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DresdenBBQ

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  1. Pie
    DresdenBBQ got a reaction from Pandorea in This building not supposed to have light switches?   
    As the title says, I noticed this abandoned factory outside of Riverside is devoid of any and all light switches, which despite it being abandoned I still thought was quite odd. Is this somethin that was glanced over, or is it a feature?  
  2. Like
    DresdenBBQ reacted to nasKo in Mod Spotlight: Expanded Helicopter Events   
    We’ve all been there. You have your base barricaded, your supplies secured, your weapons locked and loaded, when suddenly a strange whirring noise comes from nearby. If it’s your first time playing, you’ll be a little confused, but PZ veterans know and dread this sound – the mysterious entity known as a “helicopter” has appeared to make otherworldly amounts of noise and draw the horde straight to you.
     
    Truth be told, however, it’s certainly one of the more under-developed features of the game – always on the table for improvement but so-often overshadowed by other things in the dev pipeline.
     
    Step forward, then, modders Shark and ChuckleberryFinn who have stepped forward and improved this flighty mechanical beast with some panache.
     
    The mod in question? Why it’s Expanded Helicopter Events – which adds a variety of aircraft (both hostile and friendly) to Knox Event airspace and the dreaded helicopter event.


     
    Chopper appearances are most frequent at the game’s start, and peter out as the apocalypse continues. Each event has a draggable icon pop-up on screen to help you avoid it or, in the case of supply drops or crashes, go to them.
     
    Military helicopters fly over, fully voiced lines coming from their loudspeaker. Jets streak past, drawing the zombies in their wake. News choppers appear looking for a scoop on the Exclusion Zone. Police, military and even raider aircraft can fly over the map, sometimes firing on zombies and even the player.
     
    Random aircraft crashes use new models and provide the player with helpful loot, as do supply drops that parachute to earth from unknown benefactors. The new events are even incorporated with our radios’ Automated Emergency Broadcast System, like the base game’s helicopter, to help you avoid (or prepare for) them.
     
     
    We tuned in our long-range radios and were able to contact Chuck and Shark at their hidden air base to answer some questions about their mod!
     
    CHUCK
     
    Who are you in real life? Tell us a little about yourself.
    “I’m Chuck! I go by Chuckleberry Finn online, and I’m one of the authors/contributors to Expanded Helicopter Events, as well as a few other mods. I’m an artist/art teacher by trade, but I’m always looking for new creative outlets. On the workshop, besides my own mods, you’ll spot a few of my ‘artistic’ posters for other mods too.”
     
    How did you first discover Project Zomboid? Why do you like it?
    “I’ve always been a movie lover, and the zombie genre is one of my favorites, so when looking for new games I tend to bridge my interests. I believe I just Googled “zombie games”, and browsed around. Zomboid, if memory serves, was still on Steam Greenlight and it piqued my interest.”
     
    “The aesthetic and artstyle was very appealing. From a technical standpoint, the actual size of hordes was awesome to see. Gameplay-wise, I love that it avoided making the player an ‘action hero’ (although games like Dead Rising/Dying Light are also really fun), and Zomboid just checked all the boxes for me.”
     
    Tell us about the mod. What does it add to the game? Does it make the game easier or harder, do you think?
    “The mod’s main driving force was the overly-brutal vanilla helicopter event. Not to knock it too hard, but it creates a meta where most people constantly ‘run for the hills’ which wasn’t really appealing to me. As it stands, the game rewards being careful and planning, and the vanilla helicopter kind of turns things upside down through no fault of your own. Our mod’s tagline reads: ‘This mod replaces the vanilla helicopter event with a more dynamic suite of events which are both challenging and fair’, so balance was important to us.”
     
    “Our mod has nine core events, each with their own unique behaviors, sub-events, etc. Most events progress through a timeline based on in-game days, and change behaviors. Some events attack zombies exclusively, some only target players, some attack indiscriminately, and a few events drop items as well as care packages. It was a lot of work initially, but scaling up and adding new events is a breeze.”
     
    “We also made two sub-mods: Twitch Integration (which, through a third-party program, fires off events at the streamer), and Super Weird Helicopters which acts as an overflow reservoir for ideas too silly or cruel for the main mod. I hope everyone checks out Super Weird Helis (apologies for the poster) and that they get to meet our vision of Spiffo.”
     
    “I also suggest others modders feel free to play around in the presets file, as I’ve tried to make it really easy to create your own events!”
     
     
    How has it been working with Shark? How long have you spent making the helicopter mod?
    “Shark and I began working together after he voiced very similar ideas to mine regarding the vanilla helicopter event. It just so happened that our skills complement each other nicely. I handle the programming while he tackles models; there is some overlap with art assets and game balancing. All in all we have a very similar vision for the mod. I recommend everyone get themselves a Shark!”
     
    “As for a time frame, according to the Github repo, we’ve been working on the mod since March 2021. In that time we’ve gotten to know a lot of fellow modders, including Jade and Raven, our resident ‘Voice Actor’ and ‘Sounds Guy’ respectively.”
     
    How did you get into PZ modding? Have you made mods for other games? Tell us a little about your other PZ mods too!
    “I’ve never ‘formally’ learned programming, but when I was younger I made some games on a platform called BYOND (shoutout to Space Station 13). From that, I acquired problem solving skills and ‘programming brain’, both of which helped years later when getting into Project Zomboid modding, although it was still daunting.”
     
    “My first foray was to modify the saving input on the professions/traits screen so it defaulted to the last loaded preset. As minor as this was, it drove me to dig around in the files, and I got hooked. My next mod was Vanilla Weapons Expanded, which rescripted and gave sounds to a number of items including mugs (for some comic relief as it shattered after a hit). Some highlights from that was how natural it felt to bash zombies over the head with a kettle, and assigning plungers a stab animation for downward strikes, including a nice POP!”
     
    “After that I took a leap in the deep end with another member of the PZ community, Nurver, to make SwapIt, which makes handling multiple weapons easier. I tend to do things that interest me but also do something new with the game’s mechanics. My other bigger projects, Conditional Speech and Skill Recovery Journal are examples of that.”
     
    “I’ve also been involved in Community API, a collection of useful programming functions to make modders’ lives easier. It’s all on Github, and the plan is to have it automatically uploaded to the workshop so that anyone can contribute on it and keep that resource alive.”
     
     
    Do you have a favourite event from the helicopter mod?
    “That is a hard question to answer, as they’re all pretty varied. I’ve already mentioned the Spiffo event in Super Weird Helis, but in the main mod’s events I’d say the late game Raiders. Not to spoil too much, but most people expect them to just fire at you. Instead they’re a little more advanced. While technically pretty close to the vanilla game’s helicopter event, players can sleep at night knowing they’re just cheap entertainment for survivors living a bit better than they are.”
     
    Is there anyone in the PZ community (or beyond) you would like to give a shout-out to?
    “Definitely my girlfriend who is so supportive, she even tries to explain what modding is to people at family gatherings! Also Nurver for giving me a mod idea to sink my teeth into early on, Shark, Jade, and Raven for keeping Expanded Helicopters chugging along, Konjima, Co’, and the other modders working on CAPI who take time out of their day to help when I get stuck, the general PZ community for being very passionate about both a game I love and the mods I make, and finally The Indie Stone for making an awesome game!”
    What’s next in your modding plans? What’s the dream?
     
    “Firstly, getting all my mods into ship shape for MP. Beyond that just fleshing out what I have out right now is giving me plenty to do!”
    “Lately I’ve had a lot less time due to work, but if I were to start a new project, I’d like to focus on making the game more open-ended in its mechanics – specifically crafting and weapons. I had a prototype mod for using tape/belts to crudely combine any two weapons for some fun experimentation. I think the game could use a more open-ended crafting system where things wouldn’t need to be laid out so rigidly in scripts. Coincidentally, I understand crafting will be getting some love by the devs, so I hope to see some good stuff soon!”

    SHARK

    Who are you in real life? Tell us a little about yourself.
    “Nothing too interesting. When I’m not swimming around the Atlantic Ocean, I’m working with computers (or, more usually, breaking them) and on my love of game development, which I discovered during 2020.”
     
    How did you first discover Project Zomboid? Why do you like it?
    “I first heard about Project Zomboid on a forum back in 2011, but I really didn’t pay attention until 2013, when a friend told me there was this incredibly depressing game where the world degenerated over time and that the only fate I could expect was to die horribly.”
     
    “I ended up pirating the game in high school and just being incredibly uncomfortable (in a good way) with the game’s exercise in nihilism, overall tone, and knowledge that eventually I was just going to die horrifically. I was (and still am) incredibly compelled by the idea that I exist on an unsigned death certificate awaiting my signature after the first dumb mistake I make. I ended up really getting into PZ in 2015 and I’ve been here since.”
     
    Tell us about the mod. What does it add to the game? Does your mod make the game easier or harder, do you think?
    “Expanded Helicopter Events seeks to approach the helicopter event in the same way that Rimworld approaches story tellers. The rule has been to never overshadow PZ itself, but to keep it interesting. The mod features everything from military helicopter patrols and jet flybys to spice up the early days and keep the early game interesting, to late game events such as air raid sirens, off-screen air strikes, panicked cops, government aid drop offs, with early game events ending with the military turning completely hostile and eventually going silent completely.”
    “Our main goal was to entirely rework the helicopter event into less of a player-centric challenge, and instead make it into a series of world events with the player acting as a witness and sometimes a background character.”
     
    “Definitely our most stand-out feature is helicopters falling out of the sky and crashing for a litany of reasons. We have done our best to create helicopters in PZ that are effectively entities unto themselves that respond to the world around them. Helicopters refusing to fly in fog, severe thunderstorms, or snow has definitely been a good way for players to manage and plan their strategies accordingly, but not entirely eliminating the danger of unpredictability.”
     
    “We have given the player almost complete control over difficulty to give newer players and veterans alike a chance. If you wish for a softer experience then crank it down and have the events just be a rare but interesting experience. However, if you want a very wild ride, then by all means crank it up high and ride the lightning!”

      You collaborated on the helicopter mod with Chuckleberry Finn. How and when did you meet Chuck? What’s it like working with them? Which parts of the helicopter mod are yours and which are theirs?
    “I first became aware of Chuck through our shared friend Nurver and his work on Conditional Speech. We both became involved in a modding collective where EHE can really first be traced. I was beginning to get the mod off the ground before I hit my first real roadblock. Looking back, it’s rather funny considering how much time and effort has gone into EHE, but I simply asked if he wanted to collaborate and he said yes. The modder collective eventually fell apart and Chuck and myself continued work on Expanded Helicopter Events on our own.”
     
    “To best explain how Chuck works, I’ll give an anecdote: when were first getting Expanded Helicopter Events up and running we ran into a problem live on-stream while showing it off with RoyaleWithCheese. Chuck was helping out at a friend’s wedding that day, but he refused to allow that to stop him and within 30 minutes we had a patch ready to deploy and it was smooth sailing! That’s who Chuck is.”
     
    “I handle any physical asset creation whether it be the actual helicopters, pilots, wreckage and debris, or any other trickery that needs to be pulled off. Chuck handles the backend and the overall logistics of the mod, and is effectively the pilot!”
     
    When did you start making your helicopter mod? How long have you spent making it? What was the most difficult part to make? How has it changed and developed over time?
    “Overall, the amount of time to execute the mod, from conception to where it is now is now, is in excess of 2000 hours for all parties involved. Development got fully underway in March 2021, and we got feedback from trusted players in April. I reached out to the RealRP community that was in stasis pre-MP, and their feedback proved incredibly important in getting player reaction to our events.”
     
    “We released the mod in June after slowly making it public knowledge beforehand. The overall public acclaim was a bit overwhelming! I’d spent a lot of development bouncing between being confident that this was gonna shake up a lot of people’s PZ experiences, and being nervous that people were going ask what the hell this was.”
     
    “Our semi silent partners have been Jade and Raven. Raven was the idea man behind helicopters having announcers and acting as additional ambience, along with doing voice lines with his girlfriend. Jade has also been critical and has had enough vocal range and quality to encompass most announcers. Without their help this mod would be only half of what it is.”
     
    “The most difficult part to get a handle on was actually not the mod itself but the human element. Having cool things happen all day long is great – but people need to understand what is happening and be able to interact. We’ve made strides with our indicator system to allow people to be able to point out nearby helicopters and crash sites in relation to the player. A very positive side effect of this is that players who play deaf or are actually deaf are not excluded and punished by having helicopters fly around the area – they just need to be able to “see” them in relation to the player. We still have plans as of writing this to tighten this up even more to eliminate remaining guess work by the player.”
     
    As a player, which would be the event in your mod you’d most want to get? And which is the most dangerous?
    “Military events, for sure. They add the context to the world’s story and act as a framework and they also seem to be the ones that we get the most praise for. They are also the single most dangerous because people tend to get lulled into a sense of security after experiencing military events for a week and then freak out when a military helicopter buzzes them and lets off some machine gun fire. It never ever gets boring to watch.”
     
    Your mod is very popular. How have the community reacted to it? Are there any requests or questions that keep coming up?
    “Very positive across the board – so much so that we’ve created a spin-off to show off the mod’s ability to be “sub-modded”. Super Weird Helicopters features aliens, a flying ice cream van that drops RJs, the IRS, and an evil boss-battle version of Spiffo. We have also created a Rube-Goldberg version of Twitch Integration for streamers to use to call down all sorts of hell, whether it be UFOs, or aid drops to help you. If you are interested in checking that out, I recommend tuning into Drunkonlife, RoyaleWithCheese, and Djackzz as they are usually getting into helicopter trouble and have made a routine of getting murdered by chat!”
     
    Is there anyone in the PZ community (or beyond) you would like to give a shout-out to? Which mods or maps by other users do you enjoy or find interesting?
    “I first need to highly recommend AuthenticPeach for being an amazing modder, and a close associate. People should also be on the lookout for Dylan and PlentyT’s collection of maps as they’re outstanding. Anything that Commander touches is also golden; this also extends to the assets that Throttlekitty has authored (also shoutout for helping us with our parachute!).”
     
    “Save Our Station by Spacew00t was also an inspiration for Expanded Helicopter Events. Finally, I have to give a shoutout to Azakaela for being one of Zomboid’s most interesting modders with some wonderful ideas!”
     
    What’s next in your modding plans? What’s the dream?
    “We have plans to continue evolving alongside Project Zomboid’s development cycle. NPCs are on the top of that list. Having our own story events is something we are interested in. Who knows, maybe soldiers will visit you in the dead of night and you’ll get to meet the one of those pesky helicopter pilots? *wink*”
     
    “I think I’ve accomplished my dreams for Zomboid. If I embark on another massive project, it would be to help bring the elements that make STALKER work into Project Zomboid. We shall see!”
     
    Thanks to Chuck and Shark for taking time to answer our questions! You can subscribe to the Expanded Helicopter Mod here.
     
    Big love and big thanks to all you modders and mod lovers out there!
  3. Like
    DresdenBBQ reacted to nasKo in Colour Me, Stupid!   
    Couldn't come up with anything so I mashed some shit together in 5 minutes.
     
    Glory to our Martian Overlord
     

  4. Like
    DresdenBBQ reacted to Toshis in When vomiting gets inevitably added to the game, could there be a server/playthrough setting to disable it? For folks with Emetophobia.   
    Side note, 0,1 percent of 7,8 billion is 7,8 million
     
    Personally it dont mind if there was such option or not. So here are my thoughts, think how many different phobias are out there (maybe hundreds, maybe thousands, dont know), what if all those people with all those different phobias started demanding game developers and movie makers to change their products based on their personal fears? I am afraid of spiders - remove them, i am afraid of heights - remove scenes with high locations, fear of lightning - remove it, fear of tight spaces - remove it and so on. What the end product would look like? All distorted and far from original vision? In reality it doesnt seem to be a common practice for businesses to change their products based on phobias people might have. 30% of people are afraid of spiders and yet many popular rpgs and mmos have spiders. Its just too many different phobias, why a game or movie should be adjusted to one but not the others? People might call it discrimination. Think its too much of a hassle for game developers to do it. They stick to their original vision of their product and if someone cant handle it, its their problem to work it out.
     
    edit:
    also, think that physical incapabilities like color blindness and phobias arent the same. You cant change your eyes, there is no cure yet, but you can work on your fears, make them less overwhelming with some (or a lot) effort. Its a way of thinking.
     
    edit #2:
    For example, many years ago, when i was child, i was afraid of blood. When doctor took blood from me, i fainted (happened more than once). I got over it on my own, now it doesnt bother me as much, nothing bad happens. You can overcome your fears, its a fact. Dont be fucking lazy and work on yourself.
     
    Imagine how hard it is when you even lose consciousness in the sight of something and then overcoming it. Fear of vomiting seems like a joke in comparison, no offense.
     
  5. Like
    DresdenBBQ reacted to Toshis in When vomiting gets inevitably added to the game, could there be a server/playthrough setting to disable it? For folks with Emetophobia.   
    This is the first time i am hearing of such phobia. Out of curiosity i looked it up on the internet and its nowhere near the most common phobias.
  6. Like
    DresdenBBQ got a reaction from Xhauni in When vomiting gets inevitably added to the game, could there be a server/playthrough setting to disable it? For folks with Emetophobia.   
    As the title says, vomiting will most definetly be added to the game at some point. I get it, it's a natural response of the body and it's in most survival games and especially with upcoming trait reworks. It makes sense that it would be added as a mechanic to probably interact with 'weak stomach' which currently doesn't do much. That being said, I implore the devs to please add a button to disable it in world options. I have a really good friend with emetophobia, but anytime a game adds it in or comes out with it it's instantly off the table because it's incredibly difficult for them to deal with. Emetophobia is also one of if not the most common fear in the world, Adding an option to disable it wouldn't really impact any real gameplay, and it'd allow me to continue playing with my friend, as well as others who have it to play it as well. Please and thank ya'll. 
  7. Like
    DresdenBBQ reacted to vek in Build 41 - Released!   
    I am grateful to the development team! Guys, you are well done and deserve gifts from the Russian DEDA MOROZA!!!
  8. Like
    DresdenBBQ reacted to Extrema in Build 41 - Released!   
    You guys rock.
  9. Like
    DresdenBBQ reacted to NagashUD in Build 41 - Released!   
    Song at 0:46 ? love this one !
  10. Like
    DresdenBBQ reacted to Xonic in Build 41 - Released!   
    CONGRATULATIONS! 
  11. Spiffo
    DresdenBBQ got a reaction from gabriel rodrigues brandao in Build 41 - Released!   
    HALLELUJAH!!! I've been playing this game since 2015, I can recant tale after tale of my time in high school coming home and hopping on to play with the boys over a teamspeak call. This game has been my favorite game and proudly displayed on my Steam as such for years now, I remember the last megatest for build 40 and the big PVP royale we had and everything. This is unironically my dream game, and it's wonderful seeing it finally get the recognition it deserves after so many years of hard work. This game has been transformed over the last two years, and while a lot of naysayers said the update would never come, it is somehow here. Thank y'all for your hard work, and for giving me the game that I always wanted. I look forward to many more hundreds of hours of fun and years of enjoyment! THANK YOU!!!
  12. Spiffo
    DresdenBBQ got a reaction from Nebula in Build 41 - Released!   
    HALLELUJAH!!! I've been playing this game since 2015, I can recant tale after tale of my time in high school coming home and hopping on to play with the boys over a teamspeak call. This game has been my favorite game and proudly displayed on my Steam as such for years now, I remember the last megatest for build 40 and the big PVP royale we had and everything. This is unironically my dream game, and it's wonderful seeing it finally get the recognition it deserves after so many years of hard work. This game has been transformed over the last two years, and while a lot of naysayers said the update would never come, it is somehow here. Thank y'all for your hard work, and for giving me the game that I always wanted. I look forward to many more hundreds of hours of fun and years of enjoyment! THANK YOU!!!
  13. Spiffo
    DresdenBBQ got a reaction from MadDan in Build 41 - Released!   
    HALLELUJAH!!! I've been playing this game since 2015, I can recant tale after tale of my time in high school coming home and hopping on to play with the boys over a teamspeak call. This game has been my favorite game and proudly displayed on my Steam as such for years now, I remember the last megatest for build 40 and the big PVP royale we had and everything. This is unironically my dream game, and it's wonderful seeing it finally get the recognition it deserves after so many years of hard work. This game has been transformed over the last two years, and while a lot of naysayers said the update would never come, it is somehow here. Thank y'all for your hard work, and for giving me the game that I always wanted. I look forward to many more hundreds of hours of fun and years of enjoyment! THANK YOU!!!
  14. Like
    DresdenBBQ reacted to nasKo in Build 41 - Released!   
    It felt like the day would never come, but we’re really happy and proud to announce that Build 41 has been released to stable!
     
    If you’ve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid what’s in store for them:
     
     
    This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet.
     
    Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didn’t know of the beta branch. It’s presence if anything has been damaging to Project Zomboid’s first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players.
     
    Build 40 will forever live on in a branch, access the beta branch “legacy40 – Classic Zomboid” at any point to continue playing, or if your specs aren’t capable of running build 41 comfortably.
     
    So what’s new in this build?
     
    Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags. In-game map system to allow the player to chart their exploration and find their way around the huge map. New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement. New combat, new weapons, new difficulty balance. New tutorial teaching you the very basics of the new movement and combat. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red target outline while aiming, increased gun loot spawn. Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and expanded Kentucky-themed soundtrack. Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape. Items now have placeable 3D models in the world, for all your decorative needs. New Gameplay Styles
    Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
    Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
    Builder: Construction, Exploration, and Farming focus. A more relaxed experience. New Challenges
    Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
    Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others. Entirely new foraging system. New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back. New thermal / body temperature system. New Tailoring system for clothing repairs. New Fitness / Exercise system. New emote system – Hold Q to bring up the Radial Menu for Emotes. New water visuals – including visible flow direction. New puddle system during heavy rain. New fog visuals. New levelling system. New VHS, and CDs system. Broken glass and related injuries. 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New radial menu for reloading firearms. New game cursor New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat. A gigantic list of fixes and QoL improvements.  
     
    Thank you
    A huge thanks everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy:
     

     
    We’re over the moon over the success the multiplayer has seen and we vow to continue and expand on that.
     
    We’re so proud of everyone on our team, we know we wouldn’t be here today if we didn’t have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks.
     
    Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboid’s multiplayer we simply would never have (and indeed, hadn’t) achieved without them. They’ve put huge amounts of work into this, and we’re thankful to them for helping Zomboid multiplayer come to the vision we had for it.
     
    That’s all for this update. See you all after the new year where we’ll talk about what comes next!
  15. Like
    DresdenBBQ reacted to nasKo in They Prepped for the wrong apocalypse. 41.56   
    It is
  16. Spiffo
    DresdenBBQ got a reaction from GoodOldLeon in LVMPdoid   
    Watching the new melee weapons sounds and seeing how slow the sledge swings has kinda got me thinkin. I love the sledge, but it doesn't make a really practical melee weapon. I understand this is by design as it has incredibly high damage, but you could also make the argument the axes, wood or otherwise, are almost as strong damage wise and stronger when you consider their swing speed in comparison. The closest blunt weapon that is the axe's equal would be the baseball bat, but frankly, I don't think they're really comparable. Between damage output and swing speed, the axe has the edge. (Pun, intended.) So I was thinkin, maybe there could be a trait, albeit an expensive one that would give you better proficiency with the sledge/wood axe? Somethin kinda already exists for axes under the lumberjack profession, so perhaps it's something that could be included under for example the construction worker. As using sledge hammers in house renovation, taking down a wall you don't like, wantin to get rid of some ugly tile, etc, is purdy doggone common in the profession. And those men can wield them like Paul Bunyan and his axe. It would give a nice buff to an otherwise weak profession and a new, practical use to a one-trick-pony weapon/tool. 

    Just some thoughts! Otherwise love the updates, super hyped for MP. Got LOTS of friends always askin' me when the update is comin' out and it's nice to actually be able to tell them that it'll drop soon!! 
  17. Like
    DresdenBBQ reacted to AvocadoSock in Where are the RP Server at ?   
    Hello Everyone!
     
    Indie Stone had mentioned that their IWBUMS Release for Project Zomboid might just come out before this year ends.
    With that: A lot of Roleplay Servers will probably come back to life.
     
     
    I was curious what Roleplay servers are currently prepping for the inevitable release of the multiplayer branch and if they got a discord people could join in.
     
     
  18. Like
    DresdenBBQ got a reaction from gabriel rodrigues brandao in LVMPdoid   
    Watching the new melee weapons sounds and seeing how slow the sledge swings has kinda got me thinkin. I love the sledge, but it doesn't make a really practical melee weapon. I understand this is by design as it has incredibly high damage, but you could also make the argument the axes, wood or otherwise, are almost as strong damage wise and stronger when you consider their swing speed in comparison. The closest blunt weapon that is the axe's equal would be the baseball bat, but frankly, I don't think they're really comparable. Between damage output and swing speed, the axe has the edge. (Pun, intended.) So I was thinkin, maybe there could be a trait, albeit an expensive one that would give you better proficiency with the sledge/wood axe? Somethin kinda already exists for axes under the lumberjack profession, so perhaps it's something that could be included under for example the construction worker. As using sledge hammers in house renovation, taking down a wall you don't like, wantin to get rid of some ugly tile, etc, is purdy doggone common in the profession. And those men can wield them like Paul Bunyan and his axe. It would give a nice buff to an otherwise weak profession and a new, practical use to a one-trick-pony weapon/tool. 

    Just some thoughts! Otherwise love the updates, super hyped for MP. Got LOTS of friends always askin' me when the update is comin' out and it's nice to actually be able to tell them that it'll drop soon!! 
  19. Like
    DresdenBBQ reacted to nasKo in LVMPdoid   
    Hey all, a bit of a general ‘where we’re at’ this time, so please excuse the lack of ‘new stuff’.
     
    This past week it became clear that our MP work and our polishing and fixing work on our huge map expansion, player map drawing system and new search/forage mode were looking like being ready at roughly the same time. Also, the separate new game systems in the SP branch weren’t getting enough testing love when compared to our internal MP builds. As such, we decided to cross the streams – meaning that we now have an MP build in which our version of Louisville is fully explorable.
     
    In terms of the IWBUMS release of MP proper, we’re still very much aiming for December. HOWEVER, as stated in the last MP update blog, there is still a lot to do – and if the build drags into December too far due to any additional work we’ll be getting dangerously close to the holiday period. If that were the case then, out of safety and sanity, it would be moved back to after both the Western and Russian Christmas / New Year.
     
    We don’t want to screw it up by reaching mid-December and putting something out there, and having no one around to hotfix any big issues that crop up. After all this time spent making sure we had something good to put out, that would be a silly mistake on our part to undermine it for the sake of a couple of weeks, as much as it’d be lovely for a nice Xmas present for everyone.
     
    So where are we at at the moment?
     
    Well, following the addition of our map expansion this week there have been a few new bugs introduced, mainly involving location themed zombie costumes bugging out. This resulted in a lot of santa zombies wandering about which, while increasingly seasonal, we should probably get fixed.
     
    A couple of other issues became clear once we started multiplayering in Louisville, where it became clear way too many zombies were being spawned and this caused a catastrophic drop in client FPS. This was a big brown trousers moment, but the reason for it was quickly discovered and we are now well on the way to a full resolution. (This is the sort of issue that can always crop up unexpectedly in the run-up to our internal release milestone, which is why we mention it by way of example – though in this case the remedy currently appears fairly simple).
    We still need to do a few more expanded full server tests too – but excluding the specifics of some of the more technical issues to resolve (all accounted for in our current plans) here are three of the bigger items on the list that need to be ticked off before release:
     
     
    Vehicle physics bugs
    At present, lag related effects on the vehicle physics can lead to some very deadly moments for passengers. A bump between two vehicles amidst a moment of lag could lead to immense forces being generated that can instantly kill. There are also rarer cases of a car ending up floating in the air with the occupants eternally trapped.
     
    Making sure vehicles are about as safe for travel as in SP is a must to fix prior to a launch, as while cars are a bazillion times better than they were six months ago there are still a few kinks to work out.
     
     
    Rare low ping lag
    We’ve had some isolated cases of players experiencing more lag despite a low ping. We’re investigating if this is something to do with their particular set-ups, and it may be this issue may have been already partially or completely resolved by the zombie count bug discussed above. Either way we’re collecting data on this, but it only seems to affect a very small minority of the testers, and then only intermittently.
     
    VOIP
    Currently the in-game voip system seems to be bugging out a bit, applying high levels of reverb, has some compression issues, and other issues which prevent it from being clear and easy to understand. Since there will be a lot of multiplayer encounters where everyone isn’t in the same Discord call together, we really feel it important to make sure inter-player communication is solid before we release
     
     
    Other stuff
    Other items on the agenda, meanwhile, involve rare moments of ‘black boxing’ for some players where the map grid ahead of the player fails to load (though this is likely the same issue as the low ping lag), further improvements to close-up zombie combat between players and a bunch of smaller but still important to fix bugs due to the Louisville merge, for example as mentioned above, the zombie costumes going haywire.
     

     
    It’s also worth pointing out at this point that PVP, while functional and playable, could use some big improvement both in terms of balancing weapon damage and syncing of player positions. It’s playable but not ideal, and a few fixes are on their way that may improve it further, but we’re feeling inclined to maybe address this fundamentally post release as it wouldn’t get in the way of the PVE gameplay that a lot of people will likely take part in, and it feels like delaying the entire of MP until PVP can be improved further would be unfair.
     
    This leads us to the other item that we will be firmly underlining upon release. While it will be possible to create public servers, our strong recommendation for the initial MP release will be to play on co-op or on whitelisted servers, as until we can look into some anti-cheat measures, we anticipate public servers being vulnerable to those sorts of people who spoil everyone’s fun.
     
    Our priority has been very much on making sure the game is playable as much as possible (like single player with high zombie loads, avoiding zombie lag and desync) and this goal has been at odds with making the game as anti-cheat as possible.
     
    We think this is the right choice for how most people will choose to play, but will in the period post-release likely mean that public servers will not be the most secure places to be for avoiding griefers, trolls or cheaters.
     
    As is now traditional, here’s a quick video of some testers making the journey into our version of Louisville. [Insert usual: ‘it’s not a 1-to-1 recreation, but still cool and huge by PZ standards’ disclaimer here].
     
     
     
    Also here’s a few new weapon sound effects that have been dropped in by the Noiseworks crew, including the much desired bespoke frying pan sound the game has long needed. As usual the levels may continue to be balanced and tweaked prior to release!
     
     
     
    This week’s featured image is Pat_Bren in a toilet. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  20. Like
    DresdenBBQ reacted to lance789 in (UPDATING) Extended Foods Mod (BETA) v1.0.1   
    Now that I've graduated college and have no plans to return any time soon, I'm coming back to this mod for the PZ.41 build. I've already been working on it and have added several new recipes. However, the existing recipes (ramen, ice cream variants, smoothies, cereals, etc) have been removed for rebalancing with revamped recipes and distribution luas. 
  21. Like
    DresdenBBQ got a reaction from gabriel rodrigues brandao in Well Ztocked   
    Profound sadness, day? Ruined. Week? Obliterated. My mood? In the dumpster underneath hell. The only thing that will heal me is the Louisville map update. 
  22. Like
    DresdenBBQ reacted to gabriel rodrigues brandao in What is PZ listening to?   
    here video of halloween from yesterday s warrior cats yes i know im 1 day later 




    here the list 
     
    posted at 21 hours behind 
     
    posted at 21 hours too
     
    the Warning of the beginning of the video is very nice kkkkk
    oh and yes this is a 
    fnaf song
    even her creator comment on the video kkk
    and the debut chat that she had in all these videos 
    here the creator s coment
    a and too 21 hours later 




    [CK9C] is the creator just for warning kkkk 
    im like this videos 

     
    21 hours
    and a like this too music very good, a too Fnaf music 
    a and REVENGE FOR THE KITSSSSSSSS!
    suffer for eternity now being tortured
    by them :3
     
    and 21 hours to IM KIDDING this was posted 20 hours ago
     
    20 hours too a don like this music she is a shit in my opinion 
    the end 

    here is a song that has nothing to do with warrior cats 

    in the course of this comment l heard the song
    COWWWWWWWWWWWWWWWWWBOOOOOOOOYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY 
    around 6 7 8 times 
    and once the video warrior cats bringing us home 
    byeeeeeeeeeeee againnnnnnnn!
    enjoy the songs 
  23. Like
    DresdenBBQ reacted to MadDan in Well Ztocked   
    It's a screenshot from one of the videos on the blog showcasing Louisville/new map feature, which are not out yet.
  24. Like
    DresdenBBQ got a reaction from gabriel rodrigues brandao in What is PZ listening to?   
    Ayyy hahaha I ain't seen Warriors in so long! I used to read the shit outa that back in the day. (Prolly when I first joined these forums) That's dope, I don't know the technical term for those videos but I'll check a few out. In the meantime, I'll just drop another all time's country banger in here. A lil' somethin' you can listen to while you're gearing up to do a bit of zed bashin' and need some inspiration!
     
  25. Like
    DresdenBBQ reacted to turkler in Well Ztocked   
    no way
     

     
    VANILLA BUNNY SUITS LET'S GOOO
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