Jump to content


The Indie Stone
  • Posts

  • Joined

Everything posted by martingee

  1. Ah, I don't think there is a difference between the female body files. Over time we've accumulated some duplication of files as folders have been moved and we've experimented with things. We should probably do a clear out soon. Female body.x is what you should be using.
  2. We'd like to add anims that reflect a persons background and this is a perfect example. You could perhaps argue the current stance is also too "specialist" insofar as your character looks like they know what they're doing, a less proficient person would perhaps be more square on but for now we'll go with what we've got. The problem we have, and is an age old problem, is by changing the posing of the character, it has a knock on affect to other anims and result in having lots of animations, which takes time to do and implement.
  3. Currently we are trying to refine the melee system and this is one area we are looking at. However due to the way we have it setup currently, lower body movement of the attacks interfere with the aiming animation so has been separated out into upper and lower body. Obviously this removes any animation from the waist down in the attack anims. It's something i'd like to reintroduce but it's proving problematic with blends and our current setup.
  4. @GerasIt has been talked about but you have to weigh up the time and effort that it would take to implement against the "payoff". Currently they're are plenty of other things that need doing either to make them things work properly (multiplayer for example) or to actually implement from scratch (ie animals). House doors work fine and whilst it would be nice to have them swing open, that's something way down the priority list. That's not to say it'll never get done, it's just not going to happen any time soon.
  5. Opening and closing of car doors is coming but it opens up a few technical problems that need to be overcome. It probably won't be this update as the coders focus is on getting MP done and dusted but I'm hoping I can get their time once that's out the door (pun intended! 😉 )
  6. Trailers come with technical challenges within the engine and trucks also introduce balance challenges that we're not currently in the position to tackle atm. Larger vehicles are something we'd like to include at some point but there's other priority stuff to do.
  7. martingee

    More Math(s)

    Currently the reload anims are just one anim, just as a placeholder until one of the coders rejigs the code to work with hardcore reloading. It shouldn't big job but was down the priority list but it's rapidly rising up the list as we strike off the more important jobs. Also everything should be considered WIP unless we specifically say otherwise or you're playing it in game.
  8. Outfits are what the zombies are spawned in but all the clothing items can be worn by male or female characters; the division in outfits is really only because of specific items (like dresses) or an outfit, that are traditionally worn by one of the sexes. Off the top of my head i can't think of any exception but if there is it's very specific.
  9. martingee

    Mist Me

    Chill guys, it's already done. Although probably won't make it into the first round of clothes.
  10. Currently the engine doesn't have a particle system so exhaust fumes etc aren't going to be added anytime soon. I know fire is something the team want to look at and improve as it's very basic at the moment and with recent graphical improvements it stands out markedly. Whether this includes integrating a particle system I haven't a clue, particle systems can be quite a resource hog even if used sparingly but I'm no programmer, I thought tree sway in the recent update was going to impact performance but it hasn't!
  11. martingee

    Men with Ven

    It might not be straight away, there's a lot to get working properly, but that's the plan. The cars have been modelled with this intention.
  12. martingee


    I initially was looking at vehicle armour because it was one of the first things brought up when we announced vehicles and kept on been asked for throughout development. It also linked in nicely with our other proposed attachments to vehicles (bullbars, ploughs etc) and could use the same code attachment system. We’ve gone through a few iterations internally and the screenshot posted in the Thursdoid is the path we’re looking to go down. Stylistically I’ve tried to keep it “real worldy” but with some artistic license since a lot of people want to go full on Mad Max style which, really isn’t in keeping with PZ’s art and game design but does provide some nice forms and “cool” looking vehicles. This won’t stop people in the future from doing their own thing and putting billions of spikes everywhere! Reference came from a number of sources, some obvious (there’s a plethora of zombie survival vehicle design online!) to some less obvious. It’s from one of these less obvious sources that the much debated wheel coverings were taken from; a real world source where practical reasons for covering the wheels and still having them functional literally mean life and death. Namely homemade, improvised, armoured vehicles used by militias in the Iraq and Syrian wars. I also found some examples of Ukrainian and vehicles made in some of the African wars. I won’t post them all (there’s a whole r/ reddit devoted to improvised, armoured vehicles as well as google searches) but here’s a few that influenced some of my early iterations, including the wheel coverings. The overall affect is too extreme for PZ but gave me a good starting point. My intention was for the armour was to only represent the reinforcement of parts but people seem to be reading each part “as is”, so a sealed window would restrict the drivers view more than a slatted one, which wasn’t my intent. A sealed window would for all intent and purposes be the same as a slatted window with no more advantage or penalty; this is something we can discuss internally depending on what pro’s and cons we settle on for armouring the vehicle and whether we want to go quite so literal.
  13. To help create your custom skins here are the UV's for each vehicle (as .png's). These are my working files so the names don't "mean" anything, other than to tell me which set of UV's they are. PZ_Vehicle_UVpngs.rar
  14. Approximately 1:30 ... wouldn't be very practical as it would attract zeds to your base though.
  15. martingee

    Too Hot For TV

    Every time you add a new system or tweak an old one it invariably impacts performance to some degree. If you could see the time and effort put in by the guys to minimise lag, raise fps etc you'd be amazed at how technical things get (i'm no programmer ). That's not to say current and future builds will play as well on your laptop as older builds but, be assured the Zomboid team do as much as possible to squeeze out the last bit of ping, fps, packet loss, etc they can from the code so people can play on older machines. There's probably a thread somewhere that goes through some of the basics steps you can do as well in order to improve performance on your machine (update graphic drivers, validate steam install etc). I'll see if i can find one or if someone knows can they direct us to it?
  16. I don't think Kentucky is known for its wine but I would expect a distillery for all the bourbon! I've mentioned it previously but I don't do anything with the map so I'm not sure what the plans are.
  17. Part of the animation update is also restructuring the character skeleton. I've added 4 bones (2 at the back, 2 at the front) that control the dress between the legs. This affords some control and flexibility over clipping. I do like your designs and may nick a couple although we have the bra (and pants) in the base female texture so braless dresses are problematic at the moment Also heels probably won't make it (as a model anyways) as the feet are not detailed enough.
  18. The "broken hood" issue is known about and we have a fix in the works although it will only show a blank grey texture like the other bits. Ultimately we'd like to have working doors, hoods, trunks etc so we'll just be able to hide the separate mesh elements when you swap/fix them.
  19. I do have a few more cars modeled but i think the focus will be on refining what we have and get what we currently have working with the anim build and new importer (so we can have interior views), doubling down and making sure the scale of the cars/characters fit the world and add attachments (in what ever form they take). Adding a new vehicle isn't just about importing a new model and texture (unfortunately ) there's a few more things to be done so having everything properly fleshed out and working means we don't have to keep going over the same stuff. I mean, we kind of are a little at the moment as we finalise the vehicle build but i'd rather do that with the set of vehicles we have, rather than add five more and have to continually tweak those as well.
  20. Accessories (or attachments as I call them) are planned. We're still discussing to what extent they'll be implemented so any suggestions, as always, are welcome!
  21. martingee


    Trailers cause a problem because they introduce articulation to the physics system, in this case it would be a ball joint or at the very least a hinged joint. Were we using Unity, Unreal or some other commercial game engine then these things are already included and yet still cause a lot of headaches even though they're been used "out of the box." I don't think it's a "never" but certainly at the moment we have other nuts to crack before we get onto something like this.
  22. martingee

    Climate Change

    http://kyweathercenter.com/?p=1816 just saying... Although the pictures weren't showing when I last looked.
  23. Iirc vehicles will be optional so in theory you'll be able play without them been spawned but also benefit from the overall optimisations that's been added.
  24. martingee

    Climate Change

    For what it's worth, there is a meteorological detachment/unit actually based in the real Fort Knox.
  25. We don't have any "standards" per se and vehicles as a whole are still WIP so our process for getting them into game and how they setup/interact with code is still been refined and will likely change. With that been said here's a wireframe of the NormalCar along with its UV png The NormalCar has 699 tri's without wheels. When I've modeled the vehicles I've aimed for as lower tri count as possible whilst still maintaining a good shape and silhouette, so some are a little higher in tri count than the NormalCar (the ambulance has 861 tri's for example).
  • Create New...