about it, as we have all the required licenses for the sounds in questions. Content creators would have to push back in instances like this, citing TIS as having the relevant licenses and remove the mute or any sort of copyright infringement "count" that might come with it. Twitch has a form you can use to appeal muted audio: https://help.twitch.tv/s/article/how-to-appeal-flagged-content?language=en_US
  9. Changelog includes changes since the last stable update, from 41.69 to 41.71: HOTFIX 24th of May: - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one. - Updated soundbanks to include to more tracks for the new dynamic music system. NEW - New action music system Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. - Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui. - Added new items + updated 3D models - Added new forage items - Added the skeleton mannequin and scarecrow. - Added additional item categories and addressed some blunders - Added compilation of new hair types - Added option to "add all" to partially full Thread, Duct Tape, Twine etc - Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins. - Added BackupsOnVersionChange server option. - Added a second set of translations to the Survival Guide that are displayed when using a controller. - Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture. - Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory - Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename). The filename may contain folder names, but not "..", to prevent saving to arbitrary locations. These methods replace the broken Texture.save(filename) method. - Clicking and holding the left mouse button when placing items now locks the item to the clicked square. - Added XBOX_Menu.png and XBOX_View.png controller icons. - Added autouse new sack of gravel/sand/etc when pouring it on ground - Renamed Skill books so that they are easier to categorise. - ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window. - Updated credits - Updated community translations. - 3D items now shown as textures instead of models. They shouldn't slide around as much when the player moves. This helps a lot with framerates when there are 100 nails on the ground, for example. In debug mode, holding the HOME key will disable the item atlas and render models as before. - Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on. - Changed some ItemHeight and Surface tile properties. - Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map. - Changed setHaveConstruction to apply only when constructing and placing objects MODELS/ANIMS - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location - Changed High Viz vest to use Sweater body location - Added a different animation played when destroying floors with a sledgehammer. MP - Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online - do not apply impulses to static / kinematic vehicles - limit changes of linear and angular velocities - Passengers no longer allowed to exit the car while moving - Enable packet processing on the server - MultiplayerSeeNonPvpZones debug only option is added - Local admin check is delayed after set-access-level command - Player update replay is commented out - Check for local admin kick is improved - Turn on player teleport logs on the server - Admin is not kickable from safehouse - Burnt or smashed vehicle check is added for dismantle vehicle command - Car wreck is removed via new "dismantle" vehicle command - Only admin can delete vehicle via "remove" vehicle command - Add vehicle UI allows creation of burnt and smashed car wrecks - Anti-cheat: fixed kick local admin issue - Cancel auth ticket on client shutdown - Toggle timer is disabled in non-pvp area - MultiplayerLightAmbient debug option is removed - Refactored SafetySystem - Server option process cycles for SafetySystemManager are simplified - PVP safety is now set to true when PVP is disabled on server - Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini. - Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched. - Hide the black overlay when the sleeping players are killed Improvements to how the MP game handles dead player bodies - DeadBody creation is moved to the server - DeadBody ID is added (World version 192) - Client does not allocate dead body ID - Fixed player death animations - Fixed desaturation being set for dead player - Fixed reanimation delay timer starting immediately without 10 seconds delay - Fixed reanimation delay of 0-30 seconds - Fixed player death final animation - Fixed possible null point exception when zombie bites dead player - Fixed dead body grabbing breaking reanimation - Fixed dead body id not changing when added to world - Fixed desync of safety cooldown timer - Fixed sleeping player not being woken up in case of kick from safehouse - Fixed PVP icon being located over the map - Fixed players who could be kicked when admin removes that player from safehouse - Fixed when a non-owner player quits a safe house, other players also getting kicked. - Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately - Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player" - Fixed player being kicked when admin creates or removes PVP zone - Fixed SyncNonPvpZone packet send/receive loop - Fixed newly connected player not having all the non PVP zones - Fixed possible nullpointer in checkForNearbyRadios - Fixed zed texture 4 being used for player texture 5 instead of random index - Fixed reanimated player corpse disappearing - Fixed being able to turn pvp on when server option PVP set to false. - Fixed BufferUnderflowException on the server in SneezeCough packet processing - Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers(). - Fixed player appearance sync in multiplayer with greater than 32 connections. - Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer. - Fixed radio sync in MP - Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone - Fixed player being able to remove PVP button cooldown in non-PVP zone - Fixed unexpected anti-cheat kick just after leaving non-PVP zone - Fixed being able to turn pvp on when server option PVP is set to false. - Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone) VHS Fix - Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to. - Fixed ClientPlayerDB handling of WorldVersion. - Transfer known media lines from recorded_media.bin to the player on the first load. - Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player. The mod file is es.info.books.main.lua. MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter). MODDING - Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default. Item tagging changes MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO - Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types. - Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse(). - Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module. - Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported). The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap<String,String> getReplaceTypes() String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. SOUND CHANGES - Added global parameters Electricity, RoomType, and Water. - Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are: FactoryMachineAmbiance HotdogMachineAmbiance PayPhoneAmbiance StreetLightAmbiance NeonLightAmbiance NeonSignAmbiance JukeboxAmbiance ControlStationAmbiance ClockAmbiance GasPumpAmbiance LightBulbAmbiance - The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker. - Added FMOD parameter value RoomType=Factory. - Changed debugSetRoomType() to accept an integer instead of the name of an enum value. - Added sounds: ArcadeMachineAmbiance CanisterAddFuelFromGasPump CanisterAddFuelSiphon VehicleAddFuelFromCanister VehicleAddFuelFromGasPump VehicleHeadlightsOn VehicleHeadlightsOff VehicleWindowHandleOpen VehicleWindowHandleClose VehicleWindowElectricOpen VehicleWindowElectricClose - Synchronize room lights and other objects losing power with the ElectricityOff timeline marker. - Added PlaceOneSound and PlaceMultipleSound item script properties. These are played when placing items using the "Place Item" command. The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). - Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes. Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. - Added FountainBigAmbiance sound played to the multi-tile water fountain. The sound doesn't seem to loop and stops after several seconds. - Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound. - Added value MetalGate to the FenceTypeLow and TripObstacleType parameters. - Added sounds: BBQPropaneTankInsert BBQPropaneTankRemove BBQPropaneRunning BBQRegularAddFuel BBQRegularLight BBQRegularRunning CampfireAddFuel CampfireRunning CampfireLight CampfireBuild FireplaceAddFuel FireplaceRunning FireplaceLight ZombieTrip ZombieThumpGarageDoor - Added EquippedBaggageContainer FMOD parameter. - Added "SoundParameter = Name Value" item-script property. - Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound. - Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree. - A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer. This allows using different sounds for different attack animations. Currently this is used to play a different sound for spear stab versus spear slash attacks. - Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors. - Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd. - Changed how ambient sounds are played from doors and windows. Instead of choosing random objects, only the nearest exterior objects will play sound. Different sounds are played depending on whether the door or window is open or closed. This will be used for playing rain and wind sounds when the player is inside. - Fixed the BurningFlesh sound not stopping in multiplayer after a player dies. - Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out. - Play an animation when turning a propane barbecue on and off. - Fixed crouching when extinguishing a charcoal barbecue. - Fixed SFX and music cutting out in busy situations (often seen on MP servers) - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies. - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager. - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set. - Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters. - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie. CONTROLLER / STEAMDECK IMPROVEMENTS - ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll. Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. - When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution. - When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller. - Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down. - Enabled the on-screen keyboard in CoopUserName.lua. - Leave room for two lines of tooltip text at the bottom of the character-creation profession ui. - Several panels in the main menu can be scrolled using the right joystick. - The Start/Menu button will display the main menu in single-player, or resume normal game speed. This is instead of pressing once to pause the game and double-pressing to display the main menu. The game can still be paused using the Back/View button radial menu. - Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display. - Allow mouse clicks etc in the inventory and loot windows when a controller is active. - Added controller navigation to the Temperature tab of the character info window. - Made the selection in the Health panel easier to see. - Made the character-info window more opaque. - Made CharacterCreationMain wider at lower resolutions to avoid overlap. - Added a button to the on-screen keyboard to hide and show password text. - Enabled controller navigation in the server browser ui. - Enabled controller navigation in the server-settings editor. - Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected. - When placing items, the inventory and loot windows are collapsed if they aren't pinned open. - When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open. - Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks. - Set the texture compression option to be on by default. - Fixed navigation in the Multiplayer tab in the options. - Fixed editing server spawn regions with a controller. - Fixed the filter checkboxes going outside the ui on small screens. - Fixed being unable to navigate to the filter checkboxes and some other buttons. - Fixed controller focus when creating a splitscreen player. - Fixed toggling the mod under the mouse pointer when pressing the controller A button. - Fixed several cases of improper controller focus after clicking buttons with the mouse. - Fixed Lua error in MapSpawnSelect when the filename entry is hidden. - Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel. - Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading. - Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller. - Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup. - Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null. - Fixed using the controller X button to "Toggle Vision Info" in the foraging ui. - Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen. - Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square. BALANCE - Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them. - Added amount of bait items to Fishing UI - Added dismantling cameras for scrap/skill points - Plastic bags and paper money can now be used as tinder. - Doors broken by zombies now give unusable wood instead of planks. - Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container. - Players now able to stack and unstack logs on the ground - Cars now remember their cruise control setting - Breaking vehicle windows now produces broken glass - Decrease zed attraction volume of “remove broken glass action" - Updated and fixed item categorizations - Updated evolvedrecipes.txt and items_food.txt. - Removed Cookable:true from the Burger evolved recipe. - Added the "|Cooked" flag to Burger ingredients in farming.txt. - Updated distributions Lua files - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin". - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied. - Fixed adding a spice to a stale Taco increases boredom and unhappiness. - Added new methods to the Food class (to fix the above issue): getBoredomChangeUnmodified() getEnduranceChangeUnmodified() getStressChangeUnmodified() getThirstChangeUnmodified() getUnhappyChangeUnmodified() - Higher level carpentry crates now have more space. - Can now move empty composter. - Can now move military crates. DEBUG - Updated Debug context menu. - Updated Debug Menu UI. - Added Z param to teleport. - Added change vehicle skin option to debug. - Added Sync for changing color, blood and skin of vehicles. - Refactored "Remove Item"-tool UI. - Added option to the F11 UI: Disable Welcome message (Works only in debug mode). - Added Reload Lua button to main screen (only in debug mode). - Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu). - Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel). - Added Admin context menu options (some options from debug). - Added cheat Spawn Key door - Added LootZed tool - Added LootZed tool cheat (Check what can spawn in a container with what chance) - Added remove items tools - Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area) - Added options to the "[DEBUG] Objects" menu to: 1) Change a mannequin's script. 2) Create a Moveable item in the player's inventory for a chosen mannequin script. - Changes to the debug Items List UI: - Don't recreate the ui each time it is displayed, because it's slow. - Keyboard focus is set to the "Type" text-entry box each time the ui is displayed. - Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus. FIXES - Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing. - Fixed the controller tooltip text in the character-creation profession ui not displaying. - Fixed the overly-long delay before changing the volume of a cd player or television when using a controller. - Fixed spam messages about CDplayer's invalid world sprite. - Fixed the player not running when moving too slowly to sprint. - Fixed the character-creation Add Trait button being covered by the controller tooltip text. - Fixed placing multiple items locking the items to the first square that is clicked. - Fixed controller focus not being set to the "Check back cover" ui. - Fixed exploit holding down the Escape key before starting certain actions. - Fixed taking damage when walking down stairs while faster-forwarding. - Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type. - Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed. - Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject(). - Fixed buggy player rendering in the in-game map when the player is attacked. - Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal". - Fixed some duplications and formatting in MainCreationMethods.lua. - Fixed custom Sandbox floats displaying too many decimals in the tooltip. - Fixed walls in Fire station in LV remaining cutaway for no reason. - Fixed character being able to rest on seats seen through some windows. - Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off. - Fixed not being able to attach sheet ropes at certain locations. - Fixed cars not remembering their cruise control setting. - Fixed "Place item on ground" ignoring item's favourite status when placing items. - Fixed being able to interact with rain collectors through the wall. - Fixed player-built doors inside houses being transparent at any angle of view. - Fixed Walkie-Talkies not showing new "equipped" weight when equipped. - Fixed Metalwork locker container name being "Crate" in the loot window. - Fixed a spawned bowl of pasta or rice not being edible. - Fixed Painted Crates becoming white after Pick up / Place down. - Fixed Rotten food showing in right click menu as (Fresh) when newly spawned. - Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection. - Fixed player-built walls cutting away completely when built inside of another building. - Fixed typo in AdjacentFreeTileFinder.lua. - Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario. - Fixed Dish Towel having option to "dry self" even if char is dry. - Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour. - Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart. - Fixed replacing disassembled floors with dirt tiles above ground level. - Fixed clock Size option not being changable while in game. - Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground. - Fixed disassmbling floors playing the standing animation instead of crouching. - Fixed saved Radio Stations being removed when a radio is removed and reinstalled. - Fixed Foundation Makeup requiring a mirror when it already comes with one. - Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container. - Fixed ISPaintMenu error when near a placed radio. - Fixed weirdness installing and uninstalling radios in vehicles. - Fixed NullPointerException in ParameterInside. - Fixed Composters not having a container icon and title. - Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot. - Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function. - Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example. - Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly. - Fixed Lua error when the mini-map doesn't exist. - Fixed jumbo item-atlas textures being drawn the first time models are loaded. - Fixed mannequins that spawn in containers being invisible when placing them the first time. - Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only. - Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items. - Fixed item-atlas textures being drawn in the incorrect position sometimes. - Fixed items floating in air or remaining on the ground after removing or placing furniture. - Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on. - Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed building Wallframe using two planks but giving three when disassembled - Fixed cooking an egg showing the progress bar twice - Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags. - Fixed support pillars for stairs not being created on the server or other clients. - Fixed inability to burn corpses in MP - Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede. - Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type. - Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning. - Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom(). - Fixed OldBrake1 VehicleType being 3 instead of 1. - Fixed the "Enable left joystick radial menu" option not being saved. - Fixed a Lua error pressing the Toggle Search Mode key before starting a game. - Fixed the Toggle Search Mode key getting in the way when the game is paused. - Fixed crafted radios getting less maximum range at higher Electricity levels. - Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20. UPDATES AND BALANCE TO ITEMS_FOOD.TXT Reformatted file layout: - Standardized tab/space usage. - Sorted item script variables by group/function for improved legibility. Removed AlwaysWelcomeGift' entries from item scripts: - 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional. Changes made to evolvedRecipe Burger in evolvedrecipes: - Removed 'Cookable' property to match with sandwiches, tortillas, and burritos. - Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list. Changes made to 'Egg': - Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item. - Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version. Changes made to 'EggBoiled': - Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad. Changes made to 'BurgerRecipe': - Nutrition stats were double-defined. Fixed. Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread': - 'ThirstChange' and 'UnhappyChange' were double defined. Fixed. Changes made to 'NoodleSoup' - Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'. - Changed 'EatType' from '2hand' to '2handbowl'. Changes made to 'TVDinner': - 'UnhappyChange' was double-defined. Fixed. Changes made to 'FrogMeat': - Added cooked specification to Salad EvolvedRecipe. Changes made to 'FishFried': - EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed. Changes made to 'Pepperoni': - Removed Burger/Burrito/Taco EvolvedRecipes. - Added Sandwich/Baguette EvolvedRecipes. Changes made to 'Salami': - Added same EvolvedRecipe list as 'Pepperoni'. Changes made to 'MincedMeat': - Added Sandwich/Baguette EvolvedRecipes. Made the following foods non-cookable/pre-cooked: - Marhsmallows (Item 'Smore' can't be crafted/cooked) - EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked) - EggPoached (Non-craftable. Icon shows cooked version) - GrilledCheese (Non-craftable. Icon shows cooked version) - Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined) - NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun') Added Taco/Burrito EvolvedRecipes to: - Chicken - FishFillet - Steak Added Soup/Stew EvolvedRecipes to: - Crackers - Biscuit - Cornbread Made the following foods non-perishable: - Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips') Made the following foods perishable (DaysFresh/DaysTotallyRotten): - BakingTrayBread (3/6) - Biscuit (3/5) - CookieChocolateChip (7/30) - CookieJelly (7/30) - CookiesChocolate (7/30) - CookiesOatmeal (7/30) - CookiesShortbread (7/30) - Cornbread (3/5) - Croissant (3/5) - Cupcake (4/8) - DoughnutChocolate (3/5) - DoughnutFrosted (3/5) - DoughnutJelly (3/5) - DoughnutPlain (3/5) - Guacamole (4/8) - RefriedBeans (4/8) - Wasabi (4/8) Changes made to DaysFresh/DaysTotallyRotten values: - BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices] - BreadDough (4/9) > (3/6) - EggBoiled (14/21) > (3/6) - EggPoached (14/21) > (3/6) - EggOmelette (14/21) > (3/6) - EggScrambled (14/21) > (3/6) - OmeletteRecipe (3/10) > (3/6) Changes made to MinutesToCook/MinutesToBurn values: - BakingTrayBread (40/80) > (20/50) Changes made to HungerChange values: - GrilledCheese: -80 > -20 Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes. - Can be used in Sandwiches, Pancakes, Waffles, and Muffins. Removed 'UseDelta' from 'Sugar' due to not being Drainables. Changes made to 'Grapefruit': - Changed DisplayName from 'Grape fruit' to 'Grapefruit'. Changes made to 'Honey': - Is now considered a Spice. - Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes. Changes made to hunger values: - Centipede2: -13 > -5 - Centipede: -13 > -5 - CheeseSandwich: 50 > 15 - Cockroach: -11 > -5 - Cricket: -6 > -5 - Grasshopper: -7 > -5 - Millipede: -13 > -5 - Millipede: -13 > -5 - PeanutButterSandwich: 40 > 17 - Slug2: -10 > -5 - Slug: -10 > -5 - Snail: -10 > -5 - Sugar: 6 > 30 - SugarBrown: 6 > 30 Changes made to item weights: - CannedCarrots2: 0.7 > 0.8 - CannedCarrotsOpen: 0.7 > 0.8 - CannedCorn: 0.7 > 0.8 - CannedCornOpen: 0.7 > 0.8 - CannedFruitCocktail: 0.3 > 0.8 - CannedFruitCocktailOpen: 1 > 0.8 - CannedMushroomSoup: 0.7 > 0.8 - CannedMushroomSoupOpen: 0.7 > 0.8 - CannedPeaches: 0.3 > 0.8 - CannedPeachesOpen: 1 > 0.8 - CannedPeas: 0.7 > 0.8 - CannedPeasOpen: 0.7 > 0.8 - CannedPineapple: 0.3 > 0.8 - CannedPineappleOpen: 1 > 0.8 - CannedPotato2: 0.7 > 0.8 - CannedPotatoOpen: 0.7 > 0.8 - CannedSardines: 0.7 > 0.3 - CannedSardinesOpen: 0.7 > 0.3 - CannedTomato2: 0.7 > 0.8 - CannedTomatoOpen: 0.7 > 0.8 - Dogfood: 1 > 0.8 - DogfoodOpen: 1 > 0.8 - Lettuce: 0.7 > 0.2 Added 3D Models to the following items: - Lobster - Nettles Added 'DisplayCategory' entries to the following items: - BagelPlain - BagelPoppy - BagelSesame - Baguette - BakingTray_Muffin - BakingTray_Muffin_Recipe - Baloney - Biscuit - Blackbeans - Burrito - BurritoRecipe - CakeBlackForest - CakeCarrot - CakeCheeseCake - CakeChocolate - CakeRedVelvet - CakeStrawberryShortcake - ChickenFoot - ChocolateChips - CocoaPowder - CookiesChocolate - CookiesOatmeal - CookiesShortbread - Cornbread - Crackers - Crayfish - Croissant - Daikon - DoughnutChocolate - DoughnutFrosted - DoughnutJelly - DoughnutPlain - Edamame - EggBoiled - EggOmelette - EggPoached - EggScrambled - FishFried - FishRoe - FriedOnionRings - FriedOnionRingsCraft - GingerPickled - GingerRoot - GrahamCrackers - Grapefruit - Gravy - Gum - Hotsauce - Icing - JamFruit - JamMarmalade - Lime - Lobster - Maki - MapleSyrup - Marshmallows - MeatDumpling - MeatSteamBun - MincedMeat - MuffinFruit - MuffinGeneric - NoodleSoup - OilOlive - OilVegetable - OmeletteRecipe - Onigiri - OnionRings - Oysters - OystersFried - PancakesRecipe - Pear - Pepperoni - RefriedBeans - RicePaper - RiceVinegar - Salami - Sausage - Seaweed - Shrimp - ShrimpDumpling - ShrimpFried - ShrimpFriedCraft - Smore - Soysauce - Springroll - Squid - SquidCalamari - SugarBrown - SushiEgg - SushiFish - Taco - TacoRecipe - TacoShell - TofuFried - Tortilla - TortillaChips - WafflesRecipe - Wasabi
  10. nasKo

    Howard Ze(n)d

    For our last blog we released the new unstable beta version of Build 41 – which was 41.69 (nice). Today we are releasing 41.71, which follows last Thursday’s 41.70. These have generally been iterative patches, polishing the unstable beta up to a standard that we hope to be ready for a wider stable release next week. This week’s primary task has been our Sound Team and coder brains fixing out some nasty total sound cut-outs that had been cropping up on busy servers. Another primary thing we’ve been adding patch-by-patch is our new approach to action music. Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. The familiar tune can cross-fade into a high action version, essentially. So far we’ve been getting a very positive reaction from players on the beta. With 41.71 we will have ten out of the fourteen action tracks working in this way, so let us know what you think! Otherwise in these patches we’ve been fixing lots of different longstanding niggles with the game, so have a peek at the changelists – and jump in if you fancy on the unstable beta to let us know whether you think the build is ready for wider public consumption. Finally, if you notice that the Unstable beta is misbehaving with your favourite mods, then please let your favourite mod authors know – though please also be patient with them as they all exist in the real world with real lives/jobs/families/pets/TV shows to watch. Finally finally+ a reminder that we will be removing some legacy builds from the Steam betas once the latest unstable beta goes stable. If you are playing on an older Build 41 beta, then please return to the mainline if at all possible. NEXT Meanwhile, new stuff continues to build for future updates to Build 41. The MP team continue their long-term work on having all items operate server-side to prevent item-spawn cheating, while also providing improvements to 41’s more iterative patches. At the moment there’s also MP work in the can on stuff like vehicle radios now receiving radio stations, VOIP and radio chat messages in bubble text over the car. Likewise improvements have been made to your client predicting where your friends are falling/dying which is resulting in resulting in far less corpse placement weirdness. Work is also currently going into the smoothness of vehicles being controlled by other folks on the server – especially when they are moving at high speed. On the TIS side, meanwhile, EP has been integrating a new feature into the in-game map system that will be of great interest to admins and server owners: the ability to see where individual players are on Build 41’s in-game map. Server operators will also have the option of allowing members of safehouses or factions be able to see each other on their own map, if that suits their playstyle more than the usual default of having absolute no idea where your friends are. While it’s still not imminent, Aiteron is also integrating new animations into his fishing system that are starting to look really cool. This is super WIP and will get a lot of polish, but this is what it looked like this morning. Please note that in the vid the character is following the cursor: the cursor doesn’t represent fish placement. Gameplay hasn’t been fully tied to the anims yet. We are also looking for feedback and local knowledge from PZ players from Kentucky (and nearby surrounding regions) who enjoy fishing themselves. If this means you, then please check out the questions on this Google form. Massive thanks to those who previously emailed and have already given us some direction also! NEW HIRE Avid TIS followers will know that for a while we have been on the hunt for an Animation Engine Specialist to join the Project Zomboid team, and we are delighted to welcome one Howard Smith to our ranks. Howard is a big PZ fan, and also has big brains that have previously worked on the likes of Call of Duty, Halo and (wait for it) Left 4 Dead. Truth be told, in the big push for MP our work on our animations tech stalled somewhat – and there’s still many, many aspects of PZ combat and movement that we want to streamline and improve, and likewise many complex systems we’d dearly love to integrate in the future. Howard has a tasklist a mile long covering areas in which our animator has been logjammed recently, and as such will be something of a busy boy. Something else, meanwhile, that this gets us back on track with is work towards a release of our internal AnimZed animation tools to the community. This won’t be an imminent thing, but part of Howard’s work while getting bedded down in our code will be in building documentation and making some improvements both for us and the modding community. MORE NEW HIRE? Following the success of Build 41, we also find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team. We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Event’s exciting future. Interested applicants should check our jobs page, but we should underline that we currently don’t have any entry-level positions available. You will need to have a fair amount of experience we are afraid. TILL NEXT TIME That’s all the major news for this blog, but tomorrow we will have a surprise treat for denizens of the PZ subreddit. Pat_Bren has tracked down and interviewed a community hero, which has finally allowed us to say… This week’s arboreal scene from a S1ngle Man. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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.
  11. nasKo

    Ban appeal

    An MSPaint drawing of you apologizing to Judge Spiffo, saying you will not let your troll friend get you banned again, and obey the rules.
  12. nasKo

    Ban appeal

    Your friend posted on your account?
  13. One of the mods currently causing this is Improved Hair Menu
  14. We've hotfixed a file mismatch. Small update should be coming through the Steam pipes shortly. GOG Galaxy within the hour
  15. Heya everyone, so today we’re pushing the 41.69 patch out into the Unstable beta. This is a the first release of a wide-ranging version that touches many parts of the codebase – including some fairly foundational stuff to improve the smooth running of MP, some handy new hooks for modders and many and various different fixes and improvements. The full and unexpurgated changelist is pretty vast, but a quick topline run-through of its contents will now follow: In MP: improvements to car physics, admin improvements, anti-cheat fixes, better handling of dead bodies, PvP and safehouse fixes, fixed grass growing through safehouse floors and much much more. VHS fix – an end to the peril of one-time-use video tapes on servers. A raft of Steamdeck compatibility improvements. New items, new forage finds, updated 3D models, new hair types and more. Scarecrows and Lab Skeleton ‘mannequins’ that can be kitted out in player clothes. Quality of life features: renamed Skill books, better item placing, movable minimap and many and various other things. 3D items now shown as textures rather than models. As such they now slide around less when the player moves, and have far less of a performance impact when all piled up. New/improved tag system for modders, and other general mod-side improvements. Added ambiance noise for different areas on the map tied to particular buildings and items, such as a little bit of mall muzak. Relevant ‘power down’ noises for the above-mentioned sounds to flag the power/water cutting out. New sounds for arcade machines, gas pumping, vehicle headlights and car window opening (both via handle and electric windows). Also BBQ noises, campfire sounds, fireplaces and more zed trip/thump stuff. Improved treatment of inside/outside sounds depending on whether doors and windows are open or closed. Loads of UI and controller improvements that are universally handy, but have primarily been put in for (you lucky!) Steamdeck users. 41.68 works okay with the new handheld device, but 41.69 should provide some vast improvements. Lots of general balance, including a spotlight on foods and recipes. A shitload of general fixes. We would be hugely grateful if players could move over to 41.69 and report any oddness or hiccups, and likewise to inform the creators of any mods that have been broken. We have done our best to bypass disruption, but in such a wide-ranging patch there will always be mod toes that the code has unavoidably trodden upon. (Creators of radio/TV-related mods should especially pay attention to the MP VHS fix, as it may cause some issues.) OTHER STUFF Elsewhere work continues on Build 42 and 43 content continues, with RJ still focusing on farm animals, and also the introduction of some basic AI versions of wild beasts also. Please consider these WIP! Also coming to you today with a WIP tag (as we are working on far better player directional ‘strain and lean’ animations rather than a repeated ‘pull animation’) is a video from Aiteron showing his current work on the fishing update. A lot of work these past few weeks has also been into making it work online, and our testers have been having some impromptu fishing competitions already. Here, also, you can see: Water splashes (visuals WIP) to show placement of groups of fish, ultimately we plan to move to a more constant surface disturbance to show the positions of fish at any given time, as well as use the current splashes instead when the fish is struggling on the line. Lines and hooks that can be changed on the fishing rod that have an impact on your fishing. A fishing net you can catch items in, and a new ‘generic trash’ item that can also become snared up in your tackle and provide you with a random item (not always a shoe!) In the land of MP meanwhile the Strike Force are currently working on vehicle smoothness, and rare strange physics during and after vehicle collisions. They also have some imminent plans for better hit-fall position prediction, which should make corpse placement much closer to how it looks in SP. We are also partway through a longer term process of making the inventory system completely server side (or rather authenticated server side) to avoid any kind of item spawning cheats. This is something we really need to do to close up the potential for item hacks on MP servers. It will not likely appear for a while, most like coming in a major build rather than an iterative patch as it is a major piece of work and will also come with the potential for mod breakage for mods that spawn items directly on the client. (We’ll make sure to keep it unstable a good period to give mod authors a chance to fix when it rolls around, and will provide some method for modders to legitimately spawn items recognized by the server when needed.) This week’s stand-off from Viиicius. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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.
  16. Welcome back to the mod blog for the latest scoop from the Knox Event! This time, we look at two extremely popular mods from Authentic Peach, namely Authentic Z and AuthenticAnimations. If you’ve seen a PZ character lying in bed or sitting on a chair there’s a chance that you have Authentic Peach to thank for it… AuthenticAnimations activates some of the unactivatable placeholder animations created by TIS’ resident animator Martin, which aren’t quite ready for our base game. Sit on chairs, lie on couches, and tremble in fear by finding the new options on the emote menu. There’s even a set of animations for someone being smothered. We wonder what future purpose those could serve… Authentic Z, meanwhile, adds hundreds of new clothing items from clown noses to stovepipe hats to military webbing, and over a hundred new zombie outfits that spawn in the appropriate locations, like ice cream workers, fishermen, and dozens of unique zombies inspired by other media such as Resident Evil, Shaun of the Dead, and Left 4 Dead to be hunted down. It also adds new versions of existing items like football jerseys, t-shirts, wedding dresses, bulletproof vests and backpacks, along with some goodies like a flare gun, glowsticks and smoke grenades. A major feature of the mod is the ability to modify backpacks with extra “slots” or pouches which visibly show attached items on your character. This allows you to carry water bottles, tools, and even a Spiffo teddy on your back, saving you space while looking cool (and/or cute). Now it’s time to take out our reporter’s microphone, track down the unique character known as “Authentic Peach”, and activate our “ask questions” animation! AUTHENTIC PEACH Who are you in real life? Tell us a little about yourself. “I’m a college student studying computer engineering and a part-time computer repair technician.” How did you first discover Project Zomboid? Why do you like it? “My friend Clerkius recommended Zomboid to me about eight years ago. I picked it up in mid-2014, back before nolanritchie’s car mod, when only Westpoint and Muldraugh existed. I loved the base-building aspect of the game and especially the elements of base customization! If you look at the zombie game genre, these two aspects are either underdeveloped or non-existent in the grand majority of games.” How did you get into PZ modding? Have you made mods or maps for other games? “I haven’t modded any other game. I was inspired to begin when the clothing and animations update of Build 41 was announced.” You collaborated with Ravenim, and previous mod blog star Azakaela on your AuthenticAnimations mod, and Michael Chickson on Authentic Z. How did you first come into contact with them? Which parts of the mods did they help with? “It is a funny and wholesome story with AuthenticAnimations. At the time, Azakaela already had a few significant mods under her belt whereas Ravenim and I were just beginner modders trying to tie things together with strings and rubber bands.” “One day, we were looking through the game’s file directory and found loads of animations that were unused. This was before the game’s vanilla emote wheel was implemented. Ravenim and I figured out how to link these raw animations with framework files to have them work in the game. Azakaela then took up the torch and had them initiated with the recipe system. It was a fun, tag-team group project. Sometime after the emote-wheel was implemented, I updated the mod to fit the theme and added some custom art.” “AuthenticZ has been my personal project since late 2020. At first I solely used base game assets to make new outfits, but once I learned 3D modeling, the sky was the limit! 3D modeling was my Covid Project. I learned how to do it with two months of watching Youtube videos. It just goes to show that you do not have to go to school to learn these art-based skills.” “I had Michael Chickson join the project earlier this year since I noticed we had similar interests and prospects. He has contributed a few outfits worth, such as the cultist zombies. However, he has had to step away from modding, unfortunately.” Can you tell us more about your Authentic Z mod? How many items does it add to the game? How does it change the experience? “AuthenticZ adds clothing for zombies and players, with appropriate placement and rarity, and more functionality and customization to items. It adds a ton of stuff that only can be found on certain zombies.” “If I was to count the number of items, it would be 808, but that would be including different item states. 600 is a more meaningful number. Prior to modding, I loved to ‘cherry pick’ special zombies in a horde. It’s an extreme case of loot-lust where you would kill the zombie wearing the rare clothing item, and doing it in a way where it doesn’t damage the item. I find this mini-game extremely addictive and I especially flush it out in Authentic Z.” Authentic Z also features some unique zombie spawns, with many references to popular culture. Do you have a favourite unique zombie? Any tips for players wanting to track them down? “With about 150 outfits made, at this point, I no longer have a favorite. Some of my favorite zombies include the Ghostbusters, cheerleaders, and clown zombies. I also have made five types of clown zombie outfits. I suggest looking at the hitlists that you may find at the libraries or bookshelves. The screenshots have distinct hints of where they may be located. If you are totally stumped on finding a particular outfit, try looking at the Crossroads Mall or Grand Ohio Mall, where the spawns are randomized by the mod.” Authentic Z features a lot of new items and clothing like bulletproof vests, a more advanced backpack system, wearable lights etc. What are some “loadouts” of your items you would recommend for different activities like exploration, zombie combat, PvP play? And which would be your coolest and most fashionable outfit, regardless of how practical it is in the zombie apocalypse? “Definitely try out the tactical webbing for its attachment slots. Wearing it with a military flashlight will give you the edge during nighttime combat situations. I, myself, usually wear impractical outfits whenever I can. I feel that the meta for outfits, typically, is the full military gear getup. So I definitely recommend mixing it up.” “Having your character wear a special/ridiculous/silly outfit gives them a unique sense of personality! For female characters, I usually choose one of the cheerleader outfits or the female Mime. For male characters, I like to dress as Ghost Face from Scream or as a clown.” AuthenticAnimations allows the player to activate some of our hidden placeholder animations. Which of these animations would you most like to see in the game itself? “We made the mod because we did not want to wait years on end to see these animations in action [editor’s note: watch it, mate]. We made it to give content creators a toolset to express whatever creative work they have in mind. iBrRus’s True Actions mod has implemented the sitting, laying down, and sleeping anims quite well. I would like to see the vomit and crawling/prone anims implemented since these will flush out new aspects of the game.” Is there anyone else in the PZ community (or beyond) you would like to give a shout-out to? Which mods or maps by other users do you enjoy or find interesting? “I always play with the mods made by iBrRus and his team, and Shark and Chuck’s Expanded Helicopter mod. I encourage anyone to escape Raven Creek with the Autotsar Motorclub mod with a high vehicle spawn – the most fun I ever had in Zomboid!” “Special thanks to Scavenger and Shark for continually pushing me to the next level. I would also like to give a shout-out to Lizardman who did the new artwork for AuthenticZ. I would also like to thank all the Twitch streamers who motivated me and gave me meaningful feedback and ideas.” “I would also like to thank the dev team for making the game as moddable as it is, and working with modders to free up code and create more ways to mod. One of the phrases I live by is ‘Show me the tools, I will show you what I will make with them.’” What’s next in your mapping and modding plans? What’s the dream? “I have a finite amount of ideas that I want to burn through with Authentic Z, such as tackling dismemberment and fat zombies, then afterwards I will do a lot more with animations. I have been working on my own dancing mod with the goal to make it more silly and rambunctious than the True Actions Dancing mod (also one of my favorites). I livestream on the weekends if anyone wants to tune in and follow the journey. I try, whenever I can, to teach people how to mod Zomboid. I also plan on writing up more documentation on various modding techniques to help accelerate prospective modders’ projects. So far, I have made a 3D modeling to Zomboid guide which can be found here.” “Everyone has their own interests and unique perspectives. If everyone knew how to use the tools and the various modding methodologies, we would see a huge wave of creativity!” Thanks to Authentic Peach for taking time to answer our questions! You can find all his mods here.
  17. nasKo

    Lone Survivor

    Hello! The last couple of weeks has had an unusually high number of absentees, by coincidental combinations of gaming conference attendees, long planned family visits, and even an unforeseen emergency hospital stay (that turned out fine, don’t worry) meaning we’ve been running on a somewhat diminished team of late, but that should be sorted out by next week and we’ll be running at full steam again! – so unfortunately, there aren’t any sexy vids or pics to show off. However still we have some super interesting stuff to talk about! However, it’ll likely take the form of ‘lotsa text’ so prepare yourself for that! 41.69 First, 41.69 (nice) build is still in progress, we’re testing a bunch of changes at the moment and are eager to get it out there, but are still weighing up the cost of disrupting the MP servers with the benefit of the goodies within, and making the call on when we’ll push to unstable and start the release process. We’ll let you know when we know more. Here’s the changelist of 41.69 thus far! https://pastebin.com/ZhRhKVZi NPC Narratives We figured a good way to give people something real tasty to sink their teeth into regardless of the lack of fancy vids or pics, would be to show off the text results of our Narrative NPC system that we discussed a few weeks back planned for Build 43. As we detailed in our first NPC ‘meta’ system explanation, we have a powerful narrative event system that can be used to add context driven ‘storylets’ together into a somewhat convincing narrative for NPCs when they are away from the streamed-in world. These would define the goals of the NPCs, as well as evolve their situation so that when the player runs into them they have a convincing backstory, or events can transpire to affect those groups when they are not around for the player to witness. They will also drive events with npcs while the player IS present, leading to interesting generated story events for the player to interact with. These events set flags on characters, move their virtual presence along road networks and between houses of which all the rooms on the entire map are accessible even when the tiles themselves have not been streamed in. We can add extra data and tags that change the NPCs states and allow them to experience simplified narrative events that will branch and trigger randomly, and each of these events can have numerous outcomes of which we can attach a line of dialogue recounting the event later, so the characters will be able to sit around a campfire and let the rest know their story, or group members can recount the events of an eventful trip the player wasn’t part of, or what transpired at the safehouse while the player was away. Context sensitive text scripting is used to modify these lines of dialogue to fit the situation. For example, a tag for a character’s name in the dialogue can be substituted with ‘my mother-in-law, X’ or ‘my nephew, Y’ tracking the relationship between the two characters, or even between the character being spoken about and a third character (‘X’s brother, Y’). Other things such as a town location can be substituted where necessary, and there can be variant lines which are picked based on the characters, their flags, or other environmental conditions. Or just raw RNG, to mix things up a bit. Pat_Bren has been busy coming up with a whole metric ton of varied events and mini narratives, and Lemmy has been integrating these into the event system. There’s a lot more to add yet, but its starting to yield some cool results. Here’s a few narrative outputs. Full disclosure: some massaging of the results has taken place here, it’s somewhat curated as the system is still capable of some very odd results and the pool is not yet large enough to avoid ‘arrow to the knee’ situations, if we just threw in the first 10 results it’d probably not be so impressive at this stage, so we’ve picked ones with the least overlap — though you’ll likely notice a few repeated statements (in most cases this also demonstrates the variants or alternate paths we have there to mix it up) – our goal is, ultimately, with progressive builds, to widen the library of narrative events and lines to the point where each story feels completely unique (easier to do without voiced dialogue, but we apologise profusely to our translators). Please be aware these are still work in progress, and we still need to do some work to make these flow as naturally as possible as if recounted later to another character — rather than as a straight log of events that can seem a bit terse and unnatural, so none of the text is remotely final and we still need to figure out a good balance of information that would feel natural to share to a third party potentially weeks later… (It’s very important to note that, at present, these narratives are limited mainly to the meta, and while we talk about how they will impact characters the player witnesses, there is still a lot of work to do in that department. This is all very super work-in-progress, and while a metric ton of work has been done across the NPC codebase, it's still a big job to piece it all together to work as one.) Breakdown of a narrative Let’s pick one of them and break down how it works: As is probably clear, this is all too self-consistent to be completely random. This isn’t just a bunch of random disconnected events triggering one after another, but rather a mini-narrative that is comprised of several related events, each of which has various ways they can pan out and also conditions that can lead to them triggering in the first place, leading to a whole host of other outcomes that will affect the group in different ways. To show this, you’ll see another branching version of this same narrative in the list of outputs above, starting with ‘Just before the shit hit the fan, Joe got sick’. Though it sharing the specific phrase ‘shit hit the fan’ text was a coincidence, it could have equally started with ‘Just before things got really bad’ or ‘Before all of this’. Narratives have natural end points that can end that narrative, or instead they potentially lead naturally into another if relevant. In other cases they can set flags on characters or groups that will lead to other events, or even other narratives, having a chance of triggering on them in future. This is the way the narratives can ultimately serve as larger building blocks to make longer character stories that flow into each other convincingly. So back to this demo narrative above: “Just before the shit hit the fan, my sister Annie got sick.” As detailed before, we generate the starting NPC groups from various families, with some other elements to mix things up. In the first event of this narrative, we pick an appropriate member of the household to ‘get sick’. This will set the first constant within this narrative that will be referenced and used throughout. Then the second event in the narrative is thus… “We tried to take her to the hospital… but the highway was blocked with traffic.” This event will trigger the characters of the group (however it was generated) including the unfortunate Annie, to set a goal to travel to the Louisville hospital. Wherever they are in the world, a path will be generated along roads to that location. Even though the characters, nor a vehicle, are streamed into the world, and they exist virtually in the ‘meta’, we can randomly assign them an appropriate car and start them moving at approximately car speed along the roads enroute to Louisville. If the player were to cross paths with this virtual ‘radar blip’ of these characters, it would spawn in the car with them inside, moving in the correct direction at the appropriate speed, and the more direct vehicle controlling AI would take over with the same destination in mind. This event can play out in various ways, hitting the military blockade, crashing the car, getting stuck amongst a group of zombies. Getting stuck in traffic has various outcomes, including for example a car-jacking attempt, or the person being carried turning in the car. Some of these may lead to more generic events or narratives, or may continue the main mini-narrative to a further conclusion. Assuming all this carries on within the virtual meta world, they will make their way until they hit one of the traffic jam zones on the highway, which in this case causes it to trigger the next event in the narrative. “By that time we realised it was too late, the car was blocked in, there was no way out. We had to abandon the car and make our way on foot.” Alternatively, it could be they managed to drive back home, or get through the jam and onto the next problem. But, in this case the narrative branches to this outcome. We flag they have lost their car, and are now on foot. We set their goal to still be heading toward Louisville hospital, however now they are flagged as on foot and the group’s ‘radar blip’ move at a much slower rate along the road. If a player intersected with their journey, we’d spawn the characters all on foot, and the AI would take over from there with the same pathing goal. Now they are on foot, this opens the door for other events linked to this narrative to fire that wouldn’t be possible within a vehicle. One such event that can randomly trigger is a worsening of the health condition of whomever was chosen to be the sick one, which is what happens next. “Annie was real bad, her fever was getting worse. Bryan, her husband, had to carry her.” True, at this time we don’t have any way to ‘make this real’ should the player happen upon this group, since we don’t have support for characters carrying others at the moment. We hope to add this, and should we do this, then when we spawn the characters in the flesh we would set them up as appropriate to the event – but regardless, at the moment these narratives in particular take place way too early for players to actually intersect with, so we can take a few liberties in these particular narratives anyway. Notice Bryan is referred to as ‘her husband’, which is automatically generated using Annie as the context character, and the code examining the closest relationship between these two characters. We could instead have an alternate line of dialogue using the speaking character (Annie’s sibling) as the context and it would instead read ‘my brother-in-law, Bryan’, finding the shortest link between the speaking character and Bryan was through Annie. We plan for this to be expanded in future to automatically modify based on all manner of things, such as character opinion, and/or character’s traits (My idiot brother-in-law, Bryan, for example) though this may not be present in the first iterations of the system. So now, we have flagged that the ‘illperson’ is being carried, and is being carried by Bryan. This opens up the potential for new events to be triggered, and indeed that is what happens. Poor Bryan. Again, some choices, what they do with the zombie Annie and Bryan, there could be a third victim in attempting to put them down. These branches are, relatively, painless to write, and can be expanded on far into the future. It means we can have many small narrative threads, ones that last days, or ones that last months, that thread in appropriate events to steer the story in believable directions, with written or designed outcomes that make sense and feel like a real story, in a manageable and expandable way. The ‘quests’ that we have with our story generation will likely fit in line with this above narrative system. Is a character split from their loved ones, on their way to another town to find them? Maybe you can help? We’re hoping for a more organic structure of interaction and transaction with NPCs that emerges from this narrative system and leads to some really cool and believable stories being told with our NPCs. Header Image pilfered from a previous blog out of laziness, sorry! Centralized Block of Text has nothing more to say today, bye bye!
  18. This is a regularly occurring issue on Twitch, not just with PZ but other games too. Sometimes it's copyright trolls who provide sounds that would regularly occur anywhere on Youtube, or Twitch (often in games), gaming automated content matching systems that would pick sounds that are "close enough" as matches. There is not really anything we can do about it, as we have all the required licenses. Content creators would have to push back in instances like this, citing TIS as having the relevant licenses and remove the mute or any sort of copyright infringement "count" that might come with it. Twitch has a form you can use to appeal muted audio: https://help.twitch.tv/s/article/how-to-appeal-flagged-content?language=en_US A streamer safe option is not in the cards for this, this isn't music being falsely flagged, it's a police siren sound that we have all the required licenses for as well.
  19. nasKo

    Milky Milky

    How do, all. Let’s visit a few different PZ departments to see what’s cooking. 41 PATCHING We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes: New items and 3D models New foraging discoveries. Many improvements for controller and Steamdeck play Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync. There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot. FISHING AND LOCKPICKING Although it’s not clear where it will land in terms of a build release yet, this week Aiteron’s new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun. There’s still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working – so we can then add some polish. We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky – and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play. We won’t go into detail, as it’s still distant, but something else that’s in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game – in a new and improved package to boot. Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map – hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc. MAP WORK The map team’s ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion… here’s a few extra fun things that will be appearing in an exclusion zone near you. New tiles to improve the appearance of existing locations. Some older, and very distinguished, buildings for the richfolk of the area. MUSIC On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music. Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit. When the action subsides, or the number of zombies you’re fighting declines, the music will enter a low state and eventually fade out. FARM ANIMALS Work on the introduction of farmed animals continues for their planned introduction in Build 42. All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please don’t worry/complain/laugh/faint/query/weep about ‘em. (Usual caveats apply basically!) Some bullet points on the current integration! All animals are defined in lua definition tables, which will allow for maximum modding possibilities: it’s via these definitions that you can essentially adjust animal behaviour. When in their pen farm animals will wander around, ‘emote’ by flapping wings or rootling for food on the ground, sit, rest, lie down etc. Relevant animals can graze grass, which then regrows after an appropriate amount of time – which can be defined in a new sandbox option. Animals will eat from a trough, which is something you’ll either construct or loot from a farm. Animals all have different growth stages – for example calves become cows/bulls, and grow in size. Their growth will be guided by various parameters – like their hunger, thirst, general health and the size of their enclosure. Baby animals will stick by their mother’s side, and even take milk directly from the udder. The bigger the animal size, the more meat it will produce when it is butchered. There will be various breeds in-game – so you could have a “meat breed” (Angus) or a “milk” breed (Holstein) – and maybe even something in between like a Simmental. Growth rates will be realistic, so a cow will take two full years to be at its full size, but this will be modifiable via sandbox options. Cows will generate milk for a certain period after delivering a calf. The more you continue to milk the cow, the more milk you’ll get each day. Leaving a cow with a full udder, however, will cause issues and a decrease in lactation. Sheep grow wool that you can retrieve with a shear, and also have a milking system if you enjoy sheep milk. Hens can lay eggs. If a henhouse is present they’ll lay eggs in it, otherwise they’ll do it on the ground. They can be fertilized by a rooster, so if left for a time can hatch out chicks. You will need to shut the door to the henhouse every night, and open it back up every morning, or will you risk visits from Mister Fox – and see the resulting bloodstains to boot. ANIMAL BREEDING What’s currently being added to the above systems are some ways to encourage the breeding of animals – to improve your herd, and that of your friends and neighbours, as the apocalypse draws on. It sounds complicated, but it’s actually quite easy for us to generate animals with a ‘full’ (for our purposes) genome – again all defined in lua definition tables for easy modding. Each animal type will have a set of abstracted genes that each contain two ‘alleles’ inherited from parents, from “milk quantity”, to “life expectancy”, “strength”, “appearance” genes and a lot more in-between. We’ve gone for a somewhat realistic, yet still gamified, genetics system to make it feel somewhat accurate. We want to have some of the interesting consequences of genetics, and also to have them present clear enough results for players to engage with in cross breeding projects. When breeding animals, characters with appropriate skills will be able to inspect the animal and get an idea of its various health-related attributes (aka genes) – while others such as egg laying, fertility or milk production will be observed in the animal during its lifespan. Higher skills will also, most likely, make this more apparent/obvious to experienced breeders. The gameplay loop of animal breeding will involve trying to pick the correct pairings/groupings of your animals to pass along the best genes into their offspring. Over successive generations you will be able to improve your stock with better milk production, egg production etc – or help you to focus on producing animals with more meat for slaughter. Finding new animals to breed to diversify and improve your stock’s gene pool will be a prime reason for farmer players to interact with other groups, or go hunting around the farms on the map. Likewise, this will zero in on the concept of a ‘prize bull’ that you might grow an emotional bond with, and really, really not want to get ill – or perhaps even get stolen in MP. The science will be that each animal will carry two sets of alleles in their genome, one contributed randomly from each parent. You have dominant and recessive alleles, and this will mean that you definitely have to be careful about in-breeding, as base generated animals may have recessive gene timebombs in the forms of genetic illnesses of varying types, waiting to ruin your prize bull and your entire stock if you’ve inbred your animals too much. We’re sure there’ll be mods that will allow players to observe the genes more directly, but in the base game we’re expecting a tad more ‘art than science’ approach and using informed guesses and examination and observation to improve your stock. There’s plenty more to this system, but we’ll leave it there for now. All animals will use this genetic system, and we’re sure at some point we’ll look into expanding it into the plant system too, however that’s not a priority right now and almost certainly in the worlds beyond Build 42. This week’s cool arcade base from Damien. A changelist of all our pre-release patches since the 41 beta began can be found here. 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.
  20. Greetings, zombesties! The mod blog returns with a look at the varied and incredibly jam-packed mods of Azakaela, creator of the popular Survivor Radio mod which adds multiple new radio stations feature voice acting and real music, the dusty, desert-set Coyote County Araxas map, and many more besides. As well as answering our questions below, Azakaela has kindly listed five of her mods for us to take an in-depth look at. Survivor Radio An incredibly stuffed mod, Survivor Radio adds ten new radio and four new TV stations to the world of PZ. It includes not just thousands of words of new content, but a large amount of voice acting and real music too. Some stations provide new lore, others a mix of DJ dialogue and music, and there’s even a channel that will play your own custom music. You can listen to a sermon by Reverend Dan, hear a tarot reader give your day’s prediction, “watch” fictional movies or extracts from real ones on television, and listen to real music by the author themselves or recorded by other local bands. Coyote County Araxas A work-in-progress map with a unique visual style and clever use of terrain tiles, Coyote County Araxas brings wonderful dusty, run-down vibes to PZ. Looking almost post-apocalyptic even before all the zombies, Coyote County contains trailer parks and desolate, graffiti-and-trash-covered small towns, rocky red elevated terrain, sandy desert terrain, custom plants including cacti and wildflowers, and even a cave system. Get your cowboy hat, your six-shooter and your Playable Guitar for those authentic Wild West (or New Vegas) vibes. Just don’t get lost in that huge desert. You can’t make soup from sand. Playable Guitar Exactly what it sounds like, Playable Guitar makes our Acoustic Guitar item playable using your keyboard. Belt out your favourite ballad, write a song to capture the horror and sadness of the apocalypse, or simply pluck a few strings to make those lonely nights go by quicker. Aza’s Posters Aza’s Posters adds over a hundred, you guessed it, posters to decorate your base with. It includes some appropriate for our game period (Nirvana and X-Files), others which are less time-appropriate but still entertaining (internet references, memes, and even some Rickrolling), references to the author herself, movie posters, and at least one featuring a beautiful pupper named Batman. Project Voice Another mod of Azakaela’s which adds voices to our text-based characters, Project Voice focuses on the gameplay itself. You can choose from five voice sets including spoiled Valley girl Vallie Kallie, the bumpkin Good Ole Boy, and the downbeat Whatever Wilma, with each giving you a different flavour of dialogue barks to use as you play our game. By holding Q to open a radial menu, you’ll be able to hear your character say hello or curse, call out enemies or supplies, or even say sorry to all those innocent zombies you’re mindlessly murdering. The apocalypse is no reason to lose your manners. And now we head to Azakaela’s fortified and heavily defended recording studio to ask the author herself a few questions! AZAKAELA Who are you in real life? Tell us a little about yourself. “In real life? Or just fantasy? [Pat_Bren note: Caught in a landslide, no escape from reality…] I’m a multi-instrumentalist who plays guitar, bass, keys, vocals and composes music digitally under my artist/middle name ‘Azakaela’ which means ‘the crown of poison flowers’.” “I also play in two bands, a punk/grunge one named Halley’s Return, and a stoner-doom-metal band named Kannabyss. I adore writing and any form of creative expression I can get my hands on. On the weekends I volunteer my time running lights at the The Gallatin Underground and I also co-host a Youtube show there where we interview local musicians to help promote them.” “I’m happily married and I have a nice life in Montana with my pets, Bunny the cat and Batman the Corgi. I’m usually spending all my time working on my own game these days.” How did you first discover Project Zomboid? Why do you like it? “I remember when it was just the short story of Bob and Kate, and I thought: “Damn! This game is awesome and dark as hell”. And then I thought “This is how I died…”” “I got distracted with life but got back into the game a few years later. I played on roleplaying multiplayer servers like Gateway Roleplay (I think it was called New Dawn back then). Really, the experience of playing a long-lasting character there kinda changed my life a bit, at least in the way that it helped me come to terms with my identity. I even took my first name Erin after the name of a character I had played. I don’t think any other video game I had ever played before gave you so much power to create a story for yourself that could be so impactful.” “Hands down, what I like most about Zomboid is that it’s something that’s constantly being improved, it’s a labor of love. You really feel that when you play the game, that there’s so much that has been thought through. It became a ritual for me to check the most recent Thursdoid to see what’s new with my favorite game. As of right now I have nearly 4K hours in the game, and another 2K-ish in the mapping tools alone.” How did you get into PZ modding/mapping? Have you made mods or maps for other games? “I think it kinda happened gradually. Back when I used to parade around on the TIS Forums as CzarUltra I would occasionally post mod ideas (eg. “what if the zombies were filled with bees?!”), and then quickly realized the fastest way to get something made is to do it yourself.” “I learned it bit by bit over the course of a few years, studying the file structure of the game and making tweaks where I could without breaking the game. I made silly mods that replaced the color of the blood, or made all the zombies sound like Macho Man Randy Savage. But where I really got into modding was when I learned how to use WordZed. From there things just fell into place. I took an interest in mapping as well and made several really bad maps after Envy Demongave me a hands-on tutorial on how the mapping tools worked! (Thanks Envy!)” “As for other games, I haven’t done much, only a map or two for Hotline Miami 2. (I think the best one was Hospice, which takes place in a hospital hostage situation).” In the description of your guitar mod, you say your grandfather taught you how to play, and your Survivor Radio mod features some of your own songs. Can you tell us more about your interest in music? “I’ve loved music ever since I was a little kid. My grandpa had several acoustic guitars and stuff like tape recorders lying around and I used to visit him all the time. I remember one time he gave me a Casio keyboard and I fell in love with it. It wasn’t until I was around 14 that I decided I wanted him to teach me how to play guitar because my cousin was learning and, out of spite, I wanted to be better than him!” “I played the guitar till my fingers bled and eventually joined a band in high school. Without music in my life, I wouldn’t have met any of the people that I currently know and love, and I think without it, I wouldn’t have anything interesting going on! I seriously owe a huge gratitude to music, because I basically think in music – everything always starts with a melody for me.” Your Survivor Radio and Project Voice mods feature significant amounts of writing and voice acting. How much new text does your Survivor Radio mod add? Did you write all the text yourself? How difficult was it to find and cast voice actors and get their audio in-game? “I’ve never measured it as it would drive me insane but it’s literally thousands and thousands of words. I had some help with the writing, especially the station Classical for the Dead, entirely written by the fabulous Mumbler. Whenever I listen to that station’s end broadcast I get goosebumps. Additionally, the KBS channel and a myriad of other writing in the mod was done by Fie, Jade and Goosesalesman of Hamburg. There used to be even more, but unfortunately I had a falling out with some people and their work was removed from the mod on request.” “But all that being said, I did do a shit ton of writing myself. At times it was a very lonely experience, wondering if anyone would ever get to experience the broadcasts I was spending all of my time perfecting – but I think it was worth it.” “Finding cast for some of the stations was an arduous process, but other times it was just as simple as putting out a call and receiving auditions. Scarlet, the voice of Erin Fontaine in Naturally Mortal radio, I met when I first thought about adding voices, and she’s stuck around to help ever since.” “Now, getting the audio in the game was seemingly an easy enough process, but ensuring that the text lined up with the audio was a nightmare! Basically for every 5 seconds the text would have to be split up with something called duration codes that look like this: ${t:5.00}. I’d spend literally days getting just one five-minute broadcast in! Duration codes are the bane of my existence.” “When it comes to the voice actors on Project Voice, I basically told Udo, a fellow modder of mine, and he brought his army of experienced and talented voice actors to come in and just have fun with it. I think Project Voice is gonna be great because of everyone bringing their unique voices to it.” Coyote County Araxas has a unique look and feel – a dusty desert filled with run-down towns, but also some beautiful nature like wildflowers and cacti. What inspired the map? How long have you spent making it? “A long time ago I took a trip out through the Arizona desert and I was enamored by its beauty. I thought deserts were just sand and empty space, but I realized there was so much more to them. What really inspired it was my wish to make a different experience entirely to Kentucky. Someone asked me if I could replicate a place called Mentone, Texas, which I wound up building by looking at screenshots from Google Maps and Street View at first, and then just spent forever tweaking the vegetation. I realized that since the vegetation was based on the Sonoran desert that it didn’t make sense to put the map in Texas, so I made a fictional state called Araxas, which exists between Arizona, New Mexico and Texas.” “I’ve spent a great deal of time working on it by myself at first (about six months), and I thought I was never going to finish it because of how large it was – but I have some help with it now so I can focus on building the mountains and other unique areas while the town of Garden City and other building projects is now being done by Fantasiado, another mapper and good friend of mine. Now that we’re working on it together, we hope we can get it to a complete state sometime before the end of summer.” Is there anyone else in the PZ community (or beyond) you would like to give a shout-out to? Which maps or mods by other users do you enjoy or find interesting? “I’d like to give a shout out to the following PZ peeps: Authentic Peach, Shark, Fantasiado, Browser8, Jade, Mindgate, EnvyDemon, Mumbler, Udo and Buffy. If I missed anyone sorry. Also, gotta thank my wife, Brooke for being amazing and putting up with me.” “I’d also like to take this opportunity to plug my friend’s company I do work for on the weekends, The Gallatin Underground!” “In fact, as a celebration for this Mod Spotlight, “I’ve gotten about 700 royalty free tracks that we recorded at the studio that I’m going to be making a new radio mod similar to Survivor Radio with – so keep an eye out for that, especially if you’re a streamer and want to avoid DMCA stuff and listen to real life indie music while you play!” “Other mods I like? I gotta say, hands down, the Dancing Mod is one of my favorites, along with Authentic Z for all the cool clothes and zombies, and finally Fantasiado’s St Bernards Hill is epic.” What’s next in your mapping and modding plans? What’s the dream? “I’d really like to add more and more to Project Voice, as well as get Coyote County to a finished state. But beyond that? I think I’ve done everything that I ever wanted to do and I can’t believe I’m actually here right now! What I really wanna do is make a game of my own someday. I’ve even started a project already with the working title ‘Shadow Ocean’. Anyway, I think Project Zomboid will always have a special place in my heart and mind.” Thanks to Azakaela for taking time to answer our questions! You can find all her mods here.
  21. nasKo

    Next Up

    After several barnstorming ‘future plans’ blogs this one is a bit more near-sighted we are afraid, but might cast some light on our intentions for the general upkeep of PZ while larger-scale features are worked on. First though, the boring-er stuff! HOUSEKEEPING TEAM EXPANSION! We are looking for a game development specialist, likely someone with AAA experience, who wants to go indie and doesn’t mind one of their superiors being a cartoon raccoon. We need an Animation Engine Programmer, who would be in charge of improving the code guts of Project Zomboid. Good experience required with working on or developing character animation systems in a proprietary engine: root motion, blending, masking, inverse kinematics, ragdoll etc. Competitive rates, flexible working, worldwide dev team. Apply within. GET OFF THE OLD BETAS PLZ! At some point in the near-ish future, we will be tidying up some of the older Build 41 MP betas available on Steam. Namely, 41.60, 41.61 and 41.65. Please return to the non-beta live version of the game as soon as you can to be 100% sure that you avoid any game or mod corruption when these disappear – whether on a server or in SP. (The sound issue that meant that some remained on 41.65 has now been dug up, fixed and patched in 41.68 stable.) UPCOMING 41 PATCHES Today we hotfixed the stable build with an FMOD sound engine update that should finally solve the issues experienced by some players with certain output/peripherals set-ups. Next up will be a small patch, 41.69, designed to counter what we feel are some of the more pressing issues that the game currently has – and where a fix can be quick, simple and hopefully non-disruptive. The issues at hand currently are: Problems with safehouses, including unwanted teleports for safehouse members when the safehouse owner is offline. An issue with a non-responsive PvP icon impacting on general play. The fact that looted VHS tapes are single-use and can’t be used by other players. We apologise for these small patches, and know it’s annoying having to wait for a server owner or host to update, but we hope that this will be the last of these smaller niggly patches for a while. The team will then implement quite a lot of QOL and balance work that we already have waiting backstage into the internal beta, and we can knuckle down on 41.70 (if all goes well) as a wider and ‘small feature-led’ patch with a longer lead-time for the community. This will also contain many and varied improvements to the MP experience, alongside some work to make our game better compatible with the SteamDeck. [Post-blog Addendum: We've been working on the VHS one-time XP bug that's annoying on MP servers - but our fix will likely create disruption and required updates for mods that use radio/TV. As such, while annoying, it seems wise to make 41.69 a bigger patch as opposed to the quick-fix-build mentioned in the blog. 41.69 is being prepared and will spend some time in an unstable beta for required mod fixes. We have a lot of QOL and balance changes somewhat logjammed at the moment, so hopefully we can get it all in and tested - so it shouldn't be too long a wait before it gets into unstable. Thanks all!] SOUND DEPARTMENT The patch described above will also contain a lot of the recent work from our friends at Noiseworks – who are now known as Formosa Interactive UK btw, but our dev relationship with them won’t be changing. On the menu for this sound update are the following: Reworked Shotgun and M16 sounds, and additional firearm sounds for the Desert Eagle and the M9. New indoor reverb tails for small/medium/big rooms for all firearms to make them sound more realistic indoors. Additional foley sounds for zombies tripping over fences/obstacles/through windows New environmental sounds for the Electricity/Water shutdown, and how the world reacts when either happens. There’s different shutdown sounds for inside/outside, and electric appliances play shutdown sounds in sync with these when the player manages to catch the event while close-by. Plus attempting to drink or get water from taps when the water is off might play water sputtering sounds. A new background atmo bed for foggy weather More specific roomtones for different building types, along with some random oneshot sounds. For example, in the prison you can occasionally hear rats, or other metal squeaks. Meanwhile in the mall, while the electricity is still running, there’s a chance of mall music playing. A bunch of additional world emitters for streetlights, neon signs, hot dog stations, gas pumps, arcades etc – all of which also react to the Electricity shutting off. All the vehicle doors have also been re-worked and split into layers for more variation and to make them squeak less often. The guys are also in the process of reworking the music system to address tracks not playing out – and also have future plans to make combat music more engaging and dynamic. BEYOND 41 Okay, maybe a little from our future plans. RJ continues to work on our first implementation of PZ livestock. Look at this happy beast! This week’s foggy, rainy Gotham-esque nightmare from †. A changelist of all our pre-release patches since the 41 beta began can be found here. 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.
  22. Changes from 41.66 Unstable to 41.66 Stable are marked with an asterisk ( * ), you can CTRL+F for it. MP CHANGES Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution. Optional Login Queue system for MP servers added. - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game. - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out. Added options for automatic server backups. Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients. Several improvements and fixes for VOIP. Added Automatic Gain Control options. Allow VOIP and text to travel to radios tuned into the same frequency. Non-equipped stationary radios now two-way for text comms. Added admin panel tool for creating custom safehouses/safezones Added new PvP icons. Moved to the left hand side with the other UI icons. Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. Added a "SledgehammerOnlyInSafehouse" server option: - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse. Added buildUtil.setHaveConstruction - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings. - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet. Updated /rainstart /rainstop and /thunder commands Added /lightning /startstorm and /stopweather commands Added providing optional reason in KickUserCommand Added providing optional coordinates in AddVehicleCommand Updated text for server commands Updated ShowOptionsCommand to allow use by non admins Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand Removed unnecessary server options. Updated overhead username display - with only ShowFirstAndLastName enabled, show player nam - with only DisplayUserName enabled, show username - with both options enabled, show player name with username in brackets Server .ini file now has the tooltips for the various options and settings attached as comments Added limit for server public names to 64 characters and public descriptions to 256 characters Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. Added check and teleport for safehouse trespassing. - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled - Fixes issue with players intruding in safezone areas via movement exploits Safehouse fixes: - Admins and moderators can quit safehouse (if not owner) - Admins and moderators can invite themselves to a safehouse - Do not show the 'Quit Safehouse' button to admins who are not in this safehouse Fixed non-relevant Lucky/Unlucky traits being usable in MP. Fixed some duplication exploits. Fixed being unable to access/change player inventory as admin. Fixed Ping Limiter not working. Fixed showing the "ADMIN POWER:" debug text in multiplayer. Fixed some cases where crashes at low speeds cause fatal injuries. Fixes for some instances where black boxing could still occur when players were passengers in vehicles. Fixed an exploit that allowed bypassing container item limits. Fixed non-members being able to perform moveables actions inside safehouses. Fixed admins in ghost/invisible mode still making sounds. Fixed "Medical check" on another char in a car causing chars to be stuck in a car Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. Fixed, via removal, defunct server option "LogLocalChat". Fixed kicks in relation to Safehouse creations. Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. Fixed a bug that rendered passengers unable to leave a car. Fixed death by bleeding while driving causing a kick from the server Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. Fixed looting animation stopping when another player attempts to grab the bag/container. Fixed double-door opening and closing not being synced properly in multiplayer. * Fixed desync when a player heals via "godmode" at the same time as a character dies. * Fixed SafetyToggle timer speed and SafetyCooldown logic. * NEW Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. Players can now dismantle several player-built structures (floors, etc) Corner pillars will now be built automatically when placing walls/fences etc. Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. Added tooltip information on what mod an item is from. Can be turned off in main options. Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. Updated Survival Guide. Merged into a single window and also made to work with a controller. Increased speed of mouse-wheel scrolling in the Survival Guide. * Added trait reset button to character creation screen. Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. Context Menu is now usable in the loot panel backpack list. Added more CDs and VHS tapes, including Dog Goblin sequels. Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients Added AllowFrozenItem parameter to recipes and evolved recipes Added several new items, mostly flavour. Plushies (friends of Spiffo), Boardgames, Poker Chips, Peppermint, Potato Pancakes. Some of them do not have 3D models attached to them yet. * Also added Beans. And Perogies. Added OnCreate item script property. Updated max values for HoursForWorldItemRemoval and HoursForCorpseRemoval sandbox settings. * BALANCE Setting Cruise Control now starts at current speed when switched on Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. Greased back hair now requires hair gel. Frog legs and whole fish are now dangerous uncooked. Military lockers and crates now movable. They'll also contain loot. Unified spawn items and starter kit functions in SpawnItems.lua. Fixed drinking directly from river/puddles not making characters sick. Drinking tainted water now more merciful if character is already sick. Added ability to use sheet ropes to create log stacks Fixed players not becoming bored inside player-built rooms. Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more. Spear charge fixes (MP and SP): charge only zombies in front of the player reset sprinting time when spear charge occurs NOISEWORKS Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes. The sound is a placeholder for now. Added values MeleeHitSurface for per-weapon door-hitting sounds. Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. Added StoveTimer sound. Added sounds played while constructing gravel-bag and sand-bag fences. Added sounds for turning media devices on/off and muting/unmuting. Added Dismantle sound for radios and televisions. Added generator repair, connect and refuel sounds. Added sounds for drinking and filling containers from water dispensers. Added new climb sound for high fences. Added bullet impact sounds. Added the violin melee hit/whoosh sounds Minor volume tweak to zombie voices when they're very close, they were a bit too loud Added occlusion to vehicle engines, horn, sirens (needs some testing) Slight adjustment to the bass of the footstomp Play PourLiquidOnGround when emptying paint buckets and similar items. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Play the FallLight sound when tripping over a hedge/tree. IN-GAME MAP Added a button to the in-game map to remove all annotations and forget map knowledge. Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). Display controller button prompts in the in-game map. Play the MapOpen and MapClose sounds when viewing the in-game map. Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. Fixed moving map symbols with the mouse. KNOX EVENT MAP Export of current dev map - including some new locations and improvement of general landscape Pylons and radio masts added to map Various map fixes FORAGING / SEARCH SYSTEM Added foraging tips system to investigate area window. Added some fixes to make the system work with controllers. Overlay radius now used instead of item radius for placing investigate arrow markers. Restructured trait/profession multipliers - now uses definitions. Added profession and trait category specialisations. - Big bonuses to spot categories for professions. - Small/medium bonuses to spot categories for traits. Added functions for modders to add trait/profession definitions. Added ammunition category to urban loot. Added medical category to urban loot. Added clothing items to urban loot. Added some more misc items/fruits/veggies. Added pinecones (only available from September to December). Added pinecones can be used as campfire fuel. Show spotting arrows immediately when the player notices something. Force-find now reveals an item nearby for the player instead of just moving it closer. New identifying items system - items can be identified if close enough or from afar with high skill. Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). Set a minimum dark overlay value so the search radius is always visible even in bright daylight. Categories can be more or less common (or not available) during rain or snow. Items can be more or less common (or not available) at night or during the day. Items and categories can be more or less common (or not available) after it has rained. Items are moved to player inventory if a backpack goes over capacity - Yotherwise dropped onto the floor. Refactored, bugfixed, and documented many functions. Fixed resetting itemTotal when fillZone is called. Fixed inverted light level values when indoors. Added foraging weather effect reduction for equipped umbrellas. Increased darkness/weather effect reduction cap. Resolved an issue with calculating foraging darkness/weather effect reduction. Fixed issue causing item markers to disappear when looking away. Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. Tweaked and tidied bonus item generation and syncing. Added a flag to bonus icons for future management. Set affinity check to occur after all icons are loaded. Activate nearby zones inside radius. Allow multiple categories per affinity sprite. Show item ghost before spotting if in visible radius. Added bonus vision definitions for all professions. Place item marker arrows when inside item spotting radius if item is visible. Cloud darkness and fog level visibility increased on zone display. Added some variation to the zone display fog. Added zone display vision effectiveness tooltip. Updated search info tip. Skip checking icons outside loaded cell. Changed default itemDef value canBeOnTreeSquare to true. Added more search radius/trait/profession bonus info to Investigate Area tooltip. Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. More categories visible on Investigate Area window tooltip with high skill. Tidied up and documented ISSearchManager/ISBaseIcon. Tweaked forageSystem penalty calculations. Fixed icon arrows remaining on screen when sprinting. Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. Added testFuncs to skill definitions. Fix rerolling zone icons while sprinting. Fix spotting icons while fast forwarding. Vision radius calculations refactored and tidied. Icon performance improvements. Fixed icons recreating with incorrect conditions. Reduced and capped stuttering caused by cell checks. Fixed overlay toggling in vehicles. Improved search radius transitions when toggling mode. Improved forage zone activation, icon moving, bonus icon generation. Fixed wild crop seed spawns. Fixed using the wrong broccoli type for foraging. Fixed issues in force find tracker. Skip sprite affinity checks on squares with trees or attached data. Fixed missing spaces in search window tooltips. Fixed missing item texture on pins for floor items. Fixed moved objects spawning bonus items. Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. Removed seasonal variances from medicinal plants Added WildPlants category for seasonal wild foods Updated ISSearchManager table resets to use table.wipe Updated radius and modifiers in ISZoneDisplay vision tooltip Tidied up some debug stuff in ISZoneDisplay Added foraging profession and trait specialisations for WildPlants Balance: Increased maximum possible spotting range further for specialised characters. Reduced base XP rewards for foraging. Tweaked icon density in zones. Insects, mushrooms, herbs are now much more common at night. Medicinal herbs are much easier to see. Increased medicinal herb yields. Herbs and mushrooms are more common in the rain and after it has rained. Added disabling search mode if a zombie is very close (about 1 square away). Reduced headwear vision penalties, added penalties for more types (not hats, never hats). Increased chance of items to be on affinity sprites (stones on stones, etc). Allow affinity icons to be moved again if they were not noticed before. Malus for item size adjusted to a curve to be less punishing. Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). Reduced berries poison level by a lot - not likely to be fatal. Reduced mushroom toxicity range - still very risky to eat unidentified. Added additional food sickness penalty for consuming poison berries and mushrooms. Added a new increased minimum vision radius for well-lit squares. Increased variance of medicinal herb yields. Weather penalty calculation tweaked for snow cover. Weather penalty maximum increased. Overlay radius tweaked to use forageSystem min/max size values. Stones more likely to be found in cracks in the road + rates increased on roads. Removed skill requirements for some item categories. Tweaked sprite affinity and bonus icon chances. Tweaked sprite affinity/bonus icon chances. Foraged drainable items roll for a remaining amount. Increased zone icon density. Additional variation for zone density. Added more sprite affinities to trash, junk icons, and insects. Reduced chance of finding rotten wild foods. Increased chance of fresh wild foods with high skill. Profession and trait vision modifiers also affect the overlay maximum vision radius. Increased vision cap for extremely skilled and specialised characters. Decreased vision cap for non specialised characters. Ensure vision radius bonus always applies when aiming or sneaking. Rebalanced profession and trait darkness effect modifiers. Check darkness cap before placing item marker arrows. Removed override item size for some small items. Added more sprite affinities to categories. Dead animals much more likely to be stale or rotten. Aiming takes priority over crouching bonus in forageSystem. Bonus vision effects apply to maximum radius. Chance to find logs reduced. Rebalanced vision radius/view distance for spotting. Increased maximum hunger bonus for food items. Tweaked vision penalties for clothing. Increased base spotting speed and bonus spotting speed when aiming/sneaking. Reduced snow cover and cloud penalty. Umbrella rain penalty reduction increased and only applies to rain. Minor zone item count balance tweak. Added more sprite affinities for stones. Adjusted profession vision bonuses. Category chances tweaked to accommodate WildPlants. Debug: Added a new IsoMarker type for debugging icon vision radius. Added icon vision radius + category info debug options. Added debug option: "Show Icons Locations". Splitscreen fixes: Fixed splitscreen icon syncing. Fixed picking up forage icons with controller in splitscreen. Moved forage icon pickup option to the top of right-click context menu. Increased range of back button wheel pickup option. Back button wheel forage options now use item textures. Added discard item option to back button wheel. Tidied up changes for splitscreen icon syncing. Fixed syncing of arrows/markers when an item is moved or removed. Fixed removal of icons noticed by co-op player. Added zone display splitscreen support. Sync forage item poison values in splitscreen co-op. Fixed a bug when co-op player simultaneously picks up items in ISForageAction ANIMS/MODELS Fixed boxing gloves 'hole' on the back of the hand issue. * Fixed Poncho showing no legs by capping the bottom. * Fixed Bullet Vest clipping with some other clothing items. * First pass on fixing underlying mesh on female, clipping Leather Jackets. * MODDING Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions: Vehicles.Init.XXX Vehicles.InstallComplete.XXX Vehicles.UninstallComplete.XXX Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want. Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item. This allows the "init" function to hide or show models. The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. Added IsHidden parameter for recipes and evolved recipes - If true, this hides the recipe on the crafting menu - Hidden recipes are still able to be crafted via the right-click menu - Evolved recipes are hidden unless a result item exists - This allows adding additional ingredients via the crafting menu Fixed ClothingItemExtra script property not working for items that aren't in the Base module.* CONTROLLER Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. Pressing the controller A button when a text entry has the focus displays the on-screen keyboard. - Left shoulder button changes focus between the text entry and keyboard. - D-pad navigates in the text entry. Foraging / Search mode improved to work with controllers. FIXES Fixed a Lua error when trying to spawn a new character in-game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". Fixed the volume controls not working in multiplayer. Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. Fixed sitting zombies facing random angles in multiplayer. Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. Fixed some curved-road zones. Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. Fixed a few cases where sounds from invisible players could be heard in multiplayer. Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. Fixed GameLoadingState doing GameClient stuff in single player. Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. Fixed spawned fish in shops and stories unable to be filleted. Fixed getting extra materials when multiple players scrap an object. Fixed being unable to construct objects or floors through an open window. Fixed being unable to disassemble closed doors facing S and E. Fixed "take pills" anim playing only once when the action is queued. Fixed 'take pills' action being possible while running (it has no animation). Fixed the resize behavior of the "Select Spawn Location" ui. Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. Fixed some forest and vegetation zones near curved streets. Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). Fixed multithreading issues on the server with the vehicles database. Fixed radial menu for light sources only available for secondary item slot Fixed double-clicking a watch runs an action but doesn't equip it. Fixed adhesive bandages weighing too much. Fixed mechanics books not being in SkillBook category. Fixed missing Fishing.OnCreateFish function on server. Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) Fixed bowl of beans recipe not scaling to source can's hunger reduction. Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. Fixed trailers being detached on the client but attached on the server. Fixed explosive traps not damaging zombies in singleplayer. Fixed server soft-reset throwing errors. Fixed "bare hands" checks which used translated item names. Fixed lightbulbs breaking even if unpowered. Fixed inability to plumb sinks in existing buildings if the water is still on. Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. Fixed not being able to climb over tall fences when a vehicle is nearby. Fixed being able to get XP from VHS tapes again after relog. Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). Fixed one TV screen not showing in the screen 'animation'. Fixed the first channel not being properly loaded when radio loads its savefile. Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. Fixed WAV sounds flickering between speakers when near the player's location. Fixed some problems with clothing losing condition due to holes. Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). Fixed noise-trap sound continuing after the trap is picked up. Fixed farm-plant names not being translated in multiplayer. Fixed missing translation for "Spent Rounds" in firearm tooltips. Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) Fixed unlimited maximum title and text entry for journals, notebooks, paper Fixed impossible disassembly of tall fences south and west of player Fixed missing radioInteraction codes for perks Fixed bug in RadialProgressBar with texture offsets Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. Fixed alarms being enabled in buildings the player spawns in (in MP). Fixed NullPointerException in DeadPlayerPacket.set(). Fixed ability to have more than three saved splitscreen players in multiplayer. Fixed issues managing saved splitscreen players in multiplayer. Fixed SafeHouseRemovalTime greater than 596 removing safehouses. Fixed player facing direction never getting set on the server. Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. Fixed getting Fitness XP without exercising when starting exercises while aiming. Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. Fixed Z location check in RecipeManager isNearItem Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. Fixed not being able to dismantle Metal Floor. Fixed, via removal, leftover Multi-core option that had no effect anymore. Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. Fixed Pacifist trait not reducing XP gains with LongBlade weapons. Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). Fixed setStopOnWalk/setStopOnRun recipe function typos. Fixed uncooked Omelette being safe to consume. Fixed an ISZoneDisplay error when debug teleporting in single player. Fixed placing 3D items skipping a movement step if the player begins at the destination. Fixed being unable to pack/unpack frozen egg cartons. Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. Fixed being unable to use "vegetable sacks" after they are emptied. Fixed temperature and frozen status of items used in recipes not being maintained. Fixed being unable to add burnt ingredients to recipes requiring cooked items. Fixed Paperbag icon. Fixed sports car front trailer attachment. Fixed lack of check for ReplaceOnCooked when drainables are cooked. Fixed duplicate entries in newBags, clothing_bags, newitems scripts. Fixed sackProduce items not being in items_food script. Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. Fixed characters being able to open/close vehicle doors while vehicle is in motion. Fixes to tutorial to improve SteamDeck experience Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . Fixed not being able to jump turnstiles in both directions. Fixed being unable to rest on Red Theatre Chair. Fixed transparent stockings making the player's legs transparent. Fixed Lua error in MapSpawnSelect when the filename entry is hidden. Fixed pyramid.zip files not being allowed in Steam Workshop uploads. Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. Fixed duplicate ZombiesZoneDefinition.StreetPoor. Fixed the music volume setting being implied improperly. Fixed the sound of zombies eating continuing to play while exiting to the main menu. Fixed sound bug with cars when the player would have cruise control set and would then switch seats by pressing Z mid-drive (default keybind dependent on keyboard language).* Fixed double "Place Item" options for: Radio, Battery Charger, PortaDisc. * Fixed not being able to interact with a Radio that was placed as a 3D item. * Fixed "Investigate Area" tooltips being displayed at the mouse pointer position when using a controller. * Fixed player character holding a Newspaper model in hand when reading the in-game map. * Fixed possible exception due to a vehicle not having an Engine part but the engine is running. * Fixed cases where a player would be able to start the game before "Click to Start" appeared, causing errors. * Fixed a case where players were able to grab items through closed/barricaded windows. * Fixed a bug with the mediadata converter that caused all tapes to have incorrect colored text colours. * Fixed the LootRespawn and SeenHoursPreventLootRespawn sandbox options not being displayed in the single-player sandbox settings UI. * Fixed the SeenHoursPreventLootRespawn sandbox option not being displayed in the single-player and multiplayer sandbox settings UIs. * Fixed missing food types in Evolved Recipe items. * Fixed Search Mode / Foraging being usable in the Tutorial scenario. * Fixed "Foraging has changed" warning from right-click context menu still being there. *
  23. nasKo

    Holy Cow

    42 is reserved to the simple kind. More complex neutral and other not so neutral animals will come after 42. Yep, that's pretty much the point
  24. nasKo

    Holy Cow

    First off, our apologies for the delay to the 41.66 patch. There’s a fair amount of new checks and balances being added under the PZ hood, and a few of them have been throwing up errors and unwarranted user kicks. There’s been a lot of testing, and back-and-forth between coders and QA folk, but it feels like the patch is increasingly settled now. We are planning a wider internal user test tonight, the results of which will direct us either to a release, or further into next week if anything unexpected crops up. Here’s a link to the latest changelist for those interested. BUILD 42 CRAFTING UPDATE The crafting update team have been working hard on designing the huge tech tree of crafting that will go into B42. As such, we thought we’d share a few more details on the direction it’s heading in. If you want to hear about some of the more technical aspects of where we will be taking Build 42 then please check out the blog from two weeks ago. Before we dip in, however, please also be reminded that B42 is our next ‘major’ build – and that doesn’t mean that there won’t be more incremental B41 patches coming in from our MP coders in particular. Likewise, in these patches we will clearly be balancing and polishing the existing game. CRAFTING GOAL Our goal with crafting in B42 is to be able to fill out the tech tree to such an extent that a group of players could, in theory, spawn on a map with nothing but wilderness and (with a lot of perseverance and time) build up to a late medieval community without looting a single building. This will involve multiple tiers of crafting stations for numerous crafting disciplines, and an interwoven web of recipes required to progress to higher tech stations and items that require the use of multiple crafting professions. If you’ve played any of the primitive tech, hardcore Minecraft modpacks that revolve around slowly climbing a tech tree of interdependent recipes then you’ll know what to expect – although obviously with our trademark PZ realism angle. Everything detailed here is WIP, and could change, but the long and short of it is that each profession will have workstations that are required to make item/subparts. These stations can then be upgraded to gain access to more and/or better items. The professions we are planning are also dependent on each other. For example, to make a piece of leather armour: The hide needs to be obtained by a butcher or hunter The leatherworker refines the hide, and crafts the armour piece The blacksmith provides armour scales to be sown into the armour (and possible a needle) The tailor provides cloth inner linings for the armour piece, and thread for the leatherworker to sow with. Finally the workstations required to do these crafts are built by a carpenter/tinkerer. On top of this lies the fact that this is a game set in the modern age. So, on top of that tech tree, we will sprinkle all the modern items that can be used to enhance on that late medieval tech, provide shortcuts or improvements, and provide for a mixture of modern and more primitive tech together. Realistically, in practice, a lot of the early ‘teching up’ may be skipped if players have access to workstations or materials they have looted, but the option to go fully from scratch will be there for those who want to. Crafted materials will be there to keep things spinning once old equipment has started to rust and break, or to those who’ve come to a long-lived server where that sort of loot is no longer spawning or available. On top of this, we will start to add diminishing returns on a lot of the technology found in the world. Generators will only repair so many times, their maximum condition slowly creeping down, and once we have alternatives available (unlikely in b42), we can look at how gasoline might start to go bad after many years. The mechanics will slowly play a game of attrition with the loot on the map over time, but instead of this being a problem, the new crafting options will allow long-term server players to embrace the fall and start looking to more primitive solutions to their ongoing survival. Our intention here is to allow you to play through the full fall of society, as seen in various long-running comics and TV shows. Clearly the different settings It’ll be tricky to pull off, but we are very excited about putting it into action. We’ve had a ‘Many Years Later’ map sitting in Xeonyx’s ‘cool challenge map for a rainy day’ library that we’ll be using for testing once the crafting update leaves the design phase and starts being integrated too. It will likely be available as a playable Challenge map when the time comes. OMG BACKTRACK Okay, so a diversion from what we said originally. While designing the new crafting update it became frustratingly clear that while trying to create a comprehensive crafting tree with all the options a low tech community would have open to them… there’s one thing that kept coming up. Animals are used a fkin lot. By pushing animals into (or beyond) the B43 NPC update, we were basically removing all animal produce from any crafting design. To omit them and still go ahead with the work would be setting it off on creaky foundations. Leather alone is used so much, it’d be a huge mistake not to have it feature in the overhaul’s DNA. So we’ve flip flopped on this: that’s just how it goes sometimes. We still cannot release our NPC code with the B42 update (for the reasons discussed in our 2022 and Beyond blogpost) however its clear that we’ll need to get animal husbandry and elements of hunting in there in some form for our crafting update to have its full potential realized. So we’ve hit upon a compromise, we’ll have hunting and animal husbandry in B42. However, we’ll be doing some makeshift AI and behaviours that’ll likely not have the same capabilities that will be possible with the NPC behaviour code. Our plan is to release with a more basic behaviour set (which, lets be honest, won’t hurt the realism of a cow’s portrayal much) and to replace said behaviours with the full NPC build in B43. Here are some in-game bovine entities, coded by RJ and modelled by Martin, from one of our early design tests. Hunting mechanics may also be cut down severely from what we ultimately envisioned, we’re viewing this primarily as a ‘minimum viable product’ to be able to introduce a supply of the crafting materials required for our tech tree and not to be considered our final promised system. This will result in some work that’s wasted between the two builds, however its the only way we can see forward without designing a tech tree that’s much more limited and doesn’t reflect our game’s realistic angle players have grown to love. Needless to say though, animals will likely be pretty dumb even by animal standards. They just need to be in there moving about in some fashion and respond somewhat appropriately, though we’ll do as much as we can without spending too much time on work that’ll ultimately have to be redone. POST-APOC PROFESSIONS So you’re a burger flipper, yeah? There aren’t too many open Spiffo restaurants around any more. We’ll be redesigning the professions systems to have ‘expiry dates’ and ‘introduction dates’ to accommodate for servers that may progress years beyond a single lifetime since the apocalypse occurred. If someone is born 10 years after society fell, they aren’t going to be categorized by pre-apocalypse professions, it ceases to make sense any more. We’ll be introducing many new professions that are specific to more low tech societies that will unlock as the apocalypse progresses and those professions become more likely to be a character’s background. We’ll also be locking off pre-apocalypse professions based on the likely age of someone holding that profession at the point of the apocalypse. Sandbox solo players will be able to crank up the years since the apocalypse to take advantage of these themselves from game start, if they should desire. There will be crossover (a butcher, carpenter or a farmer fit into both) but old world concepts will cease to make sense going into the future, where a leatherworker or blacksmith profession will come back into fashion. Likewise, instead of being a fireman or veteran: you’re a scavenger or some form of ‘safe zone militia’. Current planned professions related to the crafting overhaul include butchers, leatherworkers, herbalists, brewers, stoneworkers, potters, carpenters, tinkerers, blacksmiths, tailors, farmers, fishers and hunters. AFFINITIES To encourage team work and to avoid players getting through stuff too quickly (though, this will clearly be alterable in SP sandbox settings so as not to exclude solo players from playing with the new crafting) we will be introducing affinities. This may be in addition to, or replace, the current skill XP bonuses offered by professions and traits. A profession or trait may grant affinity with various other skills tangentially related to the profession chosen. There may be an option to choose one more additional affinities within character creation. Affinities represent all the general knowledge and skills related to a profession, or just a general cognitive aptitude, that make that character generally better at learning tangentially related skills and crafts. It will only apply to crafting related skills (anyone can get better at using an axe, sneaking or fitness level), however learning something that’s not the character’s affinity (‘what they are naturally, or due to lots of experience, better at learning) will suffer a severe XP gain debuff. It will just be ‘not the sort of thing they are good at’, and while they can get better over time and reach some functional level of usefulness it’ll be a long, long haul they are unlikely to master before they are eaten by a zombie. As such they’d be best off focusing on what they are, themselves, good at. This will mean that, while a player may be able to perform several jobs within a community, no one person will be able to skill up to be 10 at everything. There will be skills they already start at a decent level on, and others they will be able to skill up relatively quickly. There’ll be others that are just not in their wheelhouse, and are best left to someone else. This will encourage diversification within a community, and discourage the ‘meta’ pushing players toward a small subset of professions. It also reduces the likelihood (on default settings, at least) that a small community will be able to produce everything required to thrive. This will encourage trade between communities, and if you’re able to offer something others can’t, it may keep you safe from any more hostile presences on the map. WHEN? All of the above, apart from early work on our basic animals, remains in the design phase. Build 42 is not imminent, and we expect there to be many patches to B41 between then and now. We are going into detail a) to redress our earlier accidental misdirection on animals, and b) to hear the thoughts of the community on where we’re going. There’s also many (many) other things going on elsewhere in the game – not least some new hires! FRESH BLOOD TIS would like to formerly welcome General Arcade’s Denis Trofiman to the PZ coding team, who will be looking at the integration of various cool middleware packages into the Knox Event codebase. Likewise our beloved Yana (aka Spiffo on the forums) is now a full-time QA alongside Sasha. We have also made another recruitment grab from the community, and are absolutely delighted to have Aiteron on-board as a full-time coder on the game. Aiteron, who you might know for his excellent work as co-dev on the Autotsar Yacht Club mod, and his own creations of lockpicking, better towing and helicopter mod, will generally be helping overhaul some of our existing (and some quite threadbare) features. The first of which being…fishing. PLEASE NOTE: THIS IS A WIP VIDEO. BETTER CHARACTER ANIMATIONS, WHICH WILL BE A VITAL PART OF IT, ARE NOT CURRENTLY INTEGRATED. Current controls: Choose a place to fish by aiming (Mouse right button) and preparing to cast the hook and float. Attack button (Mouse left button) has you cast out. Holding RMB puts you in control of the fishing rod and pulls/releases the line. Aim control also impacts on left/right position of the rod. (Version that doesn’t require a RMB hold also en-route for accessibility) Within all this you simultaneously lead the float towards the player to catch the fish. This is all WIP and will need playtesting and polish (we really want a visible, correctly-sized, fish to be shown when caught too) but we wanted to show you the exciting fruits of Aiteron’s efforts. This is only the first of the many different PZ systems we want to set him loose on! OTHER ITEMS OF NOTE Mappers and modders, please be aware that the latest tilesets containing all the content used in the construction of Louisville have now been released for community use. The latest versions of TileZed and WorldEd will be released simultaneous to the 41.66 patch. Whoever it is doing the Simpsons/PZ memes on the PZ Reddit. You are an absolute legend. Never stop. Please This week’s stick-up from DdBrey. A changelist of all our pre-release patches since the 41 beta began can be found here. 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!
  25. nasKo

    42 Techdoid

    Hey all, here’s a general update from TIS Towers on various things. We do hope this finds y’all well. First off a quick heads-up on the forthcoming 41.66 patch. It’s now content locked, and is now receiving required fixes reported by our internal testers. We will look to put it out into a new unstable beta branch as soon as we can. The full current changelist can be found here for those interested. Next up, a few details on our Build 42 work. As previously mentioned the core MP team will be sticking with Build 41 patches to improve life out on the servers for the immediate future, but work on the next big build has nevertheless now begun/continued in earnest. Already announced for Build 42 was a major expansion of late game crafting and a major focus on game balance – details on which can be found here. There are a few other irons in the fire for this build too though. As ever, no ETAs on any of this. We are very much still in the early versions of this build, and indeed much of the late game crafting update is currently in the ‘pen and paper’ planning stage. More on this in future blogs. ENGINE TECH IMPROVEMENTS We have recently taken some time to get rid of a bunch of our longest standing issues with the game’s engine. Whilst this is definitely not a b41-style level of disruption, we’re digging deep inside our renderer and looking for ways to get rid of the quite severe problems that have been baked into our engine for a long time in terms of both capabilities and performance. Performance Of course, the biggest issue our engine struggles with daily is the extreme CPU and GPU heavy requirements of having a map composed of so many unique tiles, shaders and other stuff without the ability to use a z-buffer to let us render in an optimized way like most 3D games. Ironically the fact that its ‘a simpler looking 2D game’ is what works against using a lot of the power of the GPU to render the map fast. This results in large FPS drops, particularly when zooming out due to the mind meltingly inefficient draw method that the ISO perspective forces on us. We’ve had a few rather bold ideas on how to solve this, using the caching of chunks that have already been rendered, which we hope will vastly increase the FPS in B42. It’s early days, but looks promising. This tech requires heavier use of the GPU memory, however, so it may be that this optimization will only be able to benefit cards with a few gigs of free VRAM. We’ll have to see which generations of GPUs will be best able to leverage it when its dev time is a little further down the line. Speaking of not being able to use a z-buffer to render things in an optimized way: in actual fact, we’ve also been working towards being able to use a z-buffer to render things in an optimized way. This essentially frees us from having to slot the draws of zombies, vehicles or players in between the appropriate tile draws in ‘back to front’ order. We’ll be able to simply draw all the characters and vehicles on-screen at the end, their pixels then discarded if they are deeper into the scene than an existing building object’s pixel. This should massively optimize the rendering speed of zombies, and allow us to sort them by materials. It will free us to use cached chunks indefinitely, until the lighting or cutaways demand a change, rather than rendering all the tiles individually. We have had some surprising FPS results in 4k on max zoom, however we also expect this will likely fall a lot in practice – once the work is complete and everything is drawing. Please excuse any visual glitches at the moment! Due to all this, in B42 it currently feels safe to assume that zooming out will have significantly lower performance penalty – and that higher resolutions will become more feasible for at least mid-range GPUs, and possibly lower end GPUs too. Variable Chunk Heights In the game, since our very earliest builds, we’ve been limited to 8 storey buildings. This was primarily because the height was global, and increasing this would incur a penalty to performance across the entire map even if that extra space was not used. The other issue was simply performance when drawing those extra floors. If we’re struggling to render the amount of tiles we already have, adding extra tall buildings would be a big mistake. Thirdly, there’s something to be said about less being more in terms of gameplay. However, this hard limit of 8 has long been a thorn in our mappers’ sides, as well as for our mod community. Seeing as it looks like we’ll be able to solve the performance issues discussed above, we’ve now added a variable chunk height system which will allow each chunk of the map to define its own max height. This means that in Build 42 it’s looking like a particular area could have floors up to 32 in height, should the mapper desire it. Four way stairs Currently, due to certain tech limitations, we only have stairs that rise in north or west directions. This is annoying, and we’d like to get rid of this limitation for numerous reasons. We’ve done some mock-ups of how stairs would look in the other two directions, and think we’ve found a way to make it work. They look a little odd, however functionally being able to have stairs in any of the four directions would give mappers and ourselves much more freedom in building design. Map Coordinates Another limitation that has been very longstanding is the fact that negative map coords (expanding out the map in the negative X and Y directions) is not possible in PZ – due primarily to some TIS naivety early on in development. For the maths-minded out there: casting a player’s x, y, z location to an int to work out what tile they are standing on will return the wrong value if any of those coordinates are a negative value. There were thousands of places where this occurred in the codebase, and they all needed changing from a static cast to a math.floor, so that they will work in negative dimensions. Making negative map coordinates possible means that we, or modders, will feasibly be able to build northwards and westwards, and opens up a huge extra area of potential map area to expand to. It likewise also puts other cool stuff (back) on the game dev table that we’ll discuss at a later date. Light Propagation We have also been updating our lighting system. In the current B41 we have an ambient light level that’s inherent to every tile within the map – though slightly reduced indoors. Light sources are only capable of lighting the room that they are in. Locking yourself in a cupboard with the door shut currently results in the same light level as you’d get in the living room with open curtains. For B42 we are rejigging how lighting is calculated, to make a much more interesting and realistic light propagation system. Now being in a room with no windows, even in broad daylight, will leave you in the darkness. The evening sunset glow will encroach through the window and bathe your room in a red tint, creeping back toward the window and dimming as the sun goes down. Interiors of buildings will lighten and darken with the daylight based on how much exposure to the bounced light they will feasibly receive. Opening a door to a lit room will bathe the outside corridor in light, and so on. This is all still development in progress, and it maybe requires tweaking of light intensities, colours and fall-off ranges. Please also excuse any glitches you see, this is all still very much in the oven! OTHER BIZNESS The map team continue their awesomeness, with lots of map polish currently going into the current Knox Event map – including electricity pylons and cool new locations like this. The Noiseworks gang continue with their improvements of the PZ soundscape, with their current mission being to provide background sounds that provide different ambiance for times when the electricity and water are on, for when they are off, and an audible change to signal the exact moment when the turn-off happens in-game. Currently awaiting integration are also 14 new music CDs, 14 movie VHS tapes, 20 new TV show tapes and 44 home recorded tapes too. You will be delighted to hear that these include several new sequels in the much-lauded Dog Goblin horror franchise. Our thanks to Brat Pen for these. The curator of the online PZ map project, Blindcoder, wants to let you know that he’s on the case with updates – and apologises for delays caused by Covid and irl fun/games. His blog here. Our thanks to him for all his amazing work also. This week’s flamingo fun from Cute Cappuccino. A changelist of all our pre-release patches since the 41 beta began can be found here. 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!
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