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Crepe Expectations


nasKo

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We released Build 40 last Tuesday, and gave it a first hotfix on Thursday. We currently have the next patch in a public IWBUMS beta channel – and if you don’t mind then we’d love you to jump over there and see how it plays. Primary fixes/changes include:

  • More frequent changes in weather systems as the weeks tick by, and a little more extreme weather. We were concerned that people weren’t seeing enough of the new weather events, particularly rain, and so things should be more variable with this patch. We would still love to hear feedback on the current build’s weather too, and if you’d like to let us know then the relevant thread can be found here.
  • Some restored/improved chat functionality, and admin commands.
  • Sandbox options for snow on the ground, and rain/fog fx intensity.
  • Fixes to player wetness: you won’t get soaked inside tents anymore, and likewise driving with a smashed windshield will get you wet.
  • Fixes with crate-stacking, car horn/alarm radius, MP door and tree shake, construction issues, vehicle reflections and various other stuff.

We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes.

In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with what’s required of them, which in time will also be released for modders. We’ve also got an irl meet-up for our Europe-based team coming up soon, where we’ll be discussing the changes and what other cool stuff they can bring.

In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items.

He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the player’s costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasn’t been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing.

General Arcade’s Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesn’t know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding.

We’d also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely – so we thought we’d spread the link a little wider;

This week’s featured image (that we’ve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit) from ♔Потерянная.ѡℛ. 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 hereOur Discord is open for chat and hijinks too.

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Those outfits look crepe!!!

 

I can't wait to loot cool outfits off dead bodies because I wont have the patience to find clean ones in dressers and such. We're gonna need a lot of Palm Olive and soap...

 

crepe job creator people!!

crepe job on the trailer vid Clerkius!!

Edited by Arsenal26
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31 minutes ago, Octopus said:

With regards to the floodwaters - shouldn't the water look brown instead of blue? Floodwaters tend to look super muddy.

 

What you're looking at in the video is meant to represent what regular river water would look like, rather than floodwater. As the post says, the system currently doesn't recognise the map water boundaries so water is just spilling out all over the place, but it inadvertently gives us a rough idea of what floodwater could potentially look like in the future.

 

Great Thursdoid guys! This all looks really awesome! With all this recent water work, if you were toying with the idea of having boats, all that I ask is that you please add a fancy dress/costume shop somewhere on the map so I can sail the seas as a pirate.

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6 hours ago, nasKo said:

with the muted appearance of indoor lights, flashlights and headlights during night scenes.

 

Really looking forward to this fix! 

I've detailed it in my recent post, as well as an apparent lighting difference in post-processing on v off

 

Do we know if it will be included in the build next week, or is it likely to come in whatever the next build after that is?

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