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nasKo

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Hello all!
 

Last Thursday we released Build 41.54 to the IWBUMS public beta, and right now we’re working on a quick 41.55 patch (most likely released next week) so we can balance it from public feedback and fix up a few bugs.
 

Here’s what the changelist currently looks like, the highlights of which run as follows:
 

  • Adjustments to the new soundscape from Noiseworks – primarily in instances where gameplay messaging was getting lost in the sound mix and the zoom. Also: changes to the mix balance for reverb return/sends, rain surfaces, adjustment to camera zoom effect on world sounds, and some mix tweaks for too loud sounds.
  • More 3D items, and some resized ones.
  • Some animation smoothening for a few instances in which folk were getting unfairly killed
  • Some much needed balance for the player’s ability to run through a crowd of zombies without being stopped or falling.
  • Something fun for the vehicle modders (in an area that we won’t be covering as soon as we’d like ourselves) that top modder iBrRus prodded us about – which should see some cool new stuff appearing on the Workshop.


NOISEWORKS NEXT

Phase 2 of the Noiseworks is underway, and will be mixed into IWBUMS builds and patches as we go. Some aspects of it will require TIS-side code resources (like vehicle-related sounds, which we recognise could be improved) so will be addressed a little later down the line while we work elsewhere. That said there’s plenty of other cool stuff that will be dropping in from Noiseworks from build to build.

Of primary note for those with a favourite weapon that don’t sound quite right yet: far more individual sounds are on their way.

Right now weapons are divided between six different loosely-affiliated groups each with a generic set of Hit / Swing / Break sounds:
 

  • Blunt Metal Weapons (Light, Medium, Heavy)
  • Blunt Wood Weapons (Light, Medium, Heavy)
  • Blunt Plastic Weapons (Light Medium, Heavy)
  • Blade Weapons (Light, Medium, Heavy) – these are used for small Axes as well
  • Stab Weapons (Light, Medium, Heavy)
  • Heavy Axes


These share a generic set of additional hit surface sweeteners, but right now in the game a generic one is used as default hit for impacts on metal/wood/plastic/stone surfaces, and a set of sweeteners for hit impacts on body/head surface (a gore layer).
 

We’re planning to extend these with additional surface sweeteners covering all in game surfaces for different weights, and additional impacts for bodyparts that fit the specific weapon type that aren’t generic – as they are at the moment. The more individual stuff that is added, the more accurate the noises of the various strikes and blows of the different weapons will be.
 

On top of this the NW gang will be adding new additional weapon sounds for all the special weapons like music instruments etc. and extending the current set for greater variety.
 

Also on the menu, meanwhile, is making world sounds inside buildings sound different based on relative elevation level to the player, and also to incorporate object condition to affect certain sounds like door bangs for instance.
 

Something else that will have far less of a generic catch-all soundbase will be with water-related sounds – right now water coolers don’t sound like water coolers, it doesn’t sound quite right when you are filling a bottle from a body of water and the like.


41.56+

Beyond what is (probably) next week’s patch there are many and varied different functions and features bubbling away – alongside, clearly, the Multiplayer Strike Force at General Arcade who are reporting continued good progress with their work that we’ll look more deeply into in the next dev blog.
 

In terms of SP additions, we have the entire map of (our version of) Louisville now ready to go into internal testing.
 

This does not mean it’s ready for public consumption (there’ll still be a lot to do with zoning, working out spawn stuff, new loot definitions for new stores, zombie heat maps etc etc) but it does mean that we will have boots on the ground looking for bugs and hunting out issues.
 

On top of this all the polish done on the current map, like the curved roads and general improvements to wilderness and shorelines, which will all get its first major runout too.
 

This will be a HUGE milestone for all our map team – Mash, Binky, Ayrton, Xeonyx and RingoD – and we’d like to thank all of them for their hard work even if we will initially be rewarding them with a big pile of bugs to fix.
 

Please note that the map being in internal testing will not necessarily mean it’s part of 41.56 / 41.57 or any other imminent-ish numbered build. It’s too early to say and there’s still a lot of work required to get it into the game proper.
 

We will also likely be overhauling connected systems, like spawn points, alongside it – and there’s a lot of other features we can and will be getting in earlier.
 

Primary amongst these is the new Foraging/Search function, which we are still steadily improving behind the scenes. Recent additions include the ability to spot the newly super-small 3D items like keys and berries within the same system, and a cool saturation effect in the world shader to make it clearer when the activity has been engaged.

forage.jpg
 

We have also been considering tying the system to other ‘hidden’ things that are easily missed in the game, such as the hidden floorboard stashes currently connected to the discovery of annotated maps.
 

PZ ON THE GO

We got a present from kindly old Uncle Gabe in Seattle the other day.

PZ looks and sounds great on it, but there’s a few minor control issues that could do with some polish. We should have them licked in time for the launch though.
 

deckosteam-2000x1125.jpg
 

Thanks all!

 

This week’s bog roll hoarder from TChrist over on Steam. 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 hereOur Discord is open for chat and hijinks too!

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Thank you for your good work!
NOISEWORKS fine fellow!
We are really looking forward to new turns of the road, a new search engine and Louisville!!!
The first screenshot with a bunch of toilet paper reminded me that I still find one or two buildings in almost every created world, where all the shelves, cabinets, refrigerators and first aid kits are filled with toilet paper. Tons of toilet paper.
If it's not done on purpose, maybe it's worth fixing it?

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1 hour ago, vek said:

[...]
The first screenshot with a bunch of toilet paper reminded me that I still find one or two buildings in almost every created world, where all the shelves, cabinets, refrigerators and first aid kits are filled with toilet paper. Tons of toilet paper.
If it's not done on purpose, maybe it's worth fixing it?

That's done on purpose, just look back almost a year where tooilet paper was horded like crazy. So TIS did this as a little easer egg.

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Nice blog update. Explains allot. 

 

 

Please keep some of the sounds from the old sound system. To replace sounds just to rework them makes no sense if the old ones sounds better. Do not blindly stick to new stuff and noisework is going to turn out grate!

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I have a question:
Changing the turns on the map is a very serious change. When the developers finish it and it can be installed, will I have to start a new game?

Or will the map in a game I've already played before just update?

Edited by vek
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