King-Salomon reacted to nasKo in Shortdoid
Howdy all, bit of a short Thursdoid today since the usual writer is away this week, however still a few bits to share!
We’re feeling very close to getting 41.40 out, and given the short Thursdoid was hoping we could squeeze it out today to compensate, however really we need a little more time to test the latest changes which went in last night. We’ve made combat balance changes and early indications are that it's improved the combat imbalances that the animation changes talked about the last couple of weeks have been added, however this isn’t something we can be lax on since bad balance on combat could upend the game quite badly.
As soon as we’re confident things are back close to how they were, we’ll look to get the build out for everyone to play.
Other cool changes related to this have been added to the build by Tim, which should resolve a few long standing frustrations.
The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence. The player may target the head, waist or feet of prone zombies, instead of only the head, though targeting the head still does the most damage. Fixed some issues with attack range calculations. This should make the character more likely to attack a standing zombie instead of a closer knocked down one if they are likely to be a threat to the player.
Not much fancy to show, but Yuri’s been putting the more boring under the bonnet finishing touches on the zombie networking, in preperation for moving onto player syncing. Earlier work meant all the zombie animation state xml were duplicated, and he’s been optimizing this so that multiplayer and single player action states for animations can coexist together.
This will help going forward, and once the player stuff is synced, we should be able to get some much more interesting videos to show off of players interacting on MP servers. After that will come diagnosing and fixing the issues that cause high traffic servers to grind to a halt, and we’ll be looking to start our first tests of the servers. It’s still a way off but there does seem to be a light at the end of the tunnel now!
…aaaand that’s it. Sorry for the short Thursdoid, hopefully things will be back to normal next week!
This week’s house party from xclickitx. 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!
King-Salomon reacted to nasKo in Man BangleZ
Ello all. PZ Dev news time for progress on the ongoing IWBUMS public beta for version 41 of Project Zomboid. Let’s start where it matters most 41-wise.
41 BETA MP WORK
This week Yuri has been working on dynamic packet rate customization. The plan is for us to be able to tailor amount of traffic the zombies use based on the situation, the server load, the player count and various other factors.
So, for example, players on a co-op server will have much more bandwidth available for keeping track of the zeds, as opposed to a server with 60 players that’s under strained which can then automatically pull back the number of updates and rely more on prediction and light ownership on clients.
Likewise with light ownership, the range at which this system kicks in can also be modified on the fly to deal with high traffic situations. Currently they are using 150 ms interval for target packets and 200 ms for info packets. In this case that means that they have ~50 Kbps(6-7 KBps) for ~250 zombies, which we’d say is about a third of the maximum budget per player to reliably run a 60 player server.
Meanwhile, Andrei has been laying the foundations and making plans for the ‘bot clients’ or, nudge nudge wink wink, ‘zombie clients’!
Bot clients will allow us to easily simulate 60 players running around the map within a test environment, something we’ve never managed to do before, and will allow us to finally be able to close in and circle the situations that seem to cause huge lag spikes and servers grinding to a halt, map streaming failing and all the rest.
PZ multiplayer previous to 41 has always performed fine with a few testers connected, but unfortunately as soon as so many players in the community join a public server (which we don’t have the ability to poke in the guts of to debug) then we always hit severe problems with server reliability and speed.
This will finally provide the ability to simulate these environments from a single PC. The bot clients are one of our ‘big things’ that needs to be done for multiplayer, along with the revamp to the zombies and the players net code to work with animations and AI prediction, so we are excited to see it starting to flower, though recognise it’s a big job for the Strike Force to push through.
41.40 patch content
There are two primary things we need wrapped before we can release 41.40 to the public IWBUMS beta – the first of which being the gamepad version of the new tutorial, alongside the addition of the new objective markers and general polish that’s been put in.
Another element that we want to get in and well tested / experimented with is a fix to a strange kink in the animation system that Martin spotted, and that today Zac has managed to fix.
This was a very slight pause that could appear after one animation ended and second began – most especially noticeable in things like spear combat. Zac has now gotten to the bottom of the issue, but the fix’s impact will be felt throughout movement and combat game-wide so we need to keep an eye on balance how it all plays before we push it out.
Other stuff that’s gone into the internal test build this week:
Watches, rings, bangles and chains. (Rings slightly hard to see, we know but should be great for RP and noticing a poor dead zed was married etc. Added ability to refill water dispensers. (We know! Thanks to Casey-Jo on Team Tanglewood for this) Many more drainable items now change their weight depending on how full they are. More ‘container type’ icons for the Loot window so it’s clearer what you’re putting where. Added the ability for mods to add new languages separate from the hard-coded language list – which also means we can have more versions of existing languages. We can now easily have a UK English translation alongside the current US English translation – an addition that has recently become a necessity what with the addition of the Fanny Pack (aka Bum Bag). Some fixes for the Challenge Maps from Xeonyx – including more places for generators to spawn in Kingsmouth, and some fixes for non-cutaway walls in Studio. Also lots of general polish on both. Better fence cutaways from Fox on Team Tanglewood, and hopefully a fix for the strange looking ‘white single door outlines’ on garage doors etc brewing ready for next week. ROCKSTAR MARK’S MISSION
This is one of those ‘we’ll mention it now, but won’t mention it again for a while’ blog nods – but it’s something we’ve alluded to in the past so it’ll be good to pass it by you all.
There are two primary visual things in the game that we’re not super happy with these days – the first is fire (which Yuri has been working on), and the second is the way that we still use inventory icons to show items that have been left on the ground.
‘Rockstar’ Mark Wright (so-called as he *used* to work at Rockstar) has therefore been chewing through all our items and rendering them as 3D models that’ll one day be used to pretty up our environments, and your own object-strewn bases.
This probably won’t be in Build 41 as he has a lot to go through and we’ll need some engine jiggery-pokery to make it all work okay – but he’s done such a good job on the first batch we thought we’d share.
This week’s invasion of the naked dead from Jeka. 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!
King-Salomon reacted to nasKo in Zed OwnerZhip
First, an MP update from the Strike Force.
Andrei and Yuri have been working on the client ownership of zombies this week. For those unaware this is a system that’s designed to remove all latency from zombies chasing the player.
Gameplay on current Build 40 servers currently has two big problems:
1) On a populated server, if players are all separate from each other in the world, the server needs to keep track of sometimes potentially thousands of full AI zombies. This can get extremely taxing on the server.
2) Compounded by the first problem, zombie AI has to then be transmitted to the clients to show the zombie positions. Zombie movement and bites are done on the server and thus only travel to the clients with latency, meaning clients are viewing zombies slightly in the past and thus, especially if the server gets clogged or data packets are lost on the way to the client being chased, they could see an unfair death due to a lag spike.
The system being worked on now means that the server determines ownership for each zombie. The server is owner for zombies if the zombies are standing or idly walking, which means it will keep track of their movement and position using its own AI routines.
With Yuri and Andrei’s latest work, the client now has ownership transferred to it under certain circumstances and becomes the owner for zombies.
The server will eventually check to make sure the zombies are behaving normally to avoid cheats, but otherwise zombies that are chasing or attacking players will be processed entirely on the client of whom is being chased, and transmitted back to the server.
Eventually the decision will be made whether to process zombies independently on all clients, to maintain smooth movement in critical situations, or whether a chasing zombie is only processed on the client its chasing and not on other clients witnessing that. This is a decision for another day.
In process of developing this feature, Yuri and Andrei have coded it so if the zombie lunge to player or attack player, the client they are attacking will take ownership of the zombie.
Notice the triangle under some zombies. This is to show that the client is owner of this zombie, and thus all AI is being carried out on the client – thus happening without any latency whatsoever. Otherwise, the server is owner of the zombie.
You can see that the server is owner for a zombie if said zombie is far from the player. The client becomes the owner of the zombie when the zombie comes close, before reverting again when the player runs away.
In this video you can also see that zombies are often updating their targets. This is an adjustment of the target using “ZombieUpdateTarget” packet. The video last week, while a huge improvement on zombie movement than b40 multiplayer, was updating the target point a zombie runs to extremely infrequently, which resulted in sudden turns instead of the smooth player tracking players are used to.
Balancing may still be needed to find a sweet spot between traffic and precision. We’ll see how it goes!
There’s still plenty of work on the table for the MP Strike Force, but week on week hopefully everyone can see the improvement, and level of quality we are aiming for, with the new multiplayer architecture.
IWBUMS BETA 41.38 IMMINENT
The 41.38 patch is pretty much ready to go, our apologies for it not being earlier in the week but new tutorial glitches kept on jumping out of the woodwork. It’s the end of the Euro working day now though, and we’d like folks to be on-hand for any hotfixing that needs to be done – as it’s a patch with a lot of content that’s built up over the month. So we’ll be putting it out as soon as we’re able and at our keyboards, basically.
The TLDR is that it contains a refreshed and expanded tutorial, a reloading radial menu, briefcases, flip-flops, fanny packs, blood build-up on vehicles, tweaked female models, new hairstyles, a fill-all option, improved community translation support, crawler improvements and about a bazillion fixes fresh from the EasyPickins furnaces.
You’ll also notice that homes appear a lot more ‘lived in’ from some lovely little additions from Mash. Hope you enjoy it when we flip the switch, and as ever report any bugs or issues on the forums and we’ll try to get everything fixed up for you ASAP.
This week’s last stand from Battlemints. 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 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!
King-Salomon reacted to nasKo in Tatdoid
Hey all, a quick round the houses of things in the works at PZ HQ. This Monday we released IWBUMS beta version 41.30, while yesterday we hotfixed it with version 41.31 that fixed up the more egregious of its bugs.
There is still an issue (rooted, we think, at Steam’s end rather than our own) in which a minority of those running the beta with mods can’t launch the game. If this is you then a workaround can be found in this thread, while we will endeavour to have it patched in 41.32 ASAP.
We already have an internal test build for 41.32 up and running – and at the moment this also includes ropes that can be used as sheet ropes, caught fish of increased nutritional value, cutaway improvements and a variety of other improvements from the lovable bunch we know as Team Tanglewood. There’s also a load of fixes to the main map that have been added in after we received a quick kick up the bum on this subject from the chaps and ladies of the PZ reddit.
Given as we need to patch out the above Steam/mod issue this will released as soon as we can safely do so, and after another internal update of our build-making machine.
Some good progress on MP this week, with Mark’s network sync clock done and awaiting integration. This is one individual part in a wider process, but also a vital one. Longstanding doid-readers might recall our former MP experiments with Yuri establishing an overall MP loot syncing system, which we ultimately put on the shelf due to requirements elsewhere. So thankfully Mark has been able to bring this back and build on it within the codebase – saving some time in the progress.
This also gives Mark a point to inject stress test code (fake missed data, out of order data etc) for stress testing fake clients – so we can troubleshoot on non-populated servers. This will be one of Mark’s next tasks, and he told the blogger this week that “if you want a cool word to use then say that next we will be building the tools to ‘netstorm’ the server and clients so we can debug against real world worst case scenarios”. So there you go: we will be doing a ‘netstorm’.
What else then?
41.31 came with some changes to how zombies act around fences – either breaking them down in crowds, or knocking over players lying in wait. RJ is currently and improving the latter – most likely mixing in player stats/moodles/situation to determine whether or not you’ll fall, making it less automatic, potentially mixing in some more general crawler behaviour and also adding in some sandbox options. It’s not perfect currently, we know, but we’re confident we can improve it. The merge with the Zoom branch has brought us crisper character models, which also means that we can now experiment with more character customisation options – such as tattoos. Here’s a test texture that we came up with this morning both in-game and in the character creation window. (The numbers are us fiddling around with resolution and such.) Yuri is moving onto the next stage of his fire development work – which is essentially tying fire effects into the game-proper. He is currently making sure fire does not spread over unsuitable materials, and addressing current issues with the fire system like tiles not being destroyed, uncharred tiles being left behind and fires getting out of hand on the map. Turbo meanwhile, while he waits for feedback on the implementation of the current temperature system (could people please see what it’s like surviving through winter and feed back to us?), is reviving his slightly dormant work on in-game devices. The basis of this the kind of extendable IO systems you might get in something like modded minecraft, but on a more basic level you’ll finally be able to watch DVDs after broadcast transmissions have dried up. This week’s sneaking past Dr Cortman from Max0Rda. 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!
King-Salomon reacted to lemmy101 in IWBUMS 41.30 Released
- Spiffo's Secret Special Sauce. CONTENT REDACTED.
- Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.
- Fixes to non-diamond floor sprites' tile seams.
- Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.
- Cleanup of sprite shapers.
- Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).
- Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.
- Fixed missing flags on a couple of floor tiles to fix seams and lighting.
- Revised Iso sprite padding to reduce overlap and minimize seams.
- Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.
- When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.
- When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts
- When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.
- Fixed edge-tile seam artefacts on shorelines.
- Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.
- Timer now stops cutaways and other visibility/hiding effects flickering
- East walls from character on Z=1 levels now work correctly
Polished animations when working on vehicles:
- Fixed character angle snapping when opening the hood.
- Play an animation before the mechanics window shows (while examining the vehicle).
- Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.
- Play animations when installing/uninstalling parts.
- Increased the time to install/uninstall tires.
- Ensure the player is facing the vehicle before smashing a window.
Temperature system improvements
- changed room temperatures to be more accomodating until heating/cooling devices are introduced
- fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain
- reinstated food consumption for combatting teh cold, but decreased impact severely
- toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating
- changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.
- changed core celcius recovery faster when trend is moving towards setpoint
- changed bodywetness having a slightly stronger impact on heat gain/loss
- changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low
- reworked and finetuned some parts of thermoregulator
- removed hunger effect of Thermoregulator in favor or increased calories intake.
- Players are now saved separately from vehicles.
- Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.
- The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.
- Added a cursor to choose squares to remove blood from.
- Multi stage build now show a plank in player's hand when building.
- Added pouring water with watering can (for farming eg).
- Take fuel from gas pump now use an animation.
- added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings
- Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.
- Added sewing kit texture.
- Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.
- Sync the sound and action of racking a rifle with the animation better.
- Added a note in a gun's tooltip when it requires racking to chamber a round.
- Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.
- Changed the "wash yourself" animation.
- Now possible to recover and repair a weapon used in Spear creation
- Increased chance to hit ranged weapon when zombies are really close.
- Sprinter zed attacks now slow the player down.
- The controller B button toggles sprinting on and off.
- Increased time to heal some wounds.
- added ability to remove grass and wind effect that appears on street cracks
- added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)
- added DeviceData getEmitter for modder purposes
- Increased spawning of cigarettes on zombies.
- Zombies can now spawn lighter, matches & digital watches.
- Increased various metal working related items spawning rate.
- Increased mouse trap, gardening spray spawning rate.
- Chainlink fences are dismantlable, giving MetalBar and Wire items.
- Fixed sprinter zombies running through the player.
- Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice
- Fixed the clothing dryer being plumb-able (removed waterPiped property).
- Fixed race condition leading to an exception when starting up the game.
- Fixed pistol spawning without a magazine in the last stand challenges.
- Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.
- Fixed fishing line always breaking when catching something.
- Fixed foraging action not auto-repeating if nothing had ever been found in that area.
- Fixed which animation plays when taking dirt/gravel/sand with a Trowel.
- Fixed bottom-right quarter of the screen not being painted black with three coop players.
- Fixed broken spear remaining in the secondary hand after it breaks while fishing.
- Fixed some "require xyz failed" error messages.
- Fixed water-related rendering exception.
- Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.
- Fixed lighting on floor blood splatters again.
- Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.
- Fixed the forage animation only affecting upper-body bones.
- Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.
- Fixed saw logs not defering lower bones.
- Fixed grab items (right click on item -> grab) not using any animation.
- Fixed lua exception when a zombie's clothing is destroyed by a player's attack.
- Fixed vehicle headlights starting too far in front of the vehicle.
- Fixed overlapping text in the inspect-garment ui.
- Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.
- Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).
- Fixed players climbing through windows over obstacles and then onto water.
- Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.
- Fixed the Riverside hotel swimming pool having sand around the edges.
- Fixed missing ParkingStall zones in cell 33,36.
- Fixed some TownZone not being Nav zone in cell 33,36.
- Fixed (again) player getting stuck aiming after their weapon breaks.
- Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.
- Fixed a bit of lambda-related garbage creation in StateMachine.
- Fixed not being able to 'clean' dirty bandages/rags with contaminated water
- Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h
- Fixed clothes instantly becoming "slightly dirty" after just being washed
- Fixed some walls & cars giving you 0% bonus when sneaking behind them.
- Fixed ClimbThroughWindowState bug with zombies.
- Fixed molotovs disappearing if the attack is cancelled.
- Fixed exception when climbing over a fence with fire nearby.
- Fixed players catching on fire when inside a vehicle.
- Fixed not being able to rack a gun with a magazine if no round is chambered already.
- Fixed not being able to repeat-fire rifles from vehicles.
- Fixed racking handgun/revolver/shotgun (added rackBullet event)
- Fixed random corpses always facing the same direction.
- Fixed some story-based corpses clipping with furniture.
- Fixed see-through floors blocking vision to other levels.
- Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).
- Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,
as could already be done using the E key.
- Fixed overlapping debug text in the health panel.
- Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.
- Fixed VehicleType static tables not being recreated after reloading lua files.
- fixed automated broadcast generating frequencies that werent being able to be tuned in manually
- Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)
- Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.
- Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.
- Fixed mannequins facing the wrong way.
- The application's main thread is now the RenderThread. Previously, the render thread and game thread were started
and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already
made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread,
so I'm not sure why that hasn't been a problem before.
- Create texture mipmap data on the asset-loading threads instead of on the render thread.
- Tried to reduce the long delay after clicking "Click to continue" the first time.
King-Salomon reacted to nasKo in Burny feet
The upcoming 41.30 IWBUMS beta patch is a bumper edition, built up over a few weeks now, and has now been locked, tested and is ready to roll. It was due for release today, but due to a dev illness it’ll either be out tomorrow or Monday.
Here’s some new 41.30 stuff that’s gone in recently:
Temperature system improvements. Room temperature now more accommodating until heating/cooling devices are introduced. Reinstated food consumption to combat cold, with reduced overall impact. Toned down other consumption of fatigue/fluids, though fluids remain a strong factor when overheating etc. Lots of other improvements/nerfs/tweaks to how the system was in the builds before the Thermoregulator system was taken back into the garage for extra work and fiddling from Turbo. Improvements to our backstage player/vehicle save database – meaning that the hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed. Gun improvements – including some gun racking fixes, and also an increased ability to shoot zeds from close range. Sprinter improvements. Sprinters should be a lot more playable now, but still a crowd you don’t want to mess with. Running zombies will no longer run through the player, and their attacks will also slow you down for a more real-feeling experience. Gamepad players will now be able to sprint! Yes, through a toggling of the B button you too will be able to dash away from zeds. Your feedback on how well it works will be warmly received. A slight reduction in zed player-spotting distances, and a buff of stealth around walls and cars that weren’t giving any protection. Fixes to burnable in-car survivors, wounds that were healing too quick, corpses that were spread-eagled in too rigid a fashion, automated broadcast generating frequencies that weren’t being able to be tuned into manually and much more besides. Stuff we mentioned before, but you might not have read up on in 41.30:
A fix that should resolve intel GPU crashes we’ve been seeing since the zoom branch was merged into IWBUMS Zoom improvements that provide a clearer image on different levels of zoomed-in and zoomed-out, as well as various fixes to seams and lighting Spiffo’s Secret Special Sauce. Some small but extremely meaningful changes and tweaks to general gameplay that we’re keeping quiet on. Primarily due to our love for the dramatic, and an undercurrent of sadism. New and polished animations for: washing yourself, examining vehicles,adding/removing gas, installing and uninstalling parts/tires, multi-stage building and more. A cursor to help in blood clean-up duties. Cutaway improvements from Team Tanglewood, including a timer to stop cutaways and other visibility/hiding effects flickering. Fixes for Last Stand, foraging, fishing lines always breaking, vehicle headlights, stuck zombies, swimming pools with shorelines and our famous too-boring sandwiches. ELSEWHERE
It should be a bumper patch then, and apologies for the extra day-or-so of delay. But what else is happening in IWBUMS beta 41 dev?
Well, let’s visit MP as we know that’s the biggie. The full story on this can be found here, but the update from TEA’s MarkR follows thusly:
“I’m almost done with the new synced MP clock. This will be a big deal for PZ players, as it will give us the ability coordinate ‘characters’ on the server and on the map. It lets us say things like ‘Zombie X will be at position Y at time Z’.”
“The trick then will be that the position and rotation of Zombie X will be forced – so it’ll be ‘physically’ in-sync as well as in-sync via the maths, while the new anim system makes it look pretty and believable.”
“For things like zombies this means we can make an overall reduction of the bandwidth that goes to commands – which is essentially whenever something happens to make the zeds change their minds about the direction they’re going in. It’ll be a lot more of a matter of ‘fire and forget’ for the server, and that should reduce network traffic by an absolute boatload.”
Also this week behind the scenes we’ve been experimenting with some potential extra player character customization options that the sharper visuals granted to us by the zoom build has given us.
Meanwhile, Yuri’s work on fire continues – with any variety of effect we conjure up now playable of the animation bones of each zed/player character. So basically we can have more realistic fire-deaths. Hurrah. Video below.
We also just wanted to flag a cool game that people might like – made by a nice man called Dan Marshall. PZ seems to attract a fair few… shall we call us gamers of a certain vintage? Wise elder statesmen (and statesladies) of the gaming community? Yeh, that’ll do it…
So, for your wise and knowing taste, allow us to suggest a look at Lair of the Clockwork God – a game full of great gags and an interesting mash-up of modern platforming and old school point-and-click. Currently riding high on some amazing steam reviews too.
Anyway, shilling over (sorry!) here’s a trailer, and bye bye till the patch release tomorrow or Monday.
This week’s island fortress from Yuri”Dr.K”. 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!
King-Salomon reacted to nasKo in Connalldoid
Hello all, here’s a quick dev round-up from TIS headquarters.
IWBUMS BETA 41.30
We’ve currently got the next patch being tested on an internal branch, and with a fair wind it should be released early next week. It contains the following.
A fix that should resolve intel GPU crashes we’ve been seeing since the zoom branch was merged into IWBUMS Zoom improvements that provide a clearer image on different levels of zoomed-in and zoomed-out, as well as various fixes to seams and lighting Spiffo’s Secret Special Sauce. Some small but extremely meaningful changes and tweaks to general gameplay that we’re keeping quiet on. Primarily due to our love for the dramatic, and an undercurrent of sadism. New and polished animations for: washing yourself, examining vehicles, adding/removing gas, installing and uninstalling parts/tires, multi-stage building and more. A cursor to help in blood clean-up duties. Cutaway improvements from Team Tanglewood, including a timer to stop cutaways and other visibility/hiding effects flickering. Fixes for Last Stand, foraging, fishing lines always breaking, vehicle headlights, stuck zombies, swimming pools with shorelines and (finally) Fox got to the bottom of our famous too-boring sandwiches. And there was much rejoicing. Also: other stuff. Improved body temperature stuff from Turbo. We also intend to get some stealth polish/balance in, but that’s dependent on making sure that Spiffo’s Special Secret Sauce has been accurately deployed.
For discussion and explanation of current 41 IWBUMS beta MP work please check out last week’s blog.
As discussed though, Bitbaboon Mark is currently prepping the code for the implementation of a true synchronized clock to make all our future MP endeavours go a lot more smoothly. Zac, meanwhile, is laying down his plans for decoupling the animation deferred movement so that it can work in reverse – where movement can also translate to appropriate animations, instead of animations driving movement.
Once this is done, no matter how a character moves due to client interpolation and approximation, we’ll hopefully have appropriate animations with minimal foot sliding to account for it. These tasks will then lead to us hooking the animations in wholesale, and we’ll be rolling full speed on the track to full MP compatibility.
If you want to play Build 41 SP and want to switch between it and 40’s MP functionalities, by the way, then SeskaRotan’s guide is extremely helpful.
Here’s the latest from the Yuri fire department – as ever with the usual WIP warnings. This shows camp fires of different sizes with different amount of fuel, an improved molotov effect and some early examples of flaming zombies.
Please note a) we know we need to improve the appearance/physics of thrown objects, b) we know more body parts of the zeds need to be on fire, c) we intend to improve the burning tiles so they have edge blending – they look very square at the moment.
In more bittersweet news one of our devs, Connall, who anyone involved in community translations will know very well, has had a too-good-to-pass-up opportunity down in that there London and will be moving on to pastures new at the end of February.
He’s not publicly said where he’s heading, but we know and it’s cool as all hell – and while we’re sad to see him go, we’re extremely proud that someone who has been an integral part of the Zomboid story, from literally being a young lad to having a manly goatee, has gone on to do such cool things. We were there for his first legal drink, and now he’s heading off to the big city to seek his fortune!
In his own words on twitter (https://twitter.com/ConnallTheCoble/status/1227604245832179712😞
“Hey, I will be leaving TIS at theend of February. I’ll still be around in the community and also in the translators section of Discord for the time being. Don’t worry, I’m leaving on great terms, It’s just I have an opportunity in London I can’t ignore.
I am immensely grateful for my time working for The Indie Stone. It’s been a blast and I owe those folks so much. I been a part of this community for just under 10 years now, I got Project Zomboid when I was 15 and I’m almost 24 now!
I have been a player, community member, wiki contributor, wiki administrator, forum moderator, administrator, website developer, tracker developer and programmer. I have met and been hosted by community members in their homes!”
Having good localization and community translations are really what keeps Zomboid a popular game the world over, it’s an often overlooked and undervalued part of game development.
We want to thank everyone in the community for their efforts, as well as of course Connall for organizing and facilitating all our translators getting all those lovely foreign words into our little game! And of course all the other ways he’s contributed over the years.
On the up side, as Connall says, he’ll still be around. No one is ever really gone (unless they get a bite, of course) and he’ll still be around to help and be a part of the community when his new life allows. We wish him all the luck down on that there London gravy train! ❤️
Today’s featured image is probably one of the best we’ve ever had. What an amazing screenshot Tughril! 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!
King-Salomon reacted to lemmy101 in IWBUMS 41.24 released!
Added zombie turn alerted
When climbing through a window and a zombie blocking it making you fall back into the house, zombie will emit a sound so you know it's there.
Can now shoot at windows (they'll be highlited if in range/direction).
Zombies now won't get up if a player is standing on top of them.
Game now detects when zombies have been walking-on-the-spot for several seconds, then stop moving.
Groups of zombies attacking vehicles now coorindated better to avoid them endlessly walking into a vehicle they can't possibly reach.
Added prediction for melee combat. If you're attacking a zombie that is lunging toward you, we increase virtually the range of weapon to detect an attack, this should make the "miss" animation play way less often when you actually will hit the zombie.
Drivers now look behind them when the vehicle is moving in reverse. This fixes players not being able to see the vehicle they are in when reversing into unseen areas. Drivers and passengers may look around by holding the Aim key or the controller right-stick when windows aren't opened.
Control-mousewheel now cycles between containers in the inventory and loot windows when the mouse is over the items list.
- Quality-of-life improvements to taking dirt/gravel/sand.
1) The most-full bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
2) A cursor is displayed for picking locations to take from. This allows the player to click four times in a row
to fill one bag, instead of having to right-click and choose the same action four times from the context menu.
- Quality-of-life improvements to pouring dirt/gravel/sand.
1) The cursor displays a green or red outline to make it easier to see.
2) The first non-empty bag is chosen automatically from inventory (and in backpacks) instead of having to choose one from a submenu.
Reduced damage done by falling from 2 storey windows.
Fixed being underweight/very underweight causing immediate death when falling from 2nd storey windows and over encumbered.
Allow lunging zombies to climb over fences and through windows instead of walking-in-place into them.
Agoraphobic/Claustrophobic are now mutually exclusive.
Increased hemophobic points given to 5.
Fixed no zombies sandbox options still spawning zombies in vehicle stories.
Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
Fixed two multithreading bugs.
Fixed not being able to attack after closing a map when using a controller.
Fixed Transfer All moving hotbar items.
Fixed Hemophobic stress increasing faster at higher framerates.
Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
Fixed driving through forests is bumpy even when wood floors have been placed.
Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
Fixed blocked buttons in the New Game screen after deleting the last savefile.
Fixed not being able to take water from puddles if Dynamic Skybox = No.
Fixed plumbed sinks taking water from puddles.
Fixed Lock framerate = Uncapped not being saved.
Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
Fixed passengers seeing the "B for Brake" prompt when using a controller.
Fixed DebugChunkStateUI not updating the display when selecting new squares.
Forbid using the name of an existing directory when creating a new game.
Forbid entering various invalid characters in the savefile field when creating a new game.
Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
Fixed not spawning zombies eating corpses inside rooms.
Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
Fixed blood splatter causing bushes and trees to rustle.
Fixed not being able to walk off the floor in all directions after building a new staircase.
Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
King-Salomon reacted to lemmy101 in IWBUMS 41.23 released!
- Change the color of non-icon buttons when clicking them for visual feedback.
- Removed Tutorial from main menu.
Added new sandbox loot options:
- Canned food, Medical, Mechanics, Survival gears, Ranged weapons, Ammo, Literature.
- When loading a previous game, these new loot modifier will be based on existing one (so ranged wpn/ammo will take weapon modifier, the others will take "Other" loot modifier)
Zombies have less chance spotting the player during night (it was already there, but happen only during really dark night, lowered the threshold a tad)
Halved the odds of jamming a gun
Growing hair now take 20 days instead of 30.
Balance weight of some clothing.
Burglar profession can now hotwire vehicles & have less chance of breaking lock when opening windows.
Hard of earing now gives 4 points (from 2).
Increased ThickSkinned cost to 8 points (from 6).
Increased ThinSkinned points given to 8 (from 6).
Some weight related traits now reduce fitness.
Weight related traits have now a bigger impact of chance to fail climbing big fences.
Nightowl fixed, now works properly.
Being Hemophobic and having blood on your on your clothes now slowly increase panic.
More forgiving about the direction the player is facing when auto-vaulting over fences.
- Temp fix for Kingsmouth hanging while saving. The island is surrounded by water, preventing the game from finding any path to respawn zombies.
- Fixed fake-dead zombies in House in the Woods challenges.
- Fixed walls flickering on fast-forward.
- Fixed zombie skins changing at random.
- Fixed belts etc not drying over time when worn.
- Fixed missing zombie footstep sounds for slow-moving and sprinting zombies.
- Fixed IsoGameCharacter.DoFootstepSound(String) volumes being ignored.
- Fixed sprinter zombies lunging at full speed through trees and bushes.
- Fixed animation and turning issues when performing medical actions on a splitscreen player.
- Fixed bandage models appearing on the doctor rather than the patient in splitscreen.
- Fixed rapidly clicking a button ignoring every second click (buttons were ignoring double-clicks).
- Fixed Frying Pan model rotation when on the ground.
- Fixed Revolver & dbl barrel shotgun getting hammed
- Fixed invisible bandage (used to apply bandage model to player) weighting 1.0 (now it's 0).
- Fixed sometimes bandage model not being removed (e.g when getting bite).
- Fixed zombies attacking while still turning to face the player. This was most noticeable when the player was sitting in a vehicle; a zombie would walk to the vehicle's window, then
attack as it was making a 90-degree turn. It could also happen when opening a door with a zombie behind it, or walking around a corner into a zombie.
- Fixed inventory-context-menu command "Move To > Floor" moving items to the player's inventory but not dropping them on the floor.
- Fixed NullPointerException in IsoMovingObject.checkHitWall() when adjacent chunks haven't been loaded.
- Fixed playing the player's hit-reaction animation after exiting a vehicle. It looked like the zombie hit the player from the other side of the vehicle.
- Fixed the player dying twice sometimes while getting dragged to the ground.
- Fixed multiple issues with zombies knowing the location of players for a period after losing LOS
- Fixed zombies seeing the player behind them as soon as they heard noise from the player. Now they don't see the player until
they have turned enough.
- Fixed metalworking actions failing because the Welder Mask can't be equipped in the hand anymore. Now it is worn.
- Fixed ground attacks hitting doors, trees, etc.
- Fixed a bit of debug code blocking the main thread every frame.
- Fixed ISInventoryTransferAction failing if the item is already in the destination container. This fixes not being able to put gas in a vehicle when the Gas Can is in a bag to begin with.
- Fixed duplicating items exploit involving corpses.
- Fixed NullPointerException in ThunderStorm when the player's current square is null.
- Fixed players getting blood on them after shooting zombies from a distance.
- Fixed VehiclesDB not reporting many save/load errors. Now it uses the little-red-box-of-doom.
- Fixed multithreading bug with the player/vehicle database. Existing files with already-corrupted vehicle data will repeatedly throw exceptions.
- Fixed VehiclesDB throwing exceptions repeatedly if BaseVehicle.load() failed
- Fixed NullPointerException in IsoPuddlesGeometry.
- Fixed VERSION=1 not being written to keys.ini in some cases
King-Salomon 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.
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!
King-Salomon reacted to nasKo in Zedsgiving
Hey everyone, here’s a quick update on where we are with the current IWBUMS beta process. We do hope you’re well, and wish all Americans a happy Thanksgiving today – even if many of the PZ team only really know of it via films and soft focus television comedies from the 1990s.
We patched the current IWBUMS beta on Tuesday, which was a version that contained:
Visible bandages A new ‘inspect clothing’ UI and improved tailoring Randomized vehicle events to come across on the highways of the Knox Event Improved Studio and Kingsmouth challenges Insulation/temperature system changes Loads of balance and bug squashes Annoyingly this patch also came with its own measure of bugs, and we had to spend a day hotfixing players who couldn’t survive through winter due to INTENSE SUFFERING and also a savegame issue.
These issues should now be fixed, so if you’re still having problems with them then please double-check your system has the very latest version of the IWBUMS beta by verifying files or reinstalling. If problems remain then please let us know on the forums.
We’re slightly behind schedule in our new weekly patch release schedule, what with the above issues, so the next patch probably won’t be quite as bumper as recent ones have been.
However it should contain the return of rusty cars, more and improved vehicle events on the roads and a QOL looting improvement that displays all containers in a 3×3 area around the player – which should also make corpse looting a lot less fiddly.
EP has also, meanwhile, been experimenting with a function that provides a radial menu for hot bar slots – that then lets you choose an item to equip in that slot.
Regular readers will recall that last week we were debating whether to put Zac’s work on the improved character fidelity and optimization into cold storage – which would then allow us to throw him into the mix on work on the much-awaited (but still not at all imminent, we’re afraid) Build 41 MP.
However, in the past week he’s slayed a whole bunch of rendering demons and the whole thing is looking a lot more positive. Here’s a video from his branch showing where he’s at right now. He’s really made some headway in the past week, and the seams and fuzz that were cropping up are increasingly in check.
Another big ticket item that’s on our list for the full version 41 release, meanwhile, are Yuri’s improved fire visuals. Working with assets made for us by a lovely effects specialist called Dan, this is the current look we have for in-game fire.
PLEASE remember this is still work in progress – and currently not tied to the actual PZ fire and firespread system.
Yuri is currently optimizing the fire for low-end systems, and is also implementing his fire effects in script, which will allow the community to easily upgrade and create their own visual effects.
That’s about it for now, but many thanks for all the enthusiasm we’re still (still!) seeing for Build 41. The last month has seen the highest average player count we’ve ever had for PZ – beating the full vehicles release by quite some way, and the animations build isn’t even fully released yet!
It’s great to see that people are digging it, and exciting to think what the MP scene and modding potential will be once it’s fully out in the open.
This week’s image from MrSopal on Reddit. 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!
King-Salomon reacted to nasKo in Bandage Club
This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest.
The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta:
The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below. General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI. Visible bandages on the player Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues BEYOND
Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps.
In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch.
Formerly we had this working well in testing, as both an optimization and visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase.
We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be.
Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time:
This week’s image from Swordfish II on Steam. 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!
King-Salomon reacted to DemolitionDerby in Hydrocraft Mod
We are currently looking for a few dedicated and active people that would like to test Hydrocraft and report bugs a bit closer with us!
So if there is anyone who would like to participate, this will surely help the development of the Build 41 version a ton! We will also send an invite to our Discord server to make communication easier!
Now on to the good news.
The "Beta 1" version of Hydrocraft for Build 41 is currently available!
Beta versions are to be considered "IWBUMS" so there could be game breaking issues and require some games to be restarted.
So for anyone who wants to play Hydrocraft until it is considered to be stable enough to be released publicly, there will be periodic releases there once in a while.
It would be really appreciated if bug reports would be done on GitHub but any other channel will still be considered Thanks!!
The Beta 1 can be downloaded right here:
Again and lastly, if anyone would like to hunt bugs to help us with the mod, please send Hydromancerx or myself a quick PM and I will send the link to our Discord server!
Enjoy! And thanks to everyone who helped!
King-Salomon reacted to nasKo in Like, sew cool
Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it.
We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t.
It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off.
In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff.
This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges.
Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain:
NEW ZED AND PLAYER MODELS
Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool.
On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long…
And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera…
Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes.
When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play.
When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too.
The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing.
Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS
We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues.
Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry.
Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets.
IN AMAZING NEWS
Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future!
This week’s image from Ashsjester who lives over on Reddit. 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!
King-Salomon reacted to lemmy101 in IWBUMS 41.19 released!
Re-added sprinter zombies to sandbox.
Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world.
Slot labels now displayed above the hotbar when the mouse hovers that slot. This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead.
New SFX for lower impact car collisions
Added new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options.
Added star quality to show durability of items in hotbar.
Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt.
Updated community translations
Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
Sneaking now drains more endurance when walking/jogging than normal walking/jogging.
Equipped item/clothing now at the end of the inventory and not at the top.
Added some debug info about quit and around saving the game on quit
Pressing R can now do multiple thing:
- If mag is in equipped gun, unequip it, check for a new mag to insert.
- If no other mag found, check if we can load bullets in one mag, when done auto reload/rack.
Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door.
If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking.
Balanced firearm stats.
Increased chance of finding magazine in guns.
Improved M16 and Automatic fire weapons.
Adjusted some loot spawns
Add carpentry exp when making spears.
Zombies have now defense according to clothing
Eating frozen food now gives unhappiness/boredom malus.
Re-added guns to spawn
Lowered gigamart spawn rate.
Increased safehouse loot.
Changed Builder's food rarity settings from "extremely rare" to "rare"
Disabled automatically vaulting over fences when there's no floor on the other side.
Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath.
-tweaks to Hunting vest x files and masks so they work better together
-adjusted wedding jacket to work a bit better with jumpers.
-adjusted Huntingvest masks so that it works better with clothing
- Fixed the player walking in the wrong direction while aiming with a controller.
- Fixed hotbar position in splitscreen and after resizing the game window.
- Fixed missing window icons.
- Fixed tired moodle not in calcul hit chance for firearm.
- Fixed exhausted moodle not being in calcul for stomping.
- Fixed zombies pushing around zombies sat against a wall.
- Fixed hand axe being on wrong rotation when attached in belt right.
- Fixed various body location (gask mask could be wear with glasses, some full helmet etc..)
- Fixed clothing protection could display over 100%.
- Fixed wrong color scheme for bite/scratch defense color.
- Fixed not regen endurance if heavy load was > 0.
- Fixed heavy load moodle level 4 not doing anything to endurance regen.
- Fixed fitness level 10 make you run faster (now only affect endurance).
- Fixed missing rip clothing SFX.
- Fixed stone not being lost when creating a spear from it.
- Fixed double create spear with screwdriver.
- Fixed missing adding kitchen knife to spear recipe.
- Fixed occasional duplicated cars.
- Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map.
- Fixed zombies never sitting against south or east walls. IsoGridSquare.getWallType() looked for WallS and WallE properties
which don't exist.
- Fixed lua error looting hotbar items from corpses.
- Fixed dissassembling not forcing you to stand.
- Fixed removing a magazine from a firearm also removing 1 bullet from the clip.
- Fixed some lua errors being printed to console without displaying the red error box.
- Fixed car battery charger not rendering sometimes.
- Fixed some blending during vault over.
- Fixed sudden pause at the end of vaultOverRun
- Fixed vault over sprint making a snap.
- Fixed eating and drinking animations stopping in the middle of the action
- Fixed some zombies walking being really fast or way too slow
- Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
- Fixed the player's view cone changing direction more quickly than the model is turning.
- Fixed character-info avatar not updating after washing off blood.
- Fixed zombies sometimes standing idle when they should be chasing the player.
- Fixed iso cursor being rendered at twice the size when Double-sized Textures = No.
- Fixed players not always facing the direction they should when performing actions.
- Fixed player walking when turning off an alarm that is in their inventory.
- Fixed house alarms not working.
King-Salomon reacted to nasKo in Runners Return
Hi all, here’s some details on our next patch for the current Build 41 IWBUMS beta – and some updates on what will follow.
We’ve currently got the next patch in internal testing, and making sure there aren’t any last minute gremlins. Over the course of the 41 IWBUMS beta process we still need to reintroduce and improve networking in MP, improve visual fidelity via our ‘zoom’ work, optimize zombie crowds, mix in our new fire visuals, fix up the tutorial, add in new zed decay skins, create a system for clothing repair and reintroduce optional sandbox sprinters.
And, as of 41.19, the first of these big ticket items will be back in-game. Get ready to run!
[If you want to! As before: runners are an optional sandbox thing!]
Other fixes and balance that will be in this patch include:
New SFX for lower impact car collisions Hotbar improvements Through-open-door zed visibility fix Increased gun and ammo spawns Loot balance and game mode loot balance Controller fixes that will hopefully aid players who use gamepads A fix to those weird moments your car duplicates Smoothened fence vaulting Fixed eating and drinking animations Certain headwear now has a chance to fall when hit/attacked. Hats now rendered as 3D models in the world.
Barring gremlins appearing, which they often do, this patch is almost ready to go – but be warned that we rarely release on Fridays for fear of breakage. It shouldn’t be far off though.
The next big ticket 41 items that’s likely to drop in an upcoming patch are the zoom and visual fidelity improvements that Zac’s currently on. It’s currently looking like this.
As a part of this work Zac has been doing some simultaneous performance optimization. This week has seen the renderer undergo some scrutiny. The rendering pipeline has been carefully dissected, and various instrumentation nodes have been added at various stages.
We can now toggle individual portions of the render on/off, and measure individual parts in isolation. Another aspect is GPU fill rate. We noticed that some graphics cards suffered more than others when certain shaders were enabled.
So a custom shader was added that shows the invisible pixels that are stealing our performance. The terrain renderer is also getting some attention to try to reduce the amount of transparent pixels emitted by the floor tiles, by cutting their mesh more aggressively to their individual shapes. This is cutting the fill-rate cost by about 40-50%, which is seeing a nice FPS boost, particularly on older GPU’s
Elsewhere Yuri is finishing up crash chasing and save system prodding, so he’ll be getting to work with the new fire visuals over the coming week – while Turbo’s reintroduction of heat insulation and clothing systems will likely drop into the build over the next patch or two.
Finally: Connall would like community reports on how different community translations are being received in non-English languages. If you have any feedback on them, or have noticed any parts of the game that remain untranslated, please get in touch with him via the translations channel in the Discord – or on the TIS forums.
Thanks all! We’re all glad that Build 41 is still getting some positive buzz.
This week’s image from VunderFiz, who just noticed we’d used his image on Discord and seems genuinely delighted. 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!
King-Salomon reacted to Fenris_Wolf in ORGM Rechambered
Since its been a while since I properly gave a mod status update (beyond discord chats or random workshop comments), its probably time to post one on the b41 / ORGM 4.0 update. There's still a ton of work to do before we have a working beta.
WARNING: long read below....
First thing worth mentioning is that OrMtnMan has stepped back into the fray and has been a massive help in getting things ready.
With serious changes to the vanilla firearm code + movement mechanics in b41 the very core of the mod is no longer valid. The firing logic no longer fits, nor does its old methods of dynamically calculating many of the stats and how the firearm interacts with the players movements. Most of the mod needs to be redesigned (and re-imagined) from scratch.
When b42 comes around with the hunting and further firearm changes, we could very well be in the same position we are now...having to rewrite everything again. Given the fact we need to redesign now, and possibly again in b42, both me and OrMtnMan agree the time is now to make some serious design changes to minimize the potential damage from future updates. Thus ORGM has been split into 3 separate projects:
Realistic Firearm Framework
All firing logic, core mechanics and everything that makes ORGM truly unique has been split into a new project, the Realistic Firearm Framework (github link) or RFF. All Zomboid specific code and concepts have been removed. Instead of calculating stats like range in PZ tiles, or damage in PZ units, it does calculations in a more natural format (feet, ft/lbs energy, fps velocities etc).
This will insulate the core mechanics and concepts from any future PZ changes, and allows for automated testing of the code components and logic, something much more difficult when the code was littered with PZ specific functions and concepts. New features can be added with a drastically reduced testing period.
The RFF is designed to be a application independent framework for realistic mechanics in any game or application that supports Lua, from 2d turn based strategy games to 3d FPS. (naturally open source, MIT license)
The second project to come out of the split is the data sets. The list of guns and everything we know about them, as well as cartridge specifications. For the last few versions, ORGM has defined is weapons based on the physical properties (feed system types, features, barrel lengths etc) instead of PZ specific stats. The data for v4.0 is massively larger then previous versions of the mod, and since there's nothing Zomboid specific in the data, having it specifically tied to ORGM didn't make sense. These datasets can't really be included in the RFF either, since we'd like to avoid including trademarked names in a opensource framework.
So the data is being separated and placed in a database format, that should eventually be a useful resource for shooters and gun nuts in general. Right now theres over 170 calibers registered in the data, complete with SAAMI and CIP designations, pressure ratings (both SAAMI and CIP), nominal bullet diameters, twist rates, cartridge capacity, links to wikipedia articles and CIP TDCC chamber and cartridge diagrams and specifications.
The gun data likewise gets more in depth then previous versions, listing multiple variants (almost 100 AK's atm, thanks to OrMtnMan's assistance), fire modes, barrel lengths, sight types, finishes, rail systems, stock and grip types, and lots more...
Not all of the data will end up being used in the mod, but its giving us a wide selection of items we can include later with most of the work already done. At some point I'll provide a link to the data sets for people to browse, but not yet.
With the separation of the core logic and data, the mod becomes a bridge (or interface wrapper) between PZ and the new RFF core, translating RFF stats (like projectile velocity and energy, or reaction times) into PZ specific stats. UI elements, context menus and all the PZ specific stuff will be contained and isolated in the mod.
When PZ changes any potential damage to the mod will be limited and much easier to fix. On top of that, we'll be able to include features and mechanics in the core RFF that PZ may-not-yet support (but possibly will) such as mechanics for shooting from the hip or prone, allowing us to get ahead of the game. The drawback to the new design means a longer initial delay of a working 41 version. But hopefully the new mechanics and the even crazier level of detail will make it worth the wait. Lately I've been attempting to add a basic (but remaining realistic) interior ballistics simulation that would allow for accurate handloading mechanics.
King-Salomon reacted to nasKo in Thermal Expansion
Hey everyone! It’s been a busy week!
Build 41 IWBUMs
In the past week we’ve put a few builds out of our animation build beta, and response so far has been great! We’ve been responding to people’s feedback on character movement by tightening it up wherever possible. There may still be improvements to be made, but on the whole feedback has been very positive after various changes to locomotion and we feel we’re getting close.
We still have issues with character and car saving being unreliable, which we continue to look into, and performance is an ongoing concern we will work on throughout the entire IWBUMs. There are still zombie spawning bugs that we’re still investigating. Most of the crashes have been solved, but a minority of players are still having issues that we are continuing to work on. There are numerous other issues, but we feel we’re starting to iron out the most serious and will be able to start cleaning up the less serious once we get to them.
A lot of people have been enquiring about when multiplayer may drop into the build, and it’s not going to be imminent. The reason we released IWBUMs without MP was specifically because we anticipate the multiplayer work that is required to take at least a month, possibly more. Not least because the devs that need to take care of the multiplayer also have a pile of issues with the build that still need resolving to make sure the game plays well on single player. We know this is not ideal for those eager to get into multiplayer, however we hope you appreciate that we got you the single player game ASAP instead of holding it all back until it was done, and our plans are for build 41’s multiplayer to be significantly improved in stability and reduced lag and rubber-banding post IWBUMs, so should be worth the wait.
The next animation system related feature we expect to drop in is the new zoom system, which as stated in previous Thursdoids will both eliminate a large amount of GPU memory being currently squandered on super-sampling a much huger game-screen than the resolution the game is running at (which may help some of those on weaker GPUs), reduce the general rendering overhead of zooming out, but also will provide much more detailed game characters on-screen since their rendering will no longer be bound to the resolution of the super sampled FBO. There are still issues to solve with this, so no timescale on it, but we consider it priority outside serious bug fixes so that we can get onto multiplayer support fully.
Why is insulation not implemented yet? I hear you ask.
As usual, the level of simulation planned for insulation is typical Zomboid levels of ridiculous depth. Turbo has been working on this for a while now, and while it’s proving tricky to balance the values to be stable, and has required a few iterations to get right, it’ll be worth the wait as it’s planned to provide an extremely realistic and detailed system for how your body reacts to temperatures and dampness, how heat escapes from your body, even down to how your blood vessels contract and dilate in various body parts.
Clothing you are wearing will affect you in numerous realistic ways, depending on whether it is wet or dry, its insulation properties, where they are placed, and other factors to make clothing even more important in future.
Note not all this information may be presented to the player, and we’ll likely have more moodles to cover some of the details as ‘feelings’, as a character would likely not know accurately as to the amount of contraction of particular blood vessels.
This is a project RJ’s been working on for a while whenever he has a quiet moment and no super pressing issues to fix, based on the model attachment system EP added, which we hope will dramatically improve player’s weapon and inventory management – as well as make their character’s look even cooler to boot.
A special hotbar system will be making it to build 41, where some clothing will provide hotbar slots at the bottom of the screen that items can be placed in for quick access. Find a holster, and you’ll have a slot to place a pistol that correlates to a number key on your keyboard. The pistol will be visible in holster on the model and will be equippable at a faster speed via that hotkey. Weapons can be carried on the player’s back, or in their belt, and thus clothing that adds these slots will have a weight reduction bonus just like bags and other containers.
This system should give survivors an extra way to prepare themselves and quickly equip weapons when they need them. We will likely expand this system in future, perhaps providing additional bonuses to equip speed and such dependant on the clothing providing the slot.
Here’s a video. Please note however that only ‘equipping weapon from back’ has an animation currently, the others simply snap into hand, but this will be addressed before release.
This week’s image from Airpex. 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!
King-Salomon reacted to nasKo in IWBUMsin
Hello all! Super quick Thursdoid this week as we’re on day 1 after the IWBUMs of build 41 yesterday. Just didn’t want to break the unbroken chain of Thursdoids/Mondoids we’ve had over the years!
Feedback so far has been better than we could have hoped for. After a year of serious full-team development, it became hard to see the forest for the trees and judge how it would go down. We’re extremely happy to see people respond so positively. The main criticism/concern we see repeatedly brought up is related to the extra weight to movement and turning.
We are looking to tighten this up a little more in future patches, but also after seeing our internal tester’s experience in adjusting to the weightier movement, we want to give people time to adjust so we don’t overfix something that just needs a bit of acclimatisation after years of playing without it, as the weight does add a lot to the game and visuals and we don’t want to tighten it too much as to jeopardise that.
Regarding difficulty, which has also met with a few concerns amongst the appreciation, we’re steadfast on our commitment to keeping Survivor ridiculously hard, though we’ll try and tighten stuff up further and work to avoid cheap or unfair deaths that come from that difficulty. We will also expand and balance the Brawler and Builder modes, as well as potentially add additional ways to provide different play-styles and difficulty preferences to make sure everyone has a way to play the way they want to.
We’ve also just pushed a little patch that should resolve some of the issues people have reported. We’ve not licked all of them yet, but have sorted out a good few of the day 1 problems and have some ‘possible fixes’ we won’t know until its out there. Changelist as follows:
– Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
– Fixed exception in MouseState with 2-button mouse.
– Fixed lua error with climb-through-window context-menu command.
– Fixed solidtrans objects next to windowframes-without-windows being solid.
– Removed 3D-models and 3D-corpses options to fix invisible zombie bodies.
– Removed AutoZombieManager.java which adjusted the number of 3D models
based on performance.
– Fixed exception with “New Roof-Hiding” = No option that causes black screen outside.
– Fixed “welcome to build 41” being off-center.
– Possibly fixed rainbow-colored bodies on Mac OS.
– Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish (and potentially other) locales.
This week’s image from MrSopal on reddit. 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!
King-Salomon reacted to lemmy101 in IWBUMS day 1 patch released!
Forgot to increment the version number and we have reduced devs today due to OMG FINALLY rest time, so forgive the lack of version change.
– Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
– Fixed exception in MouseState with 2-button mouse.
– Fixed lua error with climb-through-window context-menu command.
– Fixed solidtrans objects next to windowframes-without-windows being solid.
– Removed 3D-models and 3D-corpses options to fix invisible zombie bodies.
– Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
– Fixed exception with “New Roof-Hiding” = No option that causes black screen outside.
– Fixed “welcome to build 41” being off-center.
– Possibly fixed rainbow-colored bodies on Mac OS.
– Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish (and potentially other) locales.
King-Salomon reacted to Batsphinx in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!
The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.
The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.
Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.
If you're having problems with IWBUMS, it is advised that you try verifying the steam cache, and if that doesn't work, completely uninstall and reinstall the game (while also deleting or renaming the installation folder as well as your userfolder in C:\Users\YourUsername\Zomboid). Steam is awkward at times
The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums.
For further details on what IWBUMS testing entails, please check here.
Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied.
Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process.
Build 41 currently contains:
New gameplay styles: Builder, Brawler and Survivor More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc. New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New combat, new weapons, new difficulty balance. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn. Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. Visibly ripped and damaged clothing. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options. New SFX: weaponry, zombie moans etc. New water visuals – including visible flow direction. New puddle system during heavy rain. Broken glass and related injuries. Garage doors may be opened / closed and shake when hit. New Challenge maps: Film Set and Kingsmouth Vacation Island 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New game cursor New level-up sound, and tweaked levelling system. Faint isometric aiming cursor that shows where you’re aiming in iso space. New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items. Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more. VISIBLE BACKPACKS! Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer.
Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife.
We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ.
During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
Multiplayer – alongside significant MP Networking improvements Improved visual fidelity of survivor character and zombies Further optimization to improve performance on both low and high end systems. Sprinter Zeds Fire visuals Tutorial Zombie skin appearance/decay Ability to repair ripped clothing WHAT ELSE?
Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.
At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.
This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.
Click here for a sneak vision into the future beyond build 41!