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Sieben

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  1. Like
    Sieben got a reaction from ManoGihl in Sieben's little - How to - I made some stuff for buildings   
    Because of use to many pictures in one thread! (and smilies )
     
    Part 2:
     
    How to recreate my military tents



    - Some "shadows". We'll take for them the grime in overlay_grime_floor_01 set as "Funiture"

    Step 2: Presets
    Because we are really getting bored after setting tile for tile in the BuildingEditor, let's create some presets (it's also better for the overview)!

    - I'll create in the next step a 6x9 room so let us create two preset with the tarpauline. We need just west and north. For each wall length drag and drop the tarpauline tile in the fields. 6x west and 6x north, set as "WallOverlay" and then 9x west and 9x north, set as "WallOverlay"
    - So we need also the floor grime (the light version, because they'll stack) 6 in a row for each direction (W,N,E,S) and (don't give up!) 9 in a row for each direction.



    - Now that we have lost the last of our sanity let's create one more preset with floor grime: a 4x4 size with the grime corners (just west) pointing to the center.



    Note: If you should use some tiles more than once then it could be helpfull to make presets with a row length of 1, 2, 3, 4, 5 and 10. 6-9 or 10+ rows can be combined with the created presets. Not only usefull for overlays, you can also create presets for funiture too, like a table with chairs for example.

    Step 3: Creating 1 room
    Create 1 room with the chosen interior wall and floor (if you want some; I'll make a pavilion styled one, which takes over the ground from the map it placed on).
    Like I mentioned it in "Step 2" my tent has a size of 6x9 tiles.

    Also change the exterior wall to your favorite wall.



    Step 4: WallOverlay and WallFuniture
    WallOverlays are stackable two times. The second overlay "buries" the first one.

    On my military tents I used an old technique. This tutorial one is a bit complicate but has "more" details. In my older version I used only WallOverlays, but there is a limit of two overlays. Adding a third overlay makes the first one vanish. So I used less tent poles in the tents.
    With a combination of WallOverlay and WallFuniture you can bypass the limit, but there are rules!!!

    WallFuniture always dominate WallOverlay because WallOverlay just change the wall and Wallfuniture is an "object" (like a clock) at the wall. So it doesn't matter how often you change the wall, the object will be visible. We can work with this!

    - Because I want the tent poles only seen from inside (the exeption is the bottom), place outside the corners with the "WallOverlay"



    - Now I'm placing the tarpauline-presets at the exterior wall. You'll see that the corners vanish except the bottom thanks to the fancy look of the tarpauline



    - Place also the tarpauline-presets at the interior wall. If we would now place at the upper corner a corner with "WallOverlay" one tile would vanish (based on which tarpauline you set earlier at first, because there is no cornertile for this and two overlays are used to create the corner)
    - So place in the interior the corners with "WallFuniture"
    - At last at the outside place the tarpaulin "endings" twice (west and north) until the Corner will be covered by them.



    - For more "realism" let's place two corners as "Funiture" at the center of the tent, because the roof would be sag... if not.



    Step 5: Second Floor
    Add a second floor for the roof by pressing the "1/1 Floor"-button in the workbar, then the (+)-symbol and OK-it.

    Place the roof until the lower room is covered

    Step 6: "Shadowing"
    If we look at our tent at this time we see the 1st floor looks really cool but the second looks... hmm let's say it looks "sterile".



    We can make it looks better but not perfectly. If you go with this stage of building then it's OK but remain here and read further
    - Let's place the 6 row-preset and the 9 row-preset at the borders of the roof.



    Hmm, so finished! Have Fun! NO WAIT!

    If we change the floors there are two tent poles in the center, wouldn't it be better if you can see at the roof that they exist even without entering the tent?!

    - Let's place the 4x4 grime-preset on each position, where the upper part of the "tent poles" would be.



    Better... for me

    Step 6: Other things
    - Finally we need a entrance. Because a real door doesn't seem right here, just take the doorframe without a door (choose "NONE" at doors). If we now placing the doorframe we'll notice that the real wall is replaced but the overlay remains. Nice a "Curtain"-door!
    - You can also place windows at your tent. Sadly these are realwindows (with glass), so you can break them.



    Note: Because there is no door a survivor can just went through the overlay but can't look inside. Same the Window, can't see through but if opened he can climb through. Also that this tent is a room there is a chance that the alarm turns on if entering. Z's can also go through the entrances . So be warned until the survivor won't build a door at the entrance these tents are not save. I like them

     
    How to make funny things with: WallOverlays
    -> Window Shutters



     
    Step 4: Create a preset
    Create a preset with the garage gate in the length of your drawn wall. Set is at WallOverlay.



     
    Step 5: Merge them
    Place the "window shutters" at your glass wall.
     
    Finished



     
    Closed Version
     
    Just the closed version of the garage gate as preset and set as Wall. Nothing special, need no image
     
    (Heading west and north if you staying inside in front of the door)
     
    Open Version
     
    Just a glass wall with a door. Nothing special, need no image because you've just drawn it a little while ago
     
    Closed Version
     
    Step 1:What we need
    A wall and shutters . No I should say "shutters and a wall... and a door". Use tiles: the wall from walls_commercial_01 and this time the garage gate (closed) walls_garage 02. Use a door you like, I'll take the black bordered glass door from fixtures_doors_01.
     
    Step 2: Create presets
    We need this time three presets:
    1. The closed version of the garage gate (mine has a length of 7 tiles like before) set as Wall.
    2. A glass wall preset with a door frame in it. Don't worry you can just add 3 wall tiles, 1 door frame and again 3 wall tiles in your preset. Set this as WallOverlay
    3. A door preset. Just the door . Set it as WallOverlay. Why? Because if you place a real door instead of the fake one, there will be a missing tile in the garage gate.
     
    Step 3: Place garage gate
    Place it.



     
    Step 4: Merge them
    Place the glass wall overlay at the garage wall and then place the door overlay where the door frame is.



     
    Finished




     
    The end... for now
  2. Like
    Sieben reacted to trombonaught in Seriously? No Non-Player Character Survivors in Single player mode?   
    If you just bought the game... maybe it's worth a read into the development that HAS occurred over those years.
     
    The game's development has it's pace, and whether that's to be described as slow or not within it's own context doesn't really matter. It's active, it has a community, and it generates enough interest to keep it's growing team paid. It's a hobby, and people are into it. It's a business, and the model is working. 
     
    If you want NPCs, buy a game that says it has NPCs , or that shows them in a video, or that gives you any concrete basis from which to support your assumption that it has NPCs. Your unfounded understanding based on the "environment" in which the game is marketed sounds... kind words escape me.
  3. Like
    Sieben reacted to Vyn Halcyon in Is PZ Ever going to get finished?   
    I don't really care for NPC's.  
    Didn't need them in the long dark, ARK, or Subnautica, Myst, Osiris: New Dawn, Planet Nomads, 7 Days to Die . That's probably why i'm at peace here. 
     
    Only NPC's I encountered that I had to actually outSMART were the ones in NeoScavenger. They can actually kill you in your sleep.  
     
    I get my kicks from long term survival logistics and strategic mobility.  It's why i'm getting my kicks from the above mentioned games and PZ. 
     
    Cauterizing wounds.  Why? You can bandage it. You can disinfect wounds with alcohol and cotton. Then drench a rag in disinfectant and use that as a bandage. That's better than taking a hunting knife and cauterizing one's wound. You'd sooner find rags than fire to heat up a knife. Especially with zombies everywhere. 
     
    As for sanity.  The chances that a player will quit before the character itself quits is a nice measure of sanity.  
     
    Lack of NPC's? The Zombie virus is an airborne transmitted disease. Your one of the lucky ones who are immune to the aerial element of it. 
     
    So PZ promised NPC's?    Well get this.   and GET THIS GOOD:   
     
    Wildcard promised variable length bridges for over 2 years, only to have REMOVED it off the list, after selling not one, but 2!!!! DLC!!!! during early access. 
     
    The Indie Stone isn't gonna abandon NPC's, which BTW, was never promised to begin with by the same team. (different team working on PZ now)  
     
     
  4. Like
    Sieben reacted to Svarog in Is PZ Ever going to get finished?   
    You know, If I was still 16-18, had little pocket money and fck all to do, I'd be frustrated too but I'm too old to get annoyed at stuff like this precisely because I spend what I spent on this game on microwave dinners that barely have a taste alone over a typical week at my job. And that's without counting my rent, nicotine addiction, bus ticket costs etc. At least when i have a free moment I can enjoy this thing I bought for 15€ years ago and it's getting new features as time goes on so it remains kinda fresh all the time!

    I'm just grateful the devs keep working on the game, slow as they might, because I know for a fact I would have dropped the project years ago due to burn out, maybe I'd pay off some modder for the right to integrate and MAAAAYBE improve their NPC/whatever mod before I slapped 1.0 on the thing, released it and moved on with my life because I wouldn't have been able to take one more second of looking at the same damn code day in and day out.

    Call me an apologist if you want, I used to feel the frustration too, life goes on though and there are more important/real things to get pissed off at as it does
  5. Like
    Sieben reacted to Svarog in Is PZ Ever going to get finished?   
    You know what I used to do when I got tired of waiting for updates and got burned out? Found myself another game or thing to occupy time with.

    It's just what... 15€? I hope to god people who are so beyond pissed off because they bought something for 15€ and years later it didn't bloom into their dream never make a bad investment on the market. I burn that kinda money a month in cigarettes. (Probably more)
  6. Like
    Sieben reacted to Batsphinx in Released: Vehicle Tech Test build   
    Hello! Today we’re releasing an early version of our vehicles build as a Tech Test. We are currently streamlining performance, and as such need to know how the build runs on the many/various/countless different machines that make up the PZ community.
     
    It's a Work in Progress version (and still needs a bunch of gameplay and features attached to it) but it’s also quite fun to drive around and see the sights in – so we do hope you enjoy it and like where it’s all headed.
     
    The only fly in the ointment is that we don't have a Mac build right now, and this will be coming later this week. So apologies to our non-Linux and non-PC people.
     
    Our thanks to EasyPickins, Yuri and all the General Arcade gang for all their work so far on this!
     
    HOW TO GET IT
     
    First off, if you currently have an ongoing PZ game then be sure to back up all your save files. Right click on Project Zomboid in your Steam library and select ‘Properties’ Navigate to the ‘Steam Beta’ tab A beta branch called ‘vehicle’ can be selected on the dropdown menu.  
    WHAT WE NEED TO KNOW
     
    We need to know about (computer-based) crashes that we haven’t come across in our internal testing. Please report these alongside the crash log in this thread. We need to know how your game performs on your machine for the first 10 minutes of play, and of course your system specs – and the platform version of PZ you’re running. (MSI Afterburner is a good program for this task, and its set-up instructions are here). Reports should again be put into this thread. Online capabilities are enabled but not widely tested. Any feedback from testing it out online would be appreciated.  
    WHAT YOU NEED TO KNOW
     
    This is a Vehicles Tech Test and, as such, is unpolished and unfinished. You should be aware of the following:
     
    At present cars are overpowered, and general gameplay balance is out of whack. The art-style of cars is temporary and hasn’t had the new, less intrusive, Mash textures added yet. Likewise, they are not ‘grounded’ by shadows right now. To aid community testing all cars are unlocked and fuelled. Current work on locked cars, gas tanks of varying emptiness and other gameplay can be seen with the startup command –disableeasyvehicles. Vehicle sounds are WIP and will improve, we're aware they aren't perfect but are just a first bash to make sure people have some audio feedback. Due to the current draw order some sprites and zombies car appear over cars. This means some ground sprites such as grass and zombie bodies can be drawn over cars, and occasionally cars may be drawn in the wrong order. Due to this being worked on on a separate branch, expect more bugs than usual in the non-vehicle-related realm and don't expect this to work as a stable or even IWBUMS version  
    DRIVING LESSON
     
    Once you have loaded up a new game then you’ll find cars in some driveways, and most parking lots. You can enter a car with ‘E’, though be sure to get in on the driver’s side if you want a swift exit.
     
    Press ‘V’ to open up a vehicle’s radial menu – from which you’ll find access to the ignition, car radio, headlights and more.
     

     
    Important: You use the key icon to start the car BUT sometimes repeated attempts at ignition will be required. The lack of sound effects means that failed start attempts are not made clear. When the icon at the bottom of the screen turns green then the engine is on, and you can drive.
     
    The keyboard shortcut for ‘start engine’ is ‘N’ – and this is a less fussy way to turn the key.
    Once the car has started then use the WSAD keys to drive. Other keyboard shortcuts you can use when in the vehicle are ‘L’ (Headlights) and ‘U’ (vehicle info).
     
    WHAT WE’LL BE DOING NEXT
     
    Yuri’s focus is currently on performance, and we will be updating the Vehicles Tech Test branch this week with whatever fixes are required as and when they become clear. In coming weeks we will also be working on zombie collision and vehicle impact, the exaggeration of tilts and leans when you take corners and implementing greater differences in handling between vehicles.
     
    There’s also some ‘reverse momentum physics’ when the front of the car moves up when hitting the brakes instead of pushing down which we need to add the fix for.
     
    Yuri has a full tasklist, but it’s one that’s being ticked through at a steady rate. We’re hoping that we’ll be able to release further vehicles test builds to the community whenever milestones are hit, so that we can harvest feedback whenever it’s most required in the run-up to vehicles becoming one with the main game.
     
    It’s cool to stream, as long as you clearly tell your viewers the WIP status and it being a tech test version.
     
    EDIT: 11 May 2017
     
    A new build has been released, improved the decreasing FPS in long drives (though those that start with low FPS will likely still have it), and also adding a WIP first stab at some placeholder vehicle sounds. They are not final and just to fill the silence, so no need to report issues with them.
  7. Like
    Sieben reacted to nasKo in May Dayoid   
    Greetings on a May Day Mondoid everyone, hope you’ve had a good holiday if that’s an international thing as well as in good old Blighty.
    VEHICLES
    We’re currently prepping a public test build for our crash/smash physics-enhanced vehicles that we can release on a Steam beta branch, so we can get performance feedback from the community.
    To this end Yuri has been concentrating on the more obvious performance issues that would dominate forum feedback, as well as making stuff clearer for a wider test group – such as textual indications when engines aren’t starting while we don’t have engine noise, and keyboard control alternatives for the new UI so you don’t need to navigate menus just to turn the key.
    We’re going to create a new internal build tomorrow to test out Yuri’s work on crash-quashing and his fixes for the performance dip when you zoom in and out. The plan is for him to continue addressing the strange performance cataclysm you get after 20-30 minutes of play and incidents of magical parked car pop-in this week (and hopefully other niggly stuff too) and then we’ll see where we are in terms of a tech build release on a beta branch.
    In last week’s blog we showed you all an image of different styles of car textures that we were considering – and internally we were pretty split between the more metallic versions cooked up by Martin, and those painted over by Mash that used flatter colours and more baked-in shading. Feedback on the forum almost universally pointed towards the flatter and more neutral green-y olive car, and as such this is the way we’ll be going.
    It’s doubtful that every vehicle will have been given the Mash once-over by the time the test build emerges, but once they’re all done they’ll look (more-or-less) like this:

     
    MAP
    As mentioned previously, Mash is currently being seconded onto vehicle textures – but her next map expansion is also nearing completion. While it doesn’t contain any urban conglomerations larger than Rosewood and March Ridge it does contains fun stuff to hold up in, explore (and drive) around – for example the Knox Heights Country Club, golf course and the clusters of posh houses that can be found around its greens.
    This is another addition that can’t be found on the real world map, but we hope will add some variety and also some interesting places to appear into once our more detailed ‘character spawns’ plans are realised in post-anims builds.

     
    ANIMS
    Speaking of, new boy Mark has almost finished implementing Assimp in the place of our old and more troublesome animation loader – and the current animation system (which is now operating more pleasantly with vehicles, post-merge) is now waiting for it to be tied in. After this we can walk through all issues we’ve been up against during the long, long wait for the system together (starting with rotational root movement, most likely) and get you some solutions.
     
    37 to 38
    RJ’s week has largely been in fixing up issues that appeared once Build 37 went live this time last week – seen here in builds 37.9, 37.10 and 37.11. There will be another fix build going out over the next few days, then once we’re sure the dust has settled we’ll call time on 37 and update the version on GOG. In the meantime, for 38, RJ has been looking into greater Admin powers over player inventories [seen in WIP form here], some anti-hack bits/bobs and additional sandbox options.
     
    This week’s PAWS-loving safehouse from Eddie. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
  8. Like
    Sieben reacted to nasKo in SpiffoLand   
    Hey all, welcome back to PZ’s weekly goings-on blog. Let’s delve into what’s going on with some of the features dropping into near-future builds.
    ANIMATION/COMBAT/CLOTHING/STUFF
    The new animations system is the first step in our internal plan to feed all our remaining 1.0 features into the game, something we’ll expand on once we’ve kicked the anims out of the door. Right now we’re under the hood implementing the remaining actions and tying some others into gameplay systems, plus going back and forth with Martin the Animator if anything needs adjusting.
    We’re also at the stage now that we can spot any stray required animations that slipped through the net. For example in last week’s video we saw the new ‘zombie climbs through a window and over a counter’ animation – but implementing it flagged that we didn’t have that in reverse. Now counters next to windows are collidable again zombies no longer had an exit route, so Martin is on the case.
    Meanwhile, Binky has been finalising the look of the re-animated zeds – which will in turn be able to have various injury, blood, headwear and clothing overlays.

    VOIP
    We’ve had the first drop of General Arcade’s VOIP-ed version of PZ! It still needs finetuning, polish, UI work and complex fiddling on the Mac/Linux versions but the first test carried out over the weekend revealed plenty of encouraging details, alongside spotlighting bugs for our Russian friends to fix.
    In the words of Benjamin ‘Blindcoder’ Schieder, the man behind the PZ map: “One thing that immediately stood out was that positional sound works great! When another player ran circles around me I heard his voice shift from left headphone speaker to right and back. Very good! Another thing that worked was voices growing quieter with distance, but it currently does so too quickly.”
    The video of the VOIP test is below, but please remember that this is very much a work in progress. [It’s also getting us quite excited about getting the system tied into Turbo’s in-game radios.]

    OTHER STUFF
    Mash’s map work continues, with finishing touches to the perimeter of the new residential area now complete. She’s now moving onto some new fun areas that are being dropped into the current map for players to discover. As flagged by Blake81 on the forums, meanwhile, now EP’s tree noise work will let us complete all the wilderness cells on the current map she can also complete the train tracks that many players use as a route between Muld and WP.
    Writer Will, meanwhile, is working with Turbo on his entertainment/boredom moodle projects – expanding out Zomboid lore into recorded media, and also correcting the many and varied typos in the game that have been flagged by our gallant community translation teams.
    RJ, meanwhile, sits at the foot of a mountain of the community’s ‘small tweak, big impact’ suggestions that we’d like to integrate into the ongoing Build 35 public IWBUMS test before animations drop into the game – with all the cool new gameplay and features they’ll unlock. A lot of the suggestions have been brilliant so far, so if you have another for the list then please post it up in here.
    This week’s AMAZING featured image by DramaSetter. 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! The CBOIT now also flags that our Discord is now open, and that because people seem to prefer it we’ll probably kill off our IRC soon. Oh and, KPACUBO – someone’s trying to tell you something I think?
  9. Like
    Sieben got a reaction from arkahys in Buildings - Sieben   
    Houses



     
    Bugs:
    -Some of the grafitti "glows" (are highlighted) in the dark.
    -Zombiebungeejumping from windows (sadly I were dead already and can't watch this from outside ).
    +Fixed stair-bug Building is now 1x1 tilerows larger
     
    Download: InApBl_by_7.zip


     
    Military



     
    Bugs:
    - experimental wire fence door won't work; sledgehammer will work
     
    Download: military_base_by_7.zip

     
    Military Trainingground 1 V0.0



     
    Download: military_tg1_by_7.zip

     
    Military Trainingground 2 V0.0



     
    Download: military_tg2_by_7.zip

     
    Military Trainingground 3 V0.0



     
    Download: military_tg3_by_7.zip

     
    Military Watchtower E/S/W V0.0



     
    Download: military_wte_by_7.tbx.zip - Watchtower East
    Download: military_wts_by_7.tbx.zip - Watchtower South
    Download: military_wtw_by_7.tbx.zip - Watchtower West

     
    Military Base Entrance V0.0



     
    Bugs:
    - experimental wire fence door won't work; sledgehammer will work
    +Forgot some outer lightsources - added!
     
    Download: military_entrance_by_7.zip

     
    Military Hospital V1.0



     
    Bugs:
    -Some lightning bugs
    -Cell Door in security room don't work, other cell doors do; Player can walk trough
    +Fixed machineroom containers by changing room definition
    +Fixed stairbug (Helicopter landing platform is now reachable)
     
    Download: military_hospital_by_7_v1.0.zip

     
    Military Tent (Wood/Desert/Urban/Marine) V1.0 - heading east and south



     
    Bugs: None
     
    Download: military_tent_ALL_by_7_v1.0.zip

     
    Military Airport V1.0 - heading west, so the runway should be on the westside



     
    Bugs: None
     
    Download: military_airport_by_7_v1.0.zip

     
    Military Hangar V1.0 - heading east and south/opend and closed



     
    Bugs: None
     
    Download: military_hangar_ALL_by_7_v1.0.zip

     
    Military Heliport V1.0 - It's more than a "H"



     
    Bugs: None, maybe the "pipe" (I used it as cable canal) can block the way.
     
    Download: military_heliport_by_7_v1.0.zip
     


     
    Miscellanea




     
    Thank you TIS!
     
    Feel free to use and/ or change!
     
    Have Fun!
  10. Like
    Sieben got a reaction from arkahys in Buildings - Sieben   
    Puh, worked a little on the building:
     
    Duplicated some of the rooms with diffrend floor and interior walls, so there is some variety in the building
     



     
    Made poor Elevator without controlpanel (didn't find anything to use) but it has a mirror . There are four elevators on diffrent floors. The elevatorshafts ARE deadly! (only floor above the elevator and in the basement)
     



     
    Of course the elevators only functional witch an elevator-controlroom!
     



     
    Also I made some detailing...
     
    Full complex til now
     



  11. Like
    Sieben reacted to nasKo in Night Terrors   
    Hi there survivors. Work continues on the animation, combat, blood, gore and clothing systems that will in turn unlock the implementation of our final primary game features. We’ve had new textures going into the system (different clothing, like long-sleeved shirts) but most of the work has been under the hood, so this week’s Mondoid isn’t quite the blow-out that the last one was.
    That said, we’re expecting an internal test build of nu-nutrition, metalwork and sleep systems fairly soon, which will then be released to the community in an IWBUMS for testing and balance feedback. (Please note that, at the time of writing, this hasn’t been merged with the animation system though, which still requires tinkering.
    As such let’s turn to what RJ and Turbo are up to, which is primarily in turning a spotlight onto longstanding features to bring some added spice to survival.
    RJ RIGMAROLE
    In RJ’s case we wanted to get back to the feeling that falling asleep in the zombie apocalypse is a dangerous thing to do, just as it was back in the earliest builds of PZ. As such this week RJ has been coding in a reduced player control on when you’re actually able to sleep (so if you’re anxious or in pain you might require sleeping pills) and also removing control from what time you actually wake up in SP and local co-op.
    RJ has also been inside the Sadistic AI Director so that he can better govern zombie movement and intrusions while you’re sleeping. “Basically, if you’re going to sleep in the next build then you need to be extra-sure that the TV is off, the curtains are closed and the lights are off.” he explained, when he received his weekly Mondoid prod. “We’re looking into zombie behaviour a bit, and buildings with zombies outside and have light showing or sounds audible could attract attention. These events will be rare, but enough to keep you on edge – just as anxious characters might wake in the middle of the night now.”
    “My next job will be to remove the choice of how much time you want to sleep, and adding a working alarm clock system for you, and maybe your nearby co-sleepers. You might want to be careful to turn the alarm off if you waking up early and go off scavenging with your clock in your backpack though!”
    In terms of general tweaks from community suggestions and improvements it’s also worth noting that in the next build RJ has also coded in some nerfs to the Lucky trait (abundant Spiffo plushies will be no more L ), some extra and more easily identifiable skill books where they were previously lacking, a bunch of new items relevant to metalwork, more world-filler to flesh out your shelf space and the ability to turn off helicopter/gunshot meta-game events in your sandbox options.
    TURBO TIME
    While he waits for more community radio/TV translation work to roll in (Russian is in the works!) Turbo is currently working on ways to tie the system closer to gameplay through their impact on the boredom moodle, and then the boredom moodle’s impact on the player. As we’ve mentioned before, we also need to finish off the work that sees XP/recipes learned from certain shows.
    He’s also working on improving the visual/audio aspect of this system to make it feel like a bigger part of the game world. As a test-bed for this, here’s a rough and ready (and very WIP!)vid of a community suggestion that came up when thinking of ways to make the game feel a bit more 90s. 
     
    here you go, blackteapie:
    https://www.youtube.com/watch?v=z4wknM0z8oE  
     
    BLINDCODER’S MARVELLOUS MAPPAGE
    Finally, a public service announcement. Blindcoder’s amazing PZ map project has a new home at http://map.projectzomboid.com/, so it’s all nice and official – albeit still under the strict custodianship of Mister Blindcoder. There’s still work to be done on the 2x overlays for some of the community maps, but BC is happy to throw the doors open to the general public, and asks for any issues to be reported on the PZ forums. As ever, our eternal thanks go out to Benjamin and his amazing work on this.
     
    This week’s featured image by Spot on your Steam service over there. 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! Okay thanks bye!
  12. Like
    Sieben reacted to nasKo in Die in Style   
    Hey Mondoideers! (Yes, that’s Mondoid, not Monoid!)
    One big factor we’re wanting to nail with the clothing update is variety and customization. With the new overlay system it allows us to do some funky stuff to vastly increase the variety in clothing with little cost.

     
    (For my special someone<3:)


    https://www.youtube.com/watch?v=QPqcrgFxrR8

    Bear in mind that the logos shown are temporary and just present for a lowly art challenged programmer to test the system, and we’ll likely be getting less Spiffo / TIS / Romain-centric logos in the final version. Also some of the colours picked by the system are a little clashy at the moment as the system hasn’t had colour-complementary fashion sense programmed into its synapses.
    With just a few templates at present that will no doubt expand before release, we can already composite them together in different combinations to allow for a multitude of designs and patterns for t-shirts, tracksuits, coats or any other item of clothing. Along with decal logos and the like, of which one thing we’d love to do is allow these textures to be transmitted to servers in multiplayer games, allowing players to take their own clothing designs with their characters to add some extra identity (and also give people some unique things to pick up off their dead corpses, as well as making their zombie selves more instantly identifiable in the event of them turning). However it’s unlikely that this feature would make it into the initial version since we already have plenty on our plate getting the new animation system and clothing update ready for launch.
    Meanwhile, RJ has been finishing off the welding system within the metalworking overhaul, although the smelting aspect of the metalworking build is still getting a lot of discussion and it’s not clear if the smelting will make it into the next version, as the system is constantly under debate and scrutiny from the team to make sure we avoid the game becoming too unrealistic and ‘Minecrafty’–which was something a lot of our community were concerned about previously, and this is a concern we take seriously.
    In addition to the welding, RJ has been working on new sleeping events and balances detailed in previous Mondoids, and it is now sat in closed testing alongside Tim and Mash’s awesome new jumbo trees and numerous other fixes and balances. Nutrition has also been changed a bit, specifically balancing to have a more linear progression of the weight gain/loss instead of steps depending on your weight trait (obese, skinny etc) which should help balance out the system to the point that it could be activated for Survival mode. We’re getting feedback from a few testers and fixing any of the more serious issues that crop up before it could potentially see the wider world outside in IWBUMs.
    Once released to IWBUMs it will likely remain in there for a while until animation update is ready to join the features already there, or if it feels stable soon after we’ll push it out to everyone and start a new IWBUMs for the anims. Whichever comes first.
    Elsewhere in Zomboidland, Turbo is working on a catch all system for handling multimedia recordings for stuff like hi-fis, videos, arcades, tape recorders and possibly computers. This will be able to tie into the overhaul he’s currently doing to the entertainment and boredom systems in the game, as well as giving us a lot of options to extend the lore in the game, and plenty of fun opportunities for players in multiplayer to leave or transmit looped recordings for others to find. This is something we hope to integrate into the VOIP system when that lands, but of course lots of consideration will be needed into how the data from this will be managed and how much of a strain this could pose to servers, so we’ll need to see where we stand on that when the time comes.
    This week’s featured image by Легенда on that there Steam. 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! Okay thanks bye!
  13. Like
    Sieben reacted to nasKo in IWBUMS AWAY!   
    Build 35 IWBUMs has begun! To the uninitiated, the ‘I Will Back Up My Save’ is the PZ beta branch and details on how to access it can be found here.
    You can also find a changelist here with the main additions to the build.
    Whilst we’ve got some really cool stuff to release in today’s IWBUMs; the new welding system, multi-stage wall construction, dismantling furniture and other world tiles for materials, a new sleeping system, and realistic big trees in the wilderness being the headliners — this is not the complete feature set planned for build 35. Instead of holding it back until everything was in, we wanted to get some new stuff out there for people to play with, as we’re mindful that it’s been a while since our last build–however there is still plenty more to come, which will drop into the build in the subsequent bug fix builds, before it is promoted to the main branch and released to all.
    The main big feature that will drop into the IWBUMs further along the way is obviously the animation and clothing overhaul, and while there are still a few things to finish off, we’ll likely hold back the IWBUMs until that is ready to drop into it. As such you should expect this particular IWBUMs to go on for some time, as the animation system will likely yield a whole bunch of bugs and compatibility issues that need to be resolved once it lands, and it will also likely play havoc with the game balance, which is something we certainly need our community to help us fix up.
    ANIMATION TODO
    Pretty much all the tech and anims are now in the game and we’re getting really close, but as mentioned above, there are still a few things that need to be completed before we could possibly release it in IWBUMs. Notable things are:
    Females – We’re still in the process of running the ladies through the same model and texture revamp that allowed for the new clothing and overlay system you’ve seen in previous Mondoids. They are close but not quite done yet. Right now it’s a bit of a sausage fest and that will not do. Dead bodies – at the moment, the dead bodies of zombies seen in previous videos are actually still 3D models lying stationary on the ground with collision disabled. Anyone who’s played PZ will know quite how many bodies can accumulate, and that this is not a great long term situation for zombie carcasses and frame rates playing nice together. We will need to adapt the current build 34 system (effectively taking a photo snap of the 3D dead body and using that texture in future to represent the body from that point on), however due to the optimizations and improvements made and changes in the method of isometric drawing of 3D models there are a few hurdles we have to overcome to get this working with the animation build. We need to make sure the entire game is playable with the new anims – Some things like climbing through windows, climbing over high fences, and a few other things need fixing up since they were broken by the bag system, model and texture revamp. They won’t take long to fix, but we need to do a pass over the game and make sure there are no others that have cropped up that escaped our notice, and that all interactions the player can do work properly with the new animation system. Balancing of the new combat, along with tying a few things into the existing zomboid damage and weapon / player stats system, tying the new sprint animations into sprint speed and a few other things of this ilk. A chunk of this may be something we can do during IWBUMs however, we’ll see how it goes but we want to make sure the first version plays okay. The above tasks each shouldn’t take too long when taken in isolation, but still it’s not advisable anyone start pinning hopes on ‘tomorrow’ or ‘friday’, as issues could arise in the interim that delay a few days here and there, and it’s never certain what the future holds when trying to tie everything together into a complete system–especially when they are so fundamental and game changing as the new animation system, with so many cogs from many people all need to work in unison. As usual our ‘when it’s done’ philosophy reins supreme, but rest assured we obviously want it out there ASAP, and are close enough to the finishing line to feel confident about it dropping into this IWBUMs.
    Until the animation stuff drops in, we’re also going to refrain from producing and showing videos of the animation build, because there comes a point in the final stages of development where working toward getting a cool video out there for Mondoid detracts from work required to get the system finished off and releasable, and we’ve reached that point now where we need to just knuckle down and get the remaining stuff fixed and out there, a lot of it not very exciting but very necessary. Hopefully there won’t be many Mondoids between now and then anyway, likely one, but it’s too early to know for sure either way.
    WHERE NEXT?
    To those that may be frustrated about certain specific features not getting talked about, we’ve got a very detailed plan underway behind the scenes that we simply don’t want to talk about too much until the build that lays the foundation for what comes next (the animation build) is out there in player’s hands. We’ve learned a lesson about talking about stuff too early in the past, and feel very strongly that the best time to open up about them is when the animation stuff is out there and ticked off. Regardless we’ve been making a lot of internal plans how to approach all this stuff, and feel it a good idea to gingerly point at them even though we’re not ready to start talking freely about the specifics.
    Once this build has finally been released to everyone, we will be a lot more forthcoming with our future schedule that will see pretty much all the so far promised yet unreleased features begin to drop into subsequent builds. We have a 5 step road-map that will hopefully cover 5 consecutive builds all containing very exciting stuff (yes, this includes THAT feature too), and have had plenty of work being carried out on numerous of the big features going on in the background, that we’re holding close to our chests until the right time to start talking about it.
    Each step of the 5 stage road-map, of which the animation build is the first fundamental stage, provides big and meaningful features while simultaneously laying the foundation for the next stage. Also each stage crucially allows us to release–in pieces that are easier to manage, test, bug fix and polish–the huge pile of stuff we’ve been constructing in the shadows behind the scenes for a long time, yet have had some trouble connecting all the wires and circuit boards together into a working and releasable whole.
    That’s as forthcoming we’re comfortable with right now, as we don’t want any hype trains leaving the station too long before their departure time–but to those who have been frustrated by the radio silence on certain things mentioned on our store page’s ‘planned features’, we want you know that we do have some very specific tracks laid out, and we’re really excited to start seeing this stuff fall into place.
    VOIPing
    In other news, we had an update from the awesome peoples at General Arcade the other day, letting us know that the first big step in the development of Zomboid Voice over IP system has been completed. They have managed to transmit voice communication over the zomboid server connection, with a good latency and quality reported. At the moment they are being transmitted to the server and mixed together into a single stream to be broadcast back, so going forward the work will be to allow for independent streams back and forth between clients, as well as work on further improving the voice quality, and ultimately in tying the voice communication into player proximity.
    We’re super excited for the VOIP features, that will not only ease the requirement of coming to a complete stand-still amidst a horde of bitey undead to frantically type ‘HELP ME’, but we hope will also usher in a new age of online role-playing servers and open up more scope for multiplayer encounters.
    This week’s featured image by Gilga Mesch out in the provinces of Gabenland. 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! Okay thanks bye!

  14. Like
    Sieben reacted to Batsphinx in You got red on you - Mondoid   
    It’s been a week of awesome progress in anims-land, which means a new video for Mondoid. Hurrah! Have a look-see at this. We’ll also highlight the notable stuff in the blog once you’ve returned from all the violence.
     

     
    So, what are we seeing here?
     
    Blood spatter now accumulates on zombies, players and even weapons. We only have males in t-shirts, vests and jeans active in the build currently (pending the new clothing/women being made to work with the new texture overlay system) but we already have much greater variation in zombies - and there will be more to come. The new blood effects mean that on the player character blood from wounds will be able to spread, and give the player a visual cue that they are bleeding. Or, perhaps, their companions an indication that they've taken a bite... Clothing that gets bloody will need washing or replacing, though when we code that in we'll be sure to underline that blood stains are a nightmare to get out... Next on the list are visible bandages, while it's also worth pointing out that the overlay system means that t-shirt logos can easily be placed as overlays allowing for any texture placed in a marked PZ directory to appear on shirts.   Caveat time! As mentioned in past blogs, we've done a ton of optimization work in preparation for the animations update - but there's no guarantee that these features will all look as good, or indeed be present at all, on really low spec machines. It's too early to tell how much we'll be able to do, but as ever we'll have everything set up so it can be toggled on, off and in-between in the graphical options menus.
    The sheer amount of blood on display in this vid is also fairly high, and will be balanced once we've got everything integrated - but will also be turned down/up in the options if you're no fan of gore, or perhaps like it that little bit too much...
     
    So that covers the Binky/Lemmy/Martin triumvirate in terms of ‘big stuff’ that leads into all our future planned content. In the mean-time while his metalwork and nutrition awaits its testing form, RJ is starting work on the sleep system improvements that we hope will bring a degree more anxiety to your nightly routine (as prefaced in this Mondoid).
     
    Turbo’s getting dug into the visual niceties and usefulness of TV/Radio/VCRs when it comes to gameplay proper, and hopes to get you a vid next week, and EP continues to plough his mysterious way through complex engine and zed navigation improvements for later on.
     
    Oh and finally, the Redboid server is having a bit of a reset – so if you fancy getting on-board with an online crew from the earliest days of the infection then you can find them here.
     
    This week’s highly dramatic featured image by Sandra on Steam. 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! Okay thanks bye!
  15. Like
    Sieben reacted to nasKo in Stabboid   
    This week we’re going back over to Animation man Martin. Martin’s currently finishing up a fairly laborious re-export of all his anims, which needed some adjustments to bring them up alongside the way visible backpacks are working.
    In the midst of all this, then, he seemed quite pleased to dole out some new animated treats for us.
    “Animation-wise I’ve been doing some new zombie hit reactions, new player melee attacks, some more incidental anims like eating, drinking and a whole host of other stuff.”
    “Beyond that I’ve modelled a couple of new items of clothing, but a lot of the work has really been new textures – adding some variety to what the player can wear. With Captain Binky’s new player character models we’ve been trying to optimise the models and textures so we can have layered clothing with the addition of dirt and blood splatter; but doing it in such a way that it won’t overly impact performance.”

    “Then, as we showed two weeks ago we’ve got new items, some of which are derivatives of existing weapons like the hammer which, along with the original, now has variations like ballpeen, mallet and clubhammer. Other items are everyday objects a survivor may use to fend off zombies who get too close, like a toilet plunger, saucepan, pipe wrench etc.”
    “As I mentioned last time though, there’s a lot of stuff to implement and balance. Creating the assets is only one part of the process – so don’t expect everything in the very first anim update.”

    “With that in mind, then, I’ve also made a batch of improvised “spears” that have their own set of melee attacks. Whilst their material cost and damage still need to be worked out and balanced, the intention is that anything you can use to stab with will also have an improvised ‘spear’ version.”

    “You’ll also be able to fix a bayonet or other improvised stabby thing to certain guns and use them in a similar way to a spear. Finally, as I said last week, please keep your suggestions coming on the forums. I read everything and people have come up with some great ideas!”
    There’s plenty more cooking that we’ll discuss next week, although it might be worth mentioning that last week’s Operation Big Tree is done and awaiting the first internal test build of Build 35. Thanks to the hard work of community translators like Teesee, Geras and their teams, meanwhile, it’s looking likely that French, Polish (and maybe a few other localizations) of the Radio and TV channels will also be in 35.
    Oh, and we also just wanted to spotlight a new PZ RP server that’s sprung up over the past week. So, if you’re of an RP persuasion, then please do check out ZomboidRP.com.
    This week’s featured image by AwesomeMMM off of Steam. 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! Okay thanks bye!

  16. Like
    Sieben reacted to blindcoder in Operation Big Tree   
    That is pretty easily answered. First, we take the melting point of metal. Since metal is a very generic term, let's assume metal to be "steel", which in turn is just iron with a desired amount of carbon. A quick check on Google shows us results from 500 - 1500 degrees centigrade, depeding on the amount of carbon contained (http://education.jlab.org/qa/meltingpoint_01.html).
     
    Dragons can obviously fly, so you would need to build a dome out of metal sheets. Since we all know that RJ is a cool dude, I'm 97.53% sure that we will be able to do that, so lets assume you built yourself a metal dome out of steel being able to sustain 1500 degrees centigrade.
     
    Unfortunately, noone ever measured the exact temperature of the firey breath of a dragon, so I will take the next best thing, Dragon's breath. According to everyones favorite source of knowledge, Dragon's breath burns at around 1650 degrees centigrade, a good 10% above the melting point of your dome.
     
    Okay, so it won't protect you against a fully grown dragon, but let's say you got  lucky and just encountered a baby dragon who hasn't yet gotten the hang of breathing the hottest fire known to Dragonkind, so he'll just breath fire with a temperature around 1000 degrees centigrade.
     
    Congratulations, you have now been cooked sterile and preserved within your giant steeldome!
  17. Like
    Sieben reacted to cool daddy shark in Operation Big Tree   
  18. Like
    Sieben reacted to nasKo in Operation Big Tree   
    Hello! Here is the Zomboid news. *Shuffles papers on desk*
    Farewell 34 and new demo
    First off, something that happened a smidge after the last Mondoid was published is that the final iterations of Build 34 came to a close with the release of 34.28 This has now also been released on GOG, if you’re one of the GOG guys/gals.
    Given as our free demo was long in the tooth to say the least (from Build 2x!) we’ve also updated it on Steam with all the 2x goodness, added gameplay features and general betterness of the current game. Next time we update it, it’ll be once all our lovely new animation systems are live and stable.
    Operation Big Tree
    While the new animation, clothing, models and whatnot system is banged with hammers elsewhere Mash and EasyPickins have been working on something that became a natural progression from the 2X sprites that were a core part of Build 34. And so, without much further ado, here comes Operation Big Tree.

    There are two new sizes of trees, in addition to the four the game already has, that ascend to a maximum of a two-storey height. Currently, larger trees will provide three and four logs respectively when you chop them down, but will clearly take extra work to fell them.


    As a part of all this we’re also experimenting with transparency when the player is behind the bigger trees, and also the slow-down when you pass between them and smaller shrubbery. Right now, these larger trees only appear in Forest and Deep Forest zones so they’ll come with an added bonus of being a visual indication of where you can start foraging.
    Two-step building latest

    RJ’s work on refocusing metal stuff continues, but in the mean-time here’s a fun screen showing new craftable walls and quick run-down on where we’re at with two-step building and multi-discipline building projects.
    “As you can see the wall frame are getting in, which means that now to create a wall you’ll need to build the frame, then the actual wall. I’m also experimenting with how much walls ‘cost’ compared to what they do currently, but if you don’t want to do high level walls then the option will be there to make a crappy one while you’re short on supplies and upgrade it later.”
    “In general a lot of the metal stuff you can build will come in poorer versions, but can then be improved later on when you have a higher level in that skill.”
    This week’s featured image by lovely, lovely Tim from Canada.  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! Okay thanks bye!

  19. Like
    Sieben reacted to DresdenBBQ in Gundoid   
    You know, when i saw it i thought it was a pizza tray


     
    (Im also surprised no one mentioned anything like taping a flashlight onto your gun instead of a knife, to see better.)
  20. Like
    Sieben reacted to Aedelric in Gundoid   
    Wait, records are not a throwing weapon? Here I was thinking this is a zombie survival game!


  21. Like
    Sieben reacted to nasKo in Gundoid   
    Today we’ve got an update from Martin, our lovely animator friend. Something the animation update will bring is some improvements on in-game firepower, so he thought he’d share…

    “One of the areas currently lacking breadth in PZ are firearms,” he explains. “The amount of guns in the game has been discussed in many threads on the forums in the past, but it’s always been the intention to have a wider range of boomsticks. It is America after all!”
    “What calibres, and how many, is still under discussion. We’re by no means talking about as exhaustive a list of some of the (very cool) mods like ORMtnMan’s one, but we will be adding a few more guns and ammo types that’lll give the player some more options and problems to think about.”
    “Obviously when I came to model the guns I was basing them around particular calibres/types that would generally be available to Kentuckians during the early-90s era that PZ is set in. They’ve been modelled with a degree of generalisation, in part to avoid licensing issues, but also to let them represent several guns of similar types.”
    “In the above video you’ll also see that there are models with proper bayonets and improvised versions. This was something I was keen to include as using guns with bayonets is as old as firearms themselves – but you’ll also notice not all guns have proper bayonets or indeed can be modified to use improvised versions. The same can be said about modifying with sights. Again, this will give the player more options and problems to think about.”
    “As part of some new melee attacks I’ve also included a couple of rifle butts and pistol whips for when things get desperate – like when you’ve run out of ammo and the zeds get too close for comfort!”
    “While we’re talking offense it’s also worth mention that, along with new clothes, I’ve also modelled and textured some new items that can be used as melee weapons. Some of these are representing items already in game that currently don’t have a model (ie the crowbar!) but quite a lot of them are new. Suffice to say there’s a lot of stuff to implement and balance. Creating the assets is only part of the process, so not all of it may make it in the first animation update but will be rolled out as and when they get put in game. Should all be good though!”


    “There’s plenty more I’m up to, and have been up to, but we’ll leave that to another Mondoid! I don’t tend to reply on the forums or reddit but I do lurk and take notes, so keep the suggestions for animations or items coming. It all helps, and a lot of it is going in. Thanks!”
    This week’s featured image by Zo off of Steam. 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! Okay thanks bye!
  22. Like
    Sieben reacted to blindcoder in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  23. Like
    Sieben reacted to nasKo in Two step   
    Good Mondoid everyone! Here we go…
    BUILD 34 BITS AND BOBS
    Build 34 came out last Monday, and most people seem to be digging it. So: yay! We’ve currently got a version three iterations further down the line in IWBUMS public testing which should eliminate the issues flagged up by the wider release, fixed some issues with fatigue and generally did some good old EasyPickins fixin’.
    As soon as it’s clear we’re all done and good we’ll be releasing the GOG version, we needed to have everything 100% before we call 34 ‘done’ and fully move onto the next version y’see. That time isn’t far off though. And speaking of the next version…
    TWO-STEP BUILDING
    Right now RJ is polishing metalwork, and adding more depth and mod-abilty to how you build things in Project Zomboid.  The primary change in this is the ability to have multi-stage objects.
    The best way to describe this is to use a simple example: the wall. Before, building a wall was simple. You’d right click select it, the build – but you couldn’t ever upgrade it. As of the next build, however, that time will be over. Once you hit the correct level you’ll be able to improve on it, which should see the end of people building countless wooden floor tiles to get to level 6/7 before you decide to start building walls.
    Here’s a WIP image, with WIP UI stuff and… did we mention this was WIP?

    To build a wall, you’ll first need to build a frame – and then onto this you’ll then be able to right click it and build the wall using it. So yes, construction will take a little more time – but also there’ll be more precious XP points on offer.
    This is also where we introduce cross-skill abilities. Using the new metalwork skills you’ll be able to have similar metal frames that can be used with wood to create more reinforced walls. Meanwhile, another more zed-resistant wall will be a wooden-frame with light metal plates attached – which will have more HP than a standard wooden wall, but will make a lot more noise when zombies are slamming against it.
    There’s plenty more to come with all this that we’ll discuss at a later date – but another example would be putting two poles in the ground and choosing what sort of construction material to use to link them. Wooden fencing, metal wire… all that cool stuff.
    OTHER STUFF
    Also in the works are an unexpected book-end for Mash’s ‘2x sprites’ secret mission that we’ll wait on showing off until we have some vids to show off its cool factor, Nutrition polish and of course the animation system that, as this Mondoid is being written, Lemmy, Binky and Martin the Animator are having a big exciting meeting about. More on all the above, in a less ‘national holiday in France’ abbreviated format, next week!
    This week’s featured image by Kaguya-Hime. 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! Okay thanks bye!
     
  24. Like
    Sieben reacted to nasKo in Zombo Baggins   
    Hey survivors, here’s the latest from Zomboidton.
    IWBUMS 34.19
    The marvellous EasyPickins continues to build some nice tweaks and fixes in to the public test of Build 34, which seems to be coming to a natural climax now – although we still need to work out which side of the release fence polished nutrition and metalwork will be landing. An item of note in .19 is EP’s new precipitation system, which looks nicer and opens the door to falling snow and whatnot. If you want to join in with testing you can find details here.
    BACKPACK LATEST
    So with the animation update now surging through the pipeline we’ve got anims that allow the player to take bags off their back, and rifle through the contents on the floor.
    As well as looking pretty as they jiggle about – they’ll also make a significant gameplay difference. If you’re carrying a bag on your back you will, in most cases, be unable to go rooting around in it unless you first take it off and put it on the floor in front of you. This means there will be no more intensive backpack resorting done while wandering around, as well as making looting much more interesting, with the potential of a panicked looter leaving their bag behind if they are not observant.

    [Note: in the anim cycle the strap currently disappears when the bag is taken off and reappears when it’s put back on. There aren’t any easy ways to avoid this, but with clothing worn and in-game it will be far, far less noticeable.]
    Holding a bag in your hand will add the extra advantage of being able to interact with it without stopping, which will make bag management much more strategic. Finally we may be able to look into a few more traits to further increase player’s capability to interact quickly with backpacks, as well as provide different speeds based on the type and convenience of the bag used.
    If you weren’t around for the previous bag vid then let’s have another repeat, as it does look lovely.

    HELLO LADIES
    To complement all this, character-wise, Binky is currently experimenting with unifying the textures between the male and female animation meshes. Currently our new player and zed anims are all chaps, y’see. The result of this (if successful) will be a more in-depth way of assembling the base models. We’ll lose the need to double-up textures – have more variety in skin tones, will let players wear whatever they like and will also tie into having blood and bandage overlays on the characters themselves.
    With the base mesh and clothing overlays all using consistent texture layouts we’d be free to overlay this stuff wherever appropriate. Better clean that bite mark, dress the wound, and grab a clean long-sleeved shirt if you want to pretend you’re unscathed and not in imminent danger of eating your compadres!
    FINALLY
    Do check out lovely Blindcoder, of map fame, and his new building mod. Thanks all!
    This week’s featured image by Shadows on Steam.  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! Okay thanks bye! Oh, and community GoT spoiler chat goes… here!
  25. Like
    Sieben reacted to nasKo in Build 34 Released!   
    Ladies and gentleman, boys and girls, zomboys and zombettes… Build 34 is now open for general consumption on Steam! (note: this version will be uploaded to GOG once we’re sure there are no unexpected bugs–probably in the next few days).
    Highlights include the 2x ‘Secret Mission’ that has seen every single tile in the game redone by hand at twice the resolution, and the ‘Easy PZ Co-op’ feature that via networking magic will let you conjure your friends into your game with a fraction of the faff you previously experienced. For a neat FAQ on the latter, visit this here thread.
    The new food system is also in there (freezers, new foodstuffs, recipes etc) but the actual Nutrition component of it has to be activated in sandbox settings. Although player feedback has shown us we’re on the right track with our food tracking system, it isn’t quite there yet in terms of polish. As such you can expect a Metalwork/Nutrition ‘RJ Special’ IWBUMS public test in coming weeks – which will then either be released as their own build or (if timings fit) as a part of our the animation/backpacks/clothing/combat update, that will itself be the stepping stone to our next big features.
    If you’ve been away for a bit, here’s what ‘2x’ looks like compared to the previous version:


    For full details on what’s in Build 34 you can read-up on what’s under the hood, including the improved new lighting system and co-op sleeping, in the release notes.
    As always the sheer number of extra systems that live in the world beyond our IWBUMS testers might throw up issues, in which case our bug tracker lives here.
    This week’s featured image by Garvel Locan on Steam. 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! Okay thanks bye! Oh, but finally. What on EARTH is going on here? 
     
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