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Pierre

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  1. Like
    Pierre reacted to lemmy101 in Night Drivin’   
    anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way.

    As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.
  2. Like
    Pierre reacted to Necromatic_Corgi in Drink to the Memory   
    I love how every thursdoid is always packed with awesome stuff to see, makes me so excited. 
  3. Like
    Pierre reacted to nasKo in New Briefs   
    Hey everyone! Extremely short Thursdoid today since usual wordsmith Batsphinx is away, we planned on making this Thursday our full release day thus be one of the few weeks we don’t have to stress about Thursdoid, but alas there were a few more fixes we really had to squeeze in first meaning we really need to put them through the IWBUMs test before we consider a full release. Since we’re just tying up a few loose ends, and we don’t want to start discussing build 41 in detail until its out of the way, there’s not a great deal to talk about.
    We’ve just released IWBUMS 40.27, which contains fixes including improvements to grass sorting to get rid of strange visual errors, hopefully fixed some rendering errors with the full screen fog effect, getting rid of rocks waving about in the wind, random tree rustles to mask zombie movement through forests, and fixed some issues with vehicle spawning – For a full changelist click over here.
    We’re hoping this will be a good release candidate, so let us know how it goes! Barring no serious issues we’ll perhaps be able to release this early next week and start Operation Anims in earnest at that point! A day we’re all very excited for. Stuff is ticking over nicely with TEA and the anim system, but at this point it’s mainly them fixing a few remaining bugs and making the tools easier for Animator Martin (and future modders) to work with, so despite good progress, not a lot of meaty Thursdoid stuff to talk about. That will change when we go over to full team development though!
    Will leave it there, thanks everyone! Sorry for the brief Thursdoid, normal business will resume next time!
    This week’s screen is from Four-Eyes. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  4. Like
    Pierre got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Excellent, kiss goodbye to the rest of the evening.
  5. Like
    Pierre reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    WARNING: Due to the amount of development and features being added to this branch, please do not expect any save compatibility. We'll try to keep it compatible but you should expect breakage.
     
    Please note: aspects of this, found at the bottom of the patch notes, will be released as a patch to the main public build once we know that everything is working and stable. This will also be when the new version is uploaded to GOG.
     
     
    New version
     
    You'll start with a wrench, a screwdriver and a jack to test mechanics.
     
    Due to the sheer amount of stuff in Vehicle Build 22 there is a chance that existing Vehicles build saves will break. We'd encourage you to start a new game, but if you have a longstanding character then we have also provided the previous Vehicles Build 21 on a separate Steam beta branch so you can transfer your savegame. It can be accessed through the beta tab and is called 'previousvehicle'.
     
    Please note that this build is more WIP than others that we've released, as we need player feedback during its construction. Please be patient if you discover unexpected irritation. Thanks!
     
    [New]
    New cars models including a Taxi and an SUV - and extra versions of small and modern cars. Or at least 'modern' for 1993. Horn and Siren system. Check the vehicle menu while inside the car! Press "V" (vehicle menu key) or right click on a vehicle to add or siphon gas. Cars can be refuelled at gas stations. Keys are now needed to open trunk. Please note: VehicleEasyUse sandbox option will make the car always start when set to true.  
    [WIP] Mechanic System [WIP]
    A new Vehicle Mechanics UI can now be accessed. Right click a vehicle and select "[WIP] Mechanics" or when directly inside the vehicle with the vehicle menu ("V" key). The system should operate much like the existing player health panel. Select vehicle parts to see information about them. Right click a part to see if it can be removed or installed. Parts can be repaired from your inventory although not everything can be fixed.  
    PLEASE NOTE: this is a very early iteration of this system.
     
    Not everything effects gameplay. The vehicle diagram is placeholder. Scripting is currently unfinished.
    The Mechanic skill/profession isn't done - so highest level abilities are unlocked.
    So what is in?
     
    Different car parts like tires, gas tanks, trunk and brake systems. Low condition brakes will reduce your brake force. Low condition gas tanks can leak fuel. A car trunk that's been crumpled in a collision will have reduced capacity and may drop items stored in it onto the ground when in motion. Car parts and vehicles themselves are categorised as ‘standard’, ‘heavy-duty’ and ‘sports’. Only matching car parts can be used in relevant vehicles. [This may change in later builds should player have high skills, be prepared to lose condition with a car part in an inappropriate vehicle etc) New Car Visuals - Damage and Colors The Normal Car model can now have damage textures. When we have tested them out in-game we will create them for all vehicles. The game now spawns cars coloured by game code rather than textures - adding variety. Tire condition now has an impact on wheel friction. Each type of tire have a base friction, affected by Mechanic skills & tire condition. Mass is now taken into account in physics calculations. Added an option to inflate or deflate a tire. Beware of inflating a tire too much. Inflated tire will reduce wheel friction and brake force.  
    New Sandbox options:
    CarDamageOnImpact: Governs how much damage a vehicle will take after collisions. CarGeneralCondition: Governs what condition cars can have on spawn - whether very low or very high.  
    Some changes on fixing script:
    Added a GlobalItem property: GlobalItem : BlowTorch=5, Can now require multiple items (to factorize scripts) e.g: Require : SmallTrunk1;NormalTrunk1; Added a condition modifier property to change max condition repaired, e.g: ConditionModifier : 0.7, Fixing something will now give experience points if a skill was required. Condition repair bonus capped to 25.  
    Balance
    Increase max speed of vehicles to 120 km/h. Although clearly not all cars go this fst (not all car can go that fast!). Factorised some code in script. Increase the probability of finding loot in vehicles. Changed various car variables (mass, speed, power...)  
    Bug Fixes
    Fixed missing car sounds. [Though they will still need new versions] Fixed keys in ignition not always working. Fixed game not spawning all possible textures for cars. Fixed zombies being knocked down by non-moving car - added thump ability. Fixed MP sync problem on stoplights. Fixed cars not being synced in MP if you were out of range. Fixed car containers being respawned after reloading a save. Fixed non-updated loot inventory when someone enter/exits vehicle.  
    Main Build Bug Fix
    (Will be released as patch for Build 38 when we are sure it's stable, alongside some other fixes)
    Fixed /card and /roll client command bugs with accessLevel. Fixed lua exception after disconnecting from server with accessLevel != none. Use equals() instead of startsWith() when checking server command names. (Issue 1168) Fixed incorrect assert in ServerMap.init() Fixed server NullPointerException with ThunderStorm and zombified player. Fixed lua error after removing all entries from the server list. (Issue 1171) Fixed door locking/unlocking with keys in multiplayer. (Issue 1154) Fixed "NullPointer in BodyDamage breaks save" Fixed inability for admin to change owner of a Faction in MP Fixed lethal corpse gas Fixed NullPointerException in LightingJNI.update() Fixed only being able to sterilize one bandage Fixed walkway visibility issues - changing definition of player built floor for culling purposes. Fixed other issues associated with new Tanglewood rooftop rendering system. Reexported map with fixes and changes to improve new rooftop rendering system.
  6. Like
    Pierre reacted to DramaSetter in Released: Vehicle Tech Test build   
    Merge 38.22 build with the Vehicle build pleeease? Also, black squares at this place.

  7. Like
    Pierre reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    38.15
     
    [Bug Fix]
    Fixed custom map problem in MP. Fixed spawn regions problem in MP. Fixed lights not being synced. Fixed sync problem with doors. Disabled flies sound in MP for now (will prob make it return in public once it's fixed)
  8. Like
    Pierre reacted to thefu3z in RELEASED: IWBUMS Build 38.15   
    Yeah mine has been reset to 999xp to next level. I got the free 1 level too. Pretty sure I earned like 20,000xp during the "crisis"... but I'll take it! It is a beta apocalypse after all. Survivors can't be choosers.
  9. Like
    Pierre reacted to Krabe in RELEASED: IWBUMS Build 38.15   
    Hope for Iwbums 39 today
  10. Like
    Pierre got a reaction from EnigmaGrey in Released: Vehicle Tech Test build   
    Managed to find 2 cars in Muldraugh but nothing else. Drove to West Point, no cars, drove to the new map areas, no cars. I played the vehicle branch several days ago, lots of cars. Patch 38.10 of vehicle branch.....no cars! tried several times checking vehicles box clicked, spawning in different areas and.....no vehicles. Me thinks something has been left  from the update?
     
     
  11. Like
    Pierre reacted to lemmy101 in NPC questions I want answered   
    Will there be different skill levels of dragons?
     
    When dragons are spawned they will be given a random profession, traits, personality. As well as this they will be given a skill / xp boost inline with the amount of time since the start of the apocalypse. At that point they will gain XP normally for the time they are alive within the game code.
     
    Will there be fathers/sons and can you start the game with a dragon family member?
     
    Every dragon will have the potential to be a family member of other dragons in the dragon lair at the moment they are spawned. We want sister dragon/brother dragon, paired dragon clutches of either gender, mother dragon and young child dragons. The only restriction on this is that all dragons will be adult. We're not having any hatchling dragons for various reasons.
     
    Will there be big groups of dragons (6+) that have no affiliation to you?
     
    Very much so. We'll spawn smaller groups of dragons, and these are the ones more likely to have relationships between each other. These small dragon groups will then combine in the meta-game from the start onward, and the more time has passed if we ever need to spawn a new group then that time will influence the group size.
     
    How many total (hostile/neutral/friendly) dragons will there be on the map at one time?
     
    Potentially hundreds. It's not clear at this stage, but since most dragons will be far from the player and thus using simplified meta game processing and thus won't need complicated flight mechanics and flame breath animations, it means we could have hundreds feasibly without too much impact on the processing.
     
    Will new dragons spawn?
     
    Yes. We'll have migrant dragons flying in the side of the map frequently to keep the numbers up (while still having a downward trend in the amount of dragons you find as the population dwindles) but the meta game will allow dragons to survive as long as we wish, it's not a case of the combat and survival AI of dragons needs to keep them alive as a player would, so we can keep specific dragons the player meets alive long enough to become antagonists that impact the game for a long time.
     
    Will the dragons be tamable?
     
    Dragons will be able to join your nest, as well as you having the ability to join (with any other dragons you've tamed) their nest. Whether the dragon likes and trusts you will determine if they are tamable, or if they will be openly hostile toward you, as well as who would be the alpha dragon of the nest.
     
    Can the dragons kill you on sight?
     
    Yes. Though the sadistic AI director will probably step in to make sure their first flame breath isn't lethal or on path if it comes without warning.
     
    Will there be situations where a husband flies into a zombie infested gigamart to try and save his dragon mate?
     
    This is the sort of zombie/dragon movie scene we're going to be looking at in terms of these event scenarios, so I'd very much like to think so.
     
    Will there be situations where your best friend gets bit and he has to be taken out somehow?
     
    See above.
     
    Will there be situations where that new tamed dragon eats you in your sleep?
     
    Possibly. We need to keep the gameplay fair in terms of signposting. This may qualify as not fun for many, it's nice to have some kind of warning of foreshadowing.
     
    Is the military considered dragons?
     
    The military do have dragon rider members in the canon, but we're looking to get vanilla dragons in first before tackling military dragon riders. At this time we're only comfortable commiting to normal dragons but we've wanted to do military versions since the start so will be a priority once the normal dragons are released.
  12. Like
    Pierre got a reaction from glenneroo in RELEASED: Build 31   
    Nice work RJ they seem to work well now (checked corned beef, tinned carrots and tinned corn. All openable, shows opened tins and edible).. I got a XP boost to cooking just for opening the tins? not a problem, just an initial observation, (I was play testing on sandbox with xp boost). How awesome is it to have devs who not only check forums but immediately fix game in minutes. YOU GUYS ROCK!
  13. Like
    Pierre got a reaction from CaptKaspar in RELEASED: Build 31   
    Nice work RJ they seem to work well now (checked corned beef, tinned carrots and tinned corn. All openable, shows opened tins and edible).. I got a XP boost to cooking just for opening the tins? not a problem, just an initial observation, (I was play testing on sandbox with xp boost). How awesome is it to have devs who not only check forums but immediately fix game in minutes. YOU GUYS ROCK!
  14. Like
    Pierre got a reaction from Krigol in RELEASED: Build 31   
    Nice work RJ they seem to work well now (checked corned beef, tinned carrots and tinned corn. All openable, shows opened tins and edible).. I got a XP boost to cooking just for opening the tins? not a problem, just an initial observation, (I was play testing on sandbox with xp boost). How awesome is it to have devs who not only check forums but immediately fix game in minutes. YOU GUYS ROCK!
  15. Like
    Pierre got a reaction from Solokill72 in RELEASED: Build 31   
    Nice work RJ they seem to work well now (checked corned beef, tinned carrots and tinned corn. All openable, shows opened tins and edible).. I got a XP boost to cooking just for opening the tins? not a problem, just an initial observation, (I was play testing on sandbox with xp boost). How awesome is it to have devs who not only check forums but immediately fix game in minutes. YOU GUYS ROCK!
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