nasKo

Administrator
  • Content Count

    3736
  • Joined

  • Last visited

Everything posted by nasKo

  1. In the hopes of having less threads about it, please feel free to request a forum name change here. If you don't want to post them publicly or have any other issues with your account, please message me or another Administrator about it. Needless to say, we reserve the option to deny or enforce name changes if the requested or used names are tasteless or in any shape or form inappropriate/misleading.
  2. nasKo

    Name Changes and Account Issues

    Sorry, missed the notification for this. Still want that change?
  3. nasKo

    Advanced Zedonometry

    Happy Thursday all. First things first: PROJECT ZOMBOID 40% OFF, NOW AND ALL WEEKEND. TELL YOUR FRIENDS. ALL YOUR FRIENDS. Etc. Etc. (Sorry about all this.) So anyway, it’s been a week of fixing stuff on the animations build generally this week – and usually we’d be doing a ‘sorry, dull blog today’ blog. HOWEVER some of you might find the deeper elements of the animations system interesting, and we’re also secretly hoping that a fair few of you will be interested in digging into the dev/modding tool yourselves once AnimZed is released alongside Build 41. Sooooo… Zac has kindly written something up for us that’s a bit more technical than we usually talk about – but thankfully RJ has also provided a quick vid of something fun he’s implementing before we get into the nitty-gritty. LIMPIN’ What you can see in the vid below is our first pass on the various animations that can impact on your walking and running – all of which will get some balance love before any test release. First off the video you see a scratch cause a light limp – and a limping run. Burns will also have the same impact, alongside cuts – a new injury type that’s somewhere between our existing scratch and deep wound. After this: a deep wound that triggers heavy walk limps. You can still try to run, but it’ll be slow – on a par with the walk speed with a light limp. Finally in the vid: a fracture. This is currently a heavy limp, but it will forbid a run. This will also be the case if you have glass shards, bad burns or a leg bite. Okay, with that all explained: here comes the science. Over to you Zac. THE ANIM PROBLEM The Animation system needed a big quality pass. Plagued by dozens of tiny issues with snaps and odd transitions, the system was functional – but a rough diamond in need of refinement. THE ANIM OVERVIEW So, basically, the Animation system is divided into three layers: the AnimState, AnimNode and AnimTracks. The AnimState handles the big picture: what the character is currently doing. For example, the character is standing idle, walking, sneaking, and so on. The character can only ever be in any one state at a time. Next layer down is the AnimNode. These handle the middle-detail of what the character is up to, like walking while holding a crowbar, sneaking while walking sideways, etc. The state determines what nodes should be active, and assigns a weight to each. As nodes come and go, their weights are faded in and out. Finally, the bottom-most layer is the AnimTracks. These are the fine-grained animations that get mixed and applied to the character’s bones. Tracks are also weighted and transitioned, similar to nodes. One of the common issues we had was visible snapping between nodes. For example, when a character goes from strafing to sprinting, while holding a 2-handed weapon, the weapon would go from being nearly vertical to suddenly snapping to being horizontal, in under 3 frames. THE FIX The first step was to refactor the code itself. From the ground up, the code was tidied and tightened up to be cleaner and more efficient. Next, it was a matter of finding out exactly what the weightings were at the time the issues were occurring. There was no easy way to make the game stop and show us the data. There was no crash, no exception, no stackdump. So, a recorder was written up to take the values of weights and times, and dump them out to the console in a comma-separated format. Next, it was a simple matter of putting it into a spreadsheet, and having a close look at the various curves. It was immediately apparent that the curves were not smooth. The blending algorithm needed some work. So, we needed to use math(s). THE MATH(S) A set of quadratic tweening functions were written up, called EaseOut, EaseIn, and EaseOutIn. A square-root function was also written, but turned out to be too CPU-intensive for what it was intended. The AnimNode weight transitions were upgraded with these easing functions, and pretty soon we had some nice and smooth transitions between nodes. The AnimTracks got the same treatment, and transitions between tracks became much smoother as well. The number of snapping issues greatly decreased, and much joy was had. However, a few issues continued to stubbornly evade us. Deciding to focus on one issue at a time, we chose the crowbar strafe->run transition. A video was taken, alongside the recorded weight data for states, nodes, and tracks. The individual frames were then painstakingly arranged alongside the generated curves, and then closely examined. Once the track weight curves were stacked and normalized, a problem became visible. There was a rogue Idle animation sneaking into the mix. Its weight would reach barely 40% before it disappeared, over a period of just 10 frames. This made us intrigued, but also sad and weary. THE SOLUTION With this clue, the field of possibilities was greatly narrowed. The cause was soon found. As the strafe node was transitioning out, it was still processing its blend-field. Even though the character was now in the sprint state, its strafe state was still active, and it thought that the character was standing still. So, in its few last dying frames, the strafe state would blend in the Idle animation, just before snapping it off again. With the root cause discovered, the solution was simple. Stop any transitioning-out nodes from applying their blend-field. The fix was made, and the last remaining snapping issues were conquered. HOORAY! LESSON LEARNED There were a few lessons learned. Firstly, Math(s) is great – even when we got down to brass tacks and went old school on this issue. The second was how helpful it was to observe, reproduce, and document every known issue in a visible list. Then performing a ground-up service and tune-up, systematically fixing each issue one at a time. Finally, that it is important to have visibility on the internal workings of the system. Instead of relying on stop-start debugging, we need a mechanism for recording all state data as it changes over time, and present it in a human-readable format. Thing was, the spreadsheet and curves were incredibly useful, but were slow and cumbersome to use. So! We are now building a fully-fledged recording viewer as a part and parcel of the AnimZed dev and modding tool. Huzzah! We’re sorry this has been such a technical Thursdoid, easily the most involved one we’ve ever done, but in amongst all the cool vids we’ve been showing in past weeks we wanted to spotlight some of the work that’s been happening that’s not quite as sexy. (Well, not mainstream sexy anyway.) We also know that there are some among you who really dig this sort of thing – but apologise whole-heartedly if you’re not. We’ll be a lot less clever-clever next week, and that’s a promise/inevitability. This week’s winter that’s coming 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!
  4. nasKo

    Old version.

    Or as detailed in the linked thread?
  5. nasKo

    Old version.

    https://theindiestone.com/forums/index.php?/topic/2064-older-versions/ You'll have to try some of the fixes tried there, because the old versions have no way to authenticate with the Desura servers anymore. The "solution" marked in that thread might help.
  6. nasKo

    Combat Renovations

    Given as we’re starting from a slightly blanker slate with Build 41 than we usually do, and combat by necessity is changing to match the improved visuals, this week we’ve been making some experimental balance changes to the game. The primary goal of this is to bring Zomboid further into line with the fantasy of living in a zombie apocalypse – and making the zed threat as real and as valid as those you’d see in a Romero movie or The Walking Dead. So, for example, one of our intentions has been to make sure that combat adheres to the more classic zombie philosophy of threats coming not from the front, but from behind – with zeds more likely to take a nice chunk out of your neck or shoulder. Here’s a quick video with explanatory subtitles, but once you’ve viewed it please check out the extra-explanatory text below too. (We think you’ll also agree with us that Mister Beever has excelled himself with the new music here too). Soo… here comes our current thinking on this. Although PLEASE NOTE this is very much our current thinking and NOT the final product. Some content will settle during transit. Player feedback, both within and without, will be sought when the time is right. We’ve currently got it so one-on-one combat (from the front) feels much easier. One single, solo zombie will be unlikely to cause you too much of an issue if you’re armed with an effective weapon – and even without you should be able to deal with the situation. We’re not going to be that kind to you though. In the new build difficulty will come from two sources: unseen zombies which get close to you, and groups of zombies. Zombies to the side, and even moreso behind, will have a much greater chance of getting hold of you – and from that a much increased chance of landing a bite. From the front you’ll always have options to knock zombies back, push them and generally defend yourself with your arms. From the back, however, you’re much more likely to ‘get got’. Zombies currently go for the neck a lot more, as from the back it’s a much easier target for them. Neck bites have been much increased in severity of blood loss, and someone with a big chunk torn out of their neck is unlikely to survive longer than 10-20 seconds at most, perhaps even less. (We plan on some clothing to mitigate this risk once protective stats on clothing are working.) In real life (kinda) a group of zombies all attacking at the same time will divert your attention in many different ways – and compromise your ability to avoid them or push them away. To simulate this, each zombie attacking you now gets a boosted chance of laying a scratch or bite on you if there are a bunch of them attacking, and this boost goes up per zombie. So if you’re surrounded, don’t expect to be stood there 15 seconds, get lucky and run away with just a scratch. It’s not implemented yet, nor has Martin made us the anims for it yet, but it’s worth saying that we plan on having an ‘upper limit’ of zombies surrounding and attacking you that will trigger them to pull you to the ground and start to feast on you. There comes a point at which you’re simply overrun and overpowered, and the game currently does not allow for this. We may include multiplayer ways for a player to be saved from this fate before the bites start coming, and sandbox options, but for all intents and purposes we don’t think we can be considered a valid zombie survival simulator if there are 8 zombies pulling at you from every direction and you’re walking out of there alive. It’s not perfect yet in the build, and should be considered as ultra-experimental, but we’ve now got it so that swings at zombies on the floor do a hit test between the end of your weapon and the zed’s head. This means that you can no longer stomp or swing at a zombie’s pinky toe and the game will understand it as smashing its brains in. This has long been an irritation in a game where aiming for the head should be of paramount importance. As such, the player will need to position themselves so their bat will (approximately) aim at the zed head – with a hitbox that’s hopefully generous enough to compensate for inaccuracy of the viewpoint and controls. Due to feedback from the community on anims vids, and our own internal testing, we’ve also upped movement and combat speeds a tad to try make things a little less sluggish. This may get toned down depending on how it affects long term difficulty – and also overloaded, unfit and tired characters will clearly move more slowly OTHER STUFF DONE THIS WEEK Polish for zeds eating, them noticing and rising to attack you – and the ability to attack them properly while they feed. As part of the gameplay balance mission we’ve been messing around with stomp damage, (barefoot vs. shoe-wearing etc) and fixed zeds staggering back and sliding after attacks too. We’ve also done stuff like increase knockdowns chance when pushing a zombie – which is a lot more dependent on character strength now. Martin has added animation so zeds can bite seated player characters, and better bite reactions from the bitten. Likewise he’s made zombie head hit reactions whilst they lie on the floor, whether on their front or on their back. Tim has fixed a prevalent issue with footsteps – in that they weren’t playing and needed tying to the new animation system whether you’re sneaking, walking or running. He’s also fixed loads of issues around melee attacks in vehicles, reloading and flipping corpses. Zac has been working on fixing blending issues, and done super-well with it to the extent that the first video above runs without a single one – bar a minor one that’s rooted in data rather than the anim system itself. (Boring to read, but a big ‘yay’ for us.) ChrisW has committed a bunch of improvements to the new cutaway system – which is working well, but needs a fair amount of polish work and gremlin chasing. It’s already working really well in-game though, and complements the new animations nicely. Thanks all! Cheers for coming to our little Thursdoid info-nugget. This week’s misty moment from Computerheadguy. 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 PZWiki 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!
  7. nasKo

    Night Drivin’

    Hello all, for your viewing delectation today we have an extended gameplay compilation from the internal test build – the roughest edges/bugs now sufficiently quashed to allow for it. As we explain in the vid we still have a fair few issues to chase down in the coming weeks: strafing issues, character wheeling meaning it feels quite imprecise with the turning circle, general combat issues where some weapons feel too slow/fast etc. We also still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. None of which are overnight affairs. So you can see what work we still have to do, we’ve used some subtitling to underline some of the issues as and when they crop up during the gameplay. All that said though, it’s really feeling fun to play – and to look at. So, here we go. Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build. Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release. We have also done work on attacks to feeding zombies, and added more zombie-like stances to zeds eating dead bodies. We are also in the process of adding smashed glass that lands after you break windows, which will then prove a hazard if you fall on it during your escape – or of course don’t wear shoes and do a John McClane over it. Short but hopefully sweet! See you next time! This week’s night drive from Spicy Eggplant. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  8. nasKo

    Night Drivin’

    When it's stable enough to be released to IWBUMS, we will. There is still some work to do, namely the rotantional blending as well as the sharper looking models we've mentioned previously. Additionally, this will all have to be hooked up to multiplayer before we release to IWBUMS.
  9. We just applied the same options that Facebook offered.
  10. nasKo

    Zed Snacking

    The guy who writes the Thursday blogs is having a fun time with a screaming baby, a wife with bad toothache and another child intent on destroying things – but the good news is that there’s some cool stuff to show you today, and a sudden brief window in which to write about them. And so, onward… There’s a lot of general smoothening of rough edges happening on the build at the moment, and to give you an idea of what sort of items these are then currently on the internal ‘Top Three Issues!’ Sasha Shit List are: jolting walking animations on initial start-up, inconsistency with the directions of melee attacks and the way that timed actions (farming, pouring, building etc) have to play out before you can defend yourself from roaming zeds. In amongst this necessary fixes, though there’s also some fun stuff being added to the internal playable test build. Primarily discoveries that will make it a more varied and interesting experience when exploring your surroundings. BODIES EVERYWHERE In the next build we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below: Meanwhile the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game. In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds. [PLEASE NOTE THIS IMAGE IS WIP, AND CLEARLY DEBUG – POSES ETC WILL BE MORE VARIED AND IMPROVED] OTHER NEWLY IMPLEMENTED ANIMATIONS Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source. Crikey, this game’s quite dark isn’t it? MODDING POTENTIAL We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available. For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that there’s always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond. All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety. PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of a Harryhausen or fantasy mod. Good times to come hopefully. This week’s fast food order from Lazy Joe. 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. Also OMG have you seeeen Xonic’s Mall map? It’s super-good. Please check it out.
  11. nasKo

    Big Pan Thursdoid

    Howdy all, and happy spring Eastoid festival if you are a participator in such activities. A few bits and bobs this week. Overall a variety of code-level tasks are being done: blending issues being addressed, optimization, cutaway behaviours, items that should be used as weapons but hadn’t been previously, weapons being held when animations are playing and they should be removed… all that fun stuff. Something that might be of worthy of mention, and a quick vid, though are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously got away with – but now either look weird, or have resulted in a show-stopper bug. A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations. PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build. (We’re also working on more ‘table against window’ polish). On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out. Another example of a similar blemish that we’re fixing up meanwhile (known internally as being on The Sasha Shitlist) is the way that based on the existing game when the zeds are currently pushed left or right their animation is that of staggering backwards instead of the relevant direction – a Martin-provided remedy for which is currently being added into the game. Other work that’s gone on this week meanwhile includes fixes and improvements for the in-game radio communication system, work on a community translation tool and Zac’s work on a function that will allow us to more directly play with colour saturation/hue of the scene and make the most of our new character models. Oh and finally, Yuri is working out a way to stop saves losing vehicles on irregular shutdowns. Thanks all, hopefully a more extended gameplay vid next week. This week’s overgrown safehouse 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 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

    Drink to the Memory

    Hi all, the best way to Thursdoid this week is probably to list a few of the things that went into the internal build this week. So here we go… SMALLER CARS We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement. Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated. NEW ANIMS New animations tied into the new system include: applying bandages and taking pills. [Traditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!] Also, digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose. OTHER STUFF Other note of interest added to the internal build – beyond an awful lot of debug improvements, rendering stuff and engine work beyond the comprehension of the blog writer- includes: Fixed not being able to ripsheets, issues when running with a gun, holes in backpacks, gas masks having hair. Clothing: Added padded jacket and poncho having hood up or down. Added survivalist outfit. Added seed bag so seeds didn’t have to take up a whole cupboard with the new loot system. Safehouse looting/Survivor cache also now uses the system. Crowbar is now a 2 hand weapon. Fixed Drink Tap Water anim not working. All connected parts of double-doors and garage-doors now shake together when hit. Added reversible baseball cap. Added a hunter’s vest – which also looks like a fisherman’s vest. Fixed zombies sometimes dying twice from hits, and fake-dead zombies auto-dying after performing their attack. Fixed lighting on fake-dead zombies. Fixed player not climbing over a wall when standing in a bush/tree. Fixed gun sound playing when shoving with a gun equipped. Sim-style cutaway optimizations and general improvements. New lake, river and puddle shaders added to main internal build. Thanks everyone! This week’s book shop calamity from Fixer. 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.
  13. nasKo

    How can i post a suggestion ?

    It worked because you posted elsewhere. We made it a restriction to have at least one post, because people often just drop their suggestion that's been mentioned a hundred times and then never come back
  14. nasKo

    Desura account

    Hi! Sorry for the delay. Can you PM me the info you emailed? I'll get you sorted asap
  15. nasKo

    Zed Inn

    It’s been a week of consolidation really in terms of Build 41, so nothing really super AMAZING that folk haven’t seen before – but there’s still a few items of note that we thought you might be interested in. SURVIVOR ZEDS Our primary rule with Build 41 is that we’re updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version. A good example of this is something that’s been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various loot stashes. Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced ‘uniformed’ survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest. They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this: YURI ESCAPADES Over with General Arcade Yuri has been continuing his visual effect work – and has fine-tuned his water so that waves and ripples aren’t as small. When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this. Right now Yuri is also addressing something that’s been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuri’s currently updating the physics for: Also, it won’t be for Build 41, but Yuri has also continued his early experimental work in terms of getting a particle system up and running to improve our fire visuals – please note however again that the results are FAR from complete, and we won’t be showing anything else of this for quite a while as Yuri will now be on Build 41 fixes, optimization and polish until release. AND FINALLY Oh, and just today we found a way to make PZ feel a little more American. Thanks all, hopefully a bit of a longer/deeper blog next Thursday. Our best to all! This week’s unstaffed bar from Ксения. 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

    Zed Inn

    Not soon.
  17. nasKo

    Sunstar Snaps

    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week. First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary. In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system. Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending. Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally). As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player. Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on. Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above. This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games. We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world. Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above. We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution. At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards). Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands. OTHER STUFF Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings. We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS. Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes. Finally, It is very important that this reddit post gets upvoted. Please do so if you can. This week’s motel horde from AfterLife. 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

    Red Hand Gang

    Hey all, let’s go for a quick trip around the various continents of PZ development and see what’s been done in this, the week commencing 18th March. Romain has been busy continuing work on adding new zones and costumes, adding work costumes for various franchises and shops found in the game, from Gas2Go, Fossoil, PileOCrepe and many more, as well as integrating more of Martin’s anims, including 3 new variations of zombies thumping on objects. He’s also added support for characters to lower and raise hoods on hooded clothing, for example hoodies and certain coats, and several new idle animations used when the character has injuries. Please note we will likely add more variation in future, as well as anims specifically for more serious injuries as the one shown.. EP has been doing a lot of work on zombie behaviour, stopping the zombies all piling up when moving toward sounds, and various other pathfinding issues that have existed for a long time but now look and feel more problematic now we have the shiny new animations. Zac has been continuing work on expanding the toolset and systems to provide more functionality to the rest of the team. His work on masking out different parts of clothing items has resulted in several extremely useful features. First, it now allows us to wear pieces of geometry clothing on top of other geometry clothing – as opposed to being a texture drawn over the character’s skin. This used to be impossible: the clothing worn underneath would always poke through the geometry of the clothing on top, especially when moving. Our old solution to that was to only draw underclothing as textures directly on the character model, which unfortunately led to the side effect of them looking like body paint and lacking the bulk of real clothing. Now we can easily turn off areas of the clothing that are covered, so we are provided with many more options. Zac has also used this masking support to allow for rips and holes in clothing. This said, it’s not quite finished yet, as he needs to apply the inverted mask to the underclothing and to make it visible inside the hole. As such, at the moment, we have a kind of Invisible Man effect when holes are used. In the meantime he’s also fixed the bug that was causing several of our weapon textures to draw incorrectly, which was down to pesky non ‘power of two’ sized (256×256, 512×512 etc) textures causing issues, so now support for those have been added. This picture sums up all of the aforementioned things. (Please note: the trousers used in this instance are still of the skin-tight texture variety!) Mark meanwhile has been at work smacking down a few of the low level blending issues, and it looks like he’s finally tracked down the cause, which was an old optimization that wasn’t sitting well with the animation system overhaul. It’s been removed now so we will be discussing other TEA approved optimizations to help keep us running at a decent speed in potato land. Now the blending issues are fixed, we’ve gotten rid of all the little snaps and jumps in the character’s movement, which should make things look all the better! Finally, ChrisW’s Sims-style cutaways have been merged into the main build and have been working really nicely – and EP has also smuggled in some oft-requested niceness in that garage doors can now be opened. (Cars don’t fit in them yet, and the sound is not quite right yet, but that’s a battle for another week!) This week’s pic is by Vampel!! 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. I just tested the password to verify that it works. In case you're not copying it, it's 3 "s" in a row. You only enter the password "badassstas456".
  20. nasKo

    Players wife from the early stages of the game

    It had to be removed fairly early in the development of the game. We had to remove the rudimentary NPC system we had back then but we do plan to bring back Kate and Baldspot. It's going to be a while until they're back, but they will be back
  21. Sorry, but you're putting on a very off-putting attitude as a whole. Several posts of you knowing (better) how to properly make a game, how things should work, or where to put the focus on in development, all contributing to paint a picture of a user providing destructive feedback rather than constructive, either by intention or not. It's this whole know-it-all-and-better-attitude that usually doesn't garner warm welcomes, as you point out.
  22. 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.
  23. 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.
  24. 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.
  25. 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.