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.]
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 here! Our Discord is open for chat and hijinks too. Fanks!
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.]
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 here! Our Discord is open for chat and hijinks too. Fanks!
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.
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 here! Our Discord is open for chat and hijinks too. Fanks!
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.
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 here! Our Discord is open for chat and hijinks too. Fanks!
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:
Mash is finishing off her countryside map additions and ‘map gap filling’ work. These will generally be found south of Rosewood, the current wildlands between Rosewood and Riverside, along the banks of the Ohio river East and West of Riverside – and a smidge of land close to West Point. This should be handed over to Connall for zoning quite soon, at which point she can turn her attention to the different Mechanics Skill car overlay images for the various different car types we have.
As discussed last week Bitbaboon Steve has taken over on the new vehicle sounds due to his wealth of experience. When he’s done he’ll be looking into potential memory leaks and garbage collection issues that have been reported on the forums, and on the Spiffospace server.
Meanwhile: EP continues with his zombie navmesh experiments in terms of zed pathfinding and following that’s intended to reduce performance snarl-ups in high density undead areas.
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.
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 here! Our Discord is open for chat and hijinks too. Fanks!
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:
Mash is finishing off her countryside map additions and ‘map gap filling’ work. These will generally be found south of Rosewood, the current wildlands between Rosewood and Riverside, along the banks of the Ohio river East and West of Riverside – and a smidge of land close to West Point. This should be handed over to Connall for zoning quite soon, at which point she can turn her attention to the different Mechanics Skill car overlay images for the various different car types we have.
As discussed last week Bitbaboon Steve has taken over on the new vehicle sounds due to his wealth of experience. When he’s done he’ll be looking into potential memory leaks and garbage collection issues that have been reported on the forums, and on the Spiffospace server.
Meanwhile: EP continues with his zombie navmesh experiments in terms of zed pathfinding and following that’s intended to reduce performance snarl-ups in high density undead areas.
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.
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 here! Our Discord is open for chat and hijinks too. Fanks!
We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker.
There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too.
We’re currently on Vehicles Build 31.2 and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.)
In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.
Vehicle SFX
Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him. The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently.
“Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”
“This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”
Anims
Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]
Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.
Zed pathfinding
Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions.
To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.
Other stuff
Zomboid won’t have Steam achievements for a while yet, and so PZ modding hero Nolan has stepped in to provide for all those who love the sweet caress of a cheevo notification. Check it out, and make suggestions, here.
RingoD has written a guide for map-makers with some simple steps as to how to update maps to handle the roof occlusion system.
Our fair RingoD has also provided some guidelines for mappers who want to add car spawn zones to maps in preparation for the release of the vehicles build which can be found here.
We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker.
There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too.
We’re currently on Vehicles Build 31.2 and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.)
In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.
Vehicle SFX
Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him. The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently.
“Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”
“This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”
Anims
Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]
Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.
Zed pathfinding
Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions.
To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.
Other stuff
Zomboid won’t have Steam achievements for a while yet, and so PZ modding hero Nolan has stepped in to provide for all those who love the sweet caress of a cheevo notification. Check it out, and make suggestions, here.
RingoD has written a guide for map-makers with some simple steps as to how to update maps to handle the roof occlusion system.
Our fair RingoD has also provided some guidelines for mappers who want to add car spawn zones to maps in preparation for the release of the vehicles build which can be found here.
Hey all, cogs and gears are back whirring after the Christmas and New Year break – so we thought we’d do a quick round-robin of the primary work being done at the moment for the Vehicles build, and the next public builds that follow it.
In terms of the vehicles build itself we just released a fix for the roof-rendering bug that had crept back into recent versions, and also some work from Yuri that will hopefully improve some of the MP sync issues that still remain.
We intend to release Vehicles 32 next week, which will primarily focus on balance and bugs – while Yuri is also looking at the sound issues in MP, trees losing collision at high speeds etc. (Once it’s clear that the more glaring MP issues have been knocked out the build then we’ll also be shifting the test build into the traditional IWBUMS beta slot.)
Something that we haven’t mentioned previously is that since he finished his jwjgl3 work (stability/operational improvements due for integration after vehicles are out) we’ve had Stas from General Arcade working on an improved MP chat window. The basic aim will be to give players a more familiar, intuitive and functional chat experience that’s expected from modern games and… looks a lot nicer, and doesn’t get into trouble when it snows.
We intend to have optional tabs that are defined through Server Admin options for radios, safehouse, faction etc. and are also building on the existing (unreleased) General Arcade work on Discord implementation. It won’t be part of the vehicles build, but can be expected in the next one or two builds beyond it. Our thanks to Rathlord and EG for their help with the research and planning doc on this.
Mash continues to work on fleshing out the map – and making the farmland, river banks and country tracks in the ‘loop’ north from Rosewood and up to Riverside, then over to West Point and back down round through Muldraugh feel more real and lived-in. If we encourage players outside of towns with the vehicles, then we’d like those exploring the spaces between our major hubs to find a little less scrubland on their travels.
Bitbaboon Steve is back to do some more optimization work alongside us this week, while his colleague Mark down under is fixing up kinks in the unified animation build so that everything is in working order when the wider team’s primary focus turns away from vehicles. His immediate task is the one from the vid we showed in the blog before Christmas – that of a math issue from the model import changes that’s made cars invisible.
He has a unified math wrapper to put around the whole shebang now, after which the focus will turn to getting the AnimZed tools to Animator Martin and the wider team and then checking through all the data to make sure it looks right when played out in-game. All the while he’ll also be taking note of performance issues as/when they appear and the best way for the game to handle them.
Also as mentioned before Christmas: optimization of zombie cognition, path finding and path following will be our next focus as we seek to reduce the impact of the widened net of zombie attraction that our noisy/speedy vehicles now provide.
With this in mind, at the same time as Yuri considering a new ‘walkaroundbuilding’ state mentioned before Xmas, EasyPickins is also experimenting with a new general pathfinding library that uses a navigation mesh to find paths that could save on memory and optimize the current set-up significantly.
In more general news that doesn’t befit an entire bullet point on its own: Turbo is working towards getting his fog/snow into an upcoming vehicles build, Connall is working on a way to allow modders to easily add settings for their mods in the Options menu and ChrisW is looking into visual issues on tiles where players are building/destroying stuff.
Today’s Spiffo parking lot escape from Hellaries. 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. As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here. And check out Willm93’s ‘How to live forever without being undead’ guide if you fancy a few PZ tips, while you’re at it.
Hey all, cogs and gears are back whirring after the Christmas and New Year break – so we thought we’d do a quick round-robin of the primary work being done at the moment for the Vehicles build, and the next public builds that follow it.
In terms of the vehicles build itself we just released a fix for the roof-rendering bug that had crept back into recent versions, and also some work from Yuri that will hopefully improve some of the MP sync issues that still remain.
We intend to release Vehicles 32 next week, which will primarily focus on balance and bugs – while Yuri is also looking at the sound issues in MP, trees losing collision at high speeds etc. (Once it’s clear that the more glaring MP issues have been knocked out the build then we’ll also be shifting the test build into the traditional IWBUMS beta slot.)
Something that we haven’t mentioned previously is that since he finished his jwjgl3 work (stability/operational improvements due for integration after vehicles are out) we’ve had Stas from General Arcade working on an improved MP chat window. The basic aim will be to give players a more familiar, intuitive and functional chat experience that’s expected from modern games and… looks a lot nicer, and doesn’t get into trouble when it snows.
We intend to have optional tabs that are defined through Server Admin options for radios, safehouse, faction etc. and are also building on the existing (unreleased) General Arcade work on Discord implementation. It won’t be part of the vehicles build, but can be expected in the next one or two builds beyond it. Our thanks to Rathlord and EG for their help with the research and planning doc on this.
Mash continues to work on fleshing out the map – and making the farmland, river banks and country tracks in the ‘loop’ north from Rosewood and up to Riverside, then over to West Point and back down round through Muldraugh feel more real and lived-in. If we encourage players outside of towns with the vehicles, then we’d like those exploring the spaces between our major hubs to find a little less scrubland on their travels.
Bitbaboon Steve is back to do some more optimization work alongside us this week, while his colleague Mark down under is fixing up kinks in the unified animation build so that everything is in working order when the wider team’s primary focus turns away from vehicles. His immediate task is the one from the vid we showed in the blog before Christmas – that of a math issue from the model import changes that’s made cars invisible.
He has a unified math wrapper to put around the whole shebang now, after which the focus will turn to getting the AnimZed tools to Animator Martin and the wider team and then checking through all the data to make sure it looks right when played out in-game. All the while he’ll also be taking note of performance issues as/when they appear and the best way for the game to handle them.
Also as mentioned before Christmas: optimization of zombie cognition, path finding and path following will be our next focus as we seek to reduce the impact of the widened net of zombie attraction that our noisy/speedy vehicles now provide.
With this in mind, at the same time as Yuri considering a new ‘walkaroundbuilding’ state mentioned before Xmas, EasyPickins is also experimenting with a new general pathfinding library that uses a navigation mesh to find paths that could save on memory and optimize the current set-up significantly.
In more general news that doesn’t befit an entire bullet point on its own: Turbo is working towards getting his fog/snow into an upcoming vehicles build, Connall is working on a way to allow modders to easily add settings for their mods in the Options menu and ChrisW is looking into visual issues on tiles where players are building/destroying stuff.
Today’s Spiffo parking lot escape from Hellaries. 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. As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here. And check out Willm93’s ‘How to live forever without being undead’ guide if you fancy a few PZ tips, while you’re at it.