EnigmaGrey Posted December 8, 2017 Share Posted December 8, 2017 Howdy survivors. We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing. Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake. We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else. In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs. NEXT UP We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30. Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc. We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself. Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above. Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely. Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs. Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty. Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help. Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details. Today’s rooftop skirmish from Savv. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Snakeman, thiosk, Legoland99 and 5 others 5 3 Link to comment Share on other sites More sharing options...
Octopus Posted December 8, 2017 Share Posted December 8, 2017 Will all cars in Project Zomboid have air conditioning, or will it be restricted to newer and more expensive vehicles? It seems less likely to me that the older and cheaper vehicles in PZ would have A/C - especially in 1993. myhappines and RealHumanBeing 2 Link to comment Share on other sites More sharing options...
thiosk Posted December 8, 2017 Share Posted December 8, 2017 (edited) Its hard to say "how many keys is the right number of keys." But the balancing solution i think is not really to limit the cars at the outset, its to remove cars from the game by attrition. Allow me to explain my point. At the game outset, we had the crisis, and lots of keys got dropped, left in cars, left in houses, left in office buildings on desks and everybody bailed out. This makes sense. Those glorious first two weeks where you run around and can get a new car every third day and line them up in all the neighborhood driveways, whatever you want, like everything else the erosion should set in and thats when you start having trouble. Driving on roads shoudl be fairly safe, but driving on corpses, grass, and over curbs should cause very gradual damage to tires with the risk of catastrophic blowout. To a nonmechanic player in july or august of the first year, no big! Theres a hundred more cars. But cars parked all first winter long should really should really be worse for the wear-- in the 90s especially, car batteries did all their dying in the wintertime. Batteries were crappier back then too. So now its year two and most of the random cars have dead batteries and flat tires. Situation changes. No more running out of the building and checking three cars in the parking lot and finding 2 keys in the gloveboxes and driving all over creation anymore- gets a lot more problematic on highly eroded roads and with limited abilities to resupply. If you combine this kind of atrition, link tire damage to the erosion system and the tile type they're driving on, add potential for catastrophic blowouts, you have a lot of potential for really nailbiter situations. Drive your truck into the woods and you lose a tire at a bad time... uh oh its getting dark... If the auto shops could be powered by generators, those would have equipment to charge batteries and refill tires... ? cheers edit: I just realized that since everything runs out of gas eventually this whole point is ultimately moot Edited December 8, 2017 by thiosk trombonaught, Octopus and B33ware 1 2 Link to comment Share on other sites More sharing options...
B33ware Posted December 8, 2017 Share Posted December 8, 2017 1 hour ago, thiosk said: But cars parked all first winter long should really should really be worse for the wear-- in the 90s especially, car batteries did all their dying in the wintertime. Batteries were crappier back then too. So now its year two and most of the random cars have dead batteries and flat tires. Situation changes. No more running out of the building and checking three cars in the parking lot and finding 2 keys in the gloveboxes and driving all over creation anymore- gets a lot more problematic on highly eroded roads and with limited abilities to resupply. If you combine this kind of atrition, link tire damage to the erosion system and the tile type they're driving on, add potential for catastrophic blowouts, you have a lot of potential for really nailbiter situations. Drive your truck into the woods and you lose a tire at a bad time... uh oh its getting dark... The best scenario for car usage. I think that from year two you should be really attracted to your car, keep it in a gods shape. Personally I like when I have 1 in-game car, with our own history, with a lot of mileage (I think it's pretty good idea to include your mileage on a dash), so I want more focus on car maintenance Geras, RealHumanBeing and GoodOldLeon 2 1 Link to comment Share on other sites More sharing options...
YourRussianZombieFriend Posted December 8, 2017 Share Posted December 8, 2017 (edited) I have an impression that the ignition with a key and without it looks almost the same. Especially regarding small size of itself. It’s only my opinion but anyway. Since the main reason of adding it to the gameplay was the fact that players were confused if there is a key in the ignition or not, I propose to emphasize it more strongly. In other words make the ignition with a key look more different then the empty one. How it looks now: Maybe make the key bigger? Or change its color to distinguish it better? (Yeah I know a green key is rather rare thing in our world but anyway it's just an idea) Or maybe "side view"? Again it's just a consept : ) PS. In real life I am not as bad as my relationships with "Paint" Edited December 8, 2017 by YourRussianZombieFriend Roverboef, trombonaught and RealHumanBeing 3 Link to comment Share on other sites More sharing options...
Snakeman Posted December 8, 2017 Share Posted December 8, 2017 9 hours ago, EnigmaGrey said: Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help. Thanks Connall!!!! Capt_Paradox and Jason132 2 Link to comment Share on other sites More sharing options...
King-Salomon Posted December 8, 2017 Share Posted December 8, 2017 3 hours ago, YourRussianZombieFriend said: I have an impression that the ignition with a key and without it looks almost the same. Especially regarding small size of itself. It’s only my opinion but anyway. Since the main reason of adding it to the gameplay was the fact that players were confused if there is a key in the ignition or not, I propose to emphasize it more strongly. In other words make the ignition with a key look more different then the empty one. PS. In real life I am not as bad as my relationships with "Paint" you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ? would also be better seen as any kind of key RealHumanBeing, Geras and trombonaught 3 Link to comment Share on other sites More sharing options...
YourRussianZombieFriend Posted December 8, 2017 Share Posted December 8, 2017 26 minutes ago, King-Salomon said: you are not wrong with this... but wouldn't it be easier to let the keyes as they are and just add a colored "key ring pendant" ? would also be better seen as any kind of key Right, ring pendant is also a good idea! I didn't suggest the certain way to do it (I am not a designer or smth), just wanted it more eye-catching and clear. trombonaught and Geras 2 Link to comment Share on other sites More sharing options...
YourRussianZombieFriend Posted December 8, 2017 Share Posted December 8, 2017 Actually the ring pendants can differentiate not only in colours but also in shapes for different car models. Hmm, small spiffo pendant for spiffo car : ) Or maybe it’s too much. Certainly devs have more important stuff to do. As for modders… trombonaught, Geras, RealHumanBeing and 1 other 4 Link to comment Share on other sites More sharing options...
Roverboef Posted December 10, 2017 Share Posted December 10, 2017 Looking forward to the map update! Capt_Paradox 1 Link to comment Share on other sites More sharing options...
Connall Posted December 11, 2017 Share Posted December 11, 2017 On 08/12/2017 at 4:34 PM, Snakeman said: Thanks Connall!!!! No problem, more details will follow on how this has been implemented. Kuren, Jason132, Snakeman and 1 other 4 Link to comment Share on other sites More sharing options...
DresdenBBQ Posted December 11, 2017 Share Posted December 11, 2017 (edited) Is something wrong with Nasko or did he quit or something? Why does Enigma write the Thursdoids now? (Still waiting for TIS to announce development of Nasko stripping simulator.) Edited December 11, 2017 by Queen Glory Link to comment Share on other sites More sharing options...
EnigmaGrey Posted December 12, 2017 Author Share Posted December 12, 2017 20 hours ago, Queen Glory said: Is something wrong with Nasko or did he quit or something? Why does Enigma write the Thursdoids now? (Still waiting for TIS to announce development of Nasko stripping simulator.) You will be assimilated. EreWeGo and Jason132 1 1 Link to comment Share on other sites More sharing options...
DresdenBBQ Posted December 12, 2017 Share Posted December 12, 2017 7 hours ago, EnigmaGrey said: You will be assimilated. *gasp* What have you done with Nasko you fiend! Link to comment Share on other sites More sharing options...
Sick Boy Posted December 14, 2017 Share Posted December 14, 2017 (edited) Just wanna put this out there... Fahrenheit. Not Celsius when doing temperature displays. Yes, I know the rest of the world uses Celsius, but Americans use Fahrenheit, as would all of their temperature displays. I'm fairly certain you'd include an option to swap between the two. Actually most cars I've seen that digitally display temp have this feature in real life. But I wanted to be a loud American anyway. Edited December 14, 2017 by Sick Boy trombonaught, martingee, Kuren and 1 other 4 Link to comment Share on other sites More sharing options...
Kennethdio Posted December 15, 2017 Share Posted December 15, 2017 (edited) Isn't what you want, but i'll just help you understand the Celsius thing to a minimum 100 is boiling point. 50 is frickin hot, around 122 F. 25 Celsius is around room temp. 12.5 Celsius is 55 F. 6 Celsius is an early day, like 6 AM. 43 F 3 Celsius is basically rain 0 Celsius is around 32 F, it's when water freezes. -100 Celsius is beyond death. (Note: I'm guessing on the whole Celsius thing, correct me). (Note 2: Thanks Fenris_Wolf. Edited December 15, 2017 by Kennethdio Accuracy stuff. Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted December 15, 2017 Share Posted December 15, 2017 (edited) 100C = 212F the boiling point of water 37C = 98.6F human body temp 21C = 69.8F this is considered room temp. 12.5 = 54.5F 6C = 42.8F 3C = 37.4F this doesn't mean snow, it depends on humidity and the temperature at cloud level. 3C at cloud level = rain 0C = 32F this is freezing point for water. -40C = -40F You'll probably die long before you get to -100C Edited December 15, 2017 by Fenris_Wolf Jason132 1 Link to comment Share on other sites More sharing options...
Sick Boy Posted December 15, 2017 Share Posted December 15, 2017 (edited) I know how to translate between the two.... doesn't mean I want to every time I look at the temperature. I said I was a loud American, not a dumb one. Edited December 15, 2017 by Sick Boy Kuren 1 Link to comment Share on other sites More sharing options...
trombonaught Posted December 15, 2017 Share Posted December 15, 2017 January 21st, 2014: Mars surface temperature: -29C Winnipeg, Manitoba, Canada temperature: -31 Just had to pipe in with one of my hometown's claim to fame. Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted December 15, 2017 Share Posted December 15, 2017 6 minutes ago, trombonaught said: Winnipeg, Manitoba, Canada temperature: -31 I think you misspelled it...its supposed to be "Winterpeg" Just looking at that temperature reminds me of why I live in the warm part of canada... trombonaught 1 Link to comment Share on other sites More sharing options...
TheZombiesPro115 Posted December 15, 2017 Share Posted December 15, 2017 2 hours ago, trombonaught said: January 21st, 2014: Mars surface temperature: -29C Winnipeg, Manitoba, Canada temperature: -31 Just had to pipe in with one of my hometown's claim to fame. Don't forget our other claim to fame, nicknames for the streets being like "Scaryland", "Gangside" or, my personal favorite, "Sellcrack". trombonaught 1 Link to comment Share on other sites More sharing options...
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