nasKo Posted May 13, 2021 Share Posted May 13, 2021 MULTIPLAYER WORK We’ve had a full complement of coders back on the internal 41 MP build since Tuesday, following the Russian May public holidays. Last night’s traditional Wednesday Night Internal Test was a bit of a washout due to a completely unrelated bug relating to an XP change not being compatible with MP. This has now been fixed, and we’re doing a Thursday test to see how things have improved, and things seem to be going well so far! A few issues but definite improvements. We’ll be doing more fixes and a bigger test tomorrow, so hopefully we’ll be in a good place for improvements for next week. SOUNDS Work from the Noiseworks sound design crew continues to arrive for our assessment, with Michael from Noiseworks plugging them all into the mainframe. It’s become increasingly evident that some of the NW gang are becoming quite partial to our game (even playing it for fun!) and as such ever more interesting and well developed sound design keeps on appearing. This isn’t always the case when you get separate teams in to work on existing titles, and makes us really appreciate having such solid (can we say ‘sound’?) chaps working on PZ. Noiseworks stuff is being done separately from more general dev duties on PZ. Other departments aren’t being held back by this CURVES Kukrapok, creator of the Cherbourg map and a member of the boat mod team, has been part of the official PZ team for a few months now – so we thought it might be an idea to let folks know what his initial task is. (Not least because it’s a real ballache of a job, and he could probably do with a little community cheerleading!) You may have noticed that the roads that criss-cross the Knox Event zone aren’t exactly standard issue – 90 degree turns result in many car/tree incidents, broken bones and worse. As such, Kukrapok’s current task is to provide for both official and community mappers when it comes to better and smoother curves and corners. “After I was taken on by TIS, I was quickly tasked to create new tiles in order to add 45 and 22.5-degree angle roads.” explains Ayrton/Kukrapok. “This should prevent players from crashing into a tree too often when they encounter a sharp turn. Even though, I’m sure there’ll be still plenty of opportunities for each of us to wreck our newly fixed cars. (I see you Speed Demon thugs!)” These angles are not just restricted to the corners themselves. It should also allow us to have much more natural roads between towns, instead of a network of long 90 degree roads, we could have more interesting angles and smaller turns during road trips to make the world feel and look more natural to drive around. “The task is a long one, as it requires a certain number of tiles to be created in order to have proper transitions in between all new angles and this applies to street curbs, terrain blends, traffic lines, etc.” “However, the result will improve the whole map eventually, and many modded maps, while also providing a smoother driving experience and a more natural feel to the map. Below is an example of 45-degree transitions of street curbs.” Overall this task has involved the creation of 1133 new tiles (!) with most of them providing a mathematical brain ache to complete also, so many thanks to Kukrapok for his devotion to the cause! This week’s foggy scene from Stean on Steam. Trying saying that five times with your mouth full. 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! Bloodhawk, DresdenBBQ, Zebulon and 2 others 4 1 Link to comment Share on other sites More sharing options...
numbersixthecat Posted May 13, 2021 Share Posted May 13, 2021 Awesome as always! And cheers and a super hug and thank you to Kukrapoc for his effort on the curved roads: this will massively improve the quality of the map, at least in my opinion. This was one of the issues I was most interested in, and once again I see that Indiestone always delivers Hats off! Link to comment Share on other sites More sharing options...
HerioJohnX Posted May 13, 2021 Share Posted May 13, 2021 Keep up the good work! would like to hear more MP related update! But the works from Noiseworks sound perfect! And curve road sounds interesting! Thank you! Link to comment Share on other sites More sharing options...
Blake81 Posted May 13, 2021 Share Posted May 13, 2021 Oh boy! I had always sort of resigned to those 90 degrees roads as I thought it was simply an engine limitation and that it wouldn't be fair for the TIS Team to have to re-make their whole engine just for that. Today, I am very much glad to be proven wrong- Finally I won't have to drive like a grandma with coke bottle glasses!! Link to comment Share on other sites More sharing options...
turkler Posted May 14, 2021 Share Posted May 14, 2021 called it lmao Faalagorn 1 Link to comment Share on other sites More sharing options...
thejoker954 Posted May 14, 2021 Share Posted May 14, 2021 ooh man its gonna be so fun driving around the countryside with curves in the road. Link to comment Share on other sites More sharing options...
Nazarito22 Posted May 14, 2021 Share Posted May 14, 2021 I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files. rounded_roads.tiles trombonaught, HerioJohnX, numbersixthecat and 2 others 5 Link to comment Share on other sites More sharing options...
Nazarito22 Posted May 14, 2021 Share Posted May 14, 2021 I lost main version PSD file for these tiles , however you can use guys this grid and layers and layer masks there like example. Little bit dirty file , sorry. This is file what I found. Normal file was lost. rounded_roads_tiles_2x.psd Caturday and Faalagorn 2 Link to comment Share on other sites More sharing options...
Nazarito22 Posted May 14, 2021 Share Posted May 14, 2021 (edited) You will get something like that. But I think , it's more for little roads. Edited May 14, 2021 by Nazarito22 trombonaught 1 Link to comment Share on other sites More sharing options...
Caturday Posted May 14, 2021 Share Posted May 14, 2021 New update gonna be a blast. Link to comment Share on other sites More sharing options...
Toshis Posted May 14, 2021 Share Posted May 14, 2021 (edited) I imagine it will take quite a lot of time not only to create new road tiles, but also rework roads of the entire map. Edited May 14, 2021 by Toshis Link to comment Share on other sites More sharing options...
Nazarito22 Posted May 14, 2021 Share Posted May 14, 2021 (edited) 2 hours ago, Toshis said: I imagine it will take quite a lot of time not only to create new road tiles, but also rework roads of the entire map. Yeah , you are right. One top file (you can see in my top comment) I was making around during 5-6 days or 1 week. And this is only road surface. It's very long work and very bored work. It's huge capacity of work in Photoshop. You should always work with the grid, drawing the correct circles for different angles in isometric, pixel by pixel. Lots of math and geometry calculations and don't forget that this is still in isometric. The new teammate who will work with that stuff is good because other developers will be free for another things what they do. Edited May 14, 2021 by Nazarito22 Toshis 1 Link to comment Share on other sites More sharing options...
Nebula Posted May 15, 2021 Share Posted May 15, 2021 Will Noiseworks' work affect the sounds of car engines? Sound that is currently too poor. Link to comment Share on other sites More sharing options...
MadDan Posted May 15, 2021 Share Posted May 15, 2021 2 hours ago, Nebula said: Will Noiseworks' work affect the sounds of car engines? Sound that is currently too poor. There's no sound they aren't touching. Nebula and HerioJohnX 2 Link to comment Share on other sites More sharing options...
EnigmaGrey Posted May 15, 2021 Share Posted May 15, 2021 2 hours ago, Nebula said: Will Noiseworks' work affect the sounds of car engines? Sound that is currently too poor. Every sound in the game is being replaced. DresdenBBQ, trombonaught and Nebula 2 1 Link to comment Share on other sites More sharing options...
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