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Massi

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  1. Like
    Massi reacted to Aiteron in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  2. Pie
    Massi reacted to lemmy101 in IWBUMS 41.36 RELEASED   
    BALANCE

    - Increased dirt on character.

    FIXES
     
    - Fixed some recipes not being able to use the new garden saw.
    - Fixed exceptions due to missing eye-shadow textures.
    - Fixed the makeup ui not working with different-sized fonts.
    - Fixed the makeup ui not working with a controller.
    - Fixed the Lua debugger Errors ui not showing exceptions in one case.
    - Fixed occasional Lua error when right-clicking on windows.
    - Fixed odd position of bags on the ground when dropped from hands.
    - Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug.
    - Fixed the "leg kick" when performing some timed actions (eating, smoking, etc).
  3. Like
    Massi 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
  4. Like
    Massi reacted to Bejasc in Small but Important Suggestions Thread   
    1034: New 'Rope Ladder' item (crafted from 2x rope and 6x Sturdy Stick) - Used the same as a sheet rope (Requires 2x nails to the window). Is faster to climb, and less prone to being ripped down.
     
    1035: Ability to use normal Rope on windows, instead of just sheet rope. Is slightly faster to climb, and less prone to being ripped down
     
    1036: Ability to fall from rope climbing (injuring the player). Using the rope/rope ladder suggestions above, the chance is relatively high on Sheet Rope, and pretty minor on Rope Ladder.
  5. Like
    Massi reacted to Okamikurainya in Small but Important Suggestions Thread   
    1034: Windchill moodle when driving with no windshield.
  6. Like
    Massi reacted to ZonaryQuasar in Small but Important Suggestions Thread   
    1013. Possibility to use Seat belts in cars to prevent broken ribs in a car crash
     
    1014. Possibility to rest inside cars (at the moment you can only sleep)
     
    1015. New item: Thermal bottle. Instead of making a lot of cups of hot coffee, one could simply make a full bottle of coffee and put in a thermal bottle so it doesn't get cold.
  7. Like
    Massi reacted to sniperman1109 in Small but Important Suggestions Thread   
    974: looting wallets and being able to  examine them and see the names of their past owners just to make the game a little more immersive.
    975:  Being able to use a knife or some sharp poke to to carve names onto crosses used for graves so you can read the name of who’s buried there.
  8. Like
    Massi reacted to lemmy101 in Sunbeds and SunZeds   
    it's not currently planned, as it creates a real issue with the river, which is there purely as a a natural barrier way of meaning we won't have to model the entire of Louisville and surrounds over the river, only the portion on this side north of where the mall etc is (which will still be meaty enough in terms of work and play area). Also in terms of lore, for a good portion of the early game at least, the other side of the river is fine and unaware of the zombie threat across the river, so there are multiple issues with adding swimming and maintaining our story, the huge ton of work it would add aside.
     
    Maybe if at some point we can do some kind of 'currents are too strong' thing to keep the river uncrossable we could consider it. No promises though.
  9. Like
    Massi reacted to Blake81 in Advanced Zedonometry   
    Tries to understand all the technical info above
     
    So, uh.... Magic, right? You guys are Mathemagicians, I reckon. My brain almost BSODed by trying to make sense to just one of those images....
  10. Like
    Massi reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Обновки

    Процесс:
    95 файлов из 243 готово
    Progress:
    95 files from 243 complite
  11. Like
    Massi reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Еще немного наработок.

    По поводу Кучки Крепа) Креп.. или Крейп - это французкие блинчики. Считаю что "Кучка Крепа" вполне хороший вариант + не забываем, что на ретекстурах ограничена область работы.
    Ребята. У меня к вам вопрос по переводу названий заправок Gas-2-GO, и FOSSOIL.
    Как лучше перевести? "Масла Фос" и "Газ Идёт"? Или "Гас-2-ГО" и "ФОССОИЛ"?
  12. Like
    Massi reacted to Ayrton Orio in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Great work!
    One thing: you forgot to reduce luminosity of the title on the ad with an umbrella
     
  13. Like
    Massi reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Всем привет.
    Вот наконец, я решил взяться за русификацию текстур, для моего перевода CLH - Народный Русификатор.
    Как и раньше - прошу вашей помощи, если я гдето 100% не прав (Но Розвуд я оставлю как есть =D).
    В конце каждой неделе буду вылаживать ретекстурки в этой теме, если будут ошибки в переводе - сообщайте.

    ПРОШУ ПРОЙТИ МИМО ДАННОЙ ТЕМЫ, золотую часть нашего РУ камьюнити, которое хочет написать: ОНО НЕ НУЖНО! КО!КО!КО!КО!. 
    В первую очередь, ретекстуры делаю для себя. А уже потом для вас. Так что свое мнение о ненужности мода засуньте поглубже.
    Простите за мою грубость
     
  14. Pie
    Massi reacted to Crossbow7734 in Weather Forecasts   
    I actually got a random idea.  And I believe it would be possible to implement with new weather system.
    I'd love to be able to watch weather forecasts on TV or listen to it on the radio. I believe knowing probability of a rainy weather in a particular day, would help with farming and planning long runs. At least as long as TV and radio stations are broadcasting and you still have power. Maybe we could even be able to get that info later from survivors broadcasting on HAM radio from local meteorology station or something,  (probably less acurate than the professional ones).
  15. Like
    Massi reacted to Burger_Time in Small but Important Suggestions Thread   
    990. Spawn partially consumed and prepared food.
     
    It's a bit strange that all the food spawns only raw and untouched. Did the people eat all the food raw? I don't think so. Then we can make some food spawn partially consumed, opened (if it's a canned food) or even fully prepared dishes such as soup, salads etc.
     
    991. More alcohol.
     
    Title says it all, basically. Currently all the alcohol drinks we have is Whiskey and two sorts of wine. Would be good to see more drinks such as Beer, Martini, Vodka, Liquor, Rose wine, Absinthe, Bourbon (We're in Kentucky, so why not?) and other drinks.
     
    also ability to make cocktails? Bartender occupation? Eh?
  16. Like
    Massi reacted to Cyrrent Eiledoll in Workbench   
    I think an small placeble Item can be nice. Stuff like the Microwave or the Radio. A simple Item you can place on every Table or Desk so you can customize your Tables like you want.
     
    Just to show what i mean.

  17. Like
    Massi reacted to Shamanu in Small but Important Suggestions Thread   
    970. Water cooler should be refillable after it's drained.
     
    971. Not only car's doors should be repairable, but trunk and engine doors also. I guess double rear doors of vans should be added to the repairable list also. In general - all the body pannels should. Car heater can be made to be fixeable with electronic parts. Glove box also should be repairable just like the trunk is.
     
    972. Make an entirely dismantled car (only a body remained) dismantleable with a torch (like the car wreck)
     
    973. I guess we can fix a previosly broken car locks and make a key for the "stolen" car, reverting it from "start with wires" state. That's actually pretty simple task with an old cars (not based on electronics) when you have tools and enough time.
     
     
  18. Like
    Massi reacted to Burger_Time in Small but Important Suggestions Thread   
    931.
     
    Temperature inside buildings could be reworked.
    Yes. Like that.
    1. houses should be able to save some temperature. Like if you will heat up house, temperature will stay for some days depending on how much doors/windows are in the building, size and condition of them and material of walls made of (I.e wooden house will keep warm better than the metal one). Same with the cold temperatures.
     
    2. Drafts.
    If you've opened two windows in one house and there is no any barriers between them (all doors are closed/destroyed e.t.c) and the weather outside is windy, then draft will happen and cool down your house.
     
    Also opened doors and windows should affect temperature anyway.
     
  19. Like
    Massi reacted to Xonic in Xonic's Mega Mall   
    So glad that it gives your inspiration! In my gameplay I also like to collect furniture and improve my home. Check out my house in PZ 
        It had been updated since then, the building is almost finished now.
  20. Like
    Massi reacted to lemmy101 in Build 40.43 Released!   
    [NEW]
     
    New zombie network transmission system.  
     
    Two circles with radiuses definable in server options:
     
    ZombieUpdateRadiusHighPriority (default 10 tiles)  - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 500) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies).
    ZombieUpdateRadiusLowPriority  (default 300 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching.
     
    Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative.
     
    Out of the box, with default settings, it will be have just like previous builds, but server operators can adjust these numbers to gain better performance. After xmas we'll adjust the defaults and work on this more once we have more info.
     
    New message given to player when trying to claim a safehouse and already part of existing safehouse
     
    [FIX]
     
    Fixed errors with safehouses.
    Fixed duplication of rope text in build menu
    Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP
  21. Like
    Massi reacted to trombonaught in Small but Important Suggestions Thread   
    As an alternative, even being able to use them for changing hair/beard style would be great too (as per the mod that does this). The fewer useless items the better.
  22. Spiffo
    Massi reacted to Enoahe in Startup script ignores servername, Xmx and Xms options   
    Apparently, Xmx and Xms options should be specified in json config, here:
    ~steam/.steam/steamcmd/pz/ProjectZomboid64.json (or ProjectZomboid32.json if you using 32-bit version of the server).
  23. Like
    Massi reacted to lemmy101 in Sasha’s Sense of Snow   
    The whole point of last Thursdoid is we're mixing the anim codebase into our main development branch after 40 in a 'shit or get off the pot' move, therefore beyond hotfixes for serious bugs it actually won't be possible for us to release a build without the anims any more than it'd be possible to get flour out of a cake.
     
    It may take a long while to get out but we'll be 100% commited to anims being build 41 and 100% of the entire team's focus will be on them. To drag the analogy out there's no way you can ice an unbaked cake so will force the entire team to bake it up first, the entire game will be broken internally until the entire thing is playable with new anims, and before we can resume work on anything else that would otherwise be in an 'in-between build'.
  24. Like
    Massi reacted to littleblueboxes in Calling All Desura Fanboys - Action Required   
    Are you guys ever considering putting a Fanboy addition up on steam? Even if it just comes with a donators badge on the menu screen or something.
    If it supports the game and means we get a collectors variation, I'd buy it.
  25. Like
    Massi reacted to nasKo in Survivors in the Mist   
    How do, all. We have a IWBUMS Build 40 beta patch ready backstage, but probably won’t be releasing today as we’re simultaneously working out the kinks in a new automated internal build process that Bitbaboon Steve has concocted for us.
    This will make it far easier for us to maintain PZ and make for better internal testing and smoother releases, especially with the next major build being one that’s mixed in with the new animations code, but needs a few adjustments still so that our Linux IWBUMS testers and server operators don’t run into trouble with a release today.
    We’ll hopefully release 40.26 into the beta soon though, which will then be considered a release candidate for a fairly imminent Build 40 public release – subject to a Community Megatest and nothing obviously exploding. We really need the auto-build up and running to release too, so we can get into the new dev groove with Build 40 patching. This notwithstanding – beta version 40.26 will include:
    New, rare, inventory clothing types to better insulate players. Thunderclaps when players are banned on a server. (Optional) Better admin control over weather effects Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs. More cosmetic aspects like new seasonal sound effects (crunching snow, wind noise etc) will now follow in Build 40 patches, while more functional stuff like Stas’ work with better joypad controls and set-up will be a part of Build 41. (Look! PZ played with a Playstation dualshock pad with the correct symbols. Amazing scenes).
    Something else that may sneak into Build 40 patches, seeing as it will live separate from the main game, is something from a surprise new contributor – Xeonyx, the mapper who brought the community the New Denver Map.
    Jamie (Xeonyx) fully intends to return to New Denver, but wanted to try out something else in the interim – and came to us with an awesome two cell map based on a Hollywood studio.
    Xeonyx explains: “It takes inspiration from Paramount Pictures, and Warner Brothers Studio in its design.  It features a premier theater, high end restaurant and bar, a fitness center, and comedy club to name a few going down the luxury footpath road.”



    Given as it’ll be a long wait for Mash’s rendition of Louisville and map expansions will be sparse until then, we thought it would be a great idea to package Jamie’s new map as an official Challenge map – and to make an awesome and longstanding community mapper an official contributor.
    It’s not clear yet exactly how the challenge will operate, nor how we’ll make sure the map is available for MP servers as well as in-game SP, but it’s a great map and we’re quite excited about it – so thought we’d mention it while we help Jamie fix up map bugs and prep it for use in-game.
    This week’s forboding mist from❤ BOT nitexx❤ . 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.
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