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Offline Asid

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Re: Project Zomboid
« Reply #75 on: December 21, 2018, 12:20:06 AM »
Spooky Santa
20 December - nasKo




Hello! Merry impending Chrimble.

On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons.

This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper – so didn’t want to inflict our Megatest settings as default ones on players over the Xmas break until we’re sure they’re the right ones.

To this end we’ll be running more Community Megatests in the near future, with different system settings – and some handy network debug tools that Steve is currently coding into the system.

We have, however, also released it into the public build today in Build 40.43[theindiestone.com] for server owners to play around with – and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this:




In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means it’s getting a position update over the network from the server and then wired into your game. The client’s zed placement signals are received – and then the game knows where to show the zed.

The essence of the system is that server operators can now adjust the circle of ‘close dangerous zeds’ and the circle of distant ‘no trouble zeds’ – and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole.

[Please note that this vid is an example only and made to explain the system – we haven’t judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.]

So… here comes the science!

In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [It’s set purposefully long on the video to highlight it].

Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player.

•   ZombieUpdateHighPriorty is the radius around the player for sending the high priority zombies.
•   ZombieUpdateMaxHighPriority is a cap on the number of high detail ones to send, and it will send the closest zombies to the player up to this limit.
•   ZombieUpdateRadiusLowPriority is the maximum radius to send the lower frequency updates to – at 45 this is essentially the entire screen at 1440p fully zoomed out.
•   ZombieUpdateDelta is the time between sending these lower frequency larger blobs of zombies

In the Megatest the values we used were, so if you run a server give it a spin with these and see how it goes:

ZombieUpdateMaxHighPriority 6
ZombieUpdateDelta 0.7
ZombieUpdateRadiusLowPriority 45
ZombieUpdateRadiusHighPriority 20

The next Megatest, meanwhile, will use a smaller high priority radius but a larger cap – to see how it all responds to hordes. It’s all a balancing act, really, so let us know how you get on if you have a play with it yourself.

Sorry for the technical stuff! Here’s some Build 41 stuff to compensate, along with something seasonal that will be one day be stashed in a cupboard in the mall awaiting the Xmas season.



Grant and Zac have been finetuning the clothing and animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx. Animations now auto-reload when modified from the Editor, and Martin has also been hard at work adding new clothing outfits, and adding more variety to existing outfits. Here’s a quick vid.
We've been working hard on fine-tuning the Clothing and Animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx.




That’s about it for today but Russian holidays mean that Yuri and Stas will continue their 41 work over the Western Xmas on current issues with upturned vehicles and the gamepad bindings screen, respectively, while there’s plenty of other stuff bubbling under too.

There will be a Thursdoid next week, but it’ll be a brief one featuring anything people have done over the holidays, and then back properly in the New Year. Have a great one if you’re celebrating!

This week’s Walking Dead-style not belonging here from non_curo. 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 MailingList [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. Merry Xmas etc hohoho

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Offline Asid

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Re: Project Zomboid
« Reply #76 on: January 30, 2019, 12:54:51 AM »
Zedsmoothening
10 Jan - nasKo   



Hey all, quick run around the houses talking about who’s on what this week.

In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality.




He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours[projectzomboid.com] and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene.



Animator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in.



In other news:
Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though.



Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height.

NOTE: Very much WIP and not a finished system, of course. The other room currently isn't cut but will be in the final version. This is just a sneak peak for the WIP system and showing off how the rounded corners look; the goal for the final version is improving vision, not limiting it.



 
Meanwhile:

•   Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.) 
•   Stas just released an updated Controller Test beta[theindiestone.com] for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers[theindiestone.com]. 
•   While BitbaboonMark does some TEA-side code repository movements and merging: RJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before).



Community stuff:
We’d like to direct your attention to the new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall. It’s pretty damn cool.



We’d also like to direct your attention to the Redboid server[theindiestone.com], which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you haven’t done so yet.

If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while you’re at it -please use these values in Bitbaboon Steve’s recent networking optimization options, as they certainly seem to be helping those currently using ’em.

ZombieUpdateMaxHighPriority=50

ZombieUpdateDelta=0.5

ZombieUpdateRadiusLowPriority=45.0

ZombieUpdateRadiusHighPriority=10.0

This week’s infested neighborhood from Dark Oracle. 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 MailingList [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 Asid

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Re: Project Zomboid
« Reply #77 on: June 04, 2019, 11:27:52 PM »
Spiffo’s Round-Up #5
4 Jun @ 2:43pm - nasKo   




How do everyone. Back again for update #5, here’s the highlights of the last few weeks of Project Zomboid Build 41 development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

First off, a quick vid that shows the current state of the internal test build.

We’re not going to tell you what’s changed beyond the general polish we’ve been doing, but please make sure your sound/speakers are turned up.


Read on
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Offline Asid

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Re: Project Zomboid
« Reply #78 on: July 06, 2019, 12:00:27 AM »
Spiffo’s Round-Up #6
5 Jul @ 3:26pm - nasKo




Hi everyone, here’s the highlights of the last few weeks of Project Zomboid Build 41 development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

First off, here’s the latest gameplay video taken from the internal test build – which shows off many of the developments we discuss in the blog below.




Read on
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Offline Asid

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Re: Project Zomboid
« Reply #79 on: October 16, 2019, 11:26:21 PM »
Build 41 IWBUMS Beta out
Wed, 16 October 2019


 
The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.

HOW?

The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.



Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.

IF YOU HAVE ANY PROBLEMS - MAKE SURE ALL MODS ARE DISABLED - then please try verifying the steam local cache within those same options. If this doesn't work, try a full uninstall and reinstall (while also deleting or renaming the installation folder as well as your user folder in C:UsersYourUsernameZomboid). Sometimes Steam updates can be buggy with big updates.

The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums.

For further details on what IWBUMS testing entails, please check here.

WHAT?

Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied.

Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process.

Build 41 currently contains:
•   New gameplay styles: Builder, Brawler and Survivor
•   More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc.
•   New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more.
•   New combat, new weapons, new difficulty balance.
•   New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies.
•   New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc.
•   Blood system that progressively bloodies bodies and clothing of survivors and zombies
•   New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches.
•   Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn.
•   Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc.
•   Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc.
•   Clothing protection: different clothing provides different levels of protection from zombie attacks.
•   Visibly ripped and damaged clothing.
•   New Sims-style cutaway vision system.
•   Vehicle handling improvements, resizing and appearance tweaks.
•   Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options.
•   New SFX: weaponry, zombie moans etc.
•   New water visuals – including visible flow direction.
•   New puddle system during heavy rain.
•   Broken glass and related injuries.
•   Garage doors may be opened / closed and shake when hit.
•   New Challenge maps: Film Set and Kingsmouth Vacation Island
•   3D Store Mannequins – can be dressed however you like
•   Working washing machines and driers
•   Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages.
•   New game cursor
•   New level-up sound, and tweaked levelling system.
•   Faint isometric aiming cursor that shows where you’re aiming in iso space.
•   New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble.
•   Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items.
•   Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more.
•   VISIBLE BACKPACKS!


Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer.

Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife.

We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ.

WHAT NEXT?

During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
•   Multiplayer – alongside significant MP Networking improvements
•   Improved visual fidelity of survivor character and zombies
•   Further optimization to improve performance on both low and high end systems.
•   Sprinter Zeds
•   Fire visuals
•   Tutorial
•   Zombie skin appearance/decay
•   Ability to repair ripped clothing


WHAT ELSE?

Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.

At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.

This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.

Below is a sneak vision into the future beyond build 41!





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Offline Asid

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Re: Project Zomboid
« Reply #80 on: December 23, 2021, 01:05:04 AM »
Project Zomboid Trailer: This Is How I Died



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Re: Project Zomboid
« Reply #81 on: February 03, 2022, 11:48:54 PM »
42 Techdoid
Thu, 3 February 2022



Hey all, here’s a general update from TIS Towers on various things. We do hope this finds y’all well.

First off a quick heads-up on the forthcoming 41.66 patch. It’s now content locked, and is now receiving required fixes reported by our internal testers. We will look to put it out into a new unstable beta branch as soon as we can.

The full current changelist can be found here for those interested

Next up, a few details on our Build 42 work.

As previously mentioned the core MP team will be sticking with Build 41 patches to improve life out on the servers for the immediate future, but work on the next big build has nevertheless now begun/continued in earnest.

Already announced for Build 42 was a major expansion of late game crafting and a major focus on game balance – details on which can be found here https://projectzomboid.com/blog/news/2022/01/2022-and-beyond/

There are a few other irons in the fire for this build too though. As ever, no ETAs on any of this.

We are very much still in the early versions of this build, and indeed much of the late game crafting update is currently in the ‘pen and paper’ planning stage. More on this in future blogs.

Engine Tech Improvements
We have recently taken some time to get rid of a bunch of our longest standing issues with the game’s engine.

Whilst this is definitely not a b41-style level of disruption, we’re digging deep inside our renderer and looking for ways to get rid of the quite severe problems that have been baked into our engine for a long time in terms of both capabilities and performance.

Performance
Of course, the biggest issue our engine struggles with daily is the extreme CPU and GPU heavy requirements of having a map composed of so many unique tiles, shaders and other stuff without the ability to use a z-buffer to let us render in an optimized way like most 3D games.

Ironically the fact that its ‘a simpler looking 2D game’ is what works against using a lot of the power of the GPU to render the map fast. This results in large FPS drops, particularly when zooming out due to the mind meltingly inefficient draw method that the ISO perspective forces on us.

We’ve had a few rather bold ideas on how to solve this, using the caching of chunks that have already been rendered, which we hope will vastly increase the FPS in B42.

It’s early days, but looks promising. This tech requires heavier use of the GPU memory, however, so it may be that this optimization will only be able to benefit cards with a few gigs of free VRAM. We’ll have to see which generations of GPUs will be best able to leverage it when its dev time is a little further down the line.

Speaking of not being able to use a z-buffer to render things in an optimized way: in actual fact, we’ve also been working towards being able to use a z-buffer to render things in an optimized way.



This essentially frees us from having to slot the draws of zombies, vehicles or players in between the appropriate tile draws in ‘back to front’ order.

We’ll be able to simply draw all the characters and vehicles on-screen at the end, their pixels then discarded if they are deeper into the scene than an existing building object’s pixel.

This should massively optimize the rendering speed of zombies, and allow us to sort them by materials. It will free us to use cached chunks indefinitely, until the lighting or cutaways demand a change, rather than rendering all the tiles individually.

We have had some surprising FPS results in 4k on max zoom,
however
 
we also expect this will likely fall a lot in practice – once the work is complete and everything is drawing. Please excuse any visual glitches at the moment!



Due to all this, in B42 it currently feels safe to assume that zooming out will have significantly lower performance penalty – and that higher resolutions will become more feasible for at least mid-range GPUs, and possibly lower end GPUs too.
 
Read on.... https://steamcommunity.com/games/108600/announcements/detail/3121559923978499941

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Offline Asid

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Re: Project Zomboid
« Reply #82 on: March 07, 2022, 11:26:06 PM »
Project Zomboid UNSTABLE 41.68 Released
Mon, March 7, 2022


41.68 RELEASED TO UNSTABLE BETA

NEW

- Added allow changing safehouse owner to players which are a member
- Added extended server quit logging
- Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
- Added isConsistent() call to GameServer.receiveSyncClothing().

FORAGING

- Updated focus check to occur before item preview is placed
- Added blocking search focus for sprite affinity items

FIXES

- Fixed the result of FMOD Studio System getCoreSystem() not being checked properly for errors.
- Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
- Fixed a BufferOverflowException when the number of reanimated player zombies is high. (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)
to be loaded for this exception to happen)
- Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
- Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
- Fixed phantom item-transfer actions playing after crafting sometimes.
- Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
- Fixed starting the MusicCombined event doing network stuff.
- Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.
 
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Re: Project Zomboid
« Reply #83 on: March 15, 2022, 12:02:17 AM »
41.68 RELEASED
Mon, 14 March 2022



41.68 compiled changelist

(Also including 41.67 from the unstable branch)


MP

•   Cheat control
•   Each anti-cheat can now be disabled via server option
•   Several anti-cheats can now be configured via server option
•   Anti-cheats are disabled by default for co-op hosted servers
•   Max/Min/Default values hint is added to ServerOptionChange UI window for double and integer server options
•   Old SafetySystem tooltip text is changed in accordance with new icon
•   GhostMod and NoClip are removed when admin gets player access level
•   Adjusted anti-cheat thresholds
•   Player is not kicked on coop host server
•   Adjust MP gain XP limit by sandbox XPMultiplier value
•   Fixed typo in UI\_ValidationFailed\_Type9
•   System property "rconlo" is added to make RCON server listen on loopback interface only
•   New IsoObjectID class replaces ZombieIDMap.
•   Limit the "mods" string reported by Steam servers to 128 characters. A new keyvalue "modCount" reports the actual number of mods used by the server. The server browser and favorites list will display "... and N more" after the list of mods, when there are more mods than are displayed.  This is to fix some servers reporting ??? as their version number, which prevents people from joining.
•   The server will exit if there are syntax errors in the servername\_SandboxVars.lua file.
•   The server's servername\_SandboxVars.lua is saved after loading it to update it to the latest version with comments.
•   Added missing buttons to disable toggle in admin panel UI
•   Added closing admin panel UI if player has no access level or revoked privileges
•   Added closing safezone tool UI if player has no access level or revoked privileges
•   Clarified safehouse tooltip - show all reasons why a safehouse cannot be claimed
•   Added server option "SafehouseAllowNonResidential" to allow claiming all buildings
•   Added confirmation before releasing a safe house
•   Fixed the owner sometimes showing in safehouse member list
•   Added check when releasing safehouse if player is the current owner or an admin
•   Fixed DisableSafehouseWhenPlayerConnected teleporting players outside when a player is removed while there are members online
•   Fixed DisableSafehouseWhenPlayerConnected never replacing the safehouse after a player disconnects
•   Added updating of the safehouse online member count periodically
•   Added allow changing safehouse owner to players which are a member
•   Added extended server quit logging
•   Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
•   Added isConsistent() call to GameServer.receiveSyncClothing().
•   Fixed both options on yes/no confirmation when quitting a safehouse removed the player
•   Fixed zombie that can be deleted by admin or zombie owner
•   Fixed server hanging on quit command because of active RCON connection
•   Fixed CD and VHS tapes possibly being different for each client.
•   Fixed GlobalModData.save() not being called on the server.
•   Fixed ZomboidRadio.Save() not being called when other things are saved on the server.  It was called every 10 game-world minutes, however.
•   Fixed Lua error in ISPlayerStatsManageInvUI after calling the /additem command in multiplayer.
•   Fixed issues with the Stitch packet.
•   Fixed repeated exceptions in GameClient.sendAddedRemovedItems() when a container object is null for some reason.
•   Fixed adding items to or removing items from containers not being synced in multiplayer if the player teleports before the changes are reported to the server.  This was one cause of the issue fixed above.

NEW

•   Added "Enable left joystick radial menu" accessibility option.
•   Updated community translations.
•   Added 3D models (not all in-game yet)

ENGINE

•   Updated Windows and Linux FMOD to 2.02.05.
•   Added error checking and logging when initializing FMOD.  The sound system is disabled when errors occur.

MODDING

•   Made the maximum allowed tiledef file number 16382. File numbers 0-99 are reserved for the game, as was already the case. The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each. However: please note that values higher than 8190 result in NEGATIVE sprite IDs. Numbers higher than 16382 definitely aren't allowed due to using 32-bit integers to hold sprite IDs.

 
FORAGING

•   Added Search Focus system for foraging
•   focus is set in the investigate area window
•   only one focus may be active at a time
•   increases chance to find certain categories of item when searching
•   player must be skilled enough to identify the item category to focus on it
•   focus effectiveness is determined by player skill and category
•   hidden item categories will not be rerolled (rare find protection)
•   square must be valid to roll the item type (cannot be used to find plants on roads)
•   Fixed duplicate clothing effect displayed in ZoneDisplay tooltip
•   Fixed missing per player render flag in ISBaseIcon
•   Tidied spriteAffinities definitions
•   General tidying and alignment of tables
•   Removed stone/firewood identify category skill requirement
•   Added translations for search focus functions
•   Added controller support for search focus
•   Fixed medicinal herbs requirement - check for recipe instead of trait "Herbalist"
•   Fixed tooltips flickering in Zone Display
•   Added tooltip to make long tips easier to read without scrolling
•   Added zone display tip for using search focus
•   Updated focus check to occur before item preview is placed
•   Added blocking search focus for sprite affinity items

BALANCE

•   Fixed Axeman not applying bonus for swing speed
•   Added correct adjustment of exercise fatigue.
•   Updated community translations.

FIXES
 
•   Fixed car dashboard delay when taking damage
•   Fixed doors missing their glass, and the triangle-shaped floors\_exterior\_natural\_01 dirt tile.
•   Fixed disassembling player-built floors resulting in two floor tiles after reloading, an auto-generated wood floor plus a dirt tile.
•   Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors.
•   Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
•   Fixed a BufferOverflowException when the number of reanimated player zombies is high.  (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)  to be loaded for this exception to happen)
•   Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
•   Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
•   Fixed phantom item-transfer actions playing after crafting sometimes.
•   Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
•   Fixed starting the MusicCombined event doing network stuff.
•   Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.
•   Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
•   Fixed unnecessary pause when starting in debug

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Offline Asid

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Re: Project Zomboid
« Reply #84 on: April 01, 2022, 12:12:44 AM »
Milky Milky
Thu, 31 March 2022



How do, all. Let’s visit a few different PZ departments to see what’s cooking.

41 PATCHING
We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:

•   New items and 3D models
•   New foraging discoveries.
•   Many improvements for controller and Steamdeck play
•   Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.


There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.

Read on: https://steamcommunity.com/games/108600/announcements/detail/3211636989459977867

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Re: Project Zomboid
« Reply #85 on: May 22, 2022, 02:46:34 PM »
41.71 - Released
Sun, May 22, 2022



41.71 compiled changelist

(Includes changes from builds 41.69 to 41.71 from the unstable branch.)


NEW
•  New action music system
Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments.
•  Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui.
•  Added new items + updated 3D models
•  Added new forage items
•  Added the skeleton mannequin and scarecrow.
•  Added additional item categories and addressed some blunders
•  Added compilation of new hair types
•  Added option to "add all" to partially full Thread, Duct Tape, Twine etc
•  Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins.
•  Added BackupsOnVersionChange server option.
•  Added a second set of translations to the Survival Guide that are displayed when using a controller.
•  Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture.
•  Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory
•  Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename).
The filename may contain folder names, but not "..", to prevent saving to arbitrary locations.
These methods replace the broken Texture.save(filename) method.
•  Clicking and holding the left mouse button when placing items now locks the item to the clicked square.
•  Added XBOX_Menu.png and XBOX_View.png controller icons.
•  Added autouse new sack of gravel/sand/etc when pouring it on ground
•  Renamed Skill books so that they are easier to categorise.
•  ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window.
•  Updated credits
•  Updated community translations.
•  3D items now shown as textures instead of models. They shouldn't slide around as much when the player moves.
This helps a lot with framerates when there are 100 nails on the ground, for example.
In debug mode, holding the HOME key will disable the item atlas and render models as before.
•  Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on.
•  Changed some ItemHeight and Surface tile properties.
•  Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map.
•  Changed setHaveConstruction to apply only when constructing and placing objects

MODELS/ANIMS
•  Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location
•  Changed High Viz vest to use Sweater body location
•  Added a different animation played when destroying floors with a sledgehammer.

MP
•  Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online
•  do not apply impulses to static / kinematic vehicles
•  limit changes of linear and angular velocities
•  Passengers no longer allowed to exit the car while moving
•  Enable packet processing on the server
•  MultiplayerSeeNonPvpZones debug only option is added
•  Local admin check is delayed after set-access-level command
•  Player update replay is commented out
•  Check for local admin kick is improved
•  Turn on player teleport logs on the server
•  Admin is not kickable from safehouse
•  Burnt or smashed vehicle check is added for dismantle vehicle command
•  Car wreck is removed via new "dismantle" vehicle command
•  Only admin can delete vehicle via "remove" vehicle command
•  Add vehicle UI allows creation of burnt and smashed car wrecks
•  Anti-cheat: fixed kick local admin issue
•  Cancel auth ticket on client shutdown
•  Toggle timer is disabled in non-pvp area
•  MultiplayerLightAmbient debug option is removed
•  Refactored SafetySystem
•  Server option process cycles for SafetySystemManager are simplified
•  PVP safety is now set to true when PVP is disabled on server
•  Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini.
•  Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched.
•  Hide the black overlay when the sleeping players are killed

Improvements to how the MP game handles dead player bodies
•  DeadBody creation is moved to the server
•  DeadBody ID is added (World version 192)
•  Client does not allocate dead body ID
•  Fixed player death animations
•  Fixed desaturation being set for dead player
•  Fixed reanimation delay timer starting immediately without 10 seconds delay
•  Fixed reanimation delay of 0-30 seconds
•  Fixed player death final animation
•  Fixed possible null point exception when zombie bites dead player
•  Fixed dead body grabbing breaking reanimation
•  Fixed dead body id not changing when added to world
•  Fixed desync of safety cooldown timer
•  Fixed sleeping player not being woken up in case of kick from safehouse
•  Fixed PVP icon being located over the map
•  Fixed players who could be kicked when admin removes that player from safehouse
•  Fixed when a non-owner player quits a safe house, other players also getting kicked.
•  Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately
•  Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player"
•  Fixed player being kicked when admin creates or removes PVP zone
•  Fixed SyncNonPvpZone packet send/receive loop
•  Fixed newly connected player not having all the non PVP zones
•  Fixed possible nullpointer in checkForNearbyRadios
•  Fixed zed texture 4 being used for player texture 5 instead of random index
•  Fixed reanimated player corpse disappearing
•  Fixed being able to turn pvp on when server option PVP set to false.
•  Fixed BufferUnderflowException on the server in SneezeCough packet processing
•  Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers().
•  Fixed player appearance sync in multiplayer with greater than 32 connections.
•  Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer.
•  Fixed radio sync in MP
•  Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone
•  Fixed player being able to remove PVP button cooldown in non-PVP zone
•  Fixed unexpected anti-cheat kick just after leaving non-PVP zone
•  Fixed being able to turn pvp on when server option PVP is set to false.
•  Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone)

VHS Fix
•  Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to.
•  Fixed ClientPlayerDB handling of WorldVersion.
•  Transfer known media lines from recorded_media.bin to the player on the first load.
•  Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player.
The mod file is es.info.books.main.lua.
MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter).


MODDING
•  Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default.

Item tagging changes

MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO

•  Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types.
•  Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse().
•  Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module.
•  Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported).
The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type.
ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline.
It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one.
These new methods were added to both Item and InventoryItem classes:
String getReplaceType()
HashMap<String,String> getReplaceTypes()
String getReplaceType(String key)
boolean hasReplaceType(String key)
The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap.

SOUND CHANGES
•  Added global parameters Electricity, RoomType, and Water.
•  Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are:
FactoryMachineAmbiance
HotdogMachineAmbiance
PayPhoneAmbiance
StreetLightAmbiance
NeonLightAmbiance
NeonSignAmbiance
JukeboxAmbiance
ControlStationAmbiance
ClockAmbiance
GasPumpAmbiance
LightBulbAmbiance
•  The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker.
•  Added FMOD parameter value RoomType=Factory.
•  Changed debugSetRoomType() to accept an integer instead of the name of an enum value.
•  Added sounds:
ArcadeMachineAmbiance
CanisterAddFuelFromGasPump
CanisterAddFuelSiphon
VehicleAddFuelFromCanister
VehicleAddFuelFromGasPump
VehicleHeadlightsOn
VehicleHeadlightsOff
VehicleWindowHandleOpen
VehicleWindowHandleClose
VehicleWindowElectricOpen
VehicleWindowElectricClose
•  Synchronize room lights and other objects losing power with the ElectricityOff timeline marker.
•  Added PlaceOneSound and PlaceMultipleSound item script properties.
These are played when placing items using the "Place Item" command.
The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items).
•  Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes.
Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting.
•  Added FountainBigAmbiance sound played to the multi-tile water fountain.
The sound doesn't seem to loop and stops after several seconds.
•  Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound.
•  Added value MetalGate to the FenceTypeLow and TripObstacleType parameters.
•  Added sounds:
BBQPropaneTankInsert
BBQPropaneTankRemove
BBQPropaneRunning
BBQRegularAddFuel
BBQRegularLight
BBQRegularRunning
CampfireAddFuel
CampfireRunning
CampfireLight
CampfireBuild
FireplaceAddFuel
FireplaceRunning
FireplaceLight
ZombieTrip
ZombieThumpGarageDoor
•  Added EquippedBaggageContainer FMOD parameter.
•  Added "SoundParameter = Name Value" item-script property.
•  Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound.
•  Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree.
•  A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer.
This allows using different sounds for different attack animations.
Currently this is used to play a different sound for spear stab versus spear slash attacks.
•  Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors.
•  Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd.
•  Changed how ambient sounds are played from doors and windows.
Instead of choosing random objects, only the nearest exterior objects will play sound.
Different sounds are played depending on whether the door or window is open or closed.
This will be used for playing rain and wind sounds when the player is inside.
•  Fixed the BurningFlesh sound not stopping in multiplayer after a player dies.
•  Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out.
•  Play an animation when turning a propane barbecue on and off.
•  Fixed crouching when extinguishing a charcoal barbecue.
•  Fixed SFX and music cutting out in busy situations (often seen on MP servers)
•  Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies.
•  Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager.
•  Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set.
•  Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters.
•  Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie.


CONTROLLER / STEAMDECK IMPROVEMENTS
•  ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll.
Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck.
Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires.
•  When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution.
•  When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller.
•  Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down.
•  Enabled the on-screen keyboard in CoopUserName.lua.
•  Leave room for two lines of tooltip text at the bottom of the character-creation profession ui.
•  Several panels in the main menu can be scrolled using the right joystick.
•  The Start/Menu button will display the main menu in single-player, or resume normal game speed.
This is instead of pressing once to pause the game and double-pressing to display the main menu.
The game can still be paused using the Back/View button radial menu.
•  Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display.
•  Allow mouse clicks etc in the inventory and loot windows when a controller is active.
•  Added controller navigation to the Temperature tab of the character info window.
•  Made the selection in the Health panel easier to see.
•  Made the character-info window more opaque.
•  Made CharacterCreationMain wider at lower resolutions to avoid overlap.
•  Added a button to the on-screen keyboard to hide and show password text.
•  Enabled controller navigation in the server browser ui.
•  Enabled controller navigation in the server-settings editor.
•  Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected.
•  When placing items, the inventory and loot windows are collapsed if they aren't pinned open.
•  When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open.
•  Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks.
•  Set the texture compression option to be on by default.
•  Fixed navigation in the Multiplayer tab in the options.
•  Fixed editing server spawn regions with a controller.
•  Fixed the filter checkboxes going outside the ui on small screens.
•  Fixed being unable to navigate to the filter checkboxes and some other buttons.
•  Fixed controller focus when creating a splitscreen player.
•  Fixed toggling the mod under the mouse pointer when pressing the controller A button.
•  Fixed several cases of improper controller focus after clicking buttons with the mouse.
•  Fixed Lua error in MapSpawnSelect when the filename entry is hidden.
•  Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel.
•  Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading.
•  Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller.
•  Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup.
•  Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null.
•  Fixed using the controller X button to "Toggle Vision Info" in the foraging ui.
•  Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen.
•  Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square.

BALANCE
•  Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them.
•  Added amount of bait items to Fishing UI
•  Added dismantling cameras for scrap/skill points
•  Plastic bags and paper money can now be used as tinder.
•  Doors broken by zombies now give unusable wood instead of planks.
•  Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container.
•  Players now able to stack and unstack logs on the ground
•  Cars now remember their cruise control setting
•  Breaking vehicle windows now produces broken glass
•  Decrease zed attraction volume of “remove broken glass action"
•  Updated and fixed item categorizations
•  Updated evolvedrecipes.txt and items_food.txt.
•  Removed Cookable:true from the Burger evolved recipe.
•  Added the "|Cooked" flag to Burger ingredients in farming.txt.
•  Updated distributions Lua files
•  Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin".
•  Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied.
•  Fixed adding a spice to a stale Taco increases boredom and unhappiness.
•  Added new methods to the Food class (to fix the above issue):
getBoredomChangeUnmodified()
getEnduranceChangeUnmodified()
getStressChangeUnmodified()
getThirstChangeUnmodified()
getUnhappyChangeUnmodified()
•  Higher level carpentry crates now have more space.
•  Can now move empty composter.
•  Can now move military crates.


DEBUG
•  Updated Debug context menu.
•  Updated Debug Menu UI.
•  Added Z param to teleport.
•  Added change vehicle skin option to debug.
•  Added Sync for changing color, blood and skin of vehicles.
•  Refactored "Remove Item"-tool UI.
•  Added option to the F11 UI: Disable Welcome message (Works only in debug mode).
•  Added Reload Lua button to main screen (only in debug mode).
•  Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu).
•  Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel).
•  Added Admin context menu options (some options from debug).
•  Added cheat Spawn Key door
•  Added LootZed tool
•  Added LootZed tool cheat (Check what can spawn in a container with what chance)
•  Added remove items tools
•  Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area)
•  Added options to the "[DEBUG] Objects" menu to:
1) Change a mannequin's script.
2) Create a Moveable item in the player's inventory for a chosen mannequin script.
•  Changes to the debug Items List UI:
•  Don't recreate the ui each time it is displayed, because it's slow.
•  Keyboard focus is set to the "Type" text-entry box each time the ui is displayed.
•  Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus.


FIXES
•  Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing.
•  Fixed the controller tooltip text in the character-creation profession ui not displaying.
•  Fixed the overly-long delay before changing the volume of a cd player or television when using a controller.
•  Fixed spam messages about CDplayer's invalid world sprite.
•  Fixed the player not running when moving too slowly to sprint.
•  Fixed the character-creation Add Trait button being covered by the controller tooltip text.
•  Fixed placing multiple items locking the items to the first square that is clicked.
•  Fixed controller focus not being set to the "Check back cover" ui.
•  Fixed exploit holding down the Escape key before starting certain actions.
•  Fixed taking damage when walking down stairs while faster-forwarding.
•  Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type.
•  Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed.
•  Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject().
•  Fixed buggy player rendering in the in-game map when the player is attacked.
•  Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal".
•  Fixed some duplications and formatting in MainCreationMethods.lua.
•  Fixed custom Sandbox floats displaying too many decimals in the tooltip.
•  Fixed walls in Fire station in LV remaining cutaway for no reason.
•  Fixed character being able to rest on seats seen through some windows.
•  Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off.
•  Fixed not being able to attach sheet ropes at certain locations.
•  Fixed cars not remembering their cruise control setting.
•  Fixed "Place item on ground" ignoring item's favourite status when placing items.
•  Fixed being able to interact with rain collectors through the wall.
•  Fixed player-built doors inside houses being transparent at any angle of view.
•  Fixed Walkie-Talkies not showing new "equipped" weight when equipped.
•  Fixed Metalwork locker container name being "Crate" in the loot window.
•  Fixed a spawned bowl of pasta or rice not being edible.
•  Fixed Painted Crates becoming white after Pick up / Place down.
•  Fixed Rotten food showing in right click menu as (Fresh) when newly spawned.
•  Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection.
•  Fixed player-built walls cutting away completely when built inside of another building.
•  Fixed typo in AdjacentFreeTileFinder.lua.
•  Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario.
•  Fixed Dish Towel having option to "dry self" even if char is dry.
•  Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour.
•  Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart.
•  Fixed replacing disassembled floors with dirt tiles above ground level.
•  Fixed clock Size option not being changable while in game.
•  Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground.
•  Fixed disassmbling floors playing the standing animation instead of crouching.
•  Fixed saved Radio Stations being removed when a radio is removed and reinstalled.
•  Fixed Foundation Makeup requiring a mirror when it already comes with one.
•  Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container.
•  Fixed ISPaintMenu error when near a placed radio.
•  Fixed weirdness installing and uninstalling radios in vehicles.
•  Fixed NullPointerException in ParameterInside.
•  Fixed Composters not having a container icon and title.
•  Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot.
•  Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function.
•  Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example.
•  Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly.
•  Fixed Lua error when the mini-map doesn't exist.
•  Fixed jumbo item-atlas textures being drawn the first time models are loaded.
•  Fixed mannequins that spawn in containers being invisible when placing them the first time.
•  Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only.
•  Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items.
•  Fixed item-atlas textures being drawn in the incorrect position sometimes.
•  Fixed items floating in air or remaining on the ground after removing or placing furniture.
•  Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on.
•  Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed.
•  Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
•  Fixed building Wallframe using two planks but giving three when disassembled
•  Fixed cooking an egg showing the progress bar twice
•  Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be.
•  Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
•  Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags.
•  Fixed support pillars for stairs not being created on the server or other clients.
•  Fixed inability to burn corpses in MP
•  Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede.
•  Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type.
•  Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning.
•  Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom().
•  Fixed OldBrake1 VehicleType being 3 instead of 1.
•  Fixed the "Enable left joystick radial menu" option not being saved.
•  Fixed a Lua error pressing the Toggle Search Mode key before starting a game.
•  Fixed the Toggle Search Mode key getting in the way when the game is paused.
•  Fixed crafted radios getting less maximum range at higher Electricity levels.
  • Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20.
AND MORE
Changes to food and balancing can be read on our forums, since they would have this post hit the character limit.
https://theindiestone.com/forums/index.php?/topic/54121-4171-released/


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Offline Asid

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Re: Project Zomboid
« Reply #86 on: May 26, 2022, 11:44:01 PM »
Bad Red vs. Good Green
Thu, 26 May 2022



Hey all, here’s a Thursday round-up. We released version 41.71 last Thursday. We’re big on Thursdays around here.
41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more.

Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up.

Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto…


41.72
Seeing as we already have a fair amount of MP changes, fixes and balance in the pot for .72 at the moment it feels like it won’t be too long until we move it into the Unstable beta – unless of course a more disruptive feature comes to the boil over the next week or so and requires added internal testing.

The current changelist for what we have in this patch can be seen here if you are interested

Primary items of note involve a lot of fixes and polish to radio use in-game, improvements to the representation of weapon-part upgrades in 3D models, and various issues with generators and batteries.

Also in the patch will be the opt-in ability for fellow faction and safehouse members to be visible on your in-game map.



And also some support for our colour-blind survivors, who will now be able to choose their favoured new text colours instead of BAD RED and GOOD GREEN. Thanks to Fox for this one.






BEYOND
There are many advantages of having a tight small team when making a game like PZ. However, one of the biggest disadvantages is that when serious ‘irl’ stuff happens to any of us it makes aspects of development difficult. We’ve never really mentioned it before, and still won’t go into any detail, but this was one of the reasons that Build 41 itself took a long time to come to complete fruition.

The reason we are bringing this up is because one of the primary architects of the revamped B42 crafting system, Turbo, has been very ill (and often hospitalized) for much of the last three-four months.

Turbs said it was okay to let you all know this, as it clearly has meant that while RJ’s work on domestic animals and some roaming beasts has been rocketing on ahead – Turbo’s own work on the post-apoc crafting, tech-trees and recipes has had to be on hold.

We are so, so relieved and happy that Turbo’s treatment led up to an operation and a complete return to health – to the extent that he has been back working with us again this week. It’s been awesome having him about the place again.

We don’t yet know how much this will impact on build content, timings etc, and will be working out what’s what in the week or two ahead – tho B43 stuff is being worked on in parallel, so it hasn’t been detrimental to that.

Sorry if this has been a bit of a ‘too much info’ update, it’s probably not something you’d catch in a Call of Duty blog, but with Turbo’s permission, we thought it would give everyone a more accurate insight into where we’re at with things.

We also hope that everyone will join us in wishing Turbs continued good health – a phrase for which the Dutch probably have their own term for and that we will google later on.

To circle back around to more developmental matters-at-hand, here’s an image from RJ and Tim’s work on ways in which our non-domestic animals will roam the map. These are AnimalZone paths that share points, and allow for both long paths that cross cell boundaries and branching paths too.




MAPPING
We love seeing the maps our community produces – each with their own flavours, design and challenge. To support all our mappers today we are releasing almost 1500 buildings and associated assets of our own in-game housing, garages, sheds and patio sets for use in community maps.

These should help map-builders flesh out their worlds without having to rely purely on their own constructed (and shared community) houses, flats and outbuildings.

If you are a mapper then you can find the released assets here https://theindiestone.com/forums/index.php?/topic/54395-vanilla-buildings-pool/

We are not releasing ‘special’ and governmental/military buildings – but there are many, many houses, apartments, sheds, shacks, shops and restaurants here for folks to use in their own apocalyptic zombie nightmares.

In terms of our own future map improvement and expansion, meanwhile, check out what Ayrton has been doing to our Louisville rich districts.

“To bring more diversity to some locations of Louisville, I am converting some streets or blocks into Victorian-style districts, it should enable us to add a new layer of complexity to the urban plan with areas that are more/less wealthy, ancient, etc. Those new tiles are also being added across existing relevant buildings.”





Elsewhere Aiteron is playing around with his improved fishing system to mix in some added ‘fun quota’ alongside the improved anims/visuals we showed last time round. Long-term work on server-side items and timed actions for MP continues, and the Noiseworks/Formosa soundscape revolution continues with their next missions due to be discussed in the coming week.

Pat_Bren is also, meanwhile, crafting a bunch more annotated survivor maps to bolster our current stock – and also to cover Louisville and other newer areas of the Knox Event map.


JOB AD AGAIN
Following the success of Build 41, we find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team.

We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Event’s exciting future.

Interested applicants should check our jobs page, but we should underline that we currently don’t have any entry-level positions available. You will need to have a fair amount of experience we are afraid.

This week’s touching crime scene from hp.tf. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.



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Re: Project Zomboid
« Reply #87 on: June 10, 2022, 09:59:10 AM »
BaZil Brush
Thu, 9 June 2022



Hey all, here’s a quick update on what we are all up to.

Our initial plan was to release our next 41.72 patch to the Unstable beta today, but annoyingly last night’s internal playtest had too many niggles with vehicle gameplay for us to comfortably let you loose on it.

This is slightly annoying in terms of today’s blog, but probably not quite as annoying as you happily downloading the new version only for MP passengers to be stuck revving on the tarmac while their drivers whizz off towards Louisville.

Still, once the MP Strike Force have checked everything out and we’ve had another (more successful) test then this is some of the stuff that will be punted out for you to try out:

    As mentioned in the last blog, the opt-in ability to see fellow MP players in your faction or safehouse on your in-game map.

    A huge range of new and improved admin powers that should breathe a little more life into online play. First and foremost of these is a brush tool that will allow admins to create tiles, walls, fire, smoke, water etc. in-game.

    There’s also the ability to easily trigger thunder, a more synced health panel, improved spawning of vehicles and trailers and the ability to change player weights. Also, also are more zombie-attracting options, improved zed spawns and some powers over whether doors are locked or not.

Here’s a quick video Aiteron has made to show it all off:




    Another more minor, but quite pleasant all the same, addition from Aiteron is the possibility of adding icons to the context menu. As seen here.




    New loot maps. Previously we didn’t have any loot maps for Louisville, but Tim has now integrated a bunch from the hand of Pat_Bren into the loot table. There are nine different maps in all, which means that as well as the usual ‘treasure map’ aspects you will be able to reveal a ninth of the Louisville map upon reading them.



    Also of note in .72 is an improvement to the way in which mod errors are reported. We have added a list of mods to the pause menu, and if one of them is causing errors and ‘the red box of doom’ then the culprit will be highlighted within the list.

    Perhaps of greater import to mod authors and our tech support team, however, is the improved lua error log that goes with the above: this will show if any files reported in call stacks are overridden by mods. We hope that this will allow modders, players and our own community liaison peeps to easier find mod conflicts and other issues.


SWEAT THE SMALL STUFF
While it’s not exactly excitement dynamite, we know, this week we hit a point at which our internal tasklist board got a bit… silly. When you have been making a game for as long as we have there is a tendency for minor tasks, small bug fixes and ‘easy win’ suggestions to stack up, and up, and up…

The boards were just clogged, and it was hard to see the wood for the trees – and as such we pulled some coders from their features to blitz through and give our testing and production staff some temporary relief. Not sexy: we know, but also necessary for the sanity of some of our team.

This sort of stuff:


Having made a sizable dent in this sort of bug, everyone is now back at their usual post – but ‘Enforced Small Task Clearance Week’
also culminated in an event that will hopefully mean that we don’t have to have one of these mandated periods again in future.

Prolific modder Blair Algol has joined the team, and his role will be clearing out as many of the remaining hundreds (!) of these minor (but sometimes time-consuming) issues as he can.

Blair’s many mods touch so many different areas of the game that it seemed like a very natural fit for such a duty, while he also, of course, comes packaged with many ideas of how to make modding life easier for others in the community too.

Once the boards have been cleared, and Blair has a firmer grip on the codebase, it’s also our hope that he will be able to bring some of his own ideas and ingenuity into the game proper.


SOUND PHASE III
Much like the Marvel movies, our soundscape improvement operations have worked in phases – and we recently had the meeting that kicked off Phase 3. The following are Noiseworks/Formosa’s next primary missions:

    Improvements to how the sound system deals with multiplayer characters and sound priorities. Primary work here is to try and solve the issues where sounds drop out due to clashes in sound priorities and limits when multiple players are around.
    Expand the reactive music beyond action moments. The ultimate goal is to allow the other non-action tracks to evolve and change: triggered by walking into buildings, looting a container, or any other little action that may trigger a change in the track that’s playing. Likewise making sure that they all also blend more organically between each other.
    Gameplay related sound effects, like modelling the realistic effects of using firearms in enclosed spaces without ear protectors. Also: improved noises for large crowds of zeds, sprinters and bullet world impacts if the coding team can provide their support for implementation.




OTHER STUFF
We are currently debating whether to release the map team’s current work (fixes, polish, improved farm buildings and agricultural areas, more defined Louisville upper class suburbs) in a 41 patch, or whether to outright say that the next export will be for 42 later down the line – alongside some sizable planned expansion into other towns and conurbations that would be beyond the edges of our current area. More on that, and where we are taking the Knox Event location-wise, in future blogs.

As we mentioned last time, we’re coming off the back of Turbo’s serious illness currently – so it’s been something of a month of consolidation rather than massive exciting strides ahead.

That said, sometimes strides ahead come in the form of things that will pay off in the far-flung future. Ever since the success of the 41 release we have had a lot more resources at our command, and have been able to invest it in both middleware that could bring PZ to new heights – and the talent to integrate it with our codebase.

As we all know, one of the weakest things about PZ is the UI. We all get on with it fine, but let’s face it: it aint a looker, and it can be a bit clunky, fiddly and slow. We’ve always said we’d give it an overhaul, but it’s always been a daunting prospect.

Since March, alongside our friends at General Arcade, we have been experimenting with some super fancy AAA high-end UI tech middleware that will make this process easier, and will make the end result better.

For the past few months we’ve been making sure that it’s compatible with the game, doesn’t negatively impact performance and will still allow for lua UI for our modders – and it has been this week that we feel comfortable enough to say out loud to each other that it’s going to work, and is safe to proceed.

So next time you see someone moaning that the PZ UI isn’t exactly glamorous – just tell them ‘they know, and it’ll take a while – but they’re working on it’. It’ll be some considerable time till we talk about this again, but we just wanted to let you know that this is another iron that we have in the fire.


Today’s pile-up campfire from Mr.Crab763. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Want to work with us? Details here.

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Re: Project Zomboid
« Reply #88 on: June 10, 2022, 09:59:35 AM »


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Re: Project Zomboid
« Reply #89 on: June 24, 2022, 01:14:23 AM »
    Migration vs Craft
    Thu, June 23, 2022



    Hello survivors! Today marks the beginning of one of the most significant and important periods in the modern world’s social and religious calendar: the Steam Summer Sale!

     
    Because of this, all you existing survivors will no doubt get a little swamped with all the fresh meat turning up for the PZ grinder.

    The Zomboid community has always been amazing in terms of supporting new players, and this time won’t be any different, but our tech and support teams will be working flat-out – most likely.

    As such we just thought we’d say that (entirely fictitious and non-existent) bonus Spiffo points will be available for those who jump into threads to give advice or survival tips to survivors fresh to the Knox Event.

    Likewise if you are one of the aforementioned noobs: hello! This is a dev blog we do every two weeks.


    PATCH 41.72
    We are still working on the next update to Build 41, which we are hoping to release to an Unstable beta as soon as we possibly can.

    The hold-up (we were originally planning to put this out two weeks ago) is due to us wanting to smoothen out MP issues that arise when driving alongside (or in the same car as) players with a far higher or lower ping than yourself. It becomes very stop-start, and quite unplayable.

    These are essentially the edge-case ramifications of the necessary decision we made to remove physics-calculations from the server, but there are a lot of people playing PZ these days so edge-cases aren’t an inconsiderable number of players.

    The MP team have put a LOT of work into improving this over the past two weeks, and as soon as we’ve had a successful internal test with their latest changes we will feel in a position to punt the build out into unstable.

    A top line of major changes in 41.72 includes: fellow players optionally visible on the in-game map, new loot maps, new SFX and a new music track, polished emotes and a new way for players to be able to identify exactly which mods are misbehaving when they throw errors. Also an admin brush tool letting server chiefs paint items and walls etc. onto an ongoing game, and reams of small issue bug fixes.

    Additions that have gone in over the last two weeks also include:

     
    A huge amount of polish to the game’s food and recipes from BlairAlgol: filling in illogical gaps, expanding recipes, making foodstuffs previously absent from food crafting part of the system and making sure that you can no longer store a football in a toaster. Also a fair amount of food-related balance and common sense additions.

    An improvement beneath the hood to foraging – meaning that the game will be able to recognise polygonal foraging zones on the map, rather than the more inaccurate squares and rectangles it currently works from.


    The map team are also currently gearing up to do a final export of the current Build 41 map ready for the 41.72 unstable release. This will contain all the polish recently mixed into the main map, after which the team will turn to concentrate purely on mapping new areas beyond the current boundaries.


    There’s nothing huge in this map update, we are primarily releasing it so that all the map bugs the community have been reporting are fixed up before the team moves onto Build 42 content, but there are a few treats:

     
    Improved farms and farmsteads in readiness for 42’s animals, these include scarecrows that can be dressed up in the same way as shop mannequins.



    Improved rich district houses in Louisville

    Various new tiles like baby cribs, heavy factory machinery, standing floor lamps, farm related tiles, atm machines, heavy safes, medical related tiles, and new car wash tiles. [And no, baby cribs are not a harbinger of baby zeds]
    [/list]



    We are now at a point at which it’s increasingly becoming a pain keeping 41 and 42 content separate on our internal build. We won’t be calling time on 41 patches any time super-soon, we’ll leave it polished and stable, but we’re certainly now well on the way the flipping the switch and working purely on Build 42 content. (Clearly we will still be able to return to implement super-important fixes and changes though)


    42 CONTENT
    We haven’t spotlit much from Build 42 recently – partly because one of its primary coders had been seriously ill (now recovered), and partly because a lot of what’s been done recently isn’t super visual yet.

    However, if you’ll forgive the primarily textual blog, here’s a few updates on what’s been happening. First from our newly-healthy Turbo, who is responsible for our crafting update.

    CRAFTING IMPROVEMENTS
    “Hello! This is Turbo! As mentioned in earlier blogs, the new craft update introduces a good bunch of new professions, new items, crafting tree and profession work stations etc as well as some other changes to how the game code ‘creates’ and records things.”

    “To explain what I’m currently working on and why, I’ll focus on a few aspects of the update:”

    A) Crafted items that have more RPG-like variable attributes that are based on the crafter’s skill.

    B) Stats of input items that may also influence the attributes of a final output item.

    C) The fact that a newly crafted item will be able to be placed as what we call a worldobject, then picked up again to item form – with all its attributes transferred in the game code between the two.”

    “As an example, we are currently working on crafting that will occur deep into the apocalypse: so a blacksmith may be making a hammer which requires a wooden tool handle and a hammerhead as the input. The wooden tool handle may have a ‘quality’ and ‘condition’ attribute with values that are based on the skill of carpenter who made it,  and perhaps for the ‘quality’ of the wood used by them. Likewise, the hammerhead may have similar attributes – based on the skills of the blacksmith who made it, and the attributes of the ore/iron used in the craft.”

    “Mixed into this we also have to take into account aspects such as the skill levels of the crafter – and also take in a random factor so that not everything produced is of a uniform quality.”

    “The attribute system I’m currently working on should help with these kind of things, and it will not only be used for the new stuff in 42’s crafting update – but we will also be able to refactor things currently in the game’s existing crafting systems to work with it all really easily.”

    “Lastly, a simple use case example. (And this is an example – not a promise of item inclusion!)”
     
    •  Consider a shotgun item that can be crafted with attributes like damage, range and condition – based on the skills of the player who has been upgrading, improving and caring for it.
    •  The shotgun is then crafted into a new shotgun trap item, where the attributes of the original shotgun are copied over.
    •  The trap item is placed on the world as what we call an IsoObject – and the attributes are once again carried over to it. The range and damage attributes are now being used for the trap’s code.
    •  The trap gets triggered a few times – lowering the condition attribute.
    •  Another player decides to disassemble the trap to retrieve the shotgun from it, and the newly instanced shotgun item copies the attributes from the trap – and we end up with the correct damage and range values as it was originally crafted with. However, it now also has  a lowered condition due to its activity while it was being used in the trap.”

    “With the new system I’m coding, this daisychain of steps can be achieved with very minimal additional coding required.”

    LES ANIMAUX
    “Hello everyone! RJ here.”

    “Okay, so everything that’s outside of your current surroundings in PZ doesn’t really exist. It exists as ‘meta’ – it isn’t streamed in, and the game calculates hordes moving around in distant places.” 

    “For animals, however – this needs to change somewhat. You need to be able to travel the distance of the map, but for the game to still remember things about them that don’t matter for shambling zombies. Animals need to age, eat and drink – if you leave them too long they can’t be in perfect condition when you get back. They, most likely, need to be dead.”

    “Not only are there lots of things to consider with animal, but there could also be a LOT of them on the map – although we’re current not 100% on our final list we have models for rats, squirrels, larger birds, deer and domesticated animals. So, even though the game knows everything about them and their movement – there’s a risk that when they’re properly streamed it might get too intensive for the CPU.”

    “To avoid this I have coded it so that their stats (hunger, thirst, age etc) are updated every in-game hour. Realistically you’ll likely only have one or two cows, but if you want to breed rats for… some inexplicable reason you could end up with a ton of them. We don’t want players with 100+ animals having their stats updated every tick, or things could melt.”

    “As such, animals won’t be updated real-time while they are off-screen (except for animals in a migration path, more on that below) but they will update themselves once you (or anyone else) returns to them. So be sure to fill up their feeding trough before you head out on loot run!”


    LA MIGRATION DES ANIMAUX
    “We don’t want wild animals to always spawn in the same place. So for creatures like deer, we need to have them follow a set path – as they usually do in real life. This is being done through additions that Tim has made to WorldZed – and where we can ‘simply’ draw all the paths that animals could take – with nodes all along it where they can eat, drink, etc.”

    “It’ll be up to the player to try to understand and learn these paths, so you’ll know where you could find your animals to hunt. We can also perhaps provide lootable items that can mark up rough hunting trails on your in-game map too.”

    “This aspect of animals will be updated in the meta though, as animals need to always be on the move and some animal paths will cross with others – meaning that a group of deer could decide to change its path if it chooses to.”

    “A deer group will contain all relevant members of the deer family. If you kill the buck in a deer group, they won’t have fawns for quite some time – until they find another buck to add into their group. As such, it will be important for players to recognise what animals they should kill: which are still too young, which might be pregnant etc.”

    “It’s not done for B42 yet, but we are planning tracking to an extent via the deer excrement they leave behind and its freshness – all discovered via the foraging system. This way you’ll start to know on your server/game, what are the path animals are currently on, and could quite easily track back to them to “collect” your meat. Again, this aspect isn’t 100% up for inclusion yet – but hopefully shines a light on our plans.”


    JOB AD MK II
    Sadly due to unforeseen circumstances we are back on the hunt for an Animations Engineer / Technical Wizard  – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here!


    Today’s Rosewood base from Poffie_was_here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.

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