Jump to content

Batsphinx

The Indie Stone
  • Posts

    1863
  • Joined

  • Last visited

Everything posted by Batsphinx

  1. I think in this instance some of the mods got our internal testers talking about Foraging QOL improvements etc. off the back of the mod, which then transferred to one of our coders picking up on their conversation. So there's probably an indirect link to certain fixes appearing in the main game. A lot of the stuff on there are Quality of Life improvements that we've had on our 'must do this' list for 41 for ages backstage - dropping items when moving for example just went in, and I think Team Tanglewood have a task given to dating back aeons about giving campfires an indication of how much fuel they have. So kudos to this modder dude for getting there first basically
  2. Was this the only house that looked like this? Did the interior only look like this when viewed through that door? Or all the time? Windows too? Definitely no mods or anything?
  3. Batsphinx

    2020 vision

    We're still experimenting with stuff behind the scenes on a particular car, but it's a system that comes with a bunch of cats let out of bag, frogs escaping and tangled things becoming unfurled - as such doable at some point, but not in Build 41.
  4. Sorry for asking all the usual questions, but are you running any mods? Also let us know the specs of what you're running it on Thanks!
  5. Generally we will do this, Sasha will respond with a 'pie' to stuff she's noted and brought over to the internal tracker - though a mix of her being away recently and the general deluge of player reports we're getting at the moment (which is nevertheless very much appreciated) has contributed to some issues like the one under discussion here not getting the 'pie' treatment
  6. This has been addressed in the next patch - many thanks for the forensic analysis
  7. This is a bug - has already been fixed in the internal test branch by the wondrous EasyPickins.
  8. Anyone still got issues with this, or anything similar? A few rumblings of issues still being around, but I'm unsure whether or not it's just people who didn't get the patch through somehow - which can happen sometimes.
  9. We're going to try to put a patch out for the winter survivalists tomorrow AM. Apologies for the issues.
  10. Are you playing on the latest version, Victor?
  11. The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community. HOW? The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu. Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress. If you're having problems with IWBUMS, it is advised that you try verifying the steam cache, and if that doesn't work, completely uninstall and reinstall the game (while also deleting or renaming the installation folder as well as your userfolder in C:\Users\YourUsername\Zomboid). Steam is awkward at times The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums. For further details on what IWBUMS testing entails, please check here. WHAT? Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied. Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process. Build 41 currently contains: New gameplay styles: Builder, Brawler and Survivor More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc. New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New combat, new weapons, new difficulty balance. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn. Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. Visibly ripped and damaged clothing. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options. New SFX: weaponry, zombie moans etc. New water visuals – including visible flow direction. New puddle system during heavy rain. Broken glass and related injuries. Garage doors may be opened / closed and shake when hit. New Challenge maps: Film Set and Kingsmouth Vacation Island 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New game cursor New level-up sound, and tweaked levelling system. Faint isometric aiming cursor that shows where you’re aiming in iso space. New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items. Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more. VISIBLE BACKPACKS! Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer. Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife. We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ. WHAT NEXT? During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved. Multiplayer – alongside significant MP Networking improvements Improved visual fidelity of survivor character and zombies Further optimization to improve performance on both low and high end systems. Sprinter Zeds Fire visuals Tutorial Zombie skin appearance/decay Ability to repair ripped clothing WHAT ELSE? Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible. At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times. This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated. Click here for a sneak vision into the future beyond build 41!
  12. Batsphinx

    KatanaZed

    Hmm. Sounds like something that people could mod in rather than it be in the vanilla game to me. Mod capabilities of the new system and easier imports and such will be vast
  13. Batsphinx

    KatanaZed

    Yeah, we've got a bunch of them ready to go. No dancing though.
  14. Batsphinx

    Reloaded

    Haha - great to see you mate Don't worry you're not the only one who had a hand in it all I'm sure (In times like this it's best to blame RJ tbh) EDIT: Also check your PMs!
  15. Leaving this steam post here also, so we can be sure its items are ticked off. https://steamcommunity.com/app/108600/discussions/0/1642042464752811843/
  16. Batsphinx

    Mannequin vs. Zed

    It made me suggest a Waxworks Museum for Louisville, though Mash hasn't agreed just yet
  17. Batsphinx

    Night Drivin’

    I'd say its inclusion in an initial anims build is 50:50 atm. So we don't lose this though, could you please outline your primary bug concerns with the build in bullet points in a post in the thread? I know you've already given us reports, but it would be great to have it all in one place - as you're one of the keenest of the controller testers and there was a lot of radio chatter on this build overall back when Stas was working daily on it. Would be good to have stuff spotlit.
  18. Is it in Wrike @Pandorea? If not we should deffo Wrike it.
  19. Quick caveat to all this: outfits that we have 'done' won't necessarily be in the next version. If they suit a future location better, they'll be kept back.
  20. Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system. If you guys want to brainstorm other clothing we should have then feel free. Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks. Remember: 90s, Kentucky, zombie outbreak etc.
  21. Batsphinx

    Zed Tumble

    Yeah, but it's still looking a bit patchy - so we decided to hold off till next week, or maybe the week after. Whenever TEA's done some of the groundwork that'll let us fix it up a bit.
  22. Hey all, many thanks for your help in this test beta. A new thread for ongoing feedback can be found here: https://theindiestone.com/forums/index.php?/topic/25199-improved-controllers-build-ongoing-player-reports/ We have now reached the end of the initial testing phase of our controller build. The work that Stas has done on it will be integrated into the anims build at a later date (though we can't say for sure which version that will be in), and any other relevant/demanded tweaks will be added at this point. The Controller beta is staying open - but won't have active work done on it until our animation system is closer to completion. This is due to the fact that Stas is moving onto pastures new, and in terms of the rest of the team we're currently all hands to the pump getting the core components of the next version of PZ in place. We would also like to thank @Stas from general arcade for all his hard work on this aspect of the game!
×
×
  • Create New...