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VikiDikiRUS

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  1. Like
    VikiDikiRUS reacted to Ayrton Orio in Cap Levi, Normandy, France   
    new fields, flowers and viniards



  2. Like
    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.
  3. Spiffo
    VikiDikiRUS reacted to EnigmaGrey in Is there any way to replace vanilla textures?    
    Glad to hear it worked out.
  4. Spiffo
    VikiDikiRUS got a reaction from EUDOXIO in Is there any way to replace vanilla textures?    
    Thanks, Enigma! Now we know how to make texturepacks!
     
     
    Love ya :>
  5. Pie
    VikiDikiRUS got a reaction from trombonaught 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 
     
    Profit!
     
    Russian Version [Русская Версия]
     
     
     
  6. Like
    VikiDikiRUS reacted to Blake81 in Advanced Zedonometry   
    Tries to understand all the technical info above
     
    So, uh.... Magic, right? You guys are Mathemagicians, I reckon. My brain almost BSODed by trying to make sense to just one of those images....
  7. Like
    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!
  8. Like
    VikiDikiRUS reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Обновки

    Процесс:
    95 файлов из 243 готово
    Progress:
    95 files from 243 complite
  9. Like
    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.  
  10. Like
    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"?
  11. Like
    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.
  12. Like
    VikiDikiRUS reacted to Ayrton Orio in Cap Levi, Normandy, France   
    https://ibb.co/Qb2Pchr
    salt marsh
     
    https://ibb.co/JtQk7rw
    Remade light house
     
    https://ibb.co/RzfZhc6
    naturally protected areas
     
    https://ibb.co/j3xWkN7
    Gulf course!
     
    Those screenshot come from the test map that is quite detailed, the rest are previews from the rest of the map
     
    https://ibb.co/dQG7NZC
    airport
     
    https://ibb.co/rG0Lwtm
    large hedge row and fields
     
    https://ibb.co/NL05FKk
    here you can see how I tried to simulate oceanic influence to help sell the seaside before you see the water
     
    https://ibb.co/QbfB6rF
    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.
    Renault 4L
    https://ibb.co/FKKQSWD
    https://ibb.co/QdcKF62
    https://ibb.co/9vpdG01
    On the last image you can see the rust map as well. Some of the maps still need to be done...
     
    Citroen 2CV
    https://ibb.co/LNR7GGn
    https://ibb.co/d6M820w
     
    and later on Citroen DS
    https://ibb.co/zPxKGvr
     
    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.
     
     
     
  13. Like
    VikiDikiRUS reacted to Хибити\Hibiti [BLR] in CLH - Russian Retexture | КЛХ - Русские Ретекстуры   
    Всем привет.
    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
     
  14. Like
    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.
     
    BODIES EVERYWHERE
    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?
      MODDING POTENTIAL
    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.
  15. Like
    VikiDikiRUS reacted to Junkid in More details   
    Hi,
     
    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.
  16. Like
    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.
    SURVIVOR ZEDS
    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:
    YURI ESCAPADES
    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.
    AND FINALLY
    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.
  17. Like
    VikiDikiRUS reacted to nasKo in Sunstar Snaps   
    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week.
    First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary.
    In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system.
    Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending.
    Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally).
    As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.
    Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on.
    Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above.
    This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games.
    We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world.
    Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.
    We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
    At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).
    Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands.
    OTHER STUFF
    Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings.
    We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS.
    Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes.
    Finally, It is very important that this reddit post gets upvoted. Please do so if you can.
    This week’s motel horde from AfterLife. 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.
  18. Like
    VikiDikiRUS reacted to nasKo in Taking me Pyre   
    Hey all, this week has largely comprised of bug-fixing, optimization and general necessary busywork around what was discussed and shown last week, alongside the compilation anims vid.
    That said we have implemented zombies that get covered in blood, which can be seen below, and are continuing to tick items off the list from Connall and Turbo’s vast timed action spreadsheet. Screenshots of which can also be seen below.
    Please note that in Build 41’s final form blood will slowly accumulate on zombies and player through combat, though clearly a certain number will be gory from the word go.
    (It should also be underlined at this point that we’re now in the process of working out exactly which anims will be included in the first release, and which won’t – ducking behind fences and wall-hugging, for example, is a confirmed ‘not 41’ at this point as we want to get the fundamentals right first.)
    CONTROLLER BETA
    Stas has been going great guns with our public controller beta, and we’re now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details can be found here. We’re approaching the end of this work now, and would like to thank Stas and General Arcade for all the great effort that’s been put into this aspect of the code.
    MAP EXPANSION
    While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter.
    Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future
    Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here,for example, is the main resort building on the fictional paradise island of Kingsmouth.
    This week’s parking lot pyre from David8 [FOR ALL]. 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.
     
     
  19. Like
    VikiDikiRUS reacted to nasKo in Jan(im)uary   
    Hey all, a few WIP videos and updates from the team’s collective work inside the anims code for Build 41 this week.
    ANIMATIONS
    This week a lot of progress has been made with the TIS coders implementing the game code side to tie in the new animation system to all the game systems. RJ has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations you’ve seen, though now tied 100% into the PZ combat, character and simulation systems.
    Connall and Turbo have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting,and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.
    EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.
    In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front of  zombies and such.
    There are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so here’s a carefully curated compilation to give you an idea of the where we are.
    If you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that…’, then we’re probably already on it. 
    CUTAWAYS
    ChrisW’s sims-style cutaway work has really started to approach the point where we can see the vast improvement it will make to visibility in buildings. There are still a few small issues to address,not least we may still need to explore transparent doors and tall furniture (such as wardrobes or fridges) in certain circumstances to avoid obstructing the view of the player, but we’re very excited to get this in as it makes the experience so much more solid.
    GROUND WATER
    Yuri has been putting the finishing touches on the puddle system, as well as tying it into the 40’s climate stuff, and we’re super happy with how he’s been able to add that visual spark to the water effects in the game.
    Our next plans for Yuri’s visual effects overhaul couldn’t be more opposite, as we’re finally getting some visual love and attention put into fire, one of our most ancient and jankiest looking systems. We’re excited to see what he does with it, and at the same time as a visual boost, we’re planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles.
    This week’s group shot from Corusuke3. 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.
  20. Like
    VikiDikiRUS reacted to Legoland99 in Back from the dead, should I start making a map ? (IDEAS NEEDED)   
    Hello survivors, my name is Filip and last year I was working together with Neutz to make a large city map. We both had to stale due to me having exams and getting into university, and also breaking all of my facial bones on my right side and forgetting a month's worth of things. I am happy to announce that as of now I am thinking of starting a map, while using the over 300+ buildings that I have made in the last year, plus hundreds more to come. I don't know the basics of map making or what my map will be off, just know that it will contain both rural , hills, towns and some cities. Alongside that I will be adding things such as a monorail and other assets that I think will make some people happy when exploring cities ( no, the monorail won't be drivable, but you can climb on the tracks, jump through the emergency openings and maybe find some valuable, random loot to check and stay safe in the air from the hordes of zombies below. Stores will be gated, broken down cars, checkpoints, contained areas and much more will be available in the cities, while the rural areas will be either picked clean or swarming with the moving hordes of the undead. You will be able to find an airport that you can explore, bunkers, cabins deeply burrowed in the woods, burnt down suburbs, a factory sewer system and much more. It will take time, sure, but I will do my best to see it done. Any ideas are welcomed for this project and I will take them into account. If you want any poi's to be added, anything special included and so on I will try my best to do so. 
     
    Waiting for your ideas and responses!
  21. Like
    VikiDikiRUS reacted to nasKo in Nightzedding   
    Hey all, Thursday greetings.
    40 PATCHING
    We’ve currently got the final Build 40 patch in a public IWBUMS beta, and since last week have released 40.37 and 40.38  into it. This includes Turbo’s new night shaders and more colourful/useful interior lights, flashlights and headlights as we felt that Build 40 had moved away from what we wanted in this respect. You can see the video of this from a previous Thursdoid here.
    So far IWBUMS testers have reacted really positively the new nights, which is heartening to see. We’ve had quite a few comments like “Night-time looks like the old PZ nights and flashlights finally have a function, this is amazing!” and similar, which is exactly what we were hoping for.
    IWBUMS beta 40.39 was due for release today ready for the public patch, but Stas is still hitting a chatbox whisper bug with a code hammer. It will also add in, upon arrival, a fix for players getting wet in some player constructions and add back in the system we have that governs on how dark nights are depending on how bright the moon is.
    Turbo has also added the dither circle stencil to the weathermask system (the ring of visibility around the player) when it comes to being inside buildings, which really improves the look of it all. Here’s a video of it without, and here’s a video of it with.
    41 ANIMS AND MODELS
    Work continues with the AnimZed tool, clothing, layering, spawned zed outfits and similar. There’s still loads of stuff to do under the hood for 41, but we’re now in a position to hopefully provide more visual updates in blogs each week.
    This first video touches on what we discussed last week – the ability to layer clothing in whatever order we/you please for added player/zombie variety.
    This allows for full length clothing items like dresses, different sorts of shoes, the ability to wear an apron under a jacket, different underwear etc.
    This week Zac has also added a zombie spawn test function that creates zeds wearing different outfits from our assigned collection – or all dress the same. This is so we have a convenient way of testing all the different randomized and non-randomized clothing items at once.
    Finally for this section, here are some of the dev-defined Career Zed outfits that the system’s easily conjuring up for Martin. 
    WATERZED
    Yuri this week has continued working on the code for calculating the direction of water movement that we discussed last week – meaning that the game now knows where water should be still and where it should flow.
    He’s also fixed some model issues he was having with the anims build, and improved the way banks look. As we’ve said before, it might look too realistic in some aspects of it – but the different quality options give us room to play here.
    SIMS-STYLE CUTAWAYS
    Chris W is back with us and back in the code, picking up where he left off with improving the way that building interiors are displayed – to the extent that one day our aforementioned friend the dithered visibility circle stencil will no longer be a requirement.
    “I’m replacing the old method of stencilling out walls that obscure the interiors” he explains.  “The new method will cut the walls down to ankle height, so you can still see where they should be.”
    “The system uses shaders to combine multiple texture samplers, while the old method used multiple passes. When it’s finished, it’ll include curved transitions between the full walls and the cutaway walls. You can see my first work on this in the screen below, but there’s still a lot to change and fix.”
    OTHER STUFF
    Stas continues his work on the ControllerTest Build, with a fixes version released to testers today. If you would like to join in the test beta and earn yourself a free PZ code, enquire within. Bitbaboon Steve is back with us and investigating ways to optimize MP. RJ is looking into ways to allow us better control over our loot spawn system and difficulty levels, given the many new items that future builds will bring. Mash continues with her work/marathon in the creation of our take on Louisville, and is currently creating the crumbier/seedier end of town. This week’s plea from the forum from Sick Boy. 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. TheCentralized 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. Like
    VikiDikiRUS got a reaction from Defective Soul in bug on the map   
    It's not a bug, It's a feature.
    Well, I hope so. 
  23. Like
    VikiDikiRUS reacted to nasKo in The Darkness   
    Hey everyone, lots to get through today soooo…
    PUBLIC BUILD 40 PATCHED
    We’ve just patched Build 40, which is now up to version 40.36. Primary improvements you’ll notice are:
    Local text chat now audible/legible from a distance, and no longer obscured. Weather period frequency throughout the whole year increased, and more heavy weather. Car alarms now attract zeds again. Chat now logged on server (format will be improved later) Less getting wet in inappropriate places There’s a fair amount of other stuff too though, details on which can be found here on the forum.
    NEXT 40 PATCH: BETTER NIGHTS
    One of the biggest problems with Build 40 on release was that the new time of day, and time of year, shaders didn’t play very nicely with the lighting system. Flashlights, internal lighting and vehicle headlights all suddenly look very washed out. Players who venture out in the dark weren’t having as much fun as usual.
    As such, Turbo has been working on an improvement that we want to get into the current public version before he moves fully into Build 41. Vids of this can be seen below.

    We hope you agree that it looks far, far better – and more than a little scarier to boot.
    “In the above videos the ambient values have been changed along with the colours during dark periods (night/storms)” Turbo explains. “This fixes the headlights, flashlights etc and makes darkness look better in general.”
    “Also seen below is some improved and indoor lighting during dark times. In the initial Build 40 release my shader overlay coloring messed it all up – so now the shader coloring is disabled when you’re indoors. This did come with the problem that when you’re looking outside you wouldn’t see darkness or weather effects, however, so I’m now using the mask cut-out I created for rain to overlay an external colored texture too.”

    “Before we patch I will probably adjust storms a bit too though, as currently they lose a bit too much of their storm tint.”

    BUILD 41
    We’re transitioning the PZ coders over to the work that TEA have done on animations for Build 41, but in the mean-time guys like Zac and Grant are continuing to improve tools and, in the case of Grant, do some optimization of the anims codebase.
    “I’m doing a lot of work on the new clothing tech at the moment” explains Zac. “Using AnimZed wearable bags like backpacks are now visible on the character, and characters can equip custom clothing meshes on top of the base rig.”
    “This allows outfits such as baggy jeans, coats, dresses, hoodies, jump-suits, and so on and parts of the base mesh can be now be masked out to prevent clipping and/or overdraw. When this gets to the modders then it’d be fairly simple to even do something like replace a character’s hand with a pirate’s hook or something.”
    “It’s all customized for each clothing item, using the paper-doll UI inside the new ClothingItem Editor. There’s also random tints for more variety in the clothing too.”

    (please note: on the spot turning animations are not in the build yet but will be before release!)
    WATER STUFF
    Regular Thursdoiders will know that Yuri is currently working on the improved appearance of water for Build 41. Below you’ll find what it looks like currently, but here’s a note on what to look out for:
    A ripple effect has been added to the water, that will let players to see the direction and speed of the wind added to the game in Build 40 on the water’s surface. The water shader now accepts data for flow direction and speed for each tile in the map, so rivers are now more realistic. In the video you can see how the water flows more slowly near the bank, and also how the flow of water smoothly changes its direction along the river. Three water ‘visual quality’ options have been added. There is now a high and low quality option for both dynamic water and static water. Low quality dynamic water puts a very small load on the GPU, so it should be okay on most PCs.
    You can also see Yuri playing around with the different debug values for this system here.
    PUBLIC CONTROLLER BUILD TEST

    We’re currently running a beta for the work that Stas has recently been doing on gamepad controller improvements, and folk have been contributing some absolutely brilliant feedback.
    If you enjoy playing PZ with a pad want to join in, and earn yourself a FREE PZ CODE, then simply visit this thread, install the controllers beta, play for a few hours and answer the ten questions we’ve provided.
    This morning we released a new version of the Controllers build using your feedback, and Stas has quashed many of the bugs that were irking people. So now is a great time to join in.
    Please note that currently only PC players can run the build, and also that the joypad back-end system, configuration and bindings have been completely rewritten from the ground up. In the process some aspects of the controls and default bindings have been changed in the rewriting process – if you have any issues with the default bindings and behaviours of the controls we’d like to hear about it.
    NEW DENVER UPDATED – NOW SLOCAN LAKE
    A quick shout out for Xeonyx, the creator of the wonderful map mod New Denver – which has recently been renamed as Slocan Lake. Jamie is now making Challenge maps for the main game, the first of which will likely appear in Build 41 at this point, but wanted to bring his most famous mod creation up to date.
    The new version of Slocan Lake now has vehicle spawns and lootable maps, and no longer covers up areas of the vanilla zomboid map. You can find it here.

    “With the additions of the towns of Silverton and Rosebery,” explains Xeonyx, “I felt it necessary to change the name of the map mod to Slocan Lake BC to better reflect the region the map takes place in, and not just the first town that was completed.”
    “Players can now choose to start in one of the three towns as opposed to just New Denver, and with vehicles being added it makes for easier travel between places. I’ve also added forage zones to let players to gather supplies, even when they’re kilometers deep in the bush.”
    “Traveling players will find the map no longer covers parts of the vanilla map (Farmlands, Rosewood Prison etc) and has been pushed South. So if you find a road going South off the highway here, this will take you to New Denver.”
    “I’ve also added lootable maps to the mod, so you have maps of Silverton, New Denver, Rosebery, Full Region Map and Golf Course Cards out there to find. I also added in the real world street names on the town maps for players wanting to better navigate, and clearly to underline how the map mod is a 1:1 scale recreation of the real life region where I live.”

    This week’s pile-up from Maris. 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. Oh, and Happy Thanksgiving to all our American survivors!
  24. pillow
    VikiDikiRUS reacted to Burger_Time in Chance of breaking legs is very low.   
    Even if you jump from the third floor, you less likely to get fracture. 
     
    I really want to break my legs! Please!
  25. Like
    VikiDikiRUS got a reaction from Geras in bug on the map   
    It's not a bug, It's a feature.
    Well, I hope so. 
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