Jump to content

Body Builder

Member
  • Posts

    146
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Body Builder reacted to nasKo in Big Pan Thursdoid   
    Howdy all, and happy spring Eastoid festival if you are a participator in such activities.
    A few bits and bobs this week. Overall a variety of code-level tasks are being done: blending issues being addressed, optimization, cutaway behaviours, items that should be used as weapons but hadn’t been previously, weapons being held when animations are playing and they should be removed… all that fun stuff.
    Something that might be of worthy of mention, and a quick vid, though are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously got away with – but now either look weird, or have resulted in a show-stopper bug.
    A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.
    PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build. (We’re also working on more ‘table against window’ polish).
    On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out. Another example of a similar blemish that we’re fixing up meanwhile (known internally as being on The Sasha Shitlist) is the way that based on the existing game when the zeds are currently pushed left or right their animation is that of staggering backwards instead of the relevant direction – a Martin-provided remedy for which is currently being added into the game.
    Other work that’s gone on this week meanwhile includes fixes and improvements for the in-game radio communication system, work on a community translation tool and Zac’s work on a function that will allow us to more directly play with colour saturation/hue of the scene and make the most of our new character models. Oh and finally, Yuri is working out a way to stop saves losing vehicles on irregular shutdowns.
    Thanks all, hopefully a more extended gameplay vid next week.
    This week’s overgrown safehouse from Dark Oracle. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  2. Like
    Body Builder got a reaction from Sobreviviente Ansioso in Forking Hell   
    SUPER NASKO! Thanks for the beautiful news!!!
    A question for you:
    There should be the chance for to see and play (aesthetically) a Brawny-Bulky physique, like a Ultra Bruiser Bodybuilder/Weightlifter (high anabolic steroids) archetype character?

    Or probably is too much difficult to adapt all clothes to a big and large character?
    Thanks in advance!
  3. Like
    Body Builder reacted to Geras in Forking Hell   
    Lemmy said on Reddit that they want to implement weight to be visible, so maybe muscles as well (not in the initial animations build, though).
  4. Like
    Body Builder reacted to nasKo in Forking Hell   
    Hey hey it’s Thursdoid time, this week may be a bit short as there are interesting things afoot in the Indie Stone family that means certain usual Thursdoid writers cannot be with us today (hence the worse than usual pun!), however we still have some cool videos to show!

    Things have been progressing very nicely with the animation build, the entire team beavering away happily implementing the multitude of anims and costumes, as Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!)
    In the game implementation side of things, we’ve started to get all the inventory icons in and implementations of all the weapons that will appear in the game (though more may come before release), crafting, looting and various other things are implemented.
    Videos speak louder than words though, and let’s get a taste of some new Beever while we’re at it.
    (please note due to remaining issues to resolve, this video does not contain the high res model rendering shown last week)
    In other related news, this week we’ve been spending some time getting all the <REDACTED>  future build content up to date with the animation build, so we’re ready to go with full team development on it as soon as animations is complete and out there.
    That’s it for this week folks, sorry for the short Thursdoid but I’m sure you’d rather I was hammering away at anims than stressing about writing words here and hope the videos satisfy your appetite. Normal business will resume next week!
    This week’s meeting of the minds from eHxAtoMiic. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  5. Spiffo
    Body Builder got a reaction from ThomEye in Taking me Pyre   
    Super!
  6. Like
    Body Builder got a reaction from Legoland99 in Snow DaZe   
    Amazing! You are the best, Pz's staff!
  7. Like
    Body Builder got a reaction from masoud.saadatfakhr in Snow DaZe   
    Amazing! You are the best, Pz's staff!
  8. Like
    Body Builder got a reaction from Kuren in TEA time   
    SSSSSUPER!
    Excellent team work! (best team ^____^  )
    You are the best, PZ's Staff!!!!!!!!!!!!!!!!!!!!!!!!
    ---------->  P.S. Ehm, excuse me Nasko, i wrong or i have the sensation that the man into the church is...... only a bit in danger?????? 
  9. Like
    Body Builder got a reaction from trombonaught in Blends n’ Shades   
    The staff of this game is building the best project of survival horror RPG game, and the direction is absolutely unique and superlative.
    The players of PZ will support you, PZ's staff, forever!

     
  10. Like
    Body Builder got a reaction from trombonaught in Storms and Studies   
    Oh my.....
    Congratulations PZ's staff, excellent work and awesome effects!!!
    Thanks
  11. Like
    Body Builder reacted to nasKo in Performance Enhancements   
    Ello’ Zomboids and Zombettes. Some cool stuff to talk about this week!
    CURRENT VEHICLES BETA

    Today we released public vehicles build 38, which is a general fix/polish update while the more structural optimization work detailed below has been running in parallel. You can find the changelist here.
    Items of note include an improvement to vehicles clipping over characters and over each other – although to eradicate this completely will require structural work on a depth buffer, and more importantly the rewritten 3D model system that’s a part of future animation builds. This said, this build should at least see a marked improvement.

    Other bugs fixed that’ve proved an irritation to testers include far more satisfying zed/vehicle collisions in MP, key loss lessening, a limitation on the threat of invisible trees and the removal of in-car 3D sound to make the sounds less disorientating.
    NEXT VEHICLES BUILD

    Despite a lot of work and improvement over recent builds, for a little while we hadn’t been satisfied with the performance in our vehicles beta. It was workable, and clear that testers are having a lot of fun with it, but not something we felt was good enough.
    As such over the past couple of weeks we’ve been working on what we feel are rather special and significant optimizations – basically going through every area of the game code and shaving off every millisecond we could, and the results have been quite profound.
    On our internal test PCs (fairly good set-ups) it’s now possible to obtain a solid 60fps when zoomed out at almost every point in the map, save for the mall and downtown West Point – which regardless are themselves a lot more playable now.
    The following video is shot in 1920×1080 and shows the improved performance we’re seeing on standard settings. Note the FPS read out in the top left. We thought about editing together pieces from different tests, however felt that cutting between them may look like sneaky editing, so have opted to use 5 minutes of uninterrupted recorded footage.

    This video is recorded in 3800×1600 and shows the sort of performance you could expect on much higher resolutions. Hopefully not that much different from 4k framerates:

    Additionally, as you may be able to tell from the videos, we have also added support for uncapping the FPS into the game options, now the FPS has improved significantly to make use of it. Hopefully this will make those with high refresh-rate monitors happy. Internally we have hit 300+ fps when zoomed in in low density areas of the map with FPS uncapped, which is pretty nice and silky on a 144hz G-Sync monitor!
    We had hoped this optimization build would have been ready to release today, but when doing such deep and all-encompassing optimization that touches on many areas of the game, there are always new unintended side effects and new bugs introduced from changing the code to make it faster. Aspects of the UI suddenly become unhinged by the frame-rate, lighting refreshes go wonky etc.
    As such we decided to release the existing changelist of Vehicles Beta 38 and leave this until next week, when there’s a few less gremlins in the system. We hope this will then be the candidate for moving vehicles into our established IWBUMS beta as we step up plans for animations etc.
    BUILDS BEYOND VEHICLES
    As mentioned previously, alongside the animation systems that Bitbaboon Mark is prepping, we have a few other new systems to drop into testing once vehicles are out of the way.
    The first is Stas’ new chat window and functions for MP, and the second, meanwhile, is the new snog/fog that will come hand-in-hand with a general improvement/deepening of how weather works in-game. This all comes from Turbo, once a modder and now a valued contributor to PZ, who generally sits aside from the main team cooking up crazy/intricate concoctions that can then be passed on into the main game.
    We should have a full time-lapse next week, although existing fog vids live here, but for now you can see how it all works on Turbo’s debugger. Right now we only have a single daily temperature, precipitation values etc, but now an extra layer on top of the existing climate system will have more varied weather/temperature change throughout the day – and also more realistic weather systems over multiple days.
    So a quick example, here you can see a foggy day – in which the sunlight is a white line. Here you can see the light blue fog line building up in the morning, just before the sun rises, after which the sun has rises and the in-game fog starts to fade away.

    Meanwhile over longer periods, rather than it feeling rather random, precipitation will be clustered so you can have lots of days without rain and then a longer period of days with a lot of rain/snow.

    As you can see from the following picture, the climate modelling goes much deeper than that though, tying temperature, wind, and other factors together into a pretty deep system worthy of Project Zomboid:


    This week’s zed race from JoeScore. 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. Fanks!
  12. Like
    Body Builder got a reaction from Spikelord in Grave Intention   
    Great work guys..... the jeep is amazing and the colors beautiful.....
    A question for you, Nasko, it will be possible to see a military jeep for the future?
  13. Like
    Body Builder got a reaction from Legoland99 in Dashdoid   
    Niiiiiiiiiiiiiiiiice work! I like so much the new dashboard, i hope there will be soon the new release with vehicles. Thanks Pz Staff

     
    P.S. one of my characters on Pz

  14. Like
    Body Builder reacted to DresdenBBQ in Dashdoid   
    Love how XeonyX is still working on New Denver. it's my most played map, probably over half my total time playing the game was playing in New Denver. I know the way around the town like the back of my hand, so if I ever went there (Hint, it's on my bucket list) then I'd have no issue flyin' around town to the local alcohol store, my number one loot and base spot.
  15. Like
    Body Builder reacted to ShylokVakarian in Autopsy Report   
    As some of you may know, I do statistical studies for this game.  My first study, Causes of Death (Build 34), was extremely popular, ending with an astounding 298 responses.  But there were a lot of design flaws, like how the Time Survived question was set up (this has since been fixed twice now).  Two design flaws I particularly don't like are how players need to pay close attention in order to determine their own causes of death and answer other important questions like what moodles did you have.
     
    In order to make the lives of my volunteers (and well as my own life) less complicated, and for the purposes of FUN!, I suggest an autopsy report system.  The system would be opt-in via button press on the death screen, and would display information about the character in question, as a sort of record of their lives.  This would include things like:
     
    Name Age Previous profession Traits How long they survived after Event Zero (potentially in both y/m/d/h format and converted to hours, to make things even easier for me) What they were wearing How much they were carrying (in Zomboid Pounds) What they were carrying What they had equipped Their physical and mental state (i.e. their moodles) What injuries they had What (mundane) infections they had Whether they were infected with zombiism, for how long, and how far it progressed before death How the body was found, and what that suggests as to how they died (i.e. what the player was doing at the time of death) And finally, the Cause of Death  
    Finding the Cause of Death won't be easy from a programming standpoint, but I'm certain that it can be done.  Obviously, suicide can't be counted as a Cause of Death, and I'll need to adjust my next version of the survey accordingly (won't be too hard to do), but the rest of the death types will certainly be implementable, including chugging bleach.  This report should also be saveable as a PDF, because why not?
     
    And finally, if this does get in, I would really like it if I were the doctor performing the autopsy, i.e. have the report signed by "Dr. Vakarian, Necroautomaton Biologist".
  16. Like
    Body Builder reacted to lemmy101 in RELEASED - Build 38.28   
    This is the long awaited final release of build 38, a huge amount of bug fixes to increase the stability and quality of the game, which suffered due to our issues maintaining two public test versions - barring any serious issues, we will be moving on to the vehicle build completely.  This will be the end of having multiple public test branches, we thank everyone for their patience for this difficult build, and we're now onto greater things! 
     
    WARNING: Due to necessary fixes to the server, it may not be compatible with previous versions. You can get it working by deleting map_meta.bin and map_zone.bin.
     
    GOG version has been uploaded and should be released soon as soon as they are approved.
     
    For full 38 feature changelist including what was already released, see here
     
    [FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
    [FEATURE] Reimplemented flies buzzing near corpses.  Added flies volume Audio option.
    [BALANCE] Clothes are now more likely to be bloody when coming from a zombie.
    [BALANCE] Increased places where Hunting Knife can spawn.
    [FIX] Removed lowest lighting option due to no performance difference between Low and Lowest.
    [FIX] Converted server option WorldItemRemovalExlusionList to WorldItemRemovalList effectively changig it from a whitelist to a blacklist.
    [FIX] Added obsolete tag to certain items.
    [FIX] Fixed lua error picking up furniture affecting players at random. (Issues 516, 1209, 1219)
    [FIX] Fixed VOIP memory usage merge glitch.
    [FIX] Fixed eat sound playing when drinking HotDrink item. (Issue 1220)
    [FIX] Disabled corpse sickness challenges 1/2/4/5.
    [FIX] Fixed Cooking Pot with Water not heating up. (Issue 1160)
    [FIX] Fixed bugs when displayName was different than username.
    [FIX] Fixed teleporting splitscreen players.
    [FIX] Fixed ISTextBox controller focus bug when clicking a button with the mouse.
    [FIX] Fixed displayName being "Bob" for new players.
    [FIX] If player is over max capcity, planks will be dropped on floor when unbarricading.
    [FIX] Fixed Ctrl+A over collapsed inventory window prevents movement. (Issue 1164)
    [FIX] Fixed "User Panel" "Admin Panel" etc button alignment
    [FIX] Fixed IsoGridSquare.discard() not resetting haveElectricity / haveSheetRope.
    [FIX] Fixed microwave looping sound not stopping sometimes in multiplayer.
    [FIX] Fixed microwave timer sync in multiplayer.
    [FIX] Fixed microwave sound not playing after loading a savegame if the microwave was already on.
    [FIX] load() isn't called on the main thread so it shouldn't be trying to play audio.
    [FIX] Typo Highlited -> Highlighted
    [FIX] Fixed ZombieUpdatePacker exception. Seen when client was disconnecting.
    [FIX] Fixed generators not marking squares as having electricty sometimes. When chunks near generators were loaded after the generator, squares on those chunks weren't getting the haveElectricty flag set.
    [FIX] Fixed /card and /roll client command bugs with accessLevel.
    [FIX] Fixed lua exception after disconnecting from server with accessLevel != none.
    [FIX] Use equals() instead of startsWith() when checking server command names. (Issue 1168). Also changed handleClientCommand() to use the same argument-parsing code as handleServerCommand() (so quotes are optional in /changepwd).
    [FIX] Fixed incorrect assert in ServerMap.init()
    [FIX] Fixed server NullPointerException with ThunderStorm and zombified player.
    [FIX] Fixed lua error after removing all entries from the server list. (Issue 1171)
    [FIX] Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
    [FIX] syncIsoObjectSend() was getting called before this.lockedByKey was changed.
    [FIX] Fixed "NullPointer in BodyDamage breaks save"
    [FIX] Corpses not being removed in mp
    [FIX] lua error when selecting "spawn next to player X"
    [FIX] Fixed sterilize bandages all only sterilizing one bandage
    [FIX] Fixed no spawnpoint screen, new game loads current savefile.
    [FIX] Fixed GameClient.ServerSpawnRegions not being cleared after disconnecting.
    [FIX] Added WorldSelect UI to choose from multiple disjoint groups of maps.
    [FIX] The new "SELECT WORLD" UI is displayed when there are enabled map mods whose maps don't join the game's (i.e., stand-alone maps).
    [FIX] The new MapGroups class is responsible for putting each disjoint set of maps into a MapGroup.  It also has methods for reporting map-overlap conflicts.
    [FIX] ModOrderUI now only displays maps with conflicts to reduce confusion to the user.  It is still possible for the number of conflicts listed to extend off the bottom of the ui, it needs fixing.
    [FIX] Removed references to obsolete WorldScreen (now it's LoadGameScreen).
    [FIX] Removed obsolete LastStandChallengeSelect.lua
    [FIX] Removed West Point from the "Add an available map" combobox in the server-settings editor.
    [FIX] Fixed default server spawnregions not including Riverside and Rosewood.
    [FIX] ServerSettingsScreen do-nothing Lua fix.
    [FIX] UI tweaks in MapSpawnSelect
    [FIX] Fixed adding incorrect map coordinates in the Server Settings spawnpoint file editor.
    [FIX] Fixed lua errors when adding mods and maps by name in the Server Settings editor.
    [FIX] Fixed custom spawn regions not displaying in the Select Spawn Location screen
    [FIX] The name of a spawn region was being treated as a map folder name, which isn't always the case, it's simply a human-readable label.
    [FIX] Fixed setaccesslevel from server console/rcon not updating database.
    [FIX] TYPO: Changed instances of "god mod" to "god mode"
    [FIX] Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
    [FIX] Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
    [FIX] Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
    [FIX] GrabItemAction calls InventoryItem:setWorldItem(nil)
    [FIX] Fixed some AlarmClock and rain-collecting-item issues.
    [FIX] Fixed stopping an AlarmClock not being synced in mp.
    [FIX] Fixed AlarmClock settings not changing on the server, only the clients.
    [FIX] Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
    [FIX] Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
    [FIX] Fixed stash system modifying buildings after they had been visited.
    [FIX] Fixed stash system not being reset after exiting a game and starting another.
    [FIX] Fixed stash system exception exiting mp game after playing a sp game.
    [FIX] Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
    [FIX] Fixed LightingJNI exception during startup before ChunkMap was created.
    [FIX] Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
    [FIX] Fixed errors with Pasta created from a spice.
    [FIX] Don't display savefile name in spawn-point ui in splitscreen.
    [FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
    [FIX] Fixed "Gode Mode" typo
    [FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
    [FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
    [FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
    [FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
    [FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
    [FIX] Fixed position of two tickboxes in the options screen at 1280x720.
    [FIX] Fixed corpses sometimes stay highlighted (again).
    [FIX] Optimized rendering the inventory windows to reduce garbage creation.
    [FIX] The load-game screen displays an indicator next to dead-player savefiles.
    [FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
    [FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
    [FIX] Fixed map screen not showing up when map is in the Loot Window.
    [FIX] Fixed infinite icecream bug
    [MODDING] OnZombieUpdate now triggers serverside, as well as clientside.
  17. Like
    Body Builder got a reaction from Cutflood in Thank you George Romero   
    Thank you George Romero, and rest in peace, everywhere you are in this moment.
  18. Like
    Body Builder reacted to nasKo in Thank you George Romero   
    It should go without saying that without George Romero there would be no Project Zomboid. In fact, the entire face of video-gaming would have been very different without his vision. Since its genesis PZ has been about trying to recreate the feeling of Romero’s movies, and there’s no doubt that alongside legions of other video-games, books and movies we owe the man a great debt.
     
    We were greatly saddened to hear of his death at the age of 77, and our thoughts are with his family and friends. The legacy he leaves behind is a brilliant and astonishing one.
     
    VEHICLES
    As mentioned last week the public vehicles build is going to keep on getting updates until the point it’s ready to have its stream crossed with an IWBUMS beta – so we can get an ‘experimental vehicles’ option into the main beta channel, get its optimizations into the main game and make tester life easier.
     
    Tomorrow Yuri will be updating the public build with a few cool changes. Firstly while playing around with sound implementation we realised that the noise of gear shifts was fairly vital, but also that the behaviour of the cars themselves didn’t leave much room for this – and the inclusion of actual player-controlled gear shifts seemed a little too hardcore.
     
    To give a feeling of gears then, to accompany the sounds we have brewing in an FMOD studio, Yuri has changed the way vehicles accelerate. Top speeds are now on a curve: acceleration slows in the last 25% of your potential full speed. This will likely need further tweaking, so feedback is welcome, but should allow us to space out RPM increase in sounds and implement the gear shift noises. It will also, hopefully, make high speed driving more rewarding.
     
    To accompany this Yuri has also added a speedometer (kmh) and engine gauge (revs) to the UI – although it should be noted that the visuals and read-outs for these are placeholder, and we’ll be converting to mph with an options toggle in due course. Yuri has also fixed a few bugs, so the people of Muldraugh have now stopped occasionally parking their cars on top of other cars.
     
    IWBUMS BETA
    RJ released Build 38.5 into the IWBUMS public beta with a rewrite of his ‘zombie corpse build-up’ code that tracks decaying bodies in a much more localized area than previously. Feedback appreciated as we can certainly tweak this system further.
     
    We should be also be getting some ChrisW fixes to the new ‘rooftop exteriors’ engine code later this week – making players beneath supported roofs and overhangs look less broken – before moving onto player-built structure issues and any other issues the system raises in general gameplay.
     
    OTHER STUFF
    Mark R will be doing a big check-in of his anims code rewire and layers system (explainedhere) this week, bringing it all together and providing a new and improved base from which to get ‘em out to you. In the mean-time Martin the animator and model guy has been working on more military clothing, military vehicle wrecks and other stuff so we’re ready when the time comes. Mash’s map work continues, and will likely land in Build 39. It’s a spread out area that should be fun to explore with vehicles. There’s a bit of it that looks like this:  

    Our composer Zach Beever is back (and graduated! Congrats Zach!) and will be experimenting with layered music that can be heard during play actively fits what’s happening on-screen – build-ups during lulls of non-zombies, more intense during confrontations etc. It’s all quite experimental currently, but its fab to have Zach back in the saddle.  
    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 Mondoids 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. 
  19. Like
    Body Builder got a reaction from xXxFANCYCAPYBARA36xXx in Parking Lots (of zombies)   
    Wow staff! AMAZING!!! You are building something of exceptional and unique!!!!! This isn't a game, this is an example of virtual real life ^__^
    I'd like to know how is it possible to realize all these pixels that move into a game. Too difficult for everyone that hasn't the knowledge.... congratulations PZ Staff, the best project game.
     
    P.S. Thank you Nasko for your patience to do new threads for every news!
  20. Like
    Body Builder reacted to nasKo in Mondoid Reposts   
    Tis the season for a snowy zombie screenshot and a variety of seasonal undead greetings.
    We’re currently running our IWBUMS beta test for Build 33 (details on how to join here) and have a fair amount stacked up in terms of fixes, tweaks and balance but will most likely wait until after Christmas to release 33.10 now. It’s generally best to have everyone at their keyboards to deal with unexpected build gremlins, and with Christmas imminent that’s getting trickier.
     
    TUESDOID EDIT: Ignore what we just said, Build 33.10 is out now! We thought you’d probably like to be playing with its fixes over Christmas.
     
    Once we’re on the exit trajectory from enforced family time, however, then we’ll see work like EasyPickins’ game and gameplay bug squashes, some cool Turbo stuff we’ll discuss at a later time and good old RJ tuning up the rain and fire sounds. Rain will vary in intensity more, you’ll hear different levels of wind, while instead of a general ‘fireplace’ noise the sound of fire will build and become more intense dependent on how much fiery death is surrounding you. There’s also a fair bit of solitude-suggesting reverb being fiddled with, while RJ intends to play around with temporary deafness after loud gunshots when he gets back from Christmas too.

    Elsewhere we’ve also had a lot of good progress with Creative Mode, and more besides, that we can’t wait to talk about in the New Year. Have a great one everybody!
     

    This week’s featured image from MysteriO over on Steam. The 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. It also wishes you a Merry Christmas, and asks that you have a great New Year.
  21. Like
    Body Builder reacted to EasyPickins in RELEASED: Build 33   
    IWBUMS 33.10 released:
    Rain sound varies in volume by intensity of the rain. Number of lightning flashes lowered during thunderstorms. Fixed Spiked Baseball Bat not inheriting it's condition from the original Baseball Bat. Added missing PZServerSettings class files. Added the new zombie-thumping sandbox option to PZServerSettings. Fixed health-panel actions sometimes executing when they weren't allowed. Fixed heartbeat and other sounds not playing. Fixed Add Sheet and Remove Sheet action click-spamming exploits. Fixed heavy-breathing sound playing for remote clients in multiplayer. Fixed tutorial breakage when eating the dead mouse. Fixed refridgeration effectiveness sandbox option High/Very-High being the same as Normal. Fixed food-age bug with "Months since the apocalypse" sandbox option (was adding hours instead of days so food was extra-rotten). Added a filter to many of the sounds so they sound muffled when the source is out of sight. Fixed bug adding Mayonnaise (wasn't marked as a spice). Fixed not being able to add spices once max ingredients had been added. Fixed issues using Shift-E to toggle curtains. Fixed zombie footstep sounds not always playing in multiplayer. Fixed fishing animation not playing if player was already aiming. Fixed animation and sound issues when opening windows.  There was an extra "struggle" animation when opening an already-unlocked window.  There was an extra "rattle" sound playing when a stuck window was finally opened. Turbotutone added translations and controller support to the furniture-moving and TV/radio features.  The pickup/place/rotate functions are accessed using the Back button on the controller.
  22. Like
    Body Builder reacted to RobertJohnson in RELEASED: Build 33   
    Yeah, I did a total new algo for the rain anyway, with fmod studio, it'll be better in next version
  23. Like
    Body Builder reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Now The walking dead prison is officially working as a mod, meaning you don't have to replace original files anymore. Big thanks to EasyPickins and Body Builder for their help in making this new version come true.
     
    Main post updated with download link.
     
    Download v.3.3 here (for the lazy ones)
     
    Also updated the readme file with both English and Russian instructions on how to install or find the prison within the archive. Enjoy!
  24. Like
    Body Builder reacted to Blake81 in Walkie-Talkies - How to Use Them?   
    Yeah, the possibilities of what you can do with them are virtually infinite. The only annoying part is having to hold them on one of your hands, as most good weapons are two-handed. Wish there was some way we could wear them on the belt or in the chest with some harness like most security guards do.
  25. Like
    Body Builder reacted to Blake81 in Walkie-Talkies - How to Use Them?   
    Actually, it's pretty simple. You just need to have them equiped and tuned to the same frequency. Just look at this screencap:
     

     
    Both my Walkie Talkie and my HAM Radio are on the same frequency (500MHz), so every time I say something (I had to use the Shout function, as Chat doesn't work on Solo mode, to show it here) it'll be heard on the other one. Of course, the farther away you are from each others, the lower the quality of the message. All radios have that Strength Stat which is what tells you the maximum distance you'll be able to transmit to each others. Also, if your radio is not Twoway, you won't be able to transmit anything.
     
    Hope this all helps. I really love this feature. Pity it's of almost no use on Solo mode...
×
×
  • Create New...