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nasKo

The Indie Stone
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  1. Hello! Here’s your weekly update on the internal testing of the Build 41 MP build. This week we decided that the build was stable enough with our usual group of testers, and wanted to push things a little further – knowing that this would likely shake a variety of new issues and bugs out into the open. As such rather than the usual 10-15 players, last night the Wednesday Night Internal Test Session (WNITS) we had around 25-30 in peak times. The results were encouraging, in that folks generally had a fun time, but also (as was foretold) a variety of new and annoying issues to fix and polish emerged from the gloom. Some big, some small. As is now traditional, here’s a link to a changelist of what went in over the week before the test. (Slightly shorter than other weeks as there was a degree of overspill into next week with unstable stuff that couldn’t go in till after the test.) Here’s also a quick vid of folks putting the build through its paces in vehicles. Stuff we need to work on over the coming week. We had a big server wobble after an hour or so of play, with server CPU use skyrocketing and extremely long update periods. Yuri is currently digging into this and has replicated the issue using his fake clients. Close-quarter teleport zeds. One we already had on our list, which Andrei is currently fixing up. A stuttering driving experience for some – which we’re hoping has been fixed today. Numerous instances of players turning invisible, and even a couple where players respawned with another player’s name. Various other niggly and annoying things that we’ll be polishing before the next test. Here’s a couple of new tester testimonials as well. “My top three bugs were probably the teleporting zombies, occasional invisible players and flying cars. In terms of my general opinion: meeting unexpected people and seeing how it plays out… organizing rescue parties… It’s all I ever hoped for and then more.” —————— “It was a fun to finally get to play with others. Sitting in the bar, organizing things for the party, and even getting to experience being put out of my misery in the worst way possible.” “It’s 85% playable currently, I’d say. Relating to performance specifically, we had quite a few moments where the apocalypse experience of surviving as a group felt very genuine, and that was fortunately not surpassed by the sync issues that we did experience. It was a great time.“ NON MP STUFF DONE THIS WEEK Other stuff that’s gone into the MP test beta that’s not directly linked to online play include: Zac has made a 2x optimization boost to the animation system – which is one of several steps we’re taking to improve performance around hordes. Another big one Turbo will be addressing next is fog performance. Here’s a quick video Zac took of the game running on his rig with the optimization operational. Turbo’s improvements and streamlining to the game’s save system also went in this week – meaning PZ’s save files should be a little less bloated and hard-drive-filling in future. SPIFFO’S FINAL THOUGHT (AGAIN x3): Although everything is looking very positive with the MP stuff PLEASE note that we still have a pretty long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests. Each time we open the internal tester pool wider we will be unveiling newer bugs and issues to sort out, and it’s a big tree to climb. We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence. We miiiight be having a secondary test on Friday evening, to catch the improvements that we’ve been putting in over the last two days. If we do we’ll be sure to tweet a few nuggets of interest from it. Thanks! This week’s safe abode (but for how long?) from Exotic. 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. Hi all, here’s the latest from the internal test build of the Build 41 MP beta – which we’re working on and fixing up until it’s of a standard appropriate for wider testing. Our current routine is for a playtest of 10, or so, players every Wednesday night – with a report the next day for the community. Which is where you find us today! First off, here’s the changelist of everything that had been added for the seven days previous to last night’s test. Second off, here’s a brief highlights reel from proceedings. Last night’s test had a Prison Break theme, with a cross-country dash intended to test vehicles. It was a lot of fun, and again very valuable in terms of exposing bugs and showing what’s improved – and would could do with further refinement. Key areas we need to focus on are: There are still some occasional zombies that we have dubbed ‘superzeds’ that tend to teleport straight in front of the player and attack. Some players seem to get this more than others, irrespective of their own personal ping. Vehicle sync, player sync within vehicles and ‘player name drift’ during transit are all improved – but not completely. Physics bugs (video seen below) are also still present, but not quite as insane. Yuri is also still looking into ways to improve memory use and optimize map loading, as we suspect ‘traffic cone blockages’ on new map chunks will become more of an issue on higher population servers. Zombie death and corpse placement is still an issue – which Andrei will hopefully put in a fix for in coming days. We need to tighten up players in your local area, as sometimes the teleport we’re using to ‘catch up’ is too aggressive. This works fine, but will cause issues for PvP. Here are a few screenies from last night too: NON-MP STUFF DONE THIS WEEK Shift+double click can now be used on clothing items in the inventory to wear the item Newest earned skill level is now highlighted when the skill panel is opened New hair styles and hair functions Improved movables system – movables can now be dismantled from within the inventory. SPIFFO’S FINAL THOUGHT (AGAIN, AGAIN): Although everything is looking very positive with the MP stuff PLEASE note that we still have a pretty long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests. We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence. As an apology here’s an amusing compilation of the vehicle bugs that we’ve been stamping out recently. 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!
  3. Not for the internal tests but I'm sure we'll have someone streaming a public test when it happens
  4. You're not watering them all at once, it's just an easier way to water multiple. We're updating the bundled Java instead of hoping people have it pre-installed.
  5. Hi everyone, here’s another report from a week of work from the 41 beta MP Strike Force and the weekly Wednesday Night Test Session. As with last week, as it’s probably of interest to some of y’all, here’s the changelist of what was being tested that was new since the last Wednesday session. As before, the PZ server admins and modders we assembled to have a play of the current Build 41 MP took screens and video for bug reports – so here’s a quick highlights reel of the stuff that wasn’t too broken. Overall the test went really well again, and encouragingly had our longest distance player yet (playing from California, on a server in France) fully able to play along without too much inconvenience. Here’s some testimony from some of the players on the changes they felt since last Wednesday’s test. “There have been definite improvements when fighting zombies with multiple people, though there are still issues with synchronizing player positions and zombie death positions as well.” “It gets smoother with every tweak they put in. Combat and fighting still do have various issues here and there with synchronizing, but it feels like they are being ironed out quickly. This includes all various ‘general’ animations too – more and more of them are getting fixed so we can see them working properly in action. It’s quite a funny scene walking into base to see multiple players chilling out, reading books, eating, drinking & working out. It really shows how immersive multiplayer will be in my opinion.” So what’s on the development menu for the coming week on the MP Strike Force? All players in the test last night reported less ‘black boxing and cones’ – which is when an impassable border can appear when map hasn’t been loaded in for a car passenger, blocking off the road ahead for the whole car. However, this a problem that we want to get 100% addressed, especially when we are anticipating busy servers. As such, Yuri is continuing to dig into further solutions. Andrei is working on corpse position syncing, quite a big task, to make sure that dead zeds are placed in the same position as where they were seen to fall. This will go a long way in ‘tidying up’ hectic scenes of battle. RJ has been syncing missing anims, fixing crashes, hidden models etc. and next week plans to continue tidying up situations in which multiple players are fighting zeds. It should also be noted, clearly, that we are currently only testing with 10-12 people on the server at any one time. As we scale up tester numbers more and more bug and bandwidth gribblies could start coming out of the closet, but for now lower server population counts are working pretty well. NON-MP STUFF DONE THIS WEEK EP has continued to work on zombie pathfinding, making them more able to get through (bash through) complicated patterns of barriers, items and parked vehicles that players put in their way. We are taking the opportunity with the natural break in build releases to update certain aspects of the java systems that the game runs on, and may also mix in the more streamlined save system that Turbo has waiting in the wings. Seeing as our plans for a farming overhaul are still quite distant, we also spent a little time streamlining what’s currently there. Previously to seed/water/harvest you needed to right click on every plant and select an action. Now once you have selected seeds, water or harvest, you’ll have a cursor to perform all farming actions on multiple plants easily. SPIFFO’S FINAL THOUGHT (AGAIN): Although everything is looking very positive with the MP stuff PLEASE note that we still have a notably long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests. We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence. 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!
  6. It was my bad. I emailed them after uploading but had a typo in the mail adress, with the "this mail could not be sent" landing in my spam folder. Offline installers are now available on GOG.
  7. I'll send them another Email Steam only allows links to images and videos on their discussions. We also sometimes hit the character limit, so we link here instead. We'll look into posting patchnotes on Steam proper after 41.
  8. nasKo

    On the Test Trail

    Okay, so TLDR after the last night’s Wednesday Night Test Session on the Build 41 MP beta is that the new MP is increasingly LOTS of fun, but there is still LOTS for us to do. For those interested in the nitty-gritty, here’s the changelist for the week of dev-time that was being tested. For those who would rather just see a few quick vids and screenshots of the developers, PZ server admins and modders we assembled to have a play of the current Build 41 MP, here’s some of the very same: And, an example of one of the many bugs we still need to seek and destroy. And a few bits of tester feedback: “The whole group of us met up around the campfire and then made a cross-Kentucky trek. As we lost more and more people the feeling of being in a zombie movie slowly intensified. We started out with like… a dozen people and then hordes split us, people got bitten, etc. All was extremely fun and engaging. Despite a few bits of lag/desync, it really played extremely well. Issues seemed mostly to be fussy visual ones.&rdquo “It really was a blast, overall it’s very playable at the moment. There’s some desync with players sometimes, some slight tp’ing zombies and a bit of confused zeds when lots of players are around – but the overall experience is so smooth and SO PZ.” So, what items are on the list for polish and fixing ready for the next Wednesday MP test? Well, among other things, the following are in the spotlight: We’re seeing occasional black-boxing and car weirdness (as seen above) so we 100% need to crack down on this. Players can’t move after being shot We’ve got some item-duping on different events, like falls Player lighting (flashlights etc) isn’t synced Some SFX still aren’t matching up Lots of general improvement to connections, admin settings, chatbox etc. Other non-MP stuff done this week: Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they’ll thump on walls and crates, etc. (We are aware that, coupled with the zeds crawling beneath cars update in 41.50 this will be making your lives even more difficult – and are testing this to see how it plays and will be looking at ways to compensate for it, perhaps increased wall and object health etc) Some really promising optimization that should see a frame-rate and load time boost. General balance to: survivor zeds, loot spawn locations, item weights, some nutrition and whether or not you enjoy eating raw dead animals. SPIFFO’S FINAL THOUGHT: Although everything is looking very positive with the MP stuff PLEASE note that we still have a very long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests. We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than radio silence. Also, don’t walk on campfires. 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!
  9. Those are just the base values that you start with. An unemployed character starts with what would be considered average strength and fitness. Kind of like you start with average weight without modifying traits.
  10. nasKo

    Down Under

    ‘Allo peeps. So! Quick run-down on where we’re at. IWBUMS Public beta version 41.50 was released on Monday, and received a hotfix today. This included new items, better silhouette visualisations for overflow zombies in large hordes, some balance changes, some QoL functions for mouse double-click in your inventory and… Spiffo’s Secret Special Sauce II which can be seen below. We’ve got another minor hotfix cooking for tomorrow, but barring anything urgent or more required hot-fixes this will be the last update to IWBUMS for a little while. Backstage the current internal MP branch is about to be merged into our mainline, meaning that all devs will be working on the version containing our MP work while we get everything in the sort of shape that we feel is ready for Community Megatests. As such after this there won’t be any big patches until MP itself is ready for wider testing and a full IWBUMS beta release. We’ve got various folks working on future content, art, mapping and optimizations beyond MP (and clearly they’ll be jumping over too) but for the next little while the focus will very much be on getting 41 multiplayer out of the door. We currently have a big internal MP session scheduled every Wednesday evening for the foreseeable future, so we can be sure that you’ll always be getting the latest status on a Thursday, and last night’s went well but was more a bug catalogue session than play session. (Hopefully next week we’ll be able to show something a representative of how the game is playing currently, and apologies for not being able to do so today) Over the past week we’ve been syncing death states for zombies, reading, bandaging, drinking, eating, wearing and unequipping clothing. We’ve been fixing safety system issues, doing some work on PvP, fixing climate bugs in the admin panel and… all sorts of other ‘tying things together’ work while Yuri and Andrei continue to improve the overall online player and zombie experience. It’s a very exciting time, but we recognise that it’s a frustrating one to be sat outside of. We will continue to do our utmost to keep you involved and informed every step of the way. Thanks all. This week’s example of the death of the High Street from koekto1000. 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!
  11. nasKo

    Mascot Mayhem

    Not being able to do combat when next to fences
  12. nasKo

    Mascot Mayhem

    Hey all, the team’s just getting up some steam after Christmas, while our Russian MP Strike Force are having their own Russian Christmas at the moment. As such, you’ll get a more fully fledged development blog (and hopefully some internal MP test session vids) next week. In the meantime the rest of the team are working on IWBUMS public beta patch 41.50, which we intend to release at the start of next week. This will (very, very likely) be the last IWBUMS public beta build before all the non-MP developers move fully into a merged MP codebase. As such there will be a pause in 41 updates at that point, hotfixes aside, until we are opening the build up for Community Megatests and wider multiplayer testing. As far as the current internal MP build goes, we had three super-successful nights of internal testing over Christmas – testimony from some of the participants of which can be found here. From this we’ve got a laundry list of things to polish and fix that will begin in earnest once Yuri and Andrei are back from their orthodox holidays next Monday. 41.50 next week, meanwhile, currently contains the following: A new (cool) zed ability that we’re keeping under wraps for now Quality of life double-clicks in inventory to equip, wear eat etc. Added missing items in loot distribution (yarn, suture needle holder, leash etc) Far less foraging fatigue Fixed wormbait traps Fixed combat when right next to fences That’s all for now. There’s an exciting few months coming up, and we can’t wait until the point at which everyone can jump in to help us with it. Thanks! This week’s Spiffo carnage AGAIN from Injen – making them the first recorded back-to-back-blogs image provider. 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!
  13. Done. Or do you want it specifically all lower case?
  14. nasKo

    Tier 4 Xmas

    Can do in the future.
  15. nasKo

    Tier 4 Xmas

    Alright, listen up guys. ‘Twas the night before Christmas, and all through the house, not a creature was stirring — except for the four zeds coming in the rear in standard one-by-one shambling formation. And, this year, on an internal test server for Build 41 MP to boot… There’s not a huge dev blog today, what with it being Christmas tomorrow, BUT we thought we’d share a few comments from the testers who’ve been on our internal server in this past week. (PLEASE NOTE THESE COMMENTS WERE MADE IN-BETWEEN BUG REPORTS, THERE IS STILL A FAIR AMOUNT OF WORK TO DO!) Keep in mind I had around 320 ping when I joined, and I can still play the game somehow, so this is amazing. I played MP yesterday and today and the experience is damn good. Fighting zeds is just like SP (except the occasional bugs). Driving is also really nice, almost as good as SP. Both of these things are so much better than B40. This feels unreal smooth compared to 40 overall. T’is beautiful lol. Like really smooth feeling. 10/10 to be honest, smoothest login and connection I can recall? It seemed like I had zero issue to join the server and felt no lag. So yeah: feels like we’re well on our way to stuffing something special down your chimneys. Examples of the sorts of bugs we’re looking at currently: Zombies repeatedly dying on the spot Crawlers weirdly snapping up/down when changing from client to server control, and the reverse. Zombies walking inside players during combat Zombies repeatedly climbing through windows Player clothing not being properly saved There’s lots of other stuff too, but as you can probably tell the foundations are in, playable and working well. Yuri and Andrei have also put in a bunch of stat-tracking and graph-creating functions into debug so we can analyse more and more stuff once we have more players online. Oh, and we also released patch 41.49 into the IWBUMS Public Beta on Tuesday. Changelist here. (Worms no longer work in traps, we’re afraid, we’ll have to fix that in the New Year.) Have good times over the holidays to all those celebrating! This week’s Chrimble scene from Melnikxv. 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!
  16. I think what the person I replied to wrote was very offensive to the people making the game. I don't understand the argument you're making about me repeating that a task is trivial, when the argument was that we're not fixing trivial tasks fast enough, to begin with. An animator who is fixing an animation isn't somehow going to take care of beef jerky code, so that comparison doesn't really hold up, either. Acting like you're getting a fixed animation instead of the animator somehow working on multiplayer architecture is a bad comparison in the same vein. I understand the frustration with the long waits on NPCs and/or MP, but throwing around accusations and demands of someone being fired over [insert thing you personally care about not being fixed] surely isn't the way to go about it. We have about a thousand things on our lists and we operate on priorities. There are only so many hands we can have on deck, and thousands possible little tweaks that might all be small minor changes that could be done in a quick manner individually, but we have a countless amount of them, as evident by the amount of fixes that roll in with each patch. Sometimes things slip through the cracks as well, but the fixation on a certain little thing over all the other little things that DO get fixed with each patch is something that's simply kind of misplaced. Yeah, I'd like some things to get addressed over others, too, but I'm not going full Karen about it. There are ways to point these things out without the sort of attitude we've seen there. I don't understand how it's okay to ask for someone to get fired just because a low priority item was not fixed, already, when every single patch is full of fixes.
  17. nasKo

    Toasty Warm

    How do all. Let’s dive in… IWBUMS PUBLIC BETA 41.49 We want to get the last of 2020’s mainline SP work squeezed into a quick pre-Xmas patch. We had been aiming at a release today, but we’re going to give it a few more days in the test oven to make sure that the spear polish is behaving – so as not to leave spear-wielders disappointed over the festive season. 41.49 will contain the following: More improvements to spear combat – swing attacks won’t root you to a place on the ground, but stab attacks will. Stabs now do more damage. Incoming zombies will be taken into account so you’re not prevented from moving in an unfair manner. (This feels pretty good to us, we will be interested to hear your thoughts). Added the sawn-off shotgun Improved/fixed/added more locational loot spawns – so more relevant stuff found in Gigamarts, houseware stores etc. More tailoring books spawning in homes. etc Fixed zombies not acting as you might expect when falling from a great height Fixed many fences that couldn’t be destroyed by cars Fixed broken traps not returning items sometimes Ensured more relevant weapons can strike through wire fences, alongside spears Nerfed worms hunger value. (Sorry worm-eaters!) MP STRIKE FORCE This week marks the first time we’ve had a proper server for which to test the multiplayer within the wider team. As discussed last week, we have several steps to go before the MP will be out in the wild. Develop new multiplayer architecture and fix all obvious bugs. The BIG one. Internal team test on a live server Fixing any issues that crop up during test <- We are here Wider closed test on a live server Fixing any issues that crop up during the test Public single server ‘mega-test’ event Fixing any issues that crop up during the test IWBUMs release The big problems that became apparent on the test were as follows: Some memory leaks causing a gradual increase in memory usage to the point it would crash the server. With higher player counts, map loading would become progressively worse until you’re standing at the border of a map chunk for minutes waiting for it to load in. Zombies seemed to move at 2-3x speed when more players are connected, making survival ultra difficult. Players relogging on sometimes doesn’t work properly. Characters would intermittently be invisible. Other log on issues. Zombies will sometimes seem to have bad eyesight, maybe due to some threads getting overloaded under the bonnet affecting their line of sight checks. Due to these issues, it wasn’t possible to ‘play the game’ to see how many other issues will need resolving, however the team knuckled down and fixed a fair few of these issues since the test earlier this week. The memory leaks were sorted, and memory usage was balanced and optimized, so now its perfectly possible to run a 64 player server on a 12gb server, 16gb to be safe. Better still the garbage collector has a lot less work to do now, meaning that the server will not pause to do a major garbage collect for potentially hours. A vast improvement over previous. The map loading issues were also addressed, we used our fake client bots to simulate 63 other players moving around the map at random speeds, none of them sharing the same map cells, to strain it to the maximum you would expect from a busy 64 player game. In the wild you’d expect several characters to be sharing map cells, thus not all requiring map chunks loaded by the server, or alternatively with them staying around their base and thus not straining the map streaming by moving around the map. As such, this scenario was the literal worst case scenario and now map streaming works well enough at least at player running speed. We’ll have to look into how cars perform with the map streaming in the final run-up to Christmas. Here’s a video showing the server running (locally, so very little latency) with 63 fake clients running around the map alongside (and distant to) a real player. This should show how the server performs now compared to what you’d expect in Build 40. The other issues related to characters and zombies are being looked into by Andrei and Yuri, while EasyP and Lemmy have also been dipping their toe in looking at the memory, map and streaming issues. Things are picking up pace, and it’s all rather exciting. So where next? There are discussions within the team about (either after the next patch or perhaps the one after) crossing the streams: unifying the MP work with the trunk codebase that the IWBUMS patches are rolling out from. People keeping track of B41’s development before it was released into the public IWBUMs beta will remember this was a big step and commitment that meant we could no longer release builds/patches until B41 was ready to be played by the public, however also meant that everyone on the team was now working purely on build 41. That will be the same once we make the same move on multiplayer. We’ll let you all know when that happens, we have to make sure the available B41 IWBUMs build is pretty solid. It’ll be difficult to provide any bug fixes after that point – but should mean we can pick up speed towards wider testing. Anyway, that’s all for now – we’ll see you on Monday (most likely) for the 41.49 patch, and then on Christmas Eve for the yearly ‘picture of Spiffo in a Santa hat and not a huge amount else’ yuletide development blog. Love y’all. This week’s fireside scene from Foster_Toaster:3. 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!
  18. Asking for the firing of someone for some trivial balance, just after being warned for acting like an asshole over the fact that the map has never been a 100% mirror of the real world is just you being an asshole. You're not banned because you point out things that need to be fixed or because someone is somehow "ashamed" because you point those things out. You're banned because you're being an utter twat about it virtually everything.
  19. They're really easy to craft, with materials that are easy to come by, and they are a lot more effective while also less dangerous in combat, now.
  20. Will be on a different patch
  21. EXPERIMENTAL/NEW Added a new keybinding: Manual Floor Attack: - Default to LEFT ALT. - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital: - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him. NEW - Added rain / snow visibility options: Always, Outdoors only, Never. - Added a new SECRET zed story - Added ZoneStoryChance sandbox option. - Added a new anim to drink from wine/whiskey. - Added new drink bleach anim. - Polished and improved Spear Charging at zeds - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way. - Added NewMusic_KeepMoving to sounds_music.txt. BALANCE - The "Wash Yourself" tooltip displays the amount of soap and water used. - Fixed "Wash Yourself" happening faster when insufficient soap was available. - Strawberries fertilizer resets to zero after harvest - Can no longer get benefits from smoking cigarette partially and cancelling - Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0. - Can now make tent kit using wooden stake. - Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would. - Removed the need to uninstall Trunk lid / Hood before they can be repaired - Now only spears can attack through wired fence/chain link etc. - Spears have bit more chance to break when impaling. ANIMS/MODELS - Adjusted wine bottle to not clip through player head during drinking anim. - Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face. - Rescaled molotov to fit new bottle size. - Re-exported WhiskeyBottle.png and Molotov.png to 64x64. - Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder. - Adjusted ski goggle clothing item to again be either reflective or dark version. - Made the spear attacks use an upperbody mask so to reduce pausing during attack. - Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X. MODDING/DEV - Added loading mod files from the media/AnimSets directory. - Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with. Build 40 will not be patched with this for now. If the mod only works with version 41 or newer, add this line to mod.info: versionMin=41.0 If the mod only works up to a certain version of build 41, you would use: versionMax=41.999 Obviously replacing the ".999" with the build number. - Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top. Previously, these were hard-coded in Java. - Only save RADIO_SAVE.txt if the contents have changed. This is saved every 10 game-world minutes. This is done on the main thread; we should avoid doing disk I/O from here. - Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called to perform additional checks on being able to perform a recipe. This is a more general solution than the NearItem property (that was used for blacksmith recipes). The function takes two arguments and should return a true or false. function CanPerformMyRecipe(recipe, playerObj) return playerObj:isOutside() and RainManager:isRaining() end - Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui. This can be used to let the user know about additional requirements when there is an OnCanPeform function. The value should be a translation name. The translation text may have multiple lines separated by "<br>". recipe MyRecipe { ... OnCanPerform:CanPerformMyRecipe, Tooltip:Tooltip_Recipe_MyRecipe, } Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.", - Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color"). - Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts: - Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script. - Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin. - Each location will cover both left and right parts if needed. - Thanks modder Flash for the idea! - Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game. This exception can happen when compare(a,b) is inconsistent with compare(b,a). This doesn't fix the cause, it only stops endlessly throwing exceptions. - Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted. FIXES - Fixed police corpses sometimes having two holsters. - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated. - Fixed duplicate items being created when climbing over tall fences. - Fixed RMC ripping a worn out item ripping up another item instead. - Fixed unrippable ankle socks - Fixed colored furniture / paint signs being luminescent in the dark - Fixed popsicle freezers outside buildings not consuming generator power. - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity. - Fixed zombies not thumping barricade on the opposite side if the window was destroyed. - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag. - Fixed the trailer crash stories only spawning advertisement trailers. - Fixed spear charge not connecting when it should. - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time). - Fixed being able to instant sprint after doing an attack if you were already sprinting - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!) - Fixed exception loading map_meta.bin on the client. This will break server map_meta.bin files. - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet. - Fixed an exception filling an empty sand bag that is equipped in the player's left hand. - Fixed dirt, gravel and sand bags not displaying a model when equipped. - Fixed clicking the left mouse button hiding the splitscreen player's radial menu. - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges. - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges. - Fixed temporary inventory items being created each time a zombie was hit. - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with items being dragged with the mouse. - Fixed non-rendered floors not revealing levels below - Fixed lack of sound notification when achieving a skill level (fitness & strength) - Fixed being able to rip Favourite clothes - Fixed "Lit Candle" not changing its name or state after being put out - Fixed Metalworking menu not showing propane torch uses correctly - Fixed not being able to defend from (or see) closet zombies eclipsed by door - Fixed unavailable Double context menu option to put / take sheet rope on windowframes - Fixed not being able to wear a hoodie with hood up + earrings - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles. - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences. - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle. - Fixed being able to hit a zombies through a barricaded window. - Fixed some spears having the bat sound when hitting with them. - Fixed delayed sound of death when impaling a zombie. - Fixed being able to cut grass/forage etc. while in a car. - Fixed infinite loop when resting + doing fitness. - Fixed enabling and disabling mods with texture packs not updating which textures the game uses. - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  22. nasKo

    Slaying catch-up

    None of those things are things that an animator does. This was merely fixing an animation that looked bug ever since 41 launched. Nothing more.
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