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MadDan

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Everything posted by MadDan

  1. Yeah this is a joke. I think it should be reduced a good bit now though, or allow other items to spawn there too so it's not destroying looting possibilities.
  2. MadDan

    It's Coming to Roam

    Damn haven't seen you around in a while Okami. I remember you frequenting Discord. I remember myself frequenting Discord, to be fair, ha.
  3. 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.
  4. Yeah just checked and it's been replaced by the condition when hovering over. Star wasn't really cutting it accuracy wise to the condition. Not a bug.
  5. 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.
  6. MadDan

    It's Coming to Roam

    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.
  7. MadDan

    F

    ? Mistaken thread creation?
  8. MadDan

    It's Coming to Roam

    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).
  9. MadDan

    It's Coming to Roam

    The third sentence of the blog at the top it is stated. We intend to release this early next week.
  10. Press ESC to cancel any timed action like this.
  11. MadDan

    Jumps n' scares

    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.
  12. MadDan

    Jumps n' scares

    "some things were a little out of order and it didn't go unnoticed " I'm very confused.
  13. MadDan

    Jumps n' scares

    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. 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. 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: 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. 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. 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!
  14. https://projectzomboid.com/blog/news/2021/06/mp-status-update/ Tl;dr: It's been delayed up to an estimated six months. Single player updates will resume in the mean time so there's not a drought of updates to the game.
  15. 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.
  16. MadDan

    MP Status Update

    As stated in the blog:
  17. I believe this has been fixed recently and will be one of the bug fixes alongside the MP build when it gets released to public testing.
  18. There's also a third choice: playing multiplayer which is still available to play in Build 40. It's still in the stable branch for that reason. Regardless of how much you prefer Build 41, it's a lie to state you cannot play it in 2021. Not to mind remote play in Build 41 too.
  19. It is probably an issue with mods. I've heard a trait called Bouncer in some mod can cause this too. But even then, mods can have some unexpected behaviour. Does it happen without mods?
  20. MadDan

    Really Useful

    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. 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. 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 here! Our Discord is open for chat and hijinks too!
  21. 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.
  22. 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.
  23. Yes, and every Thursday after that too. Nothing has changed.
  24. 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.
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