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xXxFANCYCAPYBARA36xXx

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  1. Like
    xXxFANCYCAPYBARA36xXx got a reaction from VASH581 in Regeneration of resources in nature.   
    theres a point where you get so deep into fucking the player over in every way you can that you eventually do the most dramatic yet pointless unrealistic changes to the game and make it overly tedious and frustrating to play where its no longer fun and more of a painful chore than entertainment.
    youre a single guy in the apocalypse at the moment, you cant outfish an entire lake like that in the average playtime, probably not even in the current record playtime which is something like 1 or 2 years of survival..
  2. Like
    xXxFANCYCAPYBARA36xXx got a reaction from trombonaught in Slay Bells Ring   
    seeing a new anim update related vid got me all like
     
  3. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to EnigmaGrey in Slay Bells Ring   
    Merry Christmas survivors, joy to the world and all that business. With opening sentence festiveness over then, let’s see where we’re at with a few things.

    VEHICLES BUILD 31

    Vehicles Build 31 is out now, and is primarily one of bug-fixing – with corrections, balancing and optimizations being the primary focus as work towards pushing vehicles toward stability and their public release.

    We’ve still got some work to do with remaining MP sync issues, which Yuri is currently addressing, and there’s an annoying rooftop rendering regression bug to address still – but general issues covered in this latest public test build include: disappearing skill books, lock syncs, giganto cars on 1x tiles, everlasting street lights and various issues related to vehicle loot.

    In Build 30 zombies were also given the ability to set off house alarms when swarming a house and breaking windows – but we’ve turned this off until we’ve looked ‘zombie awareness’ optimization in the new year. People did seem to be enjoying the added chaos to the first few hours of the game, however, so it’s been made available as a sandbox option.

    ZED OPTIMIZATION

    The combination of BitBaboon Steve’s map streaming smoothening and ChrisW’s work with the non-rendering unseen tiles has resulted in a far more playable games when it comes to the vehicle build – with the biggest strain on performance now being the zombies themselves.

    In towns and densely populated scenarios the combination of players covering large distances more quickly and their vehicles having wide radius of zombie attraction means that more zombies are being stirred up than ever before.

    Yuri, then, has been investigating the best ways to optimize their heightened enervation – to give us some wiggle room when it comes to difficulty and zed population without sacrificing FPS. He’s even done some graphs like this or that seen below:



    Right now zombies will ‘walk towards’ sounds they hear in a straight line, until they hit a fence, wall or building. At this point they enter a more costly ‘PathFindState’ that will direct them towards the player, which in all honesty isn’t very zombie-like in any case. As the above graph shows, with hundreds of zombies responding to car sounds at long range this is causing major lag in areas like West Point.

    To improve this over Christmas Yuri will be creating a ‘WalkAroundBuildingState’ which will be used for any zombies outside of close range of the player (off-screen to a SP player). This will be a simplified version of the traditional zed pathfinding that funnels them along a building’s wall in a direction that brings them closest to the player, going back into ‘walk toward’ when they have circled the building.

    As such zombies will be able to navigate past buildings without dragging processor power, while still displaying suitable dumb zombie behaviours to MP onlookers, or the player themselves if they are watching a horde following a distraction or a house alarm.

    ANIMS

    As of the public release of the vehicles build we’ll have the full animation system lying dormant in the released code, waiting to be turned on bit-by-bit in the test versions that follow.

    Right now it’s all behaving better than expected – but has a sweep of bug-fixes required that’ve either appeared during the grand unification process and the introduction of Bitbaboon Mark’s tool-based ‘AnimZed’ editing and implementation.

    As you can see in this vid, for example, for some reason vehicles (despite being drivable and tinkerable) aren’t visible – and elsewhere the player character turns into a squiggly nightmare when climbing through windows, and can often snap a full 360 which looks decidedly strange.

    Once these kinks are ironed out Mark will be moving onto optimizing these processes (the focus has been on getting stuff working, with the tightening of loose nuts and bolts to come later) while Martin can concentrate on improving visuals – and maybe have a model for a trouser-wearing male that doesn’t look quite so… tight-fit and 1980s.

    A full sanity data pass of the entire data set will also be required soon, so Mark will no doubt be calling on his Technical Director management skill-set to get a full export/validate system going with Martin to get it done quickly and easily.

    Today’s supermarket sweep from persol. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
     
  4. Like
    xXxFANCYCAPYBARA36xXx reacted to tommysticks in General Creativity   
    Holy crap, those look cool. I really like the burning guy animation. 
  5. Like
    xXxFANCYCAPYBARA36xXx got a reaction from tommysticks in General Creativity   
    im just waiting on the animations update at this point haha
     



     
    some real old work i found when i first started with the idea of making a game. over the last 2 years i learnt a whole lot and got much better at stuff but looking back at this just warms my heart up. i love the aesthatic i created with the figures, it looks very satisfying to me. its so clean idk how to describe it.
     
    second is a burning animation and burnt corpse
     
    third is part of something i made to keep cool skies, colors and shading that id see in real life in mind by redrawing the sky and applying the sun + shadow lighting (and strength) how i remembered it the very hour or day that id see them. for example overcast afternoons with a lil bit of sun peeking out giving some warm lil spots of sunlight were something i really liked back then and i did this to remember what i liked and how it looked like it helps a lot with short term memory
     
  6. Pie
    xXxFANCYCAPYBARA36xXx got a reaction from RealHumanBeing in General Creativity   
    im just waiting on the animations update at this point haha
     



     
    some real old work i found when i first started with the idea of making a game. over the last 2 years i learnt a whole lot and got much better at stuff but looking back at this just warms my heart up. i love the aesthatic i created with the figures, it looks very satisfying to me. its so clean idk how to describe it.
     
    second is a burning animation and burnt corpse
     
    third is part of something i made to keep cool skies, colors and shading that id see in real life in mind by redrawing the sky and applying the sun + shadow lighting (and strength) how i remembered it the very hour or day that id see them. for example overcast afternoons with a lil bit of sun peeking out giving some warm lil spots of sunlight were something i really liked back then and i did this to remember what i liked and how it looked like it helps a lot with short term memory
     
  7. Like
    xXxFANCYCAPYBARA36xXx got a reaction from EchelontheEyeless in Something Easier to Carry Bodies   
    when i last played a long while ago on a server there was a mod where you could use ropes to craft piles of stuff such as 6 logs with 6 rope would give u a pile of 6 logs that would have the weight of one single log, this way you were able to carry like 36 logs for the weight of 6 it would be cool if that worked with zombies too
  8. Like
    xXxFANCYCAPYBARA36xXx reacted to Damien Darkside in (SHOWCASE) Pleasant Valley Barn   
    I would gladly take these buildings as homes in the main map. There are very well designed!
  9. Like
    xXxFANCYCAPYBARA36xXx reacted to Capt_Paradox in (SHOWCASE) Pleasant Valley Barn   
    Nice Work!
     
    If you need help figuring anything out in TileZed feel free to stop by the Mapping chatroom on discord or send me a message, I'd be more than happy to help you get the hang of it.
     
    Also here's a list of some of the Mapping Tutorials if you wanna check it out:http://pzwiki.net/wiki/Modding#Mapping_Tutorials
  10. Like
    xXxFANCYCAPYBARA36xXx got a reaction from myhappines in new blunt weapons   
    hell yeah we def need more improvised weapons in this game like using stuff from your environment against z's even trivial stuff such a a chair leg
  11. Like
    xXxFANCYCAPYBARA36xXx got a reaction from grammarsalad in new blunt weapons   
    hell yeah we def need more improvised weapons in this game like using stuff from your environment against z's even trivial stuff such a a chair leg
  12. Like
    xXxFANCYCAPYBARA36xXx got a reaction from AnbikYqn in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  13. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Legoland99 in (SHOWCASE) Pleasant Valley Barn   
    thanks im trying to make my own map (for the third time ) now although ill also include these in my USA map if I ever get around doing so. just a matter of figuring out tilezed now 
  14. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Legoland99 in (SHOWCASE) Pleasant Valley Barn   
    thanks  if u mean the barn its just a barn theyre used to store farm stuff not to live inside, if u mean one of the cabins yes most of them will have outhouses haha its mainly cause i wanna keep the roofing and everything all round aesthatic and easily accessable and lootable so sometimes special rooms dont fit in and i find other ways to include those
     
    haahhaha i started working on it like 20 mins before u posted that question heres a pic of an early wip

    still thinking of ways to do that bay window thing and the enclosed porch windows but i got the building roughly blocked out 
  15. Spiffo
    xXxFANCYCAPYBARA36xXx got a reaction from Legoland99 in (SHOWCASE) Pleasant Valley Barn   
    dont wanna make a seperate thread for these heres some cabins that are closely around the pleasant valley farmstead
    sadly its messed up cause i dont know how to move around images and it uploaded them all jittery 
     
     
     
     

  16. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Z3759xy in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  17. Like
    xXxFANCYCAPYBARA36xXx reacted to DramaSetter in General Creativity   
    Cover for first Hotline Miami level "Fever" ( remake of "Catalizer", that was too small and easy, so i decied to remake it ).


  18. Like
    xXxFANCYCAPYBARA36xXx reacted to MrTrololo in new blunt weapons   
    pipe wrench-relatively slow but deal high damage
    lead pipe-can be found in garages,warehouses etc. also can be obtained by dismantling showers,baths and sinks more durable and higher damage than plank
     
     
  19. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Veromaye in (SHOWCASE) Pleasant Valley Barn   
    dont wanna make a seperate thread for these heres some cabins that are closely around the pleasant valley farmstead
    sadly its messed up cause i dont know how to move around images and it uploaded them all jittery 
     
     
     
     

  20. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Legoland99 in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  21. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Veromaye in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  22. Like
    xXxFANCYCAPYBARA36xXx reacted to DramaSetter in (SHOWCASE) Pleasant Valley Barn   
    Lovely farmhouse. Would be ideal thing to fortifize. Mb you add your buildings into main map?  
  23. Like
    xXxFANCYCAPYBARA36xXx got a reaction from grammarsalad in A few ones!   
    I figure its the same reason gta online doesnt have any character voices not even any grunts on damage. in a game like this its important to have the player represent themselves and having a predone voice would break that immersion into being yourself I guess, kinda like how Fallout 4 recieved a ton of hate for its dialogue
     
  24. Like
    xXxFANCYCAPYBARA36xXx got a reaction from myhappines in (SHOWCASE) Pleasant Valley Barn   
    dont wanna make a seperate thread for these heres some cabins that are closely around the pleasant valley farmstead
    sadly its messed up cause i dont know how to move around images and it uploaded them all jittery 
     
     
     
     

  25. Like
    xXxFANCYCAPYBARA36xXx got a reaction from VikiDikiRUS in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
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