lemmy101

PZ Dev
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About lemmy101

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    Co-Founder, Developer, Ninja

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  1. 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.
  2. 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.
  3. 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
  4. point is this hasn't been in thursdoids, for the very reason mentioned in the bit you quoted we only talk about the immediate next build, which was vehicles, then weather, now anims.
  5. I can't promise when NPC build will appear, its still very unclear whether animation dev will be surprisingly fast, expectedly normal or unexpectedly long. We would be fools to assume the first though. Hunting rather would be, relatively, much less destructive and intense development but would bring huge benefits. As I've said, the hunting is an important stepping stone to NPCs by actually integrating their systems into the game. There is a LOOOOT of NPC code that's not in current up to date code, that needs implementing into the new animation system and so on, and the hunting system would allow us to get all that tech functional and in the game, without the massive complexities of NPCs. You got two choices (well you haven't but let's pretend), a) You get a simpler form of the AI systems integrated for animal behaviour, where the entire team can pretty quickly add animals into the world, expand on the wilderness game and add stealth anims, while I continue to implement the NPC infrastructure ready for the immediate build after that will start integrating NPCs. Results: 42 = Hunting, 43 = NPCs part1 or... b) You get no hunting, the AI system integration takes the exact amount of time (likely much more though, due to implementing in one huge block just for complex npc behaviour without phasing it in simpler steps is exactly how it got tied in knots last time, the very reason it was planned like this is to avoid the problems in the past we've had with npcs delay and code branch getting left behind the game's dev), thus build 43 becomes build 42, but comes out at most a month before build 43 in scenario A would come out, due to the saved time of team not developing hunting systems (but in realistic terms not all this time would be 100% transferable and the much more complex AI integration required all at once could delay us even longer than scenario a). In this scenario, you'll never get hunting ever because now the NPC pandoras box is opening and people are gonna be pissed off to high heaven if we don't show that all the advanced NPC features teased years ago are in development and priority at that point. Once NPCs are done, after near a decade working on this game and we're finally able to get out of Early Access, bug fixing and polish will be the 100% focus and after that you can bet your ass we'll be moving on a whole bunch of people onto another game and considering third party game porting and such. That's your lot. Forever. We'll still support the game with bug fixes and smaller additions, but the dev manpower support will never be what it is right now again (probably 1/10th at best) and 3rd party company porting efforts would likely forbid us all but bug fixes and small changes for a year or more, so so as not to complicate that (exactly why we've avoided console ports etc during active dev). Game 1.0's without one major update it would have had, so any other features that'd appear in that build also are never added. Hopefully someone will make a hunting mod. Still sure you don't want hunting as build 42?
  6. This is not true, we've just started a very strict 'only talk about next build' policy on thursdoids to avoid hyping people up or talking about stuff that may hit delays, hence we only talked about vehicles while we were working on the build they would appear in, and same with anims (putting aside the stuff long ago before this policy was decided on). Build 42 is hunting and will integrate the AI systems into the game that the NPCs will use for animal behaviours, and every build after that until 1.0 over 3 builds will be focused on NPCs, going from simple encounters ,to the whole group dynamics, full automation and meta-game stuff we promised. We call it our 'Road To NPCs' roadmap and we're not talking about it officially in thursdoids until anims releases.
  7. lemmy101

    Jan(im)uary

    you can, 'its just not in yet'tm
  8. 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
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. lemmy101

    IWBUMS VERSION - 40.37

    IWBUMS 40.38 BALANCE Saucepan can now be used to disinfect bandages. Updated Translations. Added support for Estonian lanugage. FIX Fixed MP climate admin panel broken due to color change Fixed new color config not loading on server Fixed shader still applying some slight coloring when indoors Fixed items remaining equipped after placing traps and installing vehicle parts. Fixed GetTextWithPrefix of non-existant table when a whisper target is out of range. Fixed whitespace being deleted from name in quotes of whisper chat command Fixed some red errors when input regex parts into chat. Small refactoring chat window. Fixed concurrent chat server problem. Chat system is thread-safe now.