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Sobreviviente Ansioso

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  1. Like
    Sobreviviente Ansioso reacted to zolfuz in Spanish-Argentine Translation   
    Nueva traducción disponible para la Build 39.
    Es probable se realicen algunos cambios y ajustes en las semanas subsiguientes cuando comience un test exhaustivo de la misma.

    Please @RobertJohnson, could you update the Spanish-Argentinian translation into the game? This is a massive update for Build 39. Thanks in advance!
  2. Like
    Sobreviviente Ansioso reacted to RoboMat in Discord Channel   
    If you want to discuss modding related topics join our Discord channel!
    https://discord.gg/theindiestone
     
    May the Spiffo be with you!
  3. Spiffo
    Sobreviviente Ansioso reacted to nasKo in KatanaZed   
    Rejoice, for the rotation demons have been banished. Zac and Martin’s hammering away at the system has resulted in a fixed up box of cleverness, with only a few mild blemishes that still need to be addressed. Right now all anims relevant to the system are being wired up (sneaking, attack while rotating etc) while videos like the following can also be conjured up.
    We hope you agree that it’s looking somewhat awesome.
    Here’s the rotationals after-match report from Zac:
    “Conquering these rotations has been a series of puzzles that needed solving. At its core, we had a visual disparity between what Martin animated, and how it looked in game. We had snaps, glitches, casper-legs, the whole gamut. Some were already issues with the system, others were related to the new things we’d introduced with character movement and rotation.”
    “There was no single cause, but rather a whole family of them. So, like Matt Damon, over the past few weeks we’ve been solving problem one at a time, until we got it to behave properly. Some tech took tweaks, some heavier changes, and some had to be pretty much uprooted. We got there in the end though.”
    Also of note this week:
    The new Kentucky-themed soundtrack from our music maestro Zach Beever is now entirely in-game, working with the sadistic music director and has drama calculations tweaked too. The 36 new tracks span 2hr:41m in all, and also come with the gift of a new ‘level up’ noise, for those fed up with the singing lady. Survivor Zeds have been added to the roads of the area. They’ll spawn with a bunch of other zombies, but will always carry a good rucksack filled with survival goodies and an annotated map to lead you on elsewhere. Stas’ improved controller work is going to be left until Build 42 (see below) so the current gamepad support has been improved to cater with the new movement and combat. L3 (pressing the left stick) toggles sneaking. Right-trigger while moving makes the player run, similar to the gas pedal in a vehicle. Right shoulder button is reload firearm. Left shoulder button is rack firearm. 41 vs Beyond
    This week we’ve also been shaking down what features will land in the Build 41 IWBUMS, what will appear during the testing, and which will appear in Build 42 or beyond.
    Due to bit of extra work being required on them, and them currently being tied to the renderer improvement work Bitbaboon Steve is currently embarking on, Stas’ gamepad improvements will be left on the shelf till the next version.
    When 41 goes into IWBUMS there will be countless bug reports, instabilities and individual issues on different systems, so we don’t want to be distracted by anything we know isn’t 100% – and for this reason we also won’t be including mid-dev features like Turbo’s character temperature improvements or EP’s car doors that open and in-car animations when the beta is first released. They may, however, be added as the beta test goes on – potentially also joined with Yuri’s new fire visuals.
    Something else from (far) in the future, meanwhile, is our version of Louisville – the mapping marathon currently being undertaken by Mash. Although still incomplete, this week we have been testing out its current iteration for internal feedback – as we wanted to be sure people found it’s as large as we wanted it to feel, its buildings varied, its different districts different in flavour and that our current seven storey building height limit didn’t detract from things.
    Current internal feedback is that it passes all these tests, which is a relief given the size and length of this gargantuan art challenge – although for some reason the sign outside Spiffo’s HQ isn’t visible currently. This will be remedied.
    NEXT
    We’re not going to give any indication of a countdown for an IWBUMS release, but eagle-eyed Thursdoiders will have noticed that we have finally toppled one of the biggest barriers to it this week.
    Gameplay connected to the system, however, does need to be wired up – and optimization still needs to be fed into the machine to improve performance with large zed hordes and also bolster lower-spec PCs.
    Something we are considering, however, is releasing the IWBUMS beta in SP form first – before wiring up the MP during the beta process. Not only would this speed up a release (as there are likely gremlins waiting to jump out on us as there always are) but it will make a lot of sense to test and improve MP on a community server – and to restart all the usual Community Megatests and such to aid with the testing.
    Exciting times! Thanks for being with us!
    This week’s boardroom meeting from Sedna. 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!
  4. Like
    Sobreviviente Ansioso reacted to nasKo in When Dabs Go Wrong   
    Hello all, here’s the latest from the Rotation Mines.
    ANIMATIONS
    The rotationals code is pretty much done, but Zac is now integrating a revamped animation provided by Martin for smooth 180 degree turns – once again using the power of Math(s).
    “The idea is to extract the rotation about the up axis to derive the character’ srotation angle” he explains, to the blog-writers complete non-comprehension. “Without having to go through the expense of Quat->Matrix->Euler conversions, so we deconstruct the quaternion transform to derive the result much faster.”
    Thanks for clearing that up Zac! Well, anyway – here’s a quick vid of where we were last week – when the rotations were working, but had weirdness around 180 degree turns.
    And now, here’s where we are as of this afternoon – with the improvements half-integrated, with a reminder in bold that this isn’t the final product by any measure.
    In this vid the walkToTurn and runToTurn anims still need hooking up, so the mid-stride ones used in this vid don’t look right. Likewise, there’s a one frame back-pedal still in there too, that needs hammering out. It’s getting there though.
    Everything should be looking sexier next week, and the feel of player movement will be less tank-like and far more enjoyable.
    Apologies for not having quite as polished a video as we had hoped this week, but we wanted to show you this at least to show that we’re getting there with it.
    By way of apology please have two bug videos that both show what can happen when rotations go wrong AND hint at the modding potential that Build 41 unlocks.
    Item 1: “The Spooky Float-Shuffle”
    Item 2: “When Dabbing Goes Too Far”
    As mentioned every week for a while now (not everyone reads every blog!) rotational anims are a core thing we need to get into the build before we can do a public IWBUMS test – alongside horde optimization and hooking the new anims up to MP.
    Of these items, rotationals are pretty much in the can once the above is finalised – barring polish once this 180 stuff is fully implemented.
    OTHER STUFF
    While the aforementioned pre-IWBUMS work on the animation systems is underway, other team-members are working on other aspects of the game to get it ready. Other stuff added to the internal build this week includes:
    Blood layer system so clothing closest to wounds get stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it. Quick video of this in testing seen here. A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg. Similar to the above, a speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others. So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot. The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc. in your inventory. Disabled roof cutaways and interior furniture loading when you’re moving fast in a car nearby via the new cutaway system – giving a nice frame-rate boost when driving through the built-up areas like central West Point. TRANSLATOR SHOUT-OUT
    As mentioned before, we are still looking for people who would be willing to look over the current state of community translations for Projec Zomboid.
    We have had quite an uptick in Chinese players this year, which is easily one of our more patchy translations – so would especially like to hear from any Chinese-speaking survivors who would be interested in helping out.
    Information is available here on how you can begin contributing for any language.
    Feel free to leave any questions or comments in that thread, and Connall is also always monitoring the #translation discord channel should you prefer to talk on there. Many thanks!
    This week’s troubling scene from Ocha. 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!
  5. Like
    Sobreviviente Ansioso reacted to lemmy101 in Night Drivin’   
    anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way.

    As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.
  6. Like
    Sobreviviente Ansioso reacted to Blake81 in Night Drivin’   
    Sees 4:23
     
    Good to see you added the Zed eating like dogs in the proper Zed fashion.
     
    That said, guys, seriously, aren't we already at the point where an IWBUMS is possible? We know there are bugs and all, but we've never expected you guys to release a fully bug-free upgrade from the start; the Vehicles Updated had plenty of bugs of its own (including the dreaded earworm that was the early engine sounds), but we still played the hell outta it. I know you guys don't give out ETAs, so I won't ask for that, but aren't we at a point where it's stable enough for at least an IWBUMS that's more IWBUMSier than usual? I think I speak for everybody when I say we all wanna play this...
  7. Like
    Sobreviviente Ansioso reacted to nasKo in Sunstar Snaps   
    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week.
    First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary.
    In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system.
    Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending.
    Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally).
    As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.
    Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on.
    Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above.
    This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games.
    We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world.
    Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.
    We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
    At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).
    Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands.
    OTHER STUFF
    Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings.
    We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS.
    Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes.
    Finally, It is very important that this reddit post gets upvoted. Please do so if you can.
    This week’s motel horde from AfterLife. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  8. Like
    Sobreviviente Ansioso got a reaction from Jason132 in Forking Hell   
    It would be good to implement an animation for cooperative servers to help your partner, in the sense that if he falls or injures his partner, he can get up or drag you to a safe place and put him in a bed or chair, if the injured fellow had the broken leg that you can take care of like the old version of Project Zomboid, that you had to take care of your partner, putting bandages and also feeding him They understand me?
  9. Like
    Sobreviviente Ansioso reacted to Body Builder in Forking Hell   
    SUPER NASKO! Thanks for the beautiful news!!!
    A question for you:
    There should be the chance for to see and play (aesthetically) a Brawny-Bulky physique, like a Ultra Bruiser Bodybuilder/Weightlifter (high anabolic steroids) archetype character?

    Or probably is too much difficult to adapt all clothes to a big and large character?
    Thanks in advance!
  10. Like
    Sobreviviente Ansioso got a reaction from trombonaught in Forking Hell   
    It would be good to implement an animation for cooperative servers to help your partner, in the sense that if he falls or injures his partner, he can get up or drag you to a safe place and put him in a bed or chair, if the injured fellow had the broken leg that you can take care of like the old version of Project Zomboid, that you had to take care of your partner, putting bandages and also feeding him They understand me?
  11. Like
    Sobreviviente Ansioso reacted to Хибити\Hibiti [BLR] in Zed Tumble   
    I really hope to see a test build of the game next week. PLEASE!
    т_т
  12. Spiffo
    Sobreviviente Ansioso reacted to nasKo in Zed Tumble   
    Hey all, some Thursday dev updates from anim-land.
    CHARACTER MODELS AND LIGHTING
    Last week we discussed the issues we’d been working on around how character lighting is handled – which caused characters in the anims build to glow, not get lit properly by their environment and have a blander two dimensional look.
    We have now fixed this, and done a bunch of balancing to the lighting and shader coloration that everyone will hopefully find much improved.
    During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world.
    So, this week we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with.
    As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking.
    The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though.
    (Along with some new Zach Beever musical accompaniments!)
    OPTIMIZATION
    This week Zac has been back on optimization duty. Here’s the latest vid of him doing his routine optimization test of sequentially spawning new ten-strong crowds of zombies.
    Next up, here’s a video showing further optimizations to multi-threaded rendering and Mouse Input handling where zombies are cycling through their behaviours using the new dynamic state system.
    FALLING OVER
    Finally, over to RJ at the ‘tying it all together’ animation coalface.
    “Right now I’m working on combat animations, weapons and blood– adding stuff in and fleshing things out. One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.”
    “As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:”
    “Elsewhere this week, I’ve also been making sure that zombie behaviour is working correctly – fixing bugs with them following, thumping the environment and also behaving as expected when acting as crawlers. I’ve also added a better way for zeds to react when you drive over them and knock them over, and have added my ‘clutter’ improvements to the loot spawning system to the internal test build.”
    This week’s trip to the mall from Kate. 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.
  13. Like
    Sobreviviente Ansioso reacted to nasKo in Higher Fidelity   
    Hey all, another busy week in Build 41 development – so here’s a few of the different things that people are up to.
    An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, this week we finally located a bug in the exported model data that explained it.
    Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and will, after re-exporting all the clothing, allow us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.
    With that said, this Before and After shot should still be taken as WIP. We have a lot of the definition back, but we’ve still not balanced the colouring, saturation, definition and lighting. We’re now in a far better position to polish though, and future Thursday screens and videos should look MUCH improved. This screenshot is taken with evening light.
    Next up, a key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies.
    This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.
    (Please note the following screens still have slightly wonky colours and lighting)
    Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them.
    This system will allow us to have many and varied different pockets of particular zeds – police in police stations, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular.
    (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).
    RJ has been experimenting with this system while waiting for additional work on rotational anim movements and programmable anim-speed support in AnimZed from Zac and Turbo – but has also this week worked on knife attack animations, and tying survivors and zeds getting bloodied to them in-game.
    This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.
    Elsewhere Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them, and Connall has continued to implement new timed actions. Yuri is finishing off adapting his water/puddles into Zac’s revamped shader system, and starting to make plans for fire improvement. The other Zac meanwhile, Young Zach, continues to deliver new South-tinged music, and Xeonyx is currently chasing map bugs in his now complete Kingsmouth Island challenge map.  
    We’ll try and get a gameplay video showing the improved lighting, blood and blade combat next week, have a good one until then!
    This week’s home on the range from Old Gregg. Bailey’s. Mmm… creamy. Soft creamy beige. 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.
  14. Like
    Sobreviviente Ansioso reacted to sniperman1109 in Taking me Pyre   
    If you layer clothing will you have a better chance at not getting scratched, or if you wear a helmet will that completely keep you head protected with little to no chance of getting an injury to the head? Also when it comes to making custom clothing for modding will we be able to set protective properties of the clothing types we make so some cloths are more protective then others? Just wondering because I’m really curious and excited to see how deep armor and thick clothing can possibly save our characters lives. Lol
  15. Like
    Sobreviviente Ansioso reacted to lemmy101 in Jan(im)uary   
    you can, 'its just not in yet'tm
  16. Like
    Sobreviviente Ansioso got a reaction from PapayaKing in Greyed Out Borders in Multiplayer (IWBUMS) While Driving   
    I'm in the normal version (04.43 I think) and the same thing happens to me when I open a server, I put 4 GB to the server, but it still happens and I do not know why it is, but when I see that it finishes loading it appears that zombies in that place with cones that seems to be loading, are like areas to not grab the entire map directly and that you walk slow the game I deduce myself, I hope I have helped you
  17. Like
    Sobreviviente Ansioso reacted to Connall in Jan(im)uary   
    Yes.
  18. Like
    Sobreviviente Ansioso reacted to crossed in Jan(im)uary   
    Looks awesome!
    It would be nice if you could sit down and do stuff like reading or eating that way. Or at least just sit down (even if you're not tired) and chill by the fireplace or something at the end of a long day  
  19. Spiffo
    Sobreviviente Ansioso reacted to ditoseadio in Megatest VIII: We Need YOU! [COMPLETE]   
    Glad to have participated in a new Megatest!
     
    I've noticed lag as always, and the zombies pushing them to the ground blinked. Also, when I was moving in a vehicle, distant zombies suddenly appeared.
    I had a lot of rubber banding in my car, and I even hit invisible objects. 
     
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