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The Indie Stone
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Everything posted by nasKo

  1. nasKo

    Well Ztocked

    Hey all, before we get to the meat of this week’s blog a quick word on the 41.56 patch. We had intended to release 41.56 last week but have been wrestling with some sound bugs that make noises cut out in ‘busy’ areas with a lot of zeds, rain, puddles, cars etc. It feels like we’re getting somewhere with it now, so fingers crossed we’ll push it out early next week. Also in this somewhat intermediate build: Fixes for some edge-case animation issues that, for example, would see a fallen character get back up and shove when the player didn’t want them to. Also: shoving zeds sometimes moving them towards you, zeds flipping onto their front or back when hit to ground, and zeds getting in an unfair quick attack sometimes if they’ve been bumped. New weapon hit sounds for: Axe, Golf Club, Baseball Bat, Rackets and Planks. New character models with improved/adjusted underwear to allow for some of the new LV outfits Adjusted the drinking sounds to fit the anims better. Here’s a quick vid showcasing some of the new sounds, if you are an axe aficionado or a liker of planks. Or indeed a fan of our NEW RUDE PANTS and a few Louisville scenes. Please bear in mind that some of the audio might still require a balance pass – they are fresh in. In more general ‘our version of’ Louisville news: testing, fixing, zoning and new zed outfitting continues. This week we also added in the ‘zed heat map’ that governs spawns in the new area, so it’s getting closer and closer to a properly playable area at this point. Something else we haven’t mentioned before that’ll be released simultaneous to LV, meanwhile, is… MAPDOID Just to underline before we begin: plenty of people enjoy playing PZ without the following new feature, and as such it will be OPTIONAL with a range of different settings for it (more than shown today) available in your Sandbox options. With that said right now every month Blindcoder’s (spoilerific) online PZ map gets half a million visits, while Eris’ minimap has quarter of a million known users. It’s been clear to us for a long time that a fair proportion of PZ players would benefit from some form of in-game mapping system that’s been built to a) retain the hardcore nature of the game, and b) be configurable enough to suit both PZ vets and PZ noobs. As such, for quite a long time, we have been experimenting with various different tech-side approaches to this behind the scenes. Our plans for the future of PZ (in terms of game systems, objectives, being sent to different locations on the game map, creating more and more cool ‘events’ to seek out etc) – will also benefit hugely from a system that we as developers can drop markers on, and where players can make their own markings and records. (Read on for a few given examples of this) Finally, clearly, we’re about to drop our biggest and most complex game location yet into PZ – and to get the best of it (and to share discoveries between our players) the release of our version of Louisville seemed the best time for a new mapping system to make its grand appearance. And so, without further ado, here’s a video of our new (optional) mapping system – built to be completely mod-friendly, and easily adaptable to suit community mappers. In essence: the map ‘draws itself’ as you explore. You check it as a ‘timed action’, meaning you physically see the player taking out the map – rather than it be on an instant on/off toggle. You can zoom out to see the entirety of the huge uncovered game map, and you can zoom back in to check out the parts of the map that your exploration has exposed. You can then mark up items of interest, your safehouse, an area you’d like to come back to later etc. etc. using a system not dissimilar to the way you can currently leave markings on our current looted maps. AS EVER PLEASE NOTE THAT THIS IS A WORK IN PROGRESS SYSTEM – IT WILL BE CHANGED AND IMPROVED FURTHER BEFORE RELEASE A video showing the map functioning after a small amount of exploration, and some initial mark-up: Another vid showing the same map after some exploration along a nearby road, and subsequent player mark-up: A final vid showing you going for a drive on the same map. (NOTE: the map stores the last zoom level you used on it – it doesn’t always open on it being fully pulled back) So, beyond the basic exploration that’s evident in these videos – what else will this system provide in future? Well: a shitload of cool stuff essentially, but let’s start with something that’s easy to imagine from the way the game currently plays. [PLEASE NOTE: FOLLOWING CONCEPTS ARE GIVEN AS AN EXAMPLE, THEY AREN’T IN THE BUILD YET AND MIGHT NOT BE PRESENT IN INITIAL VERSIONS] Currently in the game we have ‘metasounds’ that we use to move zombies around – you will know these as gunshots, distant screams etc. Using the new map system we will be able to have these as actual physical events on the map rather than virtual ones: we can put a ‘?’ in the general area of where your character heard a woman screaming from, and where the zombies are swarming towards, and should you explore that vicinity later on you might find zombies feeding on a female survivor with cool loot and a decent weapon for example. We can also expand this to a variety of rare large-scale, and as yet not in-game, events that we can play in the new PZ soundscape for your character to hear – and then drop in a ‘?’ exploration marker for an area that you might like to explore. Your traits could also potentially help or hinder the accuracy of the area approximated on the map. (Hear a helicopter crash in the distance? Maybe head to the circled area on the map that’s temporarily showing the basic area where you heard it come down?) Again, the above is an example of where we want to take this – but right now behind the scenes we are also revamping the looted ‘Annotated Survivor maps’ to work better with the new system (and Louisville, and modded maps) and having the ability to mark up potential areas of interest from this will be massive for creating variety in gameplay as we go on. On top of this we (and modders) could potentially create objectives and map markers from messages heard over the radio system – or notes discovered in buildings etc etc. The list of potential applications is huge, and will finally create new reasons to fully explore all corners of the vast map (and vast new map) that our mappers have been building for so, so long. The system, meanwhile, also allows for areas, certain sorts of buildings, or certain roads to be made visible should you loot a particular map. We’re not sure how specific we’d go with this just yet (or what game modes would allow for it) but the system also enables you to – for example – pick up a Spiffo’s Restaurant leaflet with a small map on it and then for this small area centred on a Spiffo’s restaurant to appear on your overall map. With this in mind we might be able to encourage exploration to some of the more far-flung areas of the Knox Event that a lot of players never venture out towards. (Hell, a lot of players don’t even realise that our locations are all on the same vast map!) It’s a hugely versatile system, and will open up many, many doors for the modding and mapping community also. Essentially with the release of Louisville (and the mapping system) we will also release a new version of WorldEd for PZ mappers – within this there will be commands for users to automatically add forests, water and buildings for an in-game map. However, right now folks will have to draw in roads manually. (Alternatively, a CartoZed image can also be used for the least amount of work.) After so long without a mapping system we recognise that many will have grown used to playing without one, which is why you won’t have to use it if you don’t want to. This said, we will certainly be building in new systems that use it – there will likely be MP applications to come, while our plans for both an objective-built story mode and wider systems featuring future NPCs will use aspects of the tech. If you want to continue to experience the current map-free exploration game style, however, then we are 100% making certain that the option to turn it off is there. Likewise we are making sure that what the map can provide is as configurable as possible across both sandbox options and the game modes they’re tied to. Our more sceptical internal testers have generally found it very engaging once they’ve got their hands on it, and we suspect that it will be hugely beneficial to most players’ survival experiences come its release. This week’s collector of objects from Noah. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  2. Sorry for being late, I totally missed this. Done, now. You got it
  3. Unbanned. For your continued stay, please keep jokes like that away from the server.
  4. Looking into it, the reason of your ban makes us not want to revert it under any circumstances. It will not be reverted.
  5. That's hilarious. You should burn your source because that's utter bullshit
  6. nasKo


    Hello all! Last Thursday we released Build 41.54 to the IWBUMS public beta, and right now we’re working on a quick 41.55 patch (most likely released next week) so we can balance it from public feedback and fix up a few bugs. Here’s what the changelist currently looks like, the highlights of which run as follows: Adjustments to the new soundscape from Noiseworks – primarily in instances where gameplay messaging was getting lost in the sound mix and the zoom. Also: changes to the mix balance for reverb return/sends, rain surfaces, adjustment to camera zoom effect on world sounds, and some mix tweaks for too loud sounds. More 3D items, and some resized ones. Some animation smoothening for a few instances in which folk were getting unfairly killed Some much needed balance for the player’s ability to run through a crowd of zombies without being stopped or falling. Something fun for the vehicle modders (in an area that we won’t be covering as soon as we’d like ourselves) that top modder iBrRus prodded us about – which should see some cool new stuff appearing on the Workshop. NOISEWORKS NEXT Phase 2 of the Noiseworks is underway, and will be mixed into IWBUMS builds and patches as we go. Some aspects of it will require TIS-side code resources (like vehicle-related sounds, which we recognise could be improved) so will be addressed a little later down the line while we work elsewhere. That said there’s plenty of other cool stuff that will be dropping in from Noiseworks from build to build. Of primary note for those with a favourite weapon that don’t sound quite right yet: far more individual sounds are on their way. Right now weapons are divided between six different loosely-affiliated groups each with a generic set of Hit / Swing / Break sounds: Blunt Metal Weapons (Light, Medium, Heavy) Blunt Wood Weapons (Light, Medium, Heavy) Blunt Plastic Weapons (Light Medium, Heavy) Blade Weapons (Light, Medium, Heavy) – these are used for small Axes as well Stab Weapons (Light, Medium, Heavy) Heavy Axes These share a generic set of additional hit surface sweeteners, but right now in the game a generic one is used as default hit for impacts on metal/wood/plastic/stone surfaces, and a set of sweeteners for hit impacts on body/head surface (a gore layer). We’re planning to extend these with additional surface sweeteners covering all in game surfaces for different weights, and additional impacts for bodyparts that fit the specific weapon type that aren’t generic – as they are at the moment. The more individual stuff that is added, the more accurate the noises of the various strikes and blows of the different weapons will be. On top of this the NW gang will be adding new additional weapon sounds for all the special weapons like music instruments etc. and extending the current set for greater variety. Also on the menu, meanwhile, is making world sounds inside buildings sound different based on relative elevation level to the player, and also to incorporate object condition to affect certain sounds like door bangs for instance. Something else that will have far less of a generic catch-all soundbase will be with water-related sounds – right now water coolers don’t sound like water coolers, it doesn’t sound quite right when you are filling a bottle from a body of water and the like. 41.56+ Beyond what is (probably) next week’s patch there are many and varied different functions and features bubbling away – alongside, clearly, the Multiplayer Strike Force at General Arcade who are reporting continued good progress with their work that we’ll look more deeply into in the next dev blog. In terms of SP additions, we have the entire map of (our version of) Louisville now ready to go into internal testing. This does not mean it’s ready for public consumption (there’ll still be a lot to do with zoning, working out spawn stuff, new loot definitions for new stores, zombie heat maps etc etc) but it does mean that we will have boots on the ground looking for bugs and hunting out issues. On top of this all the polish done on the current map, like the curved roads and general improvements to wilderness and shorelines, which will all get its first major runout too. This will be a HUGE milestone for all our map team – Mash, Binky, Ayrton, Xeonyx and RingoD – and we’d like to thank all of them for their hard work even if we will initially be rewarding them with a big pile of bugs to fix. Please note that the map being in internal testing will not necessarily mean it’s part of 41.56 / 41.57 or any other imminent-ish numbered build. It’s too early to say and there’s still a lot of work required to get it into the game proper. We will also likely be overhauling connected systems, like spawn points, alongside it – and there’s a lot of other features we can and will be getting in earlier. Primary amongst these is the new Foraging/Search function, which we are still steadily improving behind the scenes. Recent additions include the ability to spot the newly super-small 3D items like keys and berries within the same system, and a cool saturation effect in the world shader to make it clearer when the activity has been engaged. We have also been considering tying the system to other ‘hidden’ things that are easily missed in the game, such as the hidden floorboard stashes currently connected to the discovery of annotated maps. PZ ON THE GO We got a present from kindly old Uncle Gabe in Seattle the other day. PZ looks and sounds great on it, but there’s a few minor control issues that could do with some polish. We should have them licked in time for the launch though. Thanks all! This week’s bog roll hoarder from TChrist over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. The advanced sound menu was removed. Sounds aren't triggered the same anymore. Copying what I wrote elsewhere: We'll look into bringing it back for mods. For the whole lot of vanilla sounds, it will not make a return for a while.
  8. If it's not in the changelog, it didn't make the cut GOG is uploading as we speak.
  9. What branch does Steam say you're on?
  10. Hotfix Released: - Fixed small clock - Fixed DrinkingFromBottle sound continuing forever after the action completes. - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  11. Added Noiseworks Sound Revamp - Stage #1 Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. Added VHS, CDs etc. - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'. - Media line effects will apply only once per player upon first time listening. - Home VHS's spawn uniquely. - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance. - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes. - Added new translation file 'recorded_media_EN.txt' - This translation set keeps a translation of the english versions which can be retrieved seperatly. (needed for LCD which only supports basic ASCII chars) - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding. - Added new Media UI section to device control panel. - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu. - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's. - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes - Changed display of overhead notifications for skills etc - Softer pastel colors and outlining, red for negative green for positive effect - Replaced skill/stat effect numbers by arrow up or down - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value. - Removed overhead text code from ISRadioInteractions - Added static class HaloTextHelper.java for more universal use of the overhead text. - Added a few functions to add text, options for color and usage of the indicator arrows. - If a text is already being displayed the next text is briefly queued. - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','. - If a text is added which is already being displayed, it's discarded. - Added world lights for flashing vehicle lights. - Added animated flies texture displayed where corpse-flies are buzzing. - Added new mugs - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on. - Added highlighting to dragged items that can't be moved to the destination container. - Added a loot-window container icon for mannequins as well as the container title "Mannequin". - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved. - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full. - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. - Draw a faint border around the player's health bar so the amount of lost health is easier to see. - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back. - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry. This includes opening boxes of nails automatically. For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground. - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars. The properties were only on one of the several south-east wall pillars. This put "tree" physics on the center of the square. These pillars should be removed when one of the two adjacent walls is removed. - Added 3D models for items placed in the world. Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square. - Items automatically go on a table/counter if the mouse is over one of them. - Press R to rotate clockwise, shift+R to rotate anti-clockwise. - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet. - Fixed rotation speed at different framerates. - Added snapping to the nearest 5 degrees. - Place items one at a time at the current rotation. - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all. - Improved lighting of 3d items in-world, to closer match the tiles lighting. - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated. - Improved lighting on all 3d objects, characters, vehicles, items etc. - Added "itemHeight" so players can place things on a microwave that is on a table for example. - If you have a counter with a shelve on top of it, you can press tab to change the height of the item. - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default. - 3D items can be disabled in the options. - Table stories. Random chance to have some stuff on a basic home's table to tell a story. - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time. - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to. Last Stand Compatibility changes: - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40. - Player files have VERSION=1 at the top for compatibility with future versions of the game. - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work. - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected. - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P. - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before). - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read. - Added blood and dirt stats to the Wash context-menu item tooltips. - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack. - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes. For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means. For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine. - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese BALANCE - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off. - Allow plumbing a sink to an empty rain barrel. - Allow metal drums to be picked up with the furniture-moving tool. - Allow pouring water into metal drums. - Boosted loot spawns in stash. - Display what perk just levelup up on top of the char (like exp gain from TV). - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor) - Car wrecks appear less often, but can now be dismantled. - Increased odds of curtains being already closed in houses. - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. - Shooting out of cars now has a more limited angle than the former 360°. - Player will now be unable to control the car while reloading. - Reload time increased while driving. - Control of the car is also lost when shooting rifles, but not with pistols. Distribution changes: - Updated distributions. - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter). - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink). - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container. Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk) Changes to knives: - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally. - Slightly reduced movement speed while attacking with knives, similar to other weapons. - Reduced Hunting knife damage a tad. - Balanced some clothings Speed Reduction and Protection to be more consistent. - Small chance of having some house windows being left open. - Curtains can now spawn closed. MOD SUPPORT - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc) Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table. - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods. - Added a system for respawning zombies on island maps (e.g., Kingsmouth). Normally when respawning zombies, a random location on the edge of the map is chosen as a start location. The game then attempts to find a path from that start location to the chunk that zombies are respawning in. This doesn't work for maps that have water on all edges, since paths cannot be found through water. Map creators may now specify valid start locations by adding objects to the map's objects.lua file. The objects.lua file is normally created by WorldEd. These objects are rectangular areas along edges of the island indicating respawn start locations. These objects should be right on the edge of the land next to the water (but not in the water). Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory. This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example. - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui. FIXES - Fixed being able to fish from swimming pools. - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false. - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world. - Fixed long braided hairstyles not pointing to correct hairstyle. - Fixed belt not working as 3D item. - Fixed buildings having more than one table story. - Fixed issues adding water to and taking water from rain-collecting items on the ground. - Fixed aiming cursor being less visible on light backgrounds. - Fixed changed shader files not automatically being reloaded. - Fixed an infinite loop occurring when require()'ing a Lua file recursively. - Fixed "invalid direction" exception when a fence is broken by zombies. - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash. - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up. - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option. - Fixed RVSCarCrash. - Fixed some container types. - Fixed issues with automatically opening boxes of nails when doing carpentry. - Fixed tainted-water status of metal drums with water in them. - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks. - Fixed the game hitching every second while in a vehicle until zombies are near again. - Fixed no sound playing when hitting objects with bare hands. - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing. - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat. - Fixed the player's animation locking up when charging with a spear after a zombie is hit. This happened when the "Manual Floor Attack" key was the same as the "Sprint" key. - Fixed impact and death sound not playing when spear-charging a zombie. - Fixed "Place Car Battery Charger" displaying for every item clicked on - Fixed the "Plant Information" window not handling different font sizes. - Fixed bomb explosion sounds not playing. - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option. - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles. - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles. - Fixed overlapping disease text in the Plant Information window. - Fixed farming with a controller. - Fixed some of the excessive head movement when swinging a spear. - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183. - Fixed rendering the isocursor and aim-outline in splitscreen. - Fixed the position of the vehicle dashboard in splitscreen with more than two players. - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. - Fixed Welding Masks getting soaked in the rain. - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies. - Fixed being unable to remove Thin Skinned using the Player Stats debug ui. - Fixed Lua error after removing a trait in the Player Stats debug ui. - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui. - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio. - Fixed infinite carry capacity after making rotten-strawberry salad. - Fixed the layout of the microwave and oven UIs with different-sized fonts. - Fixed Lua error wobbling the non-existent heart icon of splitscreen players. - Fixed endurance being reduced while holding down the Run key when not moving. - Fixed misplaced halves of Large Modern Oven in one orientation. - Fixed not being able to barricade carpentry Wooden Door. - Fixed the layout of ISAlarmClockDialog with larger fonts. - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used. - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName(). - Fixed animation and sound issues when attacking zombies that are eating corpses - Fixed VehicleAmbiance using the wrong event name. - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking. - Fixed Radio items without a WorldSprite being assigned an invalid module.type. - Fixed duplication bug when crafting from containers. - Fixed not being able to make coffee and tea with the Spiffo mug. - Fixed hot beverage not being hot right after it is crafted. - Fixed hot and cold drinks not giving a happiness bonus. - Fixed not being able to tie a rope to player-made windows (gracias dito!) - Fixed ranger car siren light colour. - Fixed annotated map loot not always spawning when it should. - Fixed crash when trying to go forwards & backwards at the same time in a car. - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed. - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed. TECHNICAL - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue. - New class: PerformanceProfileProbeList Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers. - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager. ________________________________________ Additional Hotfix: - Fixed small clock - Fixed DrinkingFromBottle sound continuing forever after the action completes. - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  12. nasKo

    Discord ban appeal

    There was no way you weren't deliberately trolling. You're not getting unbanned at this time.
  13. nasKo

    Ban Appeal

    Thanks for reaching out! You're unbanned.
  14. nasKo


    Hey all, it’s an MP Strike Force update blog this week – so here’s the latest from the test server. We now have three coders from General Arcade working on Build 41’s multiplayer – alongside two dedicated QA operatives. Work primarily takes place in GA territory with regular code top-ups from the in-dev 41 codebase, though there’s clearly a lot of communication between our relevant QA and organisational peeps. First off then, here’s a quick update from someone who has been playing it more than most – multiplayer QA chap Oleg. Welcome to the blog, Oleg! “Multiplayer is quite solid at the moment. There are no critical errors that would lead to a crash, data loss or anything like that. I’ll be honest, right now it’s far more interesting for me to play in MP than on my own!” “At this exact moment we’ve got some smaller problems with zombie corpses, synchronization of various animations and many and varied other issues popping up from areas throughout the MP game – so there is certainly still something to work on.” “The difference between the game that myself and Mikhail started playing two months ago when we started QA and now is pretty big. In terms of the smoothness and synchronization of the movement of the characters, most of the animations, how pvp feels – all this stuff has changed for the better.” “Big thanks to Yuri, Andrei and Aleksandr – and of course to TIS’s Sasha who has been a great go-between answering questions and raising issues between the teams!” So that’s the baseline stuff but, as Jennifer Aniston once said in a commercial that half of the people reading this blog are too young to remember, “here comes the science”. Over to Yuri. “Our focus this month has been in improving the synchronization of zombies between different players, and also in PvP.” “Our QA team has been spotlighting bugs, and right now the majority of them aren’t zombie or player character related – but are in other areas of the game that need polish like throwable weapons/items, vehicles etc.” “As such the focus of our next month of work will likely be in turning to these issues and fixing them up to raise the overall playability.” So, right now, everything seems to be ticking over and on-track. We should have a clearer overall picture when we put out the next MP blog. Some of the individual items fixed recently: Zombies didn’t have the ‘alerted’ animation in MP when they heard a sound, leading to various issues and it not looking as good. Character sync accuracy was increased. The remote character makes less extra movements when turn around. Standing characters are now on the same square on all clients due to setJustMoved and isJustMoved functions being added. Further improvements to positioning through prediction points when players turn around, a new PZMath.roundFromEdges function and the threshold for starting and ending remote character movement being reduced. The algorithm for calculating the forecast of the player’s position has also been changed. Many and varied new debug tools Fixed gunshots happening twice at the end of zed bites. Many PvP upgrades and improvements starting with the calculation of damage in PVP – meaning that the game uses BodyDamage instead of Health for player hits now. Addition of sync for falling players in PVP. Fixed clothing on zombies sometimes disappearing after being killed. Fixed issues with bomb devices not causing damage to zombies. Calculation of damage from bombs had to be moved from server to client. Fixed an issue in which some zombies were not visible to the other player. Refactored a loooot of complicated things that the blog writer could not hope to understand. Zombies could get up if the remote player hit the zombie first. Remote clients would see the zombie on the ground in different poses after each hit. Desynchronization when one player enters the an area where certain events caused by another player had already happened – for example if a zombie was on the ground, and a new player appeared the zed wouldn’t be lying down. 41.54 We are currently finalising 41.54 for a release to the IWBUMS public beta. The biggest items of note in this are the full Noiseworks sound revamp, the new VHS system and the placeable 3D models. You can read the full current changelist here. Foraging needs some more time in the oven at the moment so that is being put back to a later build we’re afraid, while we are currently at 90% of our available 3D items sized, imported, tested and signed off – with the full range of food items most recently mixed in. We’d like the full list of these in-game, and some important bug fixes, to go in before we release. So we’ll see where we have gotten to next week. Fingers crossed it’ll be good to go. In the meantime here’s a quick vid of a wintry scene to whet your whistle. Likewise we gave a key to the Noiseworks build to our good friend (and total PZ noob) Dean Cutty in the run up to 41.54’s release, and this is what emerged. RJ would also like it mentioned that this week he’s also put in a nerf to the current 360 degree shooting from cars, will only allow shooting with one-handed guns when the car is in motion and other such weapons/driving polish. NEXT BUILD Also underway currently is the second phase of our work alongside Noiseworks, the amazing sound team redesigning our soundscape. This work will effectively straddle 41.54, which contains many of the new sounds mentioned below, and 41.55. Over to NW’s Michael Klier for some details on this. “The next phase of the Zomboid sound overhaul will add new content to many other areas of the game – with our emphasis on the stuff heard most often by players while they play. There’s additional foley for player actions like climbing fences, tripping over obstacles, carrying heavy bags, cooking, smoking, UI sounds for map interactions… the list goes on.” “We will also be adding new zombie voice sets, and the zombie voices in the context of hordes will be improved upon.” “On top of this we will be adding even more content for melee weapons when it comes to weapon-specific hits/impacts to further build upon the general/generic melee set that was covered in the phase 1. The same will go for the firearms, which will have more specific weapon sounds for each available firearm as well as additional foley for things like shell drops. We are also currently redesigning some of the current firearms, like the shotgun, from internal tester feedback.” “Something we want to include and redesign, but which will involve a fair degree more work with the TIS coders, is how sounds are affected by obstacles in the world. We want this to have more realistic behaviour, so sounds get occluded more or less based on the properties of the occluding obstacles.” “Inside buildings for example, sounds should be occluded differently depending on there is a concrete wall between a zombie or the player or if there’s a wooden wall. In 41.54 the occlusion is a catch-all – if there’s something in between the player the sound is occluded.” “And last not least the ambiance and music systems will further be improved upon.” TILL NEXT TIME Pat_Bren’s mod blog will return next week spotlighting on the remarkable Daegu map and our amazing Korean community, while in two weeks’ time the dev blog should be covering some of the 41.55 content we’re currently working on including a pretty cool cartographic feature. Till then! A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  15. Can you tell where this is so we can try to reproduce it? Don't know a place like that off the top of my head, there are a couple isolated houses. Edit: Got it. I can destroy it with a sledge by putting the cursor over the toilet, then pressing R until the glass wall is selected.
  16. Every single release is full of fixes. MP being released does not mean no mp-unrelated fix is going to be made. 41 being released to stable will not mean no more fixes, either. There'll still be fixes in every patch. The ones you care about are eventually going to be in a patchnote list, be it before 41 stable, after 41 stable, or with Build 42, or whenever. But no, MP being released into iwbums will not mean that we're only going to move to MP fixes.
  17. Hi. We had six months of no SP updates while we tried to push to get MP out the door before realizing it needed a lot more work before we were confident enough that it'd be fun and stable enough to be put out. Make no mistake, the first iteration will still have plenty enough bugs, naturally, but we've explained this in a blog here: https://projectzomboid.com/blog/news/2021/06/mp-status-update/
  18. nasKo

    MiZe en Scène

    Translator worked alright I guess The speakers would be decorative.
  19. nasKo

    MiZe en Scène

    Talented screenshotter! This update will not go live this week, no.
  20. nasKo

    MiZe en Scène

    Hey all, we’re content locked on the 41.54 update to the public IWBUMS beta – but it needs a few items of fixing and polish before it’s out of the door. Eris’ awesome new foraging system (as described below) needs some work in response to internal tester feedback, there’s various 3D items bugs, unwanted visual TV interference, and a strange item-wobble when you zoom in and out. Noiseworks bug fixes, level adjusting and various other sound issues are also ongoing. Seeing as we’re concentrating on getting this out there’s not a huge amount of big ‘new’ stuff to discuss this week, beyond foraging, but there’s still a few things to cover that’ll make your life easier should you want to decorate your safehouse like this. The ability to place and rotate 3D items from your inventory is a really fun new extra, while the items themselves are in future going to allow us to decorate scenes for starting characters etc to bring new levels of ‘mise-en-scène’ to PZ’s sometimes rather spartan gameplay areas. This new feature, meanwhile, has also brought about its own new brigand of hilarious bugs – which are, we’re afraid, some of the things RJ and Rockstar Mark are quashing right now. And, finally on this matter, clearly the introduction of 3D items brings us a new MVP… NU-FORAGING Regular readers will know that we recently hired PZ modder Eris to work on the team, and that for her first trick she would be improving on our current rather static and UI-based foraging system. We wanted a more active experience and wider set of loot and rewards, and what she has currently integrated into the game is looking hugely positive and just what we believe was required. Foraging is now an active mode that you switch on and off, and allows you to search areas to find items wherever you are on the PZ map. Your search is impacted by your skill level, weather conditions, your location and your movement speed – and loot changes depending on time of day and season. Markers appear on your map showing items of note on the ground, which you must then approach to pick up. Forest paths will conjure up wild plants and firewood, sidewalks in towns will provide litter and lost items, farms might have rogue crops still growing in the fields… Although it might not be a part of 41.54, one issue we have found with 3D items is that (clearly) small items like nails, berries etc are now far harder to see than when the game was using big, chunky inventory icons. It’s therefore our intention to experiment with this new Foraging system to also make it a ‘look for small items on the floor’ mode – meaning that placed small items within the world will also be flagged by Eris’ cool new pop-ups. Alternatively these small items could be given a white outline, which would be accessed from the same Foraging keypress. We’ll see what works best in testing. Here’s a quick vid showing it all in action. As we mentioned before, we’re really knuckling down on polish of existing features in 41.54 at the moment rather than discussing/showing things that’ll likely appear in 41.55 or beyond – so apologies if this week’s blog is shorter than the last one. 41.54 will also contain the full Noiseworks PZ soundscape revamp, and reams of new narrative content in the form of Pat_Bren and Turbo’s new CD and VHS system – so it should be one that brings a lot to the Knox Event experience. We’ll let you know how the polish process is going on it over the next week or so. This week’s spooky set-up from koekto1000 over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Big thanks to everyone playing, streaming and generally surviving these past two weeks!
  21. nasKo


    How do all, let’s get on into it. MP WORK This week we were excited to welcome a new MP Strike Force team member into the ranks from General Arcade. Aleksandr comes to us with a lot of experience in Java projects, and will be working alongside Yuri and Andrei for the foreseeable future. Whereas before our own team of testers and volunteers were putting the MP build through its paces, now the TIS team are working on mainline SP releases we have also separated testing duties – and GA have their own branch and testing channel populated by two other bright, shiny new faces – Oleg and Mikhail. This allows us to concentrate on the more imminent 41 releases (Noiseworks, 3D items etc) while allowing General Arcade to come to us with cleaner builds for wider internal testing when the time is right – as opposed to our previous weekly TIS-side sessions. Recent work has concentrated on combat between zombies and groups of players, though the guys have also hooked up a few things like thrown objects etc that had been left untouched thus far. As in the current build the latter still looks like the jankest thing in the game currently, but will do for now until we have time to input throwables that at least look like they obey the laws of physics. “Last month we implemented a system in which zombies would visibly react to hits from their target player, but attacks from other players present would only create splashes of blood and drops in health” explains Yuri. “Unfortunately, this didn’t look good at all. You never felt that you’d hit the zombie if you weren’t its target, as it wouldn’t play a reaction animation.” “As such, we allowed the zombie animated reactions to all players – but made it so that the super-close zombies within 5 in-game metres of their target would be far less likely to be distracted by other players. To add some texture to this, however, zombies also now have an aggro level – meaning that if attacked sufficiently within a short time interval a zed closing in on its target will change its target. The server now calculates aggro level for each zombie and sends a ZombieControl packet to change the owner.” “We also put a lot of work into our syncing of zombies falling to the ground – which when allowed to happen out of time can lead to increased desync. Our first implementation was working fine for solo players, but when multiple players were attacking zeds the fall position was being rewritten and there was confusion between all the different clients. We believe we now have a solution for this by concentrating on the attacks of the target player, which the team are now testing.” “We have also been fixing bugs discovered by our QA team, like players not being able to kill each other, debugged issues of corpse teleport, worked on various aspects of throwables that were not already implemented and many other issues.” NEXT 41 We don’t want to mix in too much more to the upcoming 41.54 version of the IWBUMS public beta feature-wise, as it’s already pretty packed. Likewise we also need to make sure that everything going into the 3D items behaves visually and performance-wise, so it’s going to be at least two weeks away most likely. This said we are SUPER jazzed by how the 3D items are looking in-game, and look forward to being able to provide more varied in-game starting / zed story scenes to bring more variety to the map. Please check out the entirety of this vid showing a player-decorated safehouse, and also note that since this was taken RJ has added in first iteration of a system that allows you to drag an item from your inventory and place it more accurately on the floor, and to rotate the item using the R key. WIP NOTICE: You may notice when the camera is panned the 3D objects don’t match the 2D tile positions perfectly. This has been a longstanding issue with vehicles and zombies, but has never really been this noticeable as there’s been less of it to see on-screen. We’re setting Zac and his magical maths abilities on this fix tomorrow, and will also be looking to match the lighting of the 3D objects closer match the 2D tiles before release. Despite all this, we hope you’ll agree that it looks awesome. Oh, also clearly there’s Noiseworks sounds in here now too – we’ve covered the revamped PZ soundscape enough in the past now, but everything the NW team have done up to this point is now in the internal test build. Phase two of their work is starting next week, alongside fixes and required changes brought up by our internal testers and agreed by the core team. Here’s a quick ‘latest’ vid on that front. (There’s some debate internally on the shotgun ‘bang’ noise – so please treat that aspect as WIP for now.) Other smaller fun/necessary stuff going into 41.54 will be: A fix for those pesky framerate chugs you can get after long journeys in a vehicle (hurrah!) Visible flies over corpses (and, later, rotten food etc) Some required nerfs to knife-fighting QoL improvements to multi-stage building Better lighting effects from emergency lights, to go along with the better Noiseworks sirens. (Sirens not playing in this vid, but oh well it looks good) On top of this there’ll also be Turbo and Pat_Bren/Will’s VHS and CD entertainment system – which we’ve covered in previous blogs and is also now in testing. Pat and Will (but mainly Pat, in all truth) have provided 3900 new lines for the new system, which should keep the translators busy. ALL THINGS LOUISVILLE As we’ve mentioned before, our PZ version of Louisville is now certainly on the horizon – so we thought it might be a good idea to check in with our map team to provide you with a clearer idea of what to expect when it does arrive. Q. To what extent is Louisville based on reality? A. Mash: “Initially Binky made the general layout follow reality for the most part, but from that base I took some liberties- some larger than others. For gameplay reasons I wanted to have our (necessarily smaller scale) LV to encompass the types of neighbourhoods you might encounter in any city: the “bad neighbourhood”, the “business district”, the “rich area”.” “As such, the locations of these are not at all based on the real Louisville. For one thing, the city on our map is much smaller (though still relatively huge), so we couldn’t really adhere to reality. The main goal was to make map exploration more fun and engaging, and having varied neighbourhoods that might not be totally realistic but makes organic sense within the map is part of that.” “I think there won’t be much recognition of Louisville and it feeling just like the real world one when you are exploring it on the ground, but that said you will see some recognizable buildings here and there, such as City Hall.” “We are also taking some inspiration from real world districts when we are designing some of our own, for example I know that Xeonyx has loosely based our version of NE Louisville (home of our new Grand Ohio Mall) on the St. Matthews district east of real world LV, and his old town district around Fossoil Field is based off the real world’s Smoketown and Phoenix Hill.” “As I said previously however, in terms of being close to reality it’s better to think of our version of Louisville to be closer to our more recent additions to the map, rather than having the veracity of places like Muldraugh and West Point” Q. How does it differ when you’re designing a city, as compared to when you created PZ’s smaller towns? A. Mash: “The size of the city and the new map makes things exponentially more complicated, which led us to choosing to knuckle down on identifiable themed neighbourhoods which would benefit a game like PZ more clearly. From this we then had to make sure it transitioned from one area to another in a way that made some sort of sense. The smaller towns are, for the most part, fairly uniform in feel within each individual location.” Q. Clearly with PZ you are limited to seven storeys and a rooftop – is it frustrating not being able to go higher? A. Mash: “I think things are pretty relative, and since buildings are only 1-3 storeys in other locations, the 7 storey buildings of our Louisville give a good sense of size and, I think, allow for pretty identical gameplay as if the game had even taller buildings.” A. Xeonyx “To me, being limited to 7 stories isn’t really a problem. It doesn’t negatively affect gameplay, and the buildings offer a nice mix of high risk/high reward while still retaining the feeling of a large city.” Q. What are your favourite new buildings and locations? A. Mash: “Some of my favourite buildings I want to leave as a surprise, but one of my favourite areas is the university area.” A. Xeonyx “The scale and design of Louisville offers many new playstyles and challenges to experience, but if I were to pick a favorite new location, it’d be a tie between the gritty industrial district, and the South Louisville district which was designed to be similar to the real life Auburndale district.” NEW NOLAN MOD Some areas that we are very aware that PZ needs some improvement in are those related to accessibility – some stuff we’re okay at, some stuff needs a lot of love. For this reason we just wanted to take a second to highlight Nolan’s new mod – which will be of massive help to those who are hard of hearing. Likewise it’ll probably be handy for those who like to PZ while doing another activity, watching TV or similar, where you’re not always glued to your speakers for audio cues and clues. So, all in all, if this is something that you need improved in PZ, then for now please please check out the Sound Direction Indicator. Thanks Modding Hero Nolan! Thanks everyone next week we’ll have a Mod Spotlight on that beautiful creature Filibuster Rhymes, and in the dev blog following that there’ll be lots more goodies including a first full look at TIS newbie Eris’ awesome improved foraging system. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  22. nasKo


    Afternoon all. Here’s where we’re at with life and love in Kentucky. IWBUMS PUBLIC BETA Last Monday we released Build 41.51 to the IWBUMS public beta, which was then followed by a 41.52 patch the following Thursday. This update was a general mixture of changes, fixes, balance that had been building up over the six months we were working on MP before deciding it needed extra time – while also providing some important foundational updates to the underlying systems that the game runs on and some advances in optimization. Given the breadth of things covered in the patch and the java/lwjgl upgrades we were expecting a few bugs, and got a few bugs, but overall things went quite smoothly – and a final patch to clear up residual issues is releasing today. Many thanks also to all the modders who have worked so hard to update their wares alongside the new version – your toil is appreciated by gamers, game developers and everyone in-between. 41.53 contains a few things but primarily the following: A fix to a longstanding bug that has always prevented us from having the mouse cursor disappear when you prepare for a melee strike – leaving only the iso-cursor is visible. We have always wanted this fixed as it will mean that new players find it easier to adjust to PZ’s combat. If you find this fix weird/annoying then we have also added a Display option to toggle it back to how it was before: “Show Mouse Cursor While Aiming”. Usual curtain/sheet service is now resumed. HOWEVER we reserve the right in future to swap this over to making sheets lootable in more logical locations like on beds, or spawn more readily in bedroom wardrobes. You will now be able to turn off the alarm on your watch via the clock UI. Various items of Mod Support, including a check for a change necessitated by our MP work that should help in terms of getting mods such as SuperSurvivors working again. There are a few things that we need from you in terms of feedback from the 41.51 – 41.53 builds also. Primarily, we would like to hear about loot balance across all the different loot scarcity settings. How have recent changes impacted on your game? Are you finding too much or too little of your required items? We would also like to hear back from our Mac players – how is the game launching for you? We have improved aspects of your game display but our Mac tester pool is quite shallow so need to hear from some more voices. NEXT: NOISEWORKS Barring any further fixes to the IWBUMS Public beta our next step will be to mix some of our game features that have been kept in a holding pattern over the past few months into our internal test build. First and foremost in this will be our Noiseworks sound revamp, which you have seen a bunch of over the past few months in blogs – but just in case you’re out of the loop here’s a quick thunderstorm video. (Be sure to spin on to the middle of the video for when the storm really gets going if you choose to watch.) We anticipate a few weeks of testing, rebalancing and fixing alongside the Noiseworks team once their work is in the internal test build. Beyond this we have already arranged for ‘Round two’ of their work in which the Noiseworks crew will adjust anything that needs improving from the initial integration. They will also work on improving (by a lot) the systemic music integration, and some of the sounds that are still missing like fence climbing, tripping, painting, plastering, farming, improved gear shifts and more in vehicles etc. They will also record some more rabid SFX for sprinters, and many many other things all on our shared spreadsheet. NEXT: VHS AND ‘WELCOME PAT’ As mentioned last time, we are expanding our ‘in-game entertainment’ options by moving a lot of our existing TV and radio content onto playable (well, legible) CDs and VHS tapes that can be looted throughout the world. We hope this will end a reliance on tuning into Life & Living for established players, and also allow those starting at times later than the first week to access any broadcast-based bonuses. No new video from Turbo this week, but this also means that we can announce the first of two ‘new people!’ announcements for this blog. The resplendent Pat_Bren, famed throughout these lands for his mod blogs, has a writing style and sense of humour that more than matches our existing writer – and as such he has been on-hand writing a wide variety of movies, TV shows, audio books and Kentucky residents recording themselves on camcorder. This is being mixed in with new content from Will, and a bunch of our existing broadcast content, and should provide some colour for your more idle moments of survival. In all there’s 31 movie VHS tapes, 8 different TV shows with five episode seasons, 22 episodes of ‘Skill TV’, 75 home-recorded VHS tapes, 26 audiobooks and 27 music CDs. We hope that this will add some colour to your survival adventures, making our 90s VHS rental stores feel a bit more real, and also provide some evidence of the former lives of the zombies that you are murdering. ALONGSIDE THE ABOVE The above two features are dead certs to be mixed into the internal test build once the IWBUMS beta is fully patched up. Here’s a few other items that’ll be going in alongside ‘em. Zombie Outfit loot distribution system to give modders some new opportunities, and also for us to force-spawn certain items on our costume zeds – revolver, bullets etc. definitely on a cop zed for example. Better light bar and siren functionality for police cars, ambulances etc. to go alongside the new Noiseworks SFX Improved item categorization and sorting in inventory windows Improved fishing menu and fish catch options and catch history ALSO INCOMING: 3D ITEMS The 3D objects made by Rockstar Mark are currently being implemented by RJ, though there’s still a fair amount of work to go on them so they might not arrive alongside all the above. Here are a few WIP screens from our existing Zed Stories to show how things will start looking in future builds. WELCOME ERIS Many players will know Eris from her fabulous mini-map mod, and we’re delighted to say that she will be joining the PZ team. Behind the scenes we’ve been seeing her work on an excellent improvement to our existing foraging system – in which players have to actively move between foraging spots in woodland rather than click through the UI. It’ll take some time to get her hooked up to the PZ mainframe and to convert the mod, but right now it looks a little like this. It’s our intent that Eris will be joining RJ in future endeavours to bring this kind of interactivity to all the zomboid survival mechanics, which is a direction we’ve wanted to move toward for a long time. At the moment a lot of mechanics involve operating the right click menu and waiting a lot which (while functional) does not offer any real ‘gameplay’. RJ has made some initial steps toward this with his quality of life improvements to farming, but our plan is to go further in areas like farming, fishing and construction: mixing some basic player skill and decision making alongside, and augmented by, the character’s skills. Our overall plan is to make all the individual survival systems have a lot more meat to them: make them more fun, give you more satisfaction and involvement, and make them far less laborious and menu-ey. Eris popping up with her foraging overhaul was perfectly timed and showed she would be a great addition to the team to bring this into the game. That’s all for now, next week we’ll have another mod blog from the dainty fingertips of Pat_Bren. The Thursday beyond that we’ll have the latest on MP dev alongside where we’re at with all the features mentioned above and maybe a few more. Thanks all! ————— This week’s desperate last stand from Feiticeira Supervixen. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  23. To my understanding JD GUI was discontinued a while ago. You can open the class files in IntelliJ IDEA and probably get far better results.
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