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MadDan

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Everything posted by MadDan

  1. Hmm, this makes me wonder if the knives getting stuck is glitched. It is a thing in-game since the start of B41 but if you guys never saw it, maybe it's bugged or a bit too rare? It's based on player's knife skill, rather than durability.
  2. MadDan

    MuniZipal Buildings

    From what I looked up on them and where they're placed, it shouldn't affect them at all. Not remotely close to each other. Of course other buildings could overlap if there are some newer ones in their locations but at the very least LV won't come out of the sky like a behemoth and crush them all single-handedly.* *citation needed.
  3. Hey all, hope this finds you well. Following on from the release of 41.54, and then its 41.55 patch last week, we are planning on a fairly imminent small 41.56 release to put to bed a few final issues with the sound mix – specifically the ‘cutting out’ issues that arise around busy moments when there’s a lot of zombies, rain and puddle footsteps. This should be released early next week, and this is the fairly miniature current changelist,, after which we will be full steam ahead on a bigger and more features-led build. Whether or not that will be the full Louisville release is still in the balance, we’ve got a few other smaller things brewing that are closer to being ready alongside further noises dropping into the mix. Alongside updates to various game systems we’ll have drinking sounds from different sources (glass bottle, plastic, cups etc), filling sounds for different containers and all the more individual weapon noises ready before the new map is – most likely. Let’s get on with it though, as it’s an MP work update blog this time around – so here’s Yuri from the Strike Force checking in with some details on where they are all at. MP WORK “We’ve spent the past month focused on improving player combat with zombies and PVP.” “A lot of things in the animation system have been fixed and polished in the way they work in MP. For example, during zed fights various glitches could occur due to the animation system having incorrect transitions, or not having states in then. This works fine in SP, but causes some issues when it comes to multiplayer.” “A good example could be simply when a player attacks a zombie, and it leads a zed reaction that’s a hit or a fall. In SP, at this point, the zombie can’t receive a second hit, since it manages to finish the animation before the player can hit a second time.” “In MP, this sort of situation can become possible – and, for example, getting secondary hit from another separate player at the moment of the fall suddenly leads to the teleportation of the zombie back to a standing position, and a second reaction to the blow.” “Elsewhere we have seriously improved the synchronization of many visual things: so that’s necessary stuff like displaying player damage, bleeding characters, pools of blood on floors and blood stains on the walls etc. There’s also work been done on synchronising many and varied different player actions on different players’ screens.” “The game is getting more and more smooth at the moment. We have really cut down on bugs related to teleportation and the desynchronization of player and zombie positions. Now things are increasingly polished on our smaller scale test server, we can move on to testing the servers with more testers, fake clients and MP clients with split-screens next month without fear that we’re seeing unfixed smaller issues exacerbated by the higher playercounts.” “There’s clearly other issues we’ve been working on too – like making some car improvements in MP. We’ve had bugs like incorrect car wheel displays, and strange collisions with cars that aren’t moving that needed some work. There’s still various other issues with the car physics we would like to address during car collisions with other cars and with players.” LOUISVILLE Meanwhile, on a separate internal test beta, it’s been a super exciting time for our map team who have had a group of excitable recruits poring over their work and reporting all manner of blocked doorways, wonky rooftops and errant furniture throughout our new city extension. Now, before we go any further another reminder that our version of Louisville is exactly that: it is not a direct recreation of the real thing in terms of locations or in size, but will have some familiar elements. Likewise skyscrapers are absent due to both our game’s height limit of eight storeys and gameplay sensibilities. With all that said, by the scale of our current map it is huuuge and includes many and varied new locations and environments to explore and survive in. Going from house to house and building to building and checking everything in the main body of the city took a whole week with work divided between three people – and there was a lot of cooing and excitement going on as they did so.Here’s a quick teaser video of some of the locations that were visited: Alongside the bugs being discovered and fixed there are many and various things that have to be done for Louisville before release – we need a new zombie heat map to spawn the zeds, we need new businesses and areas properly zoned, we need new loot distributions and as a little treat for ourselves we are also going to be making some new fun outfits and clothing items for the zombies and wardrobes of some of the new different sorts of buildings and districts you’ll come across. One fly in the ointment will be that the existing lore, which we intend to stick with and develop in future, posits that Louisville is initially barred to survivors within the exclusion zone. We didn’t want to jam in a needless ‘not-developed-enough’ obstruction in front of such a hotly anticipated map expansion.As such, for the immediate future, our current thoughts are that we will instead be dropping in a few day’s worth of ‘parallel reality’ news reports that reflect an earlier infection surge in LV for those who spawn there, or who make the journey there from the existing map. Those who enjoy the existing lore will also be able to explore various locations described within it too – and maybe even meet the zombies of some of the people you’ve watched or heard. Finally in LV thoughts, the rest of the map is getting a lick of paint too – there’ll be a few new locations popping up, general prettiness improvements to wilderness and bodies of water and of course Ayrton’s lovely curves. Here’s a quick look at those in action. FORAGING/SEARCHING Finally this week, a quick update on the improvement to the currently rather static foraging mode we have in-game. For those not in the loop this is going to be a more active system that has you moving through areas in a sort of ‘search mode’ – that represents your character scouring and focussing on the floor then finding scavenged/foraged items and trash. We have also now bound this system to help find newly super-small (since 41.54) placed 3D items like car keys, bullets and small items of food. It will also come into play indoors when searching for floorboard stashes flagged by loot maps, and various other future in-game instances. This week we have also been experimenting with some visual effects that will highlight both when the mode is engaged, and how wide your search radius is dependent on your foraging level, light/weather conditions and your speed of movement. Please take this video as a WIP! The system and the appearance of the circle is liable to be changed, receive polish etc. We are also thinking about using various different applications of this ‘vision shader’ (variations of which can be seen in this earlier tech demo) to add new challenge/gameplay to traits, helmets and accessories that would have an impact on a character’s vision. This week’s scenic zed nightmare from Yana. 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!
  4. MadDan

    Lab keycard

    https://steamcommunity.com/sharedfiles/filedetails/?id=2375198145 This mod is what it's for if you're interested in it but I have no further information on the mod itself beyond this point.
  5. I don't see why someone can't have a mod just because we won't add it to the game? That's the point we have allowed the game to be moddable in the first place for things we won't add. Mods don't really need to worry about imbalance as opposed to us.
  6. MadDan

    Lab keycard

    It's not a vanilla thing. As far as I'm aware it's a teaser for the 'Underground Labs' mod, from PlanetAlgol. You must have some mod of his installed that includes this item to tease another of his mods.
  7. This is a mod request though.
  8. The links to the videos/GIFs you posted aren't accessible.
  9. Not a bug, it's been like that for a while. You always drop your secondary item when climbing high walls.
  10. The music was cut so it could be more dynamic, rather than play a full song. The songs connect to each other, with snippets which allows them to loop while the character is in danger, and end when the character is out of danger. I'm not sure what script controls it or if it's even accessible, at least at this stage as we're gathering feedback and balancing so we need everyone at the same level. As far as I'm aware the majority is done through FMOD and Java with no Lua exposed. BPM is beats per minute, which is basically the speed of the song. The amount of beats counted per minute. 100BPM is 100 beats every 60 seconds. A bar is just a way of making music easier to read and understand by separating sections of the songs into bars. If you take a 4 bar song in the list, for easy sake, and count with the drums '1, 2, 3, 4', that's the easiest way of doing it. That's 4 beats in that bar. If there's 8, you add an 'and' between those '1 AND 2 AND 3 AND 4 AND', and then there's 8 beats in that bar. But those two last ones are delving into music theory which you don't really need to know, and something I'm certainly not a master of and am not confident enough with it to be sure it's even correct. Not sure what you mean. The ambient sounds? Also I'm just going to remove how you accessed the files from your post, as even though it's fairly easy, I think it's best to not immediately promote it.
  11. Aye it was added quite a while ago.
  12. Ah, welcome. Here's the pillow context: Back before the game was on Steam, it was on Desura and Google checkout as a tech demo. The tutorial/story was Kate and Bob - and an option was added that if you find the pillow in the wardrobe, you can smother Kate (your wife) to skip the tutorial. That's where the pillow comes from. It tends to be used to disagree with someone, I guess since we added an option of a key to force stomp, so I'm not sure separate keybindings are necessary with that modifier? Also, no idea on how up to date you are with news and such, but we plan on adding it back (Kate and Bob) as we start adding NPCs in again. I don't see why the pillow won't make the cut again, now with nice animations to go with it as we're technically able to, as well.
  13. MadDan

    Zedsommar

    If I understand you correctly: We've moved the blogs to every two weeks a while ago, instead of weekly.
  14. Try deleting the 'Lua' folder in "C:\Users\YourUserName\Zomboid". That normally works for this.
  15. Yeah they all changed, I'm not sure how they sound terrible exactly. Anything more specific? The old ones were atrocious, arguably the worst SFX in the whole game: white noise, audio popping, clipping, looping incorrectly, inconsistent quality and lasting way too long.
  16. Temporary solution from nasKo: Go to C:\Users\Yourusername\Zomboid Open the options.ini with a text editor of your choice. Change "clocksize=1" to "clocksize=2". Save. Start the game again
  17. Even if we did - it wouldn't affect MP. There's specific people working on MP who aren't involved in adding anything like this.
  18. This is default behaviour, to prevent items bloating the game's save. You can change it in Sandbox settings. In World Item Removal List, just remove those items from the list and they won't be removed. You'll have to be in a new save to change it though. For now, store them in containers.
  19. I would say almost all of these won't be a thing, but there's some exceptions, where stuff will just be a better and more unique system of things you suggested. Specifically with NPCs, really. I'll go through these one by one. There will be some quest system in the game, as far as I'm aware, but probably focused on more dynamic encounters or generation. Something like the leader of your NPC group sends you on a supply mission, as you're running low on food. Or maybe you see some NPC getting attacked, and you can make it your goal to save and join up with them and form a group. Coins and weapon rewards for completing quests are just not remotely the game we're trying to make. That's a very mobile type of game and a very generic system for a game like this. NPC static vendors, definitely not. We have much bigger plans for NPCs: When animals are implement this might get looked at further, definitely an interesting idea for Zomboid to expand on in some detail in my opinion. WIP of one future animal: Not sure on this, but I agree with the sentiment of needing variety in diet. But then, it is an apocalypse so people can't be too picky. Something that'd need to be balanced very specifically and might just be easier to keep how it is. Definitely not. 100% not what Project Zomboid is. No Legendary Golden Epic Plunger of Death and the like. Weapons are just weapons. I don't think there would be much easy access to making, or finding C4 in 1993 rural Kentucky. Explosives will get expanded on in the future to not be completely useless like they are now, though. Car modifications are a yes, here's an old prototype image: Otherwise, not really the style of game we're making. Sitting in chairs will be a thing, yes. Peeing we've decided not to go to that extent with managing the character's needs as it'd get annoying very quickly. There is a defecation mod though. I guess the upcoming VHS and CDs will count towards this. Blacksmithing used to be in the game, but everyone hated it so it got removed. And personally I hope it never comes back. 100%, there will never be a cure or any other ending other than death in the base game of Zomboid. Thanks for the suggestions though.
  20. Howdy, pardnerz! This time, we’re taking a look at one of the most subscribed Project Zomboid mods of all time: Filibuster Rhymes’ Used Cars (a version of the mod for Build 40 can be found here.) The mod’s description promises a “handful” of new vehicles, but you’d have to have pretty big hands to fit all 90+ new vehicles! The vehicles all spawn naturally within the base game’s “traffic” and replicate the simple but beautiful graphical style of our existing cars. Along with a variety of new sedans, compacts, SUVs, police cars, and pick-up trucks similar to the vehicles we’re used to, the mod adds heavy box trucks and flatbeds, fuel trucks, big yellow school buses, military Humvees, and some more retro cars like rusted pick-ups and a certain famous rear-engined German car from the 1960s. Filibuster even went to the bother of creating fictional lore-friendly names for his vehicles, so they fit even more snugly into our game. Each of the vehicles have unique handling characteristics and add more options for vehicle strategies. Should you pick the reliable old compact, the speedy sports car, or the huge and roomy but tediously slow truck? (You should choose the nippy Pazuzu truck, objectively the best vehicle in the mod). We headed on down to Filibuster’s lot and, after agreeing to a sweet deal on a 3-wheeled Chevalier Dart, got him to answer a few questions for us about himself and his mod. Filibuster Hello Filibuster! Who are you in real life? I’m pretty much just a slacker with a fat diabetic cat. Nothing too exciting, honestly. How did you first discover PZ? Why do you like it? I got it way back on Desura. I really like more slow-paced hardcore survival games, stuff where you’ve gotta plan a little bit instead of just going buck wild. I rarely stick with a game for more than a few weeks, but me and my friends played Build 40 multiplayer for like three months straight! How did you get into PZ modding? Did you have experience making or modding other games previously? The most experience I had with Blender was smashing together two models like a caveman beating on rocks to add some arms to the gun models in System Shock 2. Most of my modding in other games has been simple stuff like changing weapon damage in config files. When did you start developing your used car mod? How long have you spent making it? How has it changed and developed over time? I sometimes get into creative phases that last a while. I used to just waste time in games like Space Engineers or Interstellar Rift, then get disgusted with myself for wasting so much time. When I started modelling a few cars sometime in 2018, I just kinda went wild, ignored my girlfriend for like two months and threw a buncha models together into a pack. I can’t really tell ya how much time’s gone into it all together, but it was definitely a lotta fun. It all started with a boxy, torn looking model that didn’t even light up and snowballed into 70 or 90 something vehicles and trailers. I’ve lost count! Most other stuff has just been keeping up with the game’s new features. I’m really not looking forward to vehicle interiors and animated doors and stuff, oh man… Your car mod is one of the most popular PZ mods of all time. Do you have an interest in cars in real life? If so, what’s your dream car? Man, I never expected the mod to blow up like it did! It’s crazy to think that something like 90k people are using it. I used to be super into older muscle cars. I had a 1971 Impala for a good few years. It was beat to shit, had a rusted-through leaky vinyl roof filled with Great Stuff™ foam, no working AC, but I loved it (still do) and wanted to add it to the game. I also had an ‘83 El Camino and a ‘68 Bonneville, but I think I’ve gotten to the point where I prefer the ease and comfort of modern stuff. Old stuff is so much easier to work on, though. (Like, the engine compartment of my Impala was an empty aircraft hangar compared to my Corolla!) As for my dream car? I used to really want a 1968 Buick Wildcat or LeSabre convertible. Now I’m thinkin’ I’d like another El Camino. Do you have a favourite from your own vehicles in the mod? Have players given feedback on their favourites? Or least favourite? Shoot, that’s kinda a hard choice. I guess I’m more drawn to the Suburban and the Blazer when I’m playing. I’m pretty happy about some of the references I’ve put on stuff, like the moving truck or Pazuzu box trucks. A lot of people seem really thrilled over the military stuff and easter egg vehicles I’ve thrown in there. How difficult is it for you to model new cars, and keep them consistent with the style of the base game’s graphics? How long does it take you to debug them? Making new cars has gotten a LOT easier since I first started. I still have to Google half the stuff I’m trying to do on Blender. I’ve never been super artistic, so the texturing was more of a science than an art to me. I tried to copy the vanilla style as much as possible and it worked out somehow. If the game didn’t go for the low poly style, there’s definitely no way I could match it. Scripting and debugging the vehicles was actually more difficult than modelling them when I first started. You’d have to change a few settings for, like, tire locations, start the game, test, close it, change, start, test, repeat. Thankfully, TIS added some tools to debug mode that make it super simple now! How have you found the PZ community? How helpful has their feedback been? Is there anyone in the PZ community you would like to give a shout-out/thanks to? I’m not really the most social dude, but I’ve had lots of helpful bug reports. Sometimes when I add in a buncha stuff, I miss some really small, stupid little thing that screws something big up. It’s definitely nice when someone catches that. And heck yeah, I’ve got some people to thank! Super early on, Soul Filcher helped me out with getting the models to load. Then Fenris Wolf wrote pretty much ALL the code for the old model loading system and made it super-efficient and simple for even someone like me to understand! My buddy Blair (Planet Algol) has been helping me with fuel trailers recently. And by helping me out, I mean he literally wrote all the code for it! Shout-out too to Hurley who helped test the last version, and MrDanny who’s been really nice and helpful to people in my Discord who are learning to mod. And Charger? You get a shout out just for being Charger. Finally, an obvious one, but I’d like to thank the devs for everything, ESPECIALLY the debug tools! What vehicles or vehicle features would you most like to see added to the base game? Repainting vehicles and customising parts would be great. Like, some having carburettors and others having fuel injection, some having a manual and others having automatic transmission. I think it’s probably already in the works, but being able to add like a luggage rack or big f-off bumper would be awesome too Other than your own, which mods/maps do you enjoy or find interesting? Besides testing, I haven’t actually played much in the last few years! Back in Build 40, ORGM was/is a must. Clearing out Fort Redstone was super memorable, too. The hospital there was packed to the brim with zombarinos. We had to go outside because we kept getting sick from all the bodies! Wild times, man. What’s next in your modding plans? What’s the dream? Blair and I have a gun mod in the works. It’s mostly modelled and planned out, we’re just waiting for changes to the vanilla game to get a little more stable so he doesn’t have to redo a bunch of code. We’ve had another idea floating around for a long while too, but we’re gonna keep that under wraps for now. It’s not gonna be a roadside picnic, so it might not even pan out. But I gotta admit, my ultimate creative dream is to make my own game! Thanks to Filibuster for taking time to answer our questions! You can find his car mod here.
  21. It's not rejected due to simplifying the game, really, but far more this is just the game that we prefer to make. No cure, no hope, death is the only end is kind of the staple of Zomboid at this point, so it'd be defeating the point of the main draw of the game. A cure or anything working towards a cure is a very hard no for the vanilla game. There are plenty mods that add cures though, and you can suggest these ideas to them and someone might be willing to mod it.
  22. 1993 Kentuckians bred some strange dogs in their time and we have to stay true to their size.
  23. Planned, but also more than just dogs are planned. Here's a teaser:
  24. You just need to select 'none' in the options. Build 40 is still stable, what we mean is that when Build 41 moves to the stable branch, Build 40 will move to the beta branch.
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