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Tails

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  1. Like
    Tails reacted to trombonaught in Rusty Rifle   
    Ugh so tantalizing 🤤
     
    Any chance of a two-stage MP release I wonder, maybe with a hard cap of 10-20ish players for the first stage of the release? 🤔
  2. Like
    Tails reacted to Raul_ in Add food - Chocolate Pudding   
  3. Like
  4. Like
    Tails reacted to Kauffy in DEVS: Please push update notes to Steam! As it is now, on Steam, it looks like the "devs abandoned the game in June of 2019"!   
    I noticed that last update shown on Steam is from June of 2019-- that is, update notes. If I were a prospective buyer, and I saw that the devs were doing regular updates, but then stopped a year-and-a-half ago, I think I'd conclude that the game was dead/abandoned as opposed to freaking awesome and alive!
  5. Pie
    Tails reacted to nasKo in Zedrum   
    It’s been an up and down week in terms of MP development for Build 41. Last week’s moderately successful Wednesday Night Internal Test Session (W.N.I.T.S.) was followed by another on Friday (F.N.I.T.S) – which was… not moderately successful.
     
    People had fun, but issues (now fixed) with Turbo’s new more compressed savegames made life difficult. Meanwhile, several of Andrei’s additions to the code have now had to be taken back into the garage for further work and testing – as we were seeing far more desync and zed teleports than we have had in previous test sessions.
     
    The good side of obstructions like these, though, is that it gives you more evidence of what’s going wrong – and where to fix it. Andrei has already fixed aspects of what was running haywire, and has debugged the core zed teleportation issue to get it fixed today.
     
    The memory leak we mentioned last week has very likely been making our life harder too, and this week Yuri has tracked it down to the server working its way through masses of packets that have been queued up outside it, causing delays and a build-up of negative server energy.
    We imagine this is one of the core issues that’s plagued us with high population servers throughout the life and times of PZ MP. It’s basically a ‘cascade’ effect, one moment of high stress and load and it will get clogged, and being clogged just makes it worse and it gets more clogged. A vicious cycle until it all falls apart.
     
    As such Yuri has spent much of this week installing ways to track this event and protection / filters around what’s fed into server at crisis moments – which currently amounts to potentially hundreds of different perceived ‘bugs’ in the MP game that are really just ‘the server isn’t able to send out replies to keep the clients synced’.
     
    Our hope is that once we open the server to a wider tester audience again we will have far more stable foundations to play on, and this certainly does feel like the way the wind is blowing. So, hopefully more happy-sounding news next week.
    LAST NIGHT
    Although it was a relatively low playercount we had a deliberately smaller W.N.I.T.S. last night (putting up with the irritating zed teleports) and had a lot of fun.
     
    Here’s the changelist of what had gone into the game over the seven days that preceded it.
     
    Items of note include a killer optimization from Zac that gives a 2x boost to the animation system itself (so the anims, not the game entire) which is especially helpful around zed hordes.
     
    Overall on the smaller server it was clear that general work on melee combat and PvP has come along leaps and bounds. RJ is also putting in some improved hit reactions from Martin to help with the PvP over the next few days.
     
    So, fingers crossed, this will be replicated on larger tests once Yuri and Andrei have smoothed over their current respective entanglements.
    Here’s a video highlights reel.
     
    That’s about all this week though in the background we have also been doing some tidy-up work to improve it when folks plug in/out peripherals and controllers, and also setting things up for a future big improvement to our soundscape – news of which we’ll let you know about in due course.
     
    Finally, if you haven’t already, please check out Aiteron, iBrRus and friends’ AMAZING boat mod: the AquaTsar Yacht Club. It truly is a thing of wonder and a massive addition to the community’s modding scene.
     
    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!
  6. Like
    Tails reacted to CaptKaspar in Nuts!   
    Perhaps add nuts to foraging? Chestnuts, walnuts, or even acorns should all be found naturally in KY. Chestnuts and walnuts can be eaten raw or cooked in a fire for a bonus. They could be added to salads, cakes, pies, etc. Acorns could be washed and milled with a mortar to make a flour.
  7. Like
    Tails reacted to nasKo in Flight of the Zumblecar   
    Hi all, here’s the latest from the internal test build of the Build 41 MP beta – which we’re working on and fixing up until it’s of a standard appropriate for wider testing.
     
    Our current routine is for a playtest of 10, or so, players every Wednesday night – with a report the next day for the community. Which is where you find us today!
     
    First off, here’s the changelist of everything that had been added for the seven days previous to last night’s test.
     
    Second off, here’s a brief highlights reel from proceedings.
     
    Last night’s test had a Prison Break theme, with a cross-country dash intended to test vehicles. It was a lot of fun, and again very valuable in terms of exposing bugs and showing what’s improved – and would could do with further refinement.
     
    Key areas we need to focus on are:
     
    There are still some occasional zombies that we have dubbed ‘superzeds’ that tend to teleport straight in front of the player and attack. Some players seem to get this more than others, irrespective of their own personal ping. Vehicle sync, player sync within vehicles and ‘player name drift’ during transit are all improved – but not completely. Physics bugs (video seen below) are also still present, but not quite as insane. Yuri is also still looking into ways to improve memory use and optimize map loading, as we suspect ‘traffic cone blockages’ on new map chunks will become more of an issue on higher population servers. Zombie death and corpse placement is still an issue – which Andrei will hopefully put in a fix for in coming days. We need to tighten up players in your local area, as sometimes the teleport we’re using to ‘catch up’ is too aggressive. This works fine, but will cause issues for PvP.  
    Here are a few screenies from last night too:
     
    NON-MP STUFF DONE THIS WEEK
    Shift+double click can now be used on clothing items in the inventory to wear the item Newest earned skill level is now highlighted when the skill panel is opened New hair styles and hair functions Improved movables system – movables can now be dismantled from within the inventory.  
    SPIFFO’S FINAL THOUGHT (AGAIN, AGAIN):
    Although everything is looking very positive with the MP stuff PLEASE note that we still have a pretty long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests.

    We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence.

    As an apology here’s an amusing compilation of the vehicle bugs that we’ve been stamping out recently.
     
     
    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!
  8. Like
    Tails reacted to Luxiser in New Features and new Items!   
    I wanted to make a list of new items that could be added, and some features! And I also apologize for my bad english and words I wrote wrong
     
    - Items -
    + Leather jacket
    + Leatherette jacket
    + Secateurs (The big one´s)
    + Sub-machine guns (In Police and military locations)
    + Lawnmower (To turn on, and attract Zombies)
    + Gas burner
    + MRE 
    + Chainsaw
    + More fruits (Mango; Lychee; Blueberries; Raspberries; bag of frozen fruits; etc)
    + More vegetables (Olives; Cucumber; Brussels sprouts; bag of frozen vegetables; etc)
    + More herbs (Bell pepper; Curry; Nutmeg; etc)
    + Energy drinks
    + Plate´s (To put food on it of course)
    - Features -
    + Peeking around a corner (Maybe with the mouse wheel)
    + Beeing able to throw almost every item (To attract Zombies to the spot where the item hit the ground, or braking a window to create even more noise)
    + Zombies see you much worse in the dark, when you wear dark clothes, but also see you much better in the dark when you wear light clothes
    + Open and close Jackets so you dont get to hot
    + Make zombies not follow you by walking around a fence when you jump over it. ( Its hard to explain, I try my best. When you jump over a high fence, they walk around the big fence to get to you, but I personaly think they should lean against the big fence)
    + Throw items over a big fence, when you have a item as secondary like a gas can
    + Using the toillet
    + Brush teeth (When you dont do that, you can get sick after some days)
    + Beeing able to bath
    + Hide under a bed or a closet when its almost empty-complete empty
    + Jumping out of a window (Look against a window, press the button that you use to sprint and then beeing able to jump out) It could be usefull if you need to make a quick escape
    + Beeing able to wrap barbed wire around a baseball bat
    + Able to play CD´s on the  CD player
    + Able to play with toys (Jojos; Board game; etc)
    + Beeing able to find DVD´s and put them in to those big boxy TV´s or in a car and watch/hear a movie or what ever is on that tape (To get rid of boredom)
    + Beeing able to sit on a couch/chair and eat something on the table
    + You eat faster when you eat with a spoon/Fork
    + Suicide (With a gun. And maybe even add the feature, that when you are brave you have a higher chance to kill yourself. And cowards dont want to suicide because they are to scared. And maybe have a higher chance to suicide when you know you will turn. And when you try to kill yourself with a knife or in general with something sharp, you have maybe like a 0%-5% chance of doing it, because your character is to scared of the pain)
    + Not beeing able to sleep when a TV is on near you (But you can fall asleep when you are extremly tired)
    + Get unconscious (Of Pain)
    + Some Zombies are bigger than others, or some are more fatter than others, and thus are slower, or maybe some are a bit thinner and thus easier to make them fall and maybe they have less health
     
     
     
    - Vehicles -
    + Motorbike (And maybe have a high chance to find a motorbike helmet in the trunk)
    + Bike
    + Scooter (Some maybe foldable)
    + More Civilian cars
    + Dirtbike (Especialy very loud, but good on off-road)
    + Trucks
  9. Like
    Tails reacted to Raul_ in Sound when filling pot in river   
    For some reason, the sound when filling a pot in the river is that of a water tap. I think you plan to change soon, but anyway, I show my discomfort in this topic.
  10. Like
    Tails reacted to nasKo in On the Test Trail   
    Okay, so TLDR after the last night’s Wednesday Night Test Session on the Build 41 MP beta is that the new MP is increasingly LOTS of fun, but there is still LOTS for us to do.
     
    For those interested in the nitty-gritty, here’s the changelist for the week of dev-time that was being tested.
     
    For those who would rather just see a few quick vids and screenshots of the developers, PZ server admins and modders we assembled to have a play of the current Build 41 MP, here’s some of the very same:
     
     

    And, an example of one of the many bugs we still need to seek and destroy.


      And a few bits of tester feedback:

    “The whole group of us met up around the campfire and then made a cross-Kentucky trek. As we lost more and more people the feeling of being in a zombie movie slowly intensified. We started out with like… a dozen people and then hordes split us, people got bitten, etc. All was extremely fun and engaging. Despite a few bits of lag/desync, it really played extremely well. Issues seemed mostly to be fussy visual ones.&rdquo

    “It really was a blast, overall it’s very playable at the moment. There’s some desync with players sometimes, some slight tp’ing zombies and a bit of confused zeds when lots of players are around – but the overall experience is so smooth and SO PZ.”
     
    So, what items are on the list for polish and fixing ready for the next Wednesday MP test? Well, among other things, the following are in the spotlight:
     
    We’re seeing occasional black-boxing and car weirdness (as seen above) so we 100% need to crack down on this. Players can’t move after being shot We’ve got some item-duping on different events, like falls Player lighting (flashlights etc) isn’t synced Some SFX still aren’t matching up Lots of general improvement to connections, admin settings, chatbox etc.
      Other non-MP stuff done this week:
     
    Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they’ll thump on walls and crates, etc.
      (We are aware that, coupled with the zeds crawling beneath cars update in 41.50 this will be making your lives even more difficult – and are testing this to see how it plays and will be looking at ways to compensate for it, perhaps increased wall and object health etc)
     
    Some really promising optimization that should see a frame-rate and load time boost. General balance to: survivor zeds, loot spawn locations, item weights, some nutrition and whether or not you enjoy eating raw dead animals.
      SPIFFO’S FINAL THOUGHT:

    Although everything is looking very positive with the MP stuff PLEASE note that we still have a very long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests.

    We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than radio silence.
    Also, don’t walk on campfires.
    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 Geras in Small but Important Suggestions Thread   
    1210. certain occupations should have some melee weapons skills such as police officer with some short blunt skill and veteran with some short blade skill.
     
    1211. firearm maintenance should not need aiming skills to repair.
  12. Like
    Tails reacted to Luxiser in Money required for vending machines   
    The title speaks for itself. I´m not sure, if money in PZ has a crafing recipie, or anything else, as far as I know there is nothing you can do with it. So why not give it a purpose? Collect money from cash registers, or maybe beeing able to open a wallet to take the cash out of it. And then using the money to pay at the vending machine for snacks and drinks. Maybe like 1 bag of chips 3 Dollars, or 1 can of soda 3 Dollars. But I think, if they add such thing they should also put the option to brake the window of a vending machine, which of course make a glass braking sound, and before grabing the loot out of it, removing the broken glass. Oh yeah! Buying a snack should make a sound, maybe the chip bag falling on the bottom of the vending machine, or when the machine grabs a drink, you should be able to hear the engine how it grabs and drops. (I apologize for my bad english)
  13. Like
    Tails reacted to nasKo in Down Under   
    ‘Allo peeps.
     
    So! Quick run-down on where we’re at.
     
    IWBUMS Public beta version 41.50 was released on Monday, and received a hotfix today.
     
    This included new items, better silhouette visualisations for overflow zombies in large hordes, some balance changes, some QoL functions for mouse double-click in your inventory and… Spiffo’s Secret Special Sauce II which can be seen below.
     
    We’ve got another minor hotfix cooking for tomorrow, but barring anything urgent or more required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is about to be merged into our mainline, meaning that all devs will be working on the version containing our MP work while we get everything in the sort of shape that we feel is ready for Community Megatests.
     
    As such after this there won’t be any big patches until MP itself is ready for wider testing and a full IWBUMS beta release.
     
    We’ve got various folks working on future content, art, mapping and optimizations beyond MP (and clearly they’ll be jumping over too) but for the next little while the focus will very much be on getting 41 multiplayer out of the door.
     
    We currently have a big internal MP session scheduled every Wednesday evening for the foreseeable future, so we can be sure that you’ll always be getting the latest status on a Thursday, and last night’s went well but was more a bug catalogue session than play session.
     
    (Hopefully next week we’ll be able to show something a representative of how the game is playing currently, and apologies for not being able to do so today)
     
    Over the past week we’ve been syncing death states for zombies, reading, bandaging, drinking, eating, wearing and unequipping clothing. We’ve been fixing safety system issues, doing some work on PvP, fixing climate bugs in the admin panel and… all sorts of other ‘tying things together’ work while Yuri and Andrei continue to improve the overall online player and zombie experience.
     
    It’s a very exciting time, but we recognise that it’s a frustrating one to be sat outside of. We will continue to do our utmost to keep you involved and informed every step of the way. Thanks all.
     
    This week’s example of the death of the High Street from koekto1000. 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!
  14. Like
    Tails got a reaction from Karin200 in Small but Important Suggestions Thread   
    1210. certain occupations should have some melee weapons skills such as police officer with some short blunt skill and veteran with some short blade skill.
     
    1211. firearm maintenance should not need aiming skills to repair.
  15. Like
    Tails reacted to nasKo in Mascot Mayhem   
    Hey all, the team’s just getting up some steam after Christmas, while our Russian MP Strike Force are having their own Russian Christmas at the moment. As such, you’ll get a more fully fledged development blog (and hopefully some internal MP test session vids) next week.
     
    In the meantime the rest of the team are working on IWBUMS public beta patch 41.50, which we intend to release at the start of next week.
    This will (very, very likely) be the last IWBUMS public beta build before all the non-MP developers move fully into a merged MP codebase. As such there will be a pause in 41 updates at that point, hotfixes aside, until we are opening the build up for Community Megatests and wider multiplayer testing.
     
    As far as the current internal MP build goes, we had three super-successful nights of internal testing over Christmas – testimony from some of the participants of which can be found here. From this we’ve got a laundry list of things to polish and fix that will begin in earnest once Yuri and Andrei are back from their orthodox holidays next Monday.
     
    41.50 next week, meanwhile, currently contains the following:
     
    A new (cool) zed ability that we’re keeping under wraps for now Quality of life double-clicks in inventory to equip, wear eat etc. Added missing items in loot distribution (yarn, suture needle holder, leash etc) Far less foraging fatigue Fixed wormbait traps Fixed combat when right next to fences
      That’s all for now. There’s an exciting few months coming up, and we can’t wait until the point at which everyone can jump in to help us with it. Thanks!
     
    This week’s Spiffo carnage AGAIN from Injen – making them the first recorded back-to-back-blogs image provider. 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!
  16. Like
    Tails reacted to Pandorea in More Farming!   
    As an FYI : Farming overhaul - yes, with inclusion of new crops and such - is planned for one of the next builds (can't wait for that myself  )
  17. Like
    Tails reacted to Zork in Foraging improvements   
    I am not saying foraging is weak. It's actually quite useful. Handicapped in some respects and overpowered in others. Here is what I would change:
     
    1. Finding LOGS while foraging is ridiculous. You could spot a log at 20 yards without trying. You also never, ever want to just automatically pick up logs when you're out in a possibly dangerous situation. And on top of that it is not really needed. Sticks/twigs fulfill the need for tinder and crafting wood well enough. Please consider removing logs from the foraging loot tables.
     
    2. The amount of tiredness you get from foraging is way, way over the top. Make it 1/4 of what it is now - if tiredness is appropriate here at all. I would rather see exertion used instead. Make it a very exerting activity and it will remain dangerous to do in unsafe terrain. It's silly that foraging for an hour or two makes your character so tired that he can immediately go back to bed for a full night's rest. Foraging involves a lot of looking around, crouching, crawling maybe. NOT very taxing on the body. Not like felling trees. Actually, I take that back. Make foraging not use a lot of tiredness OR exertion. Make it just slow, i.e. see point #3.
     
    3. If 2. is too big of a buff, it's always possible to reduce overall loot to accommodate.
     
    4. Please separate worms, crickets, grasshoppers and cockroaches properly into "Fish Bait" and frogs, eggs etc. into "Animals". Right now you can have Fish Bait turned off but still find plenty of insects and worms.
  18. Like
    Tails reacted to gzeta24 in Bug when fighting zombies - B41.49   
    There are two bugs that appear when fighting zombies. In the video you can see them.

    1. When hitting a zombie, the rest of them can go through it.
    2. When knocking down a zombie and quickly approaching it, it flips over.

    Im using necroforge mod in the video, but the errors appeared for me also when playing vanilla.
  19. Pie
    Tails got a reaction from Susan in More Farming!   
    i wouldnt mind more crops to grow and forage some fruits off of trees.
  20. Like
    Tails reacted to Susan in More Farming!   
    Hiya!
     
    I've been in and out of PZ and the forums over the years, so I do apologize if this is a topic that has been brought up before now. I love the game, and, obviously, farming is important in the long run. Based on the setting of Kentucky, being pretty similar to my home in Ohio, USA, I have a few suggestions on additional veggies that should be available for farmers, simply based on how common and easy they are around here. In my opinion, we should also be able to grow onions, lettuce, corn, and zucchini, at the very least; and also eggplant and bell pepper, really.
     
    Also, it would be awesome if we could plant orchards of fruit trees and grow apples and cherries, which are pretty common and easy to grow here. :)
  21. Like
    Tails reacted to Go4tBoy in Inventory rework   
    I Think that a tile based inventory system would be great for this game. like Escape from Tarkov, Day Z, and Resident Evil 4. (see attached photo for context)
     
    It could let clothing have inventory space rather than you just being able to hold 10 units of stuff. course I see that it would be tedious to swap around items from your pants to a new pair, etc. but I think the struggle of organizing your items as a zombie, or three, bang on your door; but being able to visualize how your stuff is placed in your pack would feel less unorganized than a drop down list.
     
    I'm not saying remove weight for a space system, but have both. it doesn't make sense to be able hold 250 potatoes in a backpack, but with the tile system you could have it only be able to stack 10 potatoes in a tile, thus you cant physically hold that many even if you have the strength to hold them. Same with other objects, like how does a rifle fit into a school backpack? I could see someone make a point that you could leave the top unzipped and leave it sticking out, which I think would be okay. 
     
    Personally I think an extension to the holster system like the current hotbar in b41. if a backpack had a holster on the side that you slide any gun or two handed weapon into. it could let you have two weapons at the ready and it wouldn't take up space in the backpack. this all could fit into the tailoring system as well. adding new pockets to pants for more space?
     
    This also has potential to give disorganized and organized traits New Life, maybe modifying how many of an item you can stack together or changing the size some items take up, or even making some storage have more space.
     
    I could go on but I don't want to make a unreadable text wall.

  22. Like
    Tails got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1210. certain occupations should have some melee weapons skills such as police officer with some short blunt skill and veteran with some short blade skill.
     
    1211. firearm maintenance should not need aiming skills to repair.
  23. Like
    Tails got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1183. Stones should be required to make a campfire circle.
  24. Like
    Tails reacted to TrailerParkThor in Small but Important Suggestions Thread   
    1212. Metal Barrels should have a few purposes, since they are pretty useful IRL. Here are 4 I thought of off the top of my head:
            - Rainwater Collector made with Garbage Bags
            - Homemade Grill made with Metalworking
            - Heat Source and Safe Indoor Campfire for Urban Survival
            - Charcoal Maker
  25. Like
    Tails reacted to nasKo in Toasty Warm   
    How do all. Let’s dive in…
    IWBUMS PUBLIC BETA 41.49
    We want to get the last of 2020’s mainline SP work squeezed into a quick pre-Xmas patch. We had been aiming at a release today, but we’re going to give it a few more days in the test oven to make sure that the spear polish is behaving – so as not to leave spear-wielders disappointed over the festive season.
     
    41.49 will contain the following:
     
    More improvements to spear combat – swing attacks won’t root you to a place on the ground, but stab attacks will. Stabs now do more damage. Incoming zombies will be taken into account so you’re not prevented from moving in an unfair manner. (This feels pretty good to us, we will be interested to hear your thoughts). Added the sawn-off shotgun Improved/fixed/added more locational loot spawns – so more relevant stuff found in Gigamarts, houseware stores etc. More tailoring books spawning in homes. etc Fixed zombies not acting as you might expect when falling from a great height Fixed many fences that couldn’t be destroyed by cars Fixed broken traps not returning items sometimes Ensured more relevant weapons can strike through wire fences, alongside spears Nerfed worms hunger value. (Sorry worm-eaters!)
    MP STRIKE FORCE
    This week marks the first time we’ve had a proper server for which to test the multiplayer within the wider team. As discussed last week, we have several steps to go before the MP will be out in the wild.
    Develop new multiplayer architecture and fix all obvious bugs. The BIG one. Internal team test on a live server Fixing any issues that crop up during test <- We are here Wider closed test on a live server Fixing any issues that crop up during the test Public single server ‘mega-test’ event Fixing any issues that crop up during the test IWBUMs release
      The big problems that became apparent on the test were as follows:
     
    Some memory leaks causing a gradual increase in memory usage to the point it would crash the server. With higher player counts, map loading would become progressively worse until you’re standing at the border of a map chunk for minutes waiting for it to load in. Zombies seemed to move at 2-3x speed when more players are connected, making survival ultra difficult. Players relogging on sometimes doesn’t work properly. Characters would intermittently be invisible. Other log on issues. Zombies will sometimes seem to have bad eyesight, maybe due to some threads getting overloaded under the bonnet affecting their line of sight checks.
    Due to these issues, it wasn’t possible to ‘play the game’ to see how many other issues will need resolving, however the team knuckled down and fixed a fair few of these issues since the test earlier this week.
     
    The memory leaks were sorted, and memory usage was balanced and optimized, so now its perfectly possible to run a 64 player server on a 12gb server, 16gb to be safe.
     
    Better still the garbage collector has a lot less work to do now, meaning that the server will not pause to do a major garbage collect for potentially hours. A vast improvement over previous.
     
    The map loading issues were also addressed, we used our fake client bots to simulate 63 other players moving around the map at random speeds, none of them sharing the same map cells, to strain it to the maximum you would expect from a busy 64 player game.
     
    In the wild you’d expect several characters to be sharing map cells, thus not all requiring map chunks loaded by the server, or alternatively with them staying around their base and thus not straining the map streaming by moving around the map.
     
    As such, this scenario was the literal worst case scenario and now map streaming works well enough at least at player running speed. We’ll have to look into how cars perform with the map streaming in the final run-up to Christmas.
     
    Here’s a video showing the server running (locally, so very little latency) with 63 fake clients running around the map alongside (and distant to) a real player. This should show how the server performs now compared to what you’d expect in Build 40.
     

    The other issues related to characters and zombies are being looked into by Andrei and Yuri, while EasyP and Lemmy have also been dipping their toe in looking at the memory, map and streaming issues. Things are picking up pace, and it’s all rather exciting.
     
    So where next? There are discussions within the team about (either after the next patch or perhaps the one after) crossing the streams: unifying the MP work with the trunk codebase that the IWBUMS patches are rolling out from.
     
    People keeping track of B41’s development before it was released into the public IWBUMs beta will remember this was a big step and commitment that meant we could no longer release builds/patches until B41 was ready to be played by the public, however also meant that everyone on the team was now working purely on build 41. That will be the same once we make the same move on multiplayer.

    We’ll let you all know when that happens, we have to make sure the available B41 IWBUMs build is pretty solid. It’ll be difficult to provide any bug fixes after that point – but should mean we can pick up speed towards wider testing.
     
    Anyway, that’s all for now – we’ll see you on Monday (most likely) for the 41.49 patch, and then on Christmas Eve for the yearly ‘picture of Spiffo in a Santa hat and not a huge amount else’ yuletide development blog. Love y’all.
     
    This week’s fireside scene from Foster_Toaster:3. 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!
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