Jump to content

nasKo

The Indie Stone
  • Posts

    4374
  • Joined

  • Last visited

Reputation Activity

  1. Like
    nasKo got a reaction from Deep Sea Diver in Cellar Door-doid   
    Evening all, here we all are again. Let’s take a stroll through the development Event zone.
    Crafting Overhaul Recap
    Now the vast infrastructure overhaul of the crafting systems has been merged and opened up to the rest of the gang, we’ve had a crack team of coders working solidly on implementing the various new post-apocalyptic profession tech trees, workstations and recipes that will provide for a vast amount of options for crafting and building in B42.
     
    As a summary for anyone who isn’t up to date on our overall goals, the crafting overhaul is intended to provide the following things to Zomboid:
     
    Give Zomboid a more feature rich end-game.
    At present, long time players of the game often find they run out of objectives once they get a well-stocked and secure safehouse. We want to provide many more objectives a settled survivor can undertake to improve their safehouse, or indeed a community of players.
    More things to build. More opportunities to craft. More ways to be creative.
     
    Provide a way for servers to be able to run indefinitely without the need to wipe or respawn loot.
    At present the gameplay loop relies so much on looting the map for items that servers run into problems when most urban locations are looted. These either cause servers to rely on unrealistic loot respawning, or to frequently wipe the server.
    We want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.
     
    Provide believable post-apocalypse professions that would emerge in a post-technical post-apocalyptic society.
    If it’s been 30 years since the apocalypse, making a new character who is a burger flipper ceases to make much sense.
    As time ticks by from the initial infection, we will retire pre-apocalypse professions and introduce post-apocalypse professions that mirror pre-modern professions such as blacksmithing, tailoring, butchering and so on. We are also tying these skills into relevant modern day professions where applicable.
     
    Provide more community cooperation in multiplayer (and NPCs in B43 and beyond) with different interacting professions that can contribute to a community – as well as provide much more extensive crafting and building, encouraging trade and other interesting player interactions.
    We want to give players more interesting choices of professions and activities to contribute to a survivor community, and allow for players to cut more unique and interesting niches for themselves within a survivor group or community.
     
    Part of this is reshaping how the skill and XP system work to both make individuals less capable of mastering everything, while making their initial potential a lot higher without grinding if they spec into a particular skill heavily.
     
    Simultaneously, meanwhile, we still need to be providing sandbox options to allow solo players to master more skills and professions so as not to cut solo players from all the new content and things to do.
     
    Provide a framework for players who want to focus more on community building and player interactions than zombie survival, so that they can optionally run servers with a more traditional wilderness map based survival game or extensive tech mods.
    While zombie apocalypse will always be our core focus for the vanilla game, we want Zomboid to provide a breadth of survival mechanics and content that, especially with mods, make a solid foundation for many other varied survival experiences outside the looting and zombie gameplay.
     
    This includes making provisions for the full range of possibilities in terms of tech and progression modpacks and overhauls that will add mountains of new ways for the community to play the game.
     
    Our tech tree is built from the ground up with the assumption that it is taking place on a wilderness map without any civilization – to ensure that there are no holes.
     
    In normal gameplay, close to the apocalypse, it’s expected that players would be able to skip huge portions of this tree by using scavenged technology and supplies from the crumbling modern world. However, with the correct knowledge and skills, players will be empowered to fill any gap if that loot and technology is not available to them.
     
    Let the modders be all they can be.
    Finally, we also believe that the crafting systems themselves are solid and foundational enough for the amazing modders in our community to run absolutely fucking wild with – and we honestly cannot wait to see what they come up with.
     
    Recap over
    Now we’ve recapped our general goals with the crafting overhaul, we’ll introduce you to some of the work on three of the profession trees that we’ve been in the guts of this month.
     
    Blacksmithing
    One of the new post-apocalypse professions that will be available for players, blacksmithing will allow for the comprehensive working of metal to provide players the ability to craft many items that are unattainable outside looting in the current build of the game.
     
    The initial work has been based around providing the ability for someone living in the wild to be able to work with metal using a primitive furnace and forge made using rocks and clay, along with higher tiers being producible later on as players progress.
     
    Of course there will also be modern equivalents of these workstations available within the world map for players to exploit too, but as stated earlier we are filling out the crafting tech tree always from the very bottom, with the assumption that players do not have access to any looted supplies whatsoever.
    Please note that we are currently exploring a new design for building mechanics, in our attempt to get away from using right click menus for everything. We are hoping for a nicer building interface since we’ll have a huge number of extra building projects for the player and just cramming them all into right click menus will get more and more cumbersome as time goes on.
    With these facilities simple iron implements can be produced, such as nails, as well as the tools required to build the next tier. Additionally it can be used for simple assembly and maintenance tasks.
    This second tier is approximately “Medieval-ish”, the furnaces are built using stonemasonry, consisting of dressed stone blocks and cement; there is a proper blacksmith’s anvil; and also a quenching bucket.
    With this more complex and durable tools can be crafted, as well as a higher level of maintenance.
    And yup, want to be the most popular person on a server? Crank out sledgehammers for your friends!
    Finally in this area, for steel production we need to make coke, produced from charcoal.
    This dome kiln can be used to produce both coke, and also charcoal from wood.
     
    Wood charcoal is important for this branch of crafting. The heat it produces is good for working metal, but it’s also carbon and had effects on ferrous metal being forged. It will be able to be produced through other means than just the dome kiln, but can be produced more efficiently in higher quantities when using one.
     
    Pottery / Stoneworking
    We featured some of the possibilities with pottery in a previous Thursdoid however a big benefit of working with clay (as well as stone) is for additional options for building.
     
    PLEASE NOTE: there’s anims, tile artwork, SFX and lots of other polish missing at present.
     
     
    As well as stone or clay full-size walls, the extended building options from these systems will allow for paths, roofs and decorative elements allowing for player built communities to really feel like a settlement and provide options for security to keep the zeds at bay.
     
    This will of course be a balancing concern for us, but we feel with sufficient effort and skill a survivor should be able to (very ultimately) erect walls that zombies do not simply attempt to walk through and bash their heads on until they fall over.
    Brewer
    The last profession we’ll cover today is the Brewer, who has numerous valuable things to bring to the table. While at present alcoholic drinks may not have too much direct impact on gameplay, we will be providing more benefits and downsides to the partaking in alcohol.
     
    After all, we imagine it would be a likely bit of escapism for many a zombie apocalypse survivor, and there’d be more value still added later down the line once the NPCs and the accompanying psychological overhaul we have planned at the same time.
     
    In the first instance of this, however, the Brewer profession also allows for the creation of a rather vital way of preserving food.
     
     
    CAN BE HAPPY UNDERGROUND
    Last ‘doid we showed you building developments high upwards into the sky, this time we’re going deeper underground as there’s too much panic in this town.
     
    For those unaware, Build 42 will come with two sorts of below ground floor. First off we’ll have the Permanent ones that will always be attached to locations on the map. These will generally be familiar locations, places of interest, businesses and secret military complexes.
     
    Today however, we’ll be looking at our Randomized ones. We currently have 119 of these designed: some empty and desolate, some full of loot beyond your wildest dreams, and some that make you seriously question the mental state of the previous occupant. Here’s a fuzzed-up image to whet your whistle.
    These will be basements, bunkers, panic rooms and Waynes World sets that you will be delighted to discover spawning on your regular looting sorties – and they will appear within whatever houses could potentially fit them in and still look natural. The frequency of their appearances will also be governed by a Sandbox option.
     
    We’ll also have a long list of designated spots within buildings on the map where a random basement will fit, these spots will be assigned and a random compatible basement will be placed in the world on world creation.
     
    Here’s a quick video to show some of our favourites off but first a few familiar words of caution!
     
    This is WIP, stair placement within buildings will improve, and likewise the steps will look more natural in the way that they appear within the house. We may also look at hatches etc as time goes on.
     
    MODDING
    Lovely Aiteron’s mission of tidying up, reorganising and adding new utility to our front-end UI continues. Notably he’s currently improving the Mod Manager which, as an ex-modder himself, he is ideally suited to do.
     
    Here’s a quick video showing his changes.
     
     
    So what’s seen here? Well, amongst other things, the following:
    Mod and map order. You will now be able to change the load order of enabled mods and maps, which also comes with an auto-sort for available mods. Share your presets. You will now be able to share your preset of mods (with specific mods, and the load order) and your friends and/or players on your server will be able to take it and use it themselves. If some mods are missing, then the game will flag it and show links to the ones that are uninstalled. We have added special version tags that will be required for mod compatibility for B42. This is due to the massive changes to the game likely invalidating a large number of mods, and the potential for serious bugs if people attempt to run with those designed for B41. Hopefully in this way things will be clearer through the B42 Unstable process, and sailing can be as smooth as we can all muster it. The game’s use of ModIDs has been altered to be appended by the workshop ID of each mod. This adjustment is aimed at resolving server issues that result in file mismatch errors when users attempt to connect, due to various mod versions sharing the same ModID. This happens on the Steam Workshop a fair bit due to re-uploads and modpacks. Now, with the workshop number attached to the ModID, only the “correct” version of a mod will be loaded by clients connecting to servers. We’re hoping that this will then lessen frustrations with said cursed file mismatch errors whenever you’re in an area of mod self-conflict. We are also working on a new modding API and new modding guide for 42. It’s currently unclear whether it’d be released alongside a 42 Unstable. It’s certainly in the works though. LOOTED HOMES
    An area of the game we need to improve is the feeling that ‘something happened here’. We have burned down houses, survivor homes and our costume zeds – but we don’t have much that says people who were panicked were once here.
     
    As such now we will be including a random chance for homes, stores and businesses to have been looted – with items strewn over the floor, general detritus and litter, and sometimes graffiti on the walls too.
     
    (There’s no graffiti that says ‘Hit them in the head!’ just yet, but we are a video game so give us time on that one I’m sure it will happen eventually.)
     
     
     
    FUN NEW ITEMS
    At the same time as the big ticket new systems, our coders and art team like to dripfeed fun smaller stuff into the test build. Recent additions have been:
     
    The Military Manpack Radio. Works when worn on the back, in addition to other radio usages.
    New fluid containers that use the revamped crafting systems that deal with liquids – so for example the canteens use the new tech where they’re a single script item definition with procedural textures and icons, similar to how clothing items work.
    Backpack sprayers that are fluid containers, that should prove useful for farming. (And also get us thinking about flamethrowers, once we have the time to get back into the fire rework.)
    OTHER STUFF
    The Sound team hit an impressive milestone the other week, with them hitting the total of 50 music tracks that have been re-written so that they work within 42’s new and awesome dynamic music system. Our thanks, as ever, to the fabulous team at Formosa and everything they do for the game. Taking over a building, but still a clean-freak even though the world’s gone to shit and appearances no longer matter? Well worry no more, as 42 will allow you to wash away and scrub the grime and graffiti to make your safehouse look and feel spotless. Until the blood starts to drip again, clearly.  
     
    HAPPY HALLOWEEN WOOOO
    In keeping with all the other game studios and publishers providing ‘faintly spooky content’ at this time of year, please take this offering of deer skellingtons and a baby deer skellington.
     
    We trust that you are now suitably unsettled, and please note that it took about a minute to get our pre-existing animal skellingtons into motion. We haven’t spent all month on the skellingtons.
     
     
     
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff.
    Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  2. Like
    nasKo got a reaction from PoshRocketeer in Discord Ban Appeals   
    If you want to appeal your Discord ban, you can do so on the following Discord server:

    https://discord.gg/nmnX9chhFh

    Message the ModMail bot to create a ticket for your ban appeal and follow its instructions.
     
  3. Pie
    nasKo got a reaction from FireFlying in Discord Ban Appeals   
    If you want to appeal your Discord ban, you can do so on the following Discord server:

    https://discord.gg/nmnX9chhFh

    Message the ModMail bot to create a ticket for your ban appeal and follow its instructions.
     
  4. Like
    nasKo got a reaction from Tails in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  5. Like
    nasKo got a reaction from Bullet_Magnate in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  6. Spiffo
    nasKo got a reaction from GoodOldLeon in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  7. Like
    nasKo got a reaction from Suomiboi in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  8. Like
    nasKo got a reaction from mimo_za in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  9. Like
    nasKo got a reaction from TheUltiM8Guy in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  10. Like
    nasKo got a reaction from vek in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  11. Like
    nasKo got a reaction from Den-Den in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  12. Spiffo
    nasKo got a reaction from puppers in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  13. Like
    nasKo got a reaction from Casual_Survivor in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  14. Like
    nasKo got a reaction from Hugo Qwerty in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  15. pillow
    nasKo got a reaction from Abe in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  16. Spiffo
    nasKo got a reaction from TheUltiM8Guy in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  17. Spiffo
    nasKo got a reaction from GoodOldLeon in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  18. Spiffo
    nasKo got a reaction from RhysD21 in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  19. Spiffo
    nasKo got a reaction from syfy in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  20. Spiffo
    nasKo got a reaction from puppers in NEW CHARITY SPIFFO!   
    The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.
     
    First off, let’s meet the raccoon himself.
     
    INTRODUCING… STEADFAST SPIFFO!
    They came for him… they still come… but he will NEVER yield.
     
    He is: Steadfast Spiffo.
     
    Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!
    Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!
     
    Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!
     
    We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.
     
    FUNDRAISING
    All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.
     

     
    Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.
     
    Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.
     
    Well, for the next 21 days we have a different answer: please buy this Spiffo!
     
    Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.
     
    Thank you x
     
    (And here’s that link again if you need it)
  21. Like
    nasKo got a reaction from TheUltiM8Guy in BagZ of fun   
    Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.
     
    First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.
     
    Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)
     
    Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)
     
    Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.
     
    Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.
     
    SOUNDSCAPE IMPROVEMENTS
    Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.
     
    A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)
    We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.
     
    Re-balanced all the firearms so they make sense in relation to each other Changed the firearm inside/outside setup for general improvements Rebalanced the ambience setup (from beds, to fog, to rain, wind etc) to make it all more coherent Re-worked some mixer setup/routing for reverb – which has made for a very pleasant upgrade, especially with birdsong. Brought backsome volume/filter changes on the camera zoom, but still subtle. Improvements to zombie voices so when you get bitten to death by a dozen zombies the mix doesn’t wig out anymore. Zombie vocals, music and animal noises now play more nicely over the music – so it all cuts through a bit better.  
     
    We are also super-pleased with the new player effort / sneeze / “hey!” sounds – and have also realised that we’re missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this.
     
    OTHER NEW STUFF
    As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction.
    Recently these have included:
     
    New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing – green and camo version.
     
     
     
     
     
     

     
    Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require – then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits.
     
    Wallpapering. And we’re also coding in the oft-requested ability to fully wash grime from walls.
     
     
    New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they don’t already have one. Likewise we’ve built an internal tool to help our sound team notice events that haven’t been hooked up, or are new additions that haven’t had a sound built for them yet.
     
    Zoning. One of the more onerous of mapping tasks is underway for the map expansion – essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where.
     
    In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc.
     
    Hiring. The success of B41 has meant we’ve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We won’t shine any spotlights on anyone until they’re bedded down, and there’s something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come.
     
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
    Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week…
  22. Spiffo
    nasKo got a reaction from TheUltiM8Guy in Knox Event: 30 Years On   
    Today marks a day in history.
     
    It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.
    To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.
     
    Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.
     
    TECH UPGRADE
    Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.
     
    The tech improvements will be supplying basements, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.
    The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)
     
    The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.
     
    With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.
     
    To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.
     
     
    However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.
     
    As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!
     
     
    As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.
     
    We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.
     
    Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.
     
     
    We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.
     
    MAPPAGE
    It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.
     
    Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.
     
    Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.
     
    As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.
     
    SANDBOX SETTING SPREE
    Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.
     
    PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.
     
    First off are changes to the sandbox settings themselves. The layout’s been redone,  and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.
     
     
    Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.
     
    Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.
     
    He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.
    Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.
     
    Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.
     
    Here’s what it currently looks like REMEMBER WIP etc! Feedback required!
     
     
    GRUNTING
    The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.
     
    We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:
     
    Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.
     
    So, with that in mind…
     
     
     
    BUGS
    Look, an aphid. Aint it sweet.
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
  23. Spiffo
    nasKo got a reaction from GoodOldLeon in BagZ of fun   
    Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.
     
    First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.
     
    Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)
     
    Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)
     
    Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.
     
    Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.
     
    SOUNDSCAPE IMPROVEMENTS
    Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.
     
    A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)
    We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.
     
    Re-balanced all the firearms so they make sense in relation to each other Changed the firearm inside/outside setup for general improvements Rebalanced the ambience setup (from beds, to fog, to rain, wind etc) to make it all more coherent Re-worked some mixer setup/routing for reverb – which has made for a very pleasant upgrade, especially with birdsong. Brought backsome volume/filter changes on the camera zoom, but still subtle. Improvements to zombie voices so when you get bitten to death by a dozen zombies the mix doesn’t wig out anymore. Zombie vocals, music and animal noises now play more nicely over the music – so it all cuts through a bit better.  
     
    We are also super-pleased with the new player effort / sneeze / “hey!” sounds – and have also realised that we’re missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this.
     
    OTHER NEW STUFF
    As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction.
    Recently these have included:
     
    New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing – green and camo version.
     
     
     
     
     
     

     
    Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require – then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits.
     
    Wallpapering. And we’re also coding in the oft-requested ability to fully wash grime from walls.
     
     
    New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they don’t already have one. Likewise we’ve built an internal tool to help our sound team notice events that haven’t been hooked up, or are new additions that haven’t had a sound built for them yet.
     
    Zoning. One of the more onerous of mapping tasks is underway for the map expansion – essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where.
     
    In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc.
     
    Hiring. The success of B41 has meant we’ve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We won’t shine any spotlights on anyone until they’re bedded down, and there’s something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come.
     
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
    Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week…
  24. Like
    nasKo got a reaction from vek in BagZ of fun   
    Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.
     
    First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.
     
    Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)
     
    Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)
     
    Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.
     
    Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.
     
    SOUNDSCAPE IMPROVEMENTS
    Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.
     
    A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)
    We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.
     
    Re-balanced all the firearms so they make sense in relation to each other Changed the firearm inside/outside setup for general improvements Rebalanced the ambience setup (from beds, to fog, to rain, wind etc) to make it all more coherent Re-worked some mixer setup/routing for reverb – which has made for a very pleasant upgrade, especially with birdsong. Brought backsome volume/filter changes on the camera zoom, but still subtle. Improvements to zombie voices so when you get bitten to death by a dozen zombies the mix doesn’t wig out anymore. Zombie vocals, music and animal noises now play more nicely over the music – so it all cuts through a bit better.  
     
    We are also super-pleased with the new player effort / sneeze / “hey!” sounds – and have also realised that we’re missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this.
     
    OTHER NEW STUFF
    As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction.
    Recently these have included:
     
    New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing – green and camo version.
     
     
     
     
     
     

     
    Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require – then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits.
     
    Wallpapering. And we’re also coding in the oft-requested ability to fully wash grime from walls.
     
     
    New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they don’t already have one. Likewise we’ve built an internal tool to help our sound team notice events that haven’t been hooked up, or are new additions that haven’t had a sound built for them yet.
     
    Zoning. One of the more onerous of mapping tasks is underway for the map expansion – essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where.
     
    In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc.
     
    Hiring. The success of B41 has meant we’ve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We won’t shine any spotlights on anyone until they’re bedded down, and there’s something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come.
     
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
    Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week…
  25. pillow
    nasKo reacted to CHE in Knox Event: 30 Years On   
    thats it ? some lights and femal voices? wow what ? but lets be fair 
    MAPPAGE was the good thing 
     
     
    One good thing better than noting......... it could be worst 
     
     
×
×
  • Create New...