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Offline Asid

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Re: Project Zomboid
« Reply #45 on: December 31, 2017, 05:17:14 PM »
Zombies in the Stream
15 DECEMBER   - ENIGMAGREY



Hey all. Current PZ thinking is to get final features into Build 39 (current Vehicles beta) as soon as we can – then concentrate on bug fixing, polish and further optimization in the new year. Outstanding features include injuries to player in car crashes, a few more Mechanics components/repairs, better SFX and Turbo’s new fog/snow effects seen below. There are a few threads popping up now detailing how cars are changing people’s play-styles and mixing in some new fun elements, so it would appear that we are on the right track.


VEHICLES BETA
Vehicles Test Build 30 has been released – and its full patch notes can be found here[theindiestone.com]. The biggest change in this is probably the addition of BitBaboon Steve’s optimization to map streaming – which removes locks between game threads when it comes to chunk loading. This should make for a smoother ride for our testers.


This said, there’s still work to do – our internal build was running with a better FPS in West Point so we need to do a smidge of digging today, while Steve needs to figure out a few remaining locks. After which the next optimization improvement will likely be in the zombies themselves. Zed attention is currently called in to cars over a wide radius which (while difficulty still needs balancing) still has too big an impact on performance in high population scenarios than we’d like.


Elsewhere, Vehicles 30 also introduces WIP collision detection for road furniture, and damaged sprites from Mash to accompany them. This work isn’t complete, and we’d like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed.



In terms of other new content (generally Thursdoided last week[projectzomboid.com]) there’s a bunch of new stuff for the Mechanic skill – from which we’d like to get some more feedback if possible. There are now Mechanic skill books, a lug wrench for removing tires, Mufflers to impact on vehicle noise and an update to the key system that gives the key-bearing driver an icon above their head when close to the vehicle. Likewise keys are now visible in the ignition, and to more clearly demark which car they belong to are coloured the same as the car’s paint job.


Annoying bugs fixed include railings now rendering properly, shoved zeds no longer being drawn behind walls, furniture being rotate-able again and walls no longer obscuring the player on staircases. In general game-wide fixes, meanwhile, trapping has now been fixed – alongside a bunch of longstanding recipe and crafting oddities.


FOGGY BIZNESS
Turbo reports that his fog and snow effects are almost ready for integration into the vehicles beta and proffers this car-starring video as proof.





ANIMS
In terms of Animation work, as we haven’t mentioned it in a while, Bitbaboon Mark currently has the existing anims working with a skinned mesh renderer – which as we’ve mentioned before means that dev-side we can toggle between the two and make progress without breaking anything. This also means that as we bind in the rest of the new anim code, Mark’s Animzed dev/modding tool and start to optimize to cope in densely populated areas then we’ll be able to be a lot more visible in terms of progress.


As ever, we understand the frustration that all this remains out of reach while the rest of the team beaver away on vehicles – but we have the right people doing the right stuff backstage. Likewise we have an ever-growing catalogue of models to flesh out the game world from Martin when general work moves on from vehicles and into the builds beyond.


MODDERING
Connall, alongside being king of the small suggestions thread, is now the overseer of The Modder’s Wishlist[theindiestone.com] – requests from the modding community for documentation and small tweaks to game code that will make their lives easier. The first part of this mission, meanwhile, has been in curating this reference list of lua events[theindiestone.com]. Connall is also regularly available in the modding channel on Discord should anyone need pointing in the right direction for anything.


Today’s hail of bullets from John. A general list of stuff added to PZ, and vids of features being worked on, is kept here[projectzomboid.com] – 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[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too. ShylokVakarian’s Great Loot Search remains open[theindiestone.com], meanwhile, and oh man: how good is this Wild West map starting to look[steamuserimages-a.akamaihd.net]?
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Offline Asid

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Re: Project Zomboid
« Reply #46 on: December 31, 2017, 05:19:01 PM »
Slay Bells Ringing
21 DECEMBER   - ENIGMAGREY



Merry Christmas survivors, joy to the world and all that business. With opening sentence festiveness over then, let’s see where we’re at with a few things.


VEHICLES BUILD 31

Vehicles Build 31 is out now, and is primarily one of bug-fixing – with corrections, balancing and optimizations being the primary focus as work towards pushing vehicles toward stability and their public release.


We’ve still got some work to do with remaining MP sync issues, which Yuri is currently addressing, and there’s an annoying rooftop rendering regression bug to address still – but general issues covered in this latest public test build include: disappearing skill books, lock syncs, giganto cars on 1x tiles, everlasting street lights and various issues related to vehicle loot.


In Build 30 zombies were also given the ability to set off house alarms when swarming a house and breaking windows – but we’ve turned this off until we’ve looked ‘zombie awareness’ optimization in the new year. People did seem to be enjoying the added chaos to the first few hours of the game, however, so it’s been made available as a sandbox option.


ZED OPTIMIZATION

The combination of BitBaboon Steve’s map streaming smoothening and ChrisW’s work with the non-rendering unseen tiles has resulted in a far more playable games when it comes to the vehicle build – with the biggest strain on performance now being the zombies themselves.


In towns and densely populated scenarios the combination of players covering large distances more quickly and their vehicles having wide radius of zombie attraction means that more zombies are being stirred up than ever before.


Yuri, then, has been investigating the best ways to optimize their heightened enervation – to give us some wiggle room when it comes to difficulty and zed population without sacrificing FPS. He’s even done some graphs like this[projectzomboid.com] or that seen below:





Right now zombies will ‘walk towards’ sounds they hear in a straight line, until they hit a fence, wall or building. At this point they enter a more costly ‘PathFindState’ that will direct them towards the player, which in all honesty isn’t very zombie-like in any case. As the above graph shows, with hundreds of zombies responding to car sounds at long range this is causing major lag in areas like West Point.


To improve this over Christmas Yuri will be creating a ‘WalkAroundBuildingState’ which will be used for any zombies outside of close range of the player (off-screen to a SP player). This will be a simplified version of the traditional zed pathfinding that funnels them along a building’s wall in a direction that brings them closest to the player, going back into ‘walk toward’ when they have circled the building.


As such zombies will be able to navigate past buildings without dragging processor power, while still displaying suitable dumb zombie behaviours to MP onlookers, or the player themselves if they are watching a horde following a distraction or a house alarm.


ANIMS


As of the public release of the vehicles build we’ll have the full animation system lying dormant in the released code, waiting to be turned on bit-by-bit in the test versions that follow.


Right now it’s all behaving better than expected – but has a sweep of bug-fixes required that’ve either appeared during the grand unification process and the introduction of Bitbaboon Mark’s tool-based ‘AnimZed’ editing and implementation.


As you can see in this vid, for example, for some reason vehicles (despite being drivable and tinkerable) aren’t visible – and elsewhere the player character turns into a squiggly nightmare when climbing through windows, and can often snap a full 360 which looks decidedly strange.


Once these kinks are ironed out Mark will be moving onto optimizing these processes (the focus has been on getting stuff working, with the tightening of loose nuts and bolts to come later) while Martin can concentrate on improving visuals – and maybe have a model for a trouser-wearing male that doesn’t look quite so… tight-fit and 1980s.


A full sanity data pass of the entire data set will also be required soon, so Mark will no doubt be calling on his Technical Director management skill-set to get a full export/validate system going with Martin to get it done quickly and easily.


Today’s supermarket sweep from persol. A general list of stuff added to PZ, and vids of features being worked on, is kept here[projectzomboid.com] – 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[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too.
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Offline Selva

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Re: Project Zomboid
« Reply #47 on: January 08, 2018, 11:29:05 AM »
The PZ devs are great people. Very dedicated to their project. I love PZ and it's, surely, in my top 5 favorite games of all times. It's a game that i don't get bored definely and i always get back to it from time to time.
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Archtung Panzer!

Offline Asid

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Re: Project Zomboid
« Reply #48 on: January 08, 2018, 02:37:48 PM »
PZ is very immersive and one of the best zombie survival games IMHO.  :zombiewalkright It has changed so much with constant additions. The dev team are good.

It is also great in multiplayer  :thumbsup
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Offline Asid

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Re: Project Zomboid
« Reply #49 on: January 16, 2018, 06:03:31 PM »
Spiffospaced
11 JANUARY   - NASKO



Ello all. Hope you’re well.

Vehicles Spiffospace Test Server
We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived[theindiestone.com] – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker.

There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too.

We’re currently on Vehicles Build 31.2[theindiestone.com] and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.)

In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.


Vehicle SFX
Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him.  The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently.

“Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”



“This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”


Anims
Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]



Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.


Zed pathfinding
Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions.

To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.



Other stuff
•   Zomboid won’t have Steam achievements for a while yet, and so PZ modding hero Nolan has stepped in to provide for all those who love the sweet caress of a cheevo notification. Check it out, and make suggestions, here.
•   RingoD has written a guide for map-makers with some simple steps[theindiestone.com] as to how to update maps to handle the roof occlusion system.
•   Our fair RingoD has also provided some guidelines for mappers who want to add car spawn zones to maps in preparation for the release of the vehicles build which can be found here[theindiestone.com].


Today’s rooftop gunning from Anima Chimère du Chaos [FR[/url]]. A general list of stuff added to PZ, and vids of features being worked on, is kept[url] 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[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too.
As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here[theindiestone.com].Fanks!
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Offline Asid

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Re: Project Zomboid
« Reply #50 on: February 22, 2018, 10:59:37 PM »
Hunt for the Wilderdoid



Hey all. Here’s the news on what’s happening with current/forthcoming builds from Zomboid HQ.

We’ve got public Vehicles beta 37 just about ready to drop – it includes:

•   Work that stems from our friendly Technical Director favourite uncle Bitbaboon Steve on our netcode – intended to address MP lag via the discovery of elements of vehicle data clogging up the pipes, and the way that server saves work. We’ve also put some extra work into being more strict with what the game considers as physics objects, which should cut down on memory and processing. (Internally we’re seeing some higher FPS read-outs from built up areas like West Point, and we’d be very interested to hear if this is replicated on beta tester set-ups come release).

•   New map areas filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood. This includes new town zones and foraging zones, especially around Riverside – alongside missing map elements in that town, and general decoration map-wide. A few secret areas will be hiding in amongst it all too.







•   In terms of gameplay – tire pressure’s impact on speed has been nerfed significantly, while we’ve also polished the Mechanic UI to give clearer indications of success/failure via visuals and SFX. A fair amount of irritation caused by dual keybindings (on foot vs. in vehicle key functions) will also be cleared up.

•   Connall, fresh from zoning the new map, is now coming back to the ‘Small But Important’ Community Request thread – while elsewhere the general bug blitz continues when it comes to vehicle textures, item transfer speeds, crawlers damaging vehicles and zombies attacking the relevant part of the car where you’re visible to them (or were last visible to them) as opposed to banging on the driver door. The annoying issue of occasional item loss has also been tracked down and, hopefully, consigned to oblivion.

•   New vehicle SFX for vans and higher performance vehicles are part of the new build. Although, with this said, these still aren’t perfect – so we have found someone who works at a friend’s game studio who’s created a procedural engine sound system – which means we can obtain custom engine loops for different car types to feed into Bitbaboon Steve’s new code. This means that we no longer have to dredge internet sound banks, or consider making actual vehicle recordings ourselves – and likewise will make the process easier when adding new vehicles, and hopefully noisier industrial/military vehicles, later on down the line.

Vehicle beta 37 had been aimed for a Thursday release but internal testing has revealed some FPS hitches in MP as well as occasional unsightly streaks that would likely annoy. We’ll release when these irritations are nixed, and have Uncle Bitbaboon Steve on duty tomorrow to help improve stuff further too.

Outside this more imminent work on vehicles coding continues for the builds ahead including Bitbaboon Mark preparing the animation system so we can move over to it in the versions beyond vehicles, Turbo back with us and working on his improved snow/fog/mist and general weather upgrade, and General Arcade’s Stas working on our new chat/admin system for MP.

(With the latter we’re slightly changing tack and opting for a less multi-tabbed variant, and have also compiled a checklist for Stas to ensure that all the commands/features are in-keeping with what’s expected from MP in this day and age so we hit the ground running with something we’re pleased with. It should still be ready to drop into testing once vehicles are done.)

While discussing this with Stas, the issue of PZ text appearing really small on high resolution screens came up – itself something we know we have to deal with, and hope to as a part of our upgrade to lwjgl3. In the mean-time, however, if you have issues then as a part of our conversations EnigmaGrey also came up with this nifty Big Freakin’ Font mod – that’ll help with high res and couch play users. Let us know how you get on with it.

This week’s snowfield caper from Wanktarded. 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 here! Our Discord is open for chat and hijinks too. Fanks!

Little Green Dot versus The Evil Red Dots

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Offline Asid

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Re: Project Zomboid
« Reply #51 on: March 03, 2018, 12:52:10 AM »
SirenZ -- Project Zomboid's Thursdoid



Hey all. Here’s the current goings-on over in Zomboid Towers.

CURRENT VEHICLES BETA:

We’ve just released Vehicles Build 37 – and it’s got quite a long changelist given as a case of the judders held back last Thursday’s release. You can see the full version details, and find details on how to join the beta, in this thread.

Vehicles are easily the biggest technology upgrade that PZ has had since its inception – and Build 37 builds on work already complete by including the MP lag work we mentioned last week directed by our Technical Director friend BitBaboon Steve, but now also has had a lot of improvements to our map/chunk streaming both online and off, and a big change in how our game handle’s Java’s jolt-inducing ‘garbage collection’. To this end aspects of it remain fairly experimental, in that they work nicely behind closed doors but require wider testing – which is where you guys and your bug/performance/gameplay reports come in.

We’ve also made some changes to how the frame compensation is handled, and have fixed issues with the framerate smoothing which resulted in time slowing down during gameplay, which led to occasional uneven gameplay and treacley movement in a few recent builds. Instead the game may occasionally hitch for a frame, whereas before it might drag the framerate and game speed down for a second or more.

This far more mild hitch is something we can tackle later on, in general the smoothness of gameplay should more than make up for it. Beyond this other highlights of the build follow, some which we mentioned last week – others have been added to the version as the week goes on.

•   Mash’s map expansion that fills in many of the gaps between our major towns and zombie troublespots – which will hopefully allow for vehicle exploration and more out-of-town hideaways and safehouses. [Here’s that map showing the general areas you’ll be able to find new stuff.]
•   Item and bag loss bug tracked down and patched, that will come as a welcome relief to our testers. This comes alongside a multitude of fixes to the various vehicle parts, errors in the UI screens for the various new vehicles, issues that arose when a co-op friend was in your vehicle and switching seats or trying to sound the horn and bugs that arose when zeds attack your car.
•   For testing and MP admin purposes – an admin can now spawn keys, gas and repair cars. [In a quick side community requested side-project Tim also allowed for day length in sandbox to allow all hours up to 24.]
•   New switch-seat keybind (Z) to allow you to move around inside the car easier (and choose which door to exit from if there’s a horde pawing at your wing mirror), a ‘V’ keybind to hide/show the radial menu and other interface improvements/fixes.
•   Increased spawn chances for tire pumps, barbed wire, sandbags and milk. XP tweaks for the Mechanic Skill. Nerfed tire pressure impact on speed. Fixed up interactions when you’re looting piles of crates – which previously could be a pita – and some player-requested improvements to the composting system. Lots of other tweaks and fixes,
Next week’s build should have some new vehicle sound effects – the new ones in Build 37 are better that what we have before. These will be alongside further optimizations to world streaming, tile-rendering and loaded vehicle textures that we already have in the can, but didn’t want to mix into an already change-heavy beta version. (We realise the code-y aspect of this news isn’t particularly sexy, but hope you’ll feel the difference when you play.)

Beyond this, the process is to knock off tasks from our internal management system (whether found by our intrepid QA twosome of Jake and Sasha, or transferred from community reports) to the point at which we want an influx of new testers from the move to IWBUMS, and beyond that the influx of a LOT of new testers from a public release.

FUTURE VERSIONS
We have the majority of the team working on finalising vehicles at the moment (specifically RJ, Yuri and EP) but in the background there’s clearly Bitbaboon Mark prepping anims for the team to switch over onto once the vehicles dust settles, alongside various other members of the team working on the framework of future map content.

Two other features currently in the oven for a build beyond vehicles, meanwhile are GA Stas working on his chat window – and Turbo’s revamped fog/snow weather progression that we hope to have new timelapse vids/details on next week.

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Offline Asid

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Re: Project Zomboid
« Reply #52 on: March 09, 2018, 01:34:00 PM »
Performance Enhancements -- Project Zomboid's Thursdoid



Ello’ Zomboids and Zombettes. Some cool stuff to talk about this week!

CURRENT VEHICLES BETA

Today we released public vehicles build 38, which is a general fix/polish update while the more structural optimization work detailed below has been running in parallel. You can find the changelist here. http://projectzomboid.com/lists/lt.php?id=eUwFBlMHHVMLAU4FA1EO

Items of note include an improvement to vehicles clipping over each other – although to eradicate this completely will require structural work on a depth buffer, and more importantly the rewritten 3D model system that’s a part of future animation builds. This said, this build should at least see a marked improvement.



Other bugs fixed that’ve proved an irritation to testers include far more satisfying zed/vehicle collisions in MP, key loss lessening, a limitation on the threat of invisible trees and the removal of in-car 3D sound to make the sounds less disorientating.

NEXT VEHICLES BUILD

Despite a lot of work and improvement over recent builds, for a little while we hadn’t been satisfied with the performance in our vehicles beta. It was workable, and clear that testers are having a lot of fun with it, but not something we felt was good enough.

As such over the past couple of weeks we’ve been working on what we feel are rather special and significant optimizations – basically going through every area of the game code and shaving off every millisecond we could, and the results have been quite profound.

On our internal test PCs (fairly good set-ups) it’s now possible to obtain a solid 60fps when zoomed out at almost every point in the map, save for the mall and downtown West Point – which regardless are themselves a lot more playable now.

The following video is shot in 1920×1080 and shows the improved performance we’re seeing on standard settings. Note the FPS read out in the top left. We thought about editing together pieces from different tests, however felt that cutting between them may look like sneaky editing, so have opted to use 5 minutes of uninterrupted recorded footage from two runs.

Run one



This video is recorded in 3800×1600 and shows the sort of performance you could expect on much higher resolutions. Hopefully not that much different from 4k framerates:

Run Two



Additionally, as you may be able to tell from the videos, we have also added support for uncapping the FPS into the game options, now the FPS has improved significantly to make use of it. Hopefully this will make those with high refresh-rate monitors happy. Internally we have hit 300+ fps when zoomed in in low density areas of the map with FPS uncapped, which is pretty nice and silky on a 144hz G-Sync monitor!

We had hoped this optimization build would have been ready to release today, but when doing such deep and all-encompassing optimization that touches on many areas of the game, there are always new unintended side effects and new bugs introduced from changing the code to make it faster. Aspects of the UI suddenly become unhinged by the frame-rate, lighting refreshes go wonky etc, as well as some more serious issue of invisible items being dropped on the floor and a few others that sadly meant we couldn’t push it out today.

As such we decided to release the existing changelist of Vehicles Beta 38 and leave this until next week, when there’s a few less gremlins in the system. We hope this will then be the candidate for moving vehicles into our established IWBUMS beta as we step up plans for animations etc.

BUILDS BEYOND VEHICLES

As mentioned previously, alongside the animation systems that Bitbaboon Mark is prepping, we have a few other new systems to drop into testing once vehicles are out of the way.

The first is Stas’ new chat window and functions for MP, and the second, meanwhile, is the new snog/fog that will come hand-in-hand with a general improvement/deepening of how weather works in-game. This all comes from Turbo, once a modder and now a valued contributor to PZ, who generally sits aside from the main team cooking up crazy/intricate concoctions that can then be passed on into the main game.

We should have a full time-lapse next week, although existing fog vids live here,

https://www.youtube.com/watch?v=nR8HPvnu17Q&feature=youtu.be 

but for now you can see how it all works on Turbo’s debugger. Right now we only have a single daily temperature, precipitation values etc, but now an extra layer on top of the existing climate system will have more varied weather/temperature change throughout the day – and also more realistic weather systems over multiple days.

So a quick example, here you can see a foggy day – in which the sunlight is a white line. Here you can see the light blue fog line building up in the morning, just before the sun rises, after which the sun has rises and the in-game fog starts to fade away.



Meanwhile over longer periods, rather than it feeling rather random, precipitation will be clustered so you can have lots of days without rain and then a longer period of days with a lot of rain/snow.



As you can see from the following picture, the climate modelling goes much deeper than that though, tying temperature, wind, and other factors together into a pretty deep system worthy of Project Zomboid:



This week’s zed race from JoeScore. 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 here! Our Discord is open for chat and hijinks too. Fanks!
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Offline Asid

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Re: Project Zomboid
« Reply #53 on: March 16, 2018, 05:16:38 PM »
Climate Change
15 MARCH - NASKO



Evenin’ all. Here’s the latest from the Knox Event.

CURRENT VEHICLES BETA
We have just released public vehicles build 39. It’s another fairly weighty changelist[theindiestone.com], but the highlight of it is that the many, varied and major FPS optimizations we discussed last week[projectzomboid.com]have arrived. We’d love to hear about any changes you notice in performance. Likewise, however, we will need to hear of any bugs this has introduced. We’ve eradicated most of the gremlins backstage (like checkerboard lighting updates, flickering UIs windows, invisible ground objects etc) but there may well be other curiosities that our in-house testers haven’t found. Please let us know in the build release thread[theindiestone.com].

Something we are aware of is that in this version there’s more work to do with the UI. We’ve made significant optimizations by sacrificing UI FPS for the sake of the FPS of the overall game, which is clearly of a greater priority. On top of this, some of the windows may appear more transparent than usual. We’ll look to improve smoothness and responsiveness in future builds, but we hope any additional bugs or annoyances will pale compared to the significant FPS improvements. Elsewhere in the vehicles beta, meanwhile:
•   In preparation for the full release of the vehicles we’ve also added some tutorial windows that appear when new players first boot the game up. If there are any salient details we’ve missed here then please let us know! We’ve also made it so that vehicles are automatically enabled in all games, unless deselected in Sandbox options.



•   For MP we have raised the speed limit we previously imposed when map loading was far more of an issue. The default is now an in-game 80mph, although this can now also be played around with in your Server Options.
•   Car spawn zones have been added to the small settlement south of Riverside. Various unclear aspects of in-game text and UI icons have been improved. Car damage at low speeds has been nerfed. Radio transmission ranges have been increased to cater for the extended map.
•   In terms of fixed bugs, there are a few, but the biggest irritations hopefully salved include: miniature MP vehicle sizes gone, reversed textures and backwards writing on some vehicles fixed and the much-reported self-duplicating cars on servers addressed. Likewise various background memory leaks and the like have been knocked out of the build, and your FPS no longer holds as much sway over your steering.

Beyond immediate bug fixing from community reports the coming week’s focus will be on wider player-built gates to let players store their vehicles more safely, addressing the teleportation issues that can occur when passengers sit in a lag-impacted vehicle and implementing the final sounds for our ‘normal’ and ‘small’ car types.

BUILDS BEYOND VEHICLES
While the majority of the team work on the vehicles build – Stas (chat upgrade), Mark (animations) and Turbo (fog, snow and new climate/weather system) continue to work away in the background.

Turbo tends to sit away from the main team (his speciality being over-arching systems that we can tie into the main game like his existing seasonal changes and radio systems) and he’s currently working on an improved dynamic weather system that he hopes will make his existing seasons feel more real, and give a greater sense of day-to-day variety.

This will also mean that different weather effects will move over the map in real-time. Here, for example, is a debug thunderstorm moving over the south of the current map – between March Ridge and West Point.





This all generated by a system of simulated cold and warm fronts of varying strengths. An in-game change from Warm to Cold, for example, will result in a day with rain in the morning getting heavier as the day goes on, with the possibility of a tropical storm in summer, or a blizzard in winter. The intensity of the rain, and thunder, meanwhile is all dependent on the simulated front strength.



When mixed in with the new fog that’ll see misty mornings slowly clearing in the sunshine this should give a far greater feeling of variety as each day passes. What’s more, as a part of this weather upgrade Turbo is also looking at improving our current use of shaders to increase the feeling of seasonal change in PZ – giving it a subtle yet tangible feeling of it being either a warm and vibrant day of summer, or a pale and hazy day in winter.

Alongside this Turbo intends to improve the SFX to reflect seasonal change better too – removing birdsong from winter, introducing snow crunch etc. When this ready, in the world beyond vehicles, we will also need to rebalance our farming system too in terms of the change in daily/seasonal rainfall – itself a fairly old system that could do with some TLC.

This week’s bannister-less deathtrap from актёрище. A general list of stuff added to PZ, and vids of features being worked on, is kept here[projectzomboid.com] – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too. Oh, and check out the findings of the latest great loot survey[theindiestone.com] from ShylokVakarian. Fanks!

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Re: Project Zomboid
« Reply #54 on: April 03, 2018, 04:53:27 PM »
Hellgate: Muldraugh
29 MARCH - NASKO


 
Happy Thursday all, and a Maundy one too – if you’re partial to that sort of thing.

CURRENT VEHICLES BETA
We’ve just updated the Public Vehicle Beta to version 40, the details of which can be found here[theindiestone.com] . It’s quite a long changelist as it’s two weeks of tweaks and bug fixes, but the headlines run as follows.
•   We’ve made quite a few changes to speed up zombies when they respond to sound. This will hopefully reduce the amount of lag from zombies when they’re lured by car/siren noise, and indeed in general when a horde is on the move. The change under the bonnet is that sounds are heard on the game’s chunk system, so will there will be less iteration and tests made by each individual zed. We’ve also slightly lowered the frequency of long range car sound triggers to further ease this, without making too much of a dent on zombie attraction.
•   Currently in Six Months Later it’s too hard to find a working car as batteries have generally died. As such we’ve now changed this to spawn some fully charged batteries, no matter your chosen difficulty or the time since the outbreak, to simulate a more recent use. We’ve also nerfed the impact of world age on the battery remaining delta to help with this.
•   Since the introduction of vehicles it’s been an issue getting them into player-made bases. As such, RJ and Mash have conjured up a variety of gates to make your entrances/exits a little more dignified.





•   Loot discovered in vehicles has been bugging out for a while now – so in Build 40 this has been fixed up and there should be a lot more varied in-car discoveries. We’ve also added a lot more varied ‘general crap’ in vehicles, and likewise a few extra ‘owner profession’ loot spawns – like construction worker, taxi driver, painter and decorator etc.
•   After our recent bout of optimizations we’ve added a menu option to let people choose their own preferred framerate levels for UI vs. general game FPS, and upped the default UI setting too. We’ll use user feedback from this to determine the best default value in future versions.
•   A big problem in MP has been that passengers got cruelly dumped by the roadside while the driver sped off ahead, and vehicles could get a bit ‘blinky’ too – an issue compounded by lag. General Arcade’s Yuri has been on the case and this should be improved. There’s still a slight issue with the passenger-view of the vehicle jumping around a bit, but on the whole it’s a lot more playable – and Yuri is looking to get it fixed up for next week’s version.
•   There may be a few issues with cars visibly juddering at top speed and occasionally on gear changes in multiplayer. We’re looking into these issues and will resolve as soon as possible.

BUILDS BEYOND
For next week’s build (which we intend to be moved into the traditional IWBUMS beta slot as long as public testing of Build 40 doesn’t throw up any clangers) in amongst many/varied other improvements and fixes, General Arcade’s Yuri has been working on a neat little system that will decrease the irritating occasions upon which the player character is super-imposed on the car it’s standing behind – essentially creating shifting ‘bounding boxes’ around vehicles that are separate from the physics one.

Also for next week’s version Uncle Bitbaboon Steve has done some work improving network connectivity in the fight against lag, and will be with us again tomorrow to implement the final sounds for normal and small cars.

Steve’s colleague Mark, meanwhile, has been plugging away at the animation system we intend to switch dev over to once Vehicles are out of the door – most of his work last week comprising of bringing it all up to date with the considerable amount of core engine adjustments brought about in our recent optimization push. General Arcade’s Stas, meanwhile, has provided a first iteration of his new MP chat update to check out, and is now doing the same ‘bringing up to date with optimizations’ task with our forthcoming lwgl3 upgrade.

Elsewhere Turbo has been working on the new weather system we hope to get into a post-vehicles build – details of which can be found here[projectzomboid.com]. He’s been on a lot of ‘under the hood’ aspects this week, but has also improved how general periods of weather work – setting them up so they can be easily changed and transition a lot better. His intent is so that periods of showers, heavy rainfall and thunder clouds generate in a more variable way, and don’t always have the same expected pattern.

Now that the new wilderness/farmland map expansion is out and players are finding cool stuff like the kiddie summer camp[theindiestone.com] Mash is officially moving entirely onto a bigger, and much more urban, setting with our fictionalised version of Louisville – an area that won’t be as big as the real thing, but will still be really big (and plenty big enough) in existing PZ terms.

The broad layout is done (redesigned from what we’ve shown as hints previously) which was no mean feat in itself – and now begins the process of hand-crafting all the buildings and adding details. We’ve got a stash of interesting and previously unseen pre-made buildings to slot in though, and RingoD will be stepping in to help out with residential areas, but even with this it’ll be a long, long task to complete, and as such we won’t be talking about it much about it again until it nears completion.

This week’s featured rooftop party from Bromo BR. A general list of stuff added to PZ, and vids of features being worked on, is kept here[projectzomboid.com] – 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[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too. Finally, those open to a spot of YouTube zombie parkour might be interested in a movie version Indiegogo. Cheers all!

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Re: Project Zomboid
« Reply #55 on: April 06, 2018, 03:43:44 PM »
Vehicle IWBUMS
5 APRIL - NASKO



Hey everyone – today we’re retiring our Steam vehicles beta branch and moving it into our traditional ‘I Will Back Up My Save’ beta slot as Build 39.

If you’ve been holding off from trying out our trucks, vans and cars as you were waiting for them to feel stable and (almost/increasingly) non-buggy then we’d politely ask you to consider entering the fray today.

We need an extra burst of community testers for the final patches before launch. We need to know:

•   What’s unclear about the way we’ve implemented Vehicles and the Mechanics skill
•   How the game runs on your machine. [And if there are any issues we will 100% need to know what sort of computer it is, alongside your tech specs]
•   How vehicles are changing the way you play – both in the early and late game. And, of course, whether or not you’re having fun.
•   Any bugs and weirdness that stick out like a sore thumb.

Please post feedback in the Build 39 in the new thread on our forums[theindiestone.com].

You can find the IWBUMS beta branch in your Project Zomboid – right click on Project Zomboid in the Steam games list, left click on properties and navigate to the Betas tab.

(Please note that, due to the extent of engine and gameplay changes in Build 39, existing savegames will not be compatible – a Steam beta branch of the pre-vehicles Build 38.30 will be available at the time of launch should people wish to finish off their existing games before moving onto vehicles.)

Clearly the team’s main focus is currently on getting Build 39 polished and out of the door – yesterday releasing Vehicles Build 41[theindiestone.com] that addressed issues impacting on community translations, missing car spawn zones, lots of player-crafter gate related bugs, split-screen niggles and lots of other fixes.

In the background, meanwhile, Bitbaboon Mark continues his animations work for when the team crosses over to them, Stas is polishing his new MP chat system to drop into Build 40 and Turbo is working on ‘type of sky’ game colours (the shade of the screen when its sunny, normal, cloudy etc) and should have some time-lapse vids to show next week.

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Re: Project Zomboid
« Reply #56 on: May 25, 2018, 05:57:50 PM »
Death Cab for Zombie
24 May - nasKo



Evening all, we do hope y’all are well.


IWBUMS BUILD 39.64
We’re hopeful that today’s public IWBUMS release (39.64[theindiestone.com]) will be the last before the full vehicles release. It contains:

•   A few physics and vehicular position fixes that will hopefully help those playing on co-op and dedicated servers.
•   Improvements to loot kept on car seats, tweaks to the item disassembly system, and the removed item transfer progress bar being restored by public demand.
•   Fixes to faulty item spawn rates (especially skill books) in MP, sheet rope levitation, aspects of zombie pathfinding, missing collision on various objects and various bugs squashed when transferring items between containers. And many other fixes besides.

One other thing we might like to get into the build before release is some recent work that General Arcade’s Yuri has been doing on our Steam integration. We anticipate that quite a few people will want to come back to PZ to check out the vehicles, alongside their friends, and as such it seemed a good time to fix up some player invite issues – namely that PZ has always struggled with inviting players into games when both players already had the game open. We’ve got a build running that smoothens this out backstage, and may also consider adding this to the mix if it’s working as intended.

Please also note that, as mentioned last week, in preparation for the vehicles release, the PZ map has been updated[map.projectzomboid.com] with Build 39’s countryside/vehicle exploration additions between Riverside and Rosewood. For community mappers and interested parties: new versions of PZ tools TileZed and WorldZed have been released, alongside the latest array of Tileset images[theindiestone.com].

ANIMS
As regular readers will know, our Technical Director friend Bitbaboon Mark now has his own company called TEA – and he and his cohorts Zac, Chris, Gar and Schnitz are working on getting the new anims and models ready for the PZ codebase to switch over to them.

This week from a technical standpoint they’ve been sorting meshes/textures and data that’s loaded from .X files and have hooked up character masks and ‘items’ to create individual characters from with everything hooked up correctly.

The intention is to have the character config inside the dev/modding tool AnimZed – so people can quickly add and update meshes and put them onto characters to validate alongside the animations themselves. In fact Zac has a ‘random’ create for characters all running from AnimZed, and it looks a little bit like this.




Music credit: MrEldfuel from free sounds[freesound.org].

Please note: there’s clearly lots of different outfits and items on-show in this video – initial anims build releases will not contain everything seen above, especially if it involves combat markedly different to what’s already in-game. This is purely to show what AnimZed can do now, and the way that anim stances now change based on the weapon being held – which is all data-driven now. (Please also note: Spiffo’s Restaurant mascot outfits are supposed to look a bit… threadbare).

WEATHER AND CLIMATE SYSTEM
Turbo is working on his remedy for the new snow/fog/storms system – in that it’s all fine and dandy having a climate system with morning fog and real-time storms forming and passing overhead, but not helpful when (as it currently is in-game) you can’t look out of the window to see what the weather’s doing.

As such he has been exploring the possibility of using screen masking to allow for the player’s building to not be included in the rendering of rain, fog or other atmospheric effects. This will mean they will be visible to the character through windows, instead of being turned off across the screen when a player enters the house.

Please note this is just a proof of concept and not fully implemented into the game yet.


 
Meanwhile Stas continues his gamepad set-up improvements, Zach continues with his additions to the PZ soundtrack and Mash continues to build some of the larger new building locations to place within the expansion out to Louisville.

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Re: Project Zomboid
« Reply #57 on: May 31, 2018, 10:45:18 PM »
Build 39: Vehicles released!
Project Zomboid - nasKo



Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.

Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.

Mark_exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!



Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.

Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.



Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.

Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.

To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.



PLEASE NOTE:
Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for the previous Build 38.30 has been provided.

PLEASE ALSO NOTE:
While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.

OTHER BUILD FEATURES:
•   The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated to reflect this.



•   A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.
•   Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more.

For the full changelist, and information on about a million other fixes and tweaks, please visit the Build 39 release thread on our forums. https://theindiestone.com/forums/index.php?/topic/23821-wip-released-build-39-the-vehicles-build/

While vehicles have been a massive group effort from a lot of people within the team, we’d like to give a special thank you to EasyPickins, who did a lot of the technological framework and put a lot of sweat and blood into the system for a long time before everyone else got involved. We’d also like to thank General Arcade, and especially Yuri, for his invaluable help in their integration and evolution.
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Re: Project Zomboid
« Reply #58 on: June 10, 2018, 09:21:14 PM »
On the Move
7 June - nasKo



Evening all! Last week’s vehicles release felt like it went well. The release version was fairly stable, people are enjoying having transport in the game and we’ve seen a huge boost in player numbers – which has in-turn revealed plenty of bugs for us to squash over the next few weeks in patches. Many thanks for all your reports, and please keep them coming[theindiestone.com]!

There are clearly a lot of people returning to the game and wanting to get their friends involved on co-op, so we’ve also decided to put the game on sale from tomorrow for a few days with 40% off. (If people find this helpful we’ll probably do so again whenever bigger features get into the main game.)

VEHICLES FIRST PATCH
We’ve been running an IWBUMS patching some of the more serious issues – but due to the expanded number of people currently playing MP we don’t want to mix it into the fairly stable release build without giving it its due testing.

As such, if you fancy grabbing some free PZ codes for participation, then keep your eyes on the forum over the next few days / week and we will likely be running some impromptu community IWBUMS megatests for those on the beta channel.

UPDATE: In addition we have just updated 39.67.2[theindiestone.com]. In amongst many and varied other things, currently in the patch we have:
•   A fix for the disabled VOIP bug, double doors imbued with physics and fixes to zombie positions on the client.
•   Fixes for players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven’t been loaded in their passengers’ game.
•   An increased the spawn rate of mechanic tools in car trunks, lowered player panic when inside vehicles and increased knockback when you’re ramming zeds.
•   A new Car Battery Charger item. This can be used to charge your car battery if you have electricity around you (generator included).
Fixes we are still working on include disappearing keys in MP when someone else removes the key from the ignition, occasional vertical parking splurges[projectzomboid.com] (!) and a few cases of MP invisible zombies. If people notice any particular replication steps for any of the above then we’d love to hear them in our bug report section on the forum[theindiestone.com].

BEYOND VEHICLES
We’ve got a few complete, and almost complete, things that were a bit logjammed while we polished vehicles that we’re hoping to drop into testing over the coming weeks, mainly the new MP chatbox and Turbo’s ‘virtual climate’ weather and seasons upgrade.

In the past week Turbo’s worked out ways to show fog/precipitation from inside buildings, but our larger and taller buildings (mall, prison etc) need some extra thought, as do outside balconies – although this does look pleasingly Exorcist-y even with the visual bug[i.gyazo.com]. Here’s a quick video of the fog system as nature intended it though…



Meanwhile, over with our friends at T.E.A. the animation build push continues. One aspect of this is that Zac, who is working on the new dev and modding tool AnimZed, has built a nifty clothing and outfit editor into it – from which both ourselves and modders will be able to easily hook up new models and textures to items, and create new looks for zeds and survivors alike.

If you didn’t see some of these looks in our vid the other week you can check it out here. The updated tool within AnimZed looks a bit like this currently[projectzomboid.com], although the bottom of the left hand column did raise some eyebrows…

This tool work is probably going to be followed up with another utility that shows in-game items vs the visual items. At the moment we/TEA/modders have to check an item’s name, then lookup how it appears in-game separately and it would be very handy to have it done in an automated fashion.

Elsewhere Gareth has been tweaking/polishing shaders for body masks, and Bitbaboon Mark has been blending, simplifying and ironing out kinks[projectzomboid.com] so that our animator Martin can jump in and get used to the new suite of tools available to him and polish up his work in-game. So hopefully we’ll have a bit more to show/discuss next week.

Thanks so much for all your continuing feedback and bug reports on the vehicles everyone. Please keep it coming!

This week’s station wagon from Julio. A general list of stuff added to PZ, and vids of features being worked on, is kept here[projectzomboid.com] – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki[pzwiki.net] should you feel like editing or amending something, and the PZ Mailing List [projectzomboid.com]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord [discord.gg]is open for chat and hijinks too.

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Re: Project Zomboid
« Reply #59 on: June 14, 2018, 11:05:14 PM »
RELEASED: Build 39.67.5
The first patch for the vehicles build has been released.


[NEW]
Changed default UI Render FPS to 20.
Added Linux version of libPZBullet64 without OpenGL for headless servers.
Added proper physics to open double doors.
Added "Pan camera while aiming" display option.
Cell grid now drawn in the lua debugger map.
Pressing 'T' in the lua debugger map now teleports player 0 to that location.
Added the ability to smash the car window that a player is facing using right click in the car's context menu.
Added "remove vehicle" using the right click context menu if you are in debug or an admin.
Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
Added PZBullet and trove.jar to various Steam build scripts.
Added 32bit PZBullet for Linux
Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
Dirty Rags may be used as tinder or fuel in campfires.
Vehicle key is returned to the keyring it came from when removing it from the ignition.
Added better support for large fonts - for example with the Big Freakin' Fonts mod.
Replaced the placeholder car battery charger.
Size and position of the crafting and vehicle-mechanics UIs now saved.
The vehicle mechanics window can be resized vertically.
The crafting UI is resizable and supports large fonts better.
Added correct Mechanics skill icon


[BALANCE]                                   
Increased the spawn rate of mechanic tools in car trunks.       
Lowered the panic increase caused by zombies when player is in a vehicle.
Increased the knockback done to car when ramming zombies.
Decreased the consumption of fuel by generator.
Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
Increased a tad the number of cars spawning on Low sandbox setting.
Increased the spawn rate of remote control.
Increased the odds to find an animal with trapping.


[BUG FIX]
Fixed VOIP not working.
Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
Fixed client doing collision checks for zombies that should only be done on a server.
Fixed zombie positions not updating on the client correctly.
Fixed zombie animations not updating on the client when near a vehicle.
Fixed trove.jar not being on Mac StartServer scripts.
Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
Fixed linux issues by rebuilding Linux libZNetJNI64.so
Fixed "Auth failed response" message on server when a client disconnects.
Fixed issues around server sending map_zone.bin to clients.
Fixed pzbullet/CMakeLists.txt
Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
Fixed longstanding visual glitch when climbing over something onto a staircase below.
Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
Fixed line spacing in the in-game changelog.
Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
Fixed missing RCON .class files.
Fixed clothes becoming dirty even if the sandbox option was disabled.
Fixed some debug messages players don't need.
Fixed checking doors to enter a vehicle checking hood/bonnet.
Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
Fixed car batteries being created at 50% charge on most spawns.
Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
Fixed VehicleInterpolationData objects not being reused.
Fixed in-game changelog not displaying changes to previous versions of the game.
Fixed issues with vertical force to vehicles after collisions with objects/zombies.
Fixed vehicle headlights being slow to turn on and off.
Fixed vehicle positions not updating for passengers after a collision.
Fixed Multi-core rendering not working on Linux.
Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
Fixed seeing key icon above another player's head when near a vehicle.
Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
Fixed small car's plate number being stretched.
Fixed flat building roofs being hidden when the player was obscured by player-built floors.
Fixed roof on lot_house_small_36.tbx.
Fixed a missing wall in a house near 13814,4682.
Fixed trunk capacity not always updating when it should on the client.
Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
Fixed client not updating vehicle stats when part condition changes.
Fixed Linux server failure with libPZBulletNoOpenGL*.so
Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
Fixed translation for "You failed to produce any usable materials" not being used.
Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
Fixed crafting UI appearing in the main menu if the assigned key is pressed.
Fixed VehicleManager error when more than 64 players are connected.
Fixed error compiling ProjectZomboid.exe with UNICODE defined.
Fixed both halves of a grave not being destroyed when using a sledgehammer.
Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
Fixed not being able to hop over fences using the controller B button above ground level.
Fixed not being able to climb down sheetropes when tapping the 'E' key.
Fixed remote players juddering up and down while climbing sheetropes.
Fixed display not updating when climbing sheetropes.
Fixed player not facing fence/window when adding/removing sheetropes.
Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
Fixed double-tile carpentry objects (like Bed) not consuming materials.
Fixed scrollbars not working in the options ui when a controller was active.
Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
Fixed aspects of many UIs to handle different font sizes.
Fixed font-rendering bug.
Fixed UI not updating when an error occurs setting vsync.
Fixed the crafting UI constantly setting the help text for the info-button window.
Fixed ISModalRichText updating when not visible and not being centered on screen.
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