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Snakeman

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  1. Like
    Snakeman got a reaction from DirtySanchez in Help with new furniture object   
    I've created a new furniture object (that can be constructed), made a texturepack and a tiledefinition for this object, everything works ok when i playing, but when i quit the game and load the save... object tile not loading. Object still stay there but tile dissapear... if i build another Reloading Table, the new furniture tile works until quit the game again.

    What can i do to load the tile after load the save?
    Sorry about my language i speak spanish.

  2. Spiffo
    Snakeman 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.
  3. Pie
    Snakeman reacted to nasKo in Reloaded   
    Hey survivors! As stated last week, we will probably be slowing down on the ‘new stuff to show’ on the run up to build 41’s IWBUMs release, a big exception being the rotational blending stuff once that finally lands.
    So please be aware that Thursdoids may start to get a bit boring, but that this is good news as it means our work has gotten to the boring clean-up phase before release! In the meantime though, we’re not quite there yet, and we still have a few cool things to talk about!
    RELOADING
    RJ has been working on a rewrite for the current reloading system, to further help us improve the reloading system and its connection to anims. Eagle eyed survivors last week spotted that the reload animations didn’t actually correlate to what was happening during the reload. At present (outside hardcore reloading) we just have a timed action that runs through, speed dependant on panic and other factors, and once its complete the character chambers and is ready to fire. The problem here is when the animation contained the loading, and chambering, and if the player’s panic meant they took 3x as long to complete the reload, the anim would just loop repeatedly until the action was complete.

    The new system will inherently do all these actions separately, and we will have anims for fumbling or doing any of these actions slower. This not only allows us to sync the anims to the relevant action (chunk chunk of the shotgun being pumped synced to the anim should be rather satisfying) but also allows us to make panicked reloading make a lot more sense, say the character dropping a bullet on the floor, or fumbling to get it into the gun.
    This should hopefully lead to some tense moments, and allow good luck to sometimes combat the currently just universally slowed down reload time, (or terrible luck to make the situation even worse).
    VAULTING
    We’ve got the running and vaulting working and implemented. At the moment we only have the highest speed and finesse version implemented, but we’ll be looking now to adding more variants in for the less fit, athletic, graceful and clumsy people (though we do already have tripping in)
    While it still needs some balancing, and the speed and ease the character vaults shown here would probably be reserved for the very few who focused their entire build on athletic ability, it’s rather fun and fluid running about. Here’s a little vid to demo it:
    INVENTORY PLANS
    We’ve had a lot of discussion about how the clothing will tie into inventory during the past week. Please note there is no guarantee any of this will see the light before IWBUMs, or even this build. With the anticipation of this build we’re not going to mix anything in that will cause any delays to getting the build out.

    Our idea though is one we hope will both leverage clothing a lot more in terms of gameplay, as well as hopefully make our inventory system a little more intuitive and easy to use for players, particularly those familiar with a lot of other FPS survival games. Please note this is very fresh in the oven, in early discussion, and rough around the edges, but we’d be eager to hear others feedback!
    The main headlines:
    1) The system would require that ALL items need placing inside a container. The whole concept of the nebulous ‘top level inventory’ would be removed from the game. Characters would have inventory space inside clothing. We combine all pockets and other space to carry items into making all clothing into containers of varying sizes. Certain high value fishing jackets may allow for significant storage. Sewing and other skills could modify clothing to add pockets and increase their carry space.
    2) All current game actions that require an item be in the main inventory would be recoded to allow that action to work with the item in whatever inventory it is in. This is to counter balance the extra awkwardness of not being able to carry items in your top level inventory any more.
    3) The inventory item view will now contain a nested structure showing each equipped item, then everything inside that container, all within the same view.
    4) The buttons we currently have as tabs will serve as hyperlinks to move the inventory window to show that item in case it needs to be scrolled, as well as being a convenient drag/drop container to move items around as always. We’re also toying with the idea of these icons becoming always present ‘equip slots’ for hands, body parts, backpacks etc. It’s still unclear if this will be possible with these icons needing to behave in different ways depending on context, and if there’ll be conflicts. Say you have a bag in your left hand, should dragging a bat onto it put bat in the bag or equip the bat? We still need to think on how this part may work.
    Here is a mockup we quickly made during discussion to illustrate how it would work, but please don’t take any of the aesthetics as final:
    We’d be able to look into an ‘icon only’ version of the items within backpacks, for those who have played long enough to be able to recognise all the inventory icons, could optionally stack all the icons compactly in a grid under the container item heading, with stack sizes and tooltips, making the inventory system a lot more compact and reminiscent of other survival game’s inventories, without sacrificing the advantages of ours.
    This week’s image lazily reused from the blog. 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!
  4. Spiffo
    Snakeman reacted to nasKo in Mannequin vs. Zed   
    Ello ello. First thing first, the Steam Summer Sale is currently on – and it’ll likely be the last time you can get PZ in a sale before a price rise that will come alongside the animations build. So if you’re a bystander wondering about diving into the Knox Event, then now is probably a good time!
    RUN SURVIVOR RUN
    Since last week we’ve finally gotten sprint mechanics fully integrated into the game. The idea behind sprint is to differentiate between a ‘fast jog’ and a short term sprint at maximum speed. The two are being balanced as follows:
    Fast jog: players will be able to maintain this for long periods, keep a level of control over their movement and stop quickly – but they will not be as fast as what you’re used to in terms of high-level PZ sprinting.
    Short term sprint: a sudden burst at a maximum speed. With this the character will maintain a much greater pace, with the cost of more stamina lost, louder footsteps and a much wider turning circle.
    In sprint you’d also have greater potential for accidents, particularly with clumsy characters if sprinting over/near obstacles or into walls. Those with high sprint/athleticism levels will be able to clear fences while sprinting – although clumsier and low skill survivors could well be advised to avoid this as a tumble/fall will be likely.
    Please note that this has only been recently integrated, so the following vid is highly WIP! We’ll do a slicker presentation next week when it’s been more polished.
    SIT SURVIVOR SIT
    Next up: a progress report on a huge anim tech system that’s one of our ‘needs to be done before IWBUMS’ biggies. In this case, it’s pretty much been done now – albeit with one sizeable tech issue that needs resolving.
    Anim masking means that when an animation is playing, it can be set to only play on certain bones of the character’s animation skeleton. The most obvious use of this being only upper body.
    Before this tech, it was impossible to, say, play a reload animation while walking, or eat while walking. Martin would have had to animate ‘walking while eating’, ‘walking while reloading’ and also every transition animation possible. Now, however, we can play the reloading animation on the upper body while the legs continue playing the walking animation.
    We’ve also done some reorganizing of the game code’s player states, to allow timed actions (those with a bar over the character’s head, used for everything including eating to reloading) to be able to be carried out at the same time as the character’s other major states used for walking, running etc.
    As stated above, there’s still one big issue to resolve with this, which is a technical point relating to how the skeletons are organized within the game. The result being that items held in hands will not behave correctly in cases when the character’s hands have been made lower to the ground due to another anim – sitting for example. This makes actions like ‘eating on floor’ cause the item held in the hand to appear where it would be had they been stood up – which makes it look a bit broken.
    There are still discussions going on as to the best way to fix this – a big chat between Zac, Mark and our gang is ongoing – but we’re currently looking for quickest way to remedy it when there’s such a vast animation set to get through.
    Here are two vids showing some of these masked anims, with the usual “WIP!” warning lights flashing. Especially with the seated one. Reloading looks cool though, right?
    And now here’s another vid that displays the floating-item issue that we’re currently working on.
    Once the anim masking is 100%, the last big pieces to slot into place are hooking it all into MP and rotational blending – before polish and major bug fix duties. We’ve explained it before, but for clarity, this rotational system is required to allow:
    Anims for characters to turn on the spot to any angle An anim for characters stopping while running and thrusting into a run at a different angle Anims for zombies hearing a player nd turning their head toward them, before turning and stumbling in their direction Any general animation that contains otation within them that needs to conceivably work at any 360 degree angle, and be able to blend between the base compass position animations provided by Martin. These are especially important to the game as right now the character turns with a turning circle like they are a vehicle, which makes them extremely awkward to move precisely indoors. It’s not obvious from the videos, but you’d find it annoying to play.
    IN OTHER NEWS
    ChrisW is still working with us, and is improving his cutaway system so it’s clearer where doorways and windows are – and are no longer big scary black lumps of probable doom.


     
    EP has had a bit of fun, and has used the new anims and models system to create mannequins that can be moved into safehouses and dressed however a shopkeeper’s (or survivor’s) might like them to be dressed…
    This week’s Terror for the Autons from Sasha. 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. Pie
    Snakeman reacted to nasKo in Anim-Transition Blog   
    Hello! Today we are celebrating animation technology to do anim transitions going into the codebase of the internal Build 41 test version. ‘What are these?’ I hear you cry. Well, we have a clever man in Australia who can explain. Over to Zac!
    “Up until now, the character would go from standing, to walking,to sneaking, to running, to standing again. At every state change, there was no lead-in. We were using some maths to blend from one pose to another, but it really wasn’t enough.
    “The change was still looking fairly unnatural in some cases. The character had an air of defying gravity, for example, when he/she suddenly went from standing still to full sprint.”
    “As of now in the internal test build, we can add transition animations. So in the described instance it’s: StandingToRunning. This is where the character will change stance, shift their weight, and launch into a run. As a result it all seems much more lifelike.
    So, check this out:
    As you can see above, another area where this is helping a lot is in aiming animations where there’s an object in the character’s hands. Formerly, due to some complex under the bonnet maths, when it did this blend between the two poses you ended up with, say, a gun floating in the air between the hands rather than being realistically held.
    Now, however, with this Zac anim-transitioning magic we can have a handcrafted tailor-made animation to make the character aim down the sights and bridge the gap between the two poses. So this makes everything looks much more sleek and cool.
    Here comes the traditional disclaimer: although these videos are still looking super-cool we’re still not at a point we can release a public beta. There’s a bunch of optimization to go in, some MP and SP save system improvements we need to test and mix in, Zac needs to work on the rotation blending for wheeling on spot / zombie alert walking toward player angles etc.
    We also need to work on zed hordes – pooling what states zombies are in, and sharing a smaller pool of zombie skeletons for the same anims so we get better performance when there’s a horde on-screen.
    (Seeing as Zac was previously the guy who got two million dancing penguin models on the Wiithough, we’ve undoubtedly got the best man for the job.)
    We should also probably fix the bug in the current build that makes survivors look like this. Maybe.
    Slenderman likes to bake cakes This week’s character creation screen-created dictator from our hardy bunch of internal testers. 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!
  6. Spiffo
    Snakeman reacted to nasKo in 69 Zeds   
    Wotcha, couple of fun things for your inspections today.
    First off: same disclaimer as before. There’s still a lot of work to chew through on Build 41: Zac is currently doing necessary work on animation substates that will unlock concurrent animations, and will then need to work on rotational animations. We also need to do a lot of work to get MP up and running, and most importantly we need to optimize – as releasing into IWBUMS now would see it run like a hog on a lot of systems.
    Yes, the build is looking great in the vids (which is a big yay, clearly) but it’s not ready for public consumption. There’s still too much broken, and too much unoptimized. The moment it is ready: we’ll open up the beta. We won’t hold it back any longer than we need to – but we’re really not at that point yet.
    Anyway, with all that said, here’s some stuff that’s gone in this week:
    BASIC STEALTH SYSTEM
    We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build.
    What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words.
    Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees.
    Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a horrific sex act.
    ZED SCENES
    Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned.
    The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline.
    To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles.
    At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom.
    Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene.
    Here’s a few examples of scenes that RJ has coded in over the past week – covering sexy time zeds and sports-viewing male zeds, while band practice zeds can be seen in the header image of this blog.
    Bedroom Zeds Male sports-viewing enthusiasts. If you can think of any of your own scenes that we could conjure up using the zed costumes you’ve seen in recent Thursdoids then feel free to chip in and let us know – they’re really easy to integrate, and can be as rare or common as required. Cheers all!
    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! The CBOIT has also been promising a mate that it’ll flag up the cool new game Xera: Survival for ages now. And now it has.
  7. Like
    Snakeman got a reaction from PapayaKing in A house with wrong vehicle path [40.43]   
    https://map.projectzomboid.com/#0.6618146821810893,0.21374840659058875,257.74203221714686
     
    Vehicle path connect with kitchen.
  8. Spiffo
    Snakeman reacted to nasKo in Advanced Zedonometry   
    Happy Thursday all. First things first:
    PROJECT ZOMBOID 40% OFF, NOW AND ALL WEEKEND. TELL YOUR FRIENDS. ALL YOUR FRIENDS. Etc. Etc.
    (Sorry about all this.) 
    So anyway, it’s been a week of fixing stuff on the animations build generally this week – and usually we’d be doing a ‘sorry, dull blog today’ blog.
    HOWEVER some of you might find the deeper elements of the animations system interesting, and we’re also secretly hoping that a fair few of you will be interested in digging into the dev/modding tool yourselves once AnimZed is released alongside Build 41.
    Sooooo… Zac has kindly written something up for us that’s a bit more technical than we usually talk about – but thankfully RJ has also provided a quick vid of something fun he’s implementing before we get into the nitty-gritty.
     
    LIMPIN’
    What you can see in the vid below is our first pass on the various animations that can impact on your walking and running – all of which will get some balance love before any test release.
    First off the video you see a scratch cause a light limp – and a limping run. Burns will also have the same impact, alongside cuts – a new injury type that’s somewhere between our existing scratch and deep wound.
    After this: a deep wound that triggers heavy walk limps. You can still try to run, but it’ll be slow – on a par with the walk speed with a light limp. Finally in the vid: a fracture. This is currently a heavy limp, but it will forbid a run. This will also be the case if you have glass shards, bad burns or a leg bite.
    Okay, with that all explained: here comes the science.
    Over to you Zac.
    THE ANIM PROBLEM
    The Animation system needed a big quality pass. Plagued by dozens of tiny issues with snaps and odd transitions, the system was functional – but a rough diamond in need of refinement.
     
    THE ANIM OVERVIEW
    So, basically, the Animation system is divided into three layers: the AnimState, AnimNode and AnimTracks.
    The AnimState handles the big picture: what the character is currently doing. For example, the character is standing idle, walking, sneaking, and so on. The character can only ever be in any one state at a time.
    Next layer down is the AnimNode. These handle the middle-detail of what the character is up to, like walking while holding a crowbar, sneaking while walking sideways, etc. The state determines what nodes should be active, and assigns a weight to each. As nodes come and go, their weights are faded in and out.
    Finally, the bottom-most layer is the AnimTracks. These are the fine-grained animations that get mixed and applied to the character’s bones. Tracks are also weighted and transitioned, similar to nodes.
    One of the common issues we had was visible snapping between nodes. For example, when a character goes from strafing to sprinting, while holding a 2-handed weapon, the weapon would go from being nearly vertical to suddenly snapping to being horizontal, in under 3 frames.
    THE FIX
    The first step was to refactor the code itself. From the ground up, the code was tidied and tightened up to be cleaner and more efficient.
    Next, it was a matter of finding out exactly what the weightings were at the time the issues were occurring.
    There was no easy way to make the game stop and show us the data. There was no crash, no exception, no stackdump.
    So, a recorder was written up to take the values of weights and times, and dump them out to the console in a comma-separated format. Next, it was a simple matter of putting it into a spreadsheet, and having a close look at the various curves.
    It was immediately apparent that the curves were not smooth. The blending algorithm needed some work.
    So, we needed to use math(s).
    THE MATH(S)
    A set of quadratic tweening functions were written up, called EaseOut, EaseIn, and EaseOutIn. A square-root function was also written, but turned out to be too CPU-intensive for what it was intended.
    The AnimNode weight transitions were upgraded with these easing functions, and pretty soon we had some nice and smooth transitions between nodes.
    The AnimTracks got the same treatment, and transitions between tracks became much smoother as well. The number of snapping issues greatly decreased, and much joy was had. However, a few issues continued to stubbornly evade us.
    Deciding to focus on one issue at a time, we chose the crowbar strafe->run transition. A video was taken, alongside the recorded weight data for states, nodes, and tracks. The individual frames were then painstakingly arranged alongside the generated curves, and then closely examined.
    Once the track weight curves were stacked and normalized, a problem became visible. There was a rogue Idle animation sneaking into the mix. Its weight would reach barely 40% before it disappeared, over a period of just 10 frames. This made us intrigued, but also sad and weary.
    THE SOLUTION
    With this clue, the field of possibilities was greatly narrowed. The cause was soon found. As the strafe node was transitioning out, it was still processing its blend-field. Even though the character was now in the sprint state, its strafe state was still active, and it thought that the character was standing still.
    So, in its few last dying frames, the strafe state would blend in the Idle animation, just before snapping it off again.
    With the root cause discovered, the solution was simple. Stop any transitioning-out nodes from applying their blend-field. The fix was made, and the last remaining snapping issues were conquered. HOORAY!

      LESSON LEARNED
    There were a few lessons learned. Firstly, Math(s) is great – even when we got down to brass tacks and went old school on this issue.
    The second was how helpful it was to observe, reproduce, and document every known issue in a visible list. Then performing a ground-up service and tune-up, systematically fixing each issue one at a time.
    Finally, that it is important to have visibility on the internal workings of the system. Instead of relying on stop-start debugging, we need a mechanism for recording all state data as it changes over time, and present it in a human-readable format.
    Thing was, the spreadsheet and curves were incredibly useful, but were slow and cumbersome to use.
    So! We are now building a fully-fledged recording viewer as a part and parcel of the AnimZed dev and modding tool. Huzzah!
    We’re sorry this has been such a technical Thursdoid, easily the most involved one we’ve ever done, but in amongst all the cool vids we’ve been showing in past weeks we wanted to spotlight some of the work that’s been happening that’s not quite as sexy. (Well, not mainstream sexy anyway.)
    We also know that there are some among you who really dig this sort of thing – but apologise whole-heartedly if you’re not. We’ll be a lot less clever-clever next week, and that’s a promise/inevitability. 
    This week’s winter that’s coming 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!
  9. Pie
    Snakeman got a reaction from Pandorea in destroyed plants in custom maps [40.43]   
    Well, making a mod update i discover a basegame bug.
    When a custom map have a destroyed plant tile, gives error.
    The way to solve that comes from MOFarming.lua located in media\lua\server\Map\MapObjects
    Function "NewDestroyed(isoObject)":
    There is a line (42) that called:
    ISPlant.initModData(modData) - this line needs to be changed to SPlantGlobalObject.initModData(modData)
    and in the end of the function needs to add
    modData.typeOfSeed = typeOfSeed to set properly the icon when players open the farminginfo window.

    Also there is the same "ISPlant.initModData(modData)" inside of function NewPlow(isoObject) - (Line 33)
    Needs to be changed also to SPlantGlobalObject.initModData(modData).

    I patched it in my mod to see if it works.
    Image that proves that patch working:

  10. Like
    Snakeman reacted to EnigmaGrey in destroyed plants in custom maps [40.43]   
    Nice find.
  11. Like
    Snakeman got a reaction from Blasted_Taco in Night Drivin’   
    Can I suggest to remove borders from zombies and add a icon when aiming with firearms? Like this?

  12. Like
    Snakeman got a reaction from Jason132 in Night Drivin’   
    Can I suggest to remove borders from zombies and add a icon when aiming with firearms? Like this?

  13. Like
    Snakeman got a reaction from MadDan in Night Drivin’   
    Can I suggest to remove borders from zombies and add a icon when aiming with firearms? Like this?

  14. Like
    Snakeman reacted to nasKo in Night Drivin’   
    Hello all, for your viewing delectation today we have an extended gameplay compilation from the internal test build – the roughest edges/bugs now sufficiently quashed to allow for it.
    As we explain in the vid we still have a fair few issues to chase down in the coming weeks: strafing issues, character wheeling meaning it feels quite imprecise with the turning circle, general combat issues where some weapons feel too slow/fast etc.
    We also still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. None of which are overnight affairs.
    So you can see what work we still have to do, we’ve used some subtitling to underline some of the issues as and when they crop up during the gameplay.
    All that said though, it’s really feeling fun to play – and to look at. So, here we go.
    Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build.
    Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release.
    We have also done work on attacks to feeding zombies, and added more zombie-like stances to zeds eating dead bodies. We are also in the process of adding smashed glass that lands after you break windows, which will then prove a hazard if you fall on it during your escape – or of course don’t wear shoes and do a John McClane over it.
    Short but hopefully sweet! See you next time!
    This week’s night drive from Spicy Eggplant. 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.
  15. Like
    Snakeman got a reaction from PapayaKing in [40.43]Rotating moveables spawn unlimited amount of items.   
    Conditions:
    Moveable sprite needs to have canbreak property. (You can check that if you select pick up that object)
    Moveable sprite needs at less two tiles long. (SpriteGridPos properties)
    Player needs to have a less level skill to pick up that moveable (Can break if you try to pick up)

    If all conditions are checked you can rotate the moveable and the system sometimes thinks moveable breaks spawning materials from scraps properties. But moveable not breaking when rotate... so, you can spawn a unlimited amount of materials only rotating a object.

    Video showing the bug:
    https://youtu.be/_JbfeN74RgE
  16. Like
    Snakeman reacted to nasKo in Zed Snacking   
    The guy who writes the Thursday blogs is having a fun time with a screaming baby, a wife with bad toothache and another child intent on destroying things – but the good news is that there’s some cool stuff to show you today, and a sudden brief window in which to write about them. And so, onward…
    There’s a lot of general smoothening of rough edges happening on the build at the moment, and to give you an idea of what sort of items these are then currently on the internal ‘Top Three Issues!’ Sasha Shit List are: jolting walking animations on initial start-up, inconsistency with the directions of melee attacks and the way that timed actions (farming, pouring, building etc) have to play out before you can defend yourself from roaming zeds.
    In amongst this necessary fixes, though there’s also some fun stuff being added to the internal playable test build. Primarily discoveries that will make it a more varied and interesting experience when exploring your surroundings.
     
    BODIES EVERYWHERE
    In the next build we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below:
    Meanwhile the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game.
    In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds.
    [PLEASE NOTE THIS IMAGE IS WIP, AND CLEARLY DEBUG – POSES ETC WILL BE MORE VARIED AND IMPROVED]

     
    OTHER NEWLY IMPLEMENTED ANIMATIONS
    Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.
    Crikey, this game’s quite dark isn’t it?
      MODDING POTENTIAL
    We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.
    For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that there’s always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.
    All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.
    PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE
    The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of a Harryhausen or fantasy mod. Good times to come hopefully.
    This week’s fast food order from Lazy Joe. 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. Also OMG have you seeeen Xonic’s Mall map? It’s super-good. Please check it out.
  17. Like
    Snakeman 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.
  18. Like
    Snakeman got a reaction from Enoahe in [40.43]Rotating moveables spawn unlimited amount of items.   
    Conditions:
    Moveable sprite needs to have canbreak property. (You can check that if you select pick up that object)
    Moveable sprite needs at less two tiles long. (SpriteGridPos properties)
    Player needs to have a less level skill to pick up that moveable (Can break if you try to pick up)

    If all conditions are checked you can rotate the moveable and the system sometimes thinks moveable breaks spawning materials from scraps properties. But moveable not breaking when rotate... so, you can spawn a unlimited amount of materials only rotating a object.

    Video showing the bug:
    https://youtu.be/_JbfeN74RgE
  19. Like
    Snakeman got a reaction from ditoseadio in [40.43]Rotating moveables spawn unlimited amount of items.   
    Conditions:
    Moveable sprite needs to have canbreak property. (You can check that if you select pick up that object)
    Moveable sprite needs at less two tiles long. (SpriteGridPos properties)
    Player needs to have a less level skill to pick up that moveable (Can break if you try to pick up)

    If all conditions are checked you can rotate the moveable and the system sometimes thinks moveable breaks spawning materials from scraps properties. But moveable not breaking when rotate... so, you can spawn a unlimited amount of materials only rotating a object.

    Video showing the bug:
    https://youtu.be/_JbfeN74RgE
  20. Like
    Snakeman reacted to nasKo in Sunstar Snaps   
    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week.
    First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary.
    In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system.
    Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending.
    Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally).
    As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.
    Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on.
    Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above.
    This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games.
    We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world.
    Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.
    We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
    At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).
    Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands.
    OTHER STUFF
    Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings.
    We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS.
    Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes.
    Finally, It is very important that this reddit post gets upvoted. Please do so if you can.
    This week’s motel horde from AfterLife. 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.
  21. Like
    Snakeman reacted to lemmy101 in IWBUMS VERSION - 40.37   
    IWBUMS 40.39

    BALANCE

    Added dither circle to weathermask
    Adjusted non-default sandbox night darkness a bit
    Added missing moon calcs to climate system, and readded night moonlight coloring
     
    FIX

    Fixed bug in isoregions where a pole sometimes invalidated a region room and rain could get in.
    Fixed Turkish translation files causing errors when displayed in game.
    Fixed Safehouse channel being heard by any member of any safehouse, not only by members of a particular one
    Fixed "plumb sink" not being synchronized in multiplayer.
    Fixed game sometimes locking up when exiting.
    Fixed game freezing if player not found. 
    Fixed whisper freeze
  22. Like
    Snakeman reacted to lemmy101 in IWBUMS VERSION - 40.37   
    IWBUMS 40.38

    BALANCE

    Saucepan can now be used to disinfect bandages.
    Updated Translations.
    Added support for Estonian lanugage.
     
    FIX
     
    Fixed MP climate admin panel broken due to color change
    Fixed new color config not loading on server
    Fixed shader still applying some slight coloring when indoors
    Fixed items remaining equipped after placing traps and installing vehicle parts.
    Fixed GetTextWithPrefix of non-existant table when a whisper target is out of range.
    Fixed whitespace being deleted from name in quotes of whisper chat command
    Fixed some red errors when input regex parts into chat. Small refactoring chat window.
    Fixed concurrent chat server problem. Chat system is thread-safe now.
  23. Like
    Snakeman reacted to lemmy101 in IWBUMS VERSION - 40.37   
    This will hopefully be the last!
     
    If anyone would be able to give nighttime a test, let us know how it goes on different people's machines! Let us know!
     
    NEW

    Added indoor masking to color exterior when inside, insides are no longer affected by climate coloring.
    Split climate colors into exterior (shader) and interior (mask) variations.
    Added config file to initialize colors.
    Added debug panel to edit climate colors ingame and save config file.
     
    BALANCE
     
    Highly reduced odds of breaking a windows when trying to remove it at lvl 10 carpentry.
    Can now sleep on a piano seat. (somehow)
    Double doors now shown in red if trying to build inside a building.
    Made it possible to disassemble many more items, including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves.
    Added chance of success in the disassemble context option tooltip.
    Adjusted ambient, rendersettings and shader to fix flash/street/car lights.
    Added minimum values for rain and snow, a very low value as sometimes looked patterny.
    Changed darkness more variable during weather.
     
    FIXES
     
    Fixed Steam servers appearing password-protected when Password is empty.
    Fixed /changeoption server command not accepting empty option values.
    Fixed foraging never finding anything for admins/mods in multiplayer
    Fixed vehicle engine sounds not being muted in the menu screen in multiplayer.
    Fixed empty ChunkObjectState packets being sent in multiplayer.
    Fixed whisper in chatbox crashes with spaces or slashes
    Fixed not being able to whisper to some players
    Fixed being able to build a stairs in the opposite direction directly on top of another staircase.
    Fixed some disassemble definitions having no 2nd items and giving wrong info.
    Fixed required skill not being displayed in tooltip when picking up or placing furniture.
    Fixed drainable items not cooling down when placed on the floor. 
    Fixed custom weather settings not applying for some challenges when loading an existing save.
     Previously, if you continued a "Winter is Coming" save, you'd get rain instead of snow.
  24. Like
    Snakeman got a reaction from Maris in getText() doesn't work   
    need to search... because when i detected that issue changed the code to add item on the floor.
    like this:
    self.character:getCurrentSquare():AddWorldInventoryItem(TheItem, self.character:getX() - math.floor(self.character:getX()), self.character:getY() - math.floor(self.character:getY()), self.character:getZ() - math.floor(self.character:getZ()));
     
    i think not working code in MP: self.object:getInventory():additem() or additemonserver() (I can't remember very well)
  25. Like
    Snakeman got a reaction from Maris in getText() doesn't work   
    I think Maris set ReplaceOnCooked in scripts.
    Some modders have a issue with ReplaceOnCooked string in scripts, works good in SP but MP sometimes item banish when transfer to inventory. (Spawn in inventory and a second after doing that... banish)... If the server owner stops the server and restart, items banished spawns inside the stove inventory.
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