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Rosewood and March Ridge


nasKo

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rosewoodsign-712x462.jpg

 

Two new areas have been added to the Project Zomboid map in the latest IWBUMS public beta build 35.20f. They are called Rosewood and March Ridge, and are a first for PZ in that we’re straying slightly away from a fictional version of the real world map so we can get in a few more interesting and engaging places for you to loot and survive in. If you want to get involved with the public beta then please go here.

We always like people to explore our new areas rather than just dump a load of screenshots on you and ruin any feeling of exploration, so we have made this spoiler thread for community discoveries.

The primary areas with new content can be found in the directions shown by these very professional looking arrows, but there are other small areas on the existing map that have been updated too.

arrows.jpg

If you spot anything that looks like a map bug, then, as ever please report in the mapping section of the TIS Bug Tracker.

We will be adding extra visual detail to these areas and fixing the issues you find as the Build 35 IWBUMS beta continues. Good luck out there!

OTHER STUFF

  • We invited a bunch of MP community host people into a test of the latest VOIP build yesterday and the results were great, and as such we anticipate merging this into the current IWBUMS public beta this week. Voice quality is significantly improved, the build is way more stable, the system seems easy to use and the only issues that really came up were those of finetuning, in-game audibility distance and minor bugs. As such it makes sense to cast the net wider into the IWBUMS beta testers for its final tweaks while cherries are placed atop its audio cake. [If you want to check out how it’s currently shaping up then Mark.exe’s stream can be found here, though please note there are period when his streaming software causes issues – this was at Mark’s end rather than a problem with the build.]
  • Animation work continues with the hook system we described last week – transplanting the existing governance over zombie and character ‘action states’ at any given frame of animation (‘Biting!’, ‘Bitten!’ etc) into the system. This is tying together all the underlying gameplay dynamics of the old sprites into the bright new animated dawn – alongside standardising the code format we’ve written for all the new combat, weapons, outfits, backpacks and big-name features the animations will bring with them.
  • Also landing this week on a separate branch for community translation teams to check out, and also liable to be merged with the main IWBUMS channel pretty quickly if everything is in its right place, is Turbo’s work on translated Radio/TV content and mod support for the now released WordZed. This will allow players to add to existing broadcast content, as well as create their own for reasons of roleplay and roleplay servers.
  • We should also mention that in IWBUMS Build 32.20F are the many and varied MP Admin improvements we discussed last week. Admin panel polish, the ability to draw out ‘Non PVP Zones’, a new Safehouse UI and various other upgrades to make running PZ servers more tolerable have all been added. Our thanks to the various server hosts who helped us with guidance and bug testing in this mission.

Thanks everyone! Same bat time, same bat channel next week…

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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here.

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5 minutes ago, nasKo said:
  • Animation work continues with the hook system we described last week – transplanting the existing governance over zombie and character ‘action states’ at any given frame of animation (‘Biting!’, ‘Bitten!’ etc) into the system. This is tying together all the underlying gameplay dynamics of the old sprites into the bright new animated dawn – alongside standardising the code format we’ve written for all the new combat, weapons, outfits, backpacks and big-name features the animations will bring with them.

 

One thing i dont understand though,  the last 3 months or so the team was tying up the animations system to the game systems right? 

 

So all of that is going to be undone with this transfer of each state of player/zombie, since its tying up together the gameplay systems again but now with a new format,  i thought that the removal of the 2D sprite animations was removed along the lines in those 2 months.

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http://projectzomboid.com/blog/2016/08/hello-ladies/

 

Quote

This should stand as the last technological hurdle for the getting the anims out into testing, although there could possibly be some multiplayer sync issues to work out that would make us consider a single player anim branch initially if that were to turn out to be the case.

 

really makes you think

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Ok, so iv been in the town to the south.  Looks like someone forgot to add the Zombies to the Zombie Survival game, there are a couple of rabid residents in their houses, but they dont seem to be reacting normally to t.v or radio.   It's an odd feeling to be playing P.Z  and know no fear when you trip a house alarm or hear the helicopter. Can this please be fixed soon?  Kinda lame to play The Sims : Running Simulator

Edited by NebNebber
Spellinh faail
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