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Batsphinx

The Indie Stone
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Everything posted by Batsphinx

  1. I don't think there is a way for community-made vehicle spawns yet - iirc it's hard coded at the moment, and RJ needs to bring it over to LUA. It'll be done before release though. In fact, I'll add it as a task now... Good to see another update Xeonyx
  2. PM on the forums. Primary organiser: EnigmaGrey. Looks like there's four people online already. Let us know if you spot anything of note guys EDIT: Once you're done, double-checking that existing SP saves work okay would be handy too. No reason they shouldn't really - just us being cautious and wanting to make the most of the test.
  3. Okay - new plan is for tomorrow night. Wed 15th. Full details in OP, server details to follow. Any/all people trying out the new IWBUMS version, just in general, will be handy too. Sorry for delay, and thanks to EG/Lemmy for the bloodhound bug-sniffing in recent days.
  4. There's two main things that we reckon have caused the recent degradation in performance - one's a fairly easy fix, and the other needs Yuri to do a chunk of work to update the way we do item synchronisation. So hopefully there'll be some improvement this week from the easy fix, with more to follow. In the background we've also got Bitbaboon Steve hunting down performance fixes and improvements (he found quite a promising thread to follow with map streaming on Friday), plus we've got ChrisW's work on improving FPS around buildings/towns in the can and in an internal test build. So: all in all there's plenty going on to get performance back onto the straight and narrow.
  5. I think in the final version keys will have to be looted from zeds or from houses.
  6. We're currently waiting on some info from the server host. We'll let you know as soon as there's something in motion.
  7. Yuri is fixing this atm and we'll patch the build with it. In general we'll be improving collisions with common-sense stuff like mail boxes, trash cans etc too - I'll probably explain that in the blog later today.
  8. Is this a Mac only issue? If anyone experiences it on PC then let me know. In either case I'll make it Yuri's next task. (Yuri did Mac stuff ) Likewise if people are noticing performance/lag improvements then please let us know. It's done a 'done job' but there will hopefully be improvements in this build.
  9. Yeah, looks like there's something up with it. We'll have a dig, and in the mean-time if anyone successfully connects then please let us know. Hopefully it's nothing major.
  10. Anyone else having issues? Looks to me like there's someone on there atm.
  11. https://theindiestone.com/forums/index.php?/topic/23159-wed-8th-nov-iwbums-megatest-iii-the-return/ It's baaack.
  12. We'll get details up ASAP - initial plan was to have it this evening, but it's dependent on organiser/server availability. (It'll be at around 7pm GMT on a 'pre-Thursday' day this week though - will let you know the actual day as soon as we know )
  13. Batsphinx

    Vlad the Imbiber

    Optimization-y stuff will likely be in a later build, I think anyway.
  14. Batsphinx

    Vlad the Imbiber

    I think we'll look into stuff like this, but I doubt it'd be in the first release.
  15. Server host bug now fixed! Ready to rock and roll again! -------------------------- We've got a big patch ready to roll out for Build 38, but would like it to get a little more direct community testing. As such: would you like to have a quick MP game of PZ on this coming Wednesday? As such this Wed 15th November at 7pm GMT (8pm CET, 3pm ET) we will be running a test IWBUMS server. Anyone willing to jump on and play the game for an hour will AGAIN get a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade. To properly emulate a normal live PZ server we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs for those initial testers. The fifty people who are online one hour after the event start (so an exact moment around/about 8pm GMT) will be given a free PZ Steam code upon PM-ing an organiser with: The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players) No free codes will be handed out beyond this set time at/around 8pm BST. SERVER DETAILS: The test server will be turned at some point before the testing begins. Just switch over to the IWBUMS build and find "IWBUMS Multi-Mega Test Three" on the server list to get there. IMPORTANT INFO WE NEED: Once you install the IWBUMS build, if coming from the current stable build, can you please check for us that your existing SP save has been converted safely and securely. Please look for SP weirdness, as well as playing with us in the Megatest. Please report anything you see that seems weird/wrong/buggy in our Bug Tracker, in either SP or the MP event.
  16. Cheers for the MP notes - have added in some Yuri tasks. I know the above is a longstanding issue, but do you/anyone have any images of this posted already? It wasn't in our newfangled task tracker thing for some reason, and it'd be handy to have an example.
  17. This is 'Kim Jong Il quibble' and it's fixed in the vehicles build iirc - along with a lot of other polish.
  18. Batsphinx

    Pitch Battle

    This is being included more as a 'see what people think' as opposed to a rock solid 'this will be a final feature'.
  19. Yeah RJ thinks he's fixed for the next build - it was a save issue I think.
  20. I get your point, and we are simplifying stuff behind the scenes, but I also wanted to point out that we need to vary car quality in interesting ways, introduce different ways to kill / inconvenience the player with them etc - most of which will be invisible to characters who don't know what to look for. If you're not interested then this will all be hidden behind the Mechanic profession. Finally it should be said that much of this isn't hugely complicated to code vs. the actual physics/implementation/art/engine stuff that's been going on for the past year or two for them. It's only been a matter of weeks that this top layer has had time on it.
  21. I think we all recognise that there's stuff we need to revisit before 1.0 - but right now this is a thread for vehicles and the closest we'll get is patching up bodywork etc with the Metalwork skill. If you want to discuss other aspects of the game and how they can be improved, hopefully in a less dispiriting way, then could you open up another thread?
  22. This was my fault when I was directing Yuri as my general direction was to take a while getting SP stuff solid in the vehicles beta strand before moving on to MP, but with hindsight I now see that this wasn't the correct course of action.
  23. If people who were having sync issues with lights/generators etc could spin up a server with this build and see if it's all fixed then we'd be really grateful EDIT: Well, when the dedicated server is up too for bigger servers...
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