We’ve just updated the public weather build beta to version 40.7, which will probably be the last one before we widen it out to the more heavily subscribed IWBUMS public beta channel. (Steam beta password is ‘weathertestbranch’ for those wanting to check it out.) Primary new features in this include:
https://www.youtube.com/watch?v=bSemqtKJA5Y
Before the public release of this build we will likely also add in an Endless Night and Mega Stormy scenarios too (names placeholder!), and likewise experiment with zombies being attracted to the rumble of thunder.
The full changelist for 40.7, which also contains a lot of handy fixes and tweaks, can be found here. If you missed the full current changelist for the version 40 weather beta last week then that can also be found here.
[As mentioned in the last blog this build also contains a system that converts items placed by mappers into in-game objects, the rethought soundbank system, an improved car battery charge system, in-game sandbox options for MP admins more readable fonts and players damaged by vehicles in MP.]
Elsewhere we had a productive anims meeting with Bitbaboon Mark and the team at TEA this week, with work like a tidy-up of the state system, improved documentation of current player functions, a motion extraction build for Martin the Animator to play around with and an investigation into depth buffer usage to help with model issues all now being worked on over in their HQ. (None of it sexy stuff, but all of it necessary and in good hands.)
Meanwhile RingoD is now helping out Mash when it comes to Louisville, and in particular the suburbs, creating house variants on what we already have in-game so that when the larger urban area finally arrives (as we’ve said before, this is a huge project so will be several public builds away at least) the expanded number of buildings won’t feel cookie-cutter.
This week’s roof garden from Eddie. 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.
Thurs…weather…shaders….chat!
Welcome to this week’s Thursdoid! (Last week's Thursdoid can be found here) We’re a bit light on the team this week as a few of us (including, as you can probably guess, the developer in charge of Thursdoid punnage) are having a well deserved holiday after the exhausting and mega stressful vehicle push for so many months finally came to an end, and like buses several of those holidays coincidentally happened to come at once, but still a few things to report.
Weather Build Update
We’ve just updated the weather branch. The main addition is the first version of our overhauled multiplayer chat system developed by Stas at General Arcade. The new chat is a bit fancier and more functional and more in line of what you’d expect on an MMO or similar types of games. You can activate the window to chat by pressing T or Enter. Let us know how you get on with it and if there are any problems
Various fixes include reintroducing the low lighting mode, and an option for disabling the new building hiding system, which will provide better performance on low end machines (more on this subject in a moment), removed the weird sound echoes, various Linux compatibility / java fixes, fixed multiplayer zombie attacking / defending issues, and many more. We’ll try to get you a complete change-list soon.
Work continues apace with animations, nothing flashy to show or talk about, but many fixes have been made to the tool and Martin the animator now has access to regular builds to help integrating all the anims. Steve at BitBaboon nears completion of the new build system overhaul, which will vastly improve our internal organisation of builds, and should allow us quicker testing and releasing of builds. With this we’re making wider changes to the team organisation to help us deal with the bigger team size and the various irons we have in fires.
Shaders & Compatibility
We’ve had a small number of people reporting that cars are invisible on their low end machines. This is due to the fact that the way the vehicles are rendered require shaders to overlay damage and other effects, so cards that are unable to use shaders, as with the 3D characters which use GPU skinning, will not be able to render the vehicles.
We’ve fought for many years to keep our minimum specs where they are, wanting to keep our potato running Zomboiders in the game for as long as possible. However, as the years progress, the numbers dwindle as more people upgrade, and at this point we’re talking about an extreme minority of PCs, bottom end Intel laptops any of them close to or over a decade old, at least in terms of technology, and constituting less than 1% of all our customers – It’s gotten to the point where retaining compatibility with machines mostly over a decade old is starting to hamper development in several ways.
1) For example to add support for vehicles for this minority of machines, including testing and bug-fixing would take a substantial amount of development time, which at this stage could be spent working on the features, optimisations and improvements the vast majority of our customers would benefit from and that would take us toward the fabled 1.0.
2) There are a whole host of avenues for optimisation that we’ve for a long time written off because they would end up raising the minimum spec by requiring shaders to work and would be too fundamental to switch off. Since the game and simulation have become massively complex at this point, optimisation is becoming ever more important. Vehicles at one stage ran so badly on top end machines that we simply had to spend significant time doing extreme and very disruptive optimisation work, and the game still doesn’t run adequately in built up areas on machines that should on the face of it be able to handle it.
However the available routes for optimisation are becoming extremely sparse–there’s only so much blood you can wring out of a stone and we’ve shaved practically every millisecond we can from the game’s frame time, so we really need new directions to be able to explore to keep the game running well particularly when features such as Louisville, the new animations (which will bring performance benefits and pressures, and it’s unclear what the net result will be) and of course the NPCs go into the game.
The way the rendering system works with the lighting, shading and isometric perspective is hugely costly and it’s difficult to see how it can possibly be improved having no guaranteed access to literally any of the rendering advancements developed in the past 13 years.
Having guaranteed shader support will open up many optimisation opportunities in the future, our rendering being far and away the biggest bottleneck, and there comes a point where it becomes unfair to the huge majority of our customer-base not to exploit these. While it’s frustrating the game not running well on an old laptop, it’s certainly much worse for it not to run well on a top of the range gaming PC and that’s something we have more responsibility to fix and avoid in future.
So while we understand this decision will upset a few of you (though it’s a decision we hope you appreciate we did not take lightly, and resisted as long as humanly possible to give as many the opportunity to upgrade as possible), we hope that the few affected by this understand why we’ve come to this decision. In the meantime, build 38 will always be available via the Steam betas, and there are many affordable old laptops with GPUs that have the requisite shader support, so hopefully we’ll see you back in the new builds before long.
This week’s tense disagreement from QwencGames. 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.
Too Hot For TV
Hey everyone! This week on Thursdoid:
We’ve just released a new test build into the weather branch, which contains many improvements to the new weather system, and in addition contains a whole slew of fixes and additions. However, we’ve had a few issues confined to only a couple of testers and think a couple of bugs have slipped into the mix that we’re having trouble tracking down or replicating reliably, and we’d love to get some wider testing done to try and figure out if this is a widespread issue or not, so multiplayer feedback would be much appreciated! Details on the build can be found here, we’ll look to get you a complete change-list in the next day or so but this is a combination of various branches so general feedback on any issues would be very appreciated!
Multiplayer optimisation
Recently we’ve had a sharp uptick of streamers playing our game, and have been paying close attention to Klean’s awesome Blacksite server (Long live Trader City) which has managed to amass 100 concurrent players on a couple of occasions–which while we were impressed it functioned at all, did start to fall down under the load. We’re hoping we can use our observations to improve the multiplayer syncing and server performance.
One thing we’ve observed repeatedly in recent times is that it appears certain players seem to suffer worse with getting delayed or missing packets leading to much more extreme lag to other players. This doesn’t seem to be tied to ping, so we’re looking to investigate the lower level networking code to see if a problem could reside there that would cause some players to be starved of packets on busier servers – we’re currently looking to organize a large non-Steam multiplayer test with which to test if the Steam communication layer may be causing any additional interferance, after which we’ll hopefully be closer to nailing down these issues. We’ll post on the forums about such a test when it has been organized.
We’re also noticing some oddities with sound pop up here and there, seeing people not hearing other player’s guns, and a few reports of inaccurate ranges for different sounds, so feedback on this would be much appreciated!
Thermal Expansion
On the weather front, the test build in the weather branch has also had an update to the weather overhaul – the big focus of this build is to improve the game’s simulation of player body temperature, to more accurately model how a player will get hot or cold within the environment, with internal body temperature interacting with the character’s surrounding with various modifiers based on the character’s situation, dress and health. Extra elements are simulated such as sickness lowering resistance to cold, wind and rain reducing the player’s body temperature, as well as adding hyperthermia and hypothermia into the mix.
We’re aware we may have to provide more ways for the player to handle extreme heat or cold, such as more varied clothing – some of this will clearly need to wait until the animation build, so we’ll decide in a future test build whether we need to disable or reduce the more extreme temperature effects until these features or added.
If people are giving the new temperature system a try out, you can pull up some debug information to track the player’s body modifiers. This will hopefully show the depth of these systems!
Full details on the weather build can be found here, with instructions on how the new body temperature system works.
Shiny!
Yuri’s been improving the look of the vehicles, adding environment maps to make cars look much less matte and have the reflective shine one would expect.
https://www.youtube.com/watch?v=QH_kxAocCO0
We’ll probably have a lot of fun tying the reflective values into how clean a car is, and providing another weirdly in-depth mechanic to the vehicle system in Zomboid in future!
Today’s somber goodbyes are from Rzeznik. 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.
Snow DaZe
Happy Thursday all. Work continues on two fronts: the stuff that was developed concurrently with the vehicles build that we intend to get out into an IWBUMS beta as soon as we can, and the stuff that the five guys over at T.E.A. continue to improve our new animations system with in terms of more flexible/data-driven code and an improved AnimZed animation tool to match. Let’s go round the houses then and see what’s new.
WEATHER TEST BUILD
As flagged on the PZ website last week, we currently have a public test version of Turbo’s new weather, climate, storms and fog system available for players to try out. You can find full details on how to access this in the forum thread.
Initial player reports have been really positive – with people reporting that they’re feeling a greater sense of seasonal change and are feeling nicely hemmed in (and are having more difficulty driving) in heavy fog.
The primary piece of feedback we probably need at this point is whether players feel some of the new time of day and season shaders are too intense or washed out – you can find details of the debug tools that’d be useful if you wanted to quickly check a variety out in the link above.
Turbo has also just released an updated version of the test weather beta, which features a multiplayer component of his IsoRegions system – this should allow the information about enclosed player-built spaces across an MP network so fog/precipitation can only be shown in outdoor areas. Please note that this will break current saves on this test build.
Turbo will now start to address some of the great feedback he’s received this past week in terms of bugs and suggestions, such as the occasional foggy starting houses and black lines that are visible on some zoom levels.
NEXT IWBUMS
In amongst the bigger headline features like weather and MP chat improvements currently in the mix, there a variety of smaller features and fixes also on the boil to benefit players, modders and admins. In-game fonts have been made bolder to help with legibility, car wrecks can now be dismantled with a propane torch and welding mask and we’re also tightening the difficulty levels of our more noob-friendly scenarios – as we can’t help but feel that some of our players are getting too easy a ride at first.
Also fresh from the coding furnace, meanwhile, is EasyPickins’ in-game Sandbox Options Editor for server admins. This will allow admins to change in-game settings that don’t require a full restart, and should make managing a server for you and your friends a little more forgiving experience.
T.E.A. WORK
This week Zac has built a ‘Paper doll’ interface into the AnimZed dev/modding tool, as seen below this replaces a big list of numbers and toggles – letting you/us design zombie and survivor outfits for in-game use and testing in a far more user-friendly and efficient way. He’s also got 2D blends working in the tool, but still needs to work out the best way to visualize them in AnimZed.
A lot of what T.E.A. are currently doing is improving the system, and adding flexibility, by making large chunks of it data-driven and greatly simplifying (and modularising) the player code. It’s complicated stuff that’ll make devving and modding easier, and should put the game and community in a good shape for many years to come. This has been Grant’s primary work with the ‘state machine’ recently, while Bitbaboon Mark (although we should probably call him T.E.A. Mark at this point) working out the best ways to transition the T.E.A. workflow over into the core PZ team.
Our thanks to Mad Dan for his snow pic, and indeed just for being Mad Dan. 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.
Zedlights
We released the Build 39 vehicles patch this time last week – release notes for which can be found here.
This seems to have remedied the most pressing issues with Build 39 and
(given that we also don’t want to add any major changes to the pot
without enough testing) further tweaks and improvements will go into
Build 40.
All of Build 40’s bigger features are already complete, if untested,
so we’re hoping to get it into IWBUMS public beta testing within the
next few weeks and for it to be a fairly quickfire version. As such a
lot of work in the coming week involves bringing work done while we were
polishing the release candidate for Build 39 into the main 40 build –
stirring each ingredient in one after the other.
First off Yuri from General Arcade has done a lot of work on MP
networking, vehicle clipping, floating cars, headlights, vehicle shadows
and zombie reaction speeds – and then Stas’ new chatbox will also
finally get its time in the sun. Finally Turbo’s work on the new climate
system, improved rain/snow/fog and general ‘greater sense of season’
work will also be added to the mix.
As we’ve discussed in previous dev blogs, Turbo’s final hurdle was
finding ways to make the new precipitation and fog visible through
windows – initially in pre-made buildings, and then with the trickier
proposition of player-made structures. Telling the game not to conjure
up internal fog in a constructed base was a big issue.
As such, this week he has been finishing a system that can accurately
detect player-made rooms and regions on each height layer – now the PZ
engine can properly detect if an area is enclosed by walls, windows,
door frames and fences. The system also checks whether said area is
roofed, and then mask a feature like fog from that and all connected
rooms. It practice it looks a little bit like this…
https://youtu.be/c_n5J2BbtIo
Having this functionality in the game will also make it far, far
easier to prevent the occasional ‘zombie in my base!’ bugs that have
been known to creep back into the game – and also be very handy for
other independent zoning systems for farming improvements etc.
While the above features are being added to Build 40 other team
members are blitzing through our internal task system – verifying
reported bugs, fixing up legacy issues and generally sorting out
long-term kinks in the game that have sat in the system unaddressed for
too long. The advent of the new animations system, and the dev
changeover to it, will bring a lot of new work and issues so the more of
these 300-ish minor tasks we can strike from the record the cleaner our
plate will be.
This sort of stuff deals with missing loot spawns, errant nutrition
values, trait issues, places you can’t sleep but should be able to and
other general irritations. In addition, meanwhile, we’re adding stuff to
improve vehicles – like the ability to use metalwork skills to
dismantle car wrecks and retrieve construction materials, and making it
very unwise to drive your car while drunk.
Once we’ve cleared out these tasks we can also add in some more community suggestions,
start to polish some of our more elderly game systems and also do some
planned work on our current loot system to give us more power on what
spawns where and by how much – which is also a requirement to get the
best out of the new animation/models system as we’ll certain zombies
spawning in certain locations, with certain loot around then.
The work on the animations system, and the AnimZed tool itself,
continues with our friends at T.E.A. It’s relatively dry dev work this
week, but all necessary stuff. Zac has been going through AnimZed
changes following the feedback of our animator Martin last week, and
will continue to supply new versions for him to check out. Grant has
been working on the Game state hook-up, and compiling guidelines for
coders and modders to follow with T.E.A.’s data-driven approach to
animation integration. Mark has been investigating load/rendering issues
with backpacks, and Gar is adding new masks/test textures for
texture-based pants/tops which are coming in the editor.
Thanks so much for all your continuing feedback and bug reports on
Build 39 everyone. It’s been great having so many new and returning
players, and hopefully we’ve got some good stuff in the pipeline for all
concerned parties.
This week’s night cruise from Cocoa. 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.
On the Move
Evening all! Last week’s vehicles release felt like it went well. The release version was fairly stable, people are enjoying having transport in the game and we’ve seen a huge boost in player numbers – which has in-turn revealed plenty of bugs for us to squash over the next few weeks in patches. Many thanks for all your reports, and please keep them coming!
There are clearly a lot of people returning to the game and wanting to get their friends involved on co-op, so we’ve also decided to put the game on sale from tomorrow for a few days with 40% off. (If people find this helpful we’ll probably do so again whenever bigger features get into the main game.)
VEHICLES FIRST PATCH
We’ve been running an IWBUMS patching some of the more serious issues – but due to the expanded number of people currently playing MP we don’t want to mix it into the fairly stable release build without giving it its due testing.
As such, if you fancy grabbing some free PZ codes for participation, then keep your eyes on the forum over the next few days / week and we will likely be running some impromptu community IWBUMS megatests for those on the beta channel.
UPDATE: In addition we have just updated 39.67.2. In amongst many and varied other things, currently in the patch we have:
Fixes we are still working on include disappearing keys in MP when someone else removes the key from the ignition, occasional vertical parking splurges (!) and a few cases of MP invisible zombies. If people notice any particular replication steps for any of the above then we’d love to hear them in our bug report section on the forum.
BEYOND VEHICLES
We’ve got a few complete, and almost complete, things that were a bit logjammed while we polished vehicles that we’re hoping to drop into testing over the coming weeks, mainly the new MP chatbox and Turbo’s ‘virtual climate’ weather and seasons upgrade.
Meanwhile, over with our friends at T.E.A. the animation build push continues. One aspect of this is that Zac, who is working on the new dev and modding tool AnimZed, has built a nifty clothing and outfit editor into it – from which both ourselves and modders will be able to easily hook up new models and textures to items, and create new looks for zeds and survivors alike.
If you didn’t see some of these looks in our vid the other week you can check it out here. The updated tool within AnimZed looks a bit like this currently, although the bottom of the left hand column did raise some eyebrows…
This tool work is probably going to be followed up with another utility that shows in-game items vs the visual items. At the moment we/TEA/modders have to check an item’s name, then lookup how it appears in-game separately and it would be very handy to have it done in an automated fashion.
Elsewhere Gareth has been tweaking/polishing shaders for body masks, and Bitbaboon Mark has been blending, simplifying and ironing out kinks so that our animator Martin can jump in and get used to the new suite of tools available to him and polish up his work in-game. So hopefully we’ll have a bit more to show/discuss next week.
Thanks so much for all your continuing feedback and bug reports on the vehicles everyone. Please keep it coming!
This week’s station wagon from Julio. A general list of stuff added to PZ, and vids of features being worked on, is kept here – 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.
Build 39: Vehicles released!
Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
Mark_exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!
https://www.youtube.com/watch?v=O8Js_oVLD14
Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.
Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.
PLEASE NOTE:
Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for the previous Build 38.30 has been provided.
PLEASE ALSO NOTE:
While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
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.