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ilikecaterpillars

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  1. Like
    ilikecaterpillars reacted to Maxwell218 in IWBUMS 41.54 RELEASED   
    2 posts, 2 of them urging to release MP.

    Please stay patient, what you are doing is unnecessary and doesn't achieve anything. 
  2. pillow
    ilikecaterpillars reacted to MMAXX in IWBUMS 41.54 RELEASED   
    And again we don`t have MP...
  3. Like
    ilikecaterpillars got a reaction from gamatos in IWBUMS 41.37 released   
    If people are that desperate for multiplayer, they can revert back to the non-test branch. Multiplayer's not been taken away from the game, it's just not in IWBUMS while other things are being tested. xXx
  4. Like
    ilikecaterpillars got a reaction from trombonaught in IWBUMS 41.37 released   
    If people are that desperate for multiplayer, they can revert back to the non-test branch. Multiplayer's not been taken away from the game, it's just not in IWBUMS while other things are being tested. xXx
  5. pillow
    ilikecaterpillars reacted to weekendkiller in IWBUMS 41.34 RELEASED   
    Multiplayer. When?
  6. pillow
    ilikecaterpillars reacted to Genohzide in IWBUMS 41.32 released!   
    Give us Mp already ! T.T
  7. Pie
    ilikecaterpillars got a reaction from Pandorea in IWBUMS 41.31 RELEASED   
    When playing in split-screen, if you save and quit, the next time you load the game, the second character becomes the main character. This means that when the second player clicks to join in, they have to create a new character and all of the progress and items of the previous character is lost. xXx
  8. pillow
    ilikecaterpillars reacted to Deforsmylife in IWBUMS 41.29 RELEASED   
    When will cooperation come? It's been a long time.
    When will ico-op come? It's been a long time              
  9. Like
    ilikecaterpillars got a reaction from PZ_Axe_For_You in Crash - zoom build test branch   
    If you're still playing on the zoom build and haven't figured it out already, it's now shift + scrollwheel. I you go to accessibility settings, you can change it from shift to ctrl again. xXx
  10. Like
    ilikecaterpillars reacted to Artfactial in A Good Day   
    Oh, looking forward to the foraging and fishing UI updates.
    Aslo 'Yuri continues work on fire' is some damn dedication!
  11. Like
    ilikecaterpillars reacted to EasyPickins in IWBUMS 41.27 released!   
    It's Shift+MouseWheel now by default, but you can change it in the Accessibility options.  It was changed after someone had a problem with it being Ctrl+MouseWheel.
  12. Like
    ilikecaterpillars reacted to nasKo in Sock it to ’em   
    Fair amount to get through this week, starting off with us flagging that this week we have released two patches for the IWBUMS beta of Build 41: namely 41.26 and 41.27.
    We’ve spoken about the 41.26 contents a fair amount in recent blogs but the overview is that it contains:
    A revamp of our modding framework Saved outfits on character creation Tweaked washing A better ‘walk to’ system Better vehicle headlights Zed bandages A better colour palette for clothing Improved zed-choosing during stomp/melee combat Quality of life fixes for foraging Cutaway polish Lots more Something else that this contained was an attempt on our part to nerf ‘animation cancelling’ in combat – but it had a few side effects, especially with axes, so the next day’s 41.27 patch reverted this while we work out a more elegant solution.
    The next patch (likely next week, but probably reliant on work in Zac’s Zoom branch, as detailed below) is far from fully formed yet – but likely will contain Turbo’s Xmas side project, the automated military radio channel. We will also be looking into making sure that stealth is working correctly, as recent fixes might have knocked this off-balance.

    An updated video of Turbo’s automated radio station can also be found below:
    ZOOM
    Truth be told, some of us were ready to throw in the towel on Zac’s work on the ‘zoom’ build – the aim of which was to try to get as many lower-spec people as we could (the Intel crowd, generally) an uninterrupted non-crash game experience by removing the memory-hogging FBO and simultaneously granting all PZ players sharper visuals on character and zombie models alike.
    Zac had one last day on it up against seemingly unsurmountable issues  before it was placed on the shelf, and all seemed lost… but then… like Indiana Jones rolling under a door and reaching back for his hat. He triumphed.
    As such, we currently have a test beta running for this optimized branch – although it hasn’t been updated with latest 41.26 and 41.27 content so if you do try it out PLEASE back up your saves.
    Details on how to test out this build can be found hiding behind these words.
    Feedback from this beta has been HUGELY encouraging, with some people who have had major problems running 41 reporting far, far less crashes – and others liking the crisper visuals too.
    This said, there are still some kinks to be worked out of it: a recurring error causing framerate issues, white square zed bodies, nights that are too bright, a blurry UI and oddly coloured cars and weapons on zoom out.
    All annoyances, rather than the huge hurdles that Zac scaled on that fateful Friday last week – so fingers crossed it can enter the main beta soon.
    Multiplayer Anims
    As mentioned last week this year we’re delighted to have TEA/Bitbaboon’s MarkR available again to help with the great big multiplayer hook-up. We’ve had a lot of chat this week about where we are, what’s still to do, and where we want to get to – which is basically as a high a bar as his talent and experience can take us. The following, then, are what you’ll hopefully be hearing a lot about in future blogs:
    Dead reckoning: 
    Having a synchronised clock on server/client instead of using ping round-trip times, and using client prediction and interpolation to move the characters on the clients. This will allow the animation system to take that movement and apply appropriate animation onto it that will avoid most (tho likely not all) foot sliding.
    The dead reckoning will make the character movement in MP a ton more realistic and solid than it currently is, and will hopefully improve/remove the frequent rubber-banding issues PZ often faces. It might sound a lot, but a lot of the groundwork for this has already been done in existing work and the way that the animation system in 41 has been rebuilt to prepare for it.

    Zombie Clients:
    Not ‘our’ kind of zombies – but an actual coding term! With this we will be working out ways to simulate high amounts of players on a server: moving around and doing simulated gameplay actions so as to stage all the actions of a busy server.
    This will then allow us to debug current issues with server lagging due to high player counts. We’re setting ourselves a high bar with the player count – though we’re superstitious enough to not tell you all what it is.

    Horde traffic optimization:
    Also on the menu are clusters and islands – these are ways of reorganizing horde data to vastly minimize the amount of traffic sent to update zombie positions, hopefully with little visual or mechanical detrimental effect to the online experience.
    We’ve also been discussing splitting the horde into the zombies most relevant to different players to augment how they are synchronised to each client which, along with dead reckoning should drastically reduce those famous moments when you’ve all been bitten by a laggy/invisible/distant zombie.
    In short though: we’ve got big plans for all this stuff, but we want to get it right so everyone has the best experience possible AND so it’s ‘done and stable’ for the entire future of PZ.
    MP functionality for the anims build won’t suddenly be back next week, but we will keep you updated in the blogs – and when it does return it will have had insight and coding from some very talented people we’ve brought in especially for it, and will have been worth the wait.
    This week’s ‘oof, right in the kisser’ from Airpex. 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!
  13. Like
    ilikecaterpillars reacted to Axezombie in Zombie rip off motorcycle helmet BUILD41.23   
    So a zombie ripped off the motorcycle helmet I was wearing with ONE hit AND scratched my head at the same time.
    It happens often that even with a 100% protection on head that zombies successfully hurt you on the head, and I can understand it with other helmets because they don't cover all the head and can be removed more or less easily but with a motorcycle helmet it shouldn't happen at all.
     
  14. Like
    ilikecaterpillars reacted to Arsenal26 in Zombies hide as crumpled balls   
    I think these were referred to as "Suitcase Zombies" ?? and iirc were fixed awhile back, but it does seem that they are back... I get them in my custom map all the time where there is dense spawn... not sure if zombie population density has anything to do with it...  Sometimes if you run off screen and come back, a normal one will turn into a "Suitcase Zombie".... They resume normal when you are approximately 4-6 squares away, but do not move in compressed form... They do however make noises while compressed...  But I guess anyone would if that happened to them...

  15. Like
    ilikecaterpillars reacted to Axezombie in IWBUMS 41.24 released!   
    Is there a way to see if the bugs we report are seen by the team? Sometimes I feel like the bugs I report are totally missed out, like there is a bug pretty important making zombies stuck in furnitures when they climb a window: 
    https://theindiestone.com/forums/index.php?/topic/27109-build4122-zombies-get-stuck-in-furniture/&tab=comments#comment-287392
     
    Not saying the bugs I report should be fixed right away but sometimes it's frustrating to not be sure if the bugs we report are seen, considered by the team as bugs worth to fix now or not, you get what I'm saying? Would be nice to have a public list of bugs reported, also it would avoid getting the same bugs reported a million times like the one with frozen ice cream giving depression (not even sure if it's a bug but people keep reporting it...)
  16. Like
    ilikecaterpillars reacted to Mr_Sunshine in Alertoid   
    And zombies are realistic?
  17. Like
    ilikecaterpillars reacted to trombonaught in Alertoid   
    Yassssss
  18. Like
    ilikecaterpillars reacted to Misha in IWBUMS 41.22 released!   
    Too heavy? But... the note and pen just cost you 0.2 weights... And how much time needs for taking notes that were dependent on your skills...😅
  19. Spiffo
    ilikecaterpillars got a reaction from Komodo21 in IWBUMS 41.22 released!   
    Same. I tried after breaking a spear and couldn't recover the knife. xXx
  20. Like
    ilikecaterpillars got a reaction from Okamikurainya in Hydrocraft Mod   
    That's fine. It just sounded like you had a problem with using the mod on build 41, by the way you worded it, so I was just trying to help you out. You'd be surprised how many people seem to think all the mods work on the current build. xXx
  21. Like
    ilikecaterpillars reacted to Captain in Controller split-screen invisible Player1   
    When you start up a split-screen save with your controller plugged in, your character is invisible.
    You can fix this by starting the same save with your controller unplugged.
    Once you're in-game, plug in your controller and take over Player1.
  22. Like
    ilikecaterpillars reacted to NagashUD in IWBUMS 41.20 RELEASED!   
    Is it possible to put a melee attack priority to standing zombies ? and not the ones on the ground ... 😕
  23. Like
    ilikecaterpillars reacted to lemmy101 in Like, sew cool   
    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/
     
    I'd imagine it'll be in 42 but who knows...
  24. Like
    ilikecaterpillars reacted to Burger_Time in IWBUMS 41.19 released!   
    And you just want it to be more powerful? No, no thanks.
  25. Like
    ilikecaterpillars reacted to Burger_Time in IWBUMS 41.19 released!   
    Wood axe is not supposed to be a very useful weapon. It's a tool to cut trees down after all.
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