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Offline Asid

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Re: Project Zomboid
« Reply #90 on: July 08, 2022, 12:01:04 AM »
41.72 Unstable
Thu, 7 July 2022

Today we are releasing version 41.72 to the Unstable beta.

If you need directions to this, then here’s a handy gif!



As always with the Unstable beta – be aware that some mods might
break.

We don’t anticipate a huge amount of disruption with 41.72, but should any of your workshop mods become non-operational then please inform the relevant creators – and be patient while they find the time to update their wares. They have jobs / families / lives too!

So what’s in 41.72? Well the changelist can be found here on our forums, and there’s a lot of small tweaks and fixes to scroll through, but we’ll detail the main stuff here also.

It’s always HUGELY helpful for us when people, and server owners, jump over to the unstable beta – so please dive in and let us know how you find it.

41.72
Lots of general stability and security work has gone into MP – and specifically work on vehicles when you are driving alongside (or are a passenger sitting next to) players with far higher or lower pings than your good self.

The first of several layers of polish to the game’s food and recipes. New foodstuffs, improved containers, expanded recipes and all manner of different things to put together to feed yourself and your doomed friends. Various elements of balance too and, as mentioned before, no more footballs that can be jammed into a toaster.

Fellow co-op, faction and safehouse member positions can now be seen on your in-game map should you choose to enable it.



An improvement to the way in which mod errors are reported. A list of mods has been added to the pause menu, and whenever one is erroring out then it’ll be flagged within the list. This is going in alongside an improved lua error log that shows whether any files reported in call stacks are being overridden by mods. This should help modders and our support teams no end.

The game’s foraging system will now understand polygonal foraging zones on the map, rather than rely on its former basic rectangular brain. This should help with decreasing the amount of non-forageable spaces on the map.

A slight tweak to zed pathfinding, which means zombies targeting players have a higher priority in the game code than those shambling around more aimlessly.

The final large map export that we’ll be doing before Build 42, most likely. This is primarily to fix user reported map bugs, but also contains improved farmsteads, scarecrows (that might be bugged and appear as mannequins currently – sorry) and improved Louisville upper class districts.



Alongside the above there are various new tiles going into the game: including baby cribs, heavy factory machinery, standing floor lamps, farm related tiles, ATM machines, heavy safes, medical related tiles, and car wash tiles.



For MP: new admin powers and tools – for example a brush tool that will allow server chiefs to create tiles, walls, fire, smoke, water etc. in-game. Also: a thunder trigger, better synced health panels, improved vehicle/trailer spawning, player weight changing and heightened control over zombie movement, zed spawning and locked doors.




New loot maps for Louisville – which previously didn’t have any. There are nine different maps in all, due to the size of LV, which all unlock the area they show in your in-game map – alongside a wide range of different survivor ‘treasure map’ annotations.

A smidgen of improvement to corpses. More of these will now be ‘fake dead’ zombies, alongside improvement to their rotting – such as the chance of spawning maggots in their inventory and on the floor around them. Handy for fishing!

Polish to player emotes and idles. Better representation of weapon-part upgrades. Generator/battery improvements. New action music track. Fixed blood appearing on destroyed objects, and about a million other fixes – best to check the changelist! https://steamcommunity.com/linkfilter/?url=https://theindiestone.com/forums/index.php?/topic/55851-4172-unstable-released/



JOBZ

While we have your attention: another quick flag to the fact that we are back on the hunt for an Animations Engineer / Technical Wizard.

This will most likely be 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!


This week’s exciting and no doubt doom-laden story-via-map from Athiuk! 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.

Oh, and Spanish-speaking community! Be aware of a biiiig PZ streaming event on Twitch starting this Sunday, hosted by @EscocesSL. Spiffo hopes everyone has fun!


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Offline Asid

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Re: Project Zomboid
« Reply #91 on: July 22, 2022, 10:58:24 AM »
Liquid Zedball
Thu, 21 July 2022



Haylo survivors.

41.73 STABLE
We have the next patch to the stable branch primed and ready to go, however an issue that our fantastic Unstable beta testers have flagged is keeping it held in its pen for a little longer.

Players reported that some houses they’d cleared were spawning zeds upon booting up the new build, which alerted us to a snag in our map export process not dealing with map boundaries changing with map expansions. All previous map expansions came along with forced save incompatibility so this crept through unnoticed until now.

While it’s an aggravation rather than a save-breaker, we didn’t want to send a build with a known issue out to the masses – and have spent the last few days setting up a fix. This will need some testing, after which we’ll be looking to pump out the latest version next week.

If you’re interested in the changelist, or want to jump in to try it out, then you can find the unstable release notes for 41.72 and 41.73 behind the hotlinks.


42 CONTENT
One of the focus points of Build 42 is on extended survival in the months and years beyond the initial Knox Event outbreak.

For this, we are revamping our crafting system – and Turbo’s role has been in laying new foundations for a set-up that allows for: crafted items that have more RPG-like variable attributes based on the crafter’s skill, stats of input items that are reflected in the attributes of a final output item, and the ability of the game itself to recognise all these different attributes when an item is being passed between all of its various different locations and systems.

The next stage of this work, meanwhile, has been in taking this same sort of mentality to the liquids in the game – and also making them ever more interesting in our new crafting set-up.

Read on.... https://steamcommunity.com/games/108600/announcements/detail/3409805520233943837
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Offline Asid

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Re: Project Zomboid
« Reply #92 on: August 09, 2022, 11:31:24 AM »
41.73 Released
Tue, 9 August 2022

41.73 compiled changelist, also including 41.72 from the unstable branch

Due to character limitations, the full changelog can be found on our forums and in the pastebin below:
https://theindiestone.com/forums/index.php?/topic/58075-4173-released



NEW

- Added the MapRemotePlayerVisibility server option for Multiplayer.
    1 = Remote players aren't visible on the in-game map
    2 = Remote players in the same faction or sharing a safehouse are visible
    3 = Remote players are always visible

- The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
  When not in debug mode, these options are available:
    - Players
    - Remote Players (client only)
    - Player Names (client only)
    - Symbols

- Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
 
- Added a new volume slider to the Audio options which affects the jump-scare sound.
 
- Fixed updates to the map causing zombies to spawn inside previously cleared buildings.
    - Fixed BuildingDef.calculateMetaID() and RoomDef.calculateMetaID() possibly creating the same ID for different buildings or rooms. This was why zombies would respawn in some already-seen rooms.

- Give zombies that are targeting a player higher priority for pathfinding than other zombies.

- Added new loot maps from Pat Bren.
- Split the single Louisville map-item into nine separate maps.
- Added Louisville maps to the loot tables.
 
- Gas container tooltip tweaks:
    1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase.
    2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui).
    3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units.

- Updated Community Translations
- Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage.

- Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
- Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
- Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.

- Added "Default=" to combobox sandbox-option tooltips.

- Allow empty bottles to store gasoline.
- Added water capacity in context tooltip when filling water container (if only 1 item type)
- Updated community translations.
- Updated credits.

- Improved icon draw for context menu
- Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
- Added a way to rename a savefile in the load-game "More..." panel.

- Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

- Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
- Added checks for wall-like obstacles that should prevent opening or closing double doors.
- Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.

- Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
- Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
- Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
 
- Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.

- Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
- Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.


SFX

- Updated sound banks.
    - New action music track.
    - Fixed one male zombie voice looping the Hit sound.
    - Added missing sound for taking water from a dispenser.

- Added an ambient sound to the Gas-2-Go pumps.

- Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

- Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
- Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.
 
MAP

- Full export of the current Knox Event map. This will be the final B41 map update.
    - Updates many farms and farmsteads
    - Improves upper class areas in Louisville
    - Adds many new tiles on the tilesheets
    - Fixes many and various community-reported map issues and bugs
 
FOOD AND RECIPES

- New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
- New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
- New Canned Condensed Milk item; can be used for the same recipes as milk.
- Balance adjusted assorted values of food items and recipes.
- Appropriate bottles can now hold gasoline.
- Baloney and salami can be sliced.
- Many food items have more options for being used as evolved recipe ingredients.
- Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
- Crayons can be used to write notes and mark the map.
- Toast can be made from Bread Slices by cooking them.
- New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
- Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
- Whole Pizza item added.
- Glasses and cup items can be filled with water.
- WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
- Canned Condensed Milk item; can be used for the same recipes as milk.
- Maggots that spawn with zombie corpses will be mildly poisonous.
- Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
- When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
- For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
- Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
- Added placeholder texture for Bag_MedicalBag.
- Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
- Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
- More flexible Tag support for writing notes.
- Added Tomato Paste item for pizza crafting.
- Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
 
BALANCE
- Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
- Watermelon must be sliced or smashed before being able to eat it.
- Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
- Only Bread Slices and Toast can be placed inside Toasters.
- Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
- Many recipes adjusted to allow for more ingredient flexibility.
- Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
- Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
- Changed Rip Clothing recipe
- HandWeapon.weaponSprite is saved if it is different than the item-script's value.
- Slightly increased zed attraction to gunshots in MP
- Reduced the endurance loss when missing a hit (especially when pushing).
- Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
- Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
- Added a "Slice Onion" recipe so Fried Onion Rings can be made.
- Made the Composter thumpable by zombies.

- Sometimes the corpses that spawn as the player explores the world will be fake dead.
- As corpses progress in rot stages they have a chance of becoming fake dead.
- Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
- As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.

- Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
- Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.

- Adjusted weight of Spears
- Floor tiles will now provide a maximum of 1 nail when dismantled.
- Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
- Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.

- Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice.
- Added Basil to more recipes.
- Better handling of evolved recipe item name when they only have spice ingredients.

- Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles.
- Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed.
- CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from.


ANIMS

- Added new fill from bourbon bottle anim
- Changed fill from bourbon bottle xml to use new anim

Emote Wheel adjustments:
- Adjusted some emote bone masks to reduce clipping
- Added some stealth emote versions to reduce clipping and posing awkwardness
- Added emote states for different weapon poses

- Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
 
Idle extension adjustments:
- Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
- Added normal stance extensions anims, where appropriate
- Added normal stance extension xml for different weapon stances, where appropriate
 
- Added masks to extended idle xmls to not clip as much,
- Added relevant extended idle anims where needed
- Capped off hoodieUP xfiles to stop transparency
- Adjusted hoodieUP texture for new cap
- Added blood locations to a couple of missing shirts
- Re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes
- Adjusted Hat_Spiffo mask to display properly on character
- re-exported missed zombie body textures that had outlying pixels
- Adjusted male and female HighViz vests to visually work similar to hunting vests
- Reworked Male and Female HighViz vests
- Changed HighViz vest body location
- Tweaked Hunting vest masks to work better with underlying clothes

 
MP

- Various anti-cheat improvements

- Sync and physics improvements for vehicles.
    - Refactored and decreased vehicle physics packet size.
    - Vehicle interpolation was refactored and improved .

- Improved towing physics and behaviour.
    - Updated PZBullet library on all platforms.
    - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.


- Optimized Vehicle authorization on exit

- Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory.
- Visual data for damaged/fixed clothing will now sync between clients.
   
- Hit reaction translation length is now calculated by appropriate animation clip

- Use WaveSignal packet on client
- Improve auth/towing for cases with two drivers/swap tow

- Stopped clients updating rotting corpses and fake-dead corpses.
- Added check for IsoDeadBody.getHumanVisual() being null.

- Server will send the success result of recipes checksum validation if the client is untouchable.
    - The game will calculate the checksum using the original recipe name.


- The driver now stops the vehicle before they exit from the vehicle or switch seat.
    - Added ISBaseTimedAction timed action.
    - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.

- The SystemDisabler.doDisableTunePhysicDelay variable was added

- If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.

- The game server will not send the PlayerUpdateReliable packets from players who are far away.

- Improvements for some anti-cheat checks
- ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
- Added log message for LUA debugger


- Improve vehicle logging
    - Add DebugLogStream noise methods
    - Logs can be filtered by severity
- Reformatted log streams for damage, death, and multiplayer log types

- Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
    - Command entered in general chat tab changes severity on the client
    - Command entered in admin chat tab changes severity on the server

- Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer.

- Fixed Zed appearance not syncing between players.
- Fixed one player being able to use two radios / walkie talkies.
- Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
- Fixed vehicle radio using wrong coordinates.
- Fixed vehicle radio not working in the same way as world placed radio.
- Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
- Fixed vehicle radio text processing.
- Fixed trailer authorizations / floaty trailers.
- Fixed Item Remove tool not removing items from containers on a server.
- Fixed clients sending StopSound packets to the server for zombie vocals.
- Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
- Fixed clients sending climb-over-wall sounds.
- Fixed seat authorizations.
- Fixed null pointer exception in the VehicleManager.serverPacket function.
- Fixed incorrect delay-tuning algorithm.
- Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
- Fixed issues when characters are hit by trailers.
- Fixed corpses disappeared when killed by trailer
- Fixed issues with vehicle physics debug log messages.
- Fixed Admin being kicked because of incorrect checksum.
- Fixed car changing its place after re-login.
- Fixed normal vehicle not being removable in mods.
- Fixed movement sound when vehicle is stopped.
- Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
- Fixed disappearing trailers.
- Fixed physics update limits.
- Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
- Fixed attached cars being disconnected after re-login.
- Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
- Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
- Fixed empty RequestGetFull being sent.
- Fixed vehicle passenger could have vehicle authorization after collision.
- Fixed vehicle collision owner.
- Fixed tow re-attach.
- Fixed vehicle seat switching.
- Fixed passengers seeing black boxes at high speeds.
- Fixed vehicle not damaging players after re-login.
- Fixed vehicle local simulation pass through another vehicle.
- Fixed player can't become owner of pushed vehicle.
- Fixed bouncing vehicle authorization at the end of local simulation.
- Fixed player can exit or sleep in moving car.
- Fixed rare incorrect vehicles authorization after towing.
- Fixed engine sound disappearing without a driver.
- Fixed car not stopping when driver changes their place due to cruise control.
- Fixed error when try to type "[" in Item list viewer.
- Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
- Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
- Fixed clipping vehicles.
- Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
- Fixed Vehicle simulation speed depending on locked fps.
- Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.

- Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.


MODS

- Improved log for lua errors. Now it shows if it modified file error
- Added list of mods in Pause menu + this list show mods that cause errors
- Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors.


FORAGING

- Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.

- Turn the player to face a forage item when picking it up.

- Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
- Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
- Zone.getTotalArea() returns the area of polygon and thick polyline zones.
    Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
    For other types of zones, width * height is returned.
- Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
    As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
- forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
- forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.

- Changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible
- Adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap
- Fixed an exploit with search focus when spamming the search mode button which could force items to change type
- Fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item

 
ADMIN/DEBUG

- Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
    - Controls:
    - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
    - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
    - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.

- Added trigger thunder tool (for admins).
- Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

- Changed LootZed manager opening on RMC-ContextOption on container button.
- Allowed admin to create any VHS out of spawned VHS-home (like in debug).
- Added sync for Health panel cheats.
- Trailers debug is improved.
- Small fix to Lua closure.
- Improved spawn vehicle menu.
- Added ability to change weight in Player Stats window.

- Added destroying objects without a sledgehammer if building cheat is on.
- Added sliders for change weight and calories in debug panel.
- Added Step Into, Step Over, and Resume buttons to the Lua debugger.


- Improved ContextMenu
        - Now you can add icons for context options:
                local myOption = context:addOption("My option name", ...)
                myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

- Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
- Improved Debug/Admin options.

- Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings.
    - Added Door Options can be found in the Right-Click Context Menu -> Objects.
    - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
   
- Added 'make noise' options to attract zombies.
- Added option for removing all zombies in a zone to the Admin tools.
- Added icons in context menu for ADMIN/DEBUG options.
- Added elapsed time since server started in server statistics info.
- Added access to some Admin tools for moderators.
- Added an external anim debug UI for Martin.

- Removed the line "Press Esc to open Admin panel" from Server toolbox UI

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Re: Project Zomboid
« Reply #93 on: August 19, 2022, 12:18:56 AM »
Camp GigaMart
Thu, 18 August 2022


 

Hey all, we’ve had our heads deep in MP stuff this past ten days – so please excuse a blog that’s heavy on busywork and housekeeping.

We released 41.73 to stable last week, which came with an unanticipated issue that saw Linux servers (of which there are many) having frequent crashes – generally when multiple users tried to connect at the same time.

This wasn’t great, to say the least, so a lot of the B41 team’s bandwidth has gone into investigating, testing and finding a solution for this over the last ten days.

We’ve recently released version 41.74 to the Unstable beta, which has fixed the crash issue at our end – and we would ask that anyone who hasn’t been able to play due to linux server crashes to try it out. This includes a full update to Valve’s latest Steam API.

If you continue to experience crashes on the Unstable branch after this patch, please head to our Discord techsupport channel or forums and send us your hs_err_pid**.log file (you’ll find this in the server installation folder) in addition to a download link to a .zip file of your Home/Zomboid folder (remove the “Saves” folder from it to save space).


Doing a wholesale update to the Steam networking interface like this isn’t small beans, and it has thrown up a few issues that we will be remedying in the coming days – but in the interest of getting folks missing out on their PZ ASAP we have released the fix to Unstable to get people back on-board, and report back on any other misbehaviour.

We will also be making some of the new anti-cheat additions far less twitchy, as these too caused issues for some people on 41.73 launch.

NEXT PATCH
Slightly logjammed behind 41.74 is a wide-ranging patch full of many and various things. To minimise future disruption to B41 players we are thinking that it may well be the last major patch before all coders are moved to B42 and more feature-based development.

Clearly there will still be fixes and maintenance where necessary. We’ll be wanting to leave 41 in the best state that we can, and with as many annoyances removed as possible. Plans can change of course, but this currently our direction.

Some of the logjammed items ready-coded and awaiting internal integration and testing are:

New flatpack model for movable icons. Cleared up plastic/metal bucket confusion. New watering cans.
Added compass support for the forthcoming compass item. When an item with the Compass tag is in a player’s inventory, the tooltip on mouseover will include text indicating which direction the character is facing.
Recipe improvements: – more food items capable of being added to tacos and burritos.
Rebalanced weights/encumbrance of: walkie talkies (for French speakers: talkie walkies), fire extinguishers, branches, spears, more.
Adjusted the capacities of pistol and revolver cases from 7 down to 4. Changed the sawed off shotgun recipes to only use the hacksaw, and not the garden saw.
Longstanding bugbear that using lighters with Molotovs completely drains them fixed. Also when a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them.
Several new zed and building stories.
Added a new sandbox setting “EnablePoisoning” which has the settings “True” (default), “False”, and “Bleach is Disabled”. It governs if poison, or only bleach, is disallowed from being added to foods. Although this is primarily intended for MP servers, as an anti-griefing/no-PVP allowance, it has been requested for singleplayer as well, thus why it is a sandbox setting and not a server setting.
Building keys spawn on zombies and corpses when they spawn inside buildings, when appropriate, instead of when they die inside of one. (WIP – may be B42)
Set some traits to be mutually exclusive to remove exploits or illogical combinations: Brave & Agoraphobic/Claustrophobic; Adrenaline Junkie & Agoraphobic/Claustrophobic/Cowardly.
Rebalanced the maggots that spawn on corpses so that they spawn less often in spring and fall, and also so that the maggots that spawn on zombie corpses have a poison value of 5 instead of 3.
Improved how current fakedead zombie spawns function.
Improvement to buffs and debuffs in terms of XP and moodles shown.
Fixed issues that involve spawning in barricaded/burnt/randomized locations.
House keys will no longer spawn with a long string of numbers in their display name. (Should’ve improved this previously – apologies)
Added attachments to most food models so they appear in the player’s hand while eating
/gunshot command can now target a specific player
Some work-in-progress changes to zombie behaviour. Random offset to where zombies think a sound came from for unseen squares. Rain increases zombie hearing random offset range and decreases chance for zombies to react to player sounds. Zombies wander more during heavy rain. (Potentially B42 content)
Fixes and improvements to the admin tile picker system in MP.
Some logical improvements to clothing items. Motorcycle helmets protect from head fractures, firefighter gear protects from fire etc.
A fix to how you’re unable to claim a safehouse unless standing on the ground floor, and how game currently doesn’t check upper floors for other players or zombies when claiming.
“Streamer Mode” audio option which changes vehicle siren sounds to avoid bizarre copyright strikes.
Various improvements and fixes to the cutaway system.
Colour-blind friendly accessibility addition – letting you add:another variant to red/green in aiming outline – and also to reduce difficulty when zed is standing on snow.
Added highlight to crates so it’s easier to differentiate which one player is interacting with.
Optional Sandbox Setting To Disable The Tainted Water Tooltip/Warning For Hardcore Play
Improvements to level of damage burnt food does to players with weak stomach trait
Changes to how car alarms function in-game, seeing as currently they are an extremely rare threat.



Although its early days yet, and unconfirmed for B42, we are also currently spending some time doing some backstage experimentation with basements and improvements to our loot/inventory UIs. If these are successful we may well see them surface in future blogs.

Thanks all!

This week’s supermarket camping trip from 지혁. 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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Re: Project Zomboid
« Reply #94 on: September 02, 2022, 12:54:08 AM »
Broadened HorizonZ
Thu, 1 September 2022




Okay, so here’s a run down on our current basic plans for finalizing Build 41, and then beyond.

NEXT
We’ve left Linux server operators hanging out to dry a bit over the last two weeks and feel awful about it – especially ones with larger/busier servers.

41.73 came with crashes on Linux servers, and the version with the updated Steam API we put into the Unstable beta in 41.74 turned out to bring in as many issues as it solved.

As such Yuri and Andrei are currently working on another approach that will be going into Unstable beta (and then Stable) as soon as we can muster – which will have the crashes fixed, and should also have increased networking performance and improved connection stabilities for everyone. We’re hoping to conduct an internal test on it tomorrow.

In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking. This should improve things for all players on dedicated servers – including the Linux servers that were sadly the canary in the coalmine that flagged up the fact that something needed to be done here.

Again, our apologies to those impacted – we are thinking of ways to repair some of the damage done during the outage and appreciate your frustration.

THEN
We have a staging branch backstage that all our coders are feeding aspects of their work that they wouldn’t want people to have to wait until Build 42 for – so no big features, but instead a lot of fixes and balance.

We will also be trying to limit mod disruption and big/controversial changes, as this will be the version that we leave folks with for quite a while when all of us are 100% working on new features alongside the existing 42 team. (Apart from anything urgent we might need to attend to on 41, clearly).

The sorts of things we’re currently testing for this patch include: many and various visual issues with the cutaway system, colour blind accessibility options, better crate highlights, many recipe improvements, better ways for the game to handle car alarms and (hopefully) fixes for sounds cutting out in busy MP situations.

There’s also some new 3D models where we’ve had icon mismatches, new tooltips to better explain what different items can do, weight/encumbrance rebalancing on some items, the lighter/Molotov fix we mentioned last time and many and varied other fixes. We’ve also done some work improving the in-game server browser that we would certainly like to include as well.

There’s a lot of other stuff too, but you probably get the gist. Nothing that’s going to rock the boat, but also enough stuff to keep the boat sailing until we reach the glittering shores of 42.

MAP NEXT
While we can’t and won’t go into forensic detail on which towns and what design themes we’re going for, it’s perhaps time to talk about the next map expansion – which will most likely hit with 42.

Xeonyx and Ayrton are essentially pushing the map out on all sides, apart from beyond the game’s traditional Ohio River boundary.



The map team are returning to fictionalised versions of real places on the Kentucky map – Riverside and March Ridge being entirely fictional. We don’t want to name exactly which ones, but it might be worth mentioning one of them will be Ekron.

The location currently commonly known as Ekron within the community is not supposed to be our version of that place, and (for reasons that will become explicit when viewed on the PZ map) is internally known as Fallas Lake. We will erect a sign in Build 42 to make this information more prominent.

Here’s a few WIP screens of some of our future locations to keep you all going.








ALSO
Other things currently being worked on for B42 inclusion that we haven’t mentioned before are:

    The Sound Team are working on sprinter zed growls and screams – our first inspirations here will be the Dawn of the Dead remake but we will iterate until we get it right. Formosa have also created a variety of bullet impact noises (on cars, dirt, glass, plastic, trees, walls and wood) that we will be integrating come 42, alongside the further improvement of the dynamic music system. They will also clearly have their hands full with the cows, chickens, sheep, improved fishing and many and various new post-apocalypse items and actions that B42 will bring along with it.
   
 RJ is currently experimenting with rats, which could also become part of the Knox Event alongside domestic animals. Martin, meanwhile, has been working on animal transportation – namely new trailers and potential new vehicles.
   
Pat_Bren has been expanding the breadth of different TV and radio channels available to tune into at the start of the outbreak, and is now moving onto some other frequencies that players might be lucky enough to come across later on within the PZ timeline too. Right now he’s added Public Access TV, a Music channel, a Sports channel, a movie channel, a new entertainment channel and a radio station called Upper South Radio.


We can’t remember if we showed it before, apologies if so, but seeing as RJ is back working with his rats – here’s what a PZ rat looks like when it bugs out with human hair.



Thanks all, and thanks for your patience. We’ll see you next time.

This week’s foggy overview from the Universe of Gamer. 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, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.


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Re: Project Zomboid
« Reply #95 on: October 05, 2022, 01:15:53 AM »
41.77 Released
Tue, 4 October 2022


Compliled changelist (41.74-41.77).
These small updates were intended to address the crashes affecting Linux MP servers and improve the client-to-server connections.

 

MP

- Improved client connection.
Important for server providers: Servers now have two ports for clients to connect to.
The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection. These ports can be configured through the server options.
Clients will first try to use a direct connection. If direct connection fails, clients will try to connect via Steam.
The non-Steam version works as usual.
UPnP rules were changed accordingly (UPnP is used in cases to prevent manual port-forwarding).
The client will show the warning message "WARNING: SERVER HAS PORT %1 CLOSED. PERFORMANCE MAY BE SEVERELY AFFECTED" if the client can't connect through direct connection.

- ZNet libraries rebuilt for Windows, Linux, and Mac.
- ZNet, Connection, and Kick logs are improved.

- Improved Type5, and Type21-24 Anti-Cheat behaviour to reduce false positives.
    A note that if you do not run a public server (i.e. a server exclusively for you and your family & friends without the worry of griefing and cheating), you can entirely circumvent any sort of frustration with false positives by disabling all AntiCheat protections in the servers .ini file.

- Split the large ConnectionDetails packet into several smaller packets with one of the ConnectionDetailsPacket.State enum values indicating which data is requested.
- Improved algorithm for the transmission of large files while playing.
- Loading screen now shows the download status of large files when connecting to a server.
- Extended checksum logs for debugging CRC differences.
- Increased kick delay for CRC differences.
- Additional logs were added.

- Fixed ObjectModData packets not being sent while the server was in the FastForward state.
- Fixed bug in world dictionary when an item in a different module but with a similar name as an vanilla item was removed.
- Fixed a new stubble Beard getting added to remote players after each appearance change, which resulted in receivePlayerZombieDescriptors errors.
- Fixed kicks after disabling VOIP.
- Fixed connecting to host after disconnection from a dedicated server.
- Fixed infinite connection attempt to non-steam server when it's not up.
- Fixed the client displaying "Disconnected" instead of "Wrong username or password".
- Fixed players being able to change their saved password for an already created account in some instances.
- Fixed Type21 black screen at connection stage when Type21 anti-cheat check is disabled.
- Fixed the character model always using media/textures/Body/Masks instead a clothing item's UnderlayMasks folder.
- Fixed black screen issues with certain mod constellations.
- Fixed the timed-action progress bar position not being updated during actions without a fixed duration.
- Fixed the animation speed of the timed-action progress bar at different framerates.


NEW

- Added a looping progress bar for timed actions that have no defined end. This is mainly a stopgap "fix" for entering cars, to visualize that there is an ongoing unfinished action until we can have visually open doors, etc.
Specifically added for the scenarios where players reported being bitten through the car door after they had entered a car and interrupted the "enter car" action before it could finish (e.g. by opening the map, etc), i.e. before the door was "closed".
This bar extends to other "infinite" actions like Walk To.


MODELS

- Added new body locations: Jacket_Bulky, JacketHat_Bulky, TorsoExtraVest, and JacketSuit.
- Assigned new body locations to existing clothing items to avoid clipping.
- Tweaked and added many clothing masks to avoid clipping through each other.
- Adjusted several clothing models and bone weighting to improve clipping.
- Removed Bowling shirt model from Bowling shirt definitions and made Bowling Shirt a texture. The model was left in the files in case mods use it.
- Improved base Body mask to help with clipping.
- Re-exported ALICE packs as some straps were missing.

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Re: Project Zomboid
« Reply #96 on: October 28, 2022, 12:51:00 AM »
Recipes for a Disaster
Thu, 27 October 2022



Hola, zomberinos. Short-ish blog this week, but some fun info-nuggets none-the-less.


FINAL 41 PATCH
We released 41.78 to Unstable last week, and released a fix-up patch yesterday. There’ll probably be another update to it before we consider it safe for a full stable release, but there hasn’t been too much to mop up this time around – so our thanks to Blair who was the chief coder on this release.

One thing it might be nice to get in before we wrap 41 and the long wait till 42 begins, are the products of our investigations into ways to make it clearer to modders and users alike where errors in their mod setup lies – when it comes to different capitalisations in folder paths and different file orders between server and clients.

These often result in error messages that are confusing and/or unclear, making things hard to troubleshoot for modders and our support team. It’d be nice to bring about some clarity before we leave 41 for pastures new – so that’s the main thing we’re waiting on now.


WORK ON 42
Slightly technical details from the land of 42, but something that Blair has also been moving onto is working on the architecture of our recipes system – to make it more foolproof and effective for both us and modders.

We are streamlining our evolved recipes – using ‘templates’ similar to the tags we use for individual items. This will make it more straightforward and simple for both us and the modding community to add in new evolved recipes and food items.

The system ‘as is’ in Build 41 has a sizable amount of ‘clunk debt’ associated with it – that gets compounded by the number of food items we have in the game. The way we are restructuring things strips out some of the complexity, and lets us add new stuff easily – while simultaneously managing our existing recipes and foodstuffs.

Next up, we also have more ideas about further streamlining this using item tags to offload a lot of the recipe ingredient stuff to tags and templates. We’ve also got the roots in place of an Evolved Recipe name system that will notice you putting ham and pineapple on a pizza – and call it a Hawaiian Pizza. Or name a sandwich a BLT if you’ve added bacon, lettuce and tomato.

On top of this there’s a lot of wash and brush up of existing features. There’s a lot of big name gameplay stuff going into B42, but when it eventually rolls around we want to underline that there’ll be a bunch of more iterative improvements on existing PZ too.

For example, right now we’re working on making the randomized profession house stuff more cool and obvious- right now you probably aren’t aware when you’re in a carpenter’s or an electrician’s home as there aren’t enough indicators. We’ve got stuff going in to make it clearer and more thematic. Likewise we’re improving the procedural loot system to make loot and looting more interesting in of itself.

There are also new ‘zed story’ events to come across where costumed zombies will tell a story – gun store sieges, hillbilly hoedowns, kids party raves in the forests, a variety of campsites to come across etc.

Oh, and we’ll be widening the melee weapons pool a bit also. They’re not in-game yet, and no SFX for them yet either, but here’s a quick look at some of what’ll be on offer.



This week’s prison visit from Abby. 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 #97 on: November 11, 2022, 12:04:50 AM »
Spiffo and Friends
Thu, 10 November 2022



Hello survivors! Three things of note this week.

FINAL BUILD 41 PATCH RELEASED


This afternoon we put out 41.78 to the stable branch, and you can read its changelist here https://steamcommunity.com/games/108600/announcements/detail/5940838760377829626?snr=2_groupannouncements_detail_

Nothing seems to have exploded just yet, but there will very likely be a hot fix for anything that does crop up. We’ve had a few complaints of visual issues with some clothing that we’d thought we’d fixed for instance, that can probably get a quick look-over again before we move on.

This patch is largely quality of life changes, some MP tweaks and fixes for longstanding annoyances – so hopefully you’ll see a few things in the changelist that make you feel both cherished and warm.

Other than that hot fix, unless we return if circumstances demand it, the final devs who were tinkering in Build 41 will from this point on all be fully aboard the Build 42 train.

 
BARNYARD FRIENDS
First, let us reiterate – Build 42 is still a long way off. However RJ’s development playpen for the domestic animals that the build will feature is still ticking along quite nicely. This week he has prepared two videos for your delight but first TWO caveats.

First, our animator Martin wants it known that one of the things we’ll be working on will be the way animals turn / turn when they move.

Secondly, clearly what you’re seeing here is debug dev-stuff – especially how it looks and operates when leading an animal around on a rope. We haven’t quite landed on the best way to herd animals around yet, and will likely have to land at a halfway house between realistic, feasible and fun. Likewise, thirdly I guess, UIs clearly aren’t final yet either.

So here’s proof that you can pet the cute little animals in Build 42 of Project Zomboid.



And here’s how to coax them into a trailer so you can cart them off to slaughter them somewhere distant so their loud desperate squeals won’t attract zombies.




MAGICAL WOODLAND FRIEND
Yes, it’s happened. Spiffo merchandise is finally a thing. Behold! More information to come later on down the line. But for now…



To register your interest in crowdfunding a Spiffo plushie visit the Makeship Store! The full campaign begins in less than a week!

To find out how you could win one of two free plushies visit this twitter post! https://twitter.com/theindiestone/status/1590724694549753856?s=20&t=BCKFG7ccHeWwhvz0zQjhPQ

This week’s table arsenal from Polaris. 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. No-one is allowed to make a jar-based gag in the presence of our Spiffo plushie, please, as we had to google it and oh dear god no please no.

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Re: Project Zomboid
« Reply #98 on: January 27, 2023, 01:19:51 AM »
My Zeds is on Fire
Thu, 26 January 2023
 


How do all. Here’s a check-in from a few different Build 42 departments, that also occurs in the lead-up to the first in-person meet-up for the wider PZ team since 2018. We’re all aflutter about it (and trying to remember everyone’s real world names instead of online handles) and hope to have lots of good B42 chat in amongst the introduction of an international team to traditional Geordie culture.
 

Let’s pop into a few different areas, then – with the caveat that for a fuller B42 overview our last dev blog is probably a better destination.


FIRE
Work continues on the fire rewrite branch with the intention being to bring it up to a state in which it can safely enter our internal test build.

It recently came to mind that a lot of the ‘fire dev’ chat in blogs took place in the distant past, before we had to reshuffle and our current MP team became what it is today – thereby forcing flames into the sidelines for an elongated spell.
 

As such the guys have made a vid for us today that spells out some of the foundations of what is being done here, in terms of how fire spread, size and duration is governed – and indeed the sort of stats that lie beneath the hood that we can balance with, and that the community can mod with.

That’s the first half of the video: done with our old fire effects (which are too transparent and also on fast forward) so please take this aspect as instructional/iterative rather than a fait accompli.
 
The second part of the video then moves on to show our experimentation with fire visuals, working alongside our VFX artist friend Brian, as we work out different ways to make in-game flame effects better match our particularly coloured iso-world.
 



MP TEAM
As regular readers will know, alongside tidying up smaller multiplayer irritations as they go, our MP team are currently transferring player inventory actions over away from the client and onto the server. They have another three or four weeks set aside for the first stage of this: at which point we will the player’s inventory loaded from the database on the server, and the server always having an up-to-date player inventory – hopefully all working in sync with the progress bars, item move times and expected results you get currently.

At this point the second major part of the code work will be getting underway: having all the item manipulation occurring on the server side, and ensuring that the server no longer trusts clients (those sneaky clients!) so that stuff like item adding cheats are rendered defunct.

After this, clearly, there’ll be a heap of testing and such – but we thought the more technically-minded amongst us would appreciate a catch-up on where the guys are with it.


  FISHING
This past week Aiteron has been working with the testers who’ve been reporting back on bugs and gameplay in the latest version of our revamped fishing – and has been largely working on an improved/experimental control system for a more chilled out and less button-holdy-tappy experience.

He has also been working with our aforementioned VFX specialist friend Brian, who has been supplying us with various splashes, bubbles and signs of water movement that will indicate the presence of fish, and also be a suggestion of the size of what lurks beneath. On top of bug fixes, changed recipes and improved items for the system he’s also been firming up on exactly what sorts of fish we’ll be adding to the game, and whether they’d be found in rivers or lakes (and definitely not swimming pools).
 

There’s gonna be lot of bass: largemouth, smallmouth, white, spotted and striped. And let’s not even get started on the crappies…

CRAFTING
After an awful lot of code-side tinkering, a super WIP version of our crafting improvement has surfaced into something that’s viewable in a vid. Please note this is the visible tip of the iceberg, and clearly what’s on show isn’t final: you do not saw logs in a furnace, and this isn’t how you make a hammer.
 



So what’s on show here?

Various objects can now be entirely created using the game’s scripting language that’s been made similar to the way items and vehicles etc. are defined.

This covers various currently planned objects that can function as a craft station: stuff like blacksmith furnace, tailoring bench, fletchery, brewing stands, kilns etc. And, unlike the way it is now, these can also be objects consisting of multiple tiles/sprites with various rotations etc.

At a craft station the player is able to use their normal recipes (which may provide a bonus for doing the recipe at a craftstation) but it’s here that they can use their blueprints – and which ones are available will be defined by the associated object script.

Blueprints (working title) are similar to recipes in that they can take inputs, and produce outputs. However they are distinct from your usual recipes in the following ways:
 
•   They have different duration modes – in real world seconds, game minutes or can run passively in the background for long periods.
•   They may not require the player to be present. For example, a melting process may run on the craftstation while you run off to do other things.
•   As well as items, they can take the input (and produce) Fluids and different in-game ‘energies’ – Electric, Heat, Kinetic or Steam.
•   When active a Blueprint in progress can store its inputs/outputs, and may have storage capacity for them. For example, a blueprint that needs water as an input may well have an internal storage buffer for water. We’ll probably show this in a development vid next time.


Blueprints are processed much like recipes where the inputs by default are consumed to create the outputs. However the default behaviour can be complemented or overridden by custom lua code for certain blueprint events like OnStart, OnUpdate, OnFinish, OnCancel. This is similar to normal recipe events such as OnCreate.
 
Using this custom lua code interesting things can be done – like for example a blueprint for a Meat Drying Rack which has several input slots for meat. The blueprint can be set to run passively, so it wont require a player to manually start it up.
 
The OnUpdate event then triggers a lua function which checks if the Meat Drying Rack is situated in a exterior space, and if so we can then go into our usual PZ super-nerdery level of depth by calculating the amount to dry a meat item based on temperature and the cloud intensity / sunlight at that time. So when a meat item is dropped in one of the UI slots it starts passively drying the meat.
 
Another feature of blueprints is that their UI can be scripted. The video shows a few simple (bizarre) test examples of different UI layouts. However they can potentially be scripted to have any desired appearance – using any of the game’s existing UI elements, or indeed modded ones.
 
As mentioned heavily above: the video is very early WIP, especially where the UI is concerned, and there are still some parts not yet functional. In a future update we can show a more functional UI, and run through some more interesting case examples.

LES ANIMAUX
Finally, over to RJ in the animal zone.

“I’ve been diving more and more into a farm animal’s designation zones – which are paddocks you outline for your animals to occupy (as long as they don’t get loose) and where the game will allow you to do all your various primary animal-rearing tasks. For most of this week I’ve been refactoring and simplifying my animal behaviour and meta code, but there’s a few interesting things to mention.”
 
“Cows and sheep can now recognize a roof area and stay under it during heavy rain, I’ve been trying to get sheep to move in more of a flock most of the time, and baby animals will follow their mother more correctly. You can also now drop food directly on ground for them to eat, or in the feeding trough container – where it won’t spoil quite so quickly.”
 
Also, among many other things (haircare, first aid, dropping bags, new emergency broadcast system noises) the Sound Team have also started making animal noises.
 
Behold, the cows now have hoofsteps.
 



This week’s tarmac follow party from Darth. 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 gameplay coder and want to join Team Awesome? Jobs page here.
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Re: Project Zomboid
« Reply #99 on: May 12, 2023, 12:17:11 AM »
The Skillful HuntZman
Thu, 11 May 2023



Hello all!

This week we’ll be checking in with three of the main four pillars of Build 42 – work on the fourth, the server-side player inventories and general MP improvement, has been fairly ‘business as usual’ the past month or so and there’s not much to talk about that’d be juicy for enough for public consumption
.

Steady your loins, then, as first of all we jump into…

ANIMALS AND MIGRATION
RJ has been taking a holiday (American translation: vacation) from his work on domestic animals and husbandry, and has taken to the woodland and forests of the Knox Event.

Wild animals will be important to B42 for both reasons of ambiance and necessity – it will make your experience feel no end more engaging to see deer skittering through the treeline, but also will make hunting a viable survival technique – and one required for some of our advanced crafting recipes when society is long-gone.




What RJ has been working on, in particular, this week is the movement of animals over the map – their migration if you will. So if you could all also have a looksee at the following video too, then we can run into it in some more depth afterwards.

Also clearly: USUAL WIP CAVEATS APPLY. Things can and will change through development and testing.




So what are we seeing here?

Well basically throughout the day our deer will follow paths that our designers (and modders) can map out in our WorldEd tool – and in the vid you can see a virtual animal following a path.

Right now, one virtual animal is a group of animals that’s been defined in a lua file. Our current group, for example, consists of one buck, several doe and some fawns. Though clearly once they are fully implemented the variation will be greater, and also dependent on stuff like the time of year.

Once players get close to this coded ‘virtual animal’ these deer will then spawn into the world as real animals – and once you retreat away they’ll revert to their virtual status so the game can take over their movement and activities once more. If the group has become separated meanwhile, they’ll team back up again when their paths next cross.

In their virtual form the animals will move over the map, doing potential set activities at set different places. They are timetabled to have several ‘sleeping’ and ‘eating’ periods – currently sleeping for a period of half an hour at some point between 12pm and 4pm, eating at some point between 5am and 7am, and eating again for an hour at some point before 4pm and 6pm.

(Clearly, all this is easily changed at the dev-end – and can also be adjusted for whatever different animals we choose to add in future) 

To aid players who want to be hunters, deer will leave evidence and tracks of where they’ve been and what they’re doing. So there’ll be footprints (with a direction suggested), poop, and broken twigs and undergrowth – while flattened plants will indicate a sleeping spot, and grazed areas an eating spot.

The way in which we represent these visibly in-game is currently being worked out, but for now (and perhaps later on too) we will be providing for it in a dual use for eris’ super foraging mode that was introduced in B41.

A goal for the player, then, might be to follow tracks and work out the deer’s possible sleep or eating spot, mark them on their map, and then wait near those spots at the correct hours and hope that animals will stop by.

We’re also working out on ways for a Tracking skill to be integrated into this, though seeing as the design is still under discussion we’ll probably talk about that at a later date. Something else that we’re aware should be factored in is human smell and wind direction potentially spooking animals, as it would in real life, but we plan to add that layer in a bit further down the line.

RJ would also like to give out a call of Special Thanks to Inrictus for the time he’s spent teaching him how to be a proper huntsman!

Finally, here’s another quick video of a survivor setting up camp with our new tents and whatnot (no deer this time) to give a little flavour of what the surrounding gameplay will feel like too.




ENGINE UPGRADE
Operation Optimization is going very well, easily obtaining several hundred FPS on our dev hardware when zoomed out.

However at the moment we still need to look into optimizations for how our current fog and puddles work – both of these are intensive graphical operations that need updating frame by frame. Thus, at the moment, they invalidate our cached chunks and diminish some of the gains from the optimizations.

As such at a later date – either before a first public release, or very possibly in a follow up build to it – we in particular plan to revisit these systems to optimize them for our new rendering system. Particularly the fog system, in fact, since having a depth map will now provide opportunities to make our visual effects look much better since we will have a solid representation of surfaces and depth to allow us to much improve how it interacts with objects in the scene.


CRAFTING UPDATE
Now the crafting systems are all in place, we’re starting to fill out the tech tree of recipes and wanted to show what’s currently being implemented.

As a reminder to those who perhaps aren’t as interested in the long term crafting and survival systems we are implementing, these will be completely optional as to whether you want to engage with it.

If you’re more interested in evading zombie hordes in the centre of towns and cities then you’ll still be able to do that.

However, to address our game’s weaker late game, provide many roleplay opportunities, and provide depth of gameplay outside interactions with zombies – we’re going all out on making the crafting possibilities as exhaustive as possible. Likewise, we are building new and more powerful crafting systems that modders will really be able to get their teeth into.

Remember, our benchmark is that a group of players should be able to build a functioning village even if spawning on a wilderness map with no signs of civilization. We want to make sure every aspect of crafting is covered to give multiplayer communities the opportunity to build and thrive, and provide modders with the tools required to make cool as hell expansive tech mods as seen on Minecraft, allowing Zomboid to become a more diverse survival, crafting and automation game modding platform in future.

An example of this would be working with clay. Clay can be dug up near rivers, and will be used to make bricks, tiles, roofing, pottery, and a whole host of other items and tiles to place in the world.

Those living on a barren map wanting to build a secure home will be overjoyed to be able to use bricks and tiles to make a proper dwelling that’s sturdy enough to stop zombies from breaking in. Likewise even on a smaller-scale basis, this craft will prove vital when survivors don’t have access to modern cutlery or liquid storage.

So here’s a quick video (very WIP still, we have a lot of balance, UI and polish to apply yet) that will show off some of the crafting systems when working with clay.




In future Thursdoids we’ll try to demo different diverse parts of the tech tree and their related professions as they implemented, as well as UI and quality of life improvements as we make them


SOME WELCOMES
The Indie Stone would like to extend an excited hello to two new fine folks this week – Egor who will be joining the MP team as they move ahead with their upgrades, and community fan favourite DaddyDirkieDirk.

Dirk has joined our art team to pump out ever more delectable tiles to give our map more life, and its deepest parts some more intriguing objects to perceive in the darkness – and if you are interested in his fantastic work as a modder then we ran a Mod Spotlight on him only last week.

Thanks all!

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 industry gameplay coder and want to join Team Awesome? Jobs page here.


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Re: Project Zomboid
« Reply #100 on: July 30, 2023, 11:08:26 PM »
BagZ of fun
Thu, 27 July 2023



Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.

First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.

Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)

Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)

Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.

Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.

SOUNDSCAPE IMPROVEMENTS
Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.

A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)

We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.




Read on: https://steamcommunity.com/games/108600/announcements/detail/3642900408842962014
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Re: Project Zomboid
« Reply #101 on: August 18, 2023, 12:12:45 AM »
The Connection Is Made
Thu, 17 August 2023



Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if that’s okay with y’all.

As we’ve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all the different things you find around the world, and those crafted by yourself and your friends.

A primary piece of this puzzle has been in the creation of dev systems and methodology that allow for the hugely swifter implementation of far more varied/interesting crafting and devices – which in turn is a big thing for modders, and for the nu-medieval post apocalyptic society gameplay we will now cater for.

This has also been built, however, with a framework that will allow for a wide variety of other gameplay aspects – some of which will be a part of the initial 42 release, while others will be drip-fed into future 42 builds, and more still in the mainline builds beyond that. (The underlying systems will be available for modders from the word go, however.)

One of the advantages that the crafting revamp brings with it is the opportunity to provide engineering and electronics gameplay with a ton more depth. This system revolves around the concept of components.

An example of this would be a ‘power input’ component, which provides electrical power to a machine from an external wire. Another would be a crafting component, which would undertake a crafting recipe that can make use of any liquid or item within a machine’s resource component, that can store items, liquid or power. Importantly, every component also has an associated UI that’s been designed for player interaction.

This will mean as our library (and the community’s library) of components grows, we can quickly put them together to create all sorts of in-game machines and appliances. It’s also relatively easy to slap a UI skin on to each component (perhaps something already existing from the game, perhaps something new) to make them appear in the most appropriate way.

Components will also be moddable, so modders will be able to add new components that could then be used as parts of a machine’s in-game functionality and UI.

The end goal is to open this up to the player in-game, having these components as items obtainable through disassembly.

A burglar alarm for example will be comprised of a speaker component, as well as a battery input component and a motion sensor component. A player could feasibly go around collecting the components, removing the motion sensors and installing them around their base, wiring each of them up to lights to act as an early warning system.

Meanwhile the speaker component of the burglar alarm could be similarly wired up to a switch to allow people in the base to create a distraction sound to lure zombies away or into a trap.

These are just two potential gameplay moments plucked from the air, but good examples of a believable utility of scavenging components from real world items.

Putting aside all the new professions and skills coming to B42, this will finally provide engineering and electronic skills with a lot of cool utility – and make anyone with these skills a valuable asset to any survivor group.

This system will also be the bedrock for the crafting tree, providing functionality for the various profession workbenches, crafting stations and more primitive machines. For example, for the more medieval constructions, one form of power input available is rotational energy, allowing for mills and other contraptions to power machines and stations.

Ultimately our hope would be any machine or appliance on the map would simply be a combination of these components. Someone skilled enough would be able to remove them and put them together in any way they made sense: each component will have simple item, power, liquid or logic inputs and outputs.

Taking it a step further, it would also give us the option of making functional machines within the various industrial areas of the map – providing functional machines that could feasibly be utilized (perhaps even looted and taken back to base) and potentially making factory locations extremely high value targets for looting.

This will also, ultimately, add far more interesting gameplay to base construction and generator usage. We would have pipes and wires to facilitate the wiring and plumbing of machines and home systems together – rather than fudging water collector positions to make operable sinks, or just placing a generator next to a building and instantly powering it.

How far could this be pushed?

Well, in testing the system’s flexibility, Turbo grabbed some existing sprites from around the map to make sure the system was working okay for both our needs, and those of the modding community.

PLEASE NOTE THAT THIS VIDEO IS FROM A DEVELOPMENT TESTBED.

There’s no guarantee any of this will make it into B42, and likewise they are all built from random tiles that Turbs has nicked from our industrial sprite collection. This is all a part of testing the speed and simplicity of creating new machines – and from that underline how powerful the new system is.

Everything seen in this vid was put together with minimal specific code – and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.




We’ve got enough on our plate, so we likely won’t have a full suite of replaced ‘existing machines and appliances’ by the time 42 unstable rolls around but we believe that these new foundations for PZ’s crafting system will provide great opportunities both for our existing gameplay, and the gameplay we have planned for the years ahead.

This has certainly been the part of 42 that’s taken the longest to come together (not helped by dev illness and hospitalization in early development stages) but it’s also the stuff that we absolutely needed to nail to provide the huge boost in player and community creativity that we know it can provide. We’re at that point now, we feel, and look forward to showing off more applications in the near future.


HELLO PATRICK

A big Spiffo welcome to Patrick, an actual real American on the main dev team. Patrick is a software engineer who has been away working in academia on educational games for a fair while – but has his roots in more conventional gaming and has had his claws in various Tomb Raiders, Tony Hawk games, Ratchets, and Clanks over the years.

His primary mission is the implementation of ragdolls into the game – although initial work and experimentation is still very much exploratory.

We haven’t had an actual real American who remembers 1993 on the dev team for a while, so it also means he gets to answer a lot of questions about parking lots, drivethroughs and various other Americana. He is coping with this admirably.


FOLLOW THAT DEER

A quick check-in with our (still WIP) animal tracking system. This could probably look a little better in terms of visual variation when it comes to animal tracks and direction, but is shaping up to be pretty fun.




HOLSTERS AND WEBBING

In B42 not only will holsters be visible, but a new shoulder holster item has been added. Additionally we now have military webbing, which can be worn instead of a shoulder holster, and also occupies the spaces that fanny packs would occupy.

This webbing provides two additional hotbar slots, which we currently have set up for walkie talkies and knives, and also provide superior container option to fanny packs. Not only can these items be found as appropriate container loot, but also can be seen on both existing, and new, zombie outfit types.










CHARITY SPIFF – PLZ BUY
Just over a week left if you want to buy yourself a Steadfast Spiffo, and say ‘fuck cancer’ simultaneously.

A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.


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Re: Project Zomboid
« Reply #102 on: September 22, 2023, 12:11:22 AM »
Sky High
Thu, 21 September 2023

So… hmm, where were we?

Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.


The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.

The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.

To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.

We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.


SKY HIGH
The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.

Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.

EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…

PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.




Read on: https://steamcommunity.com/games/108600/announcements/detail/3726222076182924753

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Re: Project Zomboid
« Reply #103 on: November 25, 2023, 12:04:06 AM »
One Door OpenZ
Thu, November 23, 2023

Yip yip, hello. Let’s dive in.

SWING BOTH WAYS
Another exciting addition to the build 42 tech upgrade branch has just dropped.

The tech upgrade branch is what contains our optimizations, improved view cone, basement/skyscraper technology and now… an immersive improvement that we’ve wanted for a long time, that could potentially lead to many cool additional gameplay opportunities that weren’t possible before.



Read on: https://store.steampowered.com/news/app/108600/view/3874846483723616146

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Re: Project Zomboid
« Reply #104 on: March 01, 2024, 12:45:41 PM »
Leapdoid
Thu, 29 February 2024



Hey all, a good mix of things this ‘doid.

Fun gameplay stuff, and a chunk of info we wanted to flag for modder-awareness and the more tech-minded amongst you. (Feel free to skip that bit to get to the more enticing gun stuff from Fenris that’s become its first application.)

Onwards, then.

HUNKER INNA BUNKER
Permanent underground structures are being added to the internal build’s map for testing.

As discussed before some basement locations will be randomised to add surprise flavour to your looting, but there’ll be plenty of ever-present locations that will likely be survivor favourites for taking over and making your own.

Here’s a fun example, which also very clearly demonstrates the effectiveness of B42’s tech upgrade that governs the realistic spread of light. It really is very dark down there, and with that very claustrophobic and scary…




Another aspect of the underground structures is sound, and now we’ve got more and more of these in the test build our sound team will be working to cut out wildlife sounds, add muffle, echo, drips and such. Likewise, meanwhile, another focus is adjusting the noise of ‘street level’ activity when you climb higher in buildings.

It’s also worth mentioning that in 42, or at least certainly its unstable release, you will not be able to tunnel or break down the external walls of underground structures. This is something it would be healthy for the engine to be able to do (although we’d never have Minecraft-style insta-tunnels in vanilla, clearly) but is probably a can of worms best opened later down the line.


CRAFTING
In amongst the feverish connecting of code wires from others on the crafting team, Turbo has been working on the new interface that will allow for hand-crafting items on in-game surfaces.

We’ve got something ready to go into the internal build, but in its current WIP form still needs some polish – and probably isn’t quite ready to show off before its rough edges have been smoothed out.

In essence though, this work has been to cater for crafting items that aren’t as straightforward as ripping clothing to make bandages or opening a can of beans (which will always be feasible just in your hands) but don’t necessarily need a specialized workstation either.

Activities like preparing a sandwich or making a nailed baseball bat logically require a handy surface to perform the work. The way it’s being implemented – any logical surface will do (tables, counters etc) but this sort of crafting will no longer be possible while standing in the middle of the street with zombies approaching.

In terms of changes in player habits and behaviour going from 41 to 42, this will probably be the one that’s felt most keenly. There’s a lot of muscle memory we’ll be scrubbing out here, after all. However we are doing our utmost to keep it logical, and to keep it real.

The current challenge has been to devise an interface that accomplishes all the tasks necessary: providing a handy way of browsing or looking up the recipes, allowing for crafting of multiple objects, allowing the use of tools to modify the quality or success chances of the crafting, and giving access to all the functionality provided in the crafting update.

We’re not there yet on this surface level, but functionally on the code level it’s all there and working and ready to be integrated into the game. Next steps will be to make the UI as clean and convenient as can be, improving and iterating as we go, as it’s such a core aspect of 42.

(Just to reiterate, however, simple crafts like ripping bandages and so on will still be craftable in the way they are in 41: right clicking the item and clicking the relevant right click menu option. This is still the most immediate and convenient way for a player to do these split second crafts in the midst of action.)

Meanwhile, of course, the results of all this new crafting continue to get pumped through from the art department, prepped and laid into the code. Here’s a few that popped through recently.



Read on....
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