DresdenBBQ reacted to nasKo in School Reopening
Hey all, hope everyone is well on this sunshine-y pandemic day. A few ‘where we’re at’s on Build 41 will now follow.
IWBUMS BETA 41.38
There won’t be a patch for the beta for another week or so, as the main body of work on it is an upgrade/extension for our current tutorial that Will, RJ and newly TIS branded mapper Xeonyx are currently working on.
In future we will most likely look to other avenues for explaining and tutorialising the game, but for the time-being we need the current tutorial expanded to cover aspects like stealth, sprinting and the weaponry hotbar – and indeed for a multitude of bugs and breakages to be removed from the existing framework, and for it to work with gamepads.
While not very dazzling or sexy to you our existing players, we also hope we’re making it entertaining enough (and have enough little secrets in it) for experienced survivors to have 15 minutes of fun with it too.
Elsewhere for 41.38, while the tutorial update is being worked on, EP has been on something of a bugfix overdrive while Martin has
tweaked the female mesh and skin weights to improve the posing of lady survivors and differentiate them a little from the men.
Zac and Martin have also together tracked down a strange pause in some links/chains of animations (most notably in spears, which was where the trail began) and we suspect that a forthcoming fix for this may well improve a bunch of anims flow game-wide. It’s seen here in super slo-mo.
Other fixes and improvements recently committed for the next patch include less buggy tripped sprinter zeds, unfixable firearms, invisible salad, the inability to climb over short fence doors while holding E, log walls that can now use the cutaway system and various other things.
Right now we primarily want to fix and polish what’s in 41 rather than introduce any complex new stuff – so as not to add extra complication or disrupt combat while the MP Strike Team does their thing.
MP STRIKE FORCE
We started the week with a big meeting between Grand MP Overseer Bitbaboon Mark and the rest of the Strike Force – as Yuri has been moved over from working on finishing the new fire system to the MP Strike Force and needed to be brought up to speed on plans.
Since then he and Andrei have sparked up a fruitful working relationship and have been sharing videos and info from their work on client-side data interpolation (predicting and interpolating the coordinates and rotation of zombies on your PC rather than the server itself) with the wider team.
Yuri has also created a debugging interface to display the actual zombie coordinates on the server, the previous predicted coordinates on the client and the current predicted ones.
With this interface Andrei and Yuri can see that their predictions work well when the zombie goes in a straight line – the zombie is always in front of its last known position on the server (blue circle). With the current implementation, however, when the direction of movement of the zombies change then the predictions becomes out of whack. This, then, is going to be a focus of their work next week.
Okay, we hesitate to show this again as it’s a coder side project that’s away from our other mainline features (and certainly not anywhere near ready enough for nearby version currently) but Turbo’s latest work on the top of his ongoing Devices project is looking pretty fun.
It’s been a relatively dry blog this week, so please have this by way of apology.
This week’s creative use of sheet ropes from Jimmi Mongoose. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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!
DresdenBBQ reacted to nasKo in Urban TerrorZ
Hey all, here are a few updates from various members of the PZ team chipping away at the edifice of the zombie survival mountain.
IWBUMS PUBLIC BETA 41.37
We’ve got a patch for the Build 41 beta pretty much ready to go, just waiting on a few minor corrections before we put it out of the door. It’s more of a fix and balance affair rather than anything feature-packed but does contain a few nuggets of interest:
Fix for non-openable double doors (sorry about that one) Prevention for prone zombie heads clipping through walls and obstacles. Falling and prone zombies will now slide away from walls. Added guitar case and flight case. Added a “Delete All” button next to “Loot all” button for trash can/bins, clicking this will permanently delete items from the container. (Please note: this is quite ‘gamey’ currently, and is a first iteration. We will improve on it as we go along.) Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, bar stools, counters etc. Helmet attacks change: before zombie attacks could potentially make helmets fall and also you get a hit. Now if the helmet falls, the current attack won’t connect but the next one will. Once a timed action is done (reading book, cooking, crafting..) it’ll auto-cancel fast-forward. Cancelling a timed action via ESC will also cancel fast forward. Various other fixes to lighting on water, vision cones, lunch boxes, bags, reloading and other stuff. XEONYX JOINS LV TEAM
We’ve come a long way with Jamie Magnuson, one of the preeminent map creators in the PZ community, ever since he first blew everyone’s minds with New Denver.
More recently he’s been building one-off challenge maps for us, like the film set and the Kingsmouth holiday island in the build 41 beta, but we’re now pleased to be able to say that he’s now joining us full-time and will shortly be joining Binky and RingoD in the design and creation of our long-term Louisville project – which is our PZ rendition of an in-game city.
Xeonyx will initially be adding a lick of paint and required changes for our current tutorial map, given as a tutorial revamp is next on the cards for RJ to do, but then will be responsible for fleshing out downtown areas and picking up the gauntlet from where Mash left them off before she moved over to more general art duties.
Binky and RingoD are working on the suburbs areas meanwhile, and feel the occasion warrants a quick rare look into a gigantic game addition that’s still a few publicly released versions away at this point.
So, to give you a quick idea of the scale of the Louisville map – here’s a quick look at some streets in the urban residential outskirts, and a wider overview of where they fit on the overall (detail free, cos spoilers) wider city. Please note that this area will be *very* dense in terms of zombie population levels.
We always say this but, beyond even our most anticipated additions, Louisville is not something that will be appearing any time soon – but now with three people at the coalface we’ll hopefully be picking up some extra speed internally.
41 BETA MP WORK
It’s another dry/techie MP update we’re afraid, but the mood is pretty positive between the MP Strike Team chaps who reckon what’s being done is being done well. Zac reports in with the below:
“This week has seen upgrades to the packet structure used to sync characters across the network. The IsoZombiePacket now includes the AnimState and ActionState names. In order to save bandwidth, it does not transmit the names as raw text. Instead, it uses indices into a table of names. Since state names are data-driven, there is no way to pre-generate these tables.”
“As such, a request-response method was implemented to construct the tables, and keep them in sync between server and clients. A new state can be loaded at any time. If a client encounters a new name, it sends a request to the server for a new id. The server generates it, adds the new entry to the table, and notifies all clients.”
“Up next, we are working on synchronising more and more game states. The idea is to steadily add to the feature set, then test and observe results, all the while using the fresh learnings to drive the design.”
Here’s Yuri’s latest fire video. Here you can see WIP versions of molotov cocktails, generators and burning characters – on top of everything being shown using the hidden map of combustible materials to calculate fire spread and combustion.
(A few notes: we probably need to improve the way the fire looks on ‘more busy’ tiles like the long grass, maybe have a ‘wilted, browning long grass’ tile for them etc. Likewise all the effects visuals are a WIP, next up Yuri will be looking into fiery effects for faulty generators, metal objects in microwaves, burning zeds, fuel explosions etc.)
That’s about it – we’ve just taken delivery of Rockstar Mark’s new car textures that should fix 41’s memory bloat and get it running on some people’s rigs – as well as provide us with vehicular blood splats. So we’ll give that a tweet tomorrow so you can check it out if it works in-engine first time. Cheers all.
This week’s emergency call-out another image from $ℏìᶄ., can they make it to three in a row next week? 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!
DresdenBBQ got a reaction from Damano in Urban TerrorZ
Congratulations to XeonyX!!! I remember when he helped me out back in the day when I was new to creatin' buildings and tryin' to figure out the maps. He was a real help and I've always been purdy grateful towards him for it. He's a fantastic mapper and I'm sure he'll do a great job helpin' with Louisville. Keep up the good work y'all!!! I hope to get my girlfriend into the game when build 41 multiplayer drops! >:D
DresdenBBQ reacted to nasKo in Bag n’ Tag
Hey all, last week we released IWBUMS public beta 41.34 – so this week we’ll be looking at some of the stuff that’ll be going into 41.35, while elsewhere Andrei from General Arcade joins in with the effort to bring the MP online. So what will be featured next?
Following on from the addition flashlights and umbrellas held in one hand while you wield a weapon with the other next up we have…
Bags! These are going to take some effort to look 100% right with all bags at all player speeds, we didn’t initially think it would be possible without a bunch of extra tech, but RJ and Martin have been going great guns this week to make it all look good.
Next up, we also have the addition of make-up that can be added to your character’s appearance if you find it in-game – though when released you’ll need to have access to a mirror to apply it. We’re fairly zoomed out in PZ, it’s true, but this was an easy and fun thing for RJ to have as a side project – and hopefully will be great for RP purposes too.
Also on the list for 41.35 are darker nights to encourage flashlight use, and an increased likelihood of car damage if you’re one of those cheeky scamps who do things like reverse slowly over hundreds of zombies to kill them all.
We’ll, most likely, be releasing 41.35 next week to the IWBUMS beta.
After some investigations from BitBaboon Steve, he concluded that we’re using way too much texture memory for the vehicles currently. The need for damage and rust layers that are unique per car has lead to a bloat in texture memory usage and at present all these textures are loaded in at game load time.
We plan to look into streaming these textures in when required, but are also working on a more general fix.
MarkW, a 3d modeller and friend of TIS, is doing a pass of all the vehicles in the game, adding a second UV channel that will allow us to map a single reusable generic rust and damage onto cars, which will cut down on the amount of unique textures dramatically.
It’ll probably require some work from modders to get their own cars working, but we’ll try and provide details on how to do this prior to release.
These fixes should hopefully help those who still have issues running build 41 due to GPUs with limited memory. Plus, into the bargain, we’re looking into adding an additional blood overlay to allow your ride to get painted red when mowing over zombies.
Finally, here’s another video featuring Yuri and his fire spread system.
In this video you can see how the process of fire spreading is calculated.
At 3:08 Yuri shows where the character is on the map, after which he shows a map of combustible materials is set up for an area far, far away – and unloaded in his character’s game. After this he turns up the heat energy in the distant unloaded area, and fire begins to spread out. When the character is then teleported from a great distance the fire, and how far it has spread, is seen in-game.
Here also is a Yuri’s latest combustion debug map. This displays the temperature of the materials on the tile in color, while the amount of unburnt material on each tile can also be seen on each red burning square.
This week’s uncancelled school day from Colic2005. 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!
DresdenBBQ reacted to nasKo in Blooo no more
Greetings zed-watchers. Quick blog today but it’s accompanied by an update to the IWBUMS Build 41 beta.
Version 41.34 is out now, and amongst other things it contains:
Added a full decay for zombie corpses: they go from stage to stage until disappearing totally Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife Added visible wounds on upper torso of character Added new vehicle stories Added fuel timer to campfires and other fuel items Added ability to tie the bandana RAMBO style Added ability to use bandana as a mask Added ability to hold umbrella Added ability to hold a torch/flashlight in your hand Added Garden Saw. Cruise control. Press Shift + W to start/increase it. Shift + S to decrease it. Braking will stop it, and Shift+W will resume the set speed. Stealth improvements: Increased range for jawstab of some knives. Player will raise their left hand if close enough to jaw stab. New jawstab from behind (player & zombie). Hair dyes. Regular color will be found in bathroom, some others in a hair salon. You can dye your hair & beard separately , just right click the hair dye bottle. Added “Font Size” Display option. Buffed the current flashlight, and added torch which is a lighter version of the current flashlight.Battery now weighs 0.1 instead of 0.6. Increased torch/battery spawn rate. Balance: Tweaked junk and clutter loot. Increased painkillers active time. Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory Fixes to: day/night active zombies. Zombie spawn in large structures like the mall. Mannequin rendering. Spawning in dangerous safehouses. Zombies auto-turning. Bloooo. Fishing with traps not giving XP. Challenges running on Survival settings. Winter is Coming not having enough deep winter. A bunch of other stuff. In team news we are also delighted to be welcoming General Arcade’s Andrei to the team on this coming Monday, who will be aiding Zac and the ‘MP Godfather’ Mark in their quest for Build 41 anims integration. We believe that an extra pair of hands will be hugely beneficial in the process of finally getting MP into the hands of our survivor community and also kicking the final polished Build 41 out of the door to public.
Oh, and here’s a quick vid that Yuri made of him debugging fire spread in his branch.
Many thanks everyone, and please keep safe in these difficult times.
This week’s warehouse base from Jimmi Mongoose. 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!
DresdenBBQ reacted to lemmy101 in IWBUMS 41.34 RELEASED
Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
Added visible wounds on character (not done the lower body parts yet).
Can now remove visible blood from health panel debug menu.
Added new vehicle stories
Added fuel timer to campfires and other fuel items
Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
Added ability to use bandana as a mask
Removed long press of E to remove keys from car's ignition.
Added ability to hold umbrella
Added ability to hold a torch/flashlight in your hand
Added Garden Saw.
Added a Loot Generator UI in debug context menu to track loot spawns better
Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
- The controller X button toggles vehicle cruise control on/off.
- Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
Increased range for jawstab of some knives.
Player will raise their left hand if close enough to jaw stab.
Added jawstab from behind (player & zombie).
Added hair dye (regular color will be found in bathroom, some others in a hair salon).
You can dye your hair & beard separately , just right click the hair dye bottle.
Added "Font Size" Display option.
Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
Tweaked junk and clutter loot (increased them, added new loots in there)
Increased painkillers active time.
Lowered flashlight weight from 2 to 1.
Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
Battery now weight 0.1 instead of 0.6.
Increased torch/battery spawn rate.
- Fixed day/night active zombies sometimes sprinting when they should be inactive.
- Fixed zombie spawn in large structures like the mall
- Fixed Bare Hands counting as a favorite weapon in non-English languages.
- Fixed mannequin rendering bug (related to the weather fx mask).
- Fixed spawn buildings being randomized.
- Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
- Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
- Fixed being able to turn during fall down anim.
- Fixed zombie auto turning toward player when close killed.
- Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
- Fixed fishing with the fishing net trap not giving experience in fishing skill.
- Fixed leaving Winter is Coming game resetting the Winter timer
- Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
- Fixed occupational outfits spawning on mannequins
- Fixed Scrap Metal not being used when building fences
- Fixed problem with masking female character's hair.
- Fixed multi hit sandbox option being turned on for challenges.
- Fixed models with capital I not loading when using the Turkish locale.
- Fixed player not finishing turning around before climbing through a window that is behind him/her.
- Fixed missing BreakSound on some weapons.
DresdenBBQ reacted to nasKo in "Interesting Times"
Well, what a week. We’re seeing many returning players, but we wish it were under better circumstances.
The development of an isometric zombie survival game is rather insignificant in the scheme of things, but a few people have asked if this will impact on PZ Dev in the coming weeks.
Short answer: hopefully not much. Long answer: the bigger ‘core’ features like MP should progress internally at the same rate, the more patch-to-patch additions might be a little slowed by childcare juggling.
Clearly everything is changing day-to-day, and everything is unpredictable, but right now we’re going to chug along like normal. We have some excellent self-isolaters already on the team so feel quite well-prepared.
We hope you’ll forgive the shorter blog today, and proffer up as an apology the release of IWBUMS beta patch 41.32. The patch notes can be found here. Many thanks to KoRnBrony on Reddit for giving us a laugh with today’s featured image.
Normal service will be resumed next week, one would hope.
Keep safe, Kentucky.
DresdenBBQ reacted to nasKo in Briefdoid
Hello all! Very brief Thursdoid today, our usual Thursdoider Will is away on a well deserved break from the 41 grindstone, and we’re all hard at work at our various things. A few brief points however:
NEXT BUILD WHEN
Lots of nice fixes are going into the next IWBUMS build of build 41. However, Steam has been playing silly buggers with our build system and some 90% of builds strangely fail to upload to the steam branches. Not only does this make it a more risky endeavour to do a build as it will mean it may not be possible to patch any problems quickly, but as we’ve had very few builds successfully go to the test group to make sure it’s behaving, the build has been tested a lot less than usual builds and so we’ve been cautious on doing the release discussed last week.
Steve is currently investigating the issue, seeing if we need to make any changes to the build system or whether we need to go knock on Valve’s door, and as soon as we feel confident in our ability to both test the build and also to administer prompt hotfixes, we’ll put the build out there!
Now he’s cured of the zoomies, the commits channel of code going into the game has revealed a stream of ‘getting to know you’ refactors and polish from Zac on the multiplayer codebase. While there’s nothing to show at this point, its clear he’s been doing some substantial poking under the hood, doing his usual process of cleaning house, moving furniture and dusting the dustier pieces of furniture, adding fancy debug switches and functionality to make the MP work go a lot more smoothly.
That’s it really, sorry its a really sparse Thursdoid, normal business will resume next week!
Picture courtesy of Harkwood 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!
DresdenBBQ reacted to the-phil in [41.29] Automated Emergency Broadcast System RNG generates odd floating point numbers
Radio/Walkie presets only allow even numbers in the floating points. Automated Emergency Broadcast System (AEBS) can generate odd floating point numbers.
It looks like radios and walkies allow you to add frequencies ending with an even floating point number. Such as #.0 #.2 #.4 #.6 etc.
One of my saved games came up with the AEBS frequency as 96.1, however I can only set the radio/walkie frequencies to 96 or 96.2. Spawned in radios will show a preset of "96.1 MHz Automated Emergency Broadcast Syst" set properly and function as intended.
In the ~/Zomboid/Saves/<Type>/<Savedgame>/radio/data/RADIO_SAVE.txt the last entry shows the AEBS frequency "96100,1,1,GEN-155944,-1" The 4th field would be replaced with a new string when in game broadcasts occurred. I attempted to modify the first field only to have it overwritten at the turn of the hour.
Played around and found a not human friendly sequence in map_t.bin
code block was really hard to read... tried to delete... it must be sentient... deleted the data... it might repopulate...
00000090 45 00 6D 00 65 00 72 00 67 00 65 00 6E 00 63 00 E.m.e.r.g.e.n.c.
000000A0 79 00 20 00 42 00 72 00 6F 00 61 00 64 00 63 00 y. .B.r.o.a.d.c.
000000B0 61 00 73 00 74 00 20 00 53 00 79 00 73 00 74 00 a.s.t. .S.y.s.t.
000000C0 65 00 6D 00 00 00 00 04 00 66 00 72 00 65 00 71 e.m......f.r.e.q
000000D0 01 40 F8 12 80 00 00 00 00 00 00 00 00 08 00 63 .@.............c
The save with the frequency 96.1 looked like this
000000D0 01 40 F7 76 40
modified it to match the frequency 98.6
000000D0 01 40 F8 12 80
This allowed me to set the frequency to 98.6 with the radios and walkies.
Version 41.29 - IWBUMS (Steam)
OS Debian Linux
DresdenBBQ reacted to nasKo in Taking aim
First up, yesterday we released IWBUMS beta patch 41.29 – the changelist for which you can find here.
This means that our ‘zoom’ beta’s sharper models and improved compatibility is now part of the main test beta – alongside some helpful fixes and some improvements to car-destroying trees, shrubs and saplings.
The next step for the new zoom system is to clean up the last few remaining issues that a few of our players are reporting. Primarily, at the moment tiles look a bit blurred at close range.
In the old system once you were at closest zoom possible, it would use ‘nearest pixel’ filtering so everything would look nice and crisp. However, the way the new system works means that we really need to leverage the filtering effect to avoid jagged and warped pixels at 75% (the second zoom level out) as well as when zoomed out – to avoid absolutely ugly and awful flickering of pixels and severe warping of the pixels as the character moves about.
At the moment filtering is turned on across the board, causing the close-range blur, so we’ll be looking to experiment with switching on ‘nearest neighbour’ when you hit max zoom-in instead. This may have a slight visual pop, but should be preferable to the tiles looking blurry compared to the characters.
It seems that questions about when 41 IWBUMS beta multiplayer will appear have been increasing exponentially over the past month or so, and we’ve still not been able to give an accurate estimate. (Characteristically, as some/many might say.)
We’re currently laying the foundations for getting the new multiplayer system working, but there is still a fair bit of work ahead of us. You can read the top-line here.
It’s not just a case of getting the old MP working with the new anims, but as we’ve discussed in the above link it’ll be an effort to vastly improve the multiplayer experience and server stability across the board. The way the animation system has been built allows aspects of it to be hooked up relatively smoothly to MP systems – but it also comes with many associated challenges.
More fundamentally though, but the bar we are setting for ourselves requires some rather clever specialist code that will be undertaken by Zac and Mark at TEA.
Seeing as it was a vital compatibility thing we needed done before 41’s release (to get lower-spec players a build that actually worked) Zac has primarily been absorbed in getting the kinks worked out of the Zoom branch until recently. It hasn’t been his exclusive role, but Zoom did prove trickier than expected and for numerous reasons could never be put to one side. Meanwhile, Mark’s workload elsewhere with TEA meant that he hasn’t available to work in conjunction with us/Zac until very recently also.
Now Mark is available and Zac’s necessary Zoom work is complete, there will be an uptick in progress, which we hope to be able to discuss with you over the coming Thursdoids, before arranging server ‘mega-test’ events to load test a single server once the tech is operational.
We’re probably talking a month or two, here, or more if things don’t go smoothly. It’s not something that’s going to be magically dropped into the IWBUMS beta without a lot of shouting, build-up and hooplah.
To those eager for it to appear – unfortunately this is just the reality of the situation BUT it will lead to a much improved multiplayer experience FOREVER once we do finally nail it.
We don’t want to hack something in that results in the same flakey multiplayer we’ve had for years.
We’ve had, and have, a great MP community when it comes to Project Zomboid – but anyone that’s ever spent time on our servers are aware of our previous online shortcomings. The lag waves, the invisible zombies etc etc. It’s a job we need done properly, done well and by the best people we can find (and have found) to do it.
This is especially important because going from the overall reaction to the release of our version 41 beta, there’s a very real chance that there’ll be a big spike of interest in MP as soon as it’s unlocked in the IWBUMS beta.
If it’s an over-populated lag festival based on our previous MP architecture, that interest will be short-lived – and not much fun for either our existing players or us on the development side.
As such it’s vitally important to the game’s future, and everyone who desires a high multiplayer population in the long term, that we take our time and nail this one – even if it has been, and will continue to be, a painful wait for it to be reintroduced.
This really is the route we need to take to make sure Build 41 MP hits hard out of the gate, and is in the best possible place for you when we consider it cooked and ready for consumption.
In the meantime too, clearly, other members of the team will still be updating the IWBUMS beta with more general SP content, new animations, polish, Yuri’s fire system and much more besides.
Looking further on into builds beyond 41 we have three mappers working on two separate vast locations, one Louisville and the other not, and an artist and a coder that have gone great guns recently with SP gameplay content for Build 42 that we can’t wait to share with you once our work on Build 41 is coming to a close.
We’re quietly optimistic that it’s going to be a really good, and very busy, year. So thanks for your patience so far, and for coming along on this journey with us.
Today’s featured image from the actual real Rick Grimes . 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!
DresdenBBQ reacted to Ciber Ninja in Where and how can I get back into conjurin' up buildings?
The most important thing to know is that in three years literally nothing has changed.
DresdenBBQ reacted to DiederikV in Where and how can I get back into conjurin' up buildings?
So I may make some mistakes here and its my first time actually posting on this forum. I'll post some links to stuff that I find helpfull and has helped me get started (I only recently started working on buildings/mods for this game).
First tutorial I read for buildings and map making:
Here one of the devs explains the entire map making (And building) process briefly:
and here you can find a link to all the room definitions:
If you are missing some tiles in the building editor you can find help here:
DresdenBBQ reacted to Doomguy990 in IWBUMS 41.29 Fishing Bug
My character is currently level 2 in fishing, and it seems like with the introduction of the new fishing UI while great introduced a few bugs. Basically I've only been able to catch socks and bait fish all the while the fishing rod repeatedly breaks too quickly, so much so that I've gone through three fishing line spools.
Just wanted to give a heads up, thanks dev team.
DresdenBBQ reacted to Auklin in Recover weapons/knives off of broken spears
I vaguely recall reading that the option was added to recover weapons off spears, but I think it was overlooked that broken spears do not allow for this. Unfortunately, I have a bunch of spears lying around with hunting knives attached to them that I can't salvage and repair
If it's not possible to this in the code, perhaps when the item breaks, it can put a broken wooden spear and a broken -weapon- in your inventory instead.
DresdenBBQ got a reaction from Geras in IWBUMS 41.28 RELEASED!
I really wanna know how long this goes on for too. It'd be cool if at some point in the game it got taken over by survivors instead of cuttin' out completely. Maybe that goes against the game's lore of it being "There's no hope for survival everyone's gonna die" but having it cut out on Day 9 with the T.V and radio would kinda suck and not make it that viable. Like whoopie you get to know the weather for nine days. It's a neat feature but the length it plays will determine its usefulness.