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Ang

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  1. pillow
    Ang got a reaction from BioHazardAlBatros in The Walking Spiff   
    Черт возьми,  прошел целый год! МП НЕ! НЕ ФКЧГ МП !!!! 1111111
    ОМГ Я НА ВАС КРАЙНЕ ЗЛОЙ !!!
    1 ГОД! ОДИН ГОД И НЕ МП !!!!!!!!!!!!!!
    Я удаляю игру через 3 месяца . я удаляю ваш сайт сейчас. 
    BYE  вы fkng клоунов.

    это настоящая жизнь? один год и не fckng mp! в 2020 ГОДУ! 21 век ~!
  2. pillow
    Ang got a reaction from BioHazardAlBatros in The Walking Spiff   
    Читайте свои ебаные новости сами. Пидарасы ебаные. СФОКУСИРОВАТЬСЯ НА ЕБАНОМ МУЛЬТПЛЕЕРЕ? НАХУЙ! ЛУЧШЕ ПОСТИТЬ НОВОСТИ ЦЕЛЫЙ ГОД, ЧТОБЫ ПОДДЕРЖИВАТЬ ПОСЕЩАЕМОСТЬ! Пиздец клоуны, как у меня бомбит. Просто пиздец.
    Все мои друзья удалили нахуй вашу игру. Удалили спустя 3 месяца этого года. Знаете почему, клоуны? Потому что нанять ебаных спецов стоит дешевле, чем поддерживать сайт целый год. Просто блять пошли вы нахуй с такими приколами. Сидите блять играйте в новости и попытками сделать нормальную игру, пока пол мира играет в нормальные игры. Разве я не прав? Натуральные клоуны. 
  3. Like
    Ang reacted to guryanoww in IWBUMS 41.23 released!   
    Guys, please, machete is not so large that it can only be worn on the back, it would be very convenient to assign it to the belt
  4. Like
    Ang got a reaction from Geras in Alertoid   
    the zombie animation is just unbelievable
    I would suggest making a couple of versions of the turns so that during the game this effect does not become boring
    looking forward to the new year!
  5. Like
    Ang reacted to JDoanut in Alertoid   
    would it be possible to slightly randomize the animation time of zombies turning their heads? i feel like it looks a little odd when all the zombies in a group synchronize the head turn
  6. Like
    Ang reacted to nasKo in Alertoid   
    Hello all! Small Thursdoid this week with just a little progress update, everyone’s very tied up today with various things both Zomboid and non-Zomboid, so we’ll just cover a few points.
    NEXT BUILD
    We’re currently hard at work on the next IWBUMS build, 41.24. Fixes and additions in the build include: combat changes to stop zombies standing up if the player is standing on them as well as general fixes to swinging distances for weapons, stopping players climbing through windows with a zombie on the other side (instead the player falling back into the room), shooting at windows, quality of life additions or pouring dirt/gravel/sand, balance changes for falling out of upstairs windows, changes to the weight system, and various zombie AI fixes when dealing with fences and windows.
    Another thing that’s been added in finally is the zombie alert animation which we demoed a long while back but was faulty, now issues with it have been resolved. This should make zombies reaction times a little more realistic, as well as provide a bit more of a spooky atmosphere when a zombie notices you. A little sneak peek at it follows:
    BEYOND

    Meanwhile we still are trying to get the last few bothersome issues with the zoom build sorted, we apologize its taking so long but it is quite a significant change to how the entire game world is rendered and whenever we think we’re ready to go, lingering issues keep cropping up. When this is sorted, we hope it will go some way to ease the out of memory crashes some low end GPUs are seeing. To those who can’t run the IWBUMS properly, you’re not forgotten and we’re working on it.

    Multiplayer is still some way off with the devs able to work on the revamp preoccupied with more immediate compatibility concerns with people not being able to run the game, the zoom build needs to be polished off before we can dedicate the resources to the multiplayer systems. It’s coming though! And we will get the first MP tests in the new year.

    Looking further ahead, Lemmy meanwhile has been continuing his eternal work on REDACTED (you know what) and has been sharing some really cool progress videos within the team that, due to us learning our lessons from the past of showing progress prematurely in that department, we’re forbidding ourselves sharing at this point until they are more imminent (despite us really wanting to!)
    However with the new animation system in-place, progress has been great and sexy looking, and things are looking really exciting and progress has been very swift due to leveraging the animation overhaul’s data driven systems. We can’t wait to share once build 41 hits stable!
    This week’s image by Tiarv. 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!
  7. Like
    Ang reacted to nasKo in PatchZed   
    It’s a slightly strange time currently. We’re updating/polishing the 41 IWBUMS beta, but waiting for work to be completed on big ticket ‘need’ items like the close fire and hi-res updates, and the more distant reintegration of Multiplayer. Things are ticking over well, but this Thursday blog won’t be a blockbuster we’re afraid.
    41 IWBUMS PATCHING
    The weekly patch cycle still seems to be working out okay. Yesterday’s 41.22 contained stuff like:
    More and improved vehicle zed events to come across as you explore – roadblocks, crashed ambulances and such Moodles now shake and shimmer to signal combat being impaired by panic, injury and the like. Pressing one of the hotbar keys for half a second now displays a radial menu for choosing an item to equip in that slot. Healing items can be dragged onto the Health panel to treat injuries. All containers in the loot window now displayed in the 3×3 area around the player – which among other things makes corpse looting a bunch easier. Fixed: missing rust on cars, hotbar weapon-switch anims, ultra-fragile headlights, resetting sandbox loot options (yay!), car duplication (again!) and much else besides. The next patch will contain Turbo’s latest improvements/pondering on the temperature system, and hopefully some renewed fix/polish for the Sims-style cutaway system.
    Already in the internal test build, meanwhile, is some balance for clothing weight, trait balance and fixes to weapon-jamming – as well as a some work on zed footsteps and the new challenges. We anticipate that this, and more besides will be released in the first half of next week.
    UP NEXT
    Apologies for repeating ourselves, but so everyone knows – work is ongoing on the following for the more imminent of our upcoming patches.
    Zac is continuing his push on the zoom / hi-res model branch, and when work on this is stable will be moving over onto MP. The lighting algorithm has been rewritten, condensing the old twin-step color+lighting stages into a single pass. This fixes a myriad of flickering ‘light-leakage’ artefacts, as well as halves the fill-rate costs for buildings, floors, and terrain. This should also provide a performance boost, particularly on older GPUs where fill rate is a premium – though it’s not clear just yet how much of one. Yuri is optimizing his fire system, seen last week, and also making it possible for the PZ modding community to create their own effects. Modders will be able to set textures, shaders, particle numbers and parameters for how it all moves – meaning that ultimately people will be able to implement different fires, smoke, vapours, swarms, magic, geysers, blood eruptions and whatever else floats your boat. In more boring non-game affairs, meanwhile, that you may well still be interested in – we will also be using the full launch of 41 to coincide with a bunch of other ‘new’ stuff. New trailer, new website, new all-kinds-of-stuff – so there’s also a lot of activity in non-game areas of Zomboid too. More of which we will hopefully see emerge in the weeks ahead.
    Thanks all, hopefully a kickass Thursdoid next week when the stuff mentioned above starts to come online.
    Many thanks for all the bug-hunting and feedback the community has been doing for us too, by the way. There have been some really nasty gremlins eradicated that could only be exposed by the forensic reporting of our IWBUMS beta testers, and all your efforts have been very much appreciated. 
    This week’s image from Penelope Graves. 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
    Ang reacted to Okamikurainya in New Zombies   
    As of right now, there aren't any tools to do it easily. Perhaps when B41 goes stable and the devs release AnimZed, but for now we only really have round about ways of doing things.
    Modifying the models would require you to import the local model files into a program like Blender, I'm not very good with the 3D side of things, but here's a link to some scripts that may help you out:
    https://theindiestone.com/forums/index.php?/topic/12864-blender-3d-scripts/
     
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