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DresdenBBQ

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  1. pillow
    DresdenBBQ got a reaction from DicheBach in Seriously? No Non-Player Character Survivors in Single player mode?   
    This is me making a comment because I had to back-read this whole thing. Now NPCs would be great in the game, and they could possibly do it now sure, it's possible. However, this feature is minuscule in comparison to a much more desired and important part of the game, that I would argue ties into the core of survival and what this game is all about. This feature I speak of is obviously, the ability to place pots outside, and when it rains have them fill up with water. Truly a daunting game mechanic to implement and completely necessary for me to enjoy the game again. When I saw mention of this feature as an idea, years ago, I became super hyped. I consequently became super sad after realizing that, it wasn't coming anytime soon. Made me real sad I tell ya, so I sympathize with you.
     
    I'd also like to ask what kind of people you play multiplayer with that are burdens/drags or you form fragile troubled relationships. Are they like, stealing your kitchen supplies and all of your Cola's? Because you know at that point the correct course of action is to just shoot them and never let them back into your sky base. I'd be damn mad if some thief tried to take my collection of forks.
  2. Like
    DresdenBBQ reacted to nasKo in Hunt for the Wilderdoid   
    Hey all. Here’s the news on what’s happening with current/forthcoming builds from Zomboid HQ.
    We’ve got public Vehicles beta 37 just about ready to drop – it includes:
    Work that stems from our friendly Technical Director favourite uncle Bitbaboon Steve on our netcode – intended to address MP lag via the discovery of elements of vehicle data clogging up the pipes, and the way that server saves work. We’ve also put some extra work into being more strict with what the game considers as physics objects, which should cut down on memory and processing. (Internally we’re seeing some higher FPS read-outs from built up areas like West Point, and we’d be very interested to hear if this is replicated on beta tester set-ups come release). New map areas filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood. This includes new town zones and foraging zones, especially around Riverside – alongside missing map elements in that town, and general decoration map-wide. A few secret areas will be hiding in amongst it all too.


    In terms of gameplay – tire pressure’s impact on speed has been nerfed significantly, while we’ve also polished the Mechanic UI to give clearer indications of success/failure via visuals and SFX. A fair amount of irritation caused by dual keybindings (on foot vs. in vehicle key functions) will also be cleared up. Connall, fresh from zoning the new map, is now coming back to the ‘Small But Important’ Community Request thread – while elsewhere the general bug blitz continues when it comes to vehicle textures, item transfer speeds, crawlers damaging vehicles and zombies attacking the relevant part of the car where you’re visible to them (or were last visible to them) as opposed to banging on the driver door. The annoying issue of occasional item loss has also been tracked down and, hopefully, consigned to oblivion. New vehicle SFX for vans and higher performance vehicles are part of the new build. Although, with this said, these still aren’t perfect – so we have found someone who works at a friend’s game studio who’s created a procedural engine sound system – which means we can obtain custom engine loops for different car types to feed into Bitbaboon Steve’s new code. This means that we no longer have to dredge internet sound banks, or consider making actual vehicle recordings ourselves – and likewise will make the process easier when adding new vehicles, and hopefully noisier industrial/military vehicles, later on down the line. Vehicle beta 37 had been aimed for a Thursday release but internal testing has revealed some FPS hitches in MP as well as occasional unsightly streaks that would likely annoy. We’ll release when these irritations are nixed, and have Uncle Bitbaboon Steve on duty tomorrow to help improve stuff further too.
    Outside this more imminent work on vehicles coding continues for the builds ahead including Bitbaboon Mark preparing the animation system so we can move over to it in the versions beyond vehicles, Turbo back with us and working on his improved snow/fog/mist and general weather upgrade, and General Arcade’s Stas working on our new chat/admin system for MP.
    (With the latter we’re slightly changing tack and opting for a less multi-tabbed variant, and have also compiled a checklist for Stas to ensure that all the commands/features are in-keeping with what’s expected from MP in this day and age so we hit the ground running with something we’re pleased with. It should still be ready to drop into testing once vehicles are done.)
    While discussing this with Stas, the issue of PZ text appearing really small on high resolution screens came up – itself something we know we have to deal with, and hope to as a part of our upgrade to lwjgl3. In the mean-time, however, if you have issues then as a part of our conversations EnigmaGrey also came up with this nifty Big Freakin’ Font mod – that’ll help with high res and couch play users. Let us know how you get on with it.
    This week’s snowfield caper from Wanktarded. 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. Fanks!
  3. Like
    DresdenBBQ reacted to IndigoRebel in Seriously? No Non-Player Character Survivors in Single player mode?   
    Ah okay got scared for a sec
     
     
     
    This thread indeed got too petulant.
    All I ask is make old style building toggleable in Sandbox because I haaaaate having to cut down more trees to build a base... just sooooo time consuming.
     
    Anyways if you take off the rosetinted zomboid shades you see that your complaining about NPCs in a game that has not had a crowbar model for years.
    Yea.......
  4. Like
    DresdenBBQ got a reaction from Leoquent in Seriously? No Non-Player Character Survivors in Single player mode?   
    This is me making a comment because I had to back-read this whole thing. Now NPCs would be great in the game, and they could possibly do it now sure, it's possible. However, this feature is minuscule in comparison to a much more desired and important part of the game, that I would argue ties into the core of survival and what this game is all about. This feature I speak of is obviously, the ability to place pots outside, and when it rains have them fill up with water. Truly a daunting game mechanic to implement and completely necessary for me to enjoy the game again. When I saw mention of this feature as an idea, years ago, I became super hyped. I consequently became super sad after realizing that, it wasn't coming anytime soon. Made me real sad I tell ya, so I sympathize with you.
     
    I'd also like to ask what kind of people you play multiplayer with that are burdens/drags or you form fragile troubled relationships. Are they like, stealing your kitchen supplies and all of your Cola's? Because you know at that point the correct course of action is to just shoot them and never let them back into your sky base. I'd be damn mad if some thief tried to take my collection of forks.
  5. Like
    DresdenBBQ got a reaction from Jason132 in Seriously? No Non-Player Character Survivors in Single player mode?   
    (I think it was implemented, because in the team-deathmatch-capturetheflag event we did once I remember it being in, so it's probably in at this point.)
  6. Like
    DresdenBBQ got a reaction from IndigoRebel in Seriously? No Non-Player Character Survivors in Single player mode?   
    (I think it was implemented, because in the team-deathmatch-capturetheflag event we did once I remember it being in, so it's probably in at this point.)
  7. pillow
    DresdenBBQ got a reaction from hunger john in Seriously? No Non-Player Character Survivors in Single player mode?   
    This is me making a comment because I had to back-read this whole thing. Now NPCs would be great in the game, and they could possibly do it now sure, it's possible. However, this feature is minuscule in comparison to a much more desired and important part of the game, that I would argue ties into the core of survival and what this game is all about. This feature I speak of is obviously, the ability to place pots outside, and when it rains have them fill up with water. Truly a daunting game mechanic to implement and completely necessary for me to enjoy the game again. When I saw mention of this feature as an idea, years ago, I became super hyped. I consequently became super sad after realizing that, it wasn't coming anytime soon. Made me real sad I tell ya, so I sympathize with you.
     
    I'd also like to ask what kind of people you play multiplayer with that are burdens/drags or you form fragile troubled relationships. Are they like, stealing your kitchen supplies and all of your Cola's? Because you know at that point the correct course of action is to just shoot them and never let them back into your sky base. I'd be damn mad if some thief tried to take my collection of forks.
  8. Like
    DresdenBBQ reacted to Magic Mark in Seriously? No Non-Player Character Survivors in Single player mode?   
    In that time that people were waiting for NPCs, the developers put in something relatively much more spectacular - Multiplayer, and about 5x the total map size.
     
    I'm dedicated to building multiplayer communities and everything else they have added (vehicles are not a minor change and impact gameplay heavily) so as far as I know I have received more hours as-is for a cheap indie game than I would have with games that get a much easier time when it comes to fan complaints.
     
    The way I see it, we've already received a solid game with solid gameplay either way. Even if NPCs take 10 years to come, I'll still have things to do until then.
     
    That said, if they really buckled it into NPCs it would probably be done at the expense of neglecting just about everything else in the process. I don't know if you have seen how complex the map, building, farming, trapping and everything else in the game but the demand for NPCs that can interact with all of that, form their own communities, distinguish between threatening players and zombie as well as replicate some kind of dialogue to the players is pretty spectacular and would be a massive feat to accomplish.
     
    I'm not saying 7 years wouldn't be enough to accomplish that, but everything else this small team has added and worked on justifies 7 years of paying staff with community testing. As a regular bug-hunter and tester, I know full well that half of the under-the-hood things they do for this game will go unnoticed and unappreciated, but development for the game has never stopped, and that's a fact.
  9. Like
    DresdenBBQ got a reaction from Magic Mark in Regeneration of resources in nature.   
    I'm not too sure about the over fishing thing, If it's one single person fishing in a fairly sized lake which PZ has then it would take years and years to over fish.
  10. Like
    DresdenBBQ got a reaction from JayM in Spiffospaced   
    It is always a pleasure to know that the game is receiving constant love and attention and will soon have a feature I have wanted for a very long time, vehicles. I have recently recommended another friend to the game and I can see he is hooked (Possibly addicted?). Keep up the wonderful dates as always. Cheers, Q.G.
     
    (Side note: Seriously, what happened to Nasko???)
  11. Like
    DresdenBBQ reacted to SlightlyOff in Back in Bleak   
    The separate, independent vehicle dev branch should be moved to IWBUMS this month.  Once that happens, there should only be the two branches of stable (public) and IWBUMS going forward.
  12. Like
    DresdenBBQ reacted to EnigmaGrey in Back in Bleak   
    Hey all, cogs and gears are back whirring after the Christmas and New Year break – so we thought we’d do a quick round-robin of the primary work being done at the moment for the Vehicles build, and the next public builds that follow it.
    ♦ In terms of the vehicles build itself we just released a fix for the roof-rendering bug that had crept back into recent versions, and also some work from Yuri that will hopefully improve some of the MP sync issues that still remain.
    We intend to release Vehicles 32 next week, which will primarily focus on balance and bugs – while Yuri is also looking at the sound issues in MP, trees losing collision at high speeds etc. (Once it’s clear that the more glaring MP issues have been knocked out the build then we’ll also be shifting the test build into the traditional IWBUMS beta slot.)
    ♦ Something that we haven’t mentioned previously is that since he finished his jwjgl3 work (stability/operational improvements due for integration after vehicles are out) we’ve had Stas from General Arcade working on an improved MP chat window. The basic aim will be to give players a more familiar, intuitive and functional chat experience that’s expected from modern games and… looks a lot nicer, and doesn’t get into trouble when it snows.
    We intend to have optional tabs that are defined through Server Admin options for radios, safehouse, faction etc. and are also building on the existing (unreleased) General Arcade work on Discord implementation. It won’t be part of the vehicles build, but can be expected in the next one or two builds beyond it. Our thanks to Rathlord and EG for their help with the research and planning doc on this.
    ♦ Mash continues to work on fleshing out the map – and making the farmland, river banks and country tracks in the ‘loop’ north from Rosewood and up to Riverside, then over to West Point and back down round through Muldraugh feel more real and lived-in. If we encourage players outside of towns with the vehicles, then we’d like those exploring the spaces between our major hubs to find a little less scrubland on their travels.
    ♦ Bitbaboon Steve is back to do some more optimization work alongside us this week, while his colleague Mark down under is fixing up kinks in the unified animation build so that everything is in working order when the wider team’s primary focus turns away from vehicles. His immediate task is the one from the vid we showed in the blog before Christmas – that of a math issue from the model import changes that’s made cars invisible.
    He has a unified math wrapper to put around the whole shebang now, after which the focus will turn to getting the AnimZed tools to Animator Martin and the wider team and then checking through all the data to make sure it looks right when played out in-game. All the while he’ll also be taking note of performance issues as/when they appear and the best way for the game to handle them.
    ♦ Also as mentioned before Christmas: optimization of zombie cognition, path finding and path following will be our next focus as we seek to reduce the impact of the widened net of zombie attraction that our noisy/speedy vehicles now provide.
    With this in mind, at the same time as Yuri considering a new ‘walkaroundbuilding’ state mentioned before Xmas, EasyPickins is also experimenting with a new general pathfinding library that uses a navigation mesh to find paths that could save on memory and optimize the current set-up significantly.
    ♦ In more general news that doesn’t befit an entire bullet point on its own: Turbo is working towards getting his fog/snow into an upcoming vehicles build, Connall is working on a way to allow modders to easily add settings for their mods in the Options menu and ChrisW is looking into visual issues on tiles where players are building/destroying stuff.
    Today’s Spiffo parking lot escape from Hellaries. 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. And check out Willm93’s ‘How to live forever without being undead’ guide if you fancy a few PZ tips, while you’re at it.
     
  13. Like
    DresdenBBQ reacted to trombonaught in Back in Bleak   
    Given that they depend on full implementation of both vehicles and animations, the best answer you could probably hope for is something pertaining to how long they imagine animations will be in public development.
  14. Like
    DresdenBBQ reacted to Hydromancerx in Hydrocraft Mod   
    While I did make a floor mod for Rimworld I am mostly a consumer when it comes to Rimworld. They just have so many modders in that game that most everything i would want to mod is already done.
  15. Like
    DresdenBBQ reacted to Lord-Xanthor in Queen Glory's buildings thread!   
    I'm terrible about that. Sorry Queen Glory. My daughter actually wants to talk with her after seeing he buildings I was playing with. My daughter loves art and making buildings too and just got into PZ, but has been making buildings for a few years now in Roblox. I either see her painting anime, or making buildings.
  16. Like
    DresdenBBQ reacted to Lord-Xanthor in Queen Glory's buildings thread!   
    @Capt_Paradox I forgot to mention above something funny about my daughters cat. Took videos of it too. She started this weird game when she's outside, taps on the glass and her cat comes crashing against the window pane like a vicious pit-bull.  If I was a stranger, and didn't know any better, Id have told the owner to get rid of it. Its actually an act, as the moment she opens the door, this vicious ball of fur leaps into her arms and purrs as if only a moment ago it looked like the cat would have viciously attacked her. But that's not the really weird part. This cat woofs like a dog. Even protects the children like one. Last year when we had a break-in and an officer came to take a report, he put his hand on her head, and next thing you know, the cat was there and this was no act this time, I almost had to get stitches getting between the cat and the officer.   
  17. Spiffo
    DresdenBBQ got a reaction from Friendly bandit in WIP - Wilhelm's Weapon Mod   
    Wow, take your time man! These look amazing!
  18. Like
    DresdenBBQ got a reaction from Lord-Xanthor in All player made Building Archives Verison: 3 - 4/7/2022   
    I believe this is where you used to be able to find the internal room definitions. Who knows, they may not be needed anymore?

  19. Like
    DresdenBBQ reacted to Fenris_Wolf in ORGM Rechambered   
    No...the name and current logo must stay!
    I'm only putting the work in because the mod was too awesome to fall into the abyss of abandoned mods.
     
    You're more then welcome to upload it, though until I get this 2.00 version to stable I'll probably be updating every few days (few things left I need to do...speedloaders being one of them).
    Once it is though I'll start saving up the changes and tweaks until the next major release.
     
  20. Like
    DresdenBBQ reacted to Khaos in ORGM Rechambered   
    More people should be like you good sir, a lot of respect for you. I'm excited to see what the future holds for this mod.
  21. Like
    DresdenBBQ reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop.
     
    Step 1) Installation and setup
     
     
    Step 2) Creating a new map

    - Creating A Master Image
     
    - Creating The Base Map Image
     
    - Creating The vegetation Map Image
     
    - Creating The Zombie Spawn Map Image
     
    - Importing into WorldEd
     
     
    Step 3) Creating/Adding custom buildings
    Navigate to your TileZed folder and create a new folder inside named Buildings, this is where you are going to save any buildings you make or download.
     
    - How to create custom buildings
     
    - How to add buildings to your map
     
     
    Step 4) Exporting and testing the map
    - Exporting
     
    - Getting it in game
     
     
    Step 5) Adding world detail
     
     
    Step 6) Zoning Your Map
     

    Step 7) Uploading to steam workshop
     
     
    Tips
     
     
    FAQ's
     
     
    Other Helpful Guides
     
     
    Big thanks to Capt_Paradox, Blackbeard06, Suomiboi, Thuztor and the whole modding community ❤️
  22. Like
    DresdenBBQ reacted to Lord-Xanthor in All player made Building Archives Verison: 3 - 4/7/2022   
    I noticed one of Ringod tutorials, an older one has information about building configurations, but unfortunately as you can see by the below link, they are old links from your old website so either got deleted or moved somewhere?
     
     
     
  23. Like
    DresdenBBQ got a reaction from Lord-Xanthor in All player made Building Archives Verison: 3 - 4/7/2022   
    That is quite possibly one of the ones that I had deleted because I was too lazy to fix or it had some other issues with it. I will go look for it and edit this post with what I find. (I didn't know anyone used one of my buildings in a tutorial lol, this was one of my first buildings I ever created and it has some flaws. It could do with a little makeover. The extreme amount of glass windows is based off of one of the all glass window towers you'd find in Houston, Texas.)
     
    I've found the building, here's a dropbox: https://www.dropbox.com/s/z7w2jelpujcvea5/Office building 1.tbx?dl=0 The internal names need to be updated so it spawns loot accordingly which I will do at a later date. If you want it now though it's available here.
  24. Like
    DresdenBBQ reacted to EnigmaGrey in Muffled Scream   
    Howdy survivors.

    We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing.

    Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake.

    We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else.

    In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs.

    NEXT UP

    We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30.

    Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc.

    We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself.

    Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above.
     

    Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely.

    Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs.

    Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty.

    Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help.

    Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details.

    Today’s rooftop skirmish from Savv. 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.
     
  25. Like
    DresdenBBQ reacted to Lord-Xanthor in Queen Glory's buildings thread!   
    Omg, I feel for you. When I was in Jr high, which they call middle school now a days, I was a A+ student which wasn't easy since I had to go over things a lot to retain the information, yet a lot was easy as math WAS my best subject. Then when advanced chemistry came into play with the periotic table and way advanced math to deal with protons and electrons, and yes, I failed the class the first time around but got it the second time. Not to mention, my dad died that year on top of it. My mom was pissed, but she didn't punish me because it wasn't my fault and gave my all and rest of my grades were perfect and knew taking away my pc would put me in a state that would definitely effect my grades. My pc was my stress release. Back then there was no internet, but there was BBS's, and I ran my own on a C128D, then Amiga using C-Net that I helped develop doors for. Ken did most of the work, I did Arexx which is so similar to scripts games use in mods now a days. If your other grades were great, you should let your mom know in my opinion, to give you your space and taking away things like building, is a way that can interfere with your other subjects. Failing one, it can happen. Low grades on everything because your game playing, then that's another story. My daughter is an A+ student, my son, heh, needs work. But funny thing is, she does her work first and half the time I see her playing games more than I like, but her report card is what keeps me leaving her alone. She was actually the one who almost got pulled into a car last year too. This area is getting worse, hence why I'm looking to move elsewhere. Good luck with your Science btw. 
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