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dnk3912 reacted to NagashUD in Released: Vehicle Tech Test build
Glitch not fixed yet : https://www.twitch.tv/videos/163852186
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dnk3912 reacted to agreubill in RELEASED: IWBUMS Build 38.15
Hopefully for those who have thounsands of corpses to clean
Make corpses unable to burn outside of the campfire ; make them needed to be put inside and give it a burning timer (like a progression bar as any cooked thing) ; a corpse is 10 unit of encumbrance, and firecamp can get 50 i thk (5 corpses so, like graves). So, it's fair.
Other option is the possibility to dig mass graves (4x4 tiles), longer to create and max exhaustion, for more than five corpses (count more or less 25 ?).
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dnk3912 reacted to nasKo in Rise of the Baboon
In ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta. The IWBUMS beta needs to be polished and bug-crunched until it’s ready for release, and the vehicles beta needs to be fixed up until the cars are in a good enough state to be released as an ‘experimental vehicle’ toggle in the Build 39 IWBUMS beta very shortly afterwards – alongside the new map extension.
We’ll be releasing a new IWBUMS version once Chris W has finished off his rooftops/building rendering fixes (primarily the issues surrounding player-built constructions) later this week, while a new vehicles build will probably appear beforehand – which will make cars climbing on top of other cars and burnt-out wrecks impossible and make cars ‘jump’ less when striking zeds.
Vehicle Build 15 also came out last Thursday which, among other bugs, improved fluidity should cars come to a stop and need to start moving again.
Work has also continued to improve the sounds that vehicles make and, while still a work in progress, we hope that you agree that they are far improved on what we had last week.
As you may know from previous Mondoids, we now have Mark Rowley working alongside us to integrate the long-awaited animations system we’ve constructed – which will in turn open the door to all manner of improvement and features that’ve been cooking backstage. Now his work is becoming a part of our internal animations build we thought it high time to drop the curtain on him, and have a Mondoid chat.
Before we begin it’s probably also worth mentioning that Mark’s colleague at Bitbaboon, Steve, will also be joining us for a little while each week to help out with MP issues – primarily looking at a fix for zombie lag and its resultant unfair injuries. [General Arcade’s Stas was initially being set on this, but was called away elsewhere and will hopefully return to PZ a little further down the line].
Hello Mark! First off, can you give a bit of background about who you are and the sort of stuff you’ve worked on previously?
Well I taught myself how to program way back on the C64, then progressed onto the Amiga and the demo/cracking scene. Then later on I studied electronics and decided to get a ‘real job’. I worked in fire detection, weights and measures and almost made a career at the Ministry of Defence before I was lucky enough to get offered a position at my first games company… that was 17 years ago and I haven’t looked back since.
Since then I have worked at many companies all over the world, on many titles. In terms of animation systems specifically I’ve worked on multiple games engines, but the largest would be the Assassins Creed Engine, Don King’s Prizefighter for Take2, procedural animations for Prince of Persia while at Ubisoft and then London 2012 Official Olympics game at SEGA.
There have been many others in between though. A good data-driven animation system can really allow content creators to bring a game to life. There’s a video of my GDC talk that covered animation issues and the Olympics game here, if anyone’s interested.
Where’ve you encountered PZ before and what brought you into its orbit?
PZ has always been a game I have enjoyed and followed, so when I heard they were looking for some help, I jumped at the chance. I know Lemmy from long ago, during our mutual time at Reflections on Driv3r, and I have heard a lot about Will from colleagues at SEGA. It’s a very small industry!
While we had crossed paths a couple of years ago during my time at SEGA, it’s only been recently that I have been in a position to help out.
Just to get everyone up to speed – where was the new animation system when you joined us, and what have you added/improved in the past month or so?
It’s pretty impressive, lots of features and efficient, so my focus has been to make it easier to maintain and extend, and get it delivered to the players.
Over my career I have found the enormous value in data driven systems, and we have now implemented the foundation systems into PZ to allow data driven animation and character states that should mean its robust, easy to extend and more importantly easy to maintain.
You’re currently merging your work in, so what’s next? What plans have you and the team concocted?
The animation system is being merged system by system, and then we will hook each of them up. Each character ‘state’ will be implemented and updated to use the animation system as much as possible so in the future it becomes really easy to extend.
My work is also a drive to reduce code and eliminate bugs before they happen. As an example, let’s take ‘climbing over an object’ which in the initial anims build required code to pick a new animation for each and every type of object. This meant that whenever we wanted to add a new type of object and a new climb animation it would mean diving into the code and manually hooking up all the data.
Now we’re driving this logic through the animation system with much simpler queries to the player’s state and world which makes the change through pure data, and to help manage it we have a nice simple editor to go with the changes called AnimZed.
As a PZ player, during your work with the animation system so far and having access to Martin’s model and movement databanks, what aspects of the new animation system have you spotted that you reckon will bring cool stuff to the game? Will it be worth the (lengthy) (very lengthy) wait?
Firstly it will just be the way animation seems much smoother, but over time as we evolve the systems we can start to add more depth and subtlety. We have also looked at extracting the velocity and motion of character from the Animation data, so changing the pace can be controlled by Martin a lot more precisely.
Couple this extracted motion with the ability to blend between states of animation, and we will start to see more than just simple switches in animation. Imagine instead of walking and then suddenly limping when you get an injury, seeing that limp get progressively worse and really slowing you down the worse it gets… which will be even more fun when you’re slowing down those Z’s and watching them limp mindlessly after you.
It’s pretty evident that the wait has been a really long one, but I think it will be worth it when players start to see much more depth to the way things move, but also for the developers with the ability it creates to add more dynamic content – adding greater variations of players and zombie movement without the massive amounts of work it would previously involve.
It’s also making it much easier to bring other things, like animals, to the world without writing lots of complex code. I know the whole team is looking forward to unleashing this guy on the world.
This week we’ve also been getting your colleague Steve wired up to the PZ coding mainframe. I’m sure we’ll talk to him at a later date blog-wise, but in the meantime would you mind introducing him and the sort of work he’ll be doing?
Sure, I have worked with Steve for over 10 years now at various studios around the world, and around 4 years ago we started our own company specializing in helping out other studios and developers with their projects. I won’t steal his thunder, but Steve is one of the most thorough and skilled engineers I have ever worked with … for us both to working on PZ is awesome.
I believe he’s going to be looking at a backlog of network features and fixes, but we’ll let him explain his plans himself later.
Thanks Mark! We genuinely love you.
Today’s featured image from Jim. 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 Mondoids for info. The Centralized Block of Non-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.
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dnk3912 reacted to Blake81 in Released: Vehicle Tech Test build
As someone who tried out the Vehicle Patch right after it came out and didn't touch it again until now, I must say there's been some great improvement. Right now, if only the engine noise issues got fixed (both in the permanence bug and in the fact the engines sound like I am wearing a pair of headsets made out of rusty lawnmowers), I think cars would be ready for direct IWBUMS merge, so the balance issues can be properly addressed.
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dnk3912 reacted to Svarog in Released: Vehicle Tech Test build
There is a bug where the character can get stuck when using their inventory while interacting with the vehicle in some way. It's been there for a while but I finally found a way to replicate it almost every time and got it on video.
YouTube Video, hope it helps. Works with any inventory item, it can happen while inside the vehicle and occasionally the character will get stuck in the running animation, and if that happens, reloading the game is the only way to fix it.
Edit: By the way player character can Noclip through burned cars as if they had no collision.
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dnk3912 reacted to Patrick H in RELEASED: IWBUMS Build 38.15
Isn't this supposed to warm me up?
EDIT: NVM, i didn't wait long enough.
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dnk3912 reacted to nasKo in Cussoid
Hello, here’s the zed latest from in/around the Knox Event.
VEHICLES
The general plan with vehicles is for Yuri to continue fixing up bugs/issues in SP and MP, work on gamepad support for them (and simultaneously other areas of the game that need gamepad attention) and then create an ‘experimental vehicles’ toggle on the difficulty setting menu so the current vehicles branch is ready to become a Build 39 IWBUMS beta as soon as Build 38 releases to the public. Once all this in place then Yuri can again turn to look at optimization when it comes to vehicles turning impacting on FPS etc.
Last week Yuri released a build that made engines feel more natural – both in terms of keeping them revving once the player leaves the car (perhaps making them useful as a distraction), and creating more of an ‘acceleration curve’ that will allow us to put in simulated gear changes. It also had a speedometer and engine gauge to help things out.
We’re also currently working on the sound of vehicles and (while not perfect currently – this is slightly ‘angry racing lawnmower’) in this video you can hear the aforementioned gear shifts pretty well.
Yuri has also fiddled with stuff like increasing the chances of cars turning zeds into crawlers and made sure that players can only ‘shove’ at zombies if car windows are open. We’ll be releasing a new build tomorrow that addresses other issues like burnt out cars sometimes using a random texture. Our thanks to all our community testers, and especially to the efforts of Svarog, whose efforts have been greatly appreciated during this time.
38 IWBUMS
We’ve got a 38.6 IWBUMS running backstage that’s letting us guide ChrisW’s fixes for the new ‘see the rooftops’ engine tweaks when it comes to player-built constructions. He’s working on this right now, so it’s likely that we’ll have another 38.7 release internally before returning to the public channel. In the mean-time he’s also fixed a few annoying legacy bugs like hovering blood splats visible when you’re on a lower floor.
From this point RJ will be looking at bug tracker clearance and improvements to what’s already in the build rather than add new stuff, so as to get it all out of the door and experimental vehicles bumped into IWBUMS.
OTHER STUFF
As mentioned last week Mark R’s work (the Technical Director chap who rode into TIS town to help with the animations and is delivering a lot more besides) is currently being merged into the existing build. This means that dudes like this are an important step (of a multitude of assured steps, we know) closer to testing.
Finally, just a brief mention that as of the next IWBUMS we’ll be updating the credits to let people know that Project Zomboid is now dedicated to the memory of Romuald Dron – RJ’s brother – who sadly passed away in recent weeks. Our thoughts are with RJ’s family and friends at this time. RJ has also asked if we could share a little bit of his brother’s awesome artwork in today’s blog, so here you go:
Today’s featured image from Buttrix. 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 Mondoids 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. The CBOIT likes to spread the zombie love – so if you like games like ours then the plans for Dead Matter might be right up your street as well. Its Kickstarter lives here!
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dnk3912 reacted to Cutflood in It was so BLACK AND WHITE
I did a quick search and saw no one suggesting this, even if it, to me, was so obvious...
A BLACK AND WHITE MODE.
In the honor of the classic, Night of the Living Dead, the ability to play the game in a Black & White mode would be terrifying.
Zed's would be MUCH harder to see.
The blood and gore would be presented much more starkly.
Going out at Night would be only for the insane, or the insanely prepared.
I removed the color from a screenshot of mine. Already, I can see this is only for HARDCORE players....
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dnk3912 reacted to Batsphinx in RELEASED: IWBUMS Build 38.15
This is a feature, not a bug. It's in case you need to bury a Human Centipede.
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dnk3912 reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15
Build IWBUMS 38.5
[New]
Changed how bodies make you ill, previously the bodies count was set on the current zone (and it could be really big) now a custom 30x30 tiles zone is created, meaning bodies illness/flies will spread only on 30 tiles.
[Balance]
Changed how bleeding from a scratch evolve, it should now resolve faster to avoid bleeding while the scratch is over.
[Bug Fix]
Fixed flies sound emitter overlapping.
Fixed possible lags due to bodies on ground.
Fixed problem with custom map loading (conflict detector on his way!).
Added missing recipes with dirty rags.
Added missing recipe for cleaning shoes.
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dnk3912 reacted to Brex in Released: Vehicle Tech Test build
Certainly a good idea for a mod, but I doubt that a small town like Muldraugh or West Point has real need for a taxi service. When Louisville gets implemented, I fully expect service vehicles like taxis, buses, SWAT vans, and more.
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dnk3912 reacted to Rekkie in You wanted more snow, you've got more! Enjoy :)
This is something people have been suggesting for a while, so I figured I'd make some special magic happen.
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dnk3912 reacted to The Sadiztik in RELEASED: IWBUMS Build 38.15
Seriously, give us a hotkey to toggle on/off the new view guys.
That's my self-made, 2-story base and being there is basically like playing PZ blind.
I hope you'll fix that somehow asap. Besides that - love the updates!
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dnk3912 reacted to nasKo in Hazmatters
Ello, here’s the latest on matters both zomb and oid.
VEHICLES
We just pushed a new version of the public vehicles beta (access details here) in which the headline improvement is probably the improved zombie collision. Formerly piling headlong into zombies without acceleration seemed to have more impact on zeds, so hopefully things will feel a little more realistic now. Likewise collisions with car wrecks would previously slide along like ice hockey pucks, and they now should hopefully feel as if they have more weight and presence in the world.
Yuri has also cleared a bunch of bugs from our plate that our awesome testers have been reporting – including fire errors, persistent engine noise, radial menu problems and the somewhat dangerous ability to read a book while driving.
Our general plan with vehicles will likely be to merge them into the next round of IWBUMS testing as an optional ‘experimental’ sandbox feature (unless the existing one stays in testing for more than a couple of weeks). The thought is that this will allow us to get the vehicle branch’s many engine optimizations into the main game, widen player feedback and also remove the irritation of constant swapping between test builds for our merry band of community bug reporters.
NOISES
As a part of this we’re also now looking into integrating proper sounds for vehicles that reflect their type and condition, and while we’re back in the FMOD studio we’re also taking the opportunity to polish a few other areas of the PZ soundscape.
We’re looking at stuff like different footstep noises on grass, concrete, snow, wood, from a higher floor etc and also more varied seasonal sounds. Right now we have a lot of birdsong in winter, for example, which could be easily removed and replaced to give a better feeling of seasonal change.
CHRISW ENGINE WORK
Feedback on the more visible upper storeys and window peeking that are currently part of the IWBUMS public beta seems pretty positive – but there are two primary issues that need to be ironed out before we can release.
The first are visibility issues with porches, overhangs and buildings like garage forecourts with supported roofs – as is shown here by Captain Dringo. The best way to sort this is to have the data marked up so that canopies and porches and similar structures can be hidden cleanly – to which end Mash has been marking up impacted locations on the map. This week ChrisW will be adding the code fix and remedying cases where small overhangs are attached to buildings. This procedure will give us an effective way to hide anything that blocks the view.
Currently the system never hides the player or the nearest zombie, but we also need to expand this to other survivors for MP. Likewise to finalise his fixes Chris will be making sure that player built structures and additions respond to the same rules as the game’s pre-existing buildings.
TURBO DEVICES
It’s been off the boil for a while, but Turbo is back on his upgrade to how in-game devices operate and is chasing down bugs and networking issues in a newly operational build. This is an under-the-bonnet feature, but it’ll allows us to make the use of radios, TVs, VHS, computers, military equipment etc a lot more engaging – and will also open the door to a lot of modding.
Turbo’s modular system essentially standardises the code that runs the various different in-game gadgets, and will have repercussions (whether from us or from the community) on how easy it is to introduce/improve a wide variety of in-game and in-building systems. The sort of stuff that’ll now be far easier to create, either officially or from modders, would be: recording/playback of messages, device deconstruction and upgrading, player-created electric wiring and waterpipe systems in safehouses, security systems places like Rosewood Prison and banks, various items of discovered military equipment etc.
OTHER STUFF
First off: everyone keep an eye on what Rekkie’s up to in this thread – as we certainly will be. In terms of ‘us’ stuff though well we’ll have another IWBUMS public beta update later this week from RJ, while Mash’s map work on the next main game area continues. In the long wait for animations, meanwhile, Martin’s still churning out new clothing and models backstage so we’re sitting on something of a stockpile back here while Mark does his stuff. We’ve refrained from showing much during the lengthy delay, but this one that popped into our inboxes this morning made us do a ‘squee’ as it really nails the 90s ‘Outbreak’ movie vibe that we generally go for. And also we don’t give Martin enough love for what he’s doing so well for us behind the scenes.
This week’s engaging water closet from Hootie. 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 Mondoids 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.
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dnk3912 reacted to VikiDikiRUS in Big farm house. {BUG FIX}
Yo! It's me, another farm house. yay.
UPD: Yo, guys, I fixed little bug. Please, redownload this house, if you downloaded it before July of 4th
DOWNLOAD
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dnk3912 reacted to junglistjim in RELEASED: IWBUMS Build 38.15
Has anyone seen a street light on in 38.4?
Just realised that i havent seen any street lights - fighting in the dark - only played in Muldraugh and Rosewood though.
edit - set electricity to max - 6-12 months on
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dnk3912 reacted to nasKo in Saving Public Zomboid
We’re really struggling with those puns at this point. Hello all and welcome to this week’s Mondoid. Due to some unforeseen absences this may be a brief one, but still a few newslets to convey.
Vehicles and optimisation
Vehicle and main game optimisations continue apace, we had an extremely fruitful public test event we held last week, thanks to Jake and a lot of awesome people who took the time to help us brute force the system, we managed to get over a hundred people to join, and gathered some valuable telemetry that will allow us to optimise the game further. In addition we were able to put Stas’ new saving system to the test. In short, the saving has been optimised heavily, to cut down on server save times and in addition to pause the game on clients to avoid the players getting themselves into lethal situations amongst paused and laggy zombies. We’re confident the multiplayer experience will be much better once this is merged into the main codebase. Whether this will be in the IWBUMS, or only in the vehicle build will depend on how things go.
Animations
Work on animations continues to tick away nicely. Mark has implemented an awesome layers system that should attack the remaining animation work in various ways. Layers basically add another dimension to the animation state system implemented by us mere mortals, and allows on the one hand much more genericised states, allowing us to add ‘sub states’ that will make it much easier to allow us to tie the animation system into the existing game logic in areas it still needs doing so. An example would be say in injuries, a character will not only have a ‘walk’ state, but also that walk state will contain all the logic for ‘walking with a limp’ or ‘walking with a crutch’ or ‘walking with a vengeance’ or whatever kind of walking we might have or implement later, further allow us to blend granularity between these sub states. This, while still not 100% complete, will cut down on the amount of code required for such things dramatically, and allow us to slip the system in to hug existing code much easier, while at the same time essentially giving us thousands of ‘half way house’ animations between actual animations we create (character is walking with 20% limp in left leg) etc to give the game an even more dynamic and animation rich feel.
Zomboid Dollhouse
Chris continues his work on making the isometric game world look oh so more pretty, ironing out the remaining bugs on the ‘single building cutaway’ system, while we talk about the new cutaway system that will render the interiors of the houses much more pleasant and navigable, and finally do away with the transparent blob effect we currently have in the game. Mash has started work on the necessary cutaway tiles and things are steaming along.
Other Stuff
RJ is currently in the process of re-balancing the corpse disease system, to make sure it’s less brutal and instantly lethal, stacks properly with multiple bodies, and more in line with what you’d expect from hanging around corpses. Connall’s taking some time to go out on a bug hunt, and will be helping out in the main PZ branch, zapping a few of the longer standing bugs knocking around the codebase and bug tracker.
This week’s vehicular calamity is from Injen_team. 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 Mondoids 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.
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dnk3912 reacted to ditoseadio in RELEASED: IWBUMS Build 38.15
Soap doesn't work...
And, if we put several TV's in the same place, the free XP party starts!
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dnk3912 reacted to cool daddy shark in 38 IWBUMS n’ Roofs
I am going on a limb here but since the IWBUMS has clothing conditions, and blood splatter on a your character I am going to have to assume the animations release is around the corner nothing.
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dnk3912 reacted to nasKo in Road kill
Afternoon one and all! Here’s t’news.
Vehicles
The public Vehicles Tech Test continues, and its been fascinating watching testers adapting their PZ play-styles and spreading themselves out over the map. This week we even had our first retexture in the form of Lexx2k’s camper van, which bodes extremely well for the modding community.
Right now Yuri is reworking aspects of the physics model to fix a bug we’ve had with car bouncing, and simultaneously improving the slow turns on vans, and over-sensitive steer on the sports car. Once this has been done we’ll be opening up a specific feedback thread that’ll cover each different model of car on the TIS forum, so that it’s clear exactly what needs refinement on each different vehicle.
We’re also midway through some work on zombie collision. Currently holding down ‘W’ key while driving into zeds actually means they react less, and coasting into them without acceleration has a greater impact. As such zombie/car impacts should improve in the next couple of builds.
Finally, Yuri has been chasing down the occasional memory leaks that were popping up and causing stutter-mayhem – and, in particular, a tricky one that appeared when testers died and reloaded. We seem to be getting there with major performance tasks on the vehicles Tech Test, but fringe cases of game-breaking issues do occasionally pop up in player reports.
As such if you’re experiencing any super slowdown and juddering on the vehicles build then we 100% need to hear from you. So please leave your findings, and importantly the details of the system you’re running PZ on, here.
NewChris Stuff
NewChris has taken to the eccentricities of Java worship (following his former days in the church of Unreal) really well – and already has a backstage branch running showcasing his changes to the PZ building floor render code.
His first mission, to get him acquainted with PZ, is through rejigging the world rendering to stop the game from hiding the roofs and upper floors of every building on-screen as soon as you step close to any building.
Instead, the game will intelligently collapse just the building you are stood behind or are stood inside. It’s already clear from playing the test version that players will get a more immersive feeling, instead of having to view buildings that have been sliced up by PZ’s old ways of doing things.
The next step will be to look into implementing some more ‘Sims-like’ cut away walls to interiors, to eliminate the transparent walls we currently have, and provide a much nicer system for navigating inside buildings – while being able to see the floorplan layout much easier. It’s currently unclear whether these improvements will be going into the coming IWBUMS or the next, but good stuff is already starting to flow.
Anims
As mentioned previously we’re now working with our new/old friend Mark to get animations over the line. Mark was previously Technical Director at SEGA Europe, he loves PZ and he really knows his shit. He’s investigated the roadblocks we were facing, and we’re now working together with him to navigate it all.
For example, Mark is implementing some good ideas for handling rotational root motion from his experience on other games, and this week will also be working on a new tool that will make anim state xml handling easier for both the wider team and the community. He’s also going to be adding in some optimizations for how our existing system handled hair that’ll save on skeleton processing, and to allow for us to improve the way we were integrating the new animation system with the existing state machine that the rest of the game logic relies on.
It’s all good and necessary stuff that’s given us renewed momentum backstage, and hopefully that’ll become clearer front-of-house too in the weeks to come.
IWBUMS
We’ll likely be opening up a new IWBUMS for Build 38 over the next week or so – featuring RJ’s corpse management discussed in previous blogs, bloody clothes increasing wound infection risks, graves, pyres etc. It will also feature General Arcade’s work on MP Discord integration that we’ve had stacked up behind the scenes for a while, potentially some of the NewChris work described above and hopefully some Turbo stuff and Stas MP stuff too.
Bedford Falls
A quick note to say that the in-game maps of Build 37 have now been joined by one for ourRingoD-curated community map Bedford Falls as well, as designed by Ringo himself. He’s now working on some stash maps for it too, as well as writing some guidance for the community on how they can create their own.
This week’s car frenzy from (ЗлОй_КаКтУс). 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. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
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dnk3912 reacted to RobertJohnson in Released: Vehicle Tech Test build
Nez version.
Upgraded Physics. Fixed flying car (!) -
dnk3912 reacted to Svarog in Released: Vehicle Tech Test build
Ramming groups of zombies can have funny results. Cars have a general problem with gravity.