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Genre: Role-playing (RPG), Simulator, Indie

Project Zomboid

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 hereOur 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 hereOur 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.



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

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

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 hereOur 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 hereOur Discord is open for chat and hijinks too. Fanks!

Pump it up



Greetings all. We released public beta Vehicle Build 35 last Friday, the top-line of which was the introduction of two new cars – the jeep-esque Dash Ranger and the more luxurious Mercia Lang 400. Build 35 also introduced better vehicle variety/colour spawns, better interaction with the new car overlays on the Mechanic skill UI, better gamepad control and lots of balance/polish. If you want to help out with MP testing then the Spiffospace server is a good place to hang out.

Vehicle build 35.3 also introduced Bitbaboon Steve’s new engine/exhaust sound system, which means that driving around is now far less of an irritant on the ears. Please note, however, that currently the truck engine noises are placed on all vehicles.

Now we have the engine noise system in-game it’s easy to get new variants in-game, but sourcing the relevant sounds to feed into it is a little trickier – not least due to our isometric perspective (away from the internal noises of the engine itself) and the fact that we feature ‘normal’ cars rather than the performance vehicles that are in so many other games. We have a few irons in the fire with this, however, and should have more fitting sounds for standard cars in the next few builds.

Here’s a quick video of what’s ‘latest’ in the build right now – alongside the tire pump that’ll be going into Build 36. [The new car’s hood/bonnet might still be a little pinched, we will likely improve on this.]

https://www.youtube.com/watch?v=nbvD3H-9gQ4

Something else that came up after the release of Build 35 was the decision to hold back a lot of our work on the item sync optimization until a later version – as it was clear that the gremlins it was going to keep on throwing up were now in danger of delaying a public Vehicles release. As such this has been reverted to the system we have in the current public build, which came at the cost of the reintroduction of several MP sync bugs – half of which have now been hotfixed, with more to follow when we release Vehicles beta 36 in the coming days.

Vehicles beta 36 will largely comprise of polish and bug fixes destined to make our community testers life a little better – with issues addressing safehouses, damaged vehicle textures, Muffler degradation, aforementioned residual sync oddities, odd night-time lighting on vehicles and various other stuff.

Under the hood, meanwhile, it also comes with a networking optimization that should help on chunk-loading when you’re driving at speed – that of compressing info on identical items are now compressed to a single item. So, especially on a modded server, your connection will take less of a beating when it’s being informed of the thousands of lovingly stored nails in containers up ahead. It should hopefully speed things up, and also make for less sync bugs appearing in general. Connall, meanwhile, will hopefully have finished zoning the new parts of Mash’s map for the build next week.

In team news, meanwhile, the PZ workforce (when taking into account our friends at General Arcade currently working on vehicles and new chat functions, and the guys at BitBaboon working on optimization and the new animation system) has doubled in the past year – and it was clear that we needed a few more production people backstage to suit this.

As such we’d like to welcome Sasha to the team – who’ll be working with Jake as a fresh layer of production and QA before our beta builds go live, and helping to filter out show-stoppers before they’re dropped onto our community testers. We’d also like to give a hearty ‘hello’ to General Arcade’s Konstantin to the ‘open task’ sheet – who will be working with Stas and Yuri in terms of QA on their various aspects of Zomboid work.

This week’s house of praise from ssjr66888. 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 hereOur Discord is open for chat and hijinks too. Fanks!

Test Track



How do everyone. Hope this finds you well and non-fevered.


VEHICLES BETA


We just released Vehicle Build 34 – a build primarily comprised of a multitude of fixes and general tidy-up work around the issues bug-harvested from the public Spiffospace test server. The test server itself has been updated, so if you fancy helping us chase down some bugs then please do join in.

There will still be some irregularities on there so be prepared (though testers seem to be having a lot of fun) but overall we’ve pruned back a lot of annoyances in this new build that should bring remaining big issues into a sharper focus.

Also a part of 34 is the updated Mechanics UI visualisation provided by Mash – which should bring a bit more clarity to what’s wrong with your car, or if you don’t have a high enough Mechanics skill then at least show you which area the problem can be found in. There’s one for each primary vehicle class – and seen below are the van and station wagon.





On top of the Vehicles 34 big heap of fixes, we also released 33.4 last Friday. This gave server admins more powers when it comes to organising regular loot respawns, improved the range of car conditions you’ll find on the streets of our towns and also boosted spawn rates for certain hard-to-find loot reported by the community.

Another longstanding issue with vehicles are that the motor sounds have needed a great deal of improvement – we blogged about our first foray into this a while back, but after that it became clear that Bitbaboon Steve’s longstanding experience in this field could create a far better template and system code-side for when additional vehicles are brought on-board and require sound balance.

This system is now in place, and this video shows an initial mix of an idle car, a slow-moving car and a fast-moving car. This isn’t final, however, as we feel it needs more deep exhaust noises instead of the primary engine sound to make it feel more realistic and less abrasive to listen to for long periods.

This will also suit the isometric viewpoint of the game and fit the game’s setting a little better – and likewise we know the car crash noise needs some love. It’s good enough to show y’all though, as it shows the rudiments of the underlying system are working pretty well.

https://www.youtube.com/watch?v=4GDhwsNEk08

Meanwhile this build’s map expansion (filling in the gaps inside the primary ‘road loop’ around our major settlements for cars to venture into and search for rural safehouses) is now complete in the editor – and now handed over to Connall for the zoning of town areas, foraging areas etc. It will be added into the vehicle build once Connall has finished this dark zone magic.


FUTURE BUILDS


Bitbaboon Mark continues to work through the sorts of bugs shown in the video from last week– primarily the one from the end of the vid in which states now initialise much more reliably but then get stuck and don’t progress – unless hit with a baseball bat of course.

Other main ‘future build’ work in the pipeline is General Arcade’s Stas who has spent the past month or so bringing our MP chat functions into order, and is now working on an all-singing and all-dancing new communications window. You can see Stas’ latest video of this here – with the word of warning that clearly the visuals are due some polish as we go along.

The levels of chat this allows will be customisable depending on the way you like to play (local rather than direct messaging on RP servers etc) but the (highly work in progress!) video should give an idea of where we’re going in terms of window scaling, local chat, whispers, global chat and the like – with Stas’ future work covering PZ-specific gameplay aspects like safehouse, radio and faction chat.

This week’s road horde from 84th Locklear. 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 hereOur Discord is open for chat and hijinks too. Fanks!

Maul Rats



Happy Thursday one and all.

VEHICLES BUILD

Getting the Spiffospace Test Server up last week has proved really fruitful in terms of both showing us what’s not readily explicable to players about vehicles in the gameplay, and in terms of revealing the MP-related issues that vehicles dev is now turning a little more towards. If you want to help us out with the community bug hunt you can find the server in-game, and report findings here.

Overall vehicles seem to bring a fresh dynamic to the MP experience (should people choose to enable them) as you’re not stuck trying to find your friends on foot, or dependent on lucking out with a choice bag. It’s now a race for a working car to find the rare items and get out of town.

In terms of the community bug harvest, meanwhile, Spiffospace has revealed a seg fault in our PZBullet physics, and let us address most of the item sync issues. There’s still a bunch of stuff to fix up, and some lag to address, but Yuri and RJ’s work towards general server stability in Vehicle Builds 32 and 33 has certainly improved things over the week gone by.

Other issues addressed in these builds include XP changes (with more to come), physics collisions at highest speeds not registering, the erosion system’s saplings no longer causing damage, fire crashes fixed and the spammy game console getting a clear-out.

We’ve also just released 33.1, that sees Connall fiddling around with elements of loot spawn to boost appearances of some items in-game (antibiotics, canning apparatus etc), and RJ introducing some new RNG to give more reliable probability calculations and the like while crafting or dabbling in the Mechanics skill.

Aspects of the vehicles build also being worked on right now (omitting improved fog/snow as irl stuff might knock that into the next version, we’ll see) include:

FUTURE BUILDS

Stas from General Arcade’s work on the new MP chat system continues – this week bringing his existing work that’s brought all the different methods of communications into something that works visually – also thinking about hearing range for whispers/shouts, the ability to ignore/block and making sure it’s all customisable for the different requirements of different servers.

In terms of the animations build, meanwhile, BitBaboon Mark has added in some extra debug info to the code to make both his life of bug-hunting easier, and that of Martin when he goes through to polish visuals. Each character in the world now has its anim state info visible – so it’s clear when things get stuck, and what on.

You can see a video of what this all looks like here.

Since this video was taken some of the major bugs have been worked out – the primary one being zeds who get stuck in a particular anim state having to have it beaten out of them, but there are also ‘slide-along the floor’ zombies for Mark to deal with and for some reason all zombies seem to appear curled up in a little ball when loaded from a savegame.

There’s still some debate as to whether we’ll have to adjust vehicle size too (a fresh image here) but we’ll leave that until everything has been tidied up a bit more – likewise whether or not we keep that t-shirt that has RJ’s face on it. That doesn’t really feel like it’s canon.

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 hereOur Discord is open for chat and hijinks too. Fanks!