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Okamikurainya

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  1. Like
    Okamikurainya reacted to lemmy101 in IWBUMS 41.21 RELEASED   
    NEW

    Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel.
    Added visible bandage models on character
    Changed the animation when building log walls, and hide hand models since no tools are required.
    Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example.
    Added "Aim outline" display option.
    Player now unequips current item before equipping another when both items are in the hotbar.
    Fixed some bugs with the Inspect Clothing UI & added a condition bar.
    Finished bandages models (added dirty!)
    Removed "New Roof Hiding" option.
    Catch and log all Throwable errors when saving the game.
    Added randomised vehicle spawn events - car crashes etc.
    Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options.
    Improved transition to action animation to remove anim snaps
     
    INSULATION SYSTEM CHANGES
     
    - fixed bug that resulted in no catch a cold chance when conditions did apply
    - slowed down body heat generation increase/decrease rates
    - added advanced view and applied text changes on thermal tab
    - fixed temperature offsets of limbs to be more pronounced
    - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold
    - increased energy/fluid consumption rates a little bit when overheating/undercooling
    - added small increase in energy consumption when generating lots of heat.
    - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again.
    - fixed bug that during heat made skin too hot too fast based on insulation
    - fixed a few clothing pieces insulation
    - changed hypothermia stage 2 kicking in at core 35, instead of 33
    - added a lower body heat generation value when sneaking.
    - added small incremental insulation bonus affecting high insulating clothing mostly
    - added extra lower perspiration rate modifier for clothing in colder temperatures
    - added water resistance to various jackets,pants,hats and footwear
     
    BALANCE
     
    Increased a tad weapon spawning attached to zombies.
    Increased gardenning spray, scissors, gloves & butter knife spawn rate.
    Removed Belt being able to be cut.
    Increased thread spawn rate in kitchen.
    Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires.
    Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack.
    Added slow shamblers zombies speed.
     
    FIXES

    - Possibly fixed walking-in-place zombies.
    - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa.
    - Fixed custom weights for food and crafted radios not being saved.
    - Fixed "Clear Ashes" not being available.
    - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes.
    - Fixed lua error in DebugChunkState displaying tables in modData.
    - Fixed the bug "vehicles sometimes disappear until you reload the game".
    - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
    - Fixed overlapping garage door and wall in cell 37,22.
    - Fixed Tailoring skill books disappearing after being read.
    - Fixed grime/overlays/etc from burned tiles.
    - Fixed the bug: the -Dnosave option throw a bunch of error
    - Fixed car batteries starting with greater than 100% charge sometimes.
    - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
    - Fixed red garage doors not being openable.
    - Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
    - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
    - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
    - Fixed wrong climb-over-fence animation playing when holding a handgun.
    - Fixed MEGA THUNDER bug after fast-forward
    - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
    - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
    - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
    - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
    - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
    - Fixed hitting trees through walls.
    - Fixed zombies runners not running toward a sound (breaking windows, TV..)
    - Fixed zombies runners running in circle around you.
  2. Like
    Okamikurainya got a reaction from Octopus in Small but Important Suggestions Thread   
    1066: Clearing grass should result in the chance to find Plant Fiber for crafting Twine based on the Player's Foraging skill.
    At the moment clearing grass is simply for aesthetics at best and a nuisance at worst, some realistic reward would be a nice addition.
  3. Like
    Okamikurainya reacted to ilikecaterpillars in Hydrocraft Mod   
    That's fine. It just sounded like you had a problem with using the mod on build 41, by the way you worded it, so I was just trying to help you out. You'd be surprised how many people seem to think all the mods work on the current build. xXx
  4. Like
    Okamikurainya reacted to throttlekitty in IsoZoid Tool   
    Way cool, I've only taken a quick look just now. It is annoying to move from flat to iso, this will make floor tiles much easier, thanks!!
     
    Any chance of adding support for a furniture tile? Working off a single input.png could get tiresome, think you could pull off getting all images in an input directory?
  5. Like
    Okamikurainya got a reaction from Geras in [B41] Cars Make Fleshy Sounds When Hit   
    Striking a car with a melee weapon will result in a fleshy splat sound rather than a clang or a thwump.
  6. Like
    Okamikurainya reacted to MrTrololo in vulnerability to fire and freezing that depends from how much zombies are decayed   
    probably sounds like any RPG thing but it's not on my mind.
    i know that low temperature can already slow down zeds but that should depend from how their state of putrification;
    old,slower,weaker,dehydrated and more decayed zeds would be less affected by freezing but fire would take them out faster
    fresh,faster,stronger,and not dehydrated would be more affected by low temperature but in return fire would take them down slower
    additionaly during below zero temperatures(celcius degrees) zombies(at least some of them)should be able to completely freeze and be unable do do anything(especially i mean here zeds that stays idle for enough long, also ones who are sitting on ground back to wall)
    ,lower temperature-more severe it would be for them,obviously also for us
  7. Like
    Okamikurainya reacted to throttlekitty in throttlekitty's tiles   
    For those of you that like to work in 3D, I've been working on a prefab scene that I can reference in for modeling and placing. You'll find it on the drive link in the 3D folder, a readme is included. It's a clean setup with lights, cameras and reference objects for easy snapping.
     
    It looks like this in Maya, and I've included a .fbx of this scene as well so you can use it in Blender or Max just as well.
     

  8. Like
    Okamikurainya got a reaction from Bizzer in Power Fluctuations   
    Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.
     
    What y'all think?
  9. Like
    Okamikurainya got a reaction from Stormc12 in Small but Important Suggestions Thread   
    1069: Light Sweater and Heavy Sweater traits.
    IRL, I hardly sweat at all while running in the African heat, while my friend becomes a veritable fountain with the bare minimum of exertion, so it's very much a variable thing.
  10. Like
    Okamikurainya got a reaction from MrTrololo in Power Fluctuations   
    Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.
     
    What y'all think?
  11. Like
    Okamikurainya reacted to nasKo in Bandage Club   
    This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest.
    NEXT PATCH
    The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta:
    The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below. General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI. Visible bandages on the player Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues BEYOND
    Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps.
    In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch.
    Formerly we had this working well in testing, as both an optimization and  visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase.
    We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be.
    Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time:

    This week’s image from Swordfish II on Steam. 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!
  12. Like
    Okamikurainya got a reaction from grammarsalad in Power Fluctuations   
    Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.
     
    What y'all think?
  13. Like
    Okamikurainya reacted to ohgodspidersno in reading in darkness   
    As of right now brightness, exhaustion, panic, stress, hunger, awareness, dehydration etc. do not have any effect on reading speed. You are as good at reading while freshly rested in a warmly lit room after a nice meal and cup of coffee as you are after two weeks of no food or water in a pitch black freezing cold garage.
     
    I'm sure there are plans to change this in the future but right now ( IWBUMS 41.20 ) reading speed is totally constant and only affected by the traits Slow/Fast Reader.
  14. Like
    Okamikurainya reacted to MrTrololo in reading in darkness   
    character shouldn't be able to read anything if light level is too low,currently reading even in completely dark areas is possible and that's ridicolous
  15. Like
    Okamikurainya got a reaction from tommysticks in How to find value of a variable?   
    I cracked it!

    the correct way to do it is:
    function WhichWorld() local player = getSpecificPlayer(0); local where = getWorld():getMap(); if where == "Madhbih Oasis" then --Name of the map's Lots player:Say("I am in the desert."); else player:Say("I have no idea where I am."); end end Events.EveryHours.Add(WhichWorld); This opens up so many possibilities... Map based loot tables, individual map climates... Woo!
  16. Like
    Okamikurainya got a reaction from Geras in Small but Important Suggestions Thread   
    1068: Rising and Lowering arrow indicators for exertion, the same as for the current temperature Moodles.
  17. Like
    Okamikurainya reacted to Burger_Time in Tool quality system.   
    So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools.
     
    Firstly, how's it gonna look like?
     
    Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. 

    Here's a quick mockup of how you'd check the quality of an item.
     
    What is it gonna do?
     
    Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change.
    Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do.
     
    Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have.
    Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough.

     
    What good is it gonna do?
     
    Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool.
     
    Fin.
     
     
    Thx to ma boi Vunder from discord for helping me with pics.
  18. Like
    Okamikurainya reacted to Mr_Sunshine in Power Fluctuations   
    I like this idea quite alot! Certainly could add to the atmosphere of the game quite significantly, especially during storms/heavy weather conditions and would be a great heads up for the imminent power off-age ( doubt this happens in RL but yknow, zombies) 
  19. Like
    Okamikurainya reacted to MadDan in Power Fluctuations   
    Well, clearly it didn't make it into the "next IWBUMS build" but they had a blog about expanding the way power works here https://projectzomboid.com/blog/2018/08/powerdoid/
    I presume it might still be on the cards after this build gets stable? Who knows. Either way, I would love it. More ways to allow more dynamic horror, the better.
     
    Imagine going through a school during a storm and then the lights start flickering or something. Especially with the new zombies sounds, it'd be great.
  20. Like
    Okamikurainya got a reaction from turkler in Power Fluctuations   
    Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.
     
    What y'all think?
  21. Like
    Okamikurainya got a reaction from trombonaught in Small but Important Suggestions Thread   
    1068: Rising and Lowering arrow indicators for exertion, the same as for the current temperature Moodles.
  22. Like
    Okamikurainya reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  23. Like
    Okamikurainya reacted to Pika in Make it so Hard of Hearing doesn't add a "muffle" filter to sound effects   
    It's a negative trait for a reason. Deaf removes sound from the game entirely. By taking the trait, you're taking those risks. It wouldn't make sense to have a toggle because it'd negate the entire point of the trait
     
    (Admittedly, when I first started playing PZ nearly 5 years ago, I always took deaf because I thought it gave me free points with no repercussions. I never knew that the game had sounds in the first place until I decided not to take it.)
  24. Like
    Okamikurainya got a reaction from Geras in Small but Important Suggestions Thread   
    1066: Clearing grass should result in the chance to find Plant Fiber for crafting Twine based on the Player's Foraging skill.
    At the moment clearing grass is simply for aesthetics at best and a nuisance at worst, some realistic reward would be a nice addition.
  25. Like
    Okamikurainya reacted to nasKo in Like, sew cool   
    Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it.
    We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t.
    It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off.
    In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff.
    This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges.
    Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain:
    NEW ZED AND PLAYER MODELS
    Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool.
    On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long… 
    And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera…
    THERMAL WORK
    Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes.
    When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play.
    CLOTHING REPAIR
    When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too.
    The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing.
    GENERAL IMPROVEMENTS
    Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS
    We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues.
    Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry.
    Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets.
    IN AMAZING NEWS
    Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future!
    This week’s image from Ashsjester who lives over on Reddit. 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!
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