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King-Salomon

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  1. Like
    King-Salomon reacted to EnigmaGrey in Maul Rats   
    Happy Thursday one and all.
     
    VEHICLES BUILD
     
    Getting the Spiffospace Test Server up last week has proved really fruitful in terms of both showing us what’s not readily explicable to players about vehicles in the gameplay, and in terms of revealing the MP-related issues that vehicles dev is now turning a little more towards. If you want to help us out with the community bug hunt you can find the server in-game, and report findings here.
    Overall vehicles seem to bring a fresh dynamic to the MP experience (should people choose to enable them) as you’re not stuck trying to find your friends on foot, or dependent on lucking out with a choice bag. It’s now a race for a working car to find the rare items and get out of town.
     
    In terms of the community bug harvest, meanwhile, Spiffospace has revealed a seg fault in our PZBullet physics, and let us address most of the item sync issues. There’s still a bunch of stuff to fix up, and some lag to address, but Yuri and RJ’s work towards general server stability in Vehicle Builds 32 and 33 has certainly improved things over the week gone by.
     
    Other issues addressed in these builds include XP changes (with more to come), physics collisions at highest speeds not registering, the erosion system’s saplings no longer causing damage, fire crashes fixed and the spammy game console getting a clear-out.
    We’ve also just released 33.1, that sees Connall fiddling around with elements of loot spawn to boost appearances of some items in-game (antibiotics, canning apparatus etc), and RJ introducing some new RNG to give more reliable probability calculations and the like while crafting or dabbling in the Mechanics skill.
     
    Aspects of the vehicles build also being worked on right now (omitting improved fog/snow as irl stuff might knock that into the next version, we’ll see) include:
    Mash is finishing off her countryside map additions and ‘map gap filling’ work. These will generally be found south of Rosewood, the current wildlands between Rosewood and Riverside, along the banks of the Ohio river East and West of Riverside – and a smidge of land close to West Point. This should be handed over to Connall for zoning quite soon, at which point she can turn her attention to the different Mechanics Skill car overlay images for the various different car types we have. As discussed last week Bitbaboon Steve has taken over on the new vehicle sounds due to his wealth of experience. When he’s done he’ll be looking into potential memory leaks and garbage collection issues that have been reported on the forums, and on the Spiffospace server. Meanwhile: EP continues with his zombie navmesh experiments in terms of zed pathfinding and following that’s intended to reduce performance snarl-ups in high density undead areas.
    FUTURE BUILDS
     
    Stas from General Arcade’s work on the new MP chat system continues – this week bringing his existing work that’s brought all the different methods of communications into something that works visually – also thinking about hearing range for whispers/shouts, the ability to ignore/block and making sure it’s all customisable for the different requirements of different servers.
    In terms of the animations build, meanwhile, BitBaboon Mark has added in some extra debug info to the code to make both his life of bug-hunting easier, and that of Martin when he goes through to polish visuals. Each character in the world now has its anim state info visible – so it’s clear when things get stuck, and what on. You can see a video of what this all looks like here.
     
    Since this video was taken some of the major bugs have been worked out – the primary one being zeds who get stuck in a particular anim state having to have it beaten out of them, but there are also ‘slide-along the floor’ zombies for Mark to deal with and for some reason all zombies seem to appear curled up in a little ball when loaded from a savegame.
     
    There’s still some debate as to whether we’ll have to adjust vehicle size too (a fresh image here) but we’ll leave that until everything has been tidied up a bit more – likewise whether or not we keep that t-shirt that has RJ’s face on it. That doesn’t really feel like it’s canon.
     
    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. Fanks!
     
  2. Like
    King-Salomon reacted to Damntry in Infection chance details and mechanics. Looking deep into the code's eyes.   
    So I ve been trying to find definitive answers to a few infection questions, but I only found quotes and sayings with no 100% certainty, so I started digging through the Project Zomboid code and here are my findings.
     
    All of the game mechanics in this thread are true as of version 39.67.5 (No changes from 38.30)
     
    Spoilers here to avoid huge wall of text. Read the TL;DR if you dont care about details:
     
     

    TL;DR
    By default: Bites are 100% deadly. Scratches are 25% deadly. Both Thick skin and Blunt Guard skills (Blade Guard if wielding a blade weapon) adds in avoiding bites and scratches, and Thick skin further reduces the probability of a deadly scratch. Thin skin worsens everything.
     
     
    More game mechanics:
     
    Traits Lucky/Unlucky Prone to Illness/Resilient General Panic Sleep and related effects Melee damage mechanics  

    If someone has suggestions, questions about parts of code and such, or found any errors/things I might have overlooked, feel free to post or msg me about it and I ll do my best to check.
  3. Spiffo
    King-Salomon got a reaction from B33ware in RELEASED: Vehicle Test 41   
    as I said before weeks ago.. THIS is soooo true !!!!
  4. Like
    King-Salomon reacted to B33ware in RELEASED: Vehicle Test 41   
    The most irritating think that I don't like in newer builds is car disappearing when they out of sight.
    They static, I know that the car stay right behind me, no need to hide them.
    The overall view of the map is much, much more pleasant with the cars on background, especially with car wrecks, the world look more natural.
    And the the visual representation of car disappearance is ugly.
  5. Like
    King-Salomon got a reaction from RealHumanBeing in Muffled Scream   
    you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ?
     
    would also be better seen as any kind of key
     
  6. Like
    King-Salomon got a reaction from Geras in Muffled Scream   
    you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ?
     
    would also be better seen as any kind of key
     
  7. Like
    King-Salomon got a reaction from trombonaught in Muffled Scream   
    you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ?
     
    would also be better seen as any kind of key
     
  8. Like
    King-Salomon reacted to Legoland99 in Something in the Air   
    Not the place to cry, make a thread or a complaint somewhere else then here or create a new topic.  Bye.
  9. Like
    King-Salomon reacted to trombonaught in 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!
  10. Like
    King-Salomon got a reaction from iwawa in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  11. Like
    King-Salomon got a reaction from junglistjim in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  12. 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.
  13. Like
    King-Salomon got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    please.. NO minigames.. just... no...
  14. 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
     

     
     
     
  15. 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.
  16. 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.
  17. 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.
     

  18. 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!
  19. 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
  20. Like
    King-Salomon reacted to Atoxwarrior in RELEASED: Build 38.22   
    This should be in the base game
  21. 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.
  22. 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
  23. 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
  24. 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
  25. 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
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