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MadDan

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Posts posted by MadDan

  1. 16 hours ago, ZEZAODOBALAO said:

    que demora do caralho, paguei pelo jogo e só vejo os admin jogar.. descaso com os players

    To do something right, yes it takes time. It's not neglecting players to take time to develop something correctly so the players have a better experience.

     

    If you want shoddy thrown together MP that you don't have to wait for, it's right there in Build 40. There's also Steam's remote play for Build 41.

  2. 25 minutes ago, hagglunds said:

    Trying out the 41.51 update and I am no longer able to remove curtains from any windows. I can add sheets to make curtains but can't remove them once they are in place. Opening and closing curtains works. No mods installed and started 3 characters - all had the same issue of curtains being non removable.

    This is an intentional change. You need to use the furniture tool instead now so you'll actually get the physical curtain item rather than a sheet, which you can then rip to sheets, as far as I'm still aware.

     

    Ninja'd by nasKo, as per usual. :D

  3. On 7/18/2021 at 5:31 AM, fcolley3 said:

    I don't know what the garbage collector is but, I'm sure I can live without it. I have windows 7 and likewise never plan to go to windows 10. 

     

    In the most basic sense, garbage collection is a Java process that cleans up useless code to free memory for the program. In PZ this would come as playing for a few hours and having those microstutters for the collector to free up. But there's also times where it'd pause in the game as that process runs causing the stutters.

     

    Not 100% correct but from PZ's optimization perspective that's the gist.

     

    Key point: The new one being pause-less.

  4. 1 hour ago, Blake81 said:

     

    I am very concerned about this one line in the changelog. Does this mean that PZ will no longer be compatible with older OSes? As someone still on Win7, and with no intention to ever upgrading to Win10 (Here's me hoping that Win11 won't have as many privacy violations...), does this mean I'll become unable to play PZ after this patch?

    Don't think you need to worry - Fairly certain this just means older OSes won't be able to utilize newer optimizations done to the garbage collector so you won't get specific benefits from it, if you're on an earlier build or older OS (to a degree).

  5. 18 minutes ago, gabriel rodrigues brandao said:

    A question that the answer is more obvious, you will keep the old screams of the characters in version 41.52 like the male 1 and 2 scream that are my favorites? 100% sure the answer is no, I hope the new screams of how much you're devoured by zombies is cool, I'll probably like some scream

     

    kkkk i used google translate if something's wrong it's google's fault

    That's what I wanted to say I just edit the cometary and it turns white I don't know how to take it off so take it there again kkk fwl

    live new screams of deatheeeeeeeeee

    No idea why it does that, but I edited this out. Translate is working good.

     

    There's a few classic sounds we may keep, I'm not sure if the old screams are part of that but I would like them to be too.

  6. Well, two weeks takes ages to get through right? Here we are with the first fortnightly Thursdoid which hopefully contains enough morsels to keep you satiated.

     

    For details on what’s happening with MP, and why we’ve moved to blogs every two weeks for the foreseeable future, please check out our MP Status Update from last time.

    IWBUMS 41.51

    As we discussed last time, we have six months worth of polish, changes, additions and fixes waiting to go into the IWBUMS Build 41 Public beta that are completely unrelated to the parallel MP work.

    In this past two weeks, then, we have removed/disabled its WIP multiplayer components, and are now preparing to release this as a beta update.

     

    The changelist is pretty vast, and can be found here if you are interested.

     

    Sometimes in the past when we have released builds with lengthy gestation times they have been buggier than we’d have otherwise liked, which is why we are putting this through a lot of testing – and are currently opening it out to an expanded pool of internal testers over the coming weekend. Please note that when we talk about holding this build back for testing, it’s not in the same league, stadium or planet as the testing for the MP overhaul, we just have to do our due diligence after all the talk of being careful about what we release not to completely break the current b41 build by hurrying to get going with the builds again.

     

    This new version also includes some fairly foundational changes like updates to the Java and LWJGL we are using, that will improve a legion of compatibility issues we’ve often come up against, and many optimizations.

     

    Likewise there is a big savegame file size optimization going into this version, which will mean that your current savegame will NOT be compatible. But, clearly, fret not – the current 41.50 version will remain available to you, and step-by-step savegame transfer instructions will be provided should they be required.

    NOISEWORKS SOUND UPGRADE

    The Noiseworks full soundscape upgrade has just gone into its first round of testing, and we’ve collated a full list of bugs and missing / wrongly wired sounds back over to them.

     

    Primary issues include some rethinking of how we’re doing car noise due to some engine sound issues, lots of stuff that needs an adjustment in how its rigged, and a few sounds that don’t entirely fit the action on-screen. We’re making good headway with all this, but it’s probably best to expect its appearance in 41.52.

     

    A video, and then a few tester quotes.

     

     

     

     

    “The ambient sounds of the wildlife is amazing. I found myself a few times just listening to it all. hearing the zombies shuffle outside a building you are in can put you on edge, but you think you have time until that first bang on a door or window which will make you jump. And the rain sounds changing as it intensifies is amazing, you feel an urgency to immediately seek shelter, you know it’s about to get bad outside.”

     

    “The game feels a lot more… full (?) with all the noises. I noticed it had tactical advantages too, as I heard the footsteps of a bunch of zombies around a corner before I got there. That was super cool.”

     

    “WOW the UI makes sounds now??? Did not expect that it is awesome. Also the tweaks to the This is How You Died screen for loading into the world and all are incredible.”

     

    “I haven’t felt suspense like that while playing for a long time, the jump-scares really get you as well. The new sounds give it a completely new, different experience imo, like just the eerie silence when you walk into a house all of a sudden, instantly makes you put your guard up and listen out.”

    3D ITEMS

    Also for likely inclusion in 41.52 are the 3D items that ‘Rockstar Mark’ has provided – which will mean that we no longer will have to use inventory icons for items left on the floor.

     

    We still have to make sure these don’t dampen performance when used in extravagance, but they are already paying dividends in terms of the ‘zed stories’ we tell in abandoned houses – the frat boy zombies will have real-looking beer and chips on the floor now, while the ‘sex zombies’ we suggest were having rumpy pumpy will have real-looking clothes strewn on the floor around the bed.

     

    This has also allowed for RJ to put in an extension of the world-building ‘Marie Celeste’ nature of various homes within the Knox Event – putting items on tables to suggest what was happening (or about to happen) in the build up to disaster striking.

    Someone here, for example, was about to bake a cake.

    image-3-768x562.png

    This will be expanded on heavily in future, with our hopes that all items present on shelves will represent the actual items. This is a long term goal however.

     

    In terms of gameplay the 3d items will bring, we do plan however in the more immediate future to make tables into containers, which allow items to be placed on them and be visible at a glance. This will surely be a welcome feature for those packrats looking for some extra storage space.

     

    Also, Mark just sent us these, which should much better allow us and those like us to simulate our bedroom floors within the game with more accuracy.

    ClothesGrounded-1024x584.jpg

    MAP WORK

    As discussed last week we are bumping the urban map expansion, our PZ version of Louisville, up the running order of releases – though it’s still too far off to pin down in any particular version.

     

    This week Jamie (Xeonyx) has been on ‘Operation Building Heighten’ – as we have increasingly become aware that we need to reinforce how verticality in the city’s innermost districts will be a big part of the feeling of difference between it and our existing rural areas.

     

    We have an upper limit of seven storeys and a rooftop in PZ, which is an unavoidable performance constraint (and also something of a balance issue even if we one day surmounted it) but it should still feel urban, new and different to what’s currently available. Here’s some of Jamie’s building heightening in action:

    height_increase_01-1-768x471.png
    height_increase_05-768x465.png

    Kukrapok/Ayrton meanwhile continues with his own mission to bring more realistic curved roads and road patterns to both the existing and new areas of the PZ map.

    road-exchange-768x414.jpg
    curb-train-768x830.jpg

    There’ll also clearly be loads of new tiles and decorations that come with the map update and, while the blog writer doesn’t find it hugely exciting, I am reliably informed that the ability to spruce up your bases with lovely new vegetation will be of encouragement to some.

    image-1-768x489.png

    NEXT TIME

    As discussed in our last blog, when we return for our next dev update we will get the latest from Yuri and Andrei on MP, who have now an entire month to do deep dives into their work without us poking them with a stick every week for something to show the world – as well as all the SP latest similar to that discussed above.

     

    In the interim we will also put up the next Mod Spotlight from Pat_Bren, who this month will be talking to none other than the elusive Snake. Thanks all for reading!

     

    This week’s featured image from KPKPlays. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 dev blogs 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Our thanks to all bratty stepsisters out there for refusing to relinquish their gaming PC!

  7. Seems like this is a modded map, have you tried without mods on default chainlink fences? Could be a case of the tile not being defined as being able to shot through. Not an expert in custom map mods but it'd be my first guess. For the green outline, you're sure you have it enabled in the settings? Maybe other mods might be interfering with it if so First thing to check is if it happens on the vanilla game, i.e, no mods at all.

     

     

  8. 25 minutes ago, Nazarito22 said:

    Where is the news? It's Friday already.

    As stated in the blog:

    Quote

    We will be doing bi-weekly Thursdoids (that’s every two weeks).

     

  9.  

    really-useful.jpg

    It had to happen. We always knew he’d come for us.

    Anyway, onto the dev news.

    MULTIPLAYER

    Work continues on the MP Strike Force’s smoothening out of the client zombies transplant. Early this week we had a few serious bugs that resulted in the player being teleported inside the bodies of zombies, which are fixed now but we’re mentioning as it was a WEIRD TIME.

     

     

    This week’s Wednesday test was another positive one as it turned out. Still some issues, though after a few weeks where bugs introduced with the client zombie work were getting in the way, it was clear the testers were having a lot more of a fun experience.
     

    As stated before, the client zombies are the last ‘big piece of tech’ to fall into place before we’re vaccuming up the last few game breakers and looking toward getting it out there. The client zombies will allow servers to leverage the cpu of the clients in order to handle the expensive zombie AI. They will not only heavily reduce the amount of server load zombies will cause, but also reduce latency in combat to zero, and provide a close to single player experience for one on one zombie combat. Any unavoidable lag or glitches that do occur will only ever affect zombies that are not interacting with the player.

     

    It’s been a tall order but issues are increasingly being patched out. On this week’s fix list are improving the zombie synchronization, working out why some zombies appear at the last minute in fog or the dark, some zombies duplicating on death and a variety of lesser issues and broken things. Car physics also still need some work to ensure that climbing in a car isn’t risking being bounced around like a pinball due to some unexpected lag.

     

    After a few weeks that felt a little disheartening with new bugs getting in the way, we’ve been feeling much more positive this past little while – and hopefully this will continue as we scale up the number of players on the server during our Wed/Fri test sessions. Here’s a vid of edited highlights from last night’s 4-5 player sesh.

     


    OTHER STUFF

    The Noiseworks sound revolution continues apace. This week they are primarily looking at our music implementation, but they also dropped this little treat off last Friday. Behold! A vehicle that sounds far less like ass.

     

    (STANDARD WIP WARNING: Not all sounds integrated. Sound balance not final. Etc etc.)

     

     

    While the zeds-on-clients MP work is being bedded in, RJ has been ticking off various smaller MP issues and QOL improvements. He has also implemented the first pass of Martin’s new car wrecks – which will provide a halfway house between our current burnt out cars, and our usual more beat up / rusted vehicles. While these will largely be cosmetic and non-drivable, you will be able to go under their hoods, into their trunks and to siphon out their gas.
     

     

    image-1-1024x547.png

    As mentioned two weeks ago, Kukrapok’s initial mission after joining the PZ mapping team is starting to bear fruit – as he is getting involved on the main map files to bring bendier roads to the masses. Less broken bones from ninety degree turns in future perhaps? Well, hopefully not all of them.
     

    image-2-1024x646.png

    This week’s modded tank engine image from xseif_gamer on Reddit, from a forthcoming mod by AuthenticPeach. Yes Spirit1678, you were correct. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 dev blogs 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 you update notifications once builds get released. We also live on Twitter right hereOur Discord is open for chat and hijinks too!

     

  10. 9 hours ago, kichan said:

    urinate, it is something elementary and important in a realistic survival game, it would be a mistake to ignore it. there are toilets and it has no function.  Even defecate

    There's certain sections we're not going to implement in PZ because it'd be annoying and there needs to be a distinction between realism and gameplay. This is one of the things we're not going to add.

     

    I suggest looking at the commonly suggested suggestions thread as there's others mentioned there.

  11. With Noiseworks currently getting all the tracks from Zach for creating more dynamic music, this might sort itself out. If not, I'll bring it up to see if it can be done. Some space for atmosphere and tension is important, I agree. Since the new music was added there's been no sign of respite like there used to be.

     

    For now, I just tap M when I want to mute the music and soak in the atmosphere and then tap it when I miss it again.

  12. 4 hours ago, PoshRocketeer said:

    I'd also like to add that if the devs were as closed-minded as you seem to be, this forum wouldn't even exist.  They've already conceded on core design choices in the past on numerous occasions, I see no reason why this would be any different. In the end it's their decision, not yours. Bites also aren't always 100% fatal, at least not according to the devs. I've never actually seen anyone survive a bite, but supposedly it's possible.

    Well it's not possible and never was.

    It was made up to give you false hope that there was a chance. There was a bug which let you survive but it's always intended as 100%.

     

    If there's anything unlikely to be conceded in, it's this. Sandbox is there for a reason, why people refuse to use it is beyond me.

  13. 18 minutes ago, Vlex said:

    true. and honestly the "last chance" mindset isnt mine. a friend watched a vid and the person in the vid seemed to think that. mind you my friends and i just realised that the normal version is 40, we have been on 39 for a while. xD so we all just got a massive nice new update. :) 

    No worries.

     

    Build 39 was vehicles and is outdated. The default build is Build 40, so I'm guessing you mean you were on Build 40 and the update you got was Build 41, which is in beta?

     

    Build 40 being Weather, Build 41 one being Animations and obviously much more.

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