We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing.
Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake.
We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else.
In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs.
NEXT UP
We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30.
Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc.
We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself.
Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above.
Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely.
Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs.
Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty.
Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help.
Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details.
Today’s rooftop skirmish from Savv.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.
We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing.
Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake.
We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else.
In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs.
NEXT UP
We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30.
Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc.
We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself.
Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above.
Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely.
Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs.
Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty.
Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help.
Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details.
Today’s rooftop skirmish from Savv.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.
How do all. Happy Thanksgiving to our American survivors, and indeed to those of us who choose to give thanks at alternate times of year.
38 Patch Bizness
First off, just a quick note to say that in the past week we’ve updated Build 38 with a couple of extra patches, as there were still a few MP bumps and issues that were niggling at us. Details for both can be found behind the links: 38.29 and 38.30. Highlights include generator fixes, outdoor lighting oddities and hopefully some stuff helpful for servers. We’ve had a few hiccups with Mac builds the last few days, which should be resolved now and hopefully GOG builds will be updated with these today.
Vehicles Build 27 (aka 39.27)
We released Build 27 of the Vehicles alpha today (access details here), and it contains a few performance improving aspects – although, as detailed below, the bigger-hit work on this is still to be integrated.
Elsewhere the build contains a few other system tweaks. First off there are updates to the naming, spawning and operation of car keys – and also the addition of the game having your character walk to the relevant part of the car when installing/removing. It also syncs up lots of aspects of the Mechanic and vehicles system between co-op and MP players – from engine temperature, to tire inflation. The full changelist can be found here.
Next up we’ll be adding in crafting/repairing level requirements for the Mechanic Skill, alongside dripfeeding in the optimizations we’ve been brewing with ChrisW, Steve et al. More on which below.
Optimization fun
Regular viewers will know that we have not one but two mega-experts helping out with the game these days – both established Technical Directors within the world of gaming. Mark is tasked with getting animations in order for the builds beyond 39, while Steve is addressing optimization for vehicles.
This past Friday, with the help of copious tea and loud metal, he made some huge strides in improving our map streaming – which will pay dividends once integrated into Build 39. There’s still a fair amount of work to be done: playing coder ‘whack-a-mole’ with issues that crop up due to the changes, and trying to eliminate nasty locks between the code’s loader thread and the main thread. With that balancing act still to come, then, the improvements let him run the game so it ran like this:
We can’t guarantee this level of perfection when it comes to the main game, especially at the highest resolutions, but it does seem that we’re making good progress towards nullifying stutters and pauses – as well as allowing for speedier/smoother vehicle movement around the map.
Weather upgrade
With vehicles, meanwhile, come required vehicle hazards. As such, returning from a spell on the sidelines, Turbo is back and bringing a few additions to his existing weather system.
We’ve always needed stronger indications of seasonal change, and likewise new weather effects. Although we’ve always had snow appear on the ground – we’ve never actually shown it fall.
Likewise, we’ve always wanted players to wake up to mists and fogs that’ll dissipate as the day goes on – that’ll hopefully add an extra level of fear to your daily chores exploration on the days it descends.
In the video it is at its more extreme levels, however we can also add more subtle mists and fogs to add additional ambiences to the game.
We’ve always been quite rigorous when it comes to having weather authentic to the area that the PZ map covers (in 1993, which is close to our start year, Muld had 11 days of fog) and currently there’s an internal debate as to how much poetic license we can take with this to bolster gameplay. In any eventuality we intend to add a dose of it to the vehicles build in the near future, and it may also make for engaging new Challenge modes in times to come.
Today’s featured image from Biker. 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. Ooh, and could PZ user maps make the leap to la belle France?
How do all. Happy Thanksgiving to our American survivors, and indeed to those of us who choose to give thanks at alternate times of year.
38 Patch Bizness
First off, just a quick note to say that in the past week we’ve updated Build 38 with a couple of extra patches, as there were still a few MP bumps and issues that were niggling at us. Details for both can be found behind the links: 38.29 and 38.30. Highlights include generator fixes, outdoor lighting oddities and hopefully some stuff helpful for servers. We’ve had a few hiccups with Mac builds the last few days, which should be resolved now and hopefully GOG builds will be updated with these today.
Vehicles Build 27 (aka 39.27)
We released Build 27 of the Vehicles alpha today (access details here), and it contains a few performance improving aspects – although, as detailed below, the bigger-hit work on this is still to be integrated.
Elsewhere the build contains a few other system tweaks. First off there are updates to the naming, spawning and operation of car keys – and also the addition of the game having your character walk to the relevant part of the car when installing/removing. It also syncs up lots of aspects of the Mechanic and vehicles system between co-op and MP players – from engine temperature, to tire inflation. The full changelist can be found here.
Next up we’ll be adding in crafting/repairing level requirements for the Mechanic Skill, alongside dripfeeding in the optimizations we’ve been brewing with ChrisW, Steve et al. More on which below.
Optimization fun
Regular viewers will know that we have not one but two mega-experts helping out with the game these days – both established Technical Directors within the world of gaming. Mark is tasked with getting animations in order for the builds beyond 39, while Steve is addressing optimization for vehicles.
This past Friday, with the help of copious tea and loud metal, he made some huge strides in improving our map streaming – which will pay dividends once integrated into Build 39. There’s still a fair amount of work to be done: playing coder ‘whack-a-mole’ with issues that crop up due to the changes, and trying to eliminate nasty locks between the code’s loader thread and the main thread. With that balancing act still to come, then, the improvements let him run the game so it ran like this:
We can’t guarantee this level of perfection when it comes to the main game, especially at the highest resolutions, but it does seem that we’re making good progress towards nullifying stutters and pauses – as well as allowing for speedier/smoother vehicle movement around the map.
Weather upgrade
With vehicles, meanwhile, come required vehicle hazards. As such, returning from a spell on the sidelines, Turbo is back and bringing a few additions to his existing weather system.
We’ve always needed stronger indications of seasonal change, and likewise new weather effects. Although we’ve always had snow appear on the ground – we’ve never actually shown it fall.
Likewise, we’ve always wanted players to wake up to mists and fogs that’ll dissipate as the day goes on – that’ll hopefully add an extra level of fear to your daily chores exploration on the days it descends.
In the video it is at its more extreme levels, however we can also add more subtle mists and fogs to add additional ambiences to the game.
We’ve always been quite rigorous when it comes to having weather authentic to the area that the PZ map covers (in 1993, which is close to our start year, Muld had 11 days of fog) and currently there’s an internal debate as to how much poetic license we can take with this to bolster gameplay. In any eventuality we intend to add a dose of it to the vehicles build in the near future, and it may also make for engaging new Challenge modes in times to come.
Today’s featured image from Biker. 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. Ooh, and could PZ user maps make the leap to la belle France?
We just released a huge patch for the public build – bringing Build 38 up to 38.28. This not only marks the entrance of our new internal automated build process, but is also an extensive clear-out of nagging issues that have crept into the game in recent times.
You can find the full changelist here. Much of it is necessary ‘tidy up’ work – but you might also notice improvements with alarms and clocks, fixed stash map issues, a volume option for fly buzz, that annoying ‘add spice’ recipe bug gone, corpses no longer remaining highlighted and the sad end of the ‘infinite ice cream bug’.
This morning we booted Vehicle Build 26 out onto our public vehicles beta (details on how to access found here). There are two primary aspects of this version – the first being some general optimization improvement. Following on from this, most likely in the next build, we will also have ChrisW’s work on increasing FPS (quite dramatically, when compared to current versions) when in towns and around tall buildings – and likely some java garbage collection optimization too that’ll further limit occasional stuttering.
The other main addition, meanwhile, is a more authentic and aesthetic dashboard constructed by RJ and our artist Mash. Up until now the vehicle read-outs have looked like this:
We’ve also done this to fit in with the general ‘the player sees what the character’ sees mantra of PZ – so if there’s a general issue with the engine you’ll see it through a dashboard warning light, just as you would in real life. You’ll only be able to truly get to grips with it however, and analyse the issue, if you have the necessary Mechanic skills. Here’s a general vid showing how it all works:
Elsewhere Yuri is doing a large-ish chunk of work on how we synchronise objects over the PZ map, which will also hopefully provide some performance benefits for vehicles, and we also have Bitbaboon Steve on-hand to hopefully chase down the map streaming optimization/fix we mentioned last week.
The plan is, once the newly patched Build 38 is clearly stable, to officially make our vehicles beta known as Build 39 and move it into our traditional ‘unstable version’ IWBUMS position.
Amidst all the general vehicles work we also anticipate some new rural map areas to be added to this, the (boring but essential) lwjgl3 java upgrade currently being implemented by Stas from General Arcade and many/varied gameplay nips and tucks from Connall the curator of the community suggestion list.
Beyond that Martin, Bitbaboon Mark and others continue to work on stuff for Build 40+: our larger workforce these days allowing for a far greater degree of rolling development.
New New Denver
We love so many of the mods and maps created for Project Zomboid, but the moving story behind New Denver and its creator XeonyX (told here) has always made the New Denver mapstand out for us – just as much as its size and authenticity to a real world location.
As such, we’re super-pleased to direct you towards its latest (and final) big town expansion – that of Silverton which lies to the south of New Denver itself. Thank you very much Jamie, and we do hope that you’re doing well.
This week’s imperilled survivor from FACAG@MES on your Steam service. 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.
We just released a huge patch for the public build – bringing Build 38 up to 38.28. This not only marks the entrance of our new internal automated build process, but is also an extensive clear-out of nagging issues that have crept into the game in recent times.
You can find the full changelist here. Much of it is necessary ‘tidy up’ work – but you might also notice improvements with alarms and clocks, fixed stash map issues, a volume option for fly buzz, that annoying ‘add spice’ recipe bug gone, corpses no longer remaining highlighted and the sad end of the ‘infinite ice cream bug’.
This morning we booted Vehicle Build 26 out onto our public vehicles beta (details on how to access found here). There are two primary aspects of this version – the first being some general optimization improvement. Following on from this, most likely in the next build, we will also have ChrisW’s work on increasing FPS (quite dramatically, when compared to current versions) when in towns and around tall buildings – and likely some java garbage collection optimization too that’ll further limit occasional stuttering.
The other main addition, meanwhile, is a more authentic and aesthetic dashboard constructed by RJ and our artist Mash. Up until now the vehicle read-outs have looked like this:
We’ve also done this to fit in with the general ‘the player sees what the character’ sees mantra of PZ – so if there’s a general issue with the engine you’ll see it through a dashboard warning light, just as you would in real life. You’ll only be able to truly get to grips with it however, and analyse the issue, if you have the necessary Mechanic skills. Here’s a general vid showing how it all works:
Elsewhere Yuri is doing a large-ish chunk of work on how we synchronise objects over the PZ map, which will also hopefully provide some performance benefits for vehicles, and we also have Bitbaboon Steve on-hand to hopefully chase down the map streaming optimization/fix we mentioned last week.
The plan is, once the newly patched Build 38 is clearly stable, to officially make our vehicles beta known as Build 39 and move it into our traditional ‘unstable version’ IWBUMS position.
Amidst all the general vehicles work we also anticipate some new rural map areas to be added to this, the (boring but essential) lwjgl3 java upgrade currently being implemented by Stas from General Arcade and many/varied gameplay nips and tucks from Connall the curator of the community suggestion list.
Beyond that Martin, Bitbaboon Mark and others continue to work on stuff for Build 40+: our larger workforce these days allowing for a far greater degree of rolling development.
New New Denver
We love so many of the mods and maps created for Project Zomboid, but the moving story behind New Denver and its creator XeonyX (told here) has always made the New Denver mapstand out for us – just as much as its size and authenticity to a real world location.
As such, we’re super-pleased to direct you towards its latest (and final) big town expansion – that of Silverton which lies to the south of New Denver itself. Thank you very much Jamie, and we do hope that you’re doing well.
This week’s imperilled survivor from FACAG@MES on your Steam service. 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.
Vehicle Build 25 (aka 39.25) got a release yesterday. Added in Build 25 were the new Mechanic profession and related traits, random highway wreck collisions, Mechanic XP gains through car tinkering and a lot of general optimization in terms of UI, net code and traffic congestion spawns. Today RJ also released a hotfix to reduce zed attraction to car noise, tie engine sound to RPM rather than speed and remove collisions with small items.
It’s all shaping up quite nicely in terms of the general handling/feel of what we want – but also highlights that we need to get back on top of the performance and garbage collection issues that have crept back in over recent builds. So, next up, Yuri will be optimizing the java garbage collection to address the stutter that some people are reporting – while resident artist Mash is also hard at work creating ‘damaged’ sprites for some aspects of road furniture for the next coder task.
Right now static object collisions are improved in that you can’t drive through solid street furniture – which perhaps makes sense for street lights and concrete walls, but less so for household mail boxes and traffic cones. As such we’ve gone through the various things that players are likely to collide with while driving – and working out what should remain impervious, what should look damaged but remain impassable after a collision (as below with the unhappy post boxes) and what should be smashed/crushed when hit at speed (as below with the even more unhappy household mail boxes).
In this way driving will feel that little bit more realistic, and an extra feeling of lasting change to the map will also be added to your survival run.
Meanwhile, Mission: Optimization continues. As discussed last week ChrisW is playing around with what PZ draws – hiding all squares behind solid walls from the game’s rendering system, and thereby freeing up your processor. Our chosen FPS hot spot was the four level flats in March Ridge which pre-optimization was coming in at 26 fps on ChrisW’s system, but is now coming in at 41 fps on an internal test build– which is a significant improvement.
Next on the list for Chris, then, is in optimizing the code so that it also brings benefits to general play – ensuring that the new background calculations themselves don’t clog up any performance gains. Bitbaboon Steve, meanwhile, continues to spotlight other areas for improvement.
In other technical areas of the game, meanwhile, we’re happy to have beckoned General Arcade’s Stas back into the fold – who will initially be finishing off our java upgrade from lwjgl2 to lwjgl3. This will open up a bunch of necessary day-to-day improvements for the game – better support for different resolutions, dpi awareness, neater alt-tabbing and general smoother operation.
Finally, last night’s Community Megatest for the IWBUMS Build 38 patch had to be put back a bit due to various serverside issues we’re still trying to get to the bottom of. Keep an eye out on the forums for more information on when the test will be once we’ve gotten to the bottom of it. We’ll be handing out PZ Steam codes for family and friends to some of the people who help out, so please do pop along. Thanks!
Today’s featured image from Jodidosciervos of Steam parish. 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. Ooh and check out Texas956’s AWESOME TileZed buildings!
Vehicle Build 25 (aka 39.25) got a release yesterday. Added in Build 25 were the new Mechanic profession and related traits, random highway wreck collisions, Mechanic XP gains through car tinkering and a lot of general optimization in terms of UI, net code and traffic congestion spawns. Today RJ also released a hotfix to reduce zed attraction to car noise, tie engine sound to RPM rather than speed and remove collisions with small items.
It’s all shaping up quite nicely in terms of the general handling/feel of what we want – but also highlights that we need to get back on top of the performance and garbage collection issues that have crept back in over recent builds. So, next up, Yuri will be optimizing the java garbage collection to address the stutter that some people are reporting – while resident artist Mash is also hard at work creating ‘damaged’ sprites for some aspects of road furniture for the next coder task.
Right now static object collisions are improved in that you can’t drive through solid street furniture – which perhaps makes sense for street lights and concrete walls, but less so for household mail boxes and traffic cones. As such we’ve gone through the various things that players are likely to collide with while driving – and working out what should remain impervious, what should look damaged but remain impassable after a collision (as below with the unhappy post boxes) and what should be smashed/crushed when hit at speed (as below with the even more unhappy household mail boxes).
In this way driving will feel that little bit more realistic, and an extra feeling of lasting change to the map will also be added to your survival run.
Meanwhile, Mission: Optimization continues. As discussed last week ChrisW is playing around with what PZ draws – hiding all squares behind solid walls from the game’s rendering system, and thereby freeing up your processor. Our chosen FPS hot spot was the four level flats in March Ridge which pre-optimization was coming in at 26 fps on ChrisW’s system, but is now coming in at 41 fps on an internal test build– which is a significant improvement.
Next on the list for Chris, then, is in optimizing the code so that it also brings benefits to general play – ensuring that the new background calculations themselves don’t clog up any performance gains. Bitbaboon Steve, meanwhile, continues to spotlight other areas for improvement.
In other technical areas of the game, meanwhile, we’re happy to have beckoned General Arcade’s Stas back into the fold – who will initially be finishing off our java upgrade from lwjgl2 to lwjgl3. This will open up a bunch of necessary day-to-day improvements for the game – better support for different resolutions, dpi awareness, neater alt-tabbing and general smoother operation.
Finally, last night’s Community Megatest for the IWBUMS Build 38 patch had to be put back a bit due to various serverside issues we’re still trying to get to the bottom of. Keep an eye out on the forums for more information on when the test will be once we’ve gotten to the bottom of it. We’ll be handing out PZ Steam codes for family and friends to some of the people who help out, so please do pop along. Thanks!
Today’s featured image from Jodidosciervos of Steam parish. 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. Ooh and check out Texas956’s AWESOME TileZed buildings!
Thursday: it’s back. Back from the dead. Back with the zeds.
VEHICLES
RJ and Yuri have been hard at work on Vehicles Build 25 – much of which has involved scrubbing up and polishing features added over the past few iterations. So you can expect optimization, UI improvements and general groundwork for the final ‘top down diagram’ vehicle UI screen – while Yuri is currently cracking down on a rogue memory leak and various aspects of non-syncing on MP servers.
Also in Vehicles Build 39.25 will come the end of drive-through streetlights and road furniture…
We’ve also added in the ‘random spawn’ car/wreck collisions on the Exclusion Zone’s roads to accompany the ‘lore’ wreck congestion , some new wreck models and map fixes – and have balanced a lot of aspects of the new Mechanic skills/profession and related car parts. We anticipate starting work on a better ‘dashboard’ UI once vehicles build 25 is out.
OPTIMIZATION
One of the biggest issues with the current Vehicles build is that driving through built-up areas results in performance hiccups – the game is being forced to draw too many tiles, too quickly. Currently, however, PZ draws *everything* – even when the player character can’t see it.
Stuff on higher floors, stuff in buildings you have no line of sight into and everywhere with doors and windows shut – it’s all being conjured up needlessly and chewing up unnecessary processor power. Enter stage left, then, our good friend Chris Wood.
“I’m culling squares inside the levels of buildings that are covered by the floors and walls so we don’t draw them”, he explains. “This is being done very simply, using building bounding rectangles that can hide about 20% of the scene in busy areas with lots of buildings, and thereby reducing what’s rendered by 20%. This does, however, leave window interiors looking a bit strange – as in these screenshots ”
“My current task is to make this work more intelligently: by hiding all squares behind solid walls and floors by projecting back onto them. This will hopefully draw even less, as it won’t draw anything when a square is totally hidden – including the ground behind buildings. It won’t have the same visual artefacts and it’ll hide more squares.”
“The idea is that by the time I’ll have finished it will all look identical to the current public build – but behind the scenes it’ll be drawing a lot fewer tiles which will make a huge difference to performance since tile drawing is the biggest bottleneck in the game.”
On top of this we’re talking to General Arcade about picking up the reins on our LWJGL upgrade, which will also have optimization benefits, and have best friend genius BitBaboon Steve prodding a vehicles memory issue that will hopefully help out people with slower systems. So, all in all, performance improvement should be on the way.
COMMUNITY MEGATEST
Everything seems in place for a public release of the Build 38 megapatch that we’ve been building up over the last few weeks, but we want to be sure it’s run through enough of your machines – and specifically on online servers – before release.
As such we’ll be running a Community Megatest in the coming days on a fresh server, and as ever there’ll be free PZ codes for a bunch of the people who turn up to help out.
We’ve just released IWBUMS 38.26 which is the build the server will be running on. Details on how to access the IWBUMS public beta can be found here, and info on the event itself will appear on the TIS forum over the next few days.
This week’s well-kept safehouse from RyuVladimir over on Steam. 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.
Thursday: it’s back. Back from the dead. Back with the zeds.
VEHICLES
RJ and Yuri have been hard at work on Vehicles Build 25 – much of which has involved scrubbing up and polishing features added over the past few iterations. So you can expect optimization, UI improvements and general groundwork for the final ‘top down diagram’ vehicle UI screen – while Yuri is currently cracking down on a rogue memory leak and various aspects of non-syncing on MP servers.
Also in Vehicles Build 39.25 will come the end of drive-through streetlights and road furniture…
We’ve also added in the ‘random spawn’ car/wreck collisions on the Exclusion Zone’s roads to accompany the ‘lore’ wreck congestion , some new wreck models and map fixes – and have balanced a lot of aspects of the new Mechanic skills/profession and related car parts. We anticipate starting work on a better ‘dashboard’ UI once vehicles build 25 is out.
OPTIMIZATION
One of the biggest issues with the current Vehicles build is that driving through built-up areas results in performance hiccups – the game is being forced to draw too many tiles, too quickly. Currently, however, PZ draws *everything* – even when the player character can’t see it.
Stuff on higher floors, stuff in buildings you have no line of sight into and everywhere with doors and windows shut – it’s all being conjured up needlessly and chewing up unnecessary processor power. Enter stage left, then, our good friend Chris Wood.
“I’m culling squares inside the levels of buildings that are covered by the floors and walls so we don’t draw them”, he explains. “This is being done very simply, using building bounding rectangles that can hide about 20% of the scene in busy areas with lots of buildings, and thereby reducing what’s rendered by 20%. This does, however, leave window interiors looking a bit strange – as in these screenshots ”
“My current task is to make this work more intelligently: by hiding all squares behind solid walls and floors by projecting back onto them. This will hopefully draw even less, as it won’t draw anything when a square is totally hidden – including the ground behind buildings. It won’t have the same visual artefacts and it’ll hide more squares.”
“The idea is that by the time I’ll have finished it will all look identical to the current public build – but behind the scenes it’ll be drawing a lot fewer tiles which will make a huge difference to performance since tile drawing is the biggest bottleneck in the game.”
On top of this we’re talking to General Arcade about picking up the reins on our LWJGL upgrade, which will also have optimization benefits, and have best friend genius BitBaboon Steve prodding a vehicles memory issue that will hopefully help out people with slower systems. So, all in all, performance improvement should be on the way.
COMMUNITY MEGATEST
Everything seems in place for a public release of the Build 38 megapatch that we’ve been building up over the last few weeks, but we want to be sure it’s run through enough of your machines – and specifically on online servers – before release.
As such we’ll be running a Community Megatest in the coming days on a fresh server, and as ever there’ll be free PZ codes for a bunch of the people who turn up to help out.
We’ve just released IWBUMS 38.26 which is the build the server will be running on. Details on how to access the IWBUMS public beta can be found here, and info on the event itself will appear on the TIS forum over the next few days.
This week’s well-kept safehouse from RyuVladimir over on Steam. 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.