Released: Vehicle Tech Test build
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Hi there, my two cents on this build. To test this, I played a new world for about one hour.

1) as others have noticed, when hitting zombies the car "jumps" a bit too much. It feels odd for the largest vehicles (minivans etc). Also the chance of running over "standing" zombies should be lower, specially for low cars. I would expect most of the impacts leading to the bodies flying over the car, hitting the windshield and falling sideways or something.

2) it would also be cool if we had the same jumps when running over dead zombies and stuff on the road, but I understand this would be hard on the game engine.

3) some structures have no hitboxes, like lampposts, and it would be fun/bad/dangerous taking them down by hitting them at high speed with the car. Right now we clip inside many things.

4) i feel that the impacts between the cars and the bodies are transferring too much momentum. The car slows down too much when hitting a single person, and the zombie is not thrown away at a large distance. It is like zombies weight like 30% of the car.

5) the acceleration of the cars seems a bit low, even for standard vehicles. Even on the highway it takes a long time to reach speeds that "feel" fast. In this regard, note that normally time in PZ runs way faster than IRL, so a bit of "unrealistic quick accelerations" would not be totally unreasonable, if the gameplay can be improved. Also I can see this being an issue with PZ's engine or due to the isometric view; anyways I felt it was worth pointing out.

6) related to 5, the shown speed doesn't feel quite right when driving. The car seems always "slower", and when you turn even at slow speed the tires squeak a lot. Once again, this might be also an issue of isometric projections, I don't know.

7) it would be nice to have an HUD when driving that we can access with simple mouse clicks on one corner of the screen, to control the different systems of the car (lights, heating/ac, locking doors, turn on radio, honk the horn, etc).

8) I am sure that this would be tackled later on, but with the introductions of vehicles, the "right angles" on some roads (especially the highway) is really problematic, and stands out too much. I think having at least 45° roads is a must for the final version of the map.

I hope this feedback proves useful for you. I would also like to stress that I am really impressed by your work, I've been following this game since version 1.4d so I know what i'm talking about :-D

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I'm getting pretty severe FPS drops when driving and when not driving. I was assuming that was already reported but just in case it wasn't I thought I'd drop it. Once that's fixed I'll test some more and let you know if I find anything, for now it's just difficult. But man this is good. Y'all did an amazing job on the vehicles. Very well done. Can't wait to see the final product! :)

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3 hours ago, MrZombifiedGamer said:

I'm getting pretty severe FPS drops when driving and when not driving. I was assuming that was already reported but just in case it wasn't I thought I'd drop it. Once that's fixed I'll test some more and let you know if I find anything, for now it's just difficult. But man this is good. Y'all did an amazing job on the vehicles. Very well done. Can't wait to see the final product! :)

 

Glad to hear you like 'em :)

 

Ultimately performance is always likely to take a hit when big stuff like this gets mixed in, but Yuri has another round of optimization on his tasklist coming up to improve things. As I wrote in the Mondoid the general order of what he'll be doing is: clearing as many 'general' bugs as possible, fix up gamepad controls, get this build ready to be blended into the main game as an 'experimental' toggle so it can go into IWBUMS and then looking at improving the FPS.

 

In the mean-time, as ever, if people can supply us with their system specs and how they're finding current vehicle performance then I'm sure it will be helpful when Yuri comes to it. Stuff on his list is currently also things like: reduce impact of turning more than 90 degrees on FPS, look into impact on vehicle build FPS over driving through packed-in urban areas etc. 

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8 hours ago, numbersixthecat said:

DramaSetter is gay

About structures without hitboxes : http://imgur.com/a/1plNp

Also,i hope menu when you can watch all info about your car ( engine hp and etc ) would be available only 

near opened hood ( function of opening hood is already ingame,just ain't used )

Edited by DramaSetter

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1 hour ago, Batsphinx said:

 

Glad to hear you like 'em :)

 

Ultimately performance is always likely to take a hit when big stuff like this gets mixed in, but Yuri has another round of optimization on his tasklist coming up to improve things. As I wrote in the Mondoid the general order of what he'll be doing is: clearing as many 'general' bugs as possible, fix up gamepad controls, get this build ready to be blended into the main game as an 'experimental' toggle so it can go into IWBUMS and then looking at improving the FPS.

 

In the mean-time, as ever, if people can supply us with their system specs and how they're finding current vehicle performance then I'm sure it will be helpful when Yuri comes to it. Stuff on his list is currently also things like: reduce impact of turning more than 90 degrees on FPS, look into impact on vehicle build FPS over driving through packed-in urban areas etc. 

My specs is ( watch screen )

and i feel pretty well with this build. No lags,even after 15 mins of the game.

хар-ки кампутеря.png

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12 hours ago, Batsphinx said:

 

Glad to hear you like 'em :)

 

Ultimately performance is always likely to take a hit when big stuff like this gets mixed in, but Yuri has another round of optimization on his tasklist coming up to improve things. As I wrote in the Mondoid the general order of what he'll be doing is: clearing as many 'general' bugs as possible, fix up gamepad controls, get this build ready to be blended into the main game as an 'experimental' toggle so it can go into IWBUMS and then looking at improving the FPS.

 

In the mean-time, as ever, if people can supply us with their system specs and how they're finding current vehicle performance then I'm sure it will be helpful when Yuri comes to it. Stuff on his list is currently also things like: reduce impact of turning more than 90 degrees on FPS, look into impact on vehicle build FPS over driving through packed-in urban areas etc. 

Specs :
GPU: AMD Radeon R7 360
Processor: AMD FX 8320 Eight-Core

And I'm using Windows 10. It's a custom prebuilt IBuyPower PC. I have a sneaky feeling it's Win10 causing me the issue. But the devs probably know better than I do.  My card only seems to be in issue in Beth games where it causes really weird bugs but no lag and the rest of my rig is never an issue besides occasionally overheating due to inferior cooling. But Win10 has caused more than its fair share of problems. From incorrectly distributing memory to unnecessarily bogging down my PC with useless apps. lol And if I remember correctly someone said that PZ is more memory intensive now? That might be part of my issue, or the whole issue. Either way I hope my input helps, sorry I couldn't give anymore details. I'll keep testing it and see if I can give more feedback. 

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My system is running Linux (Kubuntu 17.04), and the hardware is a Schenker (Clevo) notebook with i7-4710MQ (4 cores + ht) and 16 gb ram; video is a nvidia gtx 860m with proprietary drivers.

It's a rather powerful machine and I have no issues if I run PZ at 1920x1080 (albeit the text is uncomfortably tiny).

There is a bit of stuttering when driving at high speed, but nothing else worth mentioning. Without vehicles it's flawless.

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Update : So it would seem the lag has something to do with the population (and probably my mods aren't helping since when I turned them off it got somewhat better.) But turning down pop did it for me and based on what I'm seeing on my end it has something to do with the chunks loading in. Not sure why. Also, the heater isn't working. That may sound like a small issue but trust me, it is not. I have a thing with never being able to get warm in PZ lmao this is my lifeline. :P  So on that note I request that when the heater gets fixed it gets named the MZG Patch. MrZombifiedGamer Patch. Probably wont happen but aye I gave it a shot right? lol Anyway hope that little bit of info helps. Wish I knew more about the internals of the script so I could really dig in there... But yeah chunks loading, population and probably my mods. 

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Whazzar   

The vehicle built doesn't even start for me, never had any problems on the stable build, got +40hrs in with no crashes.

 

Quote

user@laptop ~ $ '/home/user/.steam/steam/steamapps/common/ProjectZomboid/projectzomboid.sh'
64-bit java detected
Setting breakpad minidump AppID = 108600
Steam_SetMinidumpSteamID:  Caching Steam ID:  76561197987581562 [API loaded no]
java.lang.UnsatisfiedLinkError: /home/user/.steam/steam/steamapps/common/ProjectZomboid/projectzomboid/libfmodintegration64.so: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by /home/user/.steam/steam/steamapps/common/ProjectZomboid/projectzomboid/libfmodintegration64.so)
    at java.lang.ClassLoader$NativeLibrary.load(Native Method)
    at java.lang.ClassLoader.loadLibrary1(ClassLoader.java:1965)
    at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1890)
    at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1880)
    at java.lang.Runtime.loadLibrary0(Runtime.java:849)
    at java.lang.System.loadLibrary(System.java:1088)
    at fmod.javafmodJNI.init(javafmodJNI.java:40)
    at fmod.fmod.FMODManager.init(FMODManager.java:127)
    at zombie.GameWindow.maina(GameWindow.java:873)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load native libraries
    at fmod.javafmodJNI.init(javafmodJNI.java:48)
    at fmod.fmod.FMODManager.init(FMODManager.java:127)
    at zombie.GameWindow.maina(GameWindow.java:873)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

 

 

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On 29/07/2017 at 10:16 PM, Whazzar said:

The vehicle built doesn't even start for me, never had any problems on the stable build, got +40hrs in with no crashes.

 

@EnigmaGrey is this because we need to roll back to an earlier FMOD, as in the main game? 

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Are people still having issues with vehicle noise (aside from sound quality) that Yuri needs to look into?

 

Stuff like vehicle noise being heard after the vehicle has been turned off? 

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Hope you guys will make correct number of seats in each car soon,( for sedan and wagon it sould be 4, for passager van 5, etc.) , cause now all cars has 2 seats, and it looks too broken:)). 

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Svarog   
6 hours ago, Batsphinx said:

Are people still having issues with vehicle noise (aside from sound quality) that Yuri needs to look into?

 

Stuff like vehicle noise being heard after the vehicle has been turned off? 

 

I don't and I intentionally tried to break it so ot would reappear.

 

The noise should be heard by player from as far away as the zombies can hear it and that's really the only tweak i think it needs atm. It would help to know how far out of town I need to park the thing.

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Cool - thanks, just needed to know so I could remove it from Yuri's list.

 

Agreed generally on sound distance, but that will come when the new car sounds are put in I think.

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Svarog   
8 minutes ago, Batsphinx said:

Cool - thanks, just needed to know so I could remove it from Yuri's list.

 

Agreed generally on sound distance, but that will come when the new car sounds are put in I think.

 

I'll test it in mp and co op with my buddy in a few hrs if anything wonky comes up ill let you know.

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tried the car branch again this week. 

was going OK until the game crashed as i exited car - a z was lunging at me as i exited if that matters. 

Now i dont mind a crash - but when i got back in the game my car with 200KG of loot was gone - no more.  i spawned in the road without my car and all its lovely loot.

:( basically my house dissapeared lol

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1 minute ago, Batsphinx said:

 

Can you describe what you're doing in the clip too? I can't tell exactly what's going on.

Stuck in the walking animation state, I think?

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NagashUD   
3 minutes ago, Batsphinx said:

Cool - that wasn't on Yuri's list and should be attended to. Cheers for flagging it.

It seems like it was fixed for a while and reappeared since the new vehicle GUI ; np guys ! keep up the good work !

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