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Connall

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  1. Like
    Connall got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    Yay!
     
     
    The world needed a new version in order to allow a reliable fix for the XP bug. We detect the old world version, do the conversion so going forward the original bug that was fixed (that caused this new bug) is fixed as well.
     
    Edit: To anyone else who reads this, if you load up your game and the XP panel says something about having like negative million points, then don't play the save. Close it down and tell me so we can take a look at the save file, if you do something to earn XP it will make it harder to recover the save.
  2. Like
    Connall got a reaction from Kuren in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  3. Like
    Connall got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  4. Like
    Connall got a reaction from Jason132 in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  5. pillow
    Connall got a reaction from Svarog in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  6. pillow
    Connall got a reaction from Krabe in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  7. Like
    Connall got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    I screwed up, was not aware they got thrown in the crafting menu.
     
    I have committed a fix, which will most likely go out next patch.
     
  8. penisham
    Connall got a reaction from ditoseadio in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  9. Spiffo
    Connall got a reaction from Batsphinx in RELEASED: IWBUMS Build 38.15   
    Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  10. Like
    Connall got a reaction from Savenger in Small but Important Suggestions Thread   
    525: Random zombie settings option in sandbox (from reddit:
     
  11. Like
    Connall got a reaction from Patrick H in RELEASED: IWBUMS Build 38.15   
    I screwed up, was not aware they got thrown in the crafting menu.
     
    I have committed a fix, which will most likely go out next patch.
     
  12. Like
    Connall got a reaction from OnceYouKillACow in Small but Important Suggestions Thread   
    525: Random zombie settings option in sandbox (from reddit:
     
  13. Spiffo
    Connall got a reaction from Faalagorn in Small but Important Suggestions Thread   
    It's more, we pick up where we left up and pick and choose ideas that think will be a good fit for the game.
  14. Like
    Connall got a reaction from Kuren in RELEASED: IWBUMS Build 38.15   
    If you want to sterilize bandages, put a pot of water onto a heat source (make sure it's on ) and wait for it to heat up. Then with clean bandages (or ripped sheets) in your inventory, when you right click on the water you should be see an option to sterilize. If the pot is not hot enough, if the bandages/sheets are not clean the option will NOT show up.
  15. penisham
    Connall got a reaction from wsensor in RELEASED: IWBUMS Build 38.15   
    I screwed up, was not aware they got thrown in the crafting menu.
     
    I have committed a fix, which will most likely go out next patch.
     
  16. Like
    Connall got a reaction from Kuren in Small but Important Suggestions Thread   
    It's more, we pick up where we left up and pick and choose ideas that think will be a good fit for the game.
  17. Spiffo
    Connall reacted to nasKo in Over where?   
    Ello, ello, ello – here’s some of the latest.
    BUILD 38
    The public Build 38 release is feeling increasingly imminent – although there are still a few fixes to the new roof rendering and player view system that are still in the oven. Today we released IWBUMS public beta 38.11 that focuses on transferred optimizations from the vehicles build – so improved garbage collection, optimized lighting, memory leaks plugged and improved map loading.
    There’s also a VoiceManager fix gone in, spotted by BitBaboon Steve and remedied by General Arcade, that should provide an FPS improvement in SP – especially on lower spec systems. So if you see/feel/sense any improvements then please let us know.
    The build also does various soon-to-launch jobs like updating community translations, alongside several of Connall’s Community Suggested tweaks: first aid kits now spawning with sterilized bandages, suture needles being able to be used for sewing like regular needles and the ability to sterilize bandages in boiling water. He’s also made aspects of tea preparation and drinking less frightful through the addition of a new recipe. Full changelist here.
    VEHICLES
    This week Yuri is moving onto commonly reported MP issues in the public vehicles beta in preparation for the wider testing audience when Build 39 goes into IWBUMS. As such stuff like vehicles disappearing on exit, precious loot removing itself from the boot (trunk if you’re American) and similar will all come beneath his steely glare.
    He’s also, finally hopefully, zapped the ‘trapped in walking animation’ bug that’s been vexing our car testers for several builds now – with a fix due in Vehicle Build 19.
    Vehicle Build 18, meanwhile, came out last Friday – and came with the much requested addition of making sure that the number of players that can fit inside each car model is accurate to the number of seats, and hopefully a fix to the strange lights on/off syncing issue that MP players have been reported. It also came with actual visible headlights appearing on vehicles (rather than just having the beams) and red brake lights to boot.
    It brings a surprising amount to the vehicles when it’s all seen in-game, as you can hopefully see in this video. [Although Yuri’s coding music is a little… mellow (?) for our taste.]

    We’ve also updated the Vehicles Build with the latest IWBUMS, so testers can explore the new town of Riverside and the Knox Heights Country Club in relative leisure – as seen below.

    39+ PLANS
    Once Build 38 releases the current plans are for Build 39 to be a relatively quickfire release, essentially getting the existing experimental vehicles out to the public in as bug-free a state as possible – albeit on the current selection toggle. We anticipate improving on their current zoning/spawning alongside aspects of their optimization, but the meat of their maintenance will come in the following build.
    We’re currently firming up the design docs – but the current plan is for vehicle damage, repair and car wreck player injuries to be a focus in Build 40, and then to turn to player-crafted improvements and realistic ‘apocalypse survival’ modifications in later versions.
    As we’ve mentioned before, maintaining your cars will work in much the same way as our current medical system – covering stuff like dead batteries, burst tires and the more common engine issues as well as structural damage. Don’t expect My Summer Car levels of vehicular knowledge requirements [although we certainly hope the modding crowd will think towards this] but do expect the Mechanic profession to be a fun/useful one to have.
    Elsewhere Turbo is making good progress with his Devices overhaul (this week reworking radios so it’s easier to find and tune into different player wavelengths), Bitbaboon Mark is fixing up the new skinned renderer in the now integrated model loader in the anims build and his colleague Steve is marking up various targets for optimization to ensure that vehicles run as swimmingly as possible when they’re released. Oh, and Mash is adding more detail to the wilderness areas around Riverside for those who venture into the back of beyond.
    Today’s featured massacre from C.P. 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 Mondoids 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.
  18. Like
    Connall got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    Currently no. Might be worth mentioning in this thread though:
     
  19. Like
    Connall got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    I would like to addendum the fact that sleeping outside in the rain currently has no affect in Multiplayer for now. I am also curious to hear any issues that come up as a result of the change in singleplayer, so feel free to @Connall me here, or PM me should it turn out the change is iffy.
  20. Like
    Connall reacted to nasKo in Thank you George Romero   
    It should go without saying that without George Romero there would be no Project Zomboid. In fact, the entire face of video-gaming would have been very different without his vision. Since its genesis PZ has been about trying to recreate the feeling of Romero’s movies, and there’s no doubt that alongside legions of other video-games, books and movies we owe the man a great debt.
     
    We were greatly saddened to hear of his death at the age of 77, and our thoughts are with his family and friends. The legacy he leaves behind is a brilliant and astonishing one.
     
    VEHICLES
    As mentioned last week the public vehicles build is going to keep on getting updates until the point it’s ready to have its stream crossed with an IWBUMS beta – so we can get an ‘experimental vehicles’ option into the main beta channel, get its optimizations into the main game and make tester life easier.
     
    Tomorrow Yuri will be updating the public build with a few cool changes. Firstly while playing around with sound implementation we realised that the noise of gear shifts was fairly vital, but also that the behaviour of the cars themselves didn’t leave much room for this – and the inclusion of actual player-controlled gear shifts seemed a little too hardcore.
     
    To give a feeling of gears then, to accompany the sounds we have brewing in an FMOD studio, Yuri has changed the way vehicles accelerate. Top speeds are now on a curve: acceleration slows in the last 25% of your potential full speed. This will likely need further tweaking, so feedback is welcome, but should allow us to space out RPM increase in sounds and implement the gear shift noises. It will also, hopefully, make high speed driving more rewarding.
     
    To accompany this Yuri has also added a speedometer (kmh) and engine gauge (revs) to the UI – although it should be noted that the visuals and read-outs for these are placeholder, and we’ll be converting to mph with an options toggle in due course. Yuri has also fixed a few bugs, so the people of Muldraugh have now stopped occasionally parking their cars on top of other cars.
     
    IWBUMS BETA
    RJ released Build 38.5 into the IWBUMS public beta with a rewrite of his ‘zombie corpse build-up’ code that tracks decaying bodies in a much more localized area than previously. Feedback appreciated as we can certainly tweak this system further.
     
    We should be also be getting some ChrisW fixes to the new ‘rooftop exteriors’ engine code later this week – making players beneath supported roofs and overhangs look less broken – before moving onto player-built structure issues and any other issues the system raises in general gameplay.
     
    OTHER STUFF
    Mark R will be doing a big check-in of his anims code rewire and layers system (explainedhere) this week, bringing it all together and providing a new and improved base from which to get ‘em out to you. In the mean-time Martin the animator and model guy has been working on more military clothing, military vehicle wrecks and other stuff so we’re ready when the time comes. Mash’s map work continues, and will likely land in Build 39. It’s a spread out area that should be fun to explore with vehicles. There’s a bit of it that looks like this:  

    Our composer Zach Beever is back (and graduated! Congrats Zach!) and will be experimenting with layered music that can be heard during play actively fits what’s happening on-screen – build-ups during lulls of non-zombies, more intense during confrontations etc. It’s all quite experimental currently, but its fab to have Zach back in the saddle.  
    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 Mondoids 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. 
  21. Like
    Connall reacted to nasKo in Thank you George Romero   
    Sorry for the late repost. I am a disgrace to the german kind.
  22. Like
    Connall got a reaction from daChinstaK in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    1. It's best to PM EngimaGrey directly.
     
    2. If you have just joined the site your post needs to be approved! PLEASE DON'T POST MORE THAN ONCE!
  23. Like
    Connall reacted to nasKo in House of Fuels   
    Happy Steam Summer Sale week survivors. May all your money-off dreams come true.
     
    CHRISW’S BUILDING TIER MAGIC
    Okay, so first off we’ve just had some of ChrisW’s cool engine/visuals stuff drop into the IWBUMS public test in build 38.4. They look a little bit like this. [Vid supplied by the lovely Mark.exe]
     

     
    Essentially the only levels that are hidden from the player are the ones of the building that you’re inside or directly outside – meaning that higher floors and rooftops around you become visible. ChrisW has also made the act of peeking through windows to see what’s inside a lot more immersive, as well as improving the engine so walls no longer stencil to transparent when you’re outside unless they’re blocking your view.
     
    All this makes the map feel a lot more tangible and real, so feel free to take the IWBUMS beta for a spin – and please let us know of any bugs or issues that might crop up for you. One that’s immediately in the above video, for example, is that some overhang tiles appear as black upon approach.
    After fixing bugs/issues that emerge, then next on ChrisW’ list are Sims style cutaways to make internal building navigation more pleasant and visually attractive.
     
    SERVER COMMUNITY MEGATEST
    Also just added to the IWBUMS public beta is an MP server option that Stas from General Arcade has been working on. This momentarily pauses all player activity when admins require server saving, instead of having it stretch out while players are out performing various in-game actions. Stas has also worked on shortening these save times – so this should all help lag, black boxes and the like. It’ll also need a stress test. So…
    This Wednesday 28th June at 7pm GMT we will be running a test IWBUMS server with this new function (full details to appear in this thread) and anyone willing to jump on and play the game for an hour will get a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
    GENERAL IWBUMS
    Also added in this beta is an SP custom map selection that’ll allow you to load up multiple community maps without having to create your own mod, and some new grave imagery too as the initial ones were too long and looked a little too neat.

    Next up RJ is reworking how the current ‘nearby rotting corpses don’t make survival pleasant’ code operates, as its current implementation clearly needs some improvement.
     
    OTHER STUFF
    MarkR has created a tool called AnimZed, which is one of the mediums through which he’s simplifying the anim integration process both for us and, in future, the modding community. It looks a little bit like this. Ooh, and we’d also like to officially welcome Connall to the PZ codebase, who’ll be starting off by going back through the bug tracker and fixing up legacy irritations alongside various other nips and tucks.
     
    VEHICLES
    In today’s new vehicles build, as well as hopefully nixing the irritating flies bug that came in with the last version, Yuri has been fixing up MP syncing issues that saw lights apparently flicking on and off by themselves, and zombies running through closed doors to try to get to you.
     
    This week the plan is for him to work on aspects of the physics that need improvement. For example: collision with zombies, the fact that driving into zombie crowds without acceleration seems to have more impact on them than doing so with your foot down, deceleration in general, braking distance and, of course, the famed tumbling/hovering StepVan of Doom.
     
    This week’s lonely gas station clerk from Goonty Asatrigger. 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 Mondoids 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. 
  24. Like
    Connall got a reaction from Kuren in Here In My Car   
    You never bought a car from Crazy Vaclav before?
     
     
  25. Like
    Connall got a reaction from DresdenBBQ in Here In My Car   
    You never bought a car from Crazy Vaclav before?
     
     
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