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Jere

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  1. Spiffo
    Jere got a reaction from Shotgun_Messiah in Using zombie guts to disguise ourselves.   
    I like this idea and have thought about it myself. I'm sure it could be made into a mod.
     
    My thoughts on it were you would need to have some blade accuracy leveled up to be able to do it, if you had a cut or were cut with the zombie skin/blood on you you could be infected and the bonus is it gives an enhanced version of inconspicuous. Perhaps the closer you get to the zombies the more panicked you would become, increasing heart rate and bringing attention to yourself, or perhaps if you moved quickly rather than sneaking.
     
    I do very much like the idea of it wearing off and rain washing it off as well.
  2. Like
    Jere reacted to nasKo in Monkey Bizness   
    The Build 39 Vehicles build (playable in public IWBUMS beta) is essentially ready to go, but we need to be sure that a couple of issues have been solved by today’s release of Build 39.57: one that saw crowds of zombies pinging vehicles off roads in MP, and another on some dedicated servers that had zeds attracted to a vehicle’s previous position that we also think was to do with the physics interpolation. [So please let us know if you encounter either!]
    39.57 also improves the way vehicles are arranged in parking stalls by adding directional pointers to the mix, addresses issues with watch alarms, adds extra options to help you tailor/toggle world degradation (erosion) in the game and some tweaks to help modders with the change to the vehicles build. Amidst a lot of under the hood stuff to keep stuff ticking over. EDIT: A complete changelist will appear here in the next day or so, but due to last minute issue with the latest code we’ve released a build that was already in testing and thus we’ll have to recompile the changelist to suit.
    In the mean-time let’s go round the houses and find out what other PZ types are up to:
    ANIMS
    Last week we announced that we’d teamed up with a gang of renegade coders called The Eccentric Ape – ably led by our current anims-focussed Technical Director whizz (Bitbaboon) Mark. This past week has seen them getting up to speed with PZ, and right now they’re getting their hands dirty in the codebase. The plan is for them to do a big push on the animation system, and overall intention is that we’ll be working alongside them on many of our big features going forward.

    So, for the next little while TEA’s Grant is fixing up remaining issues with layer/node and blending code, and then adding in the common state conditions that animations will ‘trigger’ – stuff like collision being on/off for combat and swings. Snitz, meanwhile, is setting to work on movement, idle and swing states to remove anything still hard coded and tie them instead to the new in-game variables.
    Finally, Zac and Gaz are working on AnimZed, making it more user friendly, filtering and sorting the anims into the first set of released animations and focussing on it from the end user perspective. By the time this push is complete the system should be in a state where Animator Martin, and ultimately modders, can dive in and start layering new anims for the remaining states with very little required coder intervention.
    WEATHER
    Turbo’s big challenge at the moment with the new precipitation and fog that go hand in hand with his simulated climate system is how to handle it when you look out of windows – in the current game rain isn’t visible outside, and this bug will become much clearer with better rain and fog effects. Particles currently get drawn after the world has been drawn, and the weather is drawn over this final image – so we need a solution for this so you can check the weather outside your safehouse without walking out into it.
    We anticipate that looking out of a window when hearing the noise of, for an example, an approaching thunderstorm (thunderclaps at the correct timing, taking into account to your distance away on the map from lightning and the centre of the storm) will be a much more common occurrence with this new system – likewise with checking out the fog. As such it’s something we need to fix up before release.
    While he puzzles this all out alongside our other coders, Turbs is also creating a new sound bank for ambient sounds to signal seasonal change. He’s currently got a supply of forest zone sounds, insect noise, rain effects for both indoors and outdoors, extra SFX for heavy weather, birdsong and indoor/outdoor wind effects.
    He intends to have it so that, for example, on a hot summer afternoon with little to no wind you can hear the crickets chirping – and for birds to become silent when heavy weather hits. It’s intended to be soft background noise, but if implemented well should really improve your sense of the time of year – and the current weather state created by the simulated climate system. After a meeting with the PZ art brigade Turbo is also going to add some more direction to his ‘clouds overhead’ effect, as currently they look a little too smoke-like.
    OTHER STUFF
    Bitbaboon Steve is finishing off our updated internal build system, while Connall is investigating ways to help our community translators keep up to date with translation strings that are updated from build to build. Mash continues with Louisville, while RingoD is building a wider roster of house and apartment buildings that she can drop into residential areas when she moves into the suburbs.
    When they return from Russian Victory Day vacations General Arcade’s Yuri is working on MP network physics, and Stas continues his work to improve gamepad and mouse settings/bindings. ChrisW is also back with us and will work on giving final polish to his existing rooftop occlusion system when it comes to player-built structures, before returning to his work on Sims-style interior cutaways in houses.
    Due to a necessary forum upgrade we’re also having to decommission our current Bug Tracker, which is annoying but has to be done unfortunately. We’ve harvested all the longstanding issues that were present in it, so if you see any of your reports disappearing – please don’t worry as they have a new home in our internal system. We’ll work on getting a decent replacement in the weeks ahead.
    This week’s 911 call out from Ghost. 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. The CBOIT would like to apologise to Mark for calling T.E.A. ‘The Educated Ape’ last week instead of ‘Eccentric’, although that would also have been a good name for his new company.
  3. Like
    Jere got a reaction from grammarsalad in Late game security   
    Imagine having a large size base, it's late game, you have generators and power throughout your base. Wouldn't it be cool to have an alarm system in place so that if someone (player or zombie) were to break down a section of wall or even pass on a trail or road, that an alarm would go off inside your base (volume settings could be turned up or down like any device). Perhaps it buzzes once for section one, twice for section two etc., if there are more than one alarms in place. Of course for this you would need to be a decent level electrician to be able to do it or possibly modify or craft the components needed.
     
    Then I was thinking, why stop there? What about at a further electrician level you could set up motion detection cameras? If they go off you need to view your tv and a smaller screen would come up showing you what's happening or even have it recording on video tapes. You could see if a person was trying to break in (doesn't show the name above their head) or if it was just a group of zeds passing by that broke a part of your wall while you were away or offline.
  4. Pie
    Jere got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    One strange thing happened to me that never did on the Vehicle test beta, I started up a car and drive maybe a few feet, clipped a mailbox and the car flipped onto its side and hovered in the air . I was barely moving when I hit it too
  5. Spiffo
    Jere reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Available on Steam beta branch 'iwillbackupmysave'
     
    New Features:
     
    Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date.  
    Post your bugs over here!
  6. Spiffo
    Jere reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 41

    [New]
    Added new foraging/parking zones - specifically close to Rosewood. Added Moveables.txt translation file (for moveable-object names). Added MultiStageBuild.txt translation file (for creating/upgrading walls). UI now displays multi-stage build options even if a required recipe is unknown. Solid objects, trees and vehicles prevent double-doors from opening and closing. Added cheat Get Key / Repair Vehicle to context menu when clicking outside any part.
    [Balance]
    Changed SafetyCooldownTimer and SafetyToggleTimer server options to seconds. Force player to exit vehicle when using Mechanics UI.
    [Bug Fix]
    Fixed overly-long physics box on the Dash Rancher. Fixed burned vehicles sometimes floating off the ground. Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies" Fixed crafting UI rendering parts of itself when collapsed. Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never' Fixed move-furniture tooltip texture position. Fixed some untranslated controller prompts. Fixed translations not being used for "Basic Mechanics" etc in mechanics UI. Fixed car battery being simply called "Battery" and causing confusion. Fixed engine-volume calculation for splitscreen. Fixed action progressbar not rendering for split-screen player. Fixed vehicles not working for split-screen players in multiplayer. Fixed old double-door code being present. Fixed physics not updating on the server when double-doors were closed. Fixed there not being a check for null sprite in IsoThumpable.syncIsoObjectSend() Fixed sprite properties: railings, street-crack grass, double-door lighting. Fixed syncIsoObject() sometimes sending truncated packets to the server. Fixed issues with double doors. Fixed lighting not updating when player is walking a path. Fixed lighting not updating after a character wakes up. Fixed RadialMenu sometimes staying transparent at certain framerates. Call UITransition.UpdateAll() in render() instead of update() Fixed player avatar animating slowly in character-creation ui. Fixed RPM in MP to improve fluctuating gears and ear-splitting audio. Fixed hood being closed when closing mechanics UI when the player was out of range. Fixed player exiting a vehicle without opening/closing the door sometimes. Fixed TutorialPanel.prerender() error. Fixed VehicleManager.clientReceiveUpdate() exception. Fixed random two vehicle wrecks sometimes putting a vehicle on the wrong chunk.
  7. Spiffo
    Jere reacted to Batsphinx in RELEASED: Vehicle Test 41   
    If this build seems okay (as in: no major horror shows) then we'll be killing the vehicles beta branches tomorrow, and shifting it all back into the traditional IWBUMS beta.  
  8. Pie
    Jere reacted to Batsphinx in PvP damage - sound   
    Can you add this to the tasklist please @Sasha ?
  9. Like
    Jere got a reaction from Nebula in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  10. Pie
    Jere got a reaction from Minnigin in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  11. Pie
    Jere got a reaction from Batsphinx in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  12. Like
    Jere got a reaction from DramaSetter in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  13. Spiffo
    Jere got a reaction from Keshash in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  14. Pie
    Jere got a reaction from arkahys in Commonly Suggested Suggestions   
    I have a couple of ideas I didn't see mentioned. 
     
    Ham radios and US military walkies talkies having the ability to scan channels as well has being dual band, if they're newer. Perhaps even having the electrical abilities to make an antenna to give your ham radios a boost in range, or even be able to upgrade the radio instead.
    Also I think VOIP working over the radio would be sick. MP radio stations!
     
     
    The ability to teach your craft. Once you achieve a certain lvl in a skill, you could teach that skill to another player giving them a small boost in xp. It could be like reading, although the speed can be increased or decreased depending on if the student has fast or slow learner. The higher the lvl of the teacher maybe the extra xp can increase by X%. The student would need certain items on them to be taught and it would change depending on their current lvl. 
    This could then also open up a teacher occupation, maybe only teachers can teach or maybe it's a trait.
     
     
    Edit: I didn't mean to post this here.  
  15. Pie
    Jere got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    As another person mentioned about an invisible object, I too have found one. Unfortunately I have no screenshot but at coords 11856 x 9300 there is a tree on the road but you can't see it in game. While driving or standing outside the vehicle you cannot see it, I was still able to cut the tree down but even there after I would crash into the block.
     
    On a different note, I was driving a car and took the keys out to kill some zeds and when I got back into the car my keys wouldn't work any longer although I still have the keys on me. It's like the key wouldn't register for the car anymore. I looked everywhere to see if maybe I had dropped it and picked up a different set but to no avail. The car was a hatchback type ( I forget the name exactly ).
  16. Pie
    Jere got a reaction from Skooma Skeeve in [Vehicles Test Server] Spiffospace: Vehicles   
    It seems like I can't see other players names over their heads, even when on a team, our team names don't show. It also doesn't show when someone is hostile.
  17. Like
    Jere reacted to EnigmaGrey in [Vehicles Test Server] Spiffospace: Vehicles   
    Should now be working. Thanks for letting me know.
  18. Like
    Jere got a reaction from lucy the axe in Late game security   
    Imagine having a large size base, it's late game, you have generators and power throughout your base. Wouldn't it be cool to have an alarm system in place so that if someone (player or zombie) were to break down a section of wall or even pass on a trail or road, that an alarm would go off inside your base (volume settings could be turned up or down like any device). Perhaps it buzzes once for section one, twice for section two etc., if there are more than one alarms in place. Of course for this you would need to be a decent level electrician to be able to do it or possibly modify or craft the components needed.
     
    Then I was thinking, why stop there? What about at a further electrician level you could set up motion detection cameras? If they go off you need to view your tv and a smaller screen would come up showing you what's happening or even have it recording on video tapes. You could see if a person was trying to break in (doesn't show the name above their head) or if it was just a group of zeds passing by that broke a part of your wall while you were away or offline.
  19. Pie
    Jere got a reaction from JayM in Late game security   
    Imagine having a large size base, it's late game, you have generators and power throughout your base. Wouldn't it be cool to have an alarm system in place so that if someone (player or zombie) were to break down a section of wall or even pass on a trail or road, that an alarm would go off inside your base (volume settings could be turned up or down like any device). Perhaps it buzzes once for section one, twice for section two etc., if there are more than one alarms in place. Of course for this you would need to be a decent level electrician to be able to do it or possibly modify or craft the components needed.
     
    Then I was thinking, why stop there? What about at a further electrician level you could set up motion detection cameras? If they go off you need to view your tv and a smaller screen would come up showing you what's happening or even have it recording on video tapes. You could see if a person was trying to break in (doesn't show the name above their head) or if it was just a group of zeds passing by that broke a part of your wall while you were away or offline.
  20. Like
    Jere got a reaction from Tails in CB Radios in vehicles   
    It would be cool if Taxis and some trucks had CB radios in them, so you could not only listen to the radio you could speak through it as well.
  21. Like
    Jere got a reaction from ganjasan in CB Radios in vehicles   
    It would be cool if Taxis and some trucks had CB radios in them, so you could not only listen to the radio you could speak through it as well.
  22. Like
    Jere got a reaction from RealHumanBeing in CB Radios in vehicles   
    It would be cool if Taxis and some trucks had CB radios in them, so you could not only listen to the radio you could speak through it as well.
  23. Like
    Jere got a reaction from Jason132 in CB Radios in vehicles   
    It would be cool if Taxis and some trucks had CB radios in them, so you could not only listen to the radio you could speak through it as well.
  24. Like
    Jere got a reaction from Skooma Skeeve in CB Radios in vehicles   
    It would be cool if Taxis and some trucks had CB radios in them, so you could not only listen to the radio you could speak through it as well.
  25. Spiffo
    Jere reacted to EnigmaGrey in [Vehicles Test Server] Spiffospace: Vehicles   
    Thanks for the feedback everyone, it's allowed us to track down a bunch of issues. There'll likely be a patch tomorrow meant to address the loot sync issues. When it goes live, the server will be reset (characters won't be) and settings will be changed towards something a bit more fun.
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