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MaxD12

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  1. Like
    MaxD12 reacted to Batsphinx in IWBUMS 41.37 released   
    NEW
     
    Prevention for prone zombie heads clipping through walls and obstacles: Falling and prone zombies will now slide away from walls. Added guitar case/flight case  Added a "Delete All" button next to "Loot all" button for trash can/bins, click this will permanently delete items from the container (there's a confirmation dialog before deleting them). Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, spiffo's tables, bar stools, counters etc. Added "Resume normal speed when timed actions complete" Accessibility option. (Once a timed action is done (reading book, cooking, crafting..) it'll auto-cancel fast-forward. Canceling a timed action via ESC will cancel fast forward.) Added CounterOverlays.lua which add Mash's random open cupboard doors and file-cabinet drawers.  
    Helmet attacks change:
    - Before zombie attacks make your helmet fall and also you get a hit.
    - Now if the helmet fall, that's it, current attack won't connect, only the next one.

    BALANCE
    Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item). Can now consolidate thread (if you have multiple used thread, right click the stack to merge them together) Lowered chance of having the toilet paper house. (https://www.youtube.com/watch?v=1nPT64U6X40) Reduced damage done to the car's engine when ramming zombies without hood. Added Machete to some missing recipes (slice food, create spear...). Increased fishing line spawn rate.
    CONTROLLER IMPROVEMENTS

    - Added loot-window context-menu commands when using a controller:
     1) Turn microwave and stove on/off.
     2) Show settings ui for microwave and stove.
     3) Turn clothing dryer and clothing washer on/off.
     4) Deleting items from trash cans.
     
     - Changed the controller shoulder buttons to both affect the currently-highlighted inventory or loot window.
     Previously, the left shoulder button would select the next container in the inventory window, while the right shoulder button
     would select the next container in the loot window.  Now the left shoulder button selects the previous container in the
     currently-highlighted window.
     
    BAG IMPROVEMENTS (mostly under the hood)
     
    - Experiment with not creating a new inventory item when a bag is equipped to or unequipped from the hands.
    - Split "masking" animation state into "maskingleft" and "maskingright" to fix a bug with holding a bag and a flashlight.
    - Bags can now be chosen to be held in left or right hands 
    - No longer does the jaw-stab RaiseHand animation when a bag is held in the left hand.
    - Fixed weapon on the back being placed as if a backpack was worn, when the backpack is carried in the hand.
    - Removed transitions from maskingleft and maskingright animation groups.

    FIXES
     
    - Fixed lack of lighting on water.
    - Fixed vision cone angle not updating for zombified players.
    - Fixed lua error updating the hotbar after a player dies.
    - Fixed untranslated strings in the tailoring ui and generator info ui. Added translations for makeup categories and types to MakeUp_EN.txt.
    - Fixed not being able to open double doors.
    - Fixed applying make up increasing your weight.
    - Fixed bandit road story appearing before 30 days in the apocalypse.
    - Fixed lunch box being set as "Medical" (only for loot chance).
    - Fixed double "red lipstick" option.
    - Fixed "Unpack" appearing for items outside of bags.
    - Fixed being able to swing while in fast forward.
    - Fixed alice bags in primary hand being wrong.
    - Fixed player standing up when getting hit by a zombie while sitting.
    - Fixed zombie pushing player when biting him.
    - Fixed some missing translation (thanks Narnika!).
    - Fixed typo in survival guide.
    - Fixed the player's view cone being much brighter with the Short Sighted trait.
    - Fixed reload animations not playing when sitting.
    - Fixed ISCharacterInfoWindow sometimes updating after the window was closed.
    - Fixed makeup being applied when closing the makeup ui without clicking Apply.
    - Fixed zombies thumping short metal fences.
    - Fixed an exception when a zombie destroys an object on a chunk that was unloaded.
    - Fixed the foraging ui not handling Organized and Disorganized traits properly.
    - Fixed the Take Screenshot key not working when certain windows were displayed
    - Fixed lua error when a splitscreen player presses the X button driving a vehicle.
    - Fixed context-menu tooltips for some actions being displayed (or not) in splitscreen.
    - Fixed Unusable Wood appearing twice in the barbeque Add Fuel menu.
    - Fixed the player not turning to face a barbeque when displaying the info ui.
  2. Like
    MaxD12 reacted to lemmy101 in IWBUMS 41.35 RELEASED   
    41.35 patch notes NEW Experimental bag holding - Feedback please! Added make up: - You need either a make up foundation, make up eyes shadows or lipstick. - Make up available will depend on the type you selected. (i'll change it so it'll check for every make up material in your inventory, so if you have lipstick but click on makeup foundation you'll see lipstick make up in the list) - You also need to be in front of a mirror or have a mirror item in your inventory. - Clown, Skull, Brave heart, multiple lipstick & eyes shadow color... Experimental lighting changes - Feedback please! - Vision cone is 25% darker. - Lamppost lighting are way brighter to counter this. - Increased character's lighting to counter balance the darker vision cone. Changed how car damage is done when hitting a zombie: - Before almost no damage were done at low speed + no damage when going in reverse. - Now it do, while it's quite low damage at low speed, quickly hitting zombies in chain will start to ramp up the damage done. - If the hood is destroyed, some damage will be done on the engine. - Tires can now get hits by hitting a zombie too. - Increased damage done to headlights when hitting zombies (those things were invincible!). - Feedback please! Added Dirt/Grime. - The mask is intended for character, but i'm also using it for clothing, making dresses/skirts not having lots of dirt, i'll ask Mash to update the mask. - The shaders could use some more works, specially when on clothing. - Works kinda like blood. - Random dirt will be added on zed at creation (more the later in the apocalypse). - For character: * Running or sweating add dirt on your character, slowly getting to your clothes the more dirty you are. * I also need to add some acions adding more dirt (shoveling, gardening..) * Being in trees will add dirt directly on your clothing. * Falling add also dirt. Clothing item can now have more than 1 extra option. - All bandanas can now be tied the normal way, rambo style or put on face. - Added bandana with random tint. - Added new bandanas to zombies outfit. Added new vehicle story: Bandits on road, couple of crashed cars, few corpses and some zombies (with bandits with a high chance of having firearm attached to them!). - Only appears at after a month of survival. Police blockade car stories have a chance of having the siren lights turned on. Added tile property "IsMirror" and added it for every type of mirror in game (for makeup). Updated hair textures. Updated bag textures. Nerfed smashed bottles condition lower chance. Synced open-window sound effects with the animations better, and try to prevent duplicate sound effects. The player now attacks repeatedly while the controller triggers are held down, instead of once when released. Can now right click the equipped item icons on the left (primary or secondary) to bring up context menu. BALANCE Increased Paint Can uses from 4 per can to 10. Increased health of constructed metal walls. Guns that spawn on zombies have now more chance to have bullets/clip Increased magazines spawning rate. Stop getting strength xp from pushing trees (this ain't minecraft yo) FIXES - Fixed tab panels not displaying the left/right scroll buttons in some cases (i.e., in the crafting ui with larger font sizes or many tabs). - Fixed the mousewheel not scrolling the tabs in the options ui. - Fixed the health panel not always being wide enough to display all the text in it. - Fixed the temperature debug ui not resizing vertically with different-sized fonts (horizontal resizing needs doing). - Fixed model.offset, model.rotate and model.scale not being applied to vehicle-wheel models. - Fixed Sandbox not defaulting to Apocalypse instead of Survivor. - Fixed the existence of the "Post Processing" display option (shaders are no longer optional) - Fixed missing recipes for the new flashlight (aka Hand Torch). - Fixed non-passive skills only gaining a single level when more than one could be gained (due to a high sandbox XP multiplier). - Fixed not being able to attack sometimes when holding torch/umbrella. - Fixed character not raising in hands when ready for a jaw stab. - Fixed Double Metal Doors using same recipe as Double Wooden Door - Fixed crafting Metal Roof not consuming any Scrap Metal - Fixed"Put out Fire" resulting in decimal point values for Campfire fuel times - Fixed Metal Roof not requiring use of Propane Torch and Welding Rods - Fixed translations for hotbar slot names not being used in some places. - Fixed some missing translations in the inspect-clothing ui's context menu. - Fixed police barricades and traffic cones that are added at runtime not being interactive (can't be hit by cars or picked up). - Fixed reset of the "NeedMasking" variable. - Fixed mannequins spawning with inappropriate outfits - Fixed no hair growth on female characters. - Fixed "Blooo" item appearing inside character's inventory sometimes. (Blooo came back :'( ) - Fixed missing blood textures on weapon models when they're attached to the player's back or belt. - Fixed beard color not appearing in character info avatar panel. - Fixed bags in hands not being hidden when doing actions. - Fixed sometime unequipping a bag wouldn't remove it from equipped models. - Fixed right hand duffel bag being considered as left hand. - Fixed duplicating bags when falling after vaulting a fence. - Fixed vaulting fence fall not happening for every type of vault over. - Fixed makeup will now be removed after washing yourself. - Fixed handtorch model not being shown when dismantling torch (previosly was CDPlayer). - Fixed hidding weapons when doing actions. - Fixed being able to cancel attack a ranged shot/racking. - Fixed being stuck in aiming when shoving while shooting. - Fixed some drag & drop weirdness while having a bag equipped. - Fixed arms wobbling while holdings bags & running. - Fixed color not being saved when dropping a bags on the floor. - Fixing context key always dropping heavy items. - Fixed numerous holding bags mask blend/snapping. - Fixed snap and wobbling while running with a bag. - Fixed pressing shift while being idle moving the arm while holding bags. - Fixed pressing space while running not registering the shove immediatly but only when you stopped running. - Fixed icons of new item when using extra option being erased (bandana was never changing its icon for example). - Fixed some mirror not working for make up (they were attached sprite & not new object). - Fixed having injuries on left arm affecting combat speed. - Fixed book store cash register having books in it instead of money. - Fixed incorrect umbrella icons. - Fixed police & some other specific outfit not spawning with weapon attached to them (pistol on police for example). - Fixed seeing bags during sit on ground & opening windows. - Fixed an exception in OpenWindowState.exit() when the lock breaks. - Fixed GameServer.SpawnRegions not being initialized. - Fixed ISWeatherChannel bug on the server. - Fixed old map_p.bin savefile code being called on the client. - Fixed room lights being possibly twice as bright as before. Only exterior lights are possibly twice as bright now. - Fixed some blending issue with holding bags. - Fixed Uniform zombie distribution not putting zombies in places with zero intensity in the spawn image. Needs to be rebuilt on Linux and Mac. - Fixed the UI font being scaled after viewing a map in some languages (i.e. Russian). Changing the Language in the Display options reloads the UI when not in a game. - Fixed holes in clothing disappearing after patching a hole twice. - Fixed Lua error reading a skill book twice. Skill books should probably use DisappearOnUse=FALSE instead of being replaced with an identical item via ReplaceOnUse. - Fixed metal grates over windows not blocking zombies when they come before the window in the list of objects on the square. - Fixed corpses being a lot darker than zombies. Model lighting was changed in commit 4216. - Fixed Lua files being reloaded when the Display language wasn't changed. - Fixed vehicle models being lit from the wrong direction by lampposts etc. - Fixed exceptions sometimes being thrown when the Model.Render.Lights debug option is used (accessing IsoGridSquare from the render thread). - Fixed overlapping text in the item-spawner debug ui. - Fixed music "drama" never going down. - Fixed player textures being recreated every frame, tanking the framerate. - Fixed the player taking damage and dropping equipped items when climbing over railings onto stairs. - Fixed issues with the player dropping hand-held items after tripping or dying. - Fixed dropping items outside the inventory and loot windows being blocked by hidden parts of collapsed windows. - Fixed some player skills increasing each time a Last Stand Accumulator player is loaded ZAC STUFF Zac Congo - Added priority parameter to per-bone anim sorting. The mix is now sorted by: Layer, Priority, Weight - AnimationPlayer - New field, int[] m_animBlendPriorities. Reusable array used to for sorting tracks by priority. - Updated function updateMultiTrackBoneTransformsInternal to include Priority in the sorting algorithm. - Minor refactor to improve readability. - LiveAnimNode - New utility functions give access to source AnimNode values: getPriority() getDeferredBoneName() getDeferredBoneAxis() getSubStateBoneWeights() findTransitionTo(...) getSpeedScale(...) - AnimNode - New variable, m_Priority - New function, getPriority() - Added extra api documentation to various fields. - AnimLayer - updateNodeActiveFlags updated to pass through priority value. - No longer repeatedly calling LiveAnimNode.getSourceNode. Using new encapsulated utility functions instead. - StartAnimTrackParameters - New variable, priority. - IsoPlayer - Removed workaround to "AttackVariableX". Values of 0.01 and 0.99 are now whole values of 0 and 1. - AdvancedAnimator - Removed unused function: ensureEnoughLayers. - AnimZed v1.7.5.01 - New field added to AnimNodePanel, Priority. Ranges from 0 to 10. Defaults to 5. - Lower numbers means animations are pushed higher up the stack. - Updated 1HDefault.Priority to 4 instead of default(5). - Fixes odd snapping when transitioning out from 1-handed aim-attacking while holding an umbrella. Fixed incorrect bone re-bindings for character's clavicles. - Using "Bip01_X_Clavicle" instead of "Bip_X_Clavicle" - Added warning to console if bone re-binds are not valid. - Added toString overrides to AnimBoneBinding, AnimBoneBindingPair, and SkinningBone. - StringUtils - Added function: indent - Indents all lines in the supplied text. Allows us to specify what to indent the first line with, what to indent all non-first lines with, what to use as the newLine string (eg. "\n", "\r\n", or anything else, like "newLine: ") - Default overload uses System.lineSeparator, does not indent the first line, and indents all non-first lines with a tab character. - Added AnimStateNameTable - New classes: GenericNameTable, NameTableEntry, and AnimStateNameTable. - The generic table provides all the functionality of an index-name, name-index table. - Thread-safe, using locks for adds/removes/modifies. - NameTableEntries have a name, and can have an index. Defaults to -1 until specified otherwise. - NameTableEntries notify their parent table when their name/index change, keeping the table consistent. - Initial implementation not wired up to Networking nor AnimStates, yet. - AnimLayers now sync to their parent - Each layer keeps the sync node and track cached. - Each sub-layer checks their parent for the cached sync node+track. - If none is found, then it uses its own. - ie. Bob_Anim_Bags now syncs to the root Bob_Anim
  3. Like
    MaxD12 reacted to Pandorea in Indoor temperature bug   
    Not really a bug, this mechanic has been reomoved temporarily while the team works on some related things. Will be readded at a later point.
  4. Like
    MaxD12 reacted to ZombiesLoveBrainiacs in Indoor temperature bug   
    Indoor temperature only changes once electricity is off.
  5. Spiffo
    MaxD12 reacted to lemmy101 in IWBUMS 41.34 RELEASED   
    41.34 Changelist
     
    NEW
     
    Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
    Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
    Added visible wounds on character (not done the lower body parts yet).
    Can now remove visible blood from health panel debug menu.
    Added new vehicle stories
    Added fuel timer to campfires and other fuel items
    Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
    Added ability to use bandana as a mask
    Removed long press of E to remove keys from car's ignition.
    Added ability to hold umbrella
    Added ability to hold a torch/flashlight in your hand
    Added Garden Saw.
    Added a Loot Generator UI in debug context menu to track loot spawns better
     
    Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
    - The controller X button toggles vehicle cruise control on/off.
    - Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
     
    Stealth improvements:
     
    Increased range for jawstab of some knives.
    Player will raise their left hand if close enough to jaw stab.
    Added jawstab from behind (player & zombie).
     
    Hair dyes:
     
    Added hair dye (regular color will be found in bathroom, some others in a hair salon).
    You can dye your hair & beard separately , just right click the hair dye bottle.
    Added "Font Size" Display option.
    Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
     
    BALANCE
     
    Tweaked junk and clutter loot (increased them, added new loots in there)
    Increased painkillers active time.
    Lowered flashlight weight from 2 to 1.
    Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
    Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
    Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
    Battery now weight 0.1 instead of 0.6.
    Increased torch/battery spawn rate.
     
    FIX
     
    - Fixed day/night active zombies sometimes sprinting when they should be inactive.
    - Fixed zombie spawn in large structures like the mall
    - Fixed Bare Hands counting as a favorite weapon in non-English languages.
    - Fixed mannequin rendering bug (related to the weather fx mask).
    - Fixed spawn buildings being randomized.
    - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
    - Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
    - Fixed being able to turn during fall down anim.
    - Fixed zombie auto turning toward player when close killed.
    - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
    - Fixed fishing with the fishing net trap not giving experience in fishing skill.
    - Fixed leaving Winter is Coming game resetting the Winter timer
    - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
    - Fixed occupational outfits spawning on mannequins
    - Fixed Scrap Metal not being used when building fences
    - Fixed problem with masking female character's hair.
    - Fixed multi hit sandbox option being turned on for challenges.
    - Fixed models with capital I not loading when using the Turkish locale.
    - Fixed player not finishing turning around before climbing through a window that is behind him/her.
    - Fixed missing BreakSound on some weapons.
  6. Like
    MaxD12 reacted to Icy Motto in Thurs…weather…shaders….chat!   
    I am glad you've made the decision to leave away optimization for decade old PCs. It seems that it has used alot of you guy's time to just try and optimize every single thing possible just so a few users can run the game. It should not be a problem to just save up some money and get with the times. With that out of the way, it seems that more work can be done towards other stuff like anims etc... Great job guys.
  7. Like
    MaxD12 reacted to nasKo in Thurs…weather…shaders….chat!   
    Welcome to this week’s Thursdoid! We’re a bit light on the team this week as a few of us (including, as you can probably guess, the developer in charge of Thursdoid punnage) are having a well deserved holiday after the exhausting and mega stressful vehicle push for so many months finally came to an end, and like buses several of those holidays coincidentally happened to come at once, but still a few things to report.
    Weather Build Update
    We’ve just updated the weather branch. The main addition is the first version of our overhauled multiplayer chat system developed by Stas at General Arcade. The new chat is a bit fancier and more functional and more in line of what you’d expect on an MMO or similar types of games. You can activate the window to chat by pressing T or Enter. Let us know how you get on with it and if there are any problems.
    Various fixes include reintroducing the low lighting mode, and an option for disabling the new building hiding system, which will provide better performance on low end machines (more on this subject in a moment), removed the weird sound echoes, various Linux compatibility / java fixes, fixed multiplayer zombie attacking / defending issues, and many more. We’ll try to get you a complete change-list soon.
    Work continues apace with animations, nothing flashy to show or talk about, but many fixes have been made to the tool and Martin the animator now has access to regular builds to help integrating all the anims. Steve at BitBaboon nears completion of the new build system overhaul, which will vastly improve our internal organisation of builds, and should allow us quicker testing and releasing of builds. With this we’re making wider changes to the team organisation to help us deal with the bigger team size and the various irons we have in fires.
    Shaders & Compatibility
    We’ve had a small number of people reporting that cars are invisible on their low end machines. This is due to the fact that the way the vehicles are rendered require shaders to overlay damage and other effects, so cards that are unable to use shaders, as with the 3D characters which use GPU skinning, will not be able to render the vehicles.
    We’ve fought for many years to keep our minimum specs where they are, wanting to keep our potato running Zomboiders in the game for as long as possible. However, as the years progress, the numbers dwindle as more people upgrade, and at this point we’re talking about an extreme minority of PCs, bottom end Intel laptops any of them close to or over a decade old, at least in terms of technology, and constituting less than 1% of all our customers – It’s gotten to the point where retaining compatibility with machines mostly over a decade old is starting to hamper development in several ways.
    1) For example to add support for vehicles for this minority of machines, including testing and bug-fixing would take a substantial amount of development time, which at this stage could be spent working on the features, optimisations and improvements the vast majority of our customers would benefit from and that would take us toward the fabled 1.0.
    2) There are a whole host of avenues for optimisation that we’ve for a long time written off because they would end up raising the minimum spec by requiring shaders to work and would be too fundamental to switch off. Since the game and simulation have become massively complex at this point, optimisation is becoming ever more important. Vehicles at one stage ran so badly on top end machines that we simply had to spend significant time doing extreme and very disruptive optimisation work, and the game still doesn’t run adequately in built up areas on machines that should on the face of it be able to handle it.
    However the available routes for optimisation are becoming extremely sparse–there’s only so much blood you can wring out of a stone and we’ve shaved practically every millisecond we can from the game’s frame time, so we really need new directions to be able to explore to keep the game running well particularly when features such as Louisville, the new animations (which will bring performance benefits and pressures, and it’s unclear what the net result will be) and of course the NPCs go into the game.
    The way the rendering system works with the lighting, shading and isometric perspective is hugely costly and it’s difficult to see how it can possibly be improved having no guaranteed access to literally any of the rendering advancements developed in the past 13 years.
    Having guaranteed shader support will open up many optimisation opportunities in the future, our rendering being far and away the biggest bottleneck, and there comes a point where it becomes unfair to the huge majority of our customer-base not to exploit these. While it’s frustrating the game not running well on an old laptop, it’s certainly much worse for it not to run well on a top of the range gaming PC and that’s something we have more responsibility to fix and avoid in future.
    So while we understand this decision will upset a few of you (though it’s a decision we hope you appreciate we did not take lightly, and resisted as long as humanly possible to give as many the opportunity to upgrade as possible), we hope that the few affected by this understand why we’ve come to this decision. In the meantime, build 38 will always be available via the Steam betas, and there are many affordable old laptops with GPUs that have the requisite shader support, so hopefully we’ll see you back in the new builds before long.
    This week’s tense disagreement from QwencGames. 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.
  8. Pie
    MaxD12 reacted to Faalagorn in Vehicle horn doesn't work   
    Vehicle horns doesn't work in single or multiplayer on 40.3 (current weather test build) via the keybinding or radial menu (there is no sound and I think no progress bar, I think zombies don't hear it eaither). Sirens seems to work fine.
     
    It works in stable 39.67.5 just fine.
  9. Like
    MaxD12 reacted to Kurogo in RELEASED: WEATHER TEST BUILD   
    Could we get some more active ways to cool ourselves off, such as pouring water on ourselves? I just died from hyperthermia naked, well hydrated, and outside.
  10. Like
    MaxD12 reacted to Faalagorn in RELEASED: WEATHER TEST BUILD   
    Actually, what I meant about "packaged" food is the food that have the "PACKAGED = TRUE" already set in the game files (see column K in this spreadsheet) . Currently it's only used for showing nutrition values of the food when you don't have nutritionist perk taken, that's why I suggested improving upon it. It's sometimes misleading due to item icons not explicitly suggesting the food is contained in package, for example bacon and ham, but the moment you slice the bacon or cut the ham, the resulting food is no longer having the "packaged" flag set. Fruits, vegetables, sweets and some premade food (sandwitch, pizza…) never come "packaged", even if found in groceries, but guess we can assume all fruit and veggies in Zomboid are fresh without the foil wrapping. For some candies such as lollipop or modjeska I suggested adding this tag back when nutrition build introduced them, but maybe it was avoided due to the fact how small the packaging is. It's funny how you mentioned egg carton, as it's one of the few odd food items without nutrition values and they also miss the "packaged" flag.
     
    I wouldn't stretch myself too much with adding spoilage to partially eaten perishables, since although it is certainly something that won't taste anywhere near as great, I don't think it'd be something that would poison you, certainly no more than eating a whole bottle of mayonnaise as we can do at the moment . That's why I only mentioned the happiness.
     
    For now I've been focusing on suggesting small improvements for existing food, such as adding missing flags in  the Bug Reports forum, some of which already made it to the most recent build which is fine. There's a few more things I found that are typos or missing arguments that are easy to fix and at worst require a new art (for example, why butter don't rot?) but maybe I'll make a new thread in the suggestions thread where all those ideas could be suggested, although it wouldn't hurt to see this addition in the weather build in addition to the supposedly planned farming revamp, hint, hint ?
     
    And definitely +1 to the usable scales, I found one recently in Cortman's Medical and I'm pretty sure then can be picked up and even disassembled, so why not give functionality to them ? (also, cars have thermometers, so maybe it'd be natural to add other thermometers to the game? To see the outside temperature and player's temperature? And while at it, functional clocks please – just show the time even when you don't have wristclock if you are on the same room with the clock, and maybe even add a battery to it so it have to be changed like lightbulbs with lamps).
  11. Like
    MaxD12 reacted to trombonaught in RELEASED: WEATHER TEST BUILD   
    That would be so cool.
  12. Spiffo
    MaxD12 reacted to Faalagorn in RELEASED: WEATHER TEST BUILD   
    Oh, I'd love some more detail and randomness on when exactly food spoils. It's weird that suddenly all type of food spawned in the game magically goes stale then rots at a similar time, the only modifiers being refrigerators and freezers. I assume the same system could be used for temperature, to cool down or even freeze the food during cold winter days and slow down the spoilage. Since there is also already a mechanic for food to get hot (even for non-cookable ones; including GoodHot and BadCold flags), I guess it could be used to speed up the rotting process when food is exposed to higher temperatures (be it heating in oven or just leaving in high temperature, particularity outside the containers).
     
    I'd love to see some more realistic mechanic for food expiration – currently all the food spawned at the same time will spawn at the same date which is heavily not realistic – food never spoils at the same time, especially when we take into account different manufacturing/harvesting time, but even with it packaged food with the same expiration date when stored in the same condition can spoil a little before (vary rarely), or after the expiration dates (quite often, as expiration date is minimal and only a guideline). And the food you forage, harvest or animals you catch are widely different in the first place.
     
    I'd also like if packaged (packaged = true) food would always have visible expiration (for perishables) and best before (for non-perishables, as we all know it's perfectly fine to dry food way over best before dates, lacking only some flavour, which maybe could be reflected with happiness bonuses for eating food that's only at best before?). Even then, perishables should not strictly spoil exactly at a given time, but randomly shortly before or after the date given the reason above + modifiers.
     
    Finally, I love how canned food is non-perishable but opened canned food is which is accurate, but partially eaten should spoil faster too, depending on the food – which is especially true for opened packaged food.
     
    Nutritionist could see the approximate expiration date for non-packaged food similar to nutrition, but I think that perk needs a bit of tweaking, as seeing exact nutritional values on food even if you know a lot about it is not really realistic (it should be approximated).
     
    I originally wanted to make a separate thread with those suggestions, (and will probably do, since I have a feeling this post will get unnoticed shortly), but since you mentioned it I elaborated on the details .
  13. Like
    MaxD12 reacted to vanorfeadiel in RELEASED: WEATHER TEST BUILD   
    I have been away for the game for some time now.
     
    I should finally have time to play in the next week or so.   Really excited about the weather system and the level of complexity you are trying to implement.
     
    You seem to be taking wind into account to affect the ability to resist cold.   That is awesome that you are implementing wind chill into the game.
     
    I wonder will you be adding air humidity to affect the ability to resist the heat (combination of high heat and humidity is harder on the body and leads to much quicker exhaustion).
     
    Finally, I hope that you will combine air temperature (at least) and moisture (ideally) to the speed at which food will spoil.   A freshly caught rabbit in winter could be frozen outdoor and still be fresh a month later.   A rabbit left outdoor on a hot humid day would no longer be edible by the next day.
     
    Love the progress you guys are doing on the game.
     
  14. Like
    MaxD12 reacted to Faalagorn in Too Hot For TV   
    On the other hand, there's optimization being performed and tweakable options, so it could as well be opposite so I guess the question is valid . Ideally you'd have option to disable everything that could reduce performance, but this is a double-edged sword in a way it can change the gameplay giving you unfair advantage (or disadvantage!), make it hard to further improve of the game and leaving the old elements in addition to the new ones adds a maintenance burden, even slowing the game by "bloating" the game, which in extreme cases since two systems for the same thing have to be supported (say old and new lightning etc.). Also, optimization is a tricky word, since you can optimize for various things – low memory usage, low disk usage, low CPU usage, low GPU usage etc. – sometimes leveraging more work to say GPU can improve the overall performance, but can be hindersome for folks with really weak iGPUs, ideally a good explanation of each tweakable option would mitigate it, but we know how often it is IRL.
     
    I also didn't look through the game code, and even if I'd have occasion to do so I'm nowhere near a specialist in the optimization, but I have a feeling that a lot of things in PZ leave room for further optimization, so hopefully even a simple tweaks to code clean ups and bug fixes could add up to a perceivable performance improvement, as long as performanced, that's why I'm so eager to report even the minor annoyances and welcome each small bug fixes even for things I don't explicitly use .
  15. Like
    MaxD12 got a reaction from axeladalidez78 in RELEASED: WEATHER TEST BUILD   
    It's just my mistake with my editing  of this post.  Two first my screenshots  are showing some bugs and last - this is night temperature in June, 1 which I discovered exactly in previous weather beta version 39.68 ( standart weather settings ). I wanted to say that  weather  now really unpredictable and farming  can be really hard ( especially in autumn). I'm sure that I saw mention about reworking of farming system in  some of previous Thursdoids, would be great to see different farming.
     
  16. Like
    MaxD12 got a reaction from Faalagorn in RELEASED: WEATHER TEST BUILD   
    It's just my mistake with my editing  of this post.  Two first my screenshots  are showing some bugs and last - this is night temperature in June, 1 which I discovered exactly in previous weather beta version 39.68 ( standart weather settings ). I wanted to say that  weather  now really unpredictable and farming  can be really hard ( especially in autumn). I'm sure that I saw mention about reworking of farming system in  some of previous Thursdoids, would be great to see different farming.
     
  17. Like
    MaxD12 reacted to Faalagorn in RELEASED: WEATHER TEST BUILD   
    Nice! It's good to know how the whole systems have a direct effect on your well-being now! Few questions though:
    You mentioned fitness having a slight effect on temperature, what about the weight? Obese should tolerate cold way better than underweight and vice vera. Since the game starts in summer, food is plenty and characters often have a short lifespan, taking underweight may finally be worthwhile alternative to obese. Would it be possible to incorporate character temperature display in the character screen, below where the weight currently is? Eventually I'd love to see functional weights and thermometers for us, micromanagement freaks to see the detailed character status, but until it's there, it would be nice to have it available not only hidden on the debug menus, similar to character weight. I assume air conditioners inside houses are not functional yet? There are items like that in some houses, it would be nice if they had some effect and could be adjusted. Also are ovens taken into consideration or just open sources of fire (campfire, charcoal BBQ and propane BBQ)? And finally, barrel bonfires? It was suggested in the small bug important suggestions thread, but I think it'd fit this build well .
  18. Like
    MaxD12 reacted to nasKo in Too Hot For TV   
    Hey everyone! This week on Thursdoid:
    We’ve just released a new test build into the weather branch, which contains many improvements to the new weather system, and in addition contains a whole slew of fixes and additions. However, we’ve had a few issues confined to only a couple of testers and think a couple of bugs have slipped into the mix that we’re having trouble tracking down or replicating reliably, and we’d love to get some wider testing done to try and figure out if this is a widespread issue or not, so multiplayer feedback would be much appreciated! Details on the build can be found here, we’ll look to get you a complete change-list in the next day or so but this is a combination of various branches so general feedback on any issues would be very appreciated!
    Multiplayer optimisation
    Recently we’ve had a sharp uptick of streamers playing our game, and have been paying close attention to Klean’s awesome Blacksite server (Long live Trader City) which has managed to amass 100 concurrent players on a couple of occasions–which while we were impressed it functioned at all, did start to fall down under the load. We’re hoping we can use our observations to improve the multiplayer syncing and server performance.
    One thing we’ve observed repeatedly in recent times is that it appears certain players seem to suffer worse with getting delayed or missing packets leading to much more extreme lag to other players. This doesn’t seem to be tied to ping, so we’re looking to investigate the lower level networking code to see if a problem could reside there that would cause some players to be starved of packets on busier servers – we’re currently looking to organize a large non-Steam multiplayer test with which to test if the Steam communication layer may be causing any additional interferance, after which we’ll hopefully be closer to nailing down these issues. We’ll post on the forums about such a test when it has been organized.
    We’re also noticing some oddities with sound pop up here and there, seeing people not hearing other player’s guns, and a few reports of inaccurate ranges for different sounds, so feedback on this would be much appreciated!
    Thermal Expansion
    On the weather front, the test build in the weather branch has also had an update to the weather overhaul – the big focus of this build is to improve the game’s simulation of player body temperature, to more accurately model how a player will get hot or cold within the environment, with internal body temperature interacting with the character’s surrounding with various modifiers based on the character’s situation, dress and health. Extra elements are simulated such as sickness lowering resistance to cold, wind and rain reducing the player’s body temperature, as well as adding hyperthermia and hypothermia into the mix.
    We’re aware we may have to provide more ways for the player to handle extreme heat or cold, such as more varied clothing – some of this will clearly need to wait until the animation build, so we’ll decide in a future test build whether we need to disable or reduce the more extreme temperature effects until these features or added.
    If people are giving the new temperature system a try out, you can pull up some debug information to track the player’s body modifiers. This will hopefully show the depth of these systems!

    Full details on the weather build can be found here, with instructions on how the new body temperature system works.
    Shiny!
    Yuri’s been improving the look of the vehicles, adding environment maps to make cars look much less matte and have the reflective shine one would expect.

    We’ll probably have a lot of fun tying the reflective values into how clean a car is, and providing another weirdly in-depth mechanic to the vehicle system in Zomboid in future!
    Today’s somber goodbyes are from Rzeznik. 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.
  19. Spiffo
    MaxD12 reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Hi All!
    Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions.


    The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius.

    The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase.

    To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn.
    Cold.
    To resist cold:

    ·         Make sure to have a high clothing value (currently sweater, pants, shoes is optimal).
    ·         Hunger and tiredness affect body cold resistance negatively.
    ·         Sickness will lower your body resistance to cold.
    ·         Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold.
    ·         When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect.
    ·         A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect.
    ·         Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact.
    ·         When endurance lowers the body cold resistance increases a bit.
    When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved.

    Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit.
    Campfires can now be build inside houses without spreading fire if the following is true:

    ·         Tiles surrounding the campfire are not wood or carpet.
    ·         Tiles surrounding the campfire have no objects.
    ·         To be safe make sure there are no walls within a 2 tile radius of campfire.
    When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes.

    When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate.

    Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter.

    Heat.
    To resist heat:

    ·         Light or no clothing will help combatting heat.
    ·         Thirst negatively impacts heat resistance quite strongly.
    ·         Sickness will lower your body resistance to heat.
    ·         A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect.
    ·         When endurance lowers the heat resistance lowers a bit as well.
    ·         When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing.
    ·         Wetness due to rain increases heat resistance for both body and clothing.
    ·         Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication.
    When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night.
    Insides of a car can get quite hot during the day as well (unless the cooler is on).

    When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively.

    Hypothermia and Hyperthermia

    When level 3 is reached the body sporadically takes minor damage on random body parts.
    When level 4 is reached the body receives constant and greater damage on body parts.
    If the conditions are not improved you will slowly die.

    When level 3 or 4 of either is hit when asleep you will wake up from it.

    Other noteworthy mentions.

    Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet.
  20. Like
    MaxD12 got a reaction from halkaze in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  21. Like
    MaxD12 got a reaction from Jason132 in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  22. Like
    MaxD12 got a reaction from ethanx4 in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  23. Like
    MaxD12 got a reaction from Faalagorn in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  24. Like
    MaxD12 got a reaction from Soul Filcher in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  25. Like
    MaxD12 reacted to nasKo in Zombies in the Mist   
    Hey all, here’s the latest.
    WEATHER BETA
    Overall we’ve been getting some great feedback from the weather beta, with a few favourable mentions of it feeling a bit Silent Hill which is nice, and we’re looking forward to getting it properly into IWBUMS testing.
    In the mean-time though Turbo has just updated the public test beta of his current weather, climate, fog and precipitation work. This primarily fixes issues with disappearing fog, and also always keeps the ‘visibility radius’ around the player constant when shifting the camera view – and also carries some optimizations of the new system with it.
    An extra feature within the new beta update, meanwhile, is an improved approach to how the temperature impacts on the player and the player’s moodles – something that’s needed tightening up for a long time.
    Turbo’s work takes into account clothing, hunger, indoors, outdoors, thirst, being wet etc – all of which have a combined impact on the player body temperature. This will no doubt need a lot of balancing – so please drop feedback into the thread.
    FORTHCOMING IWBUMS BUILD
    Work continues under the hood for the next round of public testing – with EP getting down and dirty doing a full C++ rewrite of our Zombie Population Manager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
    EP has also added a system to convert objects placed by mappers (both our own, and those in the community) so they can be used as functional game objects. Right now this covers items like barricades, campfires, and rain barrels but will be extended further.
    Over with our friends at General Arcade, meanwhile, Yuri has been implementing the ability for players to injure each other with vehicles – enabling hit and run incidents in MP. (This will clearly also be a server option, as griefing opportunities could potentially run high with it).
    On top of this Stas continues to improve our gamepad integration – working on new calibration and key-mapping options screens and the like.

    OTHER STUFF
    The nice gents at T.E.A. continue their work improving the new animation system – this week with Zac bringing animation blends into the AnimZed tool. This function will make it far easier to integrate future changes and combinations of animation states into the game for both devs and modders – something that’s been a part of the animation code for a fair while becomes a lot easier to access and toy with. As Zac explains: “while health is high, any state will play its Healthy variant (IdleHealthy, WalkingHealthy etc) but as the health drops, the same state will play the Wounded, and then Critical variants. In other words, a limping character will limp his way up stairs. He will not just limp to the first step, have a miraculous recovery and skip along up the staircase, only to resume limping at the top”. We’ll never add pooping to Project Zomboid, partly because it’d be fairly micro-managey – and latterly because the new animations required would be horrifying. That hasn’t deterred modder Nater from stepping up to the plate though. You can check out the Defecation Mod… here. Should you dare. Today’s trip to the mall from togogo33. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. The CBOIT would like to point out that Zomboid contributor, tester, server-runner, tech support chap and all round good-guy Rathlord has released his own game. It lives here on Steam if you’re interested. Fanx!
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