Jump to content

King-Salomon

Member
  • Content Count

    71
  • Joined

  • Last visited


Reputation Activity

  1. Like
    King-Salomon reacted to trombonaught in Build 38 and Beyond: Small but Important Suggestions Thread   
    589. Food Prep
    Taken from the Vehicles build 26 thread:
    I also find that cooking could be a little more elegant in design. I understand there were some changes made in the build 26 (main game, not vehicles) but I wasn't around to know what those changes were. I liked Shin's idea above and might expand on it like this:
     
    1. Similar to the present method, right-click on a food item to see your food prep options (prepare salad, stir-fry, etc).
    2. After choosing an option, a "grocery/recipe list" comes up. This is a list of all food in range that can be used in the dish you selected (eg. chicken stir-fry also brings up butter, noodles, condiments, etc).
    3. You click checkboxes beside the food items to select the ingredients you wish to use. If you have enough of an item to use it multiple times, perhaps after selecting it once it can spawn an additional checkbox to allow you to add more of it (repeating the process until you have no more portions remaining).
    3.5 As you click to add more food, the recipe stats (hunger, happiness, etc) update to reflect your current selection.
    4. You click a button at the bottom of the recipe list, something like "prepare." This triggers a progress bar with timing scaled to be proportional to the number of ingredients you are preparing.
    5. Once you have a prepared dish, you can still right-click on it to reopen the recipe list and add more food to it.
     
    This process isn't radically different from what we have now, but it cuts the number of food-prep clicks in half (no more reopening the context menu for each item). It also gets rid of the start-and-stop progress bars invoked by the multiple item adds we have now.
     
    I don't know how hard it would be to code in that recipe list, but if done it would save the cooks of Knox County plenty of tediousness!
  2. Like
    King-Salomon got a reaction from iwawa in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  3. Like
    King-Salomon got a reaction from junglistjim in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  4. Like
    King-Salomon reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Not a fan of mini-games. I prefer it to be extrapolated based on the character's skill, rather than the player. Though just visually representing the key and its position in the ignition would certainly be more direct than the current system.
    So long as other systems are brought up to a similar complexity, I'll be quite happy.  It's not like you're dealing with 90 parts all at once (or 842 items that exist in the game prior to vehicles). The UI for dealing with those parts is as simple and clear as anything else.
  5. Like
    King-Salomon got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  6. Like
    King-Salomon reacted to Neutz in RELEASED: Vehicle Test 41   
    Why not just have an actual slot for the key on the dashboard, when you click it the key appears (Inserts) it would also give a quick visualization if a car has a key or not and is fairly obvious to new players.
     
    Here is a very quick Photoshop i did using Shinjitsu's Screenshot, you get the idea.
     
    Perhaps you could have the graphic change when a car has been hot wired/broken ignition etc
     

     
     
     
  7. Like
    King-Salomon reacted to nasKo in Dashdoid   
    Ello survivor. Come in, take a seat.
    Public Build 38.28
    We just released a huge patch for the public build – bringing Build 38 up to 38.28. This not only marks the entrance of our new internal automated build process, but is also an extensive clear-out of nagging issues that have crept into the game in recent times.
    You can find the full changelist here. Much of it is necessary ‘tidy up’ work – but you might also notice improvements with alarms and clocks, fixed stash map issues, a volume option for fly buzz, that annoying ‘add spice’ recipe bug gone, corpses no longer remaining highlighted and the sad end of the ‘infinite ice cream bug’.
    There’s a lot more than that though, so check out the patch notes if you’re a PZ regular. Many thanks to Tim for all his hard work on this.
    Vehicle Test Build 26
    This morning we booted Vehicle Build 26 out onto our public vehicles beta (details on how to access found here). There are two primary aspects of this version – the first being some general optimization improvement. Following on from this, most likely in the next build, we will also have ChrisW’s work on increasing FPS (quite dramatically, when compared to current versions) when in towns and around tall buildings – and likely some java garbage collection optimization too that’ll further limit occasional stuttering.
    The other main addition, meanwhile, is a more authentic and aesthetic dashboard constructed by RJ and our artist Mash. Up until now the vehicle read-outs have looked like this:

    And with Vehicles Build 26 they now live in a dashboard that looks like this:

    We’ve also done this to fit in with the general ‘the player sees what the character’ sees mantra of PZ – so if there’s a general issue with the engine you’ll see it through a dashboard warning light, just as you would in real life. You’ll only be able to truly get to grips with it however, and analyse the issue, if you have the necessary Mechanic skills. Here’s a general vid showing how it all works:

    Elsewhere Yuri is doing a large-ish chunk of work on how we synchronise objects over the PZ map, which will also hopefully provide some performance benefits for vehicles, and we also have Bitbaboon Steve on-hand to hopefully chase down the map streaming optimization/fix we mentioned last week.
    The plan is, once the newly patched Build 38 is clearly stable, to officially make our vehicles beta known as Build 39 and move it into our traditional ‘unstable version’ IWBUMS position.
    Amidst all the general vehicles work we also anticipate some new rural map areas to be added to this, the (boring but essential) lwjgl3 java upgrade currently being implemented by Stas from General Arcade and many/varied gameplay nips and tucks from Connall the curator of the community suggestion list.
    Beyond that Martin, Bitbaboon Mark and others continue to work on stuff for Build 40+: our larger workforce these days allowing for a far greater degree of rolling development.
    New New Denver
    We love so many of the mods and maps created for Project Zomboid, but the moving story behind New Denver and its creator XeonyX (told here) has always made the New Denver mapstand out for us – just as much as its size and authenticity to a real world location.
    As such, we’re super-pleased to direct you towards its latest (and final) big town expansion – that of Silverton which lies to the south of New Denver itself. Thank you very much Jamie, and we do hope that you’re doing well.

    This week’s imperilled survivor from FACAG@MES on your Steam service. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  8. Like
    King-Salomon reacted to lemmy101 in RELEASED: Vehicle Test 41   
    To everyone who has had save compatibility bugs. We're working to fix them, but just to be clear - there are massive changes being introduced to the vehicle branch, it's not EVEN IWBUMs (I will back up my save) yet, so unfortunately in many cases it'll be difficult to avoid save issues
     
     
    WARNING: Due to the amount of development and features being added to this branch, please do not expect any save compatibility. We'll try to keep it compatible but you should expect breakage.
     
    It will get better once vehicles move into IWBUMs and we'll do our best, but the reality is this will likely happen from time to time and we may get situations its not possible to fix or would take too much time to fix. Sorry about this but it's largely unavoidable since we have two active versions and heavy development on this one.
  9. Like
    King-Salomon reacted to Neutz in Better looking storage areas/crates idea   
    I thought id put this here just as a suggestion as well. I made these for my map but i think they make certain storage areas alot better than just piles of wooden crates. This is a supermarket for Eg.
     
    These pallets appear full when they have loot on them and empty when no loot just like normal store shelves, It wouldn't take much to implement and its only a small idea but it looks alot nicer and more immersive than a huge pile of huge wooden crates
     
    Hopefully something similar can be done for the vanilla map.
     

  10. Like
    King-Salomon reacted to nasKo in Rules of Attraction   
    Vehicle Build 25 (aka 39.25) got a release yesterday. Added in Build 25 were the new Mechanic profession and related traits, random highway wreck collisions, Mechanic XP gains through car tinkering and a lot of general optimization in terms of UI, net code and traffic congestion spawns. Today RJ also released a hotfix to reduce zed attraction to car noise, tie engine sound to RPM rather than speed and remove collisions with small items.
    It’s all shaping up quite nicely in terms of the general handling/feel of what we want – but also highlights that we need to get back on top of the performance and garbage collection issues that have crept back in over recent builds. So, next up, Yuri will be optimizing the java garbage collection to address the stutter that some people are reporting – while resident artist Mash is also hard at work creating ‘damaged’ sprites for some aspects of road furniture for the next coder task.
    Right now static object collisions are improved in that you can’t drive through solid street furniture – which perhaps makes sense for street lights and concrete walls, but less so for household mail boxes and traffic cones. As such we’ve gone through the various things that players are likely to collide with while driving – and working out what should remain impervious, what should look damaged but remain impassable after a collision (as below with the unhappy post boxes) and what should be smashed/crushed when hit at speed (as below with the even more unhappy household mail boxes).
    In this way driving will feel that little bit more realistic, and an extra feeling of lasting change to the map will also be added to your survival run.


    Meanwhile, Mission: Optimization continues. As discussed last week ChrisW is playing around with what PZ draws – hiding all squares behind solid walls from the game’s rendering system, and thereby freeing up your processor. Our chosen FPS hot spot was the four level flats in March Ridge which pre-optimization was coming in at 26 fps on ChrisW’s system, but is now coming in at 41 fps on an internal test build– which is a significant improvement.
    Next on the list for Chris, then, is in optimizing the code so that it also brings benefits to general play – ensuring that the new background calculations themselves don’t clog up any performance gains. Bitbaboon Steve, meanwhile, continues to spotlight other areas for improvement.
    In other technical areas of the game, meanwhile, we’re happy to have beckoned General Arcade’s Stas back into the fold – who will initially be finishing off our java upgrade from lwjgl2 to lwjgl3. This will open up a bunch of necessary day-to-day improvements for the game – better support for different resolutions, dpi awareness, neater alt-tabbing and general smoother operation.
    Finally, last night’s Community Megatest for the IWBUMS Build 38 patch had to be put back a bit due to various serverside issues we’re still trying to get to the bottom of. Keep an eye out on the forums for more information on when the test will be once we’ve gotten to the bottom of it. We’ll be handing out PZ Steam codes for family and friends to some of the people who help out, so please do pop along. Thanks!
    Today’s featured image from Jodidosciervos of Steam parish. 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. Ooh and check out Texas956’s AWESOME TileZed buildings!
  11. Pie
    King-Salomon got a reaction from Larnest in Vlad the Imbiber   
    The Collision Update Video is REALLY great - very nice!! 
     
    Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged)  if you drive "through" it instead of blocking the car?
     
    can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?)
     
    really nice stuff
  12. Like
    King-Salomon reacted to Atoxwarrior in RELEASED: Build 38.22   
    This should be in the base game
  13. Like
    King-Salomon reacted to Batsphinx in Vlad the Imbiber   
    I think we'll look into stuff like this, but I doubt it'd be in the first release.
  14. Like
    King-Salomon got a reaction from Geras in RELEASED: IWBUMS Build 38.29   
    guess it is REALLY time to get the washing mashines running (as long as power/water supply is on)
     
    with all the dirty clothes/bandages features it's time for that
  15. Like
    King-Salomon got a reaction from Man_In_The_Purple_Hat in RELEASED: IWBUMS Build 38.29   
    guess it is REALLY time to get the washing mashines running (as long as power/water supply is on)
     
    with all the dirty clothes/bandages features it's time for that
  16. Like
    King-Salomon got a reaction from DramaSetter in Vlad the Imbiber   
    The Collision Update Video is REALLY great - very nice!! 
     
    Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged)  if you drive "through" it instead of blocking the car?
     
    can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?)
     
    really nice stuff
  17. Spiffo
    King-Salomon got a reaction from Kuren in Vlad the Imbiber   
    The Collision Update Video is REALLY great - very nice!! 
     
    Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged)  if you drive "through" it instead of blocking the car?
     
    can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?)
     
    really nice stuff
  18. Like
    King-Salomon got a reaction from trombonaught in RELEASED: IWBUMS Build 38.29   
    guess it is REALLY time to get the washing mashines running (as long as power/water supply is on)
     
    with all the dirty clothes/bandages features it's time for that
  19. Like
    King-Salomon got a reaction from trombonaught in Vlad the Imbiber   
    The Collision Update Video is REALLY great - very nice!! 
     
    Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged)  if you drive "through" it instead of blocking the car?
     
    can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?)
     
    really nice stuff
  20. Spiffo
    King-Salomon got a reaction from Octopus in Vlad the Imbiber   
    The Collision Update Video is REALLY great - very nice!! 
     
    Will you chance the mailbox so that it will be destroyed (and the car REALLY damaged)  if you drive "through" it instead of blocking the car?
     
    can't wait to get the vehicle in IWBUMS and 38.26 out in the open (shouldn't that have happened last monday already?)
     
    really nice stuff
  21. Like
    King-Salomon reacted to nasKo in Vlad the Imbiber   
    Thursday: it’s back. Back from the dead. Back with the zeds.
    VEHICLES
    RJ and Yuri have been hard at work on Vehicles Build 25 – much of which has involved scrubbing up and polishing features added over the past few iterations. So you can expect optimization, UI improvements and general groundwork for the final ‘top down diagram’ vehicle UI screen – while Yuri is currently cracking down on a rogue memory leak and various aspects of non-syncing on MP servers.
    Also in Vehicles Build 39.25 will come the end of drive-through streetlights and road furniture…
    We’ve also added in the ‘random spawn’ car/wreck collisions on the Exclusion Zone’s roads to accompany the ‘lore’ wreck congestion , some new wreck models and map fixes – and have balanced a lot of aspects of the new Mechanic skills/profession and related car parts. We anticipate starting work on a better ‘dashboard’ UI once vehicles build 25 is out.
    OPTIMIZATION
    One of the biggest issues with the current Vehicles build is that driving through built-up areas results in performance hiccups – the game is being forced to draw too many tiles, too quickly. Currently, however, PZ draws *everything* – even when the player character can’t see it.
    Stuff on higher floors, stuff in buildings you have no line of sight into and everywhere with doors and windows shut – it’s all being conjured up needlessly and chewing up unnecessary processor power. Enter stage left, then, our good friend Chris Wood.
    “I’m culling squares inside the levels of buildings that are covered by the floors and walls so we don’t draw them”, he explains. “This is being done very simply, using building bounding rectangles that can hide about 20% of the scene in busy areas with lots of buildings, and thereby reducing what’s rendered by 20%. This does, however, leave window interiors looking a bit strange – as in these screenshots ”


    “My current task is to make this work more intelligently: by hiding all squares behind solid walls and floors by projecting back onto them. This will hopefully draw even less, as it won’t draw anything when a square is totally hidden – including the ground behind buildings. It won’t have the same visual artefacts and it’ll hide more squares.”
    “The idea is that by the time I’ll have finished it will all look identical to the current public build – but behind the scenes it’ll be drawing a lot fewer tiles which will make a huge difference to performance since tile drawing is the biggest bottleneck in the game.”
    On top of this we’re talking to General Arcade about picking up the reins on our LWJGL upgrade, which will also have optimization benefits, and have best friend genius BitBaboon Steve prodding a vehicles memory issue that will hopefully help out people with slower systems. So, all in all, performance improvement should be on the way.
    COMMUNITY MEGATEST
    Everything seems in place for a public release of the Build 38 megapatch that we’ve been building up over the last few weeks, but we want to be sure it’s run through enough of your machines – and specifically on online servers – before release.
    As such we’ll be running a Community Megatest in the coming days on a fresh server, and as ever there’ll be free PZ codes for a bunch of the people who turn up to help out.
    We’ve just released IWBUMS 38.26 (link) which is the build the server will be running on. Details on how to access the IWBUMS public beta can be found here, and info on the event itself will appear on the TIS forum over the next few days.
    This week’s well-kept safehouse from RyuVladimir over 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.
  22. Spiffo
    King-Salomon got a reaction from DeadDuck in RELEASED: Vehicle Test 41   
    That was my first thought too as I read the DD some days ago...
     
    all the ideas I read are great but...  sometimes I think there is too much focus on making the cars unnessessary complicated/detailed for the time now
     
    the game is about zombie apocalypse not "sim mechanic 2018"... (with all respect to all mechanic sim fans) I would be VERY happy to have a simple but working car system which can be make more detailed later
     
    The level of detail the devs are trying to get is great (!!) but when I compare it with the level of detail in your other game machanics it is simply not consistent :/  (farming could be WAY more detailed, as well as diagnostics, tool usage, carpentry, metallworking etc pp - clothing system I will not add as I think it will be made new from the scratch with the anomation system)
     
    I can understand that you want to get the cars realistic as possible but that whould not be the goal at this point.. just to make it "work great"... 
     
    I think you are doing great - no doubt about that - but please don't let yourself get stock in microdetailing the cars at the moment...
     
    f.ex. it would be much more logical to add detail to the carpentry system with screws as more robust nails etc instead of all 128 parts of the engine to be simulated real time ... I just don't know...
     
    (if I use the same level of details on the "make a plank" action you would have to a) chop down the tree and survive the fall (!! without any knowlage/skill you will most likly just crash yourself under it one way or another) ) b) chop the trunk to logs (or not if you want to build a wall instead of a fence !) and remove all branches c) dry the wood for days/weeks/months ! d) remove the bark e) grind the log smooth f) saw some planks out of the wood g) impregnate the plank to make it weather proof ... and I am sure I am missing some important points... now we have 2 clicks with 2 tools and from tree to plank in nearly no time at all AND IT IS WORKING)
     
    there are a lot of thinks that are great for itself but not consistent around the game - like the new vehicle weel-UI (created for gamepad users only) and the TV/Radio device UI with is GREAT for mouse-users and looking great too imo... each is working in it's own way but they just don't belong together imo
     
    PS sorry about the confusing post.. not much time and it was really bothering me for days now so I had to give it a try :/
     
    long story short meening: you are doing great per se, but try to be more consistent all in all
     
     
  23. Like
    King-Salomon reacted to MashPotato in Thursday (now Friday--oops!) Quickie   
    Hello everyone - a shorter Thurdoid this week, just a few announcements.
     
    Build 38
    We've just released what will hopefully be the last IWBUMS of build 38 before we finally put it to bed. You can find the changelist for 38.25 here. We'll probably aim to go public with it on Monday, at which point the vehicle build will become the prime build and all hands will move onto it.
    We've pretty much got the dedicated server system set up on the new build system, so will have updated that soon and will announce it when that happens with hopefully a good chunk of the weekend left to assure no issues remain with online play for a Monday release. At which point we'll upload to GOG and finally put this version to bed! Speaking of GOG:
     
    GOG Builds
    In the past, due to the difficulty of how we've handled builds it meant we haven't given GOG users as speedy or regular updates and we're sorry about that, it's clearly not been good enough. However part of the focus on revamping our build system means that we should be able to investigate IWBUMS support for the vehicles build once build 38 is out the door, at which point both versions will retain parity as much as possible. (It may be however GOG Linux will lag behind a bit since it requires a zip file upload to ftp, and is not directly uploadable via the GOG backend, but it will still be a lot faster and IWBUMS compatible).
     
    Build 39
    A few interesting updates here. ChrisW has been working on the new cutaway system for some time, which as you know provides sexier cutaways allowing for more buildings to appear in full without the entire world being cut away at once. He's now moved onto a rather huge optimisation in the same arena of code that should allow us to address the severe FPS loss we've been experiencing, particularly on the vehicle build. By removing unseen furniture and other tiles from inside building levels above the player that are hidden, it should massively reduce the amount that the game needs to draw, and should have a noticeable improvement on FPS particularly on a zoomed out view and in towns. As well as this Steve from BitBaboon has turned his optimisation sights onto the vehicle build, and we'll hopefully make some big gains to FPS in the vehicle build.
    Meanwhile RJ and Yuri continue to expand on the various vehicle systems required for release, this week with a particular focus on balancing, while Mash has been doing major work on the damage and other overlay textures. Next on the list from RJ is more work on the mechanics UI. Yuri and Martin will be looking into visibly opening trunks/hoods/doors to make interacting with vehicles much more realistic.
    That's all for this week, apologies its a bit of a short one this week normal Thursdoid will resume next week!
  24. Like
    King-Salomon reacted to Snorrsenkel in required time multiplicator   
    Suggestion about single-player:

    Each task has a certain 'required time' value (for example 60 - 100 for crafting -> see crafting menu). Is it possible to include a multiplicator for the required time in sandbox menu?

    For me it feels a little strange to be able to dig like 20 graves or build up walls in a few seconds for example. With the multiplicator players would be able to generate more/less time-consume per task and make gameplay a more realistic factor, or more arcade-style. For example: If you go with realistic values you'll need 10-20 mins to build up a wall and you have to secure the environment for zombies first. Its about time planning and strategy.
  25. Like
    King-Salomon reacted to martingee in Pitch Battle   
    I'll try and answer some of the ones I have insight on but be aware I'm not privy to all the discussion that goes on around features and design!  
     
    Box trucks and eighteen-wheelers -in a previous Thursdoid we previewed a WIP Fire Engine which is part of a larger pool of WIP vehicles. Balance is key if these larger vehicles were to be introduced, once we're happy with how the current crop of vehicles work and are integrated into the base game, the guys can make a judgement call on how larger, potentially over powered, trucks et al could be added. Tanks and military vehicles -I will say straight away that I have not yet modelled a tank but there are some WIP military vehicles. Like with trucks, military vehicles have the ability to be game breaking and change the tone of PZ if they're introduced willy nilly. The Military are an important part of PZ lore so military vehicles will make an appearance at some point, I'm just not sure to what extent. Motorcycles/Bicycles - I'll answer these two together. It would be great to add motorcycles and bikes however they introduce a side of things we've yet to tackle which is attaching player characters to vehicles and have them animate. At the moment, when a player gets into a car their  model vanishes, this would look all wrong with bikes and motorbikes and also be visually inaccurate. You also have the quandary of dealing with the player potentially getting knocked/falling off the bike. It opens a can of worms that can't be tackled until the anim system is working. Vehicle deformation -I don't know how "expensive" vehicle deformation would be in the PZ engine, my gut feeling would be "high" but I'm no coder . From a model point of view I've tried to keep the models as low poly as I could whilst still trying to give the cars decent and distinctive shapes, I'm not sure they have enough poly's in them to start deforming them and still have them look ok. We could try but I think for the time being, our efforts are best directed elsewhere imo.   Construction vehicles -Similar points to box trucks etc. I did look at construction vehicles when I was looking for ideas, they have a couple of challenges (tracks, moving parts), perhaps one for later down the line when we have other things sorted. Armored cars -like The Presidents car "The Beast" or do you mean player made, reinforced cars? (or both!?) I haven't modelled a limousine as I've been concentrating on more "everyday" cars but I did wonder about something like that but that might be for later. Again I think the plan is to have the ability to modify your car with suitable car parts (last weeks Thursdoid) but to also add zombie protection stuff at a later date. That needs to be worked out once people are happy with the base mechanic stuff.
×
×
  • Create New...