We’re hopeful that today’s public IWBUMS release (39.64) will be the last before the full vehicles release. It contains:
One other thing we might like to get into the build before release is some recent work that General Arcade’s Yuri has been doing on our Steam integration. We anticipate that quite a few people will want to come back to PZ to check out the vehicles, alongside their friends, and as such it seemed a good time to fix up some player invite issues – namely that PZ has always struggled with inviting players into games when both players already had the game open. We’ve got a build running that smoothens this out backstage, and may also consider adding this to the mix if it’s working as intended.
As regular readers will know, our Technical Director friend Bitbaboon Mark now has his own company called TEA – and he and his cohorts Zac, Chris, Gar and Schnitz are working on getting the new anims and models ready for the PZ codebase to switch over to them.
This week from a technical standpoint they’ve been sorting meshes/textures and data that’s loaded from .X files and have hooked up character masks and ‘items’ to create individual characters from with everything hooked up correctly.
The intention is to have the character config inside the dev/modding tool AnimZed – so people can quickly add and update meshes and put them onto characters to validate alongside the animations themselves. In fact Zac has a ‘random’ create for characters all running from AnimZed, and it looks a little bit like this.
Please note: there’s clearly lots of different outfits and items on-show in this video – initial anims build releases will not contain everything seen above, especially if it involves combat markedly different to what’s already in-game. This is purely to show what AnimZed can do now, and the way that anim stances now change based on the weapon being held – which is all data-driven now. (Please also note: Spiffo’s Restaurant mascot outfits are supposed to look a bit… threadbare).
WEATHER AND CLIMATE SYSTEM
Turbo is working on his remedy for the new snow/fog/storms system – in that it’s all fine and dandy having a climate system with morning fog and real-time storms forming and passing overhead, but not helpful when (as it currently is in-game) you can’t look out of the window to see what the weather’s doing.
As such he has been exploring the possibility of using screen masking to allow for the player’s building to not be included in the rendering of rain, fog or other atmospheric effects. This will mean they will be visible to the character through windows, instead of being turned off across the screen when a player enters the house.
Please note this is just a proof of concept and not fully implemented into the game yet.
Meanwhile Stas continues his gamepad set-up improvements, Zach continues with his additions to the PZ soundtrack and Mash continues to build some of the larger new building locations to place within the expansion out to Louisville.
This week’s fare from ㊣ $ℏìᶄ ㊣ . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
Monkey Bizness
The Build 39 Vehicles build (playable in public IWBUMS beta) is essentially ready to go, but we need to be sure that a couple of issues have been solved by today’s release of Build 39.57: one that saw crowds of zombies pinging vehicles off roads in MP, and another on some dedicated servers that had zeds attracted to a vehicle’s previous position that we also think was to do with the physics interpolation. [So please let us know if you encounter either!]
39.57 also improves the way vehicles are arranged in parking stalls by adding directional pointers to the mix, addresses issues with watch alarms, adds extra options to help you tailor/toggle world degradation (erosion) in the game and some tweaks to help modders with the change to the vehicles build. Amidst a lot of under the hood stuff to keep stuff ticking over. EDIT: A complete changelist will appear here in the next day or so, but due to last minute issue with the latest code we’ve released a build that was already in testing and thus we’ll have to recompile the changelist to suit.
In the mean-time let’s go round the houses and find out what other PZ types are up to:
ANIMS
Last week we announced that we’d teamed up with a gang of renegade coders called The Eccentric Ape – ably led by our current anims-focussed Technical Director whizz (Bitbaboon) Mark. This past week has seen them getting up to speed with PZ, and right now they’re getting their hands dirty in the codebase. The plan is for them to do a big push on the animation system, and overall intention is that we’ll be working alongside them on many of our big features going forward.
So, for the next little while TEA’s Grant is fixing up remaining issues with layer/node and blending code, and then adding in the common state conditions that animations will ‘trigger’ – stuff like collision being on/off for combat and swings. Snitz, meanwhile, is setting to work on movement, idle and swing states to remove anything still hard coded and tie them instead to the new in-game variables.
Finally, Zac and Gaz are working on AnimZed, making it more user friendly, filtering and sorting the anims into the first set of released animations and focussing on it from the end user perspective. By the time this push is complete the system should be in a state where Animator Martin, and ultimately modders, can dive in and start layering new anims for the remaining states with very little required coder intervention.
WEATHER
Turbo’s big challenge at the moment with the new precipitation and fog that go hand in hand with his simulated climate system is how to handle it when you look out of windows – in the current game rain isn’t visible outside, and this bug will become much clearer with better rain and fog effects. Particles currently get drawn after the world has been drawn, and the weather is drawn over this final image – so we need a solution for this so you can check the weather outside your safehouse without walking out into it.
We anticipate that looking out of a window when hearing the noise of, for an example, an approaching thunderstorm (thunderclaps at the correct timing, taking into account to your distance away on the map from lightning and the centre of the storm) will be a much more common occurrence with this new system – likewise with checking out the fog. As such it’s something we need to fix up before release.
While he puzzles this all out alongside our other coders, Turbs is also creating a new sound bank for ambient sounds to signal seasonal change. He’s currently got a supply of forest zone sounds, insect noise, rain effects for both indoors and outdoors, extra SFX for heavy weather, birdsong and indoor/outdoor wind effects.
He intends to have it so that, for example, on a hot summer afternoon with little to no wind you can hear the crickets chirping – and for birds to become silent when heavy weather hits. It’s intended to be soft background noise, but if implemented well should really improve your sense of the time of year – and the current weather state created by the simulated climate system. After a meeting with the PZ art brigade Turbo is also going to add some more direction to his ‘clouds overhead’ effect, as currently they look a little too smoke-like.
OTHER STUFF
Bitbaboon Steve is finishing off our updated internal build system, while Connall is investigating ways to help our community translators keep up to date with translation strings that are updated from build to build. Mash continues with Louisville, while RingoD is building a wider roster of house and apartment buildings that she can drop into residential areas when she moves into the suburbs.
When they return from Russian Victory Day vacations General Arcade’s Yuri is working on MP network physics, and Stas continues his work to improve gamepad and mouse settings/bindings. ChrisW is also back with us and will work on giving final polish to his existing rooftop occlusion system when it comes to player-built structures, before returning to his work on Sims-style interior cutaways in houses.
Due to a necessary forum upgrade we’re also having to decommission our current Bug Tracker, which is annoying but has to be done unfortunately. We’ve harvested all the longstanding issues that were present in it, so if you see any of your reports disappearing – please don’t worry as they have a new home in our internal system. We’ll work on getting a decent replacement in the weeks ahead.
This week’s 911 call out from Ghost. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. The BOIT would like to apologise to Mark for calling T.E.A. ‘The Educated Ape’ last week instead of ‘Eccentric’, although that would also have been a good name for his new company.
Blends n’ Shades
Evening all. Some good vehicles stuff today as they approach their public release, and info from the animation coalface.
BUILD 39 IWBUMS BETA
As stated last week, we’re in the final IWBUMS beta build(s) before we get vehicles out to public. This week we discovered an annoying map streaming hitch in MP (previously slightly obscured, but made more visible by last week’s improvements to chunk loading) so have this week been ironing it out – which hopefully means that today’s public IWBUMS beta play more smoothly. It has been released today as a part of Public IWBUMS Beta 39.52.
Also included in Build 39.52 are improvements to vehicle collisions with zeds. In essence there’s now a far higher chance of turning zombies into crawlers, and your speed is now tied to the amount of damage you do – and whether you’ll be rewarded with a blood splat.
Vehicles now also bump slightly when driving over corpses and, while there is a ‘boost’ bug associated with this that we need to deal with – illness on the team has meant we couldn’t fix this in time for the release today, but hopefully you can forgive the occasional car-catapult.
Elsewhere loot in cars has been brought in line with what you’d expect from the loot in nearby houses, fixes have been made to zed pathfinding, XP from broadcasts has been increased, the mass of car wrecks has been reduced and outdoor generator use has been enabled in all game modes by default. Full changelist here.
ANIMATIONS
As regulars will know, we have Mark from Bitbaboon working on our new animation system – and he’s using his knowledge from his lengthy experience as a Technical Director in the world of AAA game publishing to make the implementation of new animations (for both the PZ modding community, and PZ developers) as modular and intuitive as possible.
The primary dev and modding tool that facilitates this is called AnimZed, and this week Mark thought it would be fun to give you a video tour around some of its functions – while he continues to prepare AnimZed, and the PZ codebase, for the point post-vehicles at which we can all jump in.
There’s just one quick item of note: in the video when animation stances change in AnimZed they suddenly flick to their new position – this is because in demonstrating the tool the ‘blend time’ was left at 0 seconds meaning instant switch between one pose and another. In the game they would clearly be blended so they look smooth and natural.
(Oh, and our apologies for the robo-voice in the vid, but Mark thought it better than his own gruff Brummie accent.)
https://www.youtube.com/watch?v=7UfoY-trxJQ
This vid gets quite technical, but hopefully explores and explains the breadth and scope of what we’re aiming for a little better than dry boring text.
WEATHER
Turbo’s weather system – a realistic representation of temperature, weather patterns, precipitation, fog, snow and ice melt has been taken for a few spins backstage in the recent week to spotlight the key areas that need fixing/improvement before it can be integrated into public test builds.
Tester feedback has been pretty positive, outlining especially that you can really feel the passage of the time of day a lot better now – and people also seem to like the way that a storm will gradually roll over a map in a way that it would in real life.
[Slight warning for headphone users]
https://www.youtube.com/watch?v=MLg4pLyrrWQ
We are also treating this as a way of killing two birds with one stone, as up till now there are areas of the game where visibility has been a problem due to our current shaders – and as such Turbo has been experimenting with many and various time of day and seasonal settings.
His side mission being to get the right balance so PZ’s visuals don’t become over-saturated, and on the other side making sure the winter months aren’t *too* drab and dreary. Please note that the following are super WIP – some are a little too garish still, but do look quite good at the correct time of day.
For now however Turbo is concentrating on the system’s bugs – like the way, for example that fog disappears completely when you enter a building, making the area around the house visible.
OTHER STUFF
Elsewhere in PZ-land Stas is getting to grips with our improved gamepad functionality and set-up options, while long term Louisville construction continues, and Bitbaboon Steve is on hand to go deeper into the optimization of our MP game.
In terms of the Build 39 vehicles release then Blindcoder is also currently working on the update to the official online PZ map that’ll reveal/spoil every gas station, residence, warehouse, farmhouse, henhouse, outhouse and doghouse that’s new in the upcoming release.
This week’s trailer park massacre from Sergeant Giacomo. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
Vehicle IWBUMS
Hellgate: Muldraugh
Happy Thursday all, and a Maundy one too – if you’re partial to that sort of thing.
CURRENT VEHICLES BETA
We’ve just updated the Public Vehicle Beta to version 40, the details of which can be found here . It’s quite a long changelist as it’s two weeks of tweaks and bug fixes, but the headlines run as follows.
https://www.youtube.com/watch?v=-slZcP7X56U
BUILDS BEYOND
For next week’s build (which we intend to be moved into the traditional IWBUMS beta slot as long as public testing of Build 40 doesn’t throw up any clangers) in amongst many/varied other improvements and fixes, General Arcade’s Yuri has been working on a neat little system that will decrease the irritating occasions upon which the player character is super-imposed on the car it’s standing behind – essentially creating shifting ‘bounding boxes’ around vehicles that are separate from the physics one.
Also for next week’s version Uncle Bitbaboon Steve has done some work improving network connectivity in the fight against lag, and will be with us again tomorrow to implement the final sounds for normal and small cars.
Steve’s colleague Mark, meanwhile, has been plugging away at the animation system we intend to switch dev over to once Vehicles are out of the door – most of his work last week comprising of bringing it all up to date with the considerable amount of core engine adjustments brought about in our recent optimization push. General Arcade’s Stas, meanwhile, has provided a first iteration of his new MP chat update to check out, and is now doing the same ‘bringing up to date with optimizations’ task with our forthcoming lwgl3 upgrade.
Elsewhere Turbo has been working on the new weather system we hope to get into a post-vehicles build – details of which can be found here. He’s been on a lot of ‘under the hood’ aspects this week, but has also improved how general periods of weather work – setting them up so they can be easily changed and transition a lot better. His intent is so that periods of showers, heavy rainfall and thunder clouds generate in a more variable way, and don’t always have the same expected pattern.
Now that the new wilderness/farmland map expansion is out and players are finding cool stuff like the kiddie summer camp Mash is officially moving entirely onto a bigger, and much more urban, setting with our fictionalised version of Louisville – an area that won’t be as big as the real thing, but will still be really big (and plenty big enough) in existing PZ terms.
The broad layout is done (redesigned from what we’ve shown as hints previously) which was no mean feat in itself – and now begins the process of hand-crafting all the buildings and adding details. We’ve got a stash of interesting and previously unseen pre-made buildings to slot in though, and RingoD will be stepping in to help out with residential areas, but even with this it’ll be a long, long task to complete, and as such we won’t be talking about it much about it again until it nears completion.
This week’s featured rooftop party from Bromo BR. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Finally, those open to a spot of YouTube zombie parkour might be interested in a movie version Indiegogo. Cheers all!
Storms and Studies
Hello all, welcome to this week’s Thursdoid. A slightly short one, as usual Thursdoider Batsphinx is currently waving the Zomboid flag high at the GDC in that there America, for the betterment of all Zomboids – devs and players alike. Normal Thursdoid blogging will resume next week!
A few things to cover non-the-less.
VEHICLE BUILD 41
We were about to release the build today, as a potential IWBUMs version, and in testing last minute have noticed a serious crash issue in MP that needs resolving first, so we’ll look to fix that then release — if not tomorrow, then early next week. A few highlights for what will be coming:
There are numerous other fixes and additions, the full changelist of which will be posted when we go live, we just want to get the build fixed up as we’re at the point now where every build should be moving us closer to a polished vehicle build so we can move on to other features we have in the pipe.
WEATHER UPDATE
Since this has been a rather teeny Thursdoid, we thought we’d share a few nice videos showing some of the new weather systems Turbo has been working on, with new shader effects (along with legacy versions for those without shader support)
Hope you enjoy!
Stormy car ride
https://www.youtube.com/watch?v=kelQMB62qUI
New shader driven fog:
https://www.youtube.com/watch?v=xJqxS7FK17c
Super rare night vision goggle prototype:
https://www.youtube.com/watch?v=TzgdPDbbUZs
New shader ambiences
https://www.youtube.com/watch?v=6futPu-g13I
THE LOOT DETECTIVES
Erstwhile investigators ShylokVakarian and his proclaimed ‘Queen of Loot’ ChatNoir have been running a rather impressive study on loot that appears in player’s starting houses, with some interesting revelations on which spawning towns have the best loot, down to the likelihood of running into good bag or a fabled Spiffo doll in your spawn house. It’s very interesting and useful statistics you should totally check out to help you plan your survival.
Thanks to ShylokVakarian for his study, it’s really great that people are willing to dig this deep into the game we’ve created, and we massively look forward to his other studies in future!
That’s all for this week, apologies its a bit short and version-less, we’ll look to get something out to you ASAP.
This week’s image is from BecquerL. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Oh, and check out the findings of the latest great loot survey from ShylokVakarian. Fanks!
Climate Change
Evenin’ all. Here’s the latest from the Knox Event.
CURRENT VEHICLES BETA
We have just released public vehicles build 39. It’s another fairly weighty changelist, but the highlight of it is that the many, varied and major FPS optimizations we discussed last weekhave arrived. We’d love to hear about any changes you notice in performance. Likewise, however, we will need to hear of any bugs this has introduced. We’ve eradicated most of the gremlins backstage (like checkerboard lighting updates, flickering UIs windows, invisible ground objects etc) but there may well be other curiosities that our in-house testers haven’t found. Please let us know in the build release thread.
Something we are aware of is that in this version there’s more work to do with the UI. We’ve made significant optimizations by sacrificing UI FPS for the sake of the FPS of the overall game, which is clearly of a greater priority. On top of this, some of the windows may appear more transparent than usual. We’ll look to improve smoothness and responsiveness in future builds, but we hope any additional bugs or annoyances will pale compared to the significant FPS improvements. Elsewhere in the vehicles beta, meanwhile:
Beyond immediate bug fixing from community reports the coming week’s focus will be on wider player-built gates to let players store their vehicles more safely, addressing the teleportation issues that can occur when passengers sit in a lag-impacted vehicle and implementing the final sounds for our ‘normal’ and ‘small’ car types.
BUILDS BEYOND VEHICLES
While the majority of the team work on the vehicles build – Stas (chat upgrade), Mark (animations) and Turbo (fog, snow and new climate/weather system) continue to work away in the background.
Turbo tends to sit away from the main team (his speciality being over-arching systems that we can tie into the main game like his existing seasonal changes and radio systems) and he’s currently working on an improved dynamic weather system that he hopes will make his existing seasons feel more real, and give a greater sense of day-to-day variety.
This will also mean that different weather effects will move over the map in real-time. Here, for example, is a debug thunderstorm moving over the south of the current map – between March Ridge and West Point.
https://www.youtube.com/watch?v=ETaYRyFJbnE
This all generated by a system of simulated cold and warm fronts of varying strengths. An in-game change from Warm to Cold, for example, will result in a day with rain in the morning getting heavier as the day goes on, with the possibility of a tropical storm in summer, or a blizzard in winter. The intensity of the rain, and thunder, meanwhile is all dependent on the simulated front strength.
Alongside this Turbo intends to improve the SFX to reflect seasonal change better too – removing birdsong from winter, introducing snow crunch etc. When this ready, in the world beyond vehicles, we will also need to rebalance our farming system too in terms of the change in daily/seasonal rainfall – itself a fairly old system that could do with some TLC.
Performance Enhancements
Ello’ Zomboids and Zombettes. Some cool stuff to talk about this week!
CURRENT VEHICLES BETA
Today we released public vehicles build 38, which is a general fix/polish update while the more structural optimization work detailed below has been running in parallel. You can find the changelist here.
Items of note include an improvement to vehicles clipping over characters and over each other – although to eradicate this completely will require structural work on a depth buffer, and more importantly the rewritten 3D model system that’s a part of future animation builds. This said, this build should at least see a marked improvement.
Other bugs fixed that’ve proved an irritation to testers include far more satisfying zed/vehicle collisions in MP, key loss lessening, a limitation on the threat of invisible trees and the removal of in-car 3D sound to make the sounds less disorientating.
NEXT VEHICLES BUILD
Despite a lot of work and improvement over recent builds, for a little while we hadn’t been satisfied with the performance in our vehicles beta. It was workable, and clear that testers are having a lot of fun with it, but not something we felt was good enough.
As such over the past couple of weeks we’ve been working on what we feel are rather special and significant optimizations – basically going through every area of the game code and shaving off every millisecond we could, and the results have been quite profound.
On our internal test PCs (fairly good set-ups) it’s now possible to obtain a solid 60fps when zoomed out at almost every point in the map, save for the mall and downtown West Point – which regardless are themselves a lot more playable now.
The following video is shot in 1920×1080 and shows the improved performance we’re seeing on standard settings. Note the FPS read out in the top left. We thought about editing together pieces from different tests, however felt that cutting between them may look like sneaky editing, so have opted to use 5 minutes of uninterrupted recorded footage.
https://www.youtube.com/watch?v=tQ9W5gpuErM
This video is recorded in 3800×1600 and shows the sort of performance you could expect on much higher resolutions. Hopefully not that much different from 4k framerates:
https://www.youtube.com/watch?v=HJLHXqNmuk4
Additionally, as you may be able to tell from the videos, we have also added support for uncapping the FPS into the game options, now the FPS has improved significantly to make use of it. Hopefully this will make those with high refresh-rate monitors happy. Internally we have hit 300+ fps when zoomed in in low density areas of the map with FPS uncapped, which is pretty nice and silky on a 144hz G-Sync monitor!
We had hoped this optimization build would have been ready to release today, but when doing such deep and all-encompassing optimization that touches on many areas of the game, there are always new unintended side effects and new bugs introduced from changing the code to make it faster. Aspects of the UI suddenly become unhinged by the frame-rate, lighting refreshes go wonky etc.
As such we decided to release the existing changelist of Vehicles Beta 38 and leave this until next week, when there’s a few less gremlins in the system. We hope this will then be the candidate for moving vehicles into our established IWBUMS beta as we step up plans for animations etc.
BUILDS BEYOND VEHICLES
As mentioned previously, alongside the animation systems that Bitbaboon Mark is prepping, we have a few other new systems to drop into testing once vehicles are out of the way.
The first is Stas’ new chat window and functions for MP, and the second, meanwhile, is the new snog/fog that will come hand-in-hand with a general improvement/deepening of how weather works in-game. This all comes from Turbo, once a modder and now a valued contributor to PZ, who generally sits aside from the main team cooking up crazy/intricate concoctions that can then be passed on into the main game.
We should have a full time-lapse next week, although existing fog vids live here, but for now you can see how it all works on Turbo’s debugger. Right now we only have a single daily temperature, precipitation values etc, but now an extra layer on top of the existing climate system will have more varied weather/temperature change throughout the day – and also more realistic weather systems over multiple days.
So a quick example, here you can see a foggy day – in which the sunlight is a white line. Here you can see the light blue fog line building up in the morning, just before the sun rises, after which the sun has rises and the in-game fog starts to fade away.
Meanwhile over longer periods, rather than it feeling rather random, precipitation will be clustered so you can have lots of days without rain and then a longer period of days with a lot of rain/snow.
As you can see from the following picture, the climate modelling goes much deeper than that though, tying temperature, wind, and other factors together into a pretty deep system worthy of Project Zomboid:
SirenZ
Hey all. Here’s the current goings-on over in Zomboid Towers.
CURRENT VEHICLES BETA:
We’ve just released Vehicles Build 37 – and it’s got quite a long changelist given as a case of the judders held back last Thursday’s release. You can see the full version details, and find details on how to join the beta, in this thread.
Vehicles are easily the biggest technology upgrade that PZ has had since its inception – and Build 37 builds on work already complete by including the MP lag work we mentioned last week directed by our Technical Director friend BitBaboon Steve, but now also has had a lot of improvements to our map/chunk streaming both online and off, and a big change in how our game handle’s Java’s jolt-inducing ‘garbage collection’. To this end aspects of it remain fairly experimental, in that they work nicely behind closed doors but require wider testing – which is where you guys and your bug/performance/gameplay reports come in.
We’ve also made some changes to how the frame compensation is handled, and have fixed issues with the framerate smoothing which resulted in time slowing down during gameplay, which led to occasional uneven gameplay and treacley movement in a few recent builds. Instead the game may occasionally hitch for a frame, whereas before it might drag the framerate and game speed down for a second or more.
This far more mild hitch is something we can tackle later on, in general the smoothness of gameplay should more than make up for it. Beyond this other highlights of the build follow, some which we mentioned last week – others have been added to the version as the week goes on.
Next week’s build should have some new vehicle sound effects – the new ones in Build 37 are better that what we have before. These will be alongside further optimizations to world streaming, tile-rendering and loaded vehicle textures that we already have in the can, but didn’t want to mix into an already change-heavy beta version. (We realise the code-y aspect of this news isn’t particularly sexy, but hope you’ll feel the difference when you play.)
Beyond this, the process is to knock off tasks from our internal management system (whether found by our intrepid QA twosome of Jake and Sasha, or transferred from community reports) to the point at which we want an influx of new testers from the move to IWBUMS, and beyond that the influx of a LOT of new testers from a public release.
FUTURE VERSIONS
We have the majority of the team working on finalising vehicles at the moment (specifically RJ, Yuri and EP) but in the background there’s clearly Bitbaboon Mark prepping anims for the team to switch over onto once the vehicles dust settles, alongside various other members of the team working on the framework of future map content.
Two other features currently in the oven for a build beyond vehicles, meanwhile are GA Stas working on his chat window – and Turbo’s revamped fog/snow weather progression that we hope to have new timelapse vids/details on next week.
This week’s endangered police vehicle from [TOD]malex97145. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. In other news check out the new RP Season over on New Dawn. Fanks!
Hunt for the Wilderdoid
Hey all. Here’s the news on what’s happening with current/forthcoming builds from Zomboid HQ.
We’ve got public Vehicles beta 37 just about ready to drop – it includes:
Work that stems from our friendly Technical Director favourite uncle Bitbaboon Steve on our netcode – intended to address MP lag via the discovery of elements of vehicle data clogging up the pipes, and the way that server saves work. We’ve also put some extra work into being more strict with what the game considers as physics objects, which should cut down on memory and processing. (Internally we’re seeing some higher FPS read-outs from built up areas like West Point, and we’d be very interested to hear if this is replicated on beta tester set-ups come release).
New map areas filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood . This includes new town zones and foraging zones, especially around Riverside – alongside missing map elements in that town, and general decoration map-wide. A few secret areas will be hiding in amongst it all too.
In terms of gameplay – tire pressure’s impact on speed has been nerfed significantly, while we’ve also polished the Mechanic UI to give clearer indications of success/failure via visuals and SFX. A fair amount of irritation caused by dual keybindings (on foot vs. in vehicle key functions) will also be cleared up.
Connall, fresh from zoning the new map, is now coming back to the ‘Small But Important’ Community Request thread – while elsewhere the general bug blitz continues when it comes to vehicle textures, item transfer speeds, crawlers damaging vehicles and zombies attacking the relevant part of the car where you’re visible to them (or were last visible to them) as opposed to banging on the driver door. The annoying issue of occasional item loss has also been tracked down and, hopefully, consigned to oblivion.
New vehicle SFX for vans and higher performance vehicles are part of the new build. Although, with this said, these still aren’t perfect – so we have found someone who works at a friend’s game studio who’s created a procedural engine sound system – which means we can obtain custom engine loops for different car types to feed into Bitbaboon Steve’s new code. This means that we no longer have to dredge internet sound banks, or consider making actual vehicle recordings ourselves – and likewise will make the process easier when adding new vehicles, and hopefully noisier industrial/military vehicles, later on down the line.
Vehicle beta 37 had been aimed for a Thursday release but internal testing has revealed some FPS hitches in MP as well as occasional unsightly streaks that would likely annoy. We’ll release when these irritations are nixed, and have Uncle Bitbaboon Steve on duty tomorrow to help improve stuff further too.
Outside this more imminent work on vehicles coding continues for the builds ahead including Bitbaboon Mark preparing the animation system so we can move over to it in the versions beyond vehicles, Turbo back with us and working on his improved snow/fog/mist and general weather upgrade, and General Arcade’s Stas working on our new chat/admin system for MP.
(With the latter we’re slightly changing tack and opting for a less multi-tabbed variant, and have also compiled a checklist for Stas to ensure that all the commands/features are in-keeping with what’s expected from MP in this day and age so we hit the ground running with something we’re pleased with. It should still be ready to drop into testing once vehicles are done.)
While discussing this with Stas, the issue of PZ text appearing really small on high resolution screens came up – itself something we know we have to deal with, and hope to as a part of our upgrade to lwjgl3. In the mean-time, however, if you have issues then as a part of our conversations EnigmaGrey also came up with this nifty Big Freakin’ Font mod – that’ll help with high res and couch play users. Let us know how you get on with it.
This week’s snowfield caper from Wanktarded. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Fanks!