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undeadryker

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  1. Like
    undeadryker reacted to Batsphinx in 41.70 Unstable Released   
    41.70

    BALANCE AND TRANSLATIONS

    - Updated community translations.
    - Deleted media/lua/shared/Translate/EE
    - Item distribution and recipe code fixes and changes

    FIXES

    - Fixed WorldItemModelDrawer.java applying ModelScript.scale twice
    - Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours
    - Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands)
    - Fixed Lua errors using the 16 new insect lures.  Definitions were missing in fishing_properties.lua.
    - Fixed the player's hair/skin changing after sleep
    - Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved.
    - Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action.
    - Fixed vehicle trunk capacity not lowering when zombies thump on it.
    - Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player.
    - Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false.
    - Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack.
    - Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies.
    - Fixed not being able to place items that are in bags on the ground.
    - Fixed items being deselected when clicking the scrollbar in the inventory and loot windows.
    - Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click.
    - Fixed tall 3D item models being clipped off at the top when rendering them as textures.
    - Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..."
    - Fixed dragging items onto inventory and loot container buttons selecting the container.
    - Fixed typo with Tooltip_BookTitle_9.
    - Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory.
    - Fixed incorrect hunger calculation for the Muffin recipe.
     
  2. Like
    undeadryker reacted to Jason132 in 41.70 Unstable Released   
    no more 69 version number
  3. Like
    undeadryker reacted to TheMazurian in Zombie Body Types   
    I'm sure this has been brought up before but I think zombies with different body types should be added into the game. I know the developers are against adding special infected, but I think zombies that were more muscled, fat or skinny before they turned would add some much needed variety to the zombie population. Different zombie types could have their own unique attribute, such as fat zombies having more HP and being slower, muscled zombies hitting harder and more likely to bring you down and skinny zombies moving faster. This would also tie in with the obese/extremely underweight perks, with the player model visually showing these traits.
  4. Like
    undeadryker reacted to turkler in Let us pour maple syrup on pancakes   
    we have pancakes and we have maple syrup, come on devs just let me pour that shit on top.
  5. Like
    undeadryker reacted to Trance_AF in Multiplayer Time Skip Request Synchronization   
    This topic may have been discussed under a different title, or is similar to the multiplayer sleep sync mechanics, but is it possible to have a time skip if all players on the server are currently requesting one?
     
    It would be a similar concept as players sleeping at the same time, except it could occur at any time where if one client requests to speed time up by a certain multiplier, all clients could accept and the first person to finish their action would return time to the normal speed.
     
    This is probably situational and may not be worth the development effort, especially if not many players are requesting it, likewise it is more likely to sync up with a smaller player population, but I thought it would be a nice feature for players who like the current wait times or even want to modify certain wait times to be longer, but also want to play more efficiently so you don't have 2, 5, or even 10 people all waiting for an action to complete at the same time.
     
    I think it would help the most when you are playing closely with one to four other people, but at the same time, I think many multiplayer games are currently designed for small friend groups to play together, and I do think that is when a synchronized time skip request would be best used.  
  6. Like
  7. Like
    undeadryker reacted to Irken Empire in Being able to turn on the flashlight / hand torch while they're on the ground/desk/counter/table etc.   
    So we've had the ability to place items for quite some time and that's just great, but let's talk about the potential of being able to turn on the flashilghts while they're placed on something. So flashlight, an item that is not of much use unless you loot during the night or until after the power shuts off since you don't want to bring a generator to every house just to be able to safely navigate inside, but even after the power shuts off, though useful it limits you to only 1-handed weapons, and it only provides light in the direction that you're looking at, but imagine how great would it be if you could go inside a house, place a flashilght in a corner, turn it on and shower the whole room with light, and now you can hold weapons with both hands like axes, crowabars etc. and even see behind you with your "hearing" which makes looting safer, 2x safer with keen hearing. Just in case I'll mention how freaking useful this could be for the illiterate characters.


    In this picture it's been 4 months since the power went out, and since I don't want to bring my generator wherever I go, I have my trusty flashlight with me.



    Now imagine if you didn't have to hold this flashlight, and instead place it on the counter behind you , then turn it on and get the same effect, but now you've got 1+ hand to use and you can see behind yourself.



    With the flashlight radius as it is you could light up most of the houses and apartments throughout the map.
  8. Like
    undeadryker reacted to Jesse in Clean Rain   
    A quick forum search didn't pull up any results for this so I thought I would put it out there.
     
    Rain is supposed to be pure, clean water. So it makes no sense at all to me that Rain Collector Barrels and open containers placed outside during rain storms fill up with Tainted Water and not clean water. I can completely understand water from the river or small lakes and ponds being tainted and needing to be boiled first, but why are we needing to boil rain water??
     
    The only possible reason you might need to boil rain water would be pollution, but everything is shut down here. There are no factories spewing out pollution when the population is dead, so it just makes no sense to me why we have to jump through this extra hoop to get clean water or die for skipping it.
  9. Like
    undeadryker reacted to Thedefiant in Disabled Gamer suggestion   
    Hi, I am a disabled gamer wanting to play this game. I have a 12 button mouse yet I still struggle a bit. 
     
    My problem with the controls is the game requires a few buttons pressed at once during combat and interaction. 
     
    My suggestion would be to change how right click works IE have it be both an interact with object AND when held down be a aim/stealth.
    Also I’d like to combine the middle mouse button to be knock down/stomp zombie And a sprint button when held. This puts all the actions I need for combat accessible at my fingertips and would maybe be very helpful to me and many disabled gamers
     
    Thank you again for listening 
     
     
  10. Like
    undeadryker reacted to Papa Juliet Whiskey in Let's Talk: Mounted Weaponry   
    Gun on a pickup truck.
     
    Technical, anyone?
  11. Like
    undeadryker reacted to Optimism in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  12. Like
    undeadryker reacted to turkler in Well Ztocked   
    no way
     

     
    VANILLA BUNNY SUITS LET'S GOOO
  13. Like
    undeadryker reacted to Papa_Chad in Well Ztocked   
    I loved this map system, it looks very good.
    But I confess that I would feel very vulnerable for being a system that covers the whole screen. Otherwise, the art is fantastic.
  14. Like
    undeadryker reacted to CaptKaspar in Well Ztocked   
    This map system looks amazing and I think you’ve done a great job tying it into the game and not making it an OP minimap/GPS system. 
     
    Suggestions:
     
    Only allow us to make marks on the map if we have something to write with. 
     
    For MP: allow us to share our map data with fellow players. Have this only available if we are next to each other and it would require a timed action (and the copier needs something to write with) Or maybe allow us to share data over a distance if we both have walkie-talkie/radios? 
  15. Like
    undeadryker reacted to nasKo in Well Ztocked   
    Hey all, before we get to the meat of this week’s blog a quick word on the 41.56 patch.
     
    We had intended to release 41.56 last week but have been wrestling with some sound bugs that make noises cut out in ‘busy’ areas with a lot of zeds, rain, puddles, cars etc. It feels like we’re getting somewhere with it now, so fingers crossed we’ll push it out early next week.
     
    Also in this somewhat intermediate build:
    Fixes for some edge-case animation issues that, for example, would see a fallen character get back up and shove when the player didn’t want them to. Also: shoving zeds sometimes moving them towards you, zeds flipping onto their front or back when hit to ground, and zeds getting in an unfair quick attack sometimes if they’ve been bumped. New weapon hit sounds for: Axe, Golf Club, Baseball Bat, Rackets and Planks. New character models with improved/adjusted underwear to allow for some of the new LV outfits Adjusted the drinking sounds to fit the anims better.
    Here’s a quick vid showcasing some of the new sounds, if you are an axe aficionado or a liker of planks. Or indeed a fan of our NEW RUDE PANTS and a few Louisville scenes. Please bear in mind that some of the audio might still require a balance pass – they are fresh in.
     


    In more general ‘our version of’ Louisville news: testing, fixing, zoning and new zed outfitting continues. This week we also added in the ‘zed heat map’ that governs spawns in the new area, so it’s getting closer and closer to a properly playable area at this point.
     
    Something else we haven’t mentioned before that’ll be released simultaneous to LV, meanwhile, is…

    MAPDOID
    Just to underline before we begin: plenty of people enjoy playing PZ without the following new feature, and as such it will be OPTIONAL with a range of different settings for it (more than shown today) available in your Sandbox options.
     
    With that said right now every month Blindcoder’s (spoilerific) online PZ map gets half a million visits, while Eris’ minimap has quarter of a million known users.
     
    It’s been clear to us for a long time that a fair proportion of PZ players would benefit from some form of in-game mapping system that’s been built to a) retain the hardcore nature of the game, and b) be configurable enough to suit both PZ vets and PZ noobs.
     
    As such, for quite a long time, we have been experimenting with various different tech-side approaches to this behind the scenes.
     
    Our plans for the future of PZ  (in terms of game systems, objectives, being sent to different locations on the game map, creating more and more cool ‘events’ to seek out etc) – will also benefit hugely from a system that we as developers can drop markers on, and where players can make their own markings and records. (Read on for a few given examples of this)
     
    Finally, clearly, we’re about to drop our biggest and most complex game location yet into PZ – and to get the best of it (and to share discoveries between our players) the release of our version of Louisville seemed the best time for a new mapping system to make its grand appearance.
     
    And so, without further ado, here’s a video of our new (optional) mapping system – built to be completely mod-friendly, and easily adaptable to suit community mappers.
     
    In essence: the map ‘draws itself’ as you explore. You check it as a ‘timed action’, meaning you physically see the player taking out the map – rather than it be on an instant on/off toggle.
     
    You can zoom out to see the entirety of the huge uncovered game map, and you can zoom back in to check out the parts of the map that your exploration has exposed.
     
    You can then mark up items of interest, your safehouse, an area you’d like to come back to later etc. etc. using a system not dissimilar to the way you can currently leave markings on our current looted maps.
     
    AS EVER PLEASE NOTE THAT THIS IS A WORK IN PROGRESS SYSTEM – IT WILL BE CHANGED AND IMPROVED FURTHER BEFORE RELEASE

    A video showing the map functioning after a small amount of exploration, and some initial mark-up:
     
     
    Another vid showing the same map after some exploration along a nearby road, and subsequent player mark-up:
     
     
    A final vid showing you going for a drive on the same map. (NOTE: the map stores the last zoom level you used on it – it doesn’t always open on it being fully pulled back)
     
     
    So, beyond the basic exploration that’s evident in these videos – what else will this system provide in future? Well: a shitload of cool stuff essentially, but let’s start with something that’s easy to imagine from the way the game currently plays.
     
    [PLEASE NOTE: FOLLOWING CONCEPTS ARE GIVEN AS AN EXAMPLE, THEY AREN’T IN THE BUILD YET AND MIGHT NOT BE PRESENT IN INITIAL VERSIONS]
     
    Currently in the game we have ‘metasounds’ that we use to move zombies around – you will know these as gunshots, distant screams etc. Using the new map system we will be able to have these as actual physical events on the map rather than virtual ones: we can put a ‘?’ in the general area of where your character heard a woman screaming from, and where the zombies are swarming towards, and should you explore that vicinity later on you might find zombies feeding on a female survivor with cool loot and a decent weapon for example.
     
    We can also expand this to a variety of rare large-scale, and as yet not in-game, events that we can play in the new PZ soundscape for your character to hear – and then drop in a ‘?’ exploration marker for an area that you might like to explore. Your traits could also potentially help or hinder the accuracy of the area approximated on the map. (Hear a helicopter crash in the distance? Maybe head to the circled area on the map that’s temporarily showing the basic area where you heard it come down?)
     
    Again, the above is an example of where we want to take this – but right now behind the scenes we are also revamping the looted ‘Annotated Survivor maps’ to work better with the new system (and Louisville, and modded maps) and having the ability to mark up potential areas of interest from this will be massive for creating variety in gameplay as we go on.
     
    On top of this we (and modders) could potentially create objectives and map markers from messages heard over the radio system – or notes discovered in buildings etc etc. The list of potential applications is huge, and will finally create new reasons to fully explore all corners of the vast map (and vast new map) that our mappers have been building for so, so long.
     
    The system, meanwhile, also allows for areas, certain sorts of buildings, or certain roads to be made visible should you loot a particular map. We’re not sure how specific we’d go with this just yet (or what game modes would allow for it) but the system also enables you to – for example – pick up a Spiffo’s Restaurant leaflet with a small map on it and then for this small area centred on a Spiffo’s restaurant to appear on your overall map.
     
    With this in mind we might be able to encourage exploration to some of the more far-flung areas of the Knox Event that a lot of players never venture out towards. (Hell, a lot of players don’t even realise that our locations are all on the same vast map!)
     
    It’s a hugely versatile system, and will open up many, many doors for the modding and mapping community also. Essentially with the release of Louisville (and the mapping system) we will also release a new version of WorldEd for PZ mappers – within this there will be commands for users to automatically add forests, water and buildings for an in-game map. However, right now folks will have to draw in roads manually. (Alternatively, a CartoZed image can also be used for the least amount of work.)
     
    After so long without a mapping system we recognise that many will have grown used to playing without one, which is why you won’t have to use it if you don’t want to.
     
    This said, we will certainly be building in new systems that use it – there will likely be MP applications to come, while our plans for both an objective-built story mode and wider systems featuring future NPCs will use aspects of the tech.
     
    If you want to continue to experience the current map-free exploration game style, however, then we are 100% making certain that the option to turn it off is there. Likewise we are making sure that what the map can provide is as configurable as possible across both sandbox options and the game modes they’re tied to.
     
    Our more sceptical internal testers have generally found it very engaging once they’ve got their hands on it, and we suspect that it will be hugely beneficial to most players’ survival experiences come its release.
     
    This week’s collector of objects from Noah. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  16. Like
    undeadryker got a reaction from Guicsr02 in New Animation to Gun Holding   
    Eh, I disagree and I'd say it's more natural. From a first person perspective, holding the gun down provides a visual advantage over to someone holding the gun up. When you hold the gun pointed up like pic related (great series btw), you're basically obscuring one side of your view which is detrimental. For realism: no thanks. For taticool though?: sure.
  17. Like
    undeadryker got a reaction from gabriel rodrigues brandao in New Animation to Gun Holding   
    Eh, I disagree and I'd say it's more natural. From a first person perspective, holding the gun down provides a visual advantage over to someone holding the gun up. When you hold the gun pointed up like pic related (great series btw), you're basically obscuring one side of your view which is detrimental. For realism: no thanks. For taticool though?: sure.
  18. Like
    undeadryker reacted to Exele10 in Lore Friendly Suggestions (Will keep updating the list)   
    Hello everyone,
     
    This is a zombie apocalypse survival veteran that will bring you great and fun suggestions that may add more fun to the game ! Keep in touch as i will keep editing the list, and any friendly disccusions and opinions are welcome 
     
    I will be placing my suggestions into categories so that you can keep track of them !
     
    PS : I will be using the term Zed to shorten the word Zombie
     
    Barricading / Camoflage / Hiding :
    Add possibility to cover car windows with sheet. Add possibility to cover windows with paper (requires : x amount of paper + glue). Add possibility to paint the windows to block view (The paint will be washed by rain if painted while it's raining). Add possibility to crouch in large bushes to lower detection (chance for zeds to lose aggro + chance for zeds to not see you if they walk by). Add possibility to hide under the bed or inside large closets. Add possibility to hide inside dumpsters (character has the chance to feel grossed, sad, depressed or sick if they stay there for a long time).  
    Items :
    Add shopping carts, both the big and small one (can be loaded with items and dragged around). Add builder/tool cart (can be loaded with items and dragged around). Add bicycle (can be damaged, destroyed, repaired, dismantled). Add more types of seeds. Add seeds for fruit trees. Traps for zeds (bear trap, hole with spikes, trip wire, shotgun with wire, grenade with wire..).  
    Weapons :
    Lootable and craftable electric batons (Lootable from police zeds or police stations (good version) and craftable with battery, wires, scrap.. (not so good version)). Land mine (can be found in military bases and maybe can be crafted). Claymor (can be found in military bases and maybe can be crafted). Flash bombs (can be found in military bases, but do they even work on the zeds?).  
    New Mechanics :
    Ability to push doors and to kick doors (high chance of success to push back or to knock down zeds if characters has high level of strength and/or fitness, and fail if the other side is barricaded). Ability to drag corpses (useful if the player is encumbered). Add building with concrete and bricks (will expand this one into it's own categorie). Add auto-watering systems (drop by drop watering system or sprinklers). Set hay bellow windows to fall safely (the greater the distance the highest the chance to break your bones or die). Throw bag, primary, secondary from window (chance for easy to break items to break from the fall, ex : jars). Dropping sheet and bandages on ground have a chance to make them dirty. The smell of dead corpses have a chance to attract nearby zeds (burning the corpses is the solution). Fighting zeds on stairs can be dangerous (1- zeds can trumble and fall on you if they're upstairs, 2- zeds can pull you from your legs if they're downstairs). Ability to plant berries (hard to maintain to avoid ruining foraging system). Ability to grow shrooms (probably after a basement system is added).  
    Immersion :
    Make the back of the pickup cars look filled with items if the trunk has items in it. Any container that can hold water but doesn't have a cover can lose water if the character sprint, fall, jump over walls and fences or jog (ex: cups, pots, empty cans..etc). Zeds can fall inside wells which will make them contaminated (and maybe add a way to clean and furify the wells).  
    Smithing :
     
    This new system will have it's own skill to level up, recipes to learn, new profession and more below :
     
    New profession : Blacksmith (knows all recipes but still need to level up to use them). Recipes : Melt iron / Melt Silver / Melt Gold / Build Furnace / Build Anvil Earrings, rigns, necklaces...etc can be melted Scrap metal, bars and other metal items can be melted. Furnace and Anvils can be found. Tools needed : Hammer, air blower, Hot metal picker, Blacksmith Suit (good for protection)...  
     
    (i'll add more soon) stay tuned !
  19. Like
    undeadryker got a reaction from vek in The viewing range from the car   
    I support #2, but instead of controlling the camera for the player, the player should be able to enter combat mode to pan similar to how combat mode is on foot, perhaps even pan further away than normal. This should only work when panning in the direction the car is moving obviously.
  20. Like
    undeadryker reacted to MadDan in MuniZipal Buildings   
    Hey all, hope this finds you well.
     
    Following on from the release of 41.54, and then its 41.55 patch last week, we are planning on a fairly imminent small 41.56 release to put to bed a few final issues with the sound mix – specifically the ‘cutting out’ issues that arise around busy moments when there’s a lot of zombies, rain and puddle footsteps.
     
    This should be released early next week, and this is the fairly miniature current changelist,, after which we will be full steam ahead on a bigger and more features-led build.
     
    Whether or not that will be the full Louisville release is still in the balance, we’ve got a few other smaller things brewing that are closer to being ready alongside further noises dropping into the mix. Alongside updates to various game systems we’ll have drinking sounds from different sources (glass bottle, plastic, cups etc), filling sounds for different containers and all the more individual weapon noises ready before the new map is – most likely.
     
    Let’s get on with it though, as it’s an MP work update blog this time around – so here’s Yuri from the Strike Force checking in with some details on where they are all at.
    MP WORK
    “We’ve spent the past month focused on improving player combat with zombies and PVP.”
     
    “A lot of things in the animation system have been fixed and polished in the way they work in MP. For example, during zed fights various glitches could occur due to the animation system having incorrect transitions, or not having states in then. This works fine in SP, but causes some issues when it comes to multiplayer.”
     
    “A good example could be simply when a player attacks a zombie, and it leads a zed reaction that’s a hit or a fall. In SP, at this point, the zombie can’t receive a second hit, since it manages to finish the animation before the player can hit a second time.”
     
    “In MP, this sort of situation can become possible – and, for example, getting secondary hit from another separate player at the moment of the fall suddenly leads to the teleportation of the zombie back to a standing position, and a second reaction to the blow.”
     
     
    “Elsewhere we have seriously improved the synchronization of many visual things: so that’s necessary stuff like displaying player damage, bleeding characters, pools of blood on floors and blood stains on the walls etc. There’s also work been done on synchronising many and varied different player actions on different players’ screens.”
     
     
    “The game is getting more and more smooth at the moment. We have really cut down on bugs related to teleportation and the desynchronization of player and zombie positions. Now things are increasingly polished on our smaller scale test server, we can move on to testing the servers with more testers, fake clients and MP clients with split-screens next month without fear that we’re seeing unfixed smaller issues exacerbated by the higher playercounts.”
     
    “There’s clearly other issues we’ve been working on too – like making some car improvements in MP. We’ve had bugs like incorrect car wheel displays, and strange collisions with cars that aren’t moving that needed some work. There’s still various other issues with the car physics we would like to address during car collisions with other cars and with players.”
    LOUISVILLE
    Meanwhile, on a separate internal test beta, it’s been a super exciting time for our map team who have had a group of excitable recruits poring over their work and reporting all manner of blocked doorways, wonky rooftops and errant furniture throughout our new city extension.
     
    Now, before we go any further another reminder that our version of Louisville is exactly that: it is not a direct recreation of the real thing in terms of locations or in size, but will have some familiar elements. Likewise skyscrapers are absent due to both our game’s height limit of eight storeys and gameplay sensibilities.
     
    With all that said, by the scale of our current map it is huuuge and includes many and varied new locations and environments to explore and survive in. Going from house to house and building to building and checking everything in the main body of the city took a whole week with work divided between three people – and there was a lot of cooing and excitement going on as they did so.Here’s a quick teaser video of some of the locations that were visited:
     
     
    Alongside the bugs being discovered and fixed there are many and various things that have to be done for Louisville before release – we need a new zombie heat map to spawn the zeds, we need new businesses and areas properly zoned, we need new loot distributions and as a little treat for ourselves we are also going to be making some new fun outfits and clothing items for the zombies and wardrobes of some of the new different sorts of buildings and districts you’ll come across.
     
    One fly in the ointment will be that the existing lore, which we intend to stick with and develop in future, posits that Louisville is initially barred to survivors within the exclusion zone. We didn’t want to jam in a needless ‘not-developed-enough’ obstruction in front of such a hotly anticipated map expansion.As such, for the immediate future, our current thoughts are that we will instead be dropping in a few day’s worth of ‘parallel reality’ news reports that reflect an earlier infection surge in LV for those who spawn there, or who make the journey there from the existing map.
     
    Those who enjoy the existing lore will also be able to explore various locations described within it too – and maybe even meet the zombies of some of the people you’ve watched or heard.
     
    Finally in LV thoughts, the rest of the map is getting a lick of paint too – there’ll be a few new locations popping up, general prettiness improvements to wilderness and bodies of water and of course Ayrton’s lovely curves. Here’s a quick look at those in action.
     
    FORAGING/SEARCHING

     
    Finally this week, a quick update on the improvement to the currently rather static foraging mode we have in-game. For those not in the loop this is going to be a more active system that has you moving through areas in a sort of ‘search mode’ – that represents your character scouring and focussing on the floor then finding scavenged/foraged items and trash.
     
    We have also now bound this system to help find newly super-small (since 41.54) placed 3D items like car keys, bullets and small items of food. It will also come into play indoors when searching for floorboard stashes flagged by loot maps, and various other future in-game instances.
     
    This week we have also been experimenting with some visual effects that will highlight both when the mode is engaged, and how wide your search radius is dependent on your foraging level, light/weather conditions and your speed of movement.
     
    Please take this video as a WIP! The system and the appearance of the circle is liable to be changed, receive polish etc.
     
     
    We are also thinking about using various different applications of this ‘vision shader’ (variations of which can be seen in this earlier tech demo) to add new challenge/gameplay to traits, helmets and accessories that would have an impact on a character’s vision.
     
    This week’s scenic zed nightmare from Yana. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! 
  21. Like
    undeadryker reacted to Tibila in The viewing range from the car   
    Agreed. I think number 2 will fit better, IRL when we are driving at high speed, we tend to focus at what is further away than the things that are close to us, so I think this option fits well. I just don't know how it would play out when we are at high speed and take a curve... can't actually understand what motion this camera pan solution would play out. I tend to imagine it would feel kinda cranky, don't know.
  22. Like
    undeadryker reacted to vek in The viewing range from the car   
    I play on a vanilla map without mods.
    I drive cars often and a lot.
    I am driving at high speed on the highway, and I have problems with the viewing range in the direction of movement. It seems to me that the viewing range is extremely insufficient. I suggest developers to think:
    1. when putting the character in the car, move the camera further away than it moves away, as far as possible when playing the character without a car, increasing the viewing range in all directions (this is not the best option)
    2. When the speed increases, gradually move the car on the screen to the edge of the screen so that the viewing range in the direction of movement is greater. When braking, the car with the character should move back to the middle of the screen (it seems to me that this option is better)
  23. Like
    undeadryker reacted to sodogewow in Separate inventory folder for the equipped clothes?   
    Before the animation update it used to be just 3 items —  top, bottom, and shoes, but now, in the late game, you can have up to 15 pieces of clothing equipped at once and it bloats up the inventory tab. Would it be possible to make a separate tab as with the key ring?
  24. Like
    undeadryker reacted to Tibila in See what lies "behind" walls - Isometric perspective issue   
    Due to the isometric perspective, when you are top left and there is a long wall bottom right you can't tell what lies along this wall only if you get close, so that the transparency effect goes on.
     
    It would be great if when in combat mode (RMB) the isometric cursor could reveal what lies on these tiles, since you are actively scanning along the area.
     
    Many times I thought that there were no zombies in a street along a high wooden wall, but as soon as I got close, they were all sitting along the wall
     
    This will prevent some perspective exploit when MP comes out.
  25. Like
    undeadryker got a reaction from Irken Empire in Lightning and thunderstorms should be the "helicopter event" of the mid to late game.   
    That sounds like an interesting concept, but using "lightning and thunderstorms" in the same sentence as "helicopter events" makes me think that the thunderstorm follows the player in some way. Also, it could severely displace the horde and inadvertently make mid-late game easier if certain areas of the map tends to be stormier than others especially with its advanced weather system. Especially since storms travel, it can just group up all the zombies and carry them to the edges of the map where you can easily avoid them all.
     
    There should absolutely be something as drastic and impactful as a helicopter event mid-late game though. I initially thought of a singular bomb dropping that could wipe out an entire area from the outside world to try and clear out the infection. Just one huge single bomb that can be predicted through the use of a radio that can periodically go off (typically in cities and maybe rarely near the player) which not only causes a huge boom but a loud noise that will draw more zombies to it.
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