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Tails

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  1. Pie
    Tails got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    one thing I notice with vehicles right now is that most seem to lack loot at all.  The only vehicle that I found loot in is the stepvan that contained books and other paper materials. 
  2. Pie
    Tails got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    list of some bugs with the vehicle build.
     
    -Muffler still degrades faster than the fuel getting consumed.
    - lightbar on most of the vehicles seems to not be flashing when I turn it on.
    - 6 seater van still missing it side windows (middle and rear sided windows).
    - Taking engine parts still requires to have keys to the car or has been hotwired.
    - installing radio, lights and battery still doesnt increase mechanics skill.
     
  3. Like
    Tails got a reaction from junglistjim in RELEASED: Vehicle Test 41   
    one thing I notice with vehicles right now is that most seem to lack loot at all.  The only vehicle that I found loot in is the stepvan that contained books and other paper materials. 
  4. Like
    Tails reacted to Darkmark8910 in Community Vehicle Suggestions   
    The Toyota Hilux. Why the Hilux, you ask?
     
    It's renowned as the #1 vehicle of rebels, militants, and other quasi-military units worldwide. 
     
    They were more widely available in the US until the mid 90s, when import bans hit it hard (you used to be able to buy these without issue so long as they were an '89 model or older), but they're still a staple today worldwide in militias and guerilla forces.
     
    Image 1: A Toyota Hilux after Top Gear put it on the roof of a 20-story building about to be detonated by C4 (IT STILL DROVE)

     
    Image 2: Taliban Toyota Hilux

     
    Image 3: Old 1988 Toyota Hilux

     
    Image 4: a modified Hilux with treads instead of wheels in Iraq

     
     
     
    There's also the Toyota War, a war fought in Africa named after the Toyota pickup trucks from the late 80s (Wikipedia).
     
    It's beloved by many US army/marine veterans - to this day you can find them desperately seeking out Hiluxes in the US (SofRep).
     
    The Hilux was on Top Gear; the guys bought a Hilux with 190,000 miles on it for $1500 and did the following to it:
    crashed it into a tree submerged it entirely in the English Channel for 5 hours (it was on a pier, but the ropes snapped and it sank) dropped it from 10 feet dropped an RV on top of it from ~40 feet in the air drove it through a wooden shack hit it with a wrecking ball set it on fire for good measure; they threw a torch into the front driver seat and the cab put it on the roof of a ~20 story, 12,5000 ton concrete skyscraper, then detonated the building with C4  
    The Hilux STILL DROVE with NO SPARE PARTS - only a hammer, wrench, and WD-40 were required. Although admittedly, the RV dropping on the Toyota did jam the front left door.
     
    Image1: credit to Newsweek
    Image2: credit to Sgt Russell Gilchrest, US Army
    Image 3: random Google Image
    Image 4: credit to the Daily Mirror
     
    Links:
    Newsweek, Why Rebel Groups Love the Hilux: http://www.newsweek.com/why-rebel-groups-love-toyota-hilux-74195
     
    SofRep, The Indestructible Toyota Hi-Lux is Finally Coming to America: https://sofrep.com/78215/indestructible-toyota-hi-lux-finally-coming-america/
    The Toyota War: https://en.wikipedia.org/wiki/Toyota_War
     
    Top Gear, Killing a Toyota Part 1 (8 minute video) -
     
     
     
     
  5. Like
    Tails got a reaction from lemmy101 in RELEASED: Vehicle Test 41   
    list of some bugs with the vehicle build.
     
    -Muffler still degrades faster than the fuel getting consumed.
    - lightbar on most of the vehicles seems to not be flashing when I turn it on.
    - 6 seater van still missing it side windows (middle and rear sided windows).
    - Taking engine parts still requires to have keys to the car or has been hotwired.
    - installing radio, lights and battery still doesnt increase mechanics skill.
     
  6. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    The fossoil and ranger pickups still are changing textures.
     
    It's far less often, but it is still desync'd between players and will rarely change after being outside of the loaded chunk for some time. 
  7. Like
    Tails got a reaction from MaxD12 in RELEASED: Vehicle Test 41   
    one thing I notice with vehicles right now is that most seem to lack loot at all.  The only vehicle that I found loot in is the stepvan that contained books and other paper materials. 
  8. Like
    Tails reacted to MaxD12 in RELEASED: Vehicle Test 41   
    In the West Point downtown i saw some texture(?) bug with  dumpsters(not exactly sure,but i could see this since vehicle beta 38)
    1.https://map.projectzomboid.com/#12046x6851
    2.https://map.projectzomboid.com/#11947x6922
    3.https://map.projectzomboid.com/#11876x6920



  9. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    The XP gain from watching skill TV still doesn't work, and it seems like it doesn't reduce boredom anymore either. TVs are broken.
  10. Like
    Tails reacted to nasKo in Climate Change   
    Evenin’ all. Here’s the latest from the Knox Event.
    CURRENT VEHICLES BETA
    We have just released public vehicles build 39. It’s another fairly weighty changelist, but the highlight of it is that the many, varied and major FPS optimizations we discussed last weekhave arrived. We’d love to hear about any changes you notice in performance. Likewise, however, we will need to hear of any bugs this has introduced. We’ve eradicated most of the gremlins backstage (like checkerboard lighting updates, flickering UIs windows, invisible ground objects etc) but there may well be other curiosities that our in-house testers haven’t found. Please let us know in the build release thread.
    Something we are aware of is that in this version there’s more work to do with the UI. We’ve made significant optimizations by sacrificing UI FPS for the sake of the FPS of the overall game, which is clearly of a greater priority. On top of this, some of the windows may appear more transparent than usual. We’ll look to improve smoothness and responsiveness in future builds, but we hope any additional bugs or annoyances will pale compared to the significant FPS improvements. Elsewhere in the vehicles beta, meanwhile:
    In preparation for the full release of the vehicles we’ve also added some tutorial windows that appear when new players first boot the game up. If there are any salient details we’ve missed here then please let us know! We’ve also made it so that vehicles are automatically enabled in all games, unless deselected in Sandbox options.
    For MP we have raised the speed limit we previously imposed when map loading was far more of an issue. The default is now an in-game 80mph, although this can now also be played around with in your Server Options. Car spawn zones have been added to the small settlement south of Riverside. Various unclear aspects of in-game text and UI icons have been improved. Car damage at low speeds has been nerfed. Radio transmission ranges have been increased to cater for the extended map. In terms of fixed bugs, there are a few, but the biggest irritations hopefully salved include: miniature MP vehicle sizes gone, reversed textures and backwards writing on some vehicles fixed and the much-reported self-duplicating cars on servers addressed. Likewise various background memory leaks and the like have been knocked out of the build, and your FPS no longer holds as much sway over your steering. Beyond immediate bug fixing from community reports the coming week’s focus will be on wider player-built gates to let players store their vehicles more safely, addressing the teleportation issues that can occur when passengers sit in a lag-impacted vehicle and implementing the final sounds for our ‘normal’ and ‘small’ car types.
    BUILDS BEYOND VEHICLES
    While the majority of the team work on the vehicles build – Stas (chat upgrade), Mark (animations) and Turbo (fog, snow and new climate/weather system) continue to work away in the background.
    Turbo tends to sit away from the main team (his speciality being over-arching systems that we can tie into the main game like his existing seasonal changes and radio systems) and he’s currently working on an improved dynamic weather system that he hopes will make his existing seasons feel more real, and give a greater sense of day-to-day variety.
    This will also mean that different weather effects will move over the map in real-time. Here, for example, is a debug thunderstorm moving over the south of the current map – between March Ridge and West Point.

    This all generated by a system of simulated cold and warm fronts of varying strengths. An in-game change from Warm to Cold, for example, will result in a day with rain in the morning getting heavier as the day goes on, with the possibility of a tropical storm in summer, or a blizzard in winter. The intensity of the rain, and thunder, meanwhile is all dependent on the simulated front strength.

    When mixed in with the new fog that’ll see misty mornings slowly clearing in the sunshine this should give a far greater feeling of variety as each day passes. What’s more, as a part of this weather upgrade Turbo is also looking at improving our current use of shaders to increase the feeling of seasonal change in PZ – giving it a subtle yet tangible feeling of it being either a warm and vibrant day of summer, or a pale and hazy day in winter.
    Alongside this Turbo intends to improve the SFX to reflect seasonal change better too – removing birdsong from winter, introducing snow crunch etc. When this ready, in the world beyond vehicles, we will also need to rebalance our farming system too in terms of the change in daily/seasonal rainfall – itself a fairly old system that could do with some TLC.
    This week’s bannister-less deathtrap from актёрище. 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. Oh, and check out the findings of the latest great loot survey from ShylokVakarian. Fanks!
  11. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    I always noticed that the Cossette's headlights don't actually function. I'm not sure where the decision came to put them where the turn signals are supposed to be, but I'm chalking it up to a modeling issue.
     
    I mean, they have the outline on the model for the headlights and everything, so they are definitely there.
  12. Like
    Tails reacted to arkahys in RELEASED: Vehicle Test 41   
    key Icon above player (who mean I have got the car key): shouldn't appear when car is hirewired
    Or a different icon, but i think shouldn't be displayed because before you see ignition you can't know that the car is hirewired and drivable Icon appear even floor above or behind the car, so if I build living floor above garage,  the key appear all the time, in kitchen, bedroom, etc... "No mechanic action" are displayed in mechanic progress bar (if i saw logs, that appear as I install/remove part of car, with "flash succes" of the saw !) "flash succes" don't stop. By foot, "flat sidewalk" aren't disturbing, but a car who don't react to sidewalk step give a heavy only drawing effect. 6 seat Van with lateral door ( still door / seat problems) : Car parts : The difference between shock damages and usury from driving is no enough high. I damage the car with  shock as far as driving. I'am very surprise that there is no radiator part ! who is more sensitive and aftereffect than muffler ! Muffler : With all cars I have got (and around me), I never change or repare muffler, but radiator breakdown was encounter many times ! I think this too highly damaging part is an error by confound muffler and catalytic converter. Brakes : I think separate disk/shoe and pads could be a good things. separate breakdown and driving wear. Pad need less skill and really less weight/space, usury by driving, few by shock. disk/shoe may little more weight. Damage with shock, few by usury. suspension are really lightweight ! wieght more close to wheel than brake ! When you drive on screw, nails or sharp weapons you should have chance to burst wheel. So you can do a block road with line of nails on the road When you remove more than 1 wheel : remove 2 wheel and the car seems "in air". Vehcles should tilt on axle when 2 adjacent wheel are removed. changing tilt direction when a 3rd wheel is removed, and totally fall on axle when the 4 are missing. should use object to prop car when removing more than 1 wheel. Put logs for wedges for exemple ! remove 2 wheel or more should damage parts in contact with the ground : brake, suspension if car is leaved on ground. Remove 4 wheel withtout wedges should damage muffler ! ( but not when we drive ! lol ) Should find striped car, without wheels, standing on logs, missing parts and doors I comeback to camera : Could camera move forward at lower speed ? Not really distrurbing for heavy PC, because unzoom max, and you see in front. Think to light PC, I'am playing in relatively +zoom to not to lag.
    Accident with unseen objects or turns are common. Read and see that others too ! In cloth shop : one tile cloth stand have a capacity of 65. that's too much Food (and spawn balance) : There is no milk, flour, eggs, vinegar, yeast yet to the Mall and grocery while are a really the most common food ! it seems that there is only fruits, vegetables and chips in food market yet ? In PZ no humans knows arrange cupboards and etalages ? I know the process of random spawning, but this give a same container effect when many on a raw. ( kitchen, bathroom, market, etc.. ) I don't kown how shops are declared in map edition but in a room (or market if possible) instead of : should better (I pseudo write in code, It seems more easy to explain) some sorts items by room in containers : Thus we will not find a spoon, a buter knif and a chili can in each container of a kitchen but 2/3 spoon in one, 3/4 knif in other, etc.... for Market some container will get 4 banana and 3 tomates, other 8 pickles and 5 peaches. Really more realistic !
    The following step is to categorizing a little mor than food, weapons, etc... then kitchen tools could be in a container, household products in other one, food in other with same kind of simple script....
    On food : fruits, vegetables, meat, dairy, drink, cans, dry food, cookable. "Useless items" : care, cleaning, dishes, furniture, etc.. etc.. etc.. Proportions of fruits, vegetables, chips, canned food // flour, yeast, vinegar, etc.. aren't representing at all of a evacuation or precipitated departure as you want to feel. People will leave with easy eating food ! not with cooking food : flour vinegar etc.... seems thats inverted ! thereby increase cooking become necessary to use cookable food that people don't bring with them ! I was cooker for a while, taught to friends, and I think there should be skill lvl min for some recips. if should have an add by lvl : microwave=0 (lol), pot/slice=1, pie/salads=2, stove=3, jars=4, bread=5/6, . But that with many more spawning jars, vinegar, yeast, flour,etc...  punch line : should be very more not directly eatable food and many less fast foods ! eat a part of a stove or pot don't reduce weight In the same way, (it seems that population was warned and more evacuated than encounter zombies). There is too much houses/ rooms with TV, radio, light on . that's more a panic departure effect ! Should be random panic departure houses as random fortified houses. with a notable effect in house (many objects in container, objects on ground, all doors open, lights and TV on) but not in almost houses !  
    I'am sad, I waited 38, was thinking that barbed wire increase spawn was to prepare the barbed wire fence implement !
     
    No, it's not a simple "are you indoors?" check, that's an other "a maybe one day that'll change" too !
    actually it is only a  : are you in a tile declared room. because :
    Some buildings parts have wrong (or none) room settings, so there is no indoors panic in it or on somes tiles Playermade room (8 sides closed space) > no panic Remove almost walls or/and roof, floor of a rooms keep panic.  
     
    totally agree, the W difference : its a french double V, should be an English double U
     
     
    fiouuuu, I'am at quarter of my list... lunch break !
  13. Like
    Tails got a reaction from Magic Mark in RELEASED: Vehicle Test 41   
    I hope to see the popup headlights on the Chevalier Cossette instead of using its turn signals as head lights.
     
     
    the Dash Rancher  headlights and taillights dont seem to light up at all.
     
    with the taillights in game dont seem to to have reverse lights (white lights lightup)
     
  14. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    There are still no car zones in this entire town:
     
    http://map.projectzomboid.com/?#0.4487924638493398,0.18407880352424844,44.96940128643626
     
    Edit: Yes, this is after a new map reset
  15. Like
    Tails reacted to FinestHops in Instant exhaustion foraging 'feature'   
    Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. 
     
    Simple really....
     
    example numbers. 
     
    baseEnergy 100
    baseForagingCost 60 (makes it once without instant exhaustion at base level)
     
    energyLeft = currentEnergy - (foragingLevelMultiplier * baseForagingCost) 
     
    Then assign an energy used reduction per level. Maybe at level 2 a reduction thats enough to get 2 shots without exhaustion but not enough energy for more. 
    Then each level after would be a smaller energy reduction equaled out to achieve a goal of X amount of times total at a certain higher level. 
    So say you want the max to ever be able to do is 10 times... take the energy needed for 8 times and apply reductions for skill levels 3-10 so that by skill level 10, they can accomplish the 8 times. 
  16. Pie
    Tails got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    Another thing I want to mention is the Lanes Auto repair magazines marked as "already read"
  17. Pie
    Tails got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    I noticed that you can only take engine parts if you have the keys to that vehicle. Shouldn't you be able to take engine parts without a key?
     
     
     
     Here is another Mail box placement fail in Muldraugh. 
     
    https://map.projectzomboid.com/#0.5380575104762761,0.3125085805807458,492.2235242952022
  18. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Immediate issues:
     
    -Extremely glaring issues centered around the Country Club exist for maps. These 10 houses in particular: http://map.projectzomboid.com/?#0.4764981677671175,0.11905390884910143,50.90625217166628
    Would recommend going through here and double checking the zoning.
     
    This includes
    -Trees blocking doors
    -Paths not reaching the porches of houses
    -Multiple houses missing light switches in various rooms
    -Closet missing doors (coords unsure)
    -No mailboxes
    -No backyard decorations at all. Considering there are two doors leading to the yards per house, at least some clear land could be a temporary fix for this, currently both rear doors of each house just open up to dense forest, some trees right against the door.
     
     
    -Watching TV no longer rewards XP
     
    -Replacing a car door does not fix a broken lock
     
    -Need keys to take engine parts
     
    -Muffler degradation is still too extreme, there should be easily defined reasons for this occurring I.E. backing into something or running over objects. Mufflers are not a part you are expected to swap out every couple of years, let alone every road trip. It's definitely improved, but a drive from Muldraugh to Riverside, on road with no obstacles, claimed 15 percent of the muffler. It's still faster than the gas consumption to a high degree, undeniably so.

    -There appears to be a new texture issue with station wagons. A few edges seem to be 'masked' by olive green paint.
     
    -6 seater vans no longer have windows (not sure if intentional) and are still very low to the ground.
     
    (Will post longer post with engine rebuild feedback when I'm not dead, there's a little bit of logical leaps here that I believe can be fixed with simple compromises that both work towards making the game more playable without having to create too much)
  19. Like
    Tails got a reaction from Minnigin in RELEASED: Vehicle Test 41   
    with the good times of the vehicles build and everything that is great about it. I though of some cool sandbox features to add to Vehicles section in the sandbox mode here is a list of sandbox features to add. 
     
    - Car battery Consumption something similar to the gas consumption rate that is in the game already
    - Starting off with a vehicle at the start will come with a set of keys to the car. 
    - Car parts Degrading rate from slow to fast.
     
  20. Like
    Tails got a reaction from Kuren in RELEASED: Vehicle Test 41   
    if only we could enter the the van type vehicles   from the rear. 
     
    List of vehicles that you should be allowed to enter from the back of the vehicle trunk area. (2 rear doors on the back)

    -Ambulance
    - Franklin Valuine 
    - Chevalier stepvan
    - Spiffo van
    - Radio van 
  21. Pie
    Tails got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    if only we could enter the the van type vehicles   from the rear. 
     
    List of vehicles that you should be allowed to enter from the back of the vehicle trunk area. (2 rear doors on the back)

    -Ambulance
    - Franklin Valuine 
    - Chevalier stepvan
    - Spiffo van
    - Radio van 
  22. Like
    Tails got a reaction from laramsche in RELEASED: Vehicle Test 41   
    if only we could enter the the van type vehicles   from the rear. 
     
    List of vehicles that you should be allowed to enter from the back of the vehicle trunk area. (2 rear doors on the back)

    -Ambulance
    - Franklin Valuine 
    - Chevalier stepvan
    - Spiffo van
    - Radio van 
  23. Like
    Tails reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Something is very wrong with the Park Ranger and Fossoil trucks. No, this isn't another post about the texture for Fossoil trucks being weird. This is new.
     
    Clearly the textures for them are interchangeable and the game in multiplayer has an extremely hard time deciding whether you are looking at a Park Ranger pickup truck or a Fossoil work truck (which has lights and a siren for some reason).
     
    In multiplayer, the second driver in our convoy started in a Ranger pickup truck.
     
    He fell behind, but when he caught up the truck magically transformed into a Fossoil truck. On the driver's screen he was still a Ranger.
     
    Then, every time we would lose each other and catch up, the texture would go back and forth between park ranger and fossoil.
     
    Clearly something is wrong, maybe they share the same file or something. I'm willing to bet the loot lists for the two vehicles for very different professions are the same.
     
    Texture reference:
     

    "Where did that fossoil truck come from?"
    "What fossoil truck? Is there an abandoned car I missed?"
     
    Additional desync issues, pretty hefty:
     
    For a player with lightly choppier internet connection, these roadtrips as a passenger are an absolute gamble.
     
    The 2nd driver of the convoy, when coming up to areas we were, would come across this player just standing in the road.
    In that player's screen they are in the ambulance, which has stopped for them.
     
    I, the driver of the ambulance, have already reached the destination.
     
     
     
  24. Like
    Tails reacted to nasKo in SirenZ   
    Hey all. Here’s the current goings-on over in Zomboid Towers.
    CURRENT VEHICLES BETA:
    We’ve just released Vehicles Build 37 – and it’s got quite a long changelist given as a case of the judders held back last Thursday’s release. You can see the full version details, and find details on how to join the beta, in this thread.
    Vehicles are easily the biggest technology upgrade that PZ has had since its inception – and Build 37 builds on work already complete by including the MP lag work we mentioned last week directed by our Technical Director friend BitBaboon Steve, but now also has had a lot of improvements to our map/chunk streaming both online and off, and a big change in how our game handle’s Java’s jolt-inducing ‘garbage collection’. To this end aspects of it remain fairly experimental, in that they work nicely behind closed doors but require wider testing – which is where you guys and your bug/performance/gameplay reports come in.
    We’ve also made some changes to how the frame compensation is handled, and have fixed issues with the framerate smoothing which resulted in time slowing down during gameplay, which led to occasional uneven gameplay and treacley movement in a few recent builds. Instead the game may occasionally hitch for a frame, whereas before it might drag the framerate and game speed down for a second or more.
    This far more mild hitch is something we can tackle later on, in general the smoothness of gameplay should more than make up for it. Beyond this other highlights of the build follow, some which we mentioned last week – others have been added to the version as the week goes on.
    Mash’s map expansion that fills in many of the gaps between our major towns and zombie troublespots – which will hopefully allow for vehicle exploration and more out-of-town hideaways and safehouses. [Here’s that map showing the general areas you’ll be able to find new stuff.] Item and bag loss bug tracked down and patched, that will come as a welcome relief to our testers. This comes alongside a multitude of fixes to the various vehicle parts, errors in the UI screens for the various new vehicles, issues that arose when a co-op friend was in your vehicle and switching seats or trying to sound the horn and bugs that arose when zeds attack your car. For testing and MP admin purposes – an admin can now spawn keys, gas and repair cars. [In a quick side community requested side-project Tim also allowed for day length in sandbox to allow all hours up to 24.] New switch-seat keybind (Z) to allow you to move around inside the car easier (and choose which door to exit from if there’s a horde pawing at your wing mirror), a ‘V’ keybind to hide/show the radial menu and other interface improvements/fixes. Increased spawn chances for tire pumps, barbed wire, sandbags and milk. XP tweaks for the Mechanic Skill. Nerfed tire pressure impact on speed. Fixed up interactions when you’re looting piles of crates – which previously could be a pita – and some player-requested improvements to the composting system. Lots of other tweaks and fixes, Next week’s build should have some new vehicle sound effects – the new ones in Build 37 are better that what we have before. These will be alongside further optimizations to world streaming, tile-rendering and loaded vehicle textures that we already have in the can, but didn’t want to mix into an already change-heavy beta version. (We realise the code-y aspect of this news isn’t particularly sexy, but hope you’ll feel the difference when you play.)
    Beyond this, the process is to knock off tasks from our internal management system (whether found by our intrepid QA twosome of Jake and Sasha, or transferred from community reports) to the point at which we want an influx of new testers from the move to IWBUMS, and beyond that the influx of a LOT of new testers from a public release.
    FUTURE VERSIONS
    We have the majority of the team working on finalising vehicles at the moment (specifically RJ, Yuri and EP) but in the background there’s clearly Bitbaboon Mark prepping anims for the team to switch over onto once the vehicles dust settles, alongside various other members of the team working on the framework of future map content.
    Two other features currently in the oven for a build beyond vehicles, meanwhile are GA Stas working on his chat window – and Turbo’s revamped fog/snow weather progression that we hope to have new timelapse vids/details on next week.
    This week’s endangered police vehicle from [TOD]malex97145. 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. In other news check out the new RP Season over on New Dawn. Fanks!
  25. Pie
    Tails got a reaction from Kurogo in RELEASED: Vehicle Test 41   
    2 more awesome looking cars to be added to PZ 
     
    First vehicle to looks to be based on the Mercedes Benz 500

     
     
    The second Vehicle appears to be based on the Jeep Wrangler YJ 
     

     
     feel free to take a look at this.
    https://projectzomboid.com/blog/2018/02/grave-intention/
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