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Offline Asid

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Project Zomboid Map Project
« Reply #15 on: July 11, 2016, 10:42:26 PM »
Project Zomboid Map Project

http://map.projectzomboid.com/

Blindcoder’s amazing PZ map project has a new home at http://map.projectzomboid.com/, so it’s all nice and official – albeit still under the strict custodianship of Mister Blindcoder. There’s still work to be done on the 2x overlays for some of the community maps, but BC is happy to throw the doors open to the general public, and asks for any issues to be reported on the PZ forums. As ever, our eternal thanks go out to Benjamin and his amazing work on this.
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Offline Asid

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Re: Project Zomboid
« Reply #16 on: July 18, 2016, 10:19:57 PM »
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Offline Asid

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Re: Project Zomboid
« Reply #17 on: July 25, 2016, 10:41:24 PM »
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Offline Asid

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Re: Project Zomboid
« Reply #18 on: August 02, 2016, 04:51:24 AM »
Female Skin WIP 01/08/16



The ladies have been finished by Binky and have been passed over to Animator Martin to do the final stage of integrating the women, getting the clothing sized appropriately for them, making sure all the anims work okay with them etc. Here’s a WIP lady model vid, with a quick image for good measure. (Martin’s only received the female stuff today, so it’s all fairly rough at the present time.)



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Offline Stardog765

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Re: Project Zomboid
« Reply #19 on: August 02, 2016, 01:02:51 PM »
Real life simulator brah!
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Offline Asid

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Re: Project Zomboid
« Reply #20 on: August 16, 2016, 08:34:15 PM »
ANIMS

Unfortunately we’re still having problems getting the female models to behave. It’s a really odd problem and we’ve tried numerous things to get them to work properly in-game. We’re not sure if it may be something strange going on with the .X file exporter we’re using, but we have lit the beacons and are getting everyone together in the same office this week so we can have a better coordinated look under the hood to try and figure it out.

Work on the rest of the animation build is going well, though obviously the female bug hunting has taken up a lot of time we’ve still made progress in getting the rest of the build sorted. This is why we don’t do ETAs, as stuff like this always seems to glee in popping out of the woodwork as you approach the day you expect to release stuff.

Here’s a few images of ladies getting up to mischief without last week’s nightmare fuel. [The lady’s face will benefit from the different lighting in-game and isometric-ness btw, and we can probably play around with her textures too.]









MAPPAGE

Mash’s work continues on the new residential area south of Muldraugh continues. Also back for a quick spell on mapping is EasyPickins, who has created a ‘tree noise generator’ to make the wilderness more random/realistic and less clumpy. Here’s a ‘before’ shot, and here’s one from ‘after’ – although these are only pines, and don’t show the new big trees either.





This will impact on 90% of our current map cells on the overall PZ map – everything that hasn’t been manually updated basically. It will make all future groundwork for new areas a lot less troublesome for Binky.
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Offline budd

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Re: Project Zomboid
« Reply #21 on: August 17, 2016, 02:52:09 AM »
I've only played the demo of PZ,  and havent played that in awhile.can you customize the controls now? That map looks good.
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Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Asid

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Re: Project Zomboid
« Reply #22 on: August 17, 2016, 01:35:21 PM »
I've only played the demo of PZ,  and havent played that in awhile.can you customize the controls now? That map looks good.

Hi budd

You can change/customise the key bindings. You can also use a controller. PZ has changed a lot.

Regards
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Offline Asid

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Re: Project Zomboid
« Reply #23 on: September 12, 2016, 11:25:55 PM »
PZ VoIP Test 2016 09 10


We’ve had the first drop of General Arcade’s VOIP-ed version of PZ! It still needs finetuning, polish, UI work and complex fiddling on the Mac/Linux versions but the first test carried out over the weekend revealed plenty of encouraging details, alongside spotlighting bugs for our Russian friends to fix.

In the words of Benjamin ‘Blindcoder’ Schieder, the man behind the PZ map: “One thing that immediately stood out was that positional sound works great! When another player ran circles around me I heard his voice shift from left headphone speaker to right and back. Very good! Another thing that worked was voices growing quieter with distance, but it currently does so too quickly.”

The video of the VOIP test is below, but please remember that this is very much a work in progress. [It’s also getting us quite excited about getting the system tied into Turbo’s in-game radios.]



Uploaded on Sep 10, 2016
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Offline Asid

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Re: Project Zomboid
« Reply #24 on: November 15, 2016, 03:46:12 PM »
VOIP NOW IN-GAME (beta version)

This feature allows you to talk to your co-op friends and survivors you meet on MP servers. It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself. We’re hoping that it will add some great new dynamics to the game when played with friends, and enemies.

To enable this venture into the options menu, then choose whether you want the system to broadcast when it automatically hears your dulcet tones – or through the press of a button (default: alt). Our thanks to General Arcade for all their amazing work on this.



We’d like feedback on levels, the default distance from which players hear each other (though server admins have control over this) and general usability/bugs. In future we will look into the VOIP system allowing you to broadcast your voice through Turbo’s in-game radios, and maybe record as well.

Something else we’d like to do is have lower speech volumes when players are on different floors in the same building and, although it’s quite a way down an already hefty priority list, one day have a more sophisticated sound propagation model to deal with indoor-to-outdoor sound levels and large obstacles/walls that block hearing. For now though, it’ll be as-is with finetuning – although General Arcade are currently working on giving Admins the ability to talk between themselves, which will be added into a future 35 Build.

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Offline Asid

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Re: Project Zomboid
« Reply #25 on: December 15, 2016, 06:57:36 PM »
Build 35 Released
15 December -



Build 35 is here, and has a huge changelist.

New:
•   For now Nutrition is enabled on every difficulty to get some feedback, plan is to be enabled only on hard and hardcore difficulty once i balanced it completely
•   Added nights events, be carefull where you sleep, close the curtains and turn off the TV!
•   Big trees in wilderness
•   New SadisticAIDirector sandbox options
•   Added new skill books (first aid...)
•   New world filler for container (shelves, bar shelves...)
•   You can now build while having materials inside bags
•   Barricade action can take items from your backpacks   
•   Added missing object as bed (bar stool, barber chair...)
•   Added a new MP server option FastForwardMultiplier (default 40.0, min 1.0 max 100.0), define how much the time will accelerate when all players are sleeping
•   Zombies can now tears down your sheet rope
•   You now only have 40% chance of spawning with your house key
•   You now have a minor "chance" to spawn a new player with minor injury (could be bandaged), minor panic or a bit exhausted, won't happen in easy difficulty
•   Wet items (bath towel and dish cloth) will now dry themself after a while, a progress bar is in the tooltip to show you how much time left
•   Coffee and tea bag are now food items   
•   New Evolved recipe: Prepare Beverage, from a mug of water, add coffee or tea, sugar/honey/milk if you want and cook it!
•   You now can't destroy ashes with a sledgehammer, use a shovel to remove them instead
•   Lot of fruits and vegetables now have thirst reduction
•   Added a "Transfer All" button like the Loot All, it transfer everything in your current inventory that's not equipped/not a key ring/not favorite
•   You can now favorite items (right click on it, "Favorite") meaning they can't be transfered (expect inside your own inventory, ie put it in a bag/unpack it)
•   Updated credits     
•   Updated/Added lot of items tooltips
•   Highlight selected loot container in the world (color is currently orange, may subject to change)
•   You can now paint almost any interior walls of houses (tell me if i'm missing some!)
•   You can now paint your wooden furnitures (crates, chairs, table...)
•   Drainable item (water bottle, bag of coal, painting...) now reduce weight according to their remaining uses
•   Now spawn Extinguisher in shed and garage     
•   Dismantling a TV remote will now give a Receiver, used to craft remote trigger
•   Added various info UI (character creation, inventory, health/skill panel) to help newcomers, but feedback is always appreciated anyways 
•   Added Fruit Salad (make them from a bowl and add fruits!)
•   Park Ranger and Lumberjack now move faster in forest (park ranger more than lumberjack)
•   Now grab automatically items in the first aid kit (even when not equipped!) when using the health panel menu
•   You can now consolidate 2 drainables (eg. fill a not full petrol can with another, etc.)
•   Your character no longer climb over a fence when using context key ("e" by default) if it's on upper floor, you can still use right click -> climb over to do so
•   You can now make molotov with empty glass bottle (wine, whiskey) and petrol
•   Small mail box is now a container and can spawn newspaper and magazing (including profession magazine!)   
•   Drop your cooking pot, bowl, bucket or saucepan on the ground when it's raining and it'll fill automatically! (long process, even longer for the bowl or saucepan, because they're smaller)
•   Added black & red painting
•   Added Box of Jars, spawn in houseware store and groceries, open it to get 6 jars and jar lids
•   Added smoker trait: need to have a regular cigarette or start to gain stress/unhappyness
•   Cigarettes now gives less stress relief, no more unhappyness but give bit of sickness if not a smoker, on the other hand smoker get more "bonus" from having a smoke
•   Added a OnEat lua hook on Food items (called when eating the item, check cigarettes)
•   Display a "% full" of a zone when foraging
•   [MP] Admin: Log players spawn coordinates upon fully connecting.
•   [MP] Admin: Log players death coordinates. (in the user log if by zombies or in the pvp one)
•   [MP] Admin: Log incidences of the game removing "duped" items when a player tries to have both of them in inventory. (with coordinates)
•   [MP] Admin: Log players locations when logging off
•   [MP] Removed /grantadmin and /removeadmin commands, use now /setaccesslevel "username" "none" to remove an access level
•   [MP] Added a "display name" for users, can be changed by admin (your username/loggin/save still remain the same, but the name shown to the others player can be changed)
•   [MP] Admin staff will now have UI box when something important occurs in the world (detected cheats, player killed in pvp...) and can teleport to the place via a simple button
•   [MP] Added an admin panel, press "escape" while in game and click on "admin panel":
o   In this panel you can have a little SGBD: see/modify the database (only moderators and admin can modify)
o   Admin staff can also enable carpentry cheat: construct anything in carpentry menu instantly without materials (more "cheat" for admin are coming)
o   You can see a safehouses list
o   You can see a factions list
o   You can see/modify the server options
o   See/Modify "Non-PVP zone"
•   [MP] Added a transactionID on players, should stop copying/pasting save in multiplayer (server option: SaveTransactionID, default false)
•   [MP] Added a server option to save the player status after he gets hit (PlayerSaveOnDamage option)
•   [MP] Added users log:
o   Everytime something weird occurs (lua checksum, cheat detected...) a log is added, admin staff can see them easily in the admin panel
o   Admin can also add log to keep trace of stuff
o   Added also a warning points system: admin staff can add warning point to a user (with a reason) so they can have a trace of players having bad behavior
•   Added a Multiplayer tab in the option screen:
o   You can display or not your username (works only for you, others will always see your username if the server options said so)
o   Change your username/speach color (it's now persistant!)
•   [MP] Admin: Added a /teleportto command, use it to teleport to coordinates, ex: teleportto 10607,9462,0
•   [MP] New access level for admins, check this:
•   [MP] Added a player stats UI, admin and moderator can now change a player's stats (name, surname, nickname, traits, professions, experience, ...)
•   [MP] Admin and moderator can now setup a tag name + a color for this tag (will appears like: [Coder] RJ)
•   [MP] Admins can now mute the /all chat for a player (do this from the playuer stats UI)
•   Auto set keys to azerty keyboard if azerty language (only french? meh.) detected
•   Allow key replacement in the option screen (if you type a key that's already in use, you can switch values via a simple modal dialog)
•   Changed default resolution from 1024x768 to the max possible (according to your screen, max is 1920x1080, set to 4K directly in option)
•   You can now pass through green hedge, but it slows you a lot (zombies included ;))
•   [MP] Added "Non PVP Zone" for admin
o   From the admin panel, you can manage your non pvp zone
o   Add, remove, change title of a zone easily with this new UI
o   To add a zone, click on "add new zone", then you draw a rectangle with your character (you'll see a green rectangle as you move, this is the non pvp zone you're creating) once you're done, click on "create new zone" to finalize.
o   Everyone inside this zone can't shoot or be shoot people, they also can't use melee attacks on others, you can still fight zombies
•   [MP] Added a safehouse UI for players (and/or admin):
o   Once you've claimed a safehouse, right click it while inside it and choose "View Safehouse"
o   From there you can addremove players in it (with list of connected players)
o   Change safehouse title (new thing!)
o   Change ownership (again new!)           
•   [MP] Admin staff now have unlimited weight capacity
•   [MP] A safehouse now need to have a bedroom (can't claim police station etc...)
•   [MP] Added DisableSafehouseWhenPlayerConnected server options, if true it make safehouse not safe (you can enter/loot it) while someone from this safehouse is connected and some times after he disconnect   
•   Added lot of new things to translate.
•   New map areas for survivors to discover! We want the community to discover these together, so all we'll say for now is that to find them you go in a generally south-western direction from Muldraugh. If you see a new road, follow it!
•   [MP] Faction
o   Create your faction from the user panel (press escape while in game to see it), admins can use FactionDaySurvivedToCreate options to make players needs to survive some days before creating one
o   Add a tag (4 letters) and choose a color for it, it'll be show over your head (or not, use the faction panel to disable your tag for players outside of your faction)
o   Admins can use FactionPlayersRequiredForTag option to set a minimum of number of players in the faction before crerating a tag
o   Disable PVP for players of your faction from the faction panel! Be carefull though, as it only works for melee, firearm will still hurt them if you enable pvp
•   From the user panel, players can now also send tickets to communicate with admins
•   Admin can answer and manage those tickets, players will see the answer.
•   VOIP!
o   VOIP lets you talk to your co-op friends and survivors you meet on MP servers.
o   It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself.
o   To enable VOIP enter the options menu, then choose whether you want the system to operate via Voice Activation or through the press of a button (default: left alt).
•   Added lot of new zone for foraging (not 100% is done yet)
•   Added a "Known Recipes" on the crafting UI, showing total recipes you can do and how many left to discover
 
Alarm clocks/Sleeping tweaks:
•   Your alarm clock and digital watches are now usefull to wake you up!
•   Without them, you'll wake up only when your character is not tired anymore
•   Set the time to ring the alarm, enable it and you're good.
•   And don't forget to turn off the alarm...
•   Your character can have trouble falling asleep, meaning he could wake up still a bit tired
•   You'll not be able to sleep if you're in pain or panicked (you can counter this with sleeping pills...), while being anxious could bring some nightmares...
•   Clock (top right screen) is hidden if you don't have an alarm clock or a digital watch in your inventory
 
Disassembling:
•   You can now scavenge (disassemble) world items (chair, shelves...) to obtain materials
•   This often require tools and skills, low skill could end in the destruction of the item
•   Metal welding:
•   Craft various objects from walls to fences, windows... In metal!
•   You'll need a blowtorch (works on propane) and a metal welding mask in order to craft anything involving metal
•   You can also barricade your windows and door with metal plates or metal bars
 
Multiple stage building:
•   You're now able to upgrade your constructions if you have to appropriate skills
•   It'll take some materials to upgrade your constructions and you need the right skill (ex: you build a wall lvl 1, then hit lvl 4 carpentry, right click on the wall and upgrade it!)
•   You now first need to build a frame (wooden or metal) before building a wall or a window.
 
Added sleeping quality:
•   Sleeping on a good bed could reduce the needed time to sleep a tad
•   On the other hand, sleeping on a chair or some couch could make you tired even after waking up (understand you had a bad night, trouble to fall asleep..) and some pain in the neck
•   You can't sleep if too much in pain or anxious, take some sleeping pills to counter this     
 
Added compost:
•   Build them from the carpentry menu, under furniture
•   Put food in it, when the food is rotten it'll start to transform slowly into compost, more or less depending on it's hunger value
•   When the compost is at least 10% full, you can grab some compost with an empty sandbag
•   Then use the compost just like the fertilizer, it'll make your farming plants grow faster!
 
Inventory Experimental Tweaks:
•   Goal: make it feel more like a windows explorer
•   Using "shift" key now select a list and not a single item (you first select an item, press shift and another item, it'll select everything between your first selection and your second)
•   Using "control" key now select one more item/unselect in the list, just like the "shift" key did before
•   Increased a tad the highlighted white rectangle of selected items
•   Unselect items when clicking outside the inventory
•   Ctrl key (or anything you binded on "Aim") still stop moving the camera when inside the inventory
                       

Balancing
•   Balanced nutrition, weight progression should be more linear... (really need feedback on this one ;))
•   Adjusted zombie behaviour in terms of night-time house lighting
•   Changed way "lucky" and "unlucky" traits works, changed the way lower odds, it's now a fixed % instead of weird numbers calculation.
•   Renamed "Build" menu into "Carpentry"
•   Chef and Burger flipper can't take the "Cook" trait
•   You can now find watches sometimes directly on dead zombies
•   Claustophobic panic will now depend on the room size + Capped it so beta effect still works
•   Made some fixes in the tutorial/improve it.     
•   "EXIT" -> "QUIT", "RETURN" -> "RESUME" in Main menu
•   Trap Stick -> Stick Trap   
•   Barricade context menu becomes now Barricade (Planks)
•   Falling take your weight, athleticism and type of floor to calcul fracture/damage done
•   Falling more than three storeys is always fatal
•   Reduced how the stats multiplier sandbox option impact fatigue in easy difficulty
•   Stairs planks and nails requirement increased from 8 to 15   
•   Tweaked a bit how the fire spread, should less spread/start on non desired tiles (roads...)
•   Increrase weight of mattress from 2 to 8
•   Inventory context button: drop all/drop one/unpack is now Drop all/Drop one/Unpack
•   Rest option is now possible even with no exertion moodle
•   Boredom/Unhappyness no longer increase while reading
•   Digging hole for farming now drain much less fatigue
•   Removed electrician skill requirement to pick up fridge but increased their weight from 30 to 40
•   Reduced move speed even more when carrying heavy objects
•   Scale endurance loss while running being heavy loaded with current weight
•   Now also reduce endurance if you're walking while heavy loaded   
•   Beans Bowl now have happyness reduction just like the open can of beans, cook the bowl to remove the happyness debuff
•   Increased planks and nails required to build wooden crates from 2 to 3   
•   Renamed "Empty Sang Bag" into "Sack"
•   Increrased the time for a rotten food to totally disapear (x10)
•   Food poisonning (from eating rotten food) is now tied to it's hunger reduction (meaning bigger items poison you more), it's generally less than before
•   Generators will now drain more or less fuel depending on how much electrical objects they're plugged on
•   Use 2 nails instead of 1 to barricade a window with a plank
•   Balanced how XP is given for recipes: lot of cooking recipes has been tweaked, opening jars/etc won't give xp while making bread etc will give more
•   Same for sawing log, it now gives 3 xp if your woodwork level is under 3, but only 1 xp point then
•   Stress now reduce the damage done by your weapons (shaking hands..)
•   Being stressed for a while start to increase unhappyness
•   Changed paperclip weight from 0.1 to 0.03 (same as nails)
•   Changed notebook weight from 1 to 0.5

Bug Fix
•   Fixed a bug in eating food ("can't eat more" sometimes wouldn't appears, thanks vanorfeadiel!)
•   Now reduce nutrition value to pasta and rice when put in a saucepan or pot
•   Now remove curtains if a windows burn
•   Fixed wrong burnt fencing on some fencing
•   If you killed zero or one zombie, write "zombie" and not "zombies" in the death screen.
•   Pot of soup and stew from evolved recipes now reduce thirst
•   Fixed thirst not changed when pouring soup/stew into bowls   
•   Firing a firearm don't give blunt maintenance and guard XP anymore
•   Soup from canned soup now also reduce thirst   
•   Changed "SMall" chest to "Small" chest
•   Stop spawning double bag + stuff when choosing easy and a starter kit (first week or sandbox)
•   Can't barricade wooden fences
•   Fixed a bug making you're health not decreasing if starving
•   Now take the weapon needed from the container if needed when upgrading/removing upgrade on it (thanks Snakeman!)
•   You can now barricade with planks if nails were inside one of your backpacks
•   Fixed a bug when sometimes the paint menu appears empty of painting
•   Removed inaccurate ping in top left of the screen (+ key binding)
•   Fixed some translation problems (button not aligned, etc... Thanks Teesee!)
•   Fixed making sheet rope invisible when building a wall over it
•   Fixed ultra fast stomp glitch
•   [MP] Create the servertest.ini even in dedicaced server (not only in host)

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Offline Asid

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Re: Project Zomboid
« Reply #26 on: December 20, 2016, 01:14:00 AM »
MAP STUFF

Blindcoder anticipates that the new areas of Rosewood, March Point, the Rosewood Prison complex and all the rural areas in-between will be a part of the main Project Zomboid Mapping Project next week  https://map.projectzomboid.com/ . Updates to the PZ online map require a lot of time and processing power, due to the vastness and detail of what’s being hosted.

Until then there’s a good annotated map on the TIS forum http://projectzomboid.com/lists/lt.php?id=eUwNAVZLU1QCSwEAAlA , while the recent release of our CartoZed tool means that there are now handy ‘standard’ maps available for your viewing pleasure. Rosewood is NW, March Ridge is SE.








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Offline Asid

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Re: Project Zomboid
« Reply #27 on: January 30, 2017, 07:13:53 PM »
Where're The NPCs?

nasKo  Officer 2 Jan

Since it keeps coming up, a little update on this.

Once the animation build has finally found its way out to the stable branch, we will explain our future schedule that will see pretty much all the so far promised yet unreleased features begin to drop into hopefully subsequent builds.

It's the 5 step roadmap that we have mentioned before, which is currently covering 5 hopefully consecutive builds all containing things that people have been looking forward to (including NPCs).

Make no mistake, we are perfectly aware of the frustration the wait has caused and understand that it can also seem like no work has been done on NPCs when you as the players can't see the progress we are making.
In the background, we've had plenty of work carried out on the promised big features, though.

As we've mentioned before, each and every step of the 5 stage roadmap provides big and meaningful features while simultaneously laying the foundation for the next stage.
Animations are the first fundamental stage of this plan.
Also, each stage will allow us to release the stuff that's been piling up and that we’ve been constructing in the background for a long time, piece by piece instead of one huge mess, making it easier to manage, test, bug fix and polish them up one by one.

I am sorry that we are so silent on NPCs and other features people are waiting for, but after all these years, we have learned quite some lessons by mentioning them and we keep on learning.

Tl;dr: The silence will have an end once animations are out.
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Offline Asid

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Re: Project Zomboid
« Reply #28 on: February 27, 2017, 05:06:28 PM »
V for Victor (and Vehicles)

Vehicles


A big milestone today as vehicles officially went into closed testing, which is a big step toward getting them out there to you all. They aren’t completely finished yet–There will undoubtedly be bugs to fix reported by our testers, and at the moment there is only a test model, a blue pickup-truck with an oddly placed wheel on the bumper, in the game. The cool vehicle models Martin has been pumping out still need to be implemented, and on a cosmetic level some additional work needs doing on the lighting to make them appear less uniformly lit and a bit more metallic in appearance, we may bump up their size a little too, but they are getting close and all the heavy lifting has been done.

Feedback so far shows that the streaming seems to work extremely well, and the vehicles controls and handles surprisingly well considering the isometric perspective. You use a radial menu to start the car, rolling down windows, turn on the heater, change seats, or play with the car radio. It’s also extremely fun running over zombies–as you can imagine!

We’ll save on the videos until we get more cars implemented and feel an IWBUMS is more imminent (also, as cool as it looks already it’s a bit odd to see neighbourhoods of blue pickup trucks!) but here are a few pics to whet your appetite.






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Offline Asid

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Re: Project Zomboid
« Reply #29 on: March 07, 2017, 01:03:40 AM »
Mondoid - Here In My Car




So, what are we looking at? Physics-enhanced vehicles in Project Zomboid, both online and off, and some hefty improvements on map streaming and object processing to handle it all. You enter a car with ‘E’, control with WSAD and have various vehicley-options open to you through a radial menu when you’re in the driver’s seat.
We’ve had the vehicles branch on the boil for a while (alongside the usual anims branch, standard build branches and a few others) but this year’s work in melding of EP’s car physics and framework with General Arcade’s special sauce has seen great things occurring. Progress has been good this past week too (as you can hopefully tell from comparing this video with one recorded five or six days ago) and we’re really excited about how the vehicles look and feel to drive. There have already been tests in multiplayer that went very well, with the new map streaming changes working niftily and boding well for future optimization.





So what’s still to be done amidst the general bug fixing? Well, in amongst others and the tidying up of zombie collision visuals – the following:
•   Firstly, and most importantly, we need to make sure that we’re not introducing a new breed of indestructo-tanks to Project Zomboid. We have to make sure that survival times aren’t hugely extended by cars, and that their use carries as many negatives as positives for the players. Also we need to figure out a good balance between zombie squashing fun and the realism Zomboid tends toward, avoiding the vehicles being too OP and sturdy against groups of zombies, while still providing the satisfaction of mowing down zombies in bigger vehicles.
•   There’s an issue to resolve with how cars are drawn into the scene, sometimes resulting in weird draw sorting bugs with ground grass or zombies drawn in front of the car when they should be blocked by it. This is due to the fact that currently 3D models are drawn at the same time as the tile they are ‘stood’ on. This doesn’t cater for larger 3D objects very well, so we’ll need to think on how to handle this and make sure they all occlude each other correctly.
•   The current sounds of the vehicles are 100% placeholder, and we’ll be working on these before release.
•   More cars! This video is fairly packed with ‘speciality’ vehicles, and Martin is currently in the process of making more vehicles to provide more variety and/or Kentucky normality.
•   Balancing: Each vehicle type needs balancing not only on their rarity, but in terms of handling, top speed, and all the other factors to make them feel different to drive. Right now, apart from their size and wheel positions, they are all functionally identical.
•   Wrecks and pile-ups: At the moment all cars spawn in parked locations, neatly parked in car parks or outside homes. We need to add wrecks, abandoned vehicles, pile ups and other more apocalyptic set ups of cars while also keeping in-touch with what Will’s set up in the PZ lore.

OTHER STUFF
•   RingoD has patched up the faults in the TIS-curated community map Bedford Falls that were introduced through the 2x revolution. It should now be fully playable and can return to general PZ MP server use. Download here.
•   Turbo has updated his modding and dev tool ItemZed, along with some fresh easier-to-read instructions that explain how you too can play around with recipes, items, looting locations and lots lots more.
•   Mapper Cardenaglo’s crazy/awesome Gaia is out in its first form. Do check it out!
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