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After several barnstorming ‘future plans’ blogs this one is a bit more near-sighted we are afraid, but might cast some light on our intentions for the general upkeep of PZ while larger-scale features are worked on.

 

First though, the boring-er stuff!

 

HOUSEKEEPING

TEAM EXPANSION!

 

We are looking for a game development specialist, likely someone with AAA experience, who wants to go indie and doesn’t mind one of their superiors being a cartoon raccoon. We need an Animation Engine Programmer, who would be in charge of improving the code guts of Project Zomboid.

 

Good experience required with working on or developing character animation systems in a proprietary engine: root motion, blending, masking, inverse kinematics, ragdoll etc. Competitive rates, flexible working, worldwide dev team. Apply within.

 

GET OFF THE OLD BETAS PLZ!

 

At some point in the near-ish future, we will be tidying up some of the older Build 41 MP betas available on Steam. Namely, 41.60, 41.61 and 41.65.

 

Please return to the non-beta live version of the game as soon as you can to be 100% sure that you avoid any game or mod corruption when these disappear – whether on a server or in SP.

 

(The sound issue that meant that some remained on 41.65 has now been dug up, fixed and patched in 41.68 stable.)

UPCOMING 41 PATCHES

Today we hotfixed the stable build with an FMOD sound engine update that should finally solve the issues experienced by some players with certain output/peripherals set-ups.

 

Next up will be a small patch, 41.69, designed to counter what we feel are some of the more pressing issues that the game currently has – and where a fix can be quick, simple and hopefully non-disruptive. The issues at hand currently are:

 

  • Problems with safehouses, including unwanted teleports for safehouse members when the safehouse owner is offline.
  • An issue with a non-responsive PvP icon impacting on general play.
  • The fact that looted VHS tapes are single-use and can’t be used by other players.

 

We apologise for these small patches, and know it’s annoying having to wait for a server owner or host to update, but we hope that this will be the last of these smaller niggly patches for a while.

 

The team will then implement quite a lot of QOL and balance work that we already have waiting backstage into the internal beta, and we can knuckle down on 41.70 (if all goes well) as a wider and ‘small feature-led’ patch with a longer lead-time for the community.

 

This will also contain many and varied improvements to the MP experience, alongside some work to make our game better compatible with the SteamDeck.

 

[Post-blog Addendum:
We've been working on the VHS one-time XP bug that's annoying on MP servers - but our fix will likely create disruption and required updates for mods that use radio/TV.
As such, while annoying, it seems wise to make 41.69 a bigger patch as opposed to the quick-fix-build mentioned in the blog.
41.69 is being prepared and will spend some time in an unstable beta for required mod fixes.
We have a lot of QOL and balance changes somewhat logjammed at the moment, so hopefully we can get it all in and tested - so it shouldn't be too long a wait before it gets into unstable. Thanks all!]

SOUND DEPARTMENT

The patch described above will also contain a lot of the recent work from our friends at Noiseworks – who are now known as Formosa Interactive UK btw, but our dev relationship with them won’t be changing.

On the menu for this sound update are the following:

 

  • Reworked Shotgun and M16 sounds, and additional firearm sounds for the Desert Eagle and the M9.
  • New indoor reverb tails for small/medium/big rooms for all firearms to make them sound more realistic indoors.
  • Additional foley sounds for zombies tripping over fences/obstacles/through windows
  • New environmental sounds for the Electricity/Water shutdown, and how the world reacts when either happens. There’s different shutdown sounds for inside/outside, and electric appliances play shutdown sounds in sync with these when the player manages to catch the event while close-by. Plus attempting to drink or get water from taps when the water is off might play water sputtering sounds.
  • A new background atmo bed for foggy weather
  • More specific roomtones for different building types, along with some random oneshot sounds. For example, in the prison you can occasionally hear rats, or other metal squeaks. Meanwhile in the mall, while the electricity is still running, there’s a chance of mall music playing.
  • A bunch of additional world emitters for streetlights, neon signs, hot dog stations, gas pumps, arcades etc – all of which also react to the Electricity shutting off.
  • All the vehicle doors have also been re-worked and split into layers for more variation and to make them squeak less often.

 

The guys are also in the process of reworking the music system to address tracks not playing out – and also have future plans to make combat music more engaging and dynamic.

 

BEYOND 41

Okay, maybe a little from our future plans. RJ continues to work on our first implementation of PZ livestock. Look at this happy beast!

nobull-1024x928.jpg

 

This week’s foggy, rainy Gotham-esque nightmare from †. A changelist of all our pre-release patches since the 41 beta began can be found here. 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.

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a and please try to do it in the future for the song Echoes from Before comes to play a little more 

it s my favorite  song 

along with the one for when you die and the one for combat, the sound of the second menu song

l made Echoes from Before play once on a custom map in a elevator feels like there were zombies everywehre and she played it l was very happy kkkk

so l think it only plays when you re in a room and it s full of zombies inside the building and no zombies knows you re there



2 things 1 thanks Zach for making this song 


and 2 l love Echoes from Before because it gives a feeling of sadness and depression 

like thinks that 5 7 8 days ago everything was * Normal * people walked cars  fights etc

and in the  other day

almost eternal silence, the people you saw yesterday  turned into zombies and some completely disfigured 

this song makes me sad 

F for everyone who dies from the Knox Infetion 








Well... to the whole word 




here the song
 


i love the minute 2:13 when the dun dun starts 

make me think in the past 

that everyone l killed was people one day

l think maybe it s the only one else. 

some zombies l feel sorry to killing them

Au Au

Translating 

Goobye ;}

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If you guys are looking for an experienced programmer in order to possibly implement ragdoll physics, then I have no idea why y'all consider this blog lacking in content, or lackluster in comparison to the last one.

 

I played the original hitman for PC, shot a dude with a shotgun, and saw him blown back onto a desk, with his legs dangling over the side, swaying back.and forth.

 

It was love[rag?] at first sight. Ragdoll physics is my favorite gameplay lover over any other gameplay feature. Not sure why.

 

And the amount of pedestrians I tried flipping onto the roofs of bungalows using a large variety of cars with differing front end geometry in GTAV? Sure, my psychiatrist might be concerned. But I loved every second of it!

 

Now, off to read past the second paragraph of this blog, hoping my excitement over ragdoll physics was not prematurely celebrated.

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"We apologise for these small patches, and know it’s annoying having to wait for a server owner or host to update, but we hope that this will be the last of these smaller niggly patches for a while."

 

Please push 41.69 with BETA rollback option on release as players need something to rollback to while waiting on server hosts to update the server

Edited by Intulect
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