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nasKo

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  1. Pie
    nasKo got a reaction from trombonaught in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  2. Spiffo
    nasKo got a reaction from GoodOldLeon in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  3. Like
    nasKo got a reaction from GriNAME in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  4. Pie
    nasKo got a reaction from Trojan_Turps in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  5. Like
    nasKo got a reaction from Tails in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  6. Spiffo
    nasKo got a reaction from crossed in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. Like
    nasKo got a reaction from SonGurke in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. Pie
    nasKo got a reaction from syfy in Do Open   
    Again this week, you find us in ‘tutorial’, ‘polish’ and ‘MP integration’ mode on the IWBUMS build 41 public beta – the next patch for which will come once the revamped tutorial is complete, tested and works with gamepads. (So, maybe next week – but more likely the week after.)
    Once the tutorial is done and out we’ll then look to polishing a few of the remaining combat issues and eccentricities, while the MP Strike Force continue to hammer away.
    So, a few things of interest that’ll also be in the 41.38 patch before we give the Strike Force the mic…
    As mentioned before, we’ve got a big memory optimization in this patch that’s come with a side opportunity of being able to get some extra vehicle detail in – namely blood on cars.
    Please note that the above is WIP, the blood colour is a little too.. splatterhousey gore, and the version we have currently is a bit darker. 
    We will also be expanding our character appearances a little, with some more curly-looking hair and other hair style varieties.
    (Please note the following are WIP and will be Mashified by Mash.)
    MP STRIKE FORCE
    In the world of MP there have been big strides made this week which we’re extremely happy to see! However, as ever, there are still challenges to overcome.
    Today we’ll share a little diary of how work has gone over the past seven days or so, and hopefully it will be an insight into the progress and difficulties faced in building a quality multiplayer experience when you don’t have prebuilt fancy replication systems, as with popular game engines, all ready to use out the box.
    Yuri and Andrei have been hard at work on smooth predictive moment of zombies across the network via prediction and interpolating the coordinates and rotation of zombies.
    Client prediction allows the characters to move in a much smoother way, as well as for the characters to not lag behind their true position on the server when viewed on clients – which is one of the biggest issues in existing Build 40 PZ multiplayer.
    The problem with prediction, however, is that while it’s much much more accurate in situations where a character is moving in a straight line, it can easily go wrong if the zombie or player makes a sudden turn.
    In this situation, the prediction on the client will assume the zed/survivor kept going straight ahead – up until the point that the actual message is received. So the zed will have ended up even further from its position than it would if it had been lagging behind.
    On top of this, clearly, the higher the latency between a server and client, the more extreme these issues could be.
    So then, let’s share a few videos showing the step-by-step improvement of all this over the past week or so on our MP branch.
    Andrei and Yuri’s first stab at getting the system in as a proof of concept worked well in terms of predicting zombies future positions – but was still very rough in terms of the smoothness of zombie travel.
    After this, they explored using interpolation using splines to predict the zombie movement on clients using quadratics which improved things a bit.
    However, you will have noticed a problem emerging that’s shown in the video above, where a player is running around the zombies at a close range. Since player position is instrumental to where zombies will be aiming at, the lagged information to be used for interpolation is getting delayed information twice.
    Here, the client player’s position (that the zombies are using to target on the server) is changing with a latency delay. As such, the targeted position the zombies should be walking towards is changing extremely rapidly and is out of date on the client, and thus the predictions of where zombies should be headed is wildly wrong. This means they need to walk to the correct position to correct themselves a lot faster than is natural for zombies to move.
    As such, as an experiment Andrei and Yuri tied zed animation speed to zed movement speed to avoid foot sliding for the correction movement
    So here we have some smooth zombie movement, which is fantastic, but also with some movement that looks unnaturally fast if predicted movement is proved incorrect from their actual server position.
    As another experiment, Yuri decoupled zombie animation speed from travel speed when interpolating for the video below – which looks more natural, but inevitably does suffer from some foot sliding.
    So where do we go next? Well, the MP Strike Force have some ideas on how to improve this further, including leveraging zombie AI algorithms in the prediction to help cover up the prediction mistakes – and we will be experimenting further in the week ahead.
    In cases such as this, also, intend to get Animator Martin create some fresh anims of forward staggers and wider strides to paper the cracks a little.
    It’s important to note also, that what’s seen above is how zombies will behave when their position is calculated purely on the server.
    We have a trick up our sleeves that we will be soon be playing, which is part of our war on our perennial MP enemy – the ‘lag bite’. This trick, however, should also improve how chasing zombies appear on your client machine.
    By giving light ownership of zombies to the clients they are most relevant to (light ownership meaning some authority to call the shots, but with the server acting as a gatekeeper to stop cheating) if you are being chased by a zombie, then your client will assume all control of telling those zombies where you are stood at that moment and how they should move.
    This will be double checked by the server, but it means that if a zombie is chasing you, then there will be ZERO latency just as in single player. Lag bites should be a thing of the past.
    Other players observing you being chased by a zombie may well still have prediction hiccups, as your position is still delayed in reaching their client zombies for use in prediction. But if the zombie is not chasing them, then its less of a big deal if the zed positions aren’t entirely accurate to the millimetre, or if their movement speed is a little off kilter.
    And clearly, in cases where zombies are in idle states, wandering, or heading directly to an inanimate sound they heard – or you standing ready with a baseball bat – all this work means that clients should be able to also predict 100% accurately.
    So, all in all, we’re working hard to make sure that zombies are a ton better than they currently are in terms of PZ multiplayer – which week by week we hope to share with you until public tests begin.
    AND FINALLY
    Mash is still on patrol making the world increasingly more varied, one chair doily sprite at a time…
    This week’s cheeky cigarette break from Erin Azakaela Redfire. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  9. Like
    nasKo got a reaction from DresdenBBQ in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  10. Like
    nasKo got a reaction from Gurluas in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  11. Like
    nasKo got a reaction from Nebula in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  12. Like
    nasKo got a reaction from Tails in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  13. Pie
    nasKo got a reaction from Trojan_Turps in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  14. Like
    nasKo got a reaction from Geras in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  15. Pie
    nasKo got a reaction from Dtoxic in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  16. Like
    nasKo got a reaction from SonGurke in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  17. Spiffo
    nasKo got a reaction from crossed in School Reopening   
    Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
    IWBUMS BETA 41.38
    There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on. 
    In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
    While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
    Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
    tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
    Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
    Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
    Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
    MP STRIKE FORCE
    We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
    Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
    Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
    With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
    TURBO STUFF
    Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
    It’s been a relatively dry blog this week, so please have this by way of apology.
    This week’s creative use of sheet ropes from Jimmi Mongoose. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  18. pillow
    nasKo got a reaction from syfy in Add 41 multiplayer...   
    That's already what we're working on?!
  19. Like
    nasKo got a reaction from Suomiboi in Slightly ajar   
    Hey, a fairly generalist dev blog this week – but hopefully enough to let you see which wheels are spinning. First off:
    IWBUMS PUBLIC BETA 41.37
    This was released on Tuesday and the changelist can be found here. Primary items of a relatively fixey, balancey, quality of lifey patch included:
    A change in helmet behaviour A way for getting unwanted items out of your game (which we will refine later on) using garbage cans More movable items, better controller stuff and ripped clothing providing thread The option to have normal speed automatically resume after performing a fast-forwarded timed action Tiles showing slightly opened drawers and cupboards to start adding more visual variety to homes and safehouses. This is a minor thing, but that we’ll be building on in future versions and as time goes on. (Images stolen from Dairy Free Burger Time on Discord, please forgive us) NEXT UP
    We already have an initial internal test build of 41.38 with various fixes and polish, but nothing over sexy as yet: UI stuff, mod.pack loading issues, translation issues, incorrect anims playing and lua error fixing. We should also be having some polish of the cutaway system coming down the pipe from Fox on Team Tanglewood.
    Next up this week we should be adding Rockstar Mark’s new car textures to it- these have been redone as Bitbaboon Steve noticed that are existing ones were a big cause of memory bloat. We’re hopeful that once implemented these will lead to a lot more people on low spec systems to run Build 41.The side bonus to this being that we can also have room to spare for blood overlays on said vehicles, which Mark has also done.
    MP
    Work on 41 MP continues, but the work being done is slightly too complicated for a precis from this blog writer – but stuff like this is being proffered up from General Arcade’s Andrei in his updates:
    “I’m working on detecting the right game variables and passing them to client to keep the context updated. I’m changing AnimState manually with the current zombie x/y/z coordinates during ZombiePacket processing – and though the animation states now sync, they are twitching as we expected – so my next step are some abstraction layers and appropriate helpers.”
    We will endeavour to get a less technical rundown of affairs for you next week, as well as increasingly some visuals hopefully.
    TUTORIAL
    We’re trying to get everything finished and tidied up for when the wider team, and those playing the 41 beta, can get into the MP side of things – so Will, RJ and Xeonyx are currently working on the tutorial.
    Until more tutorialised narrative content comes in later down the road, we’re sticking with the same basic model we have currently in Build 40 – but with a more interesting and enclosed map created by Xeonyx.
    There’s also an extended sequence at the end that shows off the sneaking/sprinting that’s available now with the animations, a removal of as much of the existing one’s jank and clunk as we can, and some interesting stuff for people to find when exploring/running/surviving at the tutorial’s end.
    (Not hugely exciting for the existing playerbase we know, but still something we need done and done well prior to 41’s full release)
    AND FINALLY
    Well, not quite finally – but what Thursdoid would be complete without a link to Yuri’s latest fire work? He’s been tuning the radius of light from the fire depending on the intensity of combustion, preventing crashes and added an alpha channel for effects so we can play with what is seen and what isn’t when the player is looking towards and looking away.
    We’re also talking to Yuri about mixing his fire work in with the current implementation of item deletion – so that burnable items could be disposed with in fire barrels rather than the current rather gamey ‘delete y/n?’ approach we have with trash cans.
    AND ACTUALLY FINALLY
    This bug cropped up this week, and we thought it was too fun not to share.
    This week’s blockade from Nicholai SeveN. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  20. Spiffo
    nasKo got a reaction from Kuren in Urban TerrorZ   
    Hey all, here are a few updates from various members of the PZ team chipping away at the edifice of the zombie survival mountain.
    IWBUMS PUBLIC BETA 41.37
    We’ve got a patch for the Build 41 beta pretty much ready to go, just waiting on a few minor corrections before we put it out of the door. It’s more of a fix and balance affair rather than anything feature-packed but does contain a few nuggets of interest:
    Fix for non-openable double doors (sorry about that one) Prevention for prone zombie heads clipping through walls and obstacles. Falling and prone zombies will now slide away from walls. Added guitar case and flight case. Added a “Delete All” button next to “Loot all” button for trash can/bins, clicking this will permanently delete items from the container. (Please note: this is quite ‘gamey’ currently, and is a first iteration. We will improve on it as we go along.) Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, bar stools, counters etc. Helmet attacks change: before zombie attacks could potentially make helmets fall and also you get a hit. Now if the helmet falls, the current attack won’t connect but the next one will. Once a timed action is done (reading book, cooking, crafting..) it’ll auto-cancel fast-forward. Cancelling a timed action via ESC will also cancel fast forward. Various other fixes to lighting on water, vision cones, lunch boxes, bags, reloading and other stuff. XEONYX JOINS LV TEAM
    We’ve come a long way with Jamie Magnuson, one of the preeminent map creators in the PZ community, ever since he first blew everyone’s minds with New Denver.
    More recently he’s been building one-off challenge maps for us, like the film set and the Kingsmouth holiday island in the build 41 beta, but we’re now pleased to be able to say that he’s now joining us full-time and will shortly be joining Binky and RingoD in the design and creation of our long-term Louisville project – which is our PZ rendition of an in-game city.
    Xeonyx will initially be adding a lick of paint and required changes for our current tutorial map, given as a tutorial revamp is next on the cards for RJ to do, but then will be responsible for fleshing out downtown areas and picking up the gauntlet from where Mash left them off before she moved over to more general art duties.
    Binky and RingoD are working on the suburbs areas meanwhile, and feel the occasion warrants a quick rare look into a gigantic game addition that’s still a few publicly released versions away at this point.
    So, to give you a quick idea of the scale of the Louisville map – here’s a quick look at some streets in the urban residential outskirts, and a wider overview of where they fit on the overall (detail free, cos spoilers) wider city. Please note that this area will be *very* dense in terms of zombie population levels.
    We always say this but, beyond even our most anticipated additions, Louisville is not something that will be appearing any time soon – but now with three people at the coalface we’ll hopefully be picking up some extra speed internally.
    41 BETA MP WORK
    It’s another dry/techie MP update we’re afraid, but the mood is pretty positive between the MP Strike Team chaps who reckon what’s being done is being done well. Zac reports in with the below:
    “This week has seen upgrades to the packet structure used to sync characters across the network. The IsoZombiePacket now includes the AnimState and ActionState names. In order to save bandwidth, it does not transmit the names as raw text. Instead, it uses indices into a table of names. Since state names are data-driven, there is no way to pre-generate these tables.”
    “As such, a request-response method was implemented to construct the tables, and keep them in sync between server and clients. A new state can be loaded at any time. If a client encounters a new name, it sends a request to the server for a new id. The server generates it, adds the new entry to the table, and notifies all clients.”
    “Up next, we are working on synchronising more and more game states. The idea is to steadily add to the feature set, then test and observe results, all the while using the fresh learnings to drive the design.”
    FIRE
    Here’s Yuri’s latest fire video.  Here you can see WIP versions of molotov cocktails, generators and burning characters – on top of everything being shown using the hidden map of combustible materials to calculate fire spread and combustion. 
    (A few notes: we probably need to improve the way the fire looks on ‘more busy’ tiles like the long grass, maybe have a ‘wilted, browning long grass’ tile for them etc. Likewise all the effects visuals are a WIP, next up Yuri will be looking into fiery effects for faulty generators, metal objects in microwaves, burning zeds, fuel explosions etc.)
    That’s about it – we’ve just taken delivery of Rockstar Mark’s new car textures that should fix 41’s memory bloat and get it running on some people’s rigs – as well as provide us with vehicular blood splats. So we’ll give that a tweet tomorrow so you can check it out if it works in-engine first time. Cheers all.
    This week’s emergency call-out another image from $ℏìᶄ., can they make it to three in a row next week? A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  21. Like
    nasKo got a reaction from Geras in Slightly ajar   
    Hey, a fairly generalist dev blog this week – but hopefully enough to let you see which wheels are spinning. First off:
    IWBUMS PUBLIC BETA 41.37
    This was released on Tuesday and the changelist can be found here. Primary items of a relatively fixey, balancey, quality of lifey patch included:
    A change in helmet behaviour A way for getting unwanted items out of your game (which we will refine later on) using garbage cans More movable items, better controller stuff and ripped clothing providing thread The option to have normal speed automatically resume after performing a fast-forwarded timed action Tiles showing slightly opened drawers and cupboards to start adding more visual variety to homes and safehouses. This is a minor thing, but that we’ll be building on in future versions and as time goes on. (Images stolen from Dairy Free Burger Time on Discord, please forgive us) NEXT UP
    We already have an initial internal test build of 41.38 with various fixes and polish, but nothing over sexy as yet: UI stuff, mod.pack loading issues, translation issues, incorrect anims playing and lua error fixing. We should also be having some polish of the cutaway system coming down the pipe from Fox on Team Tanglewood.
    Next up this week we should be adding Rockstar Mark’s new car textures to it- these have been redone as Bitbaboon Steve noticed that are existing ones were a big cause of memory bloat. We’re hopeful that once implemented these will lead to a lot more people on low spec systems to run Build 41.The side bonus to this being that we can also have room to spare for blood overlays on said vehicles, which Mark has also done.
    MP
    Work on 41 MP continues, but the work being done is slightly too complicated for a precis from this blog writer – but stuff like this is being proffered up from General Arcade’s Andrei in his updates:
    “I’m working on detecting the right game variables and passing them to client to keep the context updated. I’m changing AnimState manually with the current zombie x/y/z coordinates during ZombiePacket processing – and though the animation states now sync, they are twitching as we expected – so my next step are some abstraction layers and appropriate helpers.”
    We will endeavour to get a less technical rundown of affairs for you next week, as well as increasingly some visuals hopefully.
    TUTORIAL
    We’re trying to get everything finished and tidied up for when the wider team, and those playing the 41 beta, can get into the MP side of things – so Will, RJ and Xeonyx are currently working on the tutorial.
    Until more tutorialised narrative content comes in later down the road, we’re sticking with the same basic model we have currently in Build 40 – but with a more interesting and enclosed map created by Xeonyx.
    There’s also an extended sequence at the end that shows off the sneaking/sprinting that’s available now with the animations, a removal of as much of the existing one’s jank and clunk as we can, and some interesting stuff for people to find when exploring/running/surviving at the tutorial’s end.
    (Not hugely exciting for the existing playerbase we know, but still something we need done and done well prior to 41’s full release)
    AND FINALLY
    Well, not quite finally – but what Thursdoid would be complete without a link to Yuri’s latest fire work? He’s been tuning the radius of light from the fire depending on the intensity of combustion, preventing crashes and added an alpha channel for effects so we can play with what is seen and what isn’t when the player is looking towards and looking away.
    We’re also talking to Yuri about mixing his fire work in with the current implementation of item deletion – so that burnable items could be disposed with in fire barrels rather than the current rather gamey ‘delete y/n?’ approach we have with trash cans.
    AND ACTUALLY FINALLY
    This bug cropped up this week, and we thought it was too fun not to share.
    This week’s blockade from Nicholai SeveN. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  22. Like
    nasKo got a reaction from Dtoxic in Slightly ajar   
    Hey, a fairly generalist dev blog this week – but hopefully enough to let you see which wheels are spinning. First off:
    IWBUMS PUBLIC BETA 41.37
    This was released on Tuesday and the changelist can be found here. Primary items of a relatively fixey, balancey, quality of lifey patch included:
    A change in helmet behaviour A way for getting unwanted items out of your game (which we will refine later on) using garbage cans More movable items, better controller stuff and ripped clothing providing thread The option to have normal speed automatically resume after performing a fast-forwarded timed action Tiles showing slightly opened drawers and cupboards to start adding more visual variety to homes and safehouses. This is a minor thing, but that we’ll be building on in future versions and as time goes on. (Images stolen from Dairy Free Burger Time on Discord, please forgive us) NEXT UP
    We already have an initial internal test build of 41.38 with various fixes and polish, but nothing over sexy as yet: UI stuff, mod.pack loading issues, translation issues, incorrect anims playing and lua error fixing. We should also be having some polish of the cutaway system coming down the pipe from Fox on Team Tanglewood.
    Next up this week we should be adding Rockstar Mark’s new car textures to it- these have been redone as Bitbaboon Steve noticed that are existing ones were a big cause of memory bloat. We’re hopeful that once implemented these will lead to a lot more people on low spec systems to run Build 41.The side bonus to this being that we can also have room to spare for blood overlays on said vehicles, which Mark has also done.
    MP
    Work on 41 MP continues, but the work being done is slightly too complicated for a precis from this blog writer – but stuff like this is being proffered up from General Arcade’s Andrei in his updates:
    “I’m working on detecting the right game variables and passing them to client to keep the context updated. I’m changing AnimState manually with the current zombie x/y/z coordinates during ZombiePacket processing – and though the animation states now sync, they are twitching as we expected – so my next step are some abstraction layers and appropriate helpers.”
    We will endeavour to get a less technical rundown of affairs for you next week, as well as increasingly some visuals hopefully.
    TUTORIAL
    We’re trying to get everything finished and tidied up for when the wider team, and those playing the 41 beta, can get into the MP side of things – so Will, RJ and Xeonyx are currently working on the tutorial.
    Until more tutorialised narrative content comes in later down the road, we’re sticking with the same basic model we have currently in Build 40 – but with a more interesting and enclosed map created by Xeonyx.
    There’s also an extended sequence at the end that shows off the sneaking/sprinting that’s available now with the animations, a removal of as much of the existing one’s jank and clunk as we can, and some interesting stuff for people to find when exploring/running/surviving at the tutorial’s end.
    (Not hugely exciting for the existing playerbase we know, but still something we need done and done well prior to 41’s full release)
    AND FINALLY
    Well, not quite finally – but what Thursdoid would be complete without a link to Yuri’s latest fire work? He’s been tuning the radius of light from the fire depending on the intensity of combustion, preventing crashes and added an alpha channel for effects so we can play with what is seen and what isn’t when the player is looking towards and looking away.
    We’re also talking to Yuri about mixing his fire work in with the current implementation of item deletion – so that burnable items could be disposed with in fire barrels rather than the current rather gamey ‘delete y/n?’ approach we have with trash cans.
    AND ACTUALLY FINALLY
    This bug cropped up this week, and we thought it was too fun not to share.
    This week’s blockade from Nicholai SeveN. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  23. Pie
    nasKo got a reaction from Trojan_Turps in Slightly ajar   
    Hey, a fairly generalist dev blog this week – but hopefully enough to let you see which wheels are spinning. First off:
    IWBUMS PUBLIC BETA 41.37
    This was released on Tuesday and the changelist can be found here. Primary items of a relatively fixey, balancey, quality of lifey patch included:
    A change in helmet behaviour A way for getting unwanted items out of your game (which we will refine later on) using garbage cans More movable items, better controller stuff and ripped clothing providing thread The option to have normal speed automatically resume after performing a fast-forwarded timed action Tiles showing slightly opened drawers and cupboards to start adding more visual variety to homes and safehouses. This is a minor thing, but that we’ll be building on in future versions and as time goes on. (Images stolen from Dairy Free Burger Time on Discord, please forgive us) NEXT UP
    We already have an initial internal test build of 41.38 with various fixes and polish, but nothing over sexy as yet: UI stuff, mod.pack loading issues, translation issues, incorrect anims playing and lua error fixing. We should also be having some polish of the cutaway system coming down the pipe from Fox on Team Tanglewood.
    Next up this week we should be adding Rockstar Mark’s new car textures to it- these have been redone as Bitbaboon Steve noticed that are existing ones were a big cause of memory bloat. We’re hopeful that once implemented these will lead to a lot more people on low spec systems to run Build 41.The side bonus to this being that we can also have room to spare for blood overlays on said vehicles, which Mark has also done.
    MP
    Work on 41 MP continues, but the work being done is slightly too complicated for a precis from this blog writer – but stuff like this is being proffered up from General Arcade’s Andrei in his updates:
    “I’m working on detecting the right game variables and passing them to client to keep the context updated. I’m changing AnimState manually with the current zombie x/y/z coordinates during ZombiePacket processing – and though the animation states now sync, they are twitching as we expected – so my next step are some abstraction layers and appropriate helpers.”
    We will endeavour to get a less technical rundown of affairs for you next week, as well as increasingly some visuals hopefully.
    TUTORIAL
    We’re trying to get everything finished and tidied up for when the wider team, and those playing the 41 beta, can get into the MP side of things – so Will, RJ and Xeonyx are currently working on the tutorial.
    Until more tutorialised narrative content comes in later down the road, we’re sticking with the same basic model we have currently in Build 40 – but with a more interesting and enclosed map created by Xeonyx.
    There’s also an extended sequence at the end that shows off the sneaking/sprinting that’s available now with the animations, a removal of as much of the existing one’s jank and clunk as we can, and some interesting stuff for people to find when exploring/running/surviving at the tutorial’s end.
    (Not hugely exciting for the existing playerbase we know, but still something we need done and done well prior to 41’s full release)
    AND FINALLY
    Well, not quite finally – but what Thursdoid would be complete without a link to Yuri’s latest fire work? He’s been tuning the radius of light from the fire depending on the intensity of combustion, preventing crashes and added an alpha channel for effects so we can play with what is seen and what isn’t when the player is looking towards and looking away.
    We’re also talking to Yuri about mixing his fire work in with the current implementation of item deletion – so that burnable items could be disposed with in fire barrels rather than the current rather gamey ‘delete y/n?’ approach we have with trash cans.
    AND ACTUALLY FINALLY
    This bug cropped up this week, and we thought it was too fun not to share.
    This week’s blockade from Nicholai SeveN. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  24. Spiffo
    nasKo got a reaction from crossed in Slightly ajar   
    Hey, a fairly generalist dev blog this week – but hopefully enough to let you see which wheels are spinning. First off:
    IWBUMS PUBLIC BETA 41.37
    This was released on Tuesday and the changelist can be found here. Primary items of a relatively fixey, balancey, quality of lifey patch included:
    A change in helmet behaviour A way for getting unwanted items out of your game (which we will refine later on) using garbage cans More movable items, better controller stuff and ripped clothing providing thread The option to have normal speed automatically resume after performing a fast-forwarded timed action Tiles showing slightly opened drawers and cupboards to start adding more visual variety to homes and safehouses. This is a minor thing, but that we’ll be building on in future versions and as time goes on. (Images stolen from Dairy Free Burger Time on Discord, please forgive us) NEXT UP
    We already have an initial internal test build of 41.38 with various fixes and polish, but nothing over sexy as yet: UI stuff, mod.pack loading issues, translation issues, incorrect anims playing and lua error fixing. We should also be having some polish of the cutaway system coming down the pipe from Fox on Team Tanglewood.
    Next up this week we should be adding Rockstar Mark’s new car textures to it- these have been redone as Bitbaboon Steve noticed that are existing ones were a big cause of memory bloat. We’re hopeful that once implemented these will lead to a lot more people on low spec systems to run Build 41.The side bonus to this being that we can also have room to spare for blood overlays on said vehicles, which Mark has also done.
    MP
    Work on 41 MP continues, but the work being done is slightly too complicated for a precis from this blog writer – but stuff like this is being proffered up from General Arcade’s Andrei in his updates:
    “I’m working on detecting the right game variables and passing them to client to keep the context updated. I’m changing AnimState manually with the current zombie x/y/z coordinates during ZombiePacket processing – and though the animation states now sync, they are twitching as we expected – so my next step are some abstraction layers and appropriate helpers.”
    We will endeavour to get a less technical rundown of affairs for you next week, as well as increasingly some visuals hopefully.
    TUTORIAL
    We’re trying to get everything finished and tidied up for when the wider team, and those playing the 41 beta, can get into the MP side of things – so Will, RJ and Xeonyx are currently working on the tutorial.
    Until more tutorialised narrative content comes in later down the road, we’re sticking with the same basic model we have currently in Build 40 – but with a more interesting and enclosed map created by Xeonyx.
    There’s also an extended sequence at the end that shows off the sneaking/sprinting that’s available now with the animations, a removal of as much of the existing one’s jank and clunk as we can, and some interesting stuff for people to find when exploring/running/surviving at the tutorial’s end.
    (Not hugely exciting for the existing playerbase we know, but still something we need done and done well prior to 41’s full release)
    AND FINALLY
    Well, not quite finally – but what Thursdoid would be complete without a link to Yuri’s latest fire work? He’s been tuning the radius of light from the fire depending on the intensity of combustion, preventing crashes and added an alpha channel for effects so we can play with what is seen and what isn’t when the player is looking towards and looking away.
    We’re also talking to Yuri about mixing his fire work in with the current implementation of item deletion – so that burnable items could be disposed with in fire barrels rather than the current rather gamey ‘delete y/n?’ approach we have with trash cans.
    AND ACTUALLY FINALLY
    This bug cropped up this week, and we thought it was too fun not to share.
    This week’s blockade from Nicholai SeveN. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  25. Like
    nasKo got a reaction from Erick in Zed´s can insta kill you   
    We'd definitely need a lot more information than this.
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