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Bejasc

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  1. Pie
    Bejasc reacted to nasKo in ZedLocation   
    Howdy almost-yuletide survivor.
    PATCH 40.40 RELEASED
    Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be found here, but this covers stuff like:
    Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. Sandbox settings also updated, so you can adapt it to a brightness you desire. Improved appearance of weather effects when in a building. Moon calculations re-added to game to govern night brightness. Extended disassemble ability to many more items,including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Some balanced player actions related to injuries, sleeping, window-breaking and bandages in a saucepan. Fixed whisper problems in the new chatbox, stair teleports, rain rather than snow in Winter is Coming, community translation font issues, plumbed sinks not working in MP and various other issues. 40 MP NETWORK STUFF
    While the rest of the team move into the animations build and version 41, we’re leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40.
    The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought it’d be wise to test out with a forthcoming IWBUMS beta and Community Megatest.
    Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and we’re hoping this might improve matters.
    In essence, we’re about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players.
    There will now be two ‘player client zombie awareness’ circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates.
    On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved.
    We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something we’d hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too.
    This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as it’s clear there’s nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.
    41 ANIMS
    This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster.
    Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:
    Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
    OTHER STUFF
    Stas has just updated the Gamepad Test beta with a lot of fixes, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code, then enquire within. RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of what’s a desirable item, and what’s junk – so we can then fill containers with a lot more realistic junk items even on higher difficulty levels. He’s also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay. ChrisW’s work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without. Today’s warehouse horde from Frank. 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 PZWiki 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! OurDiscord is open for chat and hijinks too.
  2. Like
    Bejasc got a reaction from trombonaught in Escalation   
    I like the concept, but to a certain extent, this already happens naturally. There are just mechanics to counter the difficulty (which there always should be a way to overcome the difficulty. 
     
    Power / Water cutting out -> (No lights, can't refrigerate, cant hydrate)
    Gas running out (Can't power things, need gas cans)
    Erosion (Less fresh food, need to farm)
    Zombie Population (Depending on settings, zombie pop will build as time goes on. With zombie respawn enabled, this can contribute heavily)
     
    All of those things (plus more that I'm sure I haven't mentioned sort of run off of each other. Power and Gas running out in particular, is closely linked, especially if you're an experienced player. 
     
    There are lots of smaller things that would make it challenging, like
    - Limited gas reserves at gas stations. A finite number that won't allow anything beyond a few hundred litres. Right now it seems pretty much infinite
    - More extreme weather events. If zombies reacted to these (like the old Fear The Rain mod) this could increase the threat level significantly. Especially if things like extreme heat could cause fires 
    - Higher chance of random health events like catching a cold or becoming nauseated by food.
    - More random health events. Maybe you miss and bang your hand with a hammer, or cut yourself opening a can, or burn your mouth eating food that's too hot, or get a headache etc.
    - Having allergies to certain foods, and having to avoid them 
    - Higher chance of infection being around dead zombies
     
    Lots of these could turn on / build up over time. Gas would do that naturally, as it is used. Weather would make sense to dial up over time. Health events could become more prominent as time goes on (but still be reduced by one of the skills, perhaps). Infection becomes a problem the more zombies there are, which obviously builds as time goes on.
     
    I think having raiders target the player when stockpiles are high is a fantastic idea, but that would need to wait for NPCs. The above, I believe, wouldn't be that hard to implement, in fact, most of it could be modded in. I think everything in that list is quite achievable, even with what we have now, and will significantly add to the atmosphere and challenge the game offers. 
     
  3. Like
    Bejasc reacted to Batsphinx in Project Zomboid is In Need Of A Change Of Design   
    RE: Music stuff, as we said in a blog a month back (or so?) Zach has redone the full OST to make it sound more like Kentucky, and we plan to get it into the anims build.
     
    He was only like... 15 (16?) when he did most of the PZ music, and I think he's enjoyed going back over the old tunes quite a lot with the added wealth of knowledge he has from his musical studies post-High School.
  4. Like
    Bejasc reacted to nasKo in Project Zomboid is In Need Of A Change Of Design   
    Pretty much copying this over from Discord.   UI: Yep, needs rework. Something more fitting to the genre and less generic would certainly be welcome. A UI overhaul is planned IIRC, though it was reserved to a time for when the game is more feature complete.   Music: I can see where you're coming from in saying that the Arabic voice is kind of out of place and unrelated to the rest of the game. Saying that the entire music soundtrack is so bad that you (or your friend) have to mute it is weird though. Not a lot of explanation in the document there except "that middle eastern woman" and "it's not 90s synth enough".   Leveling Up: Yeah, that's something I kind of agree with. Not necessarily a LEVEL UP pop-up but something more immediately recognizable. More importantly, I'm hoping to see a whole revamp of the leveling system though, not just the sound. I never understood why we don't just level up whatever we're doing and instead get points to then spend on maybe upgrading something entirely different. Would love a revamp on that.   Loading Screen: We kind of had to describe what's going on because people didn't understand that it's a loading screen. They thought we just showed the "This is how you died" screen instead of just showing the game. Maybe we could go with something else there, but I don't think jazzing it up with a VHS look only on the loading screen will work. The whole game's aesthetic would have to be changed and that vaporwave, neon, VHS, CRT 90s look is certainly something that's even more questionable design wise if not pulled off well. I don't think PZ needs that entire design overhaul, but influences of it in the UI overhaul would be welcome indeed, though I don't agree that it is necessary.   Rename the game:  
    It's a small suggestion to make but probably one of the most devastating changes we could make to the game. We quickly got too much attention to the game when it carried the name and reached a point where it would have actively hurt the game if we would have renamed it. Renaming it now, after launching on Steam, Humble Bundle, GOG...that would be suicide, killing off any name recognition we have. I doubt Minecraft will change its splash text for us.
    It's a memorable enough name that doesn't get mixed up with all the Zombie games with "Dead" in their name, of which there are probably thousands. If we rename it, we quickly lose 7 years of search engine results that people might not immediately be able to pinpoint to whatever we renamed it to. Zomboid 1993 etc all sound terrible to me. If we had the chance to rename it, we certainly would have thought about something cooler, but by now the name is going to stick. That's a hassle that is simply not worth the two people in the world who wouldn't buy the game because it has "Project" in the name.   Update your Steam page/trailer: A new trailer might come when the game is more feature complete. I'm not a fan of the trailer, either.    As a whole, I'm not saying that your proposed redesign would be bad for a game like PZ   I just don't think that it would entirely fit PZ. It would be a good design approach for a game that was designed with that in mind from the ground up, like Hotline Miami. The whole game worked around that design. But I feel it would look weird if the game world wouldn't carry that design over so redesigning the entire game to fit that aesthetic doesn't feel right, nor is it on the cards, I'm afraid.  Influences of it? Hopefully. Don't think it's going to make or break the game if it's not implemented though.
  5. Like
    Bejasc reacted to Maris in Lua requests   
    Please add API for custom moodles.
  6. Like
    Bejasc reacted to Kaleidozombie in Escalation   
    A lot of people ask for features which would allow the players to survive for longer in the game. I've heard that a lot of those features aren't planned because the game is about how you died and not how you survived. I wouldn't mind seeing some of those features added to the game, but I'd also love to see a new feature added alongside them. It may have to wait for NPCs to be added, but it might not have to wait. I'd like to see events that escalate the threat to the players based on their chances of survival based on what they have acquired in game so far.
     
    The game will periodically do a check and take stock of the player's progress in the game. Every can of food is counted. Every generator. Every little bit of fuel. Every crop that is in the progress of growing. Every container. Every little thing will be taken into account. Everything will be given a rating based on how much of an impact it will have on a players survival. The greater the chance a character has at surviving the greater the chance the game will escalate things and the greater that escalation may be.
     
    With NPCs this may come in the form of raiders becoming aware of the players base and aware of the resources they have stockpiled within. If we don't want to wait for NPCs we could use the zombies and create different events to threaten the player. The game could also use the weather as a threat. The game would have more content added to allow for the players to survive, but this would be something to give the players false hope because the games 'escalation' mechanic would be present to steal that hope away at any moment.
     
    The odds could be in the players favor at the beginning, but every time the escalation check fails that adds to the size of the event when it finally does trigger which would also be influenced by how much the player has amassed over time. The better you do the harder you may fall eventually when the game decides it's finally time for you to die. The harder you fight the harder the game hits back.
     
    I know this is one of those ideas that is a quirky little thing I like but wouldn't be popular among the masses at all. I don't see it as very likely to be added to the game at all. I thought I'd share it anyway. Let me know what you think about the idea. Please also let me know what you would call this game mechanic/system because I wasn't quite sure what to call it. I named it escalation because it escalates the threat to the player based on the players threat to the games whole premise of ensuring you die. That and it fit alongside the naming sense or erosion a little bit.
     
     
  7. Like
    Bejasc reacted to nasKo in Mist Me   
    Less weighty blog than last week, but hopefully some good stuff still lies within. Read on!
    BUILD 40 PATCHING
    We’ll be releasing a new IWBUMS version for the next (final) Build 40.37 patch either tomorrow or early next week. This will contain a few quality of life improvements and the required chatbox whispering fixes, but the main feature will be the improved darkness and more colourful internal lights that we showed last week.
    CONTROLLERS TEST
    We are extremely grateful to everyone helping out with the current Controller improvement beta, and Stas has been using everyone’s feedback to fix bugs and streamline the system. It turns out that there are a lot of people very passionate about us getting this right, and it’s making the test process feel worthwhile and fun.
    Stas has just released Controller Build 6, and at this point most show-stoppers and major irritations have been removed. So if you’ve been holding off on helping out, it’s a good time to join.
    Details on what we need to know about the Controller build, and download instructions, can be found here. Everyone who gives active feedback will be receiving a free PZ Steam code as a thank you, so jump in if you fancy it.
    BUILD 41
    This week TEA and Martin have been doing a lot of work on clothing layering – unlocking the ability to wear items of clothing beneath, or on top of, other accessories and outfits. This has also meant that ‘one piece’ clothing like dresses, overalls and similar have become an option.
    “In the below video you can see me mixing and matching outfits, and layering them as I please,” explains Zac.
    “Every Outfit now supports a list of base textures for Top and Pants, and every ClothingItem also has its own base texture that it applies to the character mesh. So you could, for example, wear a t-shirt with an apron over it – and then a jacket on top. With this same combo you could also wear jeans and calf-high boots.”
    “This allows for: gowns, dresses, miniskirts. Boots, sneakers, slippers. A vital choice between boxers or briefs etc.”
    “Using the cloth layering system, you can even choose whether to wear your boots over- or under your jeans – or your underpants on top Superman style. Though, this said, the actual in-game UI implementation of this will still need to be done – currently it’s done through AnimZed.”

    Finally, here are a few other outfits that Martin has come up with using the outfit editor and some of the new features highlighted in Zac’s video.

    In other 41 duties, meanwhile, Yuri this week continued his work on the new water visuals, and has rewritten the code for calculating the direction of water movement so it reads where water should be still and where it should flow. He’s also excluded swimming pools and other such bodies of the water from the system, so they’re not automatically given a shore.
    This week’s foggy junction from KostyA4247. 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. Also, if you were one of the kind folk who supported us in the recent Steam Award voting then thank you very much! It really is appreciated.
  8. Like
    Bejasc reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Fully updated for steam and now added to nexus mods for non steam Zomboideers, link as follows:
    https://www.nexusmods.com/projectzomboid/mods/31
  9. Like
    Bejasc reacted to EnigmaGrey in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    Modders make mods and decide where to distribute them. We have no control over them or their work, outside of what's listed in the game's TOS.
     
    I don't really think we should have the responsibility of describing the tradeoffs between GoG and Steam on GoG"s own store page, frankly.  You should already know that it's a much smaller distribution platform that exists separate from Steam when buying there.  It not being Steam is, after all, the whole point of GoG.
  10. Pie
    Bejasc reacted to bobthejob in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    I reacted pie. I assume pie means happy things. also pillow and spiffo and like = all happy reactions. I confuse.    pie = good? pie.
  11. Like
    Bejasc reacted to OffitMan in Post Papers on Cork Board   
    I've thought about the use of cork boards for a while. They could really turn into the hub of your survivor community. Not only could you add notes/messages as you mention above but you could pin a map of town on the board, so people could mark off what buildings had been looted and what area the community were targeting next. Potentially, you could trace the map so you could take a copy out with you. You could pin a calendar on there and mark off dates for certain events, like when crops needs to be watered etc. Add lists of what supplies the base desperately needs.
     
    Cork boards could be really valuable, something where people could just log into a server, look at the board and immediately know what the community plan of attack was, without the need for anyone to be there to explain it.
     
  12. Like
    Bejasc reacted to Magic Mark in Helicopters. A more reasonable suggestion than you'd think?   
    Personally, I don't want to spend actual hours just to walk from one town to the other, so by the standards of most open world games with driving I think you are wrong there. The need for vehicles was already present when the map was just Muldraugh and West Point, let alone the newer map that would take many sittings to fully traverse on foot.
     
    However, I don't think the game is ready for Helicopters.
  13. Pie
    Bejasc got a reaction from ZombiesLoveBrainiacs in 40.32 - Lighting frustrations and Post-Processing incosistencies   
    Playing on Build 40.32.
    My character has no perks affecting vision.
    Lighting mode is set to 'Normal' in sandbox settings. 
    God Mode was enabled - tiredness etc was not a factor in these screenshots.
     
    I've noticed some real inconsistencies with lighting, particularly around the time of day, and whether or not post-processing has been enabled. 
    The pictures really do speak for themselves, but here are a few points.
     
    Between about 11:30 pm and 4:30 am - Lights on cars seem to not work at all. Flashlights have a very blue tint / are almost invisible. Streetlights seem mostly unaffected.  During the night, if post-processing is *enabled* - the ambient light is much brighter, to the point where one would not need a flashlight to see, giving them an advantage.   
    During the night, flashlights seem almost completely useless. Vehicle headlights _are_ completely useless. 
    Last night, playing in a multiplayer session, I noticed the change with car lights almost instantly. The blue/practically invisible car lights jarringly switched to the visible/illuminated cone sometime between 4 and 5 am. (These sandbox settings were set to Dark, rather than Normal - which all screenshots were taken on)
     
    Here are the screenshots I've taken this morning. The difference speaks for itself, really.
     
     
    11pm- Post Processing OFF
     
     
    11pm - Post Processing ON
     
     
     
     
    12:30am - Post Processing OFF
     
     
    12:30am - Post Processing ON
     
     
     
     
    5am - Post Processing OFF
     
     
    5am - Post Processing ON
     
     
     
    All of these screenshots were taken directly after another, going in and changing post-processing option, hitting apply, and okay. 
    The weather was fine during taking these screenshots. 
    The only time I had moved, was to check the car lights were even switched on (and battery not dead etc) at the 12:30am.
     
    The times the photos were taken are visible in the clock, and as you can see, there are no cats eyes perk etc. As god mode was enabled, I did not become tired etc - so that has not affected my vision. 
  14. Like
    Bejasc reacted to nasKo in 9pm - daylight illumination.   
    The screenshot is from 9pm in summer, basically. That is not night, it is in the evening and as EG was saying in his first post, the area around Louisville would only still be in twilight around that time of the year, too. 

    The issue of post-processing on making it seem brighter than post-processing off is true, but an issue of post-processing as a whole (OFF making it seem darker than it should be) and not entirely relevant to this thread that's saying that it is too bright for 9pm which is not the case.
     
     
  15. Like
    Bejasc reacted to Snakeman in 9pm - daylight illumination.   
    I think the light system needs to be adjusted, nights not really dark (Dark nights configuration)

  16. Pie
    Bejasc got a reaction from Red Panda in 40.32 - Lighting frustrations and Post-Processing incosistencies   
    Playing on Build 40.32.
    My character has no perks affecting vision.
    Lighting mode is set to 'Normal' in sandbox settings. 
    God Mode was enabled - tiredness etc was not a factor in these screenshots.
     
    I've noticed some real inconsistencies with lighting, particularly around the time of day, and whether or not post-processing has been enabled. 
    The pictures really do speak for themselves, but here are a few points.
     
    Between about 11:30 pm and 4:30 am - Lights on cars seem to not work at all. Flashlights have a very blue tint / are almost invisible. Streetlights seem mostly unaffected.  During the night, if post-processing is *enabled* - the ambient light is much brighter, to the point where one would not need a flashlight to see, giving them an advantage.   
    During the night, flashlights seem almost completely useless. Vehicle headlights _are_ completely useless. 
    Last night, playing in a multiplayer session, I noticed the change with car lights almost instantly. The blue/practically invisible car lights jarringly switched to the visible/illuminated cone sometime between 4 and 5 am. (These sandbox settings were set to Dark, rather than Normal - which all screenshots were taken on)
     
    Here are the screenshots I've taken this morning. The difference speaks for itself, really.
     
     
    11pm- Post Processing OFF
     
     
    11pm - Post Processing ON
     
     
     
     
    12:30am - Post Processing OFF
     
     
    12:30am - Post Processing ON
     
     
     
     
    5am - Post Processing OFF
     
     
    5am - Post Processing ON
     
     
     
    All of these screenshots were taken directly after another, going in and changing post-processing option, hitting apply, and okay. 
    The weather was fine during taking these screenshots. 
    The only time I had moved, was to check the car lights were even switched on (and battery not dead etc) at the 12:30am.
     
    The times the photos were taken are visible in the clock, and as you can see, there are no cats eyes perk etc. As god mode was enabled, I did not become tired etc - so that has not affected my vision. 
  17. Like
    Bejasc got a reaction from Geras in Crepe Expectations   
    Really looking forward to this fix! 
    I've detailed it in my recent post, as well as an apparent lighting difference in post-processing on v off
     
    Do we know if it will be included in the build next week, or is it likely to come in whatever the next build after that is?
  18. Like
    Bejasc reacted to DoritoS in Improving the Medical Occupations   
    User Burger Time made a post about how he would like to improve the medic skills and I'd like to add my own two cents without de-railing his post. There are many ways in which you could improve the medic skills but what I'd like to focus on in this post is a practical way to lvl up your character in the first place. One of the biggest short comings with the role is injuries that are curable don't occur often enough in a play-through to get anywhere. You're more likely to die of zombafication LOOOONG before you can reach even lvl 5, unless of course....you hurt yourself, yes, hurt yourself. I broke my own legs, and jumped through windows to reach lvl 10. My proposal is to allow players to examine the suicide victims you can find riddled around the map and expariment on them as a doctor would use pig/ artificial skin to practice his suturing. When close enough to a corpse an additional menu would come up letting the player work on the deep wounds, bleeding, fractures, gun shot wounds, etc.
    If a new player found of you could Dr. Frankenstein corpses it would definitely be a neat discovery and hilarious.
     
    I also believe each level you have in medical should reduce your likelihood of zombafication by 1% as well. Maybe let players "flush the wound" within a small time frame and apply medical skill level to reduce the chance of zombification.
  19. Like
    Bejasc reacted to Crashdummy11880 in Helicopters. A more reasonable suggestion than you'd think?   
    I don't want to see helicopters in the game at the moment. In my opinion the map is to small even for cars.
  20. Like
    Bejasc reacted to Burger_Time in Meta screams are too loud.   
    Yes, I know, but... Shouldn't they sound like someone screaming far away? I swear it was like that in Build 39.
  21. Like
    Bejasc reacted to nasKo in Crepe Expectations   
    We released Build 40 last Tuesday, and gave it a first hotfix on Thursday. We currently have the next patch in a public IWBUMS beta channel – and if you don’t mind then we’d love you to jump over there and see how it plays. Primary fixes/changes include:
    More frequent changes in weather systems as the weeks tick by, and a little more extreme weather. We were concerned that people weren’t seeing enough of the new weather events, particularly rain, and so things should be more variable with this patch. We would still love to hear feedback on the current build’s weather too, and if you’d like to let us know then the relevant thread can be found here. Some restored/improved chat functionality, and admin commands. Sandbox options for snow on the ground, and rain/fog fx intensity. Fixes to player wetness: you won’t get soaked inside tents anymore, and likewise driving with a smashed windshield will get you wet. Fixes with crate-stacking, car horn/alarm radius, MP door and tree shake, construction issues, vehicle reflections and various other stuff. We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes.
    In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with what’s required of them, which in time will also be released for modders. We’ve also got an irl meet-up for our Europe-based team coming up soon, where we’ll be discussing the changes and what other cool stuff they can bring.
    In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items.
    He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the player’s costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasn’t been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing.

    General Arcade’s Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesn’t know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding.

    We’d also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely – so we thought we’d spread the link a little wider;

    This week’s featured image (that we’ve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit) from ♔Потерянная.ѡℛ. 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.
  22. Like
    Bejasc reacted to Batsphinx in Is there an issue with Pitch Black Nights? Build 40   
    The new weather and shaders system has pretty much uprooted what this setting was based on - so it's likely a bug. We'll see if we can improve the situation
  23. Like
    Bejasc reacted to trombonaught in Is there an issue with Pitch Black Nights? Build 40   
    I came on to report this. Seconded.
  24. Like
    Bejasc got a reaction from Geras in Is there an issue with Pitch Black Nights? Build 40   
    Has it also changed the system for light sources emitting light? 
    Since the weather build (and through IWBUMS), Lights have not been emitting any actual light, and appear to just be extending the view cone of the player. (In some situations/lightings, making lights almost completely useless)
     
    The issue has been reasonably heavily talked about on both Discord and the forums, most recently shown here
     
  25. Like
    Bejasc reacted to Red Panda in Unbalanced shaders and gamma/brightness   
    Hello guys,
    Iam sure that you've already reed same or simmilar topic last days, but cause of many ppl at mp found that like a really big issue and Ive tried to describe it at our discord channel with examples recently, so I decided to bother you a little too and share it with you, so sorry - but I think it should help a bit.
    First of all the differences between shaders on and off .. or if you want postprocesing on and off...
     
    Postprocesing off - flashlight off

     
    Postprocesing off - flashlight on

     
    Postprocesing on - flashlight off

     
    Postprocesing on - flashlight on

     
    So, this is one problem ... the thing that even flashlight has almost no effect - other side of it is the game is now unbalanced for those who uses postproc. and whose not - cause one of us will need to use flashlight if it will be even effective one day, and other one not cause night is almost same like a day with postprocesing on ...
     
    For better imagination how lights are good with postproc. on theres even indoor ones to check -


    No difference at all ... so, light are no more the thing with postprocesing on ...
     
    example of light without postprocesing -

    Check even colour balance of it at those example from indoors .. with postproc. it looks like with rly bad filter making it almost warmtones less ...
     
    Next thing is (well, as soon as flashlights will have some effect) the weight ... batery in flashlight remains for cca 3 hours in game max with full use of it ... that means you need 3 of it for one night .... thats 1.8 pounds ... flashlight is 2 pounds ... almost 4 pounds total weight for one night - just for those who wont use postprocesing .. others can play without it at all ... So when you count that you spent 2 points for Cateyes trait - wasted cause no more effect .... now you are forced to spent 4 points of your inventory each night, and even those who doesnt likes totaly messed up colours and lights with postprocesing which making game unbalanced for each other ... (that one can be partly solved by server settings i think)
     
    Started at 11 pm and been testing it so turnng it off and on again and again .. so its 3 hr max ...

     
    Thats I think all to this topic. Idk what can be solution, just describing it properly cause its needed i think ..
    To be honest, comparing that state without postprocesing to other survival games (as it was compared by admin), wheres nights spooky - its nonsense - spooky doesnt mean unplayable, and thats it in zomboid now ... 
     
    Thank you for and if there will be replies and sorry for my messy english. 
     
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