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Tails

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  1. Like
    Tails got a reaction from DresdenBBQ in MuniZipal Buildings   
    Looking forward to Louisville  and making a base would be something quite nice  to do.
  2. Like
    Tails reacted to tillo25 in Firearm Skill VHS Tape   
    In the average Zomboid playthrough, firearms are often thrown to the wayside for 2 major reasons. Players don't pick the professions/traits to use them, and they attract hordes easily due to their loud sound. However, there are some situations where alerting a horde is something the player may want to do, or they are passing through an area and need to shoot their way through a group of zombies and leave quickly, such as raiding a store in a high density area in West Point.
     
    With the addition of VHS tapes, I think it would be a balanced addition to include a Firearm Skill VHS tape, that gives the player a comparable amount of skill in Aiming to an episode of a Life & Living TV show. This will allow players who find the tape to gain enough basic proficiency in firearms that they can use shotguns, without expending as much ammunition, which is often scarce.
     
    I think adding skill books for Aiming or Reloading would be a little unrealistic, but watching a VHS that teaches you the very basics of firearm handling would make sense.
     
    You could name it something like 'Gun Safety 101' or 'Police Department Firearm Training' or something to that effect. Make it give out 75-100 XP over a few ticks.
     
    If we don't add an Aiming Skill VHS, when B41 releases, we'll have players running all over multiplayer servers shooting shotguns like this. Is that what we want?
     

  3. Like
    Tails got a reaction from cat enthusiast in *---------- Better Stand up 3d long itens -----------*   
    I would like to see this feature get added.
  4. Spiffo
    Tails got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1150.  Sound effects for pumping gas into car from the gas pumps.
  5. Like
    Tails got a reaction from Guicsr02 in *---------- Better Stand up 3d long itens -----------*   
    I would like to see this feature get added.
  6. Like
    Tails reacted to Geras in Small but Important Suggestions Thread   
    1143. More foraging zones.
    I find it strange we can't forage i.e. on farmland, or in green areas in towns. I'd be cool if foraging in these places was possible for stones, branches, earth worms, insects, etc.
     
    1144. This one isn't probably a small suggestion, but the fitness system should be reworked. Every exercise, however small, should be beneficial for the player, increasing the damage/carry weight and endurance pool by tiny increments. This way we'd know that however small our workouts are, we get some bonus out of it.
     
    As it is now, there's no point in using the fitness system if you have 6 or more points in strength or endurance - gaining the 7th point would take ingame months to get afaik by mostly exercising and doing little else.
     
    1145. Removing grass should give us grass to use as kindling or to use in composter.
     
    1146. Painting picket fences using different paints and colours.


     
    1147. Cigarettes should spawn in random amounts from 1 to 20 in a pack, not always 20 in a pack.
     
    1148. Traps with bait should have bait visible in the world to know at a glance which traps have bait, and which don't.
     
  7. Like
    Tails got a reaction from gabriel rodrigues brandao in MuniZipal Buildings   
    Looking forward to Louisville  and making a base would be something quite nice  to do.
  8. Like
    Tails reacted to MadDan in MuniZipal Buildings   
    Hey all, hope this finds you well.
     
    Following on from the release of 41.54, and then its 41.55 patch last week, we are planning on a fairly imminent small 41.56 release to put to bed a few final issues with the sound mix – specifically the ‘cutting out’ issues that arise around busy moments when there’s a lot of zombies, rain and puddle footsteps.
     
    This should be released early next week, and this is the fairly miniature current changelist,, after which we will be full steam ahead on a bigger and more features-led build.
     
    Whether or not that will be the full Louisville release is still in the balance, we’ve got a few other smaller things brewing that are closer to being ready alongside further noises dropping into the mix. Alongside updates to various game systems we’ll have drinking sounds from different sources (glass bottle, plastic, cups etc), filling sounds for different containers and all the more individual weapon noises ready before the new map is – most likely.
     
    Let’s get on with it though, as it’s an MP work update blog this time around – so here’s Yuri from the Strike Force checking in with some details on where they are all at.
    MP WORK
    “We’ve spent the past month focused on improving player combat with zombies and PVP.”
     
    “A lot of things in the animation system have been fixed and polished in the way they work in MP. For example, during zed fights various glitches could occur due to the animation system having incorrect transitions, or not having states in then. This works fine in SP, but causes some issues when it comes to multiplayer.”
     
    “A good example could be simply when a player attacks a zombie, and it leads a zed reaction that’s a hit or a fall. In SP, at this point, the zombie can’t receive a second hit, since it manages to finish the animation before the player can hit a second time.”
     
    “In MP, this sort of situation can become possible – and, for example, getting secondary hit from another separate player at the moment of the fall suddenly leads to the teleportation of the zombie back to a standing position, and a second reaction to the blow.”
     
     
    “Elsewhere we have seriously improved the synchronization of many visual things: so that’s necessary stuff like displaying player damage, bleeding characters, pools of blood on floors and blood stains on the walls etc. There’s also work been done on synchronising many and varied different player actions on different players’ screens.”
     
     
    “The game is getting more and more smooth at the moment. We have really cut down on bugs related to teleportation and the desynchronization of player and zombie positions. Now things are increasingly polished on our smaller scale test server, we can move on to testing the servers with more testers, fake clients and MP clients with split-screens next month without fear that we’re seeing unfixed smaller issues exacerbated by the higher playercounts.”
     
    “There’s clearly other issues we’ve been working on too – like making some car improvements in MP. We’ve had bugs like incorrect car wheel displays, and strange collisions with cars that aren’t moving that needed some work. There’s still various other issues with the car physics we would like to address during car collisions with other cars and with players.”
    LOUISVILLE
    Meanwhile, on a separate internal test beta, it’s been a super exciting time for our map team who have had a group of excitable recruits poring over their work and reporting all manner of blocked doorways, wonky rooftops and errant furniture throughout our new city extension.
     
    Now, before we go any further another reminder that our version of Louisville is exactly that: it is not a direct recreation of the real thing in terms of locations or in size, but will have some familiar elements. Likewise skyscrapers are absent due to both our game’s height limit of eight storeys and gameplay sensibilities.
     
    With all that said, by the scale of our current map it is huuuge and includes many and varied new locations and environments to explore and survive in. Going from house to house and building to building and checking everything in the main body of the city took a whole week with work divided between three people – and there was a lot of cooing and excitement going on as they did so.Here’s a quick teaser video of some of the locations that were visited:
     
     
    Alongside the bugs being discovered and fixed there are many and various things that have to be done for Louisville before release – we need a new zombie heat map to spawn the zeds, we need new businesses and areas properly zoned, we need new loot distributions and as a little treat for ourselves we are also going to be making some new fun outfits and clothing items for the zombies and wardrobes of some of the new different sorts of buildings and districts you’ll come across.
     
    One fly in the ointment will be that the existing lore, which we intend to stick with and develop in future, posits that Louisville is initially barred to survivors within the exclusion zone. We didn’t want to jam in a needless ‘not-developed-enough’ obstruction in front of such a hotly anticipated map expansion.As such, for the immediate future, our current thoughts are that we will instead be dropping in a few day’s worth of ‘parallel reality’ news reports that reflect an earlier infection surge in LV for those who spawn there, or who make the journey there from the existing map.
     
    Those who enjoy the existing lore will also be able to explore various locations described within it too – and maybe even meet the zombies of some of the people you’ve watched or heard.
     
    Finally in LV thoughts, the rest of the map is getting a lick of paint too – there’ll be a few new locations popping up, general prettiness improvements to wilderness and bodies of water and of course Ayrton’s lovely curves. Here’s a quick look at those in action.
     
    FORAGING/SEARCHING

     
    Finally this week, a quick update on the improvement to the currently rather static foraging mode we have in-game. For those not in the loop this is going to be a more active system that has you moving through areas in a sort of ‘search mode’ – that represents your character scouring and focussing on the floor then finding scavenged/foraged items and trash.
     
    We have also now bound this system to help find newly super-small (since 41.54) placed 3D items like car keys, bullets and small items of food. It will also come into play indoors when searching for floorboard stashes flagged by loot maps, and various other future in-game instances.
     
    This week we have also been experimenting with some visual effects that will highlight both when the mode is engaged, and how wide your search radius is dependent on your foraging level, light/weather conditions and your speed of movement.
     
    Please take this video as a WIP! The system and the appearance of the circle is liable to be changed, receive polish etc.
     
     
    We are also thinking about using various different applications of this ‘vision shader’ (variations of which can be seen in this earlier tech demo) to add new challenge/gameplay to traits, helmets and accessories that would have an impact on a character’s vision.
     
    This week’s scenic zed nightmare from Yana. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! 
  9. Like
    Tails reacted to Guicsr02 in *---------- Better Stand up 3d long itens -----------*   
    You could have the op tion of leaving longs items like a rifle, umbrella or even a broom leaning against a wall like the image below.  
    What's you think about it? suggestion?

  10. Like
    Tails reacted to nasKo in TPDOID   
    Hello all!
     
    Last Thursday we released Build 41.54 to the IWBUMS public beta, and right now we’re working on a quick 41.55 patch (most likely released next week) so we can balance it from public feedback and fix up a few bugs.
     
    Here’s what the changelist currently looks like, the highlights of which run as follows:
     
    Adjustments to the new soundscape from Noiseworks – primarily in instances where gameplay messaging was getting lost in the sound mix and the zoom. Also: changes to the mix balance for reverb return/sends, rain surfaces, adjustment to camera zoom effect on world sounds, and some mix tweaks for too loud sounds. More 3D items, and some resized ones. Some animation smoothening for a few instances in which folk were getting unfairly killed Some much needed balance for the player’s ability to run through a crowd of zombies without being stopped or falling. Something fun for the vehicle modders (in an area that we won’t be covering as soon as we’d like ourselves) that top modder iBrRus prodded us about – which should see some cool new stuff appearing on the Workshop.
    NOISEWORKS NEXT
    Phase 2 of the Noiseworks is underway, and will be mixed into IWBUMS builds and patches as we go. Some aspects of it will require TIS-side code resources (like vehicle-related sounds, which we recognise could be improved) so will be addressed a little later down the line while we work elsewhere. That said there’s plenty of other cool stuff that will be dropping in from Noiseworks from build to build.
    Of primary note for those with a favourite weapon that don’t sound quite right yet: far more individual sounds are on their way.
    Right now weapons are divided between six different loosely-affiliated groups each with a generic set of Hit / Swing / Break sounds:
     
    Blunt Metal Weapons (Light, Medium, Heavy) Blunt Wood Weapons (Light, Medium, Heavy) Blunt Plastic Weapons (Light Medium, Heavy) Blade Weapons (Light, Medium, Heavy) – these are used for small Axes as well Stab Weapons (Light, Medium, Heavy) Heavy Axes
    These share a generic set of additional hit surface sweeteners, but right now in the game a generic one is used as default hit for impacts on metal/wood/plastic/stone surfaces, and a set of sweeteners for hit impacts on body/head surface (a gore layer).
     
    We’re planning to extend these with additional surface sweeteners covering all in game surfaces for different weights, and additional impacts for bodyparts that fit the specific weapon type that aren’t generic – as they are at the moment. The more individual stuff that is added, the more accurate the noises of the various strikes and blows of the different weapons will be.
     
    On top of this the NW gang will be adding new additional weapon sounds for all the special weapons like music instruments etc. and extending the current set for greater variety.
     
    Also on the menu, meanwhile, is making world sounds inside buildings sound different based on relative elevation level to the player, and also to incorporate object condition to affect certain sounds like door bangs for instance.
     
    Something else that will have far less of a generic catch-all soundbase will be with water-related sounds – right now water coolers don’t sound like water coolers, it doesn’t sound quite right when you are filling a bottle from a body of water and the like.

    41.56+
    Beyond what is (probably) next week’s patch there are many and varied different functions and features bubbling away – alongside, clearly, the Multiplayer Strike Force at General Arcade who are reporting continued good progress with their work that we’ll look more deeply into in the next dev blog.
     
    In terms of SP additions, we have the entire map of (our version of) Louisville now ready to go into internal testing.
     
    This does not mean it’s ready for public consumption (there’ll still be a lot to do with zoning, working out spawn stuff, new loot definitions for new stores, zombie heat maps etc etc) but it does mean that we will have boots on the ground looking for bugs and hunting out issues.
     
    On top of this all the polish done on the current map, like the curved roads and general improvements to wilderness and shorelines, which will all get its first major runout too.
     
    This will be a HUGE milestone for all our map team – Mash, Binky, Ayrton, Xeonyx and RingoD – and we’d like to thank all of them for their hard work even if we will initially be rewarding them with a big pile of bugs to fix.
     
    Please note that the map being in internal testing will not necessarily mean it’s part of 41.56 / 41.57 or any other imminent-ish numbered build. It’s too early to say and there’s still a lot of work required to get it into the game proper.
     
    We will also likely be overhauling connected systems, like spawn points, alongside it – and there’s a lot of other features we can and will be getting in earlier.
     
    Primary amongst these is the new Foraging/Search function, which we are still steadily improving behind the scenes. Recent additions include the ability to spot the newly super-small 3D items like keys and berries within the same system, and a cool saturation effect in the world shader to make it clearer when the activity has been engaged.


     
    We have also been considering tying the system to other ‘hidden’ things that are easily missed in the game, such as the hidden floorboard stashes currently connected to the discovery of annotated maps.
     
    PZ ON THE GO
    We got a present from kindly old Uncle Gabe in Seattle the other day.
    PZ looks and sounds great on it, but there’s a few minor control issues that could do with some polish. We should have them licked in time for the launch though.
     

     
    Thanks all!

     
    This week’s bog roll hoarder from TChrist over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  11. Like
    Tails got a reaction from gabriel rodrigues brandao in IWBUMS 41.54 RELEASED   
    awesome love the new sound effects this is very nice update.
  12. Like
    Tails reacted to hromamk in Remove profession-locked abilities.   
    For example bombs shouldn't be profession-locked.
    I think all abilities should be unlockable, books/journals give you knowledge of a (recipe for example), skill level actually lets you do it.
     
    Essentially I'd rather play it like fallout 2 with building/survival elements/cars/saving, than a linear rogue-like.
  13. Like
    Tails reacted to Guicsr02 in *-------- add crows for a darker/scary atmosphere--------*   
    LIKE THIS!!! 

  14. Like
    Tails reacted to Guicsr02 in *-------- add crows for a darker/scary atmosphere--------*   
    you need to implement crows in the game besides having the scary noise we know, it would bring a grim atmosphere to the game, imagine you killed a lot of zombies and the crows stay in your bodies eating the rotten meat and when you get close they fly attracting more zombies. THIS WILL BE A PERFECT ADDITION TO THE GAME, AND I DOUBT ANYONE PLAYING THIS GAME WOULD NOT LIKE IT.
  15. Like
    Tails got a reaction from gabriel rodrigues brandao in Zedsommar   
    looks very nice cant wait for this amazing update to come out and I do love the new sounds this will make things more interesting.
  16. Like
    Tails reacted to nasKo in Zedsommar   
    Hey all, it’s an MP Strike Force update blog this week – so here’s the latest from the test server.
     
    We now have three coders from General Arcade working on Build 41’s multiplayer – alongside two dedicated QA operatives. Work primarily takes place in GA territory with regular code top-ups from the in-dev 41 codebase, though there’s clearly a lot of communication between our relevant QA and organisational peeps.
     
    First off then, here’s a quick update from someone who has been playing it more than most – multiplayer QA chap Oleg. Welcome to the blog, Oleg!
     
    “Multiplayer is quite solid at the moment. There are no critical errors that would lead to a crash, data loss or anything like that. I’ll be honest, right now it’s far more interesting for me to play in MP than on my own!”
     
    “At this exact moment we’ve got some smaller problems with zombie corpses, synchronization of various animations and many and varied other issues popping up from areas throughout the MP game – so there is certainly still something to work on.”
     
    “The difference between the game that myself and Mikhail started playing two months ago when we started QA and now is pretty big. In terms of the smoothness and synchronization of the movement of the characters, most of the animations, how pvp feels – all this stuff has changed for the better.”

    “Big thanks to Yuri, Andrei and Aleksandr – and of course to TIS’s Sasha who has been a great go-between answering questions and raising issues between the teams!”
     
    So that’s the baseline stuff but, as Jennifer Aniston once said in a commercial that half of the people reading this blog are too young to remember, “here comes the science”. Over to Yuri.
     
    “Our focus this month has been in improving the synchronization of zombies between different players, and also in PvP.”
    “Our QA team has been spotlighting bugs, and right now the majority of them aren’t zombie or player character related – but are in other areas of the game that need polish like throwable weapons/items, vehicles etc.”

    “As such the focus of our next month of work will likely be in turning to these issues and fixing them up to raise the overall playability.”
     
    So, right now, everything seems to be ticking over and on-track. We should have a clearer overall picture when we put out the next MP blog.
    Some of the individual items fixed recently:
     
    Zombies didn’t have the ‘alerted’ animation in MP when they heard a sound, leading to various issues and it not looking as good. Character sync accuracy was increased. The remote character makes less extra movements when turn around. Standing characters are now on the same square on all clients due to setJustMoved and isJustMoved functions being added. Further improvements to positioning through prediction points when players turn around, a new PZMath.roundFromEdges function and the threshold for starting and ending remote character movement being reduced. The algorithm for calculating the forecast of the player’s position has also been changed. Many and varied new debug tools Fixed gunshots happening twice at the end of zed bites.
        Many PvP upgrades and improvements starting with the calculation of damage in PVP – meaning that the game uses BodyDamage instead of Health for player hits now. Addition of sync for falling players in PVP. Fixed clothing on zombies sometimes disappearing after being killed. Fixed issues with bomb devices not causing damage to zombies. Calculation of damage from bombs had to be moved from server to client. Fixed an issue in which some zombies were not visible to the other player. Refactored a loooot of complicated things that the blog writer could not hope to understand.
        Zombies could get up if the remote player hit  the zombie first. Remote clients would see the zombie on the ground in different poses after each hit. Desynchronization when one player enters the an area where certain events caused by another player had already happened – for example if a zombie was on the ground, and a new player appeared the zed wouldn’t be lying down.
       
    41.54


    We are currently finalising 41.54 for a release to the IWBUMS public beta. The biggest items of note in this are the full Noiseworks sound revamp, the new VHS system and the placeable 3D models. You can read the full current changelist here.
     
    Foraging needs some more time in the oven at the moment so that is being put back to a later build we’re afraid, while we are currently at 90% of our available 3D items sized, imported, tested and signed off – with the full range of food items most recently mixed in.
    We’d like the full list of these in-game, and some important bug fixes, to go in before we release. So we’ll see where we have gotten to next week. Fingers crossed it’ll be good to go.
     
    In the meantime here’s a quick vid of a wintry scene to whet your whistle.
     

    Likewise we gave a key to the Noiseworks build to our good friend (and total PZ noob) Dean Cutty in the run up to 41.54’s release, and this is what emerged.
     

    RJ would also like it mentioned that this week he’s also put in a nerf to the current 360 degree shooting from cars, will only allow shooting with one-handed guns when the car is in motion and other such weapons/driving polish.
     
    NEXT BUILD
    Also underway currently is the second phase of our work alongside Noiseworks, the amazing sound team redesigning our soundscape. This work will effectively straddle 41.54, which contains many of the new sounds mentioned below, and 41.55. Over to NW’s Michael Klier for some details on this.
     
    “The next phase of the Zomboid sound overhaul will add new content to many other areas of the game – with our emphasis on the stuff heard most often by players while they play. There’s additional foley for player actions like climbing fences, tripping over obstacles, carrying heavy bags, cooking, smoking, UI sounds for map interactions… the list goes on.”
     

    “We will also be adding new zombie voice sets, and the zombie voices in the context of hordes will be improved upon.”
     
    “On top of this we will be adding even more content for melee weapons when it comes to weapon-specific hits/impacts to further build upon the general/generic melee set that was covered in the phase 1. The same will go for the firearms, which will have more specific weapon sounds for each available firearm as well as additional foley for things like shell drops. We are also currently redesigning some of the current firearms, like the shotgun, from internal tester feedback.”
     
    “Something we want to include and redesign, but which will involve a fair degree more work with the TIS coders, is how sounds are affected by obstacles in the world. We want this to have more realistic behaviour, so sounds get occluded more or less based on the properties of the occluding obstacles.”
     
    “Inside buildings for example, sounds should be occluded differently depending on there is a concrete wall between a zombie or the player or if there’s a wooden wall. In 41.54 the occlusion is a catch-all – if there’s something in between the player the sound is occluded.”
     
    “And last not least the ambiance and music systems will further be improved upon.”
     
    TILL NEXT TIME
    Pat_Bren’s mod blog will return next week spotlighting on the remarkable Daegu map and our amazing Korean community, while in two weeks’ time the dev blog should be covering some of the 41.55 content we’re currently working on including a pretty cool cartographic feature. Till then!

     
     
    A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  17. Like
    Tails got a reaction from gabriel rodrigues brandao in MiZe en Scène   
    3D items looks amazing cant wait try this next build
  18. Like
    Tails reacted to Turbo50 in MiZe en Scène   
    Always the same story with Indiestone. Having updates and stuff but never updates pushed
     
    Getting a strong hatred towards you for having so much good stuff that just keep coming! But we just have to wait and wait! Most games today get worse and worse for every update but PZ we claw after updates like they where BRAINS!
     
    I want curved roads and stuff! And the best for Indistone! Get 41 done so the game bloom up!
     
     
  19. Like
    Tails reacted to nasKo in MiZe en Scène   
    Talented screenshotter!
     
    This update will not go live this week, no.
     
  20. Like
    Tails reacted to nasKo in MiZe en Scène   
    Hey all, we’re content locked on the 41.54 update to the public IWBUMS beta – but it needs a few items of fixing and polish before it’s out of the door.
     
    Eris’ awesome new foraging system (as described below) needs some work in response to internal tester feedback, there’s various 3D items bugs, unwanted visual TV interference, and a strange item-wobble when you zoom in and out. Noiseworks bug fixes, level adjusting and various other sound issues are also ongoing.
     
    Seeing as we’re concentrating on getting this out there’s not a huge amount of big ‘new’ stuff to discuss this week, beyond foraging, but there’s still a few things to cover that’ll make your life easier should you want to decorate your safehouse like this.
     

    The ability to place and rotate 3D items from your inventory is a really fun new extra, while the items themselves are in future going to allow us to decorate scenes for starting characters etc to bring new levels of ‘mise-en-scène’ to PZ’s sometimes rather spartan gameplay areas.
     


    This new feature, meanwhile, has also brought about its own new brigand of hilarious bugs – which are, we’re afraid, some of the things RJ and Rockstar Mark are quashing right now.
     
      And, finally on this matter, clearly the introduction of 3D items brings us a new MVP…
    NU-FORAGING
    Regular readers will know that we recently hired PZ modder Eris to work on the team, and that for her first trick she would be improving on our current rather static and UI-based foraging system. We wanted a more active experience and wider set of loot and rewards, and what she has currently integrated into the game is looking hugely positive and just what we believe was required.
     
    Foraging is now an active mode that you switch on and off, and allows you to search areas to find items wherever you are on the PZ map. Your search is impacted by your skill level, weather conditions, your location and your movement speed – and loot changes depending on time of day and season.
     
    Markers appear on your map showing items of note on the ground, which you must then approach to pick up. Forest paths will conjure up wild plants and firewood, sidewalks in towns will provide litter and lost items, farms might have rogue crops still growing in the fields…
    Although it might not be a part of 41.54, one issue we have found with 3D items is that (clearly) small items like nails, berries etc are now far harder to see than when the game was using big, chunky inventory icons.
     
    It’s therefore our intention to experiment with this new Foraging system to also make it a ‘look for small items on the floor’ mode – meaning that placed small items within the world will also be flagged by Eris’ cool new pop-ups.
     
    Alternatively these small items could be given a white outline, which would be accessed from the same Foraging keypress. We’ll see what works best in testing.
     
    Here’s a quick vid showing it all in action.
     
      As we mentioned before, we’re really knuckling down on polish of existing features in 41.54 at the moment rather than discussing/showing things that’ll likely appear in 41.55 or beyond – so apologies if this week’s blog is shorter than the last one.
     
    41.54 will also contain the full Noiseworks PZ soundscape revamp, and reams of new narrative content in the form of Pat_Bren and Turbo’s new CD and VHS system – so it should be one that brings a lot to the Knox Event experience. We’ll let you know how the polish process is going on it over the next week or so.
        This week’s spooky set-up from koekto1000 over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Big thanks to everyone playing, streaming and generally surviving these past two weeks!
  21. Like
    Tails reacted to Mandras in [Realistic] - Defective light / Flashing light   
    Hi guys !
     
     
    The idea:
     
    The idea is to have some lights that deteriorate over time.
     
    I made a quick GIF ... so you can have a preview (pls don't judge the quality of the GIF )
     
    Step 1 is flashing light
    Step 2 is the complete shutdown of the bulb
     
    It can be repaired simply by changing the bulb
     
     
    We must therefore add to the game:
     
    Integrate the logic of deterioration of lights over time
    A bit like foods, but this should only concern active bulbs
     
    The deterioration takes a lot of randomness
     
     
    Why is this interesting  ?
     
    Because it would be more realistic ; and non-functional lights represent a potential danger
     
     
    ++
    Mandras
     
     

  22. Spiffo
    Tails got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1141. Allowing  rain water to wash the blood off the car naturally.
  23. Like
    Tails got a reaction from gabriel rodrigues brandao in ClutterZed   
    Louisville is looking nice cant wait to explore that city and all its districts.
     
     
    new lighting on vehicles very nice way to light up the night.  Cant wait for these noiseworks also cant wait to hear how the car horns will sound like.
  24. Like
    Tails reacted to Geras in ClutterZed   
    Are flies going to be visible in winter? I always found the flies sound in winter to be out of place.
     
    I suggest adding an animation of holding one hand to your nose when there's corpses overload. The flies visuals and sound should only be there in seasons other than winter imo.
  25. Like
    Tails reacted to Geras in ClutterZed   
    High beam, reversing, and braking lights when?
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