nasKo

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Everything posted by nasKo

  1. nasKo

    Videoid

    Hello folks, time for another short Thursdoid, busy times and still a Thursdoid writer down, but this time with a bit of videoey fun to make up for it! This week everyone has been busying themselves as usual bringing the animation build up to full functionality. Numerous new animations have gone in, from grave digging, foraging, idles, cleaning up blood and other activities. Martin has been working on animation variants for the player defending against zombie bites, as well as adding new costumes and branded logoed shirts for various locations. TEA have been continuing in their bug fix and tool improvement. We’ve finally gotten ChrisW’s wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational. Yuri continuing work on fire, adding texturing and other effects. Meanwhile RJ has been concentrating on creating all the zones for clothed zombies around the map. Here is a video demoing some of the zoned zombie stuff. And yes, if there’s an obvious glitch (like zombies falling out of windows) we’ve already noticed it and will be fixed before release!: Oh and we just had to share this pic, made by Xeonyx, of New Denver fame, who has been working with us on some future challenge maps, and has done something pretty special with the internal anim build: and that’s it for this week! Thanks everyone! This week’s amazing pic is by Xeonyx! A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  2. nasKo

    Sort By Weight

    I think when you can actually play the update that we call the Animation update/overhaul you'll find that a minor quality of life change in the UI was, in fact, less important than working on the base for the upcoming NPC mechanics. I don't expect you to read through 4 years of blog posts, so I understand how the name of the update and quick glances over blog posts could leave the impression that all we're adding with this are a couple of extra animations. The animation update is the biggest update PZ has seen so far as it comes with massive changes to the game engine, affecting combat and other gameplay mechanics while also adding a whole new mechanic with crouching for an actual sneaking mechanic, and later on in the animal update more expanded stealth options. It's easily 1/4th of the game's code completely rewritten, as it affects how the game controls players and zombies, including their AI. Of course, it also lets us add more animations that will be setting the mood for encounters, enhance the combat as well as the visual experience that players are getting by having actual animations represent actions instead of the character standing there staring in the distance, only an ounce less appealing than a flat out t-pose. I cannot stress enough how much more important this update is compared to a change to the UI that will be more fitting when the UI overhaul is being tackled. All of the changes and possibilities this update will bring are easily overshadowing the little comfort that a sort-by-weight option in the UI would bring. We're not dimwits and if trusting us with knowing how to prioritize is too much to ask, there's not much else to say.
  3. nasKo

    Sort By Weight

    Think there are bigger things on our plates right now This will be unlikely to find its way in until the UI is getting its overhaul. You'll find lots of smaller quality of life changes that would be nice to have and have been suggested years ago. We're aware of them and they'll be implemented when the time is right. Right now, the whole team is working on animations, as stated.
  4. nasKo

    Babydoid

    Hey everyone! Time for today’s Thursdoid! This time will be another rather hastily put together one I’m afraid. And to boot the internal development build decided to break today shortly before I was due to record a video, so hurray! After a few hours of trying to get something together I’ve had to go ahead without. As alluded to more vaguely last week, fearless leader and Thursdoid writer Batsphinx was last week unable to Thursdoid as he and his wife were busy delivering their new daughter Samantha onto their bathroom floor at 4am (shout out to Nick at the 999 emergency services who talked them through the ordeal!) and as such for the next few weeks he’s getting some rare but well earned Zomboid-free time to be kept awake all night and be milk sick upon. Congratulations Will from everyone in the team! So it’s left in the meantime for myself, coder and much less organized Thursdoid writer to take over. Usually I’d be bribing you with an awesome montage gameplay video with new Zach music to take your mind off the piss poor rushed together Thursdoids, but since that’s not happening, I’ll try go into some more details on what’s going on in the team this week! There are still some neat tech videos to show off. TEA TOOLS AND TECH IMPROVEMENTS Zach continues his great work adding more tools and features, this time to allow Martin and the other devs to quickly add and test new costume pieces through the AnimZed editor and preview them in game. Meanwhile, Mark is getting to the bottom of some low level blend bugs which have resulted in various issues and snapping that has been causing problems for a long while. We’re hoping future videos will have that extra smoothness and polish to the character motion because of it. FIRE IN THE DISCO General Arcade side, Yuri has been continuing his visual effect work, this time turning his attention to the outdated fire effect. He’s really in the very early experimentation and getting his particle system up and running, so the results are FAR from complete and extremely experimental. We were going to hold on showing until we had textured particles and blurring and further balancing done, but since our gameplay video fell through I thought we’d show where it is. So please no assumptions about size or colour or detail or untextured squares, any other aspect being final, as we already know this is far from complete but are excited to see how the tech is progressing: GAMEPLAY The team continue to work on tying the new animations, clothing and models into the game. Romain has been working solidly polishing up the combat and other in-game actions, I’ll let him speak for himself because ‘yum free Thursdoid words!’: And that’s your lot! Actually didn’t turn out as bad as I was anticipating. Thanks again and apologies for the video letdown, we’ll try get something sexy for next week to make up for it! This week’s pic is by us! A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  5. nasKo

    Need help from the beginning

    You are not supposed to see the Project Zomboid Modding Tools in Steam. What EasyPickins means when he says "so you'll need to download this version" is that you download the files in the thread you linked, which you've already done. Everything you need should be in those downloaded files, IIRC. There's no ultimate reason for it. It's just the way it works For a general basic guide, this should help: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ Here's a video tutorial that should still apply: https://www.youtube.com/watch?v=J7PCA2vFQt0
  6. nasKo

    Game crashes seconds after launching

    Go to C:\Users\YourUsername\Zomboid and delete the logs.zip file.
  7. nasKo

    game wont open

    You need to update your GPU drivers. Don't trust Steam or Windows to do it automatically if you have an AMD or NVIDIA card. Go to the manufacturer's driver download page to find your driver: https://www.amd.com/en/support https://www.nvidia.com/Download/index.aspx?lang=en-us
  8. nasKo

    Forking Hell

    Hey hey it’s Thursdoid time, this week may be a bit short as there are interesting things afoot in the Indie Stone family that means certain usual Thursdoid writers cannot be with us today (hence the worse than usual pun!), however we still have some cool videos to show! Things have been progressing very nicely with the animation build, the entire team beavering away happily implementing the multitude of anims and costumes, as Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!) In the game implementation side of things, we’ve started to get all the inventory icons in and implementations of all the weapons that will appear in the game (though more may come before release), crafting, looting and various other things are implemented. Videos speak louder than words though, and let’s get a taste of some new Beever while we’re at it. (please note due to remaining issues to resolve, this video does not contain the high res model rendering shown last week) In other related news, this week we’ve been spending some time getting all the <REDACTED> future build content up to date with the animation build, so we’re ready to go with full team development on it as soon as animations is complete and out there. That’s it for this week folks, sorry for the short Thursdoid but I’m sure you’d rather I was hammering away at anims than stressing about writing words here and hope the videos satisfy your appetite. Normal business will resume next week! This week’s meeting of the minds from eHxAtoMiic. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  9. You set GlobalChat to false in the servers .ini file. This will only allow local chat. That's the closest you'll get to what you want.
  10. nasKo

    PZ Community New Outfit Thinktank

    Already exists
  11. nasKo

    Zed Tumble

    Hey all, some Thursday dev updates from anim-land. CHARACTER MODELS AND LIGHTING Last week we discussed the issues we’d been working on around how character lighting is handled – which caused characters in the anims build to glow, not get lit properly by their environment and have a blander two dimensional look. We have now fixed this, and done a bunch of balancing to the lighting and shader coloration that everyone will hopefully find much improved. During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world. So, this week we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with. As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking. The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though. (Along with some new Zach Beever musical accompaniments!) OPTIMIZATION This week Zac has been back on optimization duty. Here’s the latest vid of him doing his routine optimization test of sequentially spawning new ten-strong crowds of zombies. Next up, here’s a video showing further optimizations to multi-threaded rendering and Mouse Input handling where zombies are cycling through their behaviours using the new dynamic state system. FALLING OVER Finally, over to RJ at the ‘tying it all together’ animation coalface. “Right now I’m working on combat animations, weapons and blood– adding stuff in and fleshing things out. One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.” “As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:” “Elsewhere this week, I’ve also been making sure that zombie behaviour is working correctly – fixing bugs with them following, thumping the environment and also behaving as expected when acting as crawlers. I’ve also added a better way for zeds to react when you drive over them and knock them over, and have added my ‘clutter’ improvements to the loot spawning system to the internal test build.” This week’s trip to the mall from Kate. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  12. nasKo

    When are the NPC‘s gonna release

    Build 42 (or rather the next bigger build after animations), in the form of animals. Then, Kate and Baldspot return, along with non-persistent NPC characters and little events Then, autonomous NPCs that can group up with the player and take some orders Then, faction and group mechanics, adding politics, story and meta interactions along with personalities to the mix.
  13. nasKo

    Higher Fidelity

    Hey all, another busy week in Build 41 development – so here’s a few of the different things that people are up to. An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, this week we finally located a bug in the exported model data that explained it. Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and will, after re-exporting all the clothing, allow us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development. With that said, this Before and After shot should still be taken as WIP. We have a lot of the definition back, but we’ve still not balanced the colouring, saturation, definition and lighting. We’re now in a far better position to polish though, and future Thursday screens and videos should look MUCH improved. This screenshot is taken with evening light. Next up, a key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies. This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison. (Please note the following screens still have slightly wonky colours and lighting) Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them. This system will allow us to have many and varied different pockets of particular zeds – police in police stations, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular. (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case). RJ has been experimenting with this system while waiting for additional work on rotational anim movements and programmable anim-speed support in AnimZed from Zac and Turbo – but has also this week worked on knife attack animations, and tying survivors and zeds getting bloodied to them in-game. This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills. Elsewhere Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them, and Connall has continued to implement new timed actions. Yuri is finishing off adapting his water/puddles into Zac’s revamped shader system, and starting to make plans for fire improvement. The other Zac meanwhile, Young Zach, continues to deliver new South-tinged music, and Xeonyx is currently chasing map bugs in his now complete Kingsmouth Island challenge map. We’ll try and get a gameplay video showing the improved lighting, blood and blade combat next week, have a good one until then! This week’s home on the range from Old Gregg. Bailey’s. Mmm… creamy. Soft creamy beige. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  14. nasKo

    Archived Posts?

    Posts get archived if there has been no response in two months and the threads have fewer than 200 posts, and < 2000 views. That's in order to keep the size of the database small. We'll see what impact lowering the settings would have. We don't care much about people making a new thread about a similar topic In terms of the suggestion forum, we made a hidden rule of having at least one post on the forums. The intention was to prevent people from dropping in, posting a suggestion that's been posted time and time again (over the years we've heard a lot of the same) and then tooting off into the sunset.
  15. nasKo

    Taking me Pyre

    Hey all, this week has largely comprised of bug-fixing, optimization and general necessary busywork around what was discussed and shown last week, alongside the compilation anims vid. That said we have implemented zombies that get covered in blood, which can be seen below, and are continuing to tick items off the list from Connall and Turbo’s vast timed action spreadsheet. Screenshots of which can also be seen below. Please note that in Build 41’s final form blood will slowly accumulate on zombies and player through combat, though clearly a certain number will be gory from the word go. (It should also be underlined at this point that we’re now in the process of working out exactly which anims will be included in the first release, and which won’t – ducking behind fences and wall-hugging, for example, is a confirmed ‘not 41’ at this point as we want to get the fundamentals right first.) CONTROLLER BETA Stas has been going great guns with our public controller beta, and we’re now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details can be found here. We’re approaching the end of this work now, and would like to thank Stas and General Arcade for all the great effort that’s been put into this aspect of the code. MAP EXPANSION While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter. Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here,for example, is the main resort building on the fictional paradise island of Kingsmouth. This week’s parking lot pyre from David8 [FOR ALL]. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  16. nasKo

    Creative Mode and the Future of Mapping

    It is still something we want to implement, yes. As you noted though, there are other things taking priority right now.
  17. nasKo

    Jan(im)uary

    Hey all, a few WIP videos and updates from the team’s collective work inside the anims code for Build 41 this week. ANIMATIONS This week a lot of progress has been made with the TIS coders implementing the game code side to tie in the new animation system to all the game systems. RJ has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations you’ve seen, though now tied 100% into the PZ combat, character and simulation systems. Connall and Turbo have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting,and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar. EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board. In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front of zombies and such. There are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so here’s a carefully curated compilation to give you an idea of the where we are. If you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that…’, then we’re probably already on it. CUTAWAYS ChrisW’s sims-style cutaway work has really started to approach the point where we can see the vast improvement it will make to visibility in buildings. There are still a few small issues to address,not least we may still need to explore transparent doors and tall furniture (such as wardrobes or fridges) in certain circumstances to avoid obstructing the view of the player, but we’re very excited to get this in as it makes the experience so much more solid. GROUND WATER Yuri has been putting the finishing touches on the puddle system, as well as tying it into the 40’s climate stuff, and we’re super happy with how he’s been able to add that visual spark to the water effects in the game. Our next plans for Yuri’s visual effects overhaul couldn’t be more opposite, as we’re finally getting some visual love and attention put into fire, one of our most ancient and jankiest looking systems. We’re excited to see what he does with it, and at the same time as a visual boost, we’re planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles. This week’s group shot from Corusuke3. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  18. nasKo

    Puddle of Zudd

    How do all, another fairly exciting week behind the scenes over here. After the extensive amount of time TEA have had with our initial animations system – rebuilding and completing the framework (not to mention vastly improving it, making it more moddable, better optimized and with a better suite of tools to go with it) we’re locking in the gameplay that’s still absent, and polishing the look of it. In our older anims videos what was seen had little capacity for game logic under the bonnet, and was essentially playing anims, sounds and bloodsplats at the appropriate time, without all the tie-ins to game systems that would control health, endurance, skills, stats, perks etc As such, while TEA continue to work on rendering, optimization, animation states and general improvement and upkeep – the TIS side of things have split into the different areas of the game and are bringing everything up to scratch. So, to start with here’s Zac spawning 550 or so zeds, and doing a walk-around to test some optimization stutter fixes, and the new dynamic state system that means they’re not all swaying alongside each other. Zeds here are passive, and won’t attack Zac until he attacks them first. Remember: We’ve not yet added costume rarity so please no more comments about the spiffo suits and jockeys! On the TIS side, then, EP has finished going through the entire game and creating the overall structure of states and transitions using the new TEA developed version of the animation system. He’s also cleaning house in terms of a lot of the old out-of-date sprite-based logic, and numerous other things to help pave the way for further anim integration. Turbo and Connall have both been working through all the game’s systems, particularly those activities that have timed actions such as fishing, looting etc, to make sure they all work with the new system, and implement any new animations to use. RJ is working with the combat system, and making sure that the combat system you’re familiar with from older videos works properly within the improved TEA animation framework. While all this goes on Animator Martin is providing feedback, improving animations and creating new ones whenever changes, replacements or hole-fills are required – while the rest of the team provide direction and feedback too. Hopefully we’ll be able to show more and more ‘expanded gameplay’ vids as the Thursdoids go on – but this week we don’t want to show stuff with obvious rough edges that we can polish relatively easily in the days ahead. Elsewhere, meanwhile, Yuri and ChrisW are working on general engine improvements. So here are two examples of their work, although please remember that they are still highly WIP – and if you see any weirdness then we are aware of it. First off, here’s Yuri’s latest work on puddles that build up during rain. And here’s another quick cheeky screen of ChrisW’s work with Sims-style cutaways, that should make interior exploration easier and clearer. Finally General Arcade’s Stas is now reaching the ‘wash and brush up’ stage with his controller build, so if you want to jump in and give it a whirl and give us some final pointers / gameplay feedback then now is officially the best and most enjoyable time to do it. Update12 was released today, and beta joining details can be found here. This week’s home renovation from Musaka. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  19. nasKo

    automatic water drinking

    I don't remember it not being a thing. Only way to stop it is to move the water bottle to one of your bags, as Maris said.
  20. nasKo

    Statedoid

    This week has seen the final team members who’ll be working on version 41 moving wholesale into the new tech – so it’s a relatively brief blog as much of the week has involved introducing the new systems, tools and workflow to the wider team. It’s an exciting time, and so far it’s gone pretty well. Backstage right now animation states are being hooked up to animations – so hopefully incoming weeks you’ll be able to see more and more gameplay in what we show, as opposed to the more testbed stuff that TEA have shown in recent times. With that in mind, here’s a couple of vids from Zac, first off a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. (You might be able to spot a few zeds in outfits from future map additions too, and also please forgive some of the float-y zeds – they should get fixed this week). After that, here’s another zombie spawning vid – in this testbed instance with a zed-count upped to 510 before they start turning into impostor sprites on the periphery of your vision. (Please note that the brief pause before each spawn batch will be optimized by pre-loading the data). Right now, Zac is looking into some further threading optimization as, bizarrely, better machines were having some stutters – the general plan being that TEA will continue to make engine, tool and optimization improvements while everything is bound together. Some work that will remain in the non-anims realm andtransferred later on meanwhile (due to the ongoing public beta test) is Stas’s work on improved controllers. He released the latest test version today, and is now well on the way to fixing up all of the inconsistencies reported by our willing bunch of community testers. Check here if you would like to join ‘em. Finally, last week we showed an example of the Sims-style cutaways that ChrisW is working on – but it was very WIP and we probably didn’t underline quite how much it would improve the visibility inside buildings. With that in mind, then, perhaps this image will be a little bit more explanatory. This week’s snowmelt from colic2005. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ MailingList that can send blogs like this and patch notes direct toy our mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  21. nasKo

    Zedsmoothening

    Hey all, quick run around the houses talking about who’s on what this week. In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality. He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene. Animator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in. In other news: Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though. Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height. Meanwhile: Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.) Stas just released an updated Controller Test beta for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers. While BitbaboonMark does some TEA-side code repository movements and merging: RJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before). Community stuff: We’d like to direct your attention to the new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall. It’s pretty damn cool. We’d also like to direct your attention to the Redboid server, which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you haven’t done so yet. If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while you’re at it -please use these values in Bitbaboon Steve’s recent networking optimization options, as they certainly seem to be helping those currently using ’em. ZombieUpdateMaxHighPriority=50 ZombieUpdateDelta=0.5 ZombieUpdateRadiusLowPriority=45.0 ZombieUpdateRadiusHighPriority=10.0 This week’s infested neighborhood from Dark Oracle. A general list of stuff added to PZ, and vids of features being worked on, is kept here –so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ MailingList that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  22. You can get a good overview here: https://projectzomboid.com/blog/2017/02/buildstatus/
  23. nasKo

    Most popular songs in 1993?

    Duran Duran - Ordinary World Snow - Informer Tears for Fears - Break it Down Again Boys II Men - In the Still of the Nite Pet Shop Boys - Go West Naughty by Nature - Hip Hop Hooray The Proclaimers - I'm Gonna Be (500 Miles) Wreckx-N-Effect - Rump Shaker Rod Stewart - Have I Told You Lately Meat Loaf - I'd Do Anything for Love 2 Pac - I Get Around Cypress Hill - Insane in the Brain Madonna - Rain Inner Circle - Bad BoysMariah Carey - Dream Lover Ice Cube - It Was a Good Day Dr. Dre - Nuthin' but a G Thang
  24. nasKo

    2019doid

    Hey all, hope you had a restful Christmas and New Year-ing if you were celebrating. Here’s a quick run-down on who’s doing what while we pick up tools and face the bright new dawn of 2019. The MP networking features that Bitbaboon Steve added in before Christmas sound like they’ve had a positive impact for server-owners, but we still haven’t worked out the optimum values for them. To this end we may well be holding another Community Megatest in the near-future, as well as looking into any bumps in the road that have been reported. We will also be investigating the garbage collection stutters that a few players have reported recently. TEA continue to work on the animations system for Build 41. Most recently Zac was sorting out some shader and multi-threading issues. We’ve got a big catch-up tomorrow, so should have more news in this area next week. General Arcade’s Stas just released the Controller Test Build 9, which has improved Inventory usage, and implemented new gamepad binding windows for Xbox and Dualshock type controllers. We’ll be handing out the first round of free PZ codes to Controller Build testers very soon, but there’s still plenty of time to join in with the testingand grab your own in the next batch. RJ needs some testing on his improvements to the PZ loot system – adding different values to items so we can play with difficulty and loot scarcity more efficiently, without reducing the spawn of lesser value clutter items. He would like some extra feedback, so will be opening up a limited test beta on the forums for it in the near future. ChrisW is back on his internal Sims-style cut-away system for Build 41, and hopes to have something visual to show off on it fairly soon. EP spent Christmas playing around with potential new UI map systems we could incorporate into PZ, which is looking fairly fruitful currently. More if/when it happens. Yuri has fixed up the MP issue in which cars could be pushed into being hovering and upside down and, for 41, is now looking to complement his existing work on improved water visuals with tricks like a subtle reflective pooling of water on roads during rain. Mash continues her work on Louisville alongside suburb-house-populator Ringod, amidst news on the forums that her secret additions to the map in Build 40 are now getting wider appreciation. Xeonyx, too, is working on another new Challenge Map that will be a part of 41. Thanks all, plenty of other stuff going on aside from the above too. 2018 was probably one of the best years Project Zomboid has had so far, so here’s hoping 2019 will be its equal – or better. Have a good one! This week’s non-accessible vehicle from ShadowGuardian91. A general list of stuff added to PZ, and vids of features being worked on, is kept here –so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ MailingList that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  25. nasKo

    Happy Holiday Lazy Thursdoid!

    Yes, its that most festive time of the year where we put out the laziest possible Thursdoid as we sit here bloated on sprouts and Toblerone. The majority of the team are currently off relaxing with families after a very busy year, but fear not, as due to the convenient nature of different cultural holidays not all overlapping like adverts on TV channels, we are still lucky to have Yuri and Stas beavering away in Russia as the rest of us take time off. It’ll be their turn for their much earned break soon! That’s all for this week, normal business will resume next. All that remains now is to pick a suitably Christmassy header image.