VikiDikiRUS 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).
VikiDikiRUS 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!
VikiDikiRUS reacted to Okamikurainya in Disease Overhaul
Right now, the way disease is handled contrasts starkly with the overall complexity of the game...
My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.
Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
"Severe Congestion" Fever:
Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
"Bit of a Temperature"
"Terminal Fever" Nausea:
Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
"Severe Nausea" Sore Throat:
A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
"Severe Coughing" Shivers:
Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
"A bit Shaky"
While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.
Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers:
Relieves Panic. Antidepressants:
Relieves Sadness. Can cause Anger if abused. Sleeping Tablets:
Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins:
These should boost healing and help you recover some Immunity. Antibiotics:
Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills:
Relieves Sleepiness. Can cause Shivers if abused. Antihistamines:
Relieves Congestion. Can cause Sleepiness if abused. Antipyretics:
Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics:
Relieves Nausea. Cough Syrup:
Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial:
A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial:
A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine:
A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.
There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.
A container with random pills inside. Water bottle with Dissolved Painkiller:
As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask:
Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear:
A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe:
A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial:
Garbage item left over when adding a Vaccine to a Syringe. Can hold water.
Strong Immune System:
Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System:
Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut:
Chance of catching Stomach Flu from food or water is halved. Weak Stomach:
Chance of catching Stomach Flu doubled. Outdoorsman:
Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone:
Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient:
Less likely for wounds to become infected and slows Zombification. Asthmatic:
40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac:
May develop infection symptoms without being infected. Easily Amused:
Slower rate of boredom and unhappiness. Depression:
Becomes bored faster and gradually becomes sadder with time.
The Immune System:
The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
At 0%, you are fully healthy and won't get sick.
But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
This variable is invisible to the player, as it is to a real person.
When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.
There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.
Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
Minimum: -2200 Carbohydrates:
Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Lipids:
Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Proteins:
Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
Minimum: -500 Salts:
Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Sugars:
Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Vitamins:
Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.
Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
Symptoms are Congestion, Fever, Pain and a Sore Throat.
After catching Flu, there is a cooldown time before you can catch it again of around a month.
The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
Level 2 symptoms.
Level 3 Symptoms.
Level 4 Symptoms, risk of death without treatment.
A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
Symptoms are Congestion, Fever and a Sore Throat.
Can be directly treated with Antibiotics.
Level 1 Congestion and Sore Throat, no Fever.
Level 2 Congestion and Sore Throat, no Fever.
Level 3 Congestion and Sore Throat, Level 1 Fever.
Level 4 Congestion and Sore Throat, Level 2 Fever.
An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
Symptoms are Fever, Sore Throat and Shivers.
Can be directly treated with Antibiotics.
Level 1 Sore Throat and Shivers, no Fever.
Level 2 Sore Throat, Shivers and Fever.
Level 3 Sore Throat, Shivers and Fever.
Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
Can be caught by moving through dense vegetation during Spring.
Symptoms are Congestion and a Sore Throat.
Can be treated directly with Antihistamines.
Level 1 Congestion, no sore throat.
Level 2 Congestion, no Sore Throat.
Level 3 Congestion, Level 1 Sore Throat.
Level 4 Congestion, Level 2 Sore Throat.
An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
Symptoms are Nausea, Fever and Shivers.
Can be treated directly with Antibiotics.
Level 1 Nausea, no Fever or Shivers.
Level 2 Nausea, no Fever or Shivers.
Level 3 Nausea, Fever and Shivers.
Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
Level 4 Symptoms. Death is certain.
Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
Level 1 Nausea and Sore Throat, no others.
Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
Level 2 Symptoms, but no loss of Health.
Level 3 Symptoms, but no loss of Health.
Level 4 symptoms and gradual loss of Health. Death is certain.
Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
Level 1 Nausea, no other symptoms.
Level 2 Symptoms.
Level 3 Symptoms.
Level 4 Symptoms. Can be fatal if left untreated.
Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Shivers, Pain and gradual loss of Health.
Can be directly treated with food rich in Vitamins or Vitamins medication.
Level 1 Shivers and Pain, no loss of Health.
Level 2 Shivers and Pain, no loss of Health.
Level 3 Shivers and Pain, no loss of Health.
Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
Can be directly treated with food rich in Proteins.
Level 1 symptoms, no loss of Health.
Level 2 symptoms, no loss of Health.
Level 3 symptoms, no loss of Health.
Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Sore Throat, Shivers and the gradual loss of Health.
Can be directly treated with food rich in Salts.
Level 1 symptoms, no loss of Health.
Level 2 symptoms, no loss of Health.
Level 3 symptoms, no loss of Health.
Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
Level 1 Stress, no other Symptoms.
Level 2 Stress, Level 1 Sadness, no other Symptoms.
Level 3 Stress, Nausea, Sadness and Fever.
Level 4 Stress, Nausea, Sadness and Fever. Death is certain.
Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.
And that's that! Did I miss anything? What did y'all think?
VikiDikiRUS reacted to Okamikurainya in Door Overhaul
My suggestion is for doors to have some new variables added to them.
The lock type is exactly what it sounds like, the type of lock the door has.
These could be:
Dead Bolt -
The most common type of lock, requires a key to lock and unlock from both sides. Knob Lock -
For some interior doors, a simple switch on the door handle. Can be unlocked without a key provided you are on the right side of the door. (this is how all, aside from the black magnet lock doors, doors currently function in game) Magnet Lock -
A rare type of lock that will lose functionality when the power goes out. Can be unlocked with a Security Key Card found in the building or on a local zombie. This type of lock cannot be broken, but comes with the caveat of needing power.
A determining factor in the player's ability to pick a lock.
The structural strength of the lock.
The structural strength of the door itself.
These would all be viewable through a "Door Structure" screen, ala the "Vehicle Mechanics" for vehicles.
With that out of the way, we can work off of that to suggest some new mechanics...
The ability to pick locks. You could use a variety of items to pick locks, including...
Breaks easily but fairly common. Bobby Pin -
Not as common, but abundant in hair salons. A little more durable than paperclips. Crafted Lockpick -
Crafted using tweezers and a nail. A little more durable than a bobby pin. Lockpick -
A very rare item, can be found in police stations most commonly. The most durable of all. Bump Key - (Octopus)
Maybe crafted with a hammer and a key, these are pretty noisy though. Snap Gun - (Octopus)
High chance of picking a lock, but requires a sort of "ammo", and may damage the lock. Wire Hook - (Octopus)
A lockpick specifically for car doors. You'd find Coat Hangers in bedroom closets which you'd then "Craft" into the Wire Hook. Alternatively you could craft them from rolls of wire. Easy to make, easy to break. Slim Jim - (Octopus)
A lockpick specifically for car doors. Very rare but very durable, you might find one in a repair shop or hardware store.
Crafting an add-on for a door that enhances Lock Strength. If a player tries to open from the opposite side from the latch, they'll say "The Door is Barricaded".
This would come in a few flavours...
Simple Wooden Latch -
Not very strong, but gets the job done early on. Chain Hook -
A bit stronger than a Wooden Latch. Metal Latch -
The strongest of the latches.
Crafting an add-on for a door that enhances the Structural Strength of a door and prevents the lock from taking damage from kicks. As with Door Latching, a player will not be able to open the door from the opposite side of a barred door. You'd first craft a Door Bar Frame which you could then put a variety of objects into that will increase the amount of Structural Strength by varying degrees. A metal bar would work better than a plank, etc. When you unbar the door, the item that was being used to bar it will be added to your inventory.
Door Kicking -
Door kicking will have a chance to break the lock of the door without affecting the door's structural strength. Doing this would work relative to your strength and the Lock Strength of the door. This becomes harder if the door is latched or barred. While you may be able to get into houses more easily, this makes a lot of noise and a door may take a few kicks to break the lock. It will also render the door lockless, something you may not want if you're thinking of making that building a base. Door Breaching - (Tails)
Similar to kicking down the door, but with a higher success rate. Requires a crowbar to do so.
An unlocked, unlatched or unbarred door will be at risk of being accidentally opened if a zombie starts pounding at it.
Seems all doors are made out of wood at the moment... But in reality, they have a wide variety of materials.
The weakest kind of door. Wooden -
Okay strength, easy to make and disassemble. PVC -
Okay strength, difficult to make and disassemble. Metal -
Good strength, makes a lot of noise when hit at.
Some doors have windows in them, you'll be able to see through them and smash them to attempt unlocking the door in that way as well.
Ninja Rocks - (Octopus)
Crafted from spark plugs, can be used to quietly break car windows.
If I missed anything or y'all have any other suggestions, let me know.
VikiDikiRUS reacted to nasKo in Sunbeds and SunZeds
Hey all, it’s been another week of fixes on the Build 41 internal build mainframe. As examples of what we’ve been nixing it’s like death screens not triggering, zombies snapping down on death, balancing speeds, removing ‘pet zeds’ that would follow you and never die, stopping crashes and stopping carrying a spear two-handed making your character look like they’d shit themselves.
Here’s a few more interesting nuggets of dev, though, beyond the more everyday corrective tasks.
We received the latest versions of the Film Studio and paradise island Kingsmouth map from Xeonyx, which have been fully zoned for zeds in appropriate costumes. After some quick work from Martin swimwear was also provided, so we can now have summer scenes such as this within Zomboid. Huzzah for Bikini Zeds – and indeed hunky Swimshort Zeds.
(Please note that in these screens Yuri’s new water shader has not been fitted yet.)
In amongst other stuff this week we’ve added in:
Improved walking/running through tree anims. Balanced the consequence of heavy load/exhausted moodles on walk/run speeds and animations. Added in glass shard injuries on feet if you choose to walk on the new broken glass barefoot. Allowing for some fun John McClane scenarios at some point in the future, we’re sure. Added Hunter and Fisherman outfits, dumbbell and barbell weapons, a Hunting Vest item and removed the floppy wedding hat from roaming zombies (thought to be a sombrero on PZ Discord) after more internal debate than is strictly health. A floppy wedding hat would not stay on a zombie after a period of several weeks, no matter how much the Frenchman pleads. Improved defending against zed bites if you’re attacking them back, and taking into account your weapon skill, surrounding zombies, fitness & strength. STEALTH NEXT
In the coming week we plan to be improving on the already implemented basic elements of the stealth system. While the significant full cover system we have plans and anims for will be implemented post 41 (so as not to delay the build too much) the crouched walk / run has been added and seen in previous videos.
This will lower your profile as well as reduce your footstep volume, so will lower your chance of being spotted by a zombie. It’ll also have other features, such as if you crouch walk or run alongside a fence, you will get further bonuses to visual stealth to reduce the chance of a zombie spotting you from beyond it.
This will obviously become a lot more interesting mechanically in future builds, but we hope this will make stealthy play more interesting, allowing players to plan routes along fences to help them stay hidden from the zombies about town.
Seeing as there’s no vid this week, we’ve instead prised a new image from the Louisville map expansion from the iron cage of the Art Department. Please note though, as ever, that our version of Louisville is a HUGE undertaking and won’t be released in any of the forthcoming releases. It is still a long ways off.
This week’s featured image from the floppy wedding hat obsessive Frenchman. 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
VikiDikiRUS reacted to lemmy101 in The Sound of Mucus
Hear the 'difference':
The zombie sounds we've added are surprisingly similar (though we didn't consciously imitate) to a show that probably represents the most culturally relevant modern depiction of the zombie in popular culture, so to those saying 'too animalistic' or 'over the top' I respectfully disagree. The vast majority of feedback we've received has been overwhelmingly positive, we're extremely happy with the results, we may tweak volumes and hearing distances before release, or add more variation and degrees between different zombies, but this is how the zombies are now and there's nothing wrong with them. If they are 'too scary' then they are doing their job well, and someone of a nervous disposition or young age should not probably be playing if they are too scary. Zomboid has never been intended for the faint of heart and always blatantly and clearly intended and advertised to be a dark, bleak, nerve-wracking survival horror experience, and if it wasn't before these zombies, then it was a failing we've managed to overcome. This ain't Minecraft, it's Project Zomboid.
VikiDikiRUS reacted to nasKo in The Sound of Mucus
Hi all, short Thursdoid as hopefully videos can speak louder than words. Here’s a couple of videos taken from the latest internal build.
We won’t tell you what’s changed beyond the general polish we’ve been doing, but please make sure your sound/speakers are turned up.
Second up, here’s another video showing off some more gameplay – but please make sure you make it to the thrilling/chilling dénouement to see some of the more recently tied-in animations.
Please note that, even though these vids are direct from gameplay and lookin’ pretty cool, we still have a lot of stuff we want/need to get in before we IWBUMS.
There’s body masking and rotational anim tech from Zac, Savegame improvements from Yuri, a fair amount of MP-poking to get it all operational, more optimization and a several other things besides.
This is all falling into place at the moment, but right now a playable beta isn’t imminent and we’ll only open it up when the time is right – and when we’re at a point at which we’re able to deal with the flood of new external feedback. Right now there’s nothing that we don’t already know needs fixing/improving – but as soon as it’s ready-enough, we will let folks in.
Elsewhere this week RJ’s done a lot of loot balance – in the new version you’ll find house loot separated into more realistic cupboards and drawers rather than appearing all stuffed in together alongside polish to various different anims alongside Martin.
In terms of ‘dev’ stuff too, we’ve got a new version of AnimZed through from Zac now (1.4.0) which is helping us track down various issues in the animations, alongside our own rejigging/smoothening as we go.
We’ll do a full round-the-houses of all the different devs next week, but for now hopefully the two vids are enough to go on. Hope y’all are well!
This week’s soon-to-be-mulched survivor from Nernemes. 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!
VikiDikiRUS reacted to ZombieHunter in CLH - Russian Retexture | КЛХ - Русские Ретекстуры
Even though I have no idea what is written, the art it sellf looks great!
Nice job guys.
VikiDikiRUS got a reaction from Хибити\Hibiti [BLR] in How to make a (re-)texture pack
1) Open TileZed
1.2) Select "Tools -> .pack files -> Pack Viewer"
2) Select "File -> Open .pack"
2.1) Go to \Steam\steamapps\common\ProjectZomboid\media\texturepacks
2.2) Choose "Tiles2x.pack"
2.3) Select "File -> Extract Images"
I recommend you to select "Each tile as separate image" [Warning: There are more than 9900 tiles!]
2.4) Press at "..."
2.5) Choose any empty folder
Modify tiles as you wish
3) Select "Tools -> .pack files -> create .pack file"
3.1) Select any folder where you want to save your texture pack
3.2) Name the texture pack as "Tiles2x"
3.3) Select "Output texture size" -> "2048x2048"
3.4) Press "+"
3.5) Choose the folder with your modified tiles
3.6) If you have chosen "Each tile as separate image" at 2.3) step, uncheck the box.
3.7) Press OK
3.8) BACKUP VANILLA TILE2X
3.9) Put the modified "Tiles2x.pack" into \Steam\steamapps\common\ProjectZomboid\media\texturepacks
Russian Version [Русская Версия]
VikiDikiRUS reacted to nasKo in Combat Renovations
Given as we’re starting from a slightly blanker slate with Build 41 than we usually do, and combat by necessity is changing to match the improved visuals, this week we’ve been making some experimental balance changes to the game.
The primary goal of this is to bring Zomboid further into line with the fantasy of living in a zombie apocalypse – and making the zed threat as real and as valid as those you’d see in a Romero movie or The Walking Dead.
So, for example, one of our intentions has been to make sure that combat adheres to the more classic zombie philosophy of threats coming not from the front, but from behind – with zeds more likely to take a nice chunk out of your neck or shoulder.
Here’s a quick video with explanatory subtitles, but once you’ve viewed it please check out the extra-explanatory text below too.
(We think you’ll also agree with us that Mister Beever has excelled himself with the new music here too).
Soo… here comes our current thinking on this.
Although PLEASE NOTE this is very much our current thinking and NOT the final product. Some content will settle during transit. Player feedback, both within and without, will be sought when the time is right.
We’ve currently got it so one-on-one combat (from the front) feels much easier. One single, solo zombie will be unlikely to cause you too much of an issue if you’re armed with an effective weapon – and even without you should be able to deal with the situation. We’re not going to be that kind to you though. In the new build difficulty will come from two sources: unseen zombies which get close to you, and groups of zombies. Zombies to the side, and even moreso behind, will have a much greater chance of getting hold of you – and from that a much increased chance of landing a bite. From the front you’ll always have options to knock zombies back, push them and generally defend yourself with your arms. From the back, however, you’re much more likely to ‘get got’. Zombies currently go for the neck a lot more, as from the back it’s a much easier target for them. Neck bites have been much increased in severity of blood loss, and someone with a big chunk torn out of their neck is unlikely to survive longer than 10-20 seconds at most, perhaps even less. (We plan on some clothing to mitigate this risk once protective stats on clothing are working.) In real life (kinda) a group of zombies all attacking at the same time will divert your attention in many different ways – and compromise your ability to avoid them or push them away. To simulate this, each zombie attacking you now gets a boosted chance of laying a scratch or bite on you if there are a bunch of them attacking, and this boost goes up per zombie. So if you’re surrounded, don’t expect to be stood there 15 seconds, get lucky and run away with just a scratch. It’s not implemented yet, nor has Martin made us the anims for it yet, but it’s worth saying that we plan on having an ‘upper limit’ of zombies surrounding and attacking you that will trigger them to pull you to the ground and start to feast on you. There comes a point at which you’re simply overrun and overpowered, and the game currently does not allow for this. We may include multiplayer ways for a player to be saved from this fate before the bites start coming, and sandbox options, but for all intents and purposes we don’t think we can be considered a valid zombie survival simulator if there are 8 zombies pulling at you from every direction and you’re walking out of there alive. It’s not perfect yet in the build, and should be considered as ultra-experimental, but we’ve now got it so that swings at zombies on the floor do a hit test between the end of your weapon and the zed’s head. This means that you can no longer stomp or swing at a zombie’s pinky toe and the game will understand it as smashing its brains in. This has long been an irritation in a game where aiming for the head should be of paramount importance. As such, the player will need to position themselves so their bat will (approximately) aim at the zed head – with a hitbox that’s hopefully generous enough to compensate for inaccuracy of the viewpoint and controls. Due to feedback from the community on anims vids, and our own internal testing, we’ve also upped movement and combat speeds a tad to try make things a little less sluggish. This may get toned down depending on how it affects long term difficulty – and also overloaded, unfit and tired characters will clearly move more slowly OTHER STUFF DONE THIS WEEK
Polish for zeds eating, them noticing and rising to attack you – and the ability to attack them properly while they feed. As part of the gameplay balance mission we’ve been messing around with stomp damage, (barefoot vs. shoe-wearing etc) and fixed zeds staggering back and sliding after attacks too. We’ve also done stuff like increase knockdowns chance when pushing a zombie – which is a lot more dependent on character strength now. Martin has added animation so zeds can bite seated player characters, and better bite reactions from the bitten. Likewise he’s made zombie head hit reactions whilst they lie on the floor, whether on their front or on their back. Tim has fixed a prevalent issue with footsteps – in that they weren’t playing and needed tying to the new animation system whether you’re sneaking, walking or running. He’s also fixed loads of issues around melee attacks in vehicles, reloading and flipping corpses. Zac has been working on fixing blending issues, and done super-well with it to the extent that the first video above runs without a single one – bar a minor one that’s rooted in data rather than the anim system itself. (Boring to read, but a big ‘yay’ for us.) ChrisW has committed a bunch of improvements to the new cutaway system – which is working well, but needs a fair amount of polish work and gremlin chasing. It’s already working really well in-game though, and complements the new animations nicely. Thanks all! Cheers for coming to our little Thursdoid info-nugget.
This week’s misty moment from Computerheadguy. 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 PZWiki 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!
VikiDikiRUS reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры
95 файлов из 243 готово
95 files from 243 complite
VikiDikiRUS got a reaction from Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры
Лучше второй вариант, как по мне.
Я ещё думаю, что тут некая игра слов с fossoil: fossil - ископаемое, маскот у них - динозавр. Добавили одну букву "О", получился: fossoil. Я не думаю, что как-нибудь можно будет обыграть на русском, но всё же.
VikiDikiRUS reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры
Еще немного наработок.
По поводу Кучки Крепа) Креп.. или Крейп - это французкие блинчики. Считаю что "Кучка Крепа" вполне хороший вариант + не забываем, что на ретекстурах ограничена область работы.
Ребята. У меня к вам вопрос по переводу названий заправок Gas-2-GO, и FOSSOIL.
Как лучше перевести? "Масла Фос" и "Газ Идёт"? Или "Гас-2-ГО" и "ФОССОИЛ"?
VikiDikiRUS reacted to nasKo in Night Drivin’
Hello all, for your viewing delectation today we have an extended gameplay compilation from the internal test build – the roughest edges/bugs now sufficiently quashed to allow for it.
As we explain in the vid we still have a fair few issues to chase down in the coming weeks: strafing issues, character wheeling meaning it feels quite imprecise with the turning circle, general combat issues where some weapons feel too slow/fast etc.
We also still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. None of which are overnight affairs.
So you can see what work we still have to do, we’ve used some subtitling to underline some of the issues as and when they crop up during the gameplay.
All that said though, it’s really feeling fun to play – and to look at. So, here we go.
Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build.
Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release.
We have also done work on attacks to feeding zombies, and added more zombie-like stances to zeds eating dead bodies. We are also in the process of adding smashed glass that lands after you break windows, which will then prove a hazard if you fall on it during your escape – or of course don’t wear shoes and do a John McClane over it.
Short but hopefully sweet! See you next time!
This week’s night drive from Spicy Eggplant. 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.
VikiDikiRUS reacted to Ayrton Orio in Cap Levi, Normandy, France
Remade light house
naturally protected areas
Those screenshot come from the test map that is quite detailed, the rest are previews from the rest of the map
large hedge row and fields
here you can see how I tried to simulate oceanic influence to help sell the seaside before you see the water
the last on is to show how much of a mess Cherbourg is for now, but I found a few "clever" way to populate it quite quickly.
2) I have also been working with Mr Danny ( link) on creating new car models, suited for France.
On the last image you can see the rust map as well. Some of the maps still need to be done...
and later on Citroen DS
A cargo version of each is planned eventually. (maybe a rally version too!)
TLDR: I will release the map when I have added POI to the extended map and when the 2CV and 4L vehicle will be ready to go.
VikiDikiRUS reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры
Вот наконец, я решил взяться за русификацию текстур, для моего перевода CLH - Народный Русификатор.
Как и раньше - прошу вашей помощи, если я гдето 100% не прав (Но Розвуд я оставлю как есть =D).
В конце каждой неделе буду вылаживать ретекстурки в этой теме, если будут ошибки в переводе - сообщайте.
ПРОШУ ПРОЙТИ МИМО ДАННОЙ ТЕМЫ, золотую часть нашего РУ камьюнити, которое хочет написать: ОНО НЕ НУЖНО! КО!КО!КО!КО!.
В первую очередь, ретекстуры делаю для себя. А уже потом для вас. Так что свое мнение о ненужности мода засуньте поглубже.
Простите за мою грубость
VikiDikiRUS reacted to nasKo in Zed Snacking
The guy who writes the Thursday blogs is having a fun time with a screaming baby, a wife with bad toothache and another child intent on destroying things – but the good news is that there’s some cool stuff to show you today, and a sudden brief window in which to write about them. And so, onward…
There’s a lot of general smoothening of rough edges happening on the build at the moment, and to give you an idea of what sort of items these are then currently on the internal ‘Top Three Issues!’ Sasha Shit List are: jolting walking animations on initial start-up, inconsistency with the directions of melee attacks and the way that timed actions (farming, pouring, building etc) have to play out before you can defend yourself from roaming zeds.
In amongst this necessary fixes, though there’s also some fun stuff being added to the internal playable test build. Primarily discoveries that will make it a more varied and interesting experience when exploring your surroundings.
In the next build we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below:
Meanwhile the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game.
In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds.
[PLEASE NOTE THIS IMAGE IS WIP, AND CLEARLY DEBUG – POSES ETC WILL BE MORE VARIED AND IMPROVED]
OTHER NEWLY IMPLEMENTED ANIMATIONS
Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.
Crikey, this game’s quite dark isn’t it?
We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.
For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that there’s always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.
All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.
PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE
The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of a Harryhausen or fantasy mod. Good times to come hopefully.
This week’s fast food order from Lazy Joe. 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. Also OMG have you seeeen Xonic’s Mall map? It’s super-good. Please check it out.
VikiDikiRUS reacted to Junkid in More details
I think PZ sorely lacking of details for a zombie apocalypse, streets are too clean, everything is too smooth...
So, here's a list of some improvements that can be added to the game:
- More wastes (more trash on the street, like papers, blood, bodies...)
- More street furnitures (barricades, sandbags, destroyed police barrage, overturned cars, bus stops, destroyed or damaged steetlights...)
- More horror (rotten bodies, dead bodies with supplies, blood splatters, bones, mummified bodies, suiciders, clothes and broken dishes on floor in houses...)
- More mess in houses (broken furnitures, bullet holes in walls, jammed doors, water leak, etc...)
- More visible nature taking back her rights (foliage and grass can grow up inside houses)
You can complete the list or tell what you thing about.
Hope this thread is not a copy of hundred other theads.
VikiDikiRUS reacted to nasKo in Zed Inn
It’s been a week of consolidation really in terms of Build 41, so nothing really super AMAZING that folk haven’t seen before – but there’s still a few items of note that we thought you might be interested in.
Our primary rule with Build 41 is that we’re updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version.
A good example of this is something that’s been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various loot stashes.
Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced ‘uniformed’ survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest.
They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this:
Over with General Arcade Yuri has been continuing his visual effect work – and has fine-tuned his water so that waves and ripples aren’t as small. When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this.
Right now Yuri is also addressing something that’s been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuri’s currently updating the physics for:
Also, it won’t be for Build 41, but Yuri has also continued his early experimental work in terms of getting a particle system up and running to improve our fire visuals – please note however again that the results are FAR from complete, and we won’t be showing anything else of this for quite a while as Yuri will now be on Build 41 fixes, optimization and polish until release.
Oh, and just today we found a way to make PZ feel a little more American.
Thanks all, hopefully a bit of a longer/deeper blog next Thursday. Our best to all!
This week’s unstaffed bar from Ксения. 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.