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dnk3912

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  1. Like
    dnk3912 reacted to Watermel0wned in Released: Vehicle Tech Test build   
    A few more things after some hours of playing in multiplayer.
     
    Zombies do seem to be able to walk through seemingly closed doors every now and then. For the player the door is properly closed (cant walk through) but is also non-targetable. Zombies can just pass through. Loot doesnt load properly when you enter a chunk/cell? too fast. Driving at full speed into a warehouse for example will result in empty containers. We managed to circumvent that by slowly approacing these areas, giving them time to load in properly. The area around the mall on the northeastern end of westpoint is an absolute no-go area in terms of lag and memory leak. Driving even close to it causes the game to repeatedly freeze for seconds, resulting in crashes and unavoidable deaths. We assume that this is somehow related to the amount of cars on the parking lots. Same issues arise when we are near huge parking lots or areas that hold a lot of cars in general. Game drastically slows down up to a point where it becomes unplayable. Items in trunks disappear when you log off. Some issue when exiting the car, forcing a relog to fix. Here is the description of what happened: I was driving around for approx. 50 minutes, had the whole trunk full of loot when the memory leak became pretty nasty so that i was about to make my way back to base.I came past some wrecked cars on the road and decided to syphon some gas before i head home. When exiting the car my character did leave the car but his walking animation became a floating animation and i was not able to interact with any container or my own inventory anymore. I was simply floating around the world as if the game was still thinking that i was sitting inside the car or something. I was also not able to enter the car anymore, nor was I able to drop my items onto the ground. My character was basically trapped and I had to relog in order to fix this. After the relog all the items in the trunk were lost.  
     
    Hope this helps. 
     
  2. Like
    dnk3912 reacted to Lexx2k in Released: Vehicle Tech Test build   
    It's camping time. :>
     
    http://i.cubeupload.com/VzxVS0.png
    http://i.cubeupload.com/bBYeqS.png
     
    I'd rather have made my own 3d model, but couldn't figure out yet how exactly. Also I am lazy, so it's just a simple retexture... Also texture is the same on both sides. Wanted to remove the door on one side, but dunno how the game would react if I'd just remove the code parts. Guess it would be more effective to just make the hitbox extremely small / move it somewhere else where the player can't reach it. Though this could result in weird shit if the player switches seats and then exits the vehicle.
     
  3. Like
    dnk3912 reacted to iwawa in Released: Vehicle Tech Test build   
    We are having loads of fun! Outside of the slight frustration with loot issues, the addition of cars is literally the greatest thing you guys have ever added. We'll keep you updated!
  4. Like
    dnk3912 reacted to Batsphinx in Released: Vehicle Tech Test build   
    Ah yes. New version everyone!
     
    Mainly bug fixes.
     
    Bug fixed: Interior car doors are locked, and cannot be unlocked from the other side. Also sometimes the door on the driver’s seat is locked, but the passenger seat door is unlocked. Bug fixed: 'Rain falls through roofs on first floors. Bug fixed: Street Lights and Lamps work even when there is no electricity. Bug fixed: Loot tables on a reloaded game (and possibly other bugs associated with reloads)
  5. Like
    dnk3912 reacted to BayCon in Released: Vehicle Tech Test build   
    Most of the bugs I can deal with, but...
     
    1. the messed up loot spawning (loot appearing in inappropriate locations and not appearing in the appropriate locations) makes supply runs not worth the effort.
     
    2. Interior doors being locked, and cannot be unlocked from either side.
  6. Like
    dnk3912 reacted to Lexx2k in Released: Vehicle Tech Test build   
    Game runs a lot better now. Still tiny bits of stuttering here and there (apparently whenever a lot has to load), other than that a huge improvement to how it was before.
     
    Also seems grass isn't overlapping the cars anymore. At least in places I've been able to test it.
     
    PS: Would be fancy if car lights would change their texture when light is active. Either texture flip or some glow layer that gets activated when light is on. Right now it looks awful flat.
    /Edit: Something like this...

  7. Like
    dnk3912 reacted to Blasted_Taco in Released: Vehicle Tech Test build   
    Look man, you are asking for a feature for a gamemode that is totally optional so players can play the way they want, aka not the Devs vision.
     
    Why would they go out of their way to add something like that where those resources could be spent on other stuff?
     
    Also part of the whole "Oh man the world is going to shit and is going to spread out and no one can stop it" is because the lack of internet and all of that fancy stuff, imagine if you add laptops or cellphones, this event would have been contained more quickly in some other way.
     
    Also i am 100% sure that when vehicles hit stable, one of the first mods are going to be something along the lines of making fuel or electric cars.
  8. Like
    dnk3912 reacted to nasKo in CarDevDoid   
    Hey all. Many thanks for all the vehicles thoughts and feedback over the past week. More of which below…
     
    CARS
    Last week we released our Vehicles Tech Test build (details here) and the community has been giving us loads of technical feedback, spotlighting bugs and useful ideas for their future development. We’re going to keep this beta branch open and updated for the foreseeable future. It seems that most testers have been having a lot of fun with them, and are pretty enthused so: yay!
    We released a new version on Thursday that gives vehicles placeholder sounds and also addressed a physics bug that was causing FPS degradation – but some choppiness remains for some systems. As such Yuri is currently looking into further rendering optimizations and also investigating the way draw order currently operates.
     
    In the mean-time Mash has finished her pass on the more neutral ‘PZ’ colours for car textures, and this new art style will be added into the game fairly imminently for testers to check out.
     
    Getting the tech working well for everyone is currently the 100% priority (this, and then physics improvements, will be the focus for the next little while) but it’s probably a good juncture to respond to common queries that have been raised since the release.
    Overall we’re planning for car maintenance to work (and look) a lot like the current player health/medical system – everyone can use it in a basic sense, but those with specific skills and professions will be able to identify what’s wrong with an engine. We also plan to cross-pollinate some aspects of ‘vehicle work’ with relevant existing professions that are already in the game.
     
    Zombie attraction levels to car noise, and the radius it’s heard within, is currently set really high in the Tech Test. This is partly because we wanted to push systems fairly hard, and partly because it’s better when balancing to drop things down in terms of difficulty rather than raise them up. As such Zed vehicle-love will be dropped as we go until we hit a sweet spot. This said, down the line, vehicle noise will depend on what’s being driven and engine condition – as well as how easy it is to start the car, backfiring etc.
     
     
    BUILD 38
    Barring a few necessary fixes to Build 37, RJ is now in full-flow on Build 38. A key component of it is likely going to be the necessity of body disposal should corpses stack up around your safehouse.
     
    The current method for corpse-riddance (gas + flame) is fairly inelegant, and the punishment for decaying corpses around your home is more through it looking untidy rather than it having an impact on health, infected wounds etc. In a real zombie apocalypse this would be a bigger issue for a survivor than it currently is in PZ.
     
    As such we’re going to be looking into more effective corpse management (body pits, graves, perhaps pyres and wooden crosses / memorials for RP) as well as some gameplay encouragement to do so.
     
     
    STAFFING UP
    As regular readers will know we now have Mark with us on the long-promised animations system who, in another life, a few of us knew either from his long-ago time at Reflections (‘Driver’ games era!) or in his more recent technical roles at SEGA Europe. He’s currently going great guns in creating a new model format for the animations (now pretty much complete) and providing a new exporter to streamline it all and circumvent a bunch of the issues that have routinely been blocking us.
     
    This week we’ve also had another coder join us from our triple A pasts, another Chris from the wilds of northern England, but we’ll introduce him in more detail in future once he gets settled in. We’re also delighted that General Arcade will be also be providing additional support in MP and Engine optimization for the next few months too. Speaking of…
     
     
    STEAM INVITE ISSUE
    Something weird has happened with Steam Invites and the guys from General Arcade, who built us the system, are looking into it. Basically: in most cases when Steam invites are sent from a host, they’re not being received.
    The issue currently doesn’t seem to be tied to any particular PZ update or patch, so it seems likely that it’s something that’s changed somehow in Steam’s workings. In any event, Detective Sergei is currently on the case.
    In the mean-time a workaround to the issue that has been working for some people, as highlighted out by Onkeen and further investigated by Nasko on the PZ Discord, runs as follows:
     
    As Host: make sure your friend/friends are [Allowed] on the invite menu As Not-Host: make sure the game is shut down As Not-Host: in Steam right-click on the Host’s picture in the “Friends” panel and click “Join Game” (this will launch the game and connect you right away) Play together. Avoid zombies.  
     
    WOLDREN’S MEDIEVAL MAP
    Have you ever wondered what it’d be like to survive a zombie apocalypse in would be like in ye olden days of yore? Well wonder no more…
     
    This week’s featured news van from Retro. 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.
  9. Like
    dnk3912 got a reaction from Icy Motto in Released: Vehicle Tech Test build   
    I've had issues with 1, 6, and 9 also. Most of my containers seem to only want to spawn books or closet items. On the bright side, my personal library is complete. Refrigerators, dressers, wardrobes, and crates are still spawning the correct loot. I've also been unable to remove glass from some broken windows.
     
    I can't turn on the car while asleep but I can activate other options, like the A/C, on the menu while sleeping.
     
    The cars are really easy to control and I really like the radial menu. As a suggestion, I think it would be cool if there was resistance (for at least some cars) when driving on non-roads, such as a speed reduction. A bit like Simcity 4 when you drive on grass. The game also doesn't appear to have any penalty when driving drunk (swerving etc.).
  10. Like
    dnk3912 reacted to Damien Darkside in Released: Vehicle Tech Test build   
    How about the underused Metalworking skill? Carpentry has a whole slew of uses and levels up. I have to jack up the loot to common in order to find enough sheets of metal and such to justify actually using it.
     
    Now if we had Metalworking or changing it to "Engineering" or "Mechanic" in order to have metal barricading, car mechanics and hopefully car mods (Such as the Bus in Dawn of the Dead Remake or in Left 4 Dead). These are cars from 1993, they don't nearly have the computerized components as modern cars do.
     
    Also, the cars are too damn loud. At this point I think the actual horn makes less noise. Revving the car to higher speeds should impact sound more than "It is a car"
  11. Like
    dnk3912 reacted to Magic Mark in Released: Vehicle Tech Test build   
    This is definitely something that needs to be dialed down by quite a lot, a significant change. Not in small increments, for the sake of both gameplay and realism.
     
    Zed come out of the woodwork from blocks away to chase your car down, when in reality the sound leaving your average supermarket parking lot while you are parking is a stretch enough enough as is.
     
    Sure, you can use them as a more effective distraction tool because of the unrealistic sound dome they create, but that shouldn't be intended. Usually this would require the use of a horn.
     
    State of Decay is a good example of vehicle noise, the faster you are going (RPM noise) the "circle of sound" created around the vehicle increases as well, and if you intend on using them as a distraction, that is what the horn is used for. 
     
    Zed on the roadside see/hear you and follow, if you want to generate a horde, purposely use your vehicle to create noise (the horn) and form a train.
     
    If you are cruising down a residential road, decaying zeds (and people in general) would realistically not be able to hear you from beyond the closest houses. Couple this with the mixture of surrounding buildings/trees, natural ambiance, horde noises and occasional sound events. The pinpoint hearing for where cars are will ultimately be the most common complaint about vehicles if they are released and the current level of sound is intended.
     
    You can barely hear other vehicles from inside your own vehicle (and this is exactly why drivers shoulder check everytime they signal because sometimes a car sneaks into your blind spot and you have no idea that they are there).
     
    Thankfully, ironing stuff like this out is what test builds are for, and I have full confidence that the developers will do the right thing based on feedback. I'm sure the current levels of sound are placeholder until proper balancing is complete.
  12. Like
    dnk3912 reacted to Zorak in Released: Vehicle Tech Test build   
    just a screenshot about noise
    http://steamcommunity.com/sharedfiles/filedetails/?id=924992380
  13. Like
    dnk3912 reacted to zeeb in How to "kinda" know you're infected with the Z-Virus.   
    It's a simple one and I thought of this while recapping Dawn Of The Dead.

    Bite or Scratch wounds from zombies that leads to the deadly infection shouldn't stop bleeding.
    This way you can tell them apart, as well as adding extra difficulty by forcing change of bandage more often.


    A lot of movies/books/other share this trait, that the virus doesn't coagulate the wound.
    I think it would add some immersion, at least for me. I would really much like this.

    Share your thoughts below!
    /Z
  14. Like
    dnk3912 reacted to EnigmaGrey in Released: Vehicle Tech Test build   
    Problem solving is fun:
     
     
  15. Like
    dnk3912 reacted to steiger in Released: Vehicle Tech Test build   
    Load tables fixed!  Nice.  Cars make a nice way to mitigate helicopter events -- they're like constant gun shot draws.
    Think I saw it reported before, but at least some roofs won't keep out the rain.
    Crash on exit.  I grabbed the terminal while the game was crashing, but I don't think there's much in the way of useful info:

  16. Like
    dnk3912 got a reaction from Tatty in Released: Vehicle Tech Test build   
    I've had issues with 1, 6, and 9 also. Most of my containers seem to only want to spawn books or closet items. On the bright side, my personal library is complete. Refrigerators, dressers, wardrobes, and crates are still spawning the correct loot. I've also been unable to remove glass from some broken windows.
     
    I can't turn on the car while asleep but I can activate other options, like the A/C, on the menu while sleeping.
     
    The cars are really easy to control and I really like the radial menu. As a suggestion, I think it would be cool if there was resistance (for at least some cars) when driving on non-roads, such as a speed reduction. A bit like Simcity 4 when you drive on grass. The game also doesn't appear to have any penalty when driving drunk (swerving etc.).
  17. Like
    dnk3912 reacted to BayCon in Released: Vehicle Tech Test build   
    I'd like to see a faded version of the car's original color with a "destroyed" texture over it so not every wrecked car is white. I personally like the current nature of roadblocks and how they're even kinda hard to move with a car. 
  18. Like
    dnk3912 reacted to BoogieMan in Released: Vehicle Tech Test build   
    Loaded up a new game in West Point. It ran fine for about 4 or 5 minutes, then started freezing for 1-2 seconds at a time every 20-40 seconds. FPS stayed high and smooth otherwise. The time between freezes got smaller each time it did, and within 2 or 3 mintues later the game froze entire for about 15 seconds then exited to desktop. Never interacted with a car, though I did see one briefly. In 37.13 I never encountered any performance issues, even minor.
     
    Will try a new game.
     
    Oh, and I am unable to toggle lightswitches.. Anyone else?
     
    Windows 10 x64
    OS on SSD, Games on another SSD.
    Intel Core i7-4790K Devil’s Canyon Quad-Core 4.4GHz (Liquid Cooled)
    EVGA GeForce GTX 960 4GB 128-Bit GDDR5 PCI Express 3.0
    ASUS SABERTOOTH Z97 MARK 1 USB 3.1
    G.SKILL TridentX Series 16GB DDR3 SDRAM 1866 (PC3 14900)
  19. Like
    dnk3912 reacted to Officialadsffm in Released: Vehicle Tech Test build   
    So here is my experience. When I spawned in the fps was normal, but unsurprisingly driving a vehicle has significantly dropped my fps to about 2 - 5 FPS. But this could be caused by the fact that I also played on Six Months After Apocalypse scenario and extreme amount of zombies in conjunction with the car was causing massive fps drops. Also, playing on six months after apocalypse, apparently a lot of zombies can push your car through buildings, as seen on the screenshot, so take a note of that too.

    In conclusion, very happy with what you are working on. Looking forward to future updates. Thank you for this game.
     
    P.S: I'm in love with the physics! The way huge horde just pushes your car over just makes it all the more terrifying!!

     
    Edit: Something (Possibly lag) is preventing icons in the car menu to show up.

  20. Like
    dnk3912 reacted to Zorak in Released: Vehicle Tech Test build   
    When I die and click Exit Game my game crash
     
  21. Like
    dnk3912 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.
  22. Like
    dnk3912 reacted to BayCon in May Dayoid   
    Now I don't usually hop into IWBUMS or otherwise unstable branches these days, but you can bet your first born son I'll be testing these vehicles the second they're out. I don't care how much of a WIP they are!
     
    Oh, and First! I saw this posted 1 minute after it was up with zero replies and zero views.
  23. Like
    dnk3912 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.
  24. Like
    dnk3912 reacted to Keshash in 37 n’ Next   
    Amazing!
     
    Is it just me, or the cars are too big, compared to player character? I'd expect them to be a bit smaller.
  25. Like
    dnk3912 reacted to nasKo in 37 n’ Next   
    Hello! A public build release today, along with a general overview of where we’ll be at with different stuff in the coming weeks.
     
    37 RELEASED
    This morning we pushed Build 37.8 to Stable. This is predominantly an RJ build, apart from the Mash maps and some Yuri fixes, so our thanks to him keeping the wheel turning while work continues in our various other branches. It contains lots of fiddly longstanding fix stuff that can be read here, but the highlights run as follows:
     
    Maps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. They look a bit like this.
    You can make text and emblem markings on maps and share with friends and faction members in MP. In SP you also run a chance of discovering pre-annotated maps that’ve been marked up by deceased fellow survivors. These are mainly found on zombies and can lead you to stashes of weapons, tools and general places of interest. Loot at these locations could be hidden in cupboards, crates, bags left on the floor or even hidden under the floorboards. General improvements to cooking, cooking systems and food. Split screen co-op fixes. Gamepad fixes. Improved sleeping system for online servers who like to snooze. New forage UI to limit item build-up on the map. Portuguese Brazilian community translation by HiveFuse. Clearer moodle impact descriptions. New ‘version info’ box on main screen.  
     
    VEHICLES
    The internal tests and updates of our new physics-enhanced vehicles continue, if you haven’t seen it then our latest vid (made by Mark.exe) can be seen here. The current focus is in fixing up what we have now so that it’s all in a state that could be considered for wider testing. We will need, after all, performance feedback from as many PC set ups as we can.
     
    This week, then, Yuri had been looking at the build’s most glaring performance issues and glitches. There’s an oddly catastrophic slowdown that hits after twenty minutes of play that’s being looked at right now, for example, while vehicle and tree pop-in also needs addressing. Likewise frame-rate stutters seemingly tied to zooming. In recent days we’ve made good progress on reported (non-vehicular) crashes and garbage collection hang-ups, so we’ll keep on ticking off the list. Likewise, it’d be nice if we could solve some clipping and draw order issues.
     
    As a general ‘where we’re at’ overview, right now we have pick-ups, station wagons, ambulances, sports cars, small cars and vans in-game (although they’re yet to have different handling stats). They spawn in relevant places, and according to the affluence/role of area on the Exclusion Zone map. They crash and roll, and they really, really attract zombies – potentially a little too much. They have working headlights and are generally found locked – although keys can be found on zombies or in houses. Every car has storage in the boot, and have a handy glove box too.
     
    We’re also looking at two (subtle) different ways of colouring vehicle textures – so answers on a postcard if you can tell us your opinion of which if these vehicles fits in best with the PZ game world.
     

     
    What vehicles haven’t got is much ‘Zomboid’ gameplay tied to them right now – mechanic profession, maintenance, damage, player injury and other vital stuff isn’t in yet. Likewise they have no engine sound playing, the info panel UI is temporary and collision with zeds and survivors needs work. The focus right now, however, is getting their operation as glitch-free as possible – so all this will come in future weeks.
     
     
    ANIMS
    We mentioned it last week but now have an extra body on-board in TIS Towers, in the form of Mark – a man who comes with a wealth of games industry experience and battle-hardiness.
     
    He’s going to be jumping into the trenches fairly imminently to help us sort out various other technical issues surrounding the new animation system, as well as tie up any other loose ends or missing bits that are holding back the release.
     
    In the meantime he has been implementing Assimp as our default model and animation loader, this will allow models to be loaded in in a variety of common formats that will not only aid modders in being able to easily expand the game, but will hopefully unearth a few issues with the existing loader that have prevented the rotational root motion system from being finished off.
     
    Mark’s experience in animation systems could then lead onto other improvements once everything is in-game, but we’ll leave expanding on that until we finally have the basic models in testing. In the mean-time it’s now clear that vehicles will release before animations, so we’re continuing the work required to let them make the best of each other.
     
    Work in and around animations will provide some advantages to the vehicles once they land, such as the elimination of the old system of off-screen textures that are rendered every frame in 3D and drawn in place as sprites, being replaced with the game actually drawing the 3D models directly into the screen at the correct position in a more accurate ISO perspective. This will hopefully improve things such as zombie like vehicle collisions, and make multiple vehicles integrate into the scene together better.
     
     
    IWBUMS NEXT
    With the release of 37 work begins on the more general features and improvements for 38. Its overall contents are currently under discussion but the new map expansion is pretty much certain to be in 38, alongside the MP Discord integration. Hopefully Turbo’s devices code rewrite will also be ready in time, as well as some of the improvements it can provide.
     
     
    MOD SPOTLIGHT
    We ran an interview with prolific PZ modder Nolan the other week, but forgot to give it a Mondoid flag. Do check it out though, as he’s a very interesting chap.

    This week’s last stand from Isnah81. 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.
     
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