lemmy101

PZ Dev
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About lemmy101

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    Co-Founder, Developer, Ninja

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  1. lemmy101

    Forking Hell

    in animation build
  2. lemmy101

    Babydoid

    not like 20 boxes full of it in every kitchen's cupboard tho
  3. lemmy101

    Babydoid

    Probably not in the anim update, but we have a completely new gun aiming system planned that'll prob be in the hunting update after. Think of the old Commandos games with their sniper rifle sights that follow the mouse. We're going to try make shooting a more player skill based, visceral and satisfying, with less reliance on RNG with some of the FPS style mechanics like bullet spread indicators on sights, and aiming with your mouse (tho obv the bullet will still travel from the player and may hit cover etc)
  4. lemmy101

    Forking Hell

    I'm almost 100% positive we already have a zombie specific run anim. If not its definitely on the list, no mod required
  5. lemmy101

    Zed Tumble

    Here is a quick video taken, without 4 hours of footage capturing cut down to 30 seconds of short clips, and without me trying to avoid showing all the broken bits this doesn't even scratch the surface. We're not being modest here, the game isn't playable and took me 4 hours to make that 30-60 second video you saw. we're not just hitting record and getting uninterrupted footage of brilliance, outside visual glitches and problems, there are bugs and missing features making the game as it stands 100% impossible to play. And to get footage to show off the stuff that IS working requires about 20 attempts to avoid something totally broken appearing or happening. We're making great progress but there's a lot to do before we could DREAM of putting it out there in public, even IWBUMs. Imagine how disappointed and angry people would be? It's not worth it, you wouldn't enjoy it and would get the experience spoilt for you. We'll release it as soon as we feel people can play a full game of zomboid in it and have a good experience and feel the anims worth the wait, even if there are bugs, it has to function as a game.
  6. lemmy101

    Zed Tumble

    Sorry, not close to that yet. You are seeing little slices of footage of stuff that's in but the game simply isn't close to being fully playable yet.
  7. lemmy101

    Higher Fidelity

    nothing is nerfed as in the entire combat system is being built from scratch from the ground up, but yes we're going to look into making sure we don't make certain weapons aren't OP. while building it from scratch
  8. lemmy101

    Jan(im)uary

    you can, 'its just not in yet'tm
  9. lemmy101

    Build 40.43 Released!

    [NEW] New zombie network transmission system. Two circles with radiuses definable in server options: ZombieUpdateRadiusHighPriority (default 10 tiles) - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 500) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies). ZombieUpdateRadiusLowPriority (default 300 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching. Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative. Out of the box, with default settings, it will be have just like previous builds, but server operators can adjust these numbers to gain better performance. After xmas we'll adjust the defaults and work on this more once we have more info. New message given to player when trying to claim a safehouse and already part of existing safehouse [FIX] Fixed errors with safehouses. Fixed duplication of rope text in build menu Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP
  10. lemmy101

    IWBUMS 40.41 (important info for server operators)

    Released. Forgot to increment version number so that'll update in the next 30 mins. We felt we had to revert the defaults of the new zombie system until the holidays are over since we need to get the safehouse fixes out to the public build, butthere were a few potential issues. 40.43 BALANCE Reverted values of new Zombie Network system to default values, to allow server operators to experiment with them - without changing existing server operation. FIXES Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP
  11. lemmy101

    IWBUMS 40.41 (important info for server operators)

    40.42 NEW New message given to player when trying to claim a safehouse and already part of existing safehouse FIXES Fixed duplication of rope text in build menu
  12. lemmy101

    Megatest VIII: We Need YOU! [COMPLETE]

    Things to look out for: 1) Zombies in the distance will probably be more 'laggy' by default, however this is intentional to vastly reduce the server load. 2) The nearest zombies to you, any within any range of doing any damage to you soon, should be much much smoother, even when lots of players are connected. 3) We're especially interested if you feel any general server lag outside zombies, or whether this work has improved the stability of the server. 4) We can tweak the default settings if people find the defaults unplayable or distracting, but generally the more conservative we can be with distant zombies without it making for a poor experience, the better.
  13. IWBUMS 40.41 released! [NEW] New zombie network transmission system. Two circles with radiuses definable in server options: ZombieUpdateRadiusHighPriority (default 25 tiles) - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 6) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies). ZombieUpdateRadiusLowPriority (default 45 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching. Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative. Out of the box, with default settings, we expect the zombies to have a much lesser load on the server, especially with high player numbers. However players may notice some sluggishness of zombies at a distance, delays in changing direction due to sound, or sometimes small skips and teleports, though zombies close to a player that could risk their lives should not suffer this issue and so any zombie glitches and pauses should remain purely cosmetic. This can be tuned to your own preferences. Depending on your expected server load, if you are running a coop server and want more zombie precision, you can increase the radiuses, ZombieUpdateMaxHighPrority zombies, and decrease the ZombieUpdateDelta. This will create more traffic and server CPU load, so is not advised for high population servers. If you're running a high population server and are having issues with server performance, you can decrease these radiuses, decrease ZombieUpdateMaxHighPrority, or increase the ZombieUpdateDelta to reduce the amount of zombie network traffic and CPU load, which should reduce issues with black bordering and server stalls at the cost of zombie accuracy not close to a player. [FIX] Fixed errors with safehouses.
  14. lemmy101

    IWBUMS VERSION - 40.37

    IWBUMS 40.40 Added missing textures for fractured bones. You now can't splint a chest. Fixed server options not showing Fixed still being able to stack up wooden stairs.
  15. lemmy101

    IWBUMS VERSION - 40.37

    IWBUMS 40.39 BALANCE Added dither circle to weathermask Adjusted non-default sandbox night darkness a bit Added missing moon calcs to climate system, and readded night moonlight coloring FIX Fixed bug in isoregions where a pole sometimes invalidated a region room and rain could get in. Fixed Turkish translation files causing errors when displayed in game. Fixed Safehouse channel being heard by any member of any safehouse, not only by members of a particular one Fixed "plumb sink" not being synchronized in multiplayer. Fixed game sometimes locking up when exiting. Fixed game freezing if player not found. Fixed whisper freeze