We’ve currently got the final Build 40 patch in a public IWBUMS beta, and since last week have released 40.37 and 40.38 into it. This includes Turbo’s new night shaders and more colourful/useful interior lights, flashlights and headlights as we felt that Build 40 had moved away from what we wanted in this respect. You can see the video of this from a previous Thursdoid here.
So far IWBUMS testers have reacted really positively the new nights, which is heartening to see. We’ve had quite a few comments like “Night-time looks like the old PZ nights and flashlights finally have a function, this is amazing!” and similar, which is exactly what we were hoping for.
IWBUMS beta 40.39 was due for release today ready for the public patch, but Stas is still hitting a chatbox whisper bug with a code hammer. It will also add in, upon arrival, a fix for players getting wet in some player constructions and add back in the system we have that governs on how dark nights are depending on how bright the moon is.
Turbo has also added the dither circle stencil to the weathermask system (the ring of visibility around the player) when it comes to being inside buildings, which really improves the look of it all. Here’s a video of it without, and here’s a video of it with.
41 ANIMS AND MODELS
Work continues with the AnimZed tool, clothing, layering, spawned zed outfits and similar. There’s still loads of stuff to do under the hood for 41, but we’re now in a position to hopefully provide more visual updates in blogs each week.
This first video touches on what we discussed last week – the ability to layer clothing in whatever order we/you please for added player/zombie variety.
This allows for full length clothing items like dresses, different sorts of shoes, the ability to wear an apron under a jacket, different underwear etc.
This week Zac has also added a zombie spawn test function that creates zeds wearing different outfits from our assigned collection – or all dress the same. This is so we have a convenient way of testing all the different randomized and non-randomized clothing items at once.
Finally for this section, here are some of the dev-defined Career Zed outfits that the system’s easily conjuring up for Martin.
WATERZED
Yuri this week has continued working on the code for calculating the direction of water movement that we discussed last week – meaning that the game now knows where water should be still and where it should flow.
He’s also fixed some model issues he was having with the anims build, and improved the way banks look. As we’ve said before, it might look too realistic in some aspects of it – but the different quality options give us room to play here.
Chris W is back with us and back in the code, picking up where he left off with improving the way that building interiors are displayed – to the extent that one day our aforementioned friend the dithered visibility circle stencil will no longer be a requirement.
“I’m replacing the old method of stencilling out walls that obscure the interiors” he explains. “The new method will cut the walls down to ankle height, so you can still see where they should be.”
“The system uses shaders to combine multiple texture samplers, while the old method used multiple passes. When it’s finished, it’ll include curved transitions between the full walls and the cutaway walls. You can see my first work on this in the screen below, but there’s still a lot to change and fix.”
OTHER STUFF
Stas continues his work on the ControllerTest Build, with a fixes version released to testers today. If you would like to join in the test beta and earn yourself a free PZ code, enquire within.
Bitbaboon Steve is back with us and investigating ways to optimize MP.
RJ is looking into ways to allow us better control over our loot spawn system and difficulty levels, given the many new items that future builds will bring.
Mash continues with her work/marathon in the creation of our take on Louisville, and is currently creating the crumbier/seedier end of town.
This week’s plea from the forum from Sick Boy. 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. TheCentralized 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’ve just patched Build 40, which is now up to version 40.36. Primary improvements you’ll notice are:
Local text chat now audible/legible from a distance, and no longer obscured.
Weather period frequency throughout the whole year increased, and more heavy weather.
Car alarms now attract zeds again.
Chat now logged on server (format will be improved later)
Less getting wet in inappropriate places
There’s a fair amount of other stuff too though, details on which can be found here on the forum.
NEXT 40 PATCH: BETTER NIGHTS
One of the biggest problems with Build 40 on release was that the new time of day, and time of year, shaders didn’t play very nicely with the lighting system. Flashlights, internal lighting and vehicle headlights all suddenly look very washed out. Players who venture out in the dark weren’t having as much fun as usual.
As such, Turbo has been working on an improvement that we want to get into the current public version before he moves fully into Build 41. Vids of this can be seen below.
We hope you agree that it looks far, far better – and more than a little scarier to boot.
“In the above videos the ambient values have been changed along with the colours during dark periods (night/storms)” Turbo explains. “This fixes the headlights, flashlights etc and makes darkness look better in general.”
“Also seen below is some improved and indoor lighting during dark times. In the initial Build 40 release my shader overlay coloring messed it all up – so now the shader coloring is disabled when you’re indoors. This did come with the problem that when you’re looking outside you wouldn’t see darkness or weather effects, however, so I’m now using the mask cut-out I created for rain to overlay an external colored texture too.”
We’re transitioning the PZ coders over to the work that TEA have done on animations for Build 41, but in the mean-time guys like Zac and Grant are continuing to improve tools and, in the case of Grant, do some optimization of the anims codebase.
“I’m doing a lot of work on the new clothing tech at the moment” explains Zac. “Using AnimZed wearable bags like backpacks are now visible on the character, and characters can equip custom clothing meshes on top of the base rig.”
“This allows outfits such as baggy jeans, coats, dresses, hoodies, jump-suits, and so on and parts of the base mesh can be now be masked out to prevent clipping and/or overdraw. When this gets to the modders then it’d be fairly simple to even do something like replace a character’s hand with a pirate’s hook or something.”
“It’s all customized for each clothing item, using the paper-doll UI inside the new ClothingItem Editor. There’s also random tints for more variety in the clothing too.”
(please note: on the spot turning animations are not in the build yet but will be before release!)
WATER STUFF
Regular Thursdoiders will know that Yuri is currently working on the improved appearance of water for Build 41. Below you’ll find what it looks like currently, but here’s a note on what to look out for:
A ripple effect has been added to the water, that will let players to see the direction and speed of the wind added to the game in Build 40 on the water’s surface.
The water shader now accepts data for flow direction and speed for each tile in the map, so rivers are now more realistic. In the video you can see how the water flows more slowly near the bank, and also how the flow of water smoothly changes its direction along the river.
Three water ‘visual quality’ options have been added. There is now a high and low quality option for both dynamic water and static water. Low quality dynamic water puts a very small load on the GPU, so it should be okay on most PCs.
You can also see Yuri playing around with the different debug values for this system here.
PUBLIC CONTROLLER BUILD TEST
We’re currently running a beta for the work that Stas has recently been doing on gamepad controller improvements, and folk have been contributing some absolutely brilliant feedback.
If you enjoy playing PZ with a pad want to join in, and earn yourself a FREE PZ CODE, then simply visit this thread[/b], install the controllers beta, play for a few hours and answer the ten questions we’ve provided.
This morning we released a new version of the Controllers build using your feedback, and Stas has quashed many of the bugs that were irking people. So now is a great time to join in.
Please note that currently only PC players can run the build, and also that the joypad back-end system, configuration and bindings have been completely rewritten from the ground up. In the process some aspects of the controls and default bindings have been changed in the rewriting process – if you have any issues with the default bindings and behaviours of the controls we’d like to hear about it.
NEW DENVER UPDATED – NOW SLOCAN LAKE
A quick shout out for Xeonyx, the creator of the wonderful map mod New Denver – which has recently been renamed as Slocan Lake. Jamie is now making Challenge maps for the main game, the first of which will likely appear in Build 41 at this point, but wanted to bring his most famous mod creation up to date.
The new version of Slocan Lake now has vehicle spawns and lootable maps, and no longer covers up areas of the vanilla zomboid map. You can find it here.
“With the additions of the towns of Silverton and Rosebery,” explains Xeonyx, “I felt it necessary to change the name of the map mod to Slocan Lake BC to better reflect the region the map takes place in, and not just the first town that was completed.”
“Players can now choose to start in one of the three towns as opposed to just New Denver, and with vehicles being added it makes for easier travel between places. I’ve also added forage zones to let players to gather supplies, even when they’re kilometers deep in the bush.”
“Traveling players will find the map no longer covers parts of the vanilla map (Farmlands, Rosewood Prison etc) and has been pushed South. So if you find a road going South off the highway here, this will take you to New Denver.”
“I’ve also added lootable maps to the mod, so you have maps of Silverton, New Denver, Rosebery, Full Region Map and Golf Course Cards out there to find. I also added in the real world street names on the town maps for players wanting to better navigate, and clearly to underline how the map mod is a 1:1 scale recreation of the real life region where I live.”
This week’s pile-up from Maris. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Oh, and Happy Thanksgiving to all our American survivors!
More frequent changes in weather systems as the weeks tick by, and a little more extreme weather. We were concerned that people weren’t seeing enough of the new weather events, particularly rain, and so things should be more variable with this patch. We would still love to hear feedback on the current build’s weather too, and if you’d like to let us know then the relevant thread can be found here.
Some restored/improved chat functionality, and admin commands.
Sandbox options for snow on the ground, and rain/fog fx intensity.
Fixes to player wetness: you won’t get soaked inside tents anymore, and likewise driving with a smashed windshield will get you wet.
Fixes with crate-stacking, car horn/alarm radius, MP door and tree shake, construction issues, vehicle reflections and various other stuff.
We aim to release this next week, although also plan to look a few other areas including issues with the muted appearance of indoor lights, flashlights and headlights during night scenes.
In terms of build 41 TEA have provided all the guidelines and reference materials for our own coders to get to grips with what’s required of them, which in time will also be released for modders. We’ve also got an irl meet-up for our Europe-based team coming up soon, where we’ll be discussing the changes and what other cool stuff they can bring.
In the meantime this week Zac has continued to improve the AnimZed dev and modding tool alongside Animator Martin, and now has the Clothing module bound in nicely so Martin can quickly add new costumes and ultimately bind them to in-game inventory items.
He gave us a quick demo video to show the system in action as seen below, being able to quickly switch the player’s costume with the external tool. Please be aware, though, that the tool is just demoing costumes and items held in hand. It hasn’t been set up with all the custom animations for holding weapons, so the guitar will obviously not look as wonky in the finished thing. https://www.youtube.com/watch?v=H6362F7JCAM
General Arcade’s Yuri is already inside the anims build, and working on his new water shader. These are the current fruits of his labour, although currently the system doesn’t know where water borders can be found on the map. It does work as a proof of concept though (faaar down the line! like: real far) for localised flooding.
We’d also like to thank Clerkius who made this cool fan-made trailer for us, which shows off the game really nicely – so we thought we’d spread the link a little wider;
This week’s featured image (that we’ve used to make a pun on a Dickens novel that starts out with a lot of fog as a vague attempt to make use of a degree in English Lit) from ♔Потерянная.ѡℛ. 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.[/u]
To both of you out there who aren’t playing Red Dead Redemption 2 right now, we have a treat! Build 40 has been officially released!
Build 40 contains a simulated weather and climate system – recreating true-to-life weather patterns through 365 days of the year following a virtual warm and cold front system.
Once this version is out and fully patched, then the team will moving into the animation codebase currently being prepped by our friends at T.E.A. for Build 41.
As far as Build 40 goes, the following video gives you a brief taster of what to expect.
Improved player character temperature system, moodles and inventory clothing types to help you fight against the more extreme temperatures. (Stuff the game now tracks seen here][/*)[*]New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It’s hopefully a lot more convenient now.
Reflective windows on vehicles and skybox generation. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air / cloud level.
Added ‘shake’ sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation.
System to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc.
New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
New weather-based challenges: A Storm is Coming, and The Descending Fog. Improved Winter is Coming challenge.
Also: Car battery charger now available. Driving drunk is no longer recommended. MP players can now be damaged by cars. Clearer weight gain and loss. Revamped PZ sound system. Loads of optimizations, MP and Admin improvements, map fixes, improved UI readability, a fair bit of balance and 300+ general fixes.
As ever, we do rigorous testing both internally and within the IWBUMS community beta channel – but due to wide range of hardware out there in the Steam wilds there will always be issues that need to be fixed after a build release. So please have patience while we patch up anything that arises.
Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below.
On Tuesday we released Version 40.26 to the IWBUMS public beta. As we forecast last week, this contained:
New, rare, inventory clothing types to better insulate players.
Thunderclaps when players are banned on a server. (Optional)
Better admin control over weather effects
Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs.
Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.
SHAKE IT
We’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and…
This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.)
Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:
Doors shaking when zombies hit them
Locked doors shaking when the player tries to open them
Trees shaking slightly when the player is chopping them down.
Trees rustling when the player, or zeds, walk through them
Trees shaking after car collisions
Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions – and some of the SFX are a bit off. Here’s a compilation vid of the new feature:
Work continues with the TEA’s preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it.
An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martin’s job of implementing all these states into PZ, and cut down the replication of work from the coders once we’re all inside the system.
OTHER STUFF
We’d like to welcome ChrisW back to our bank of coders, who will be picking up where he left off with the Sims style cutaways we’d like to make internal building navigation a bit slicker.
As mentioned last week RJ is now working with Xeonyx, creator of New Denver, to help debug his new Hollywood Studio map and come up with an Official PZ Challenge system for it – for when it’s added to the main game. Here’s another screenie from it.
This week’s sunday service from KurtZ. 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 mentioned in recent weeks, we’re now on clean-up duties before the release of Build 40 – which will then be patched with whatever’s necessary, before the animation branch being worked on by the guys over at TEA is fully merged into the main dev codebase for work on Build 41.
In the mean-time we’ve had several other test builds backstage, and are now putting out beta version 40.25. The full changelist can be found here, but the headlines are below.
Weather patterns are now more random, generally shorter, less intense in terms of screen darkness and have more periods of clear sky.
Cloud patterns seen on the ground have been updated, and have new textures – night has been improved.
Ground snow accumulation has been improved and updated, also working better when snow is turned on with admin/debug tools.
Weather periods can now also be fully modded, including a designated ‘modded’ stage which can be freely modified.
Insulation properties of different clothing now more clearly shown in the UI.
Spawns have been added for McCoy Logging and Fossoil vehicles, which weren’t appearing – alongside improved car spawns at gas stations in general.
Fixed: various chatbox and admin issues, a longstanding MP issue in which loot was respawning way too soon, the weird tile visual effect with some zombie corpses, crowds of zombies launching cars like bottle rockets (!) and players sometimes being trapped in their car (and zombies getting confused) by Yuri’s invisible anti-clip forcefield.
Megatest
We will be holding an IWBUMS Community Megatest tonight to see how many major irritations remain, and to gather info on the login issues that hampered the last Megatest – should the same problem arise.
If you would like to join in then keep an eye on the TIS forums. Free PZ codes for participants will be available (usual conditions apply) but please note that this isn’t a stress test so the required player number on the server might be limited.
Anims
It’s been a busy week for TEA preparing for the code merge of the animation build into the mainline development branch as soon as build 40 goes final. They have completed the vast majority of the tasks required for the handoff, at which point they will continue to work on bits of extra technology to make the main animation build development go smoother, and end up with better results, while the rest of the team beavers away converting the main branch’s character states to use their new fancy state system.
TEA have implemented all the character control and combat features that were present in the early animation build, but with the new elegant and fast to implement data driven state logic that will act as example for the rest of the team to use as a basis, as well as being a much more robust and bug free base than what existed before, so we’re hoping that while it certainly won’t be a quick task, with the entire team pushing toward it we’re hoping progress will be swift, and we can finally start showing more exciting videos on the Thursdoids with the confidence that they are finally around the corner. Animations represent a huge amount of work as well as a linchpin for the rest of the major features to be implemented into the game. Each build after and including animations (intermediary quick builds aside) on our roadmap to 1.0 and filling in those missing features everyone has been waiting for (yes, those). It’s going to be an exciting 2019!
After the hand off, TEA will be looking at some extra tech, such as animation retargetting, which will not only mean a much easier time for modders to implement their own animations and models by allowing animations to be adapted to slightly differing skeletons, but will also save poor Martin many many hours of reexporting hundreds of animations whenever we decide to add a bone to the skeleton (looking at you, backpacks!). In addition, they are going to look into finally getting the proper rotation blending working nicely, which has been a thorn in our side since day 1, and would if nailed allow for better turning and much more immersive turning animations. Though obviously it’s key that we retain the nice responsive character movement, so we’ll need to experiment with how to allow for animated turning without the character feeling sluggish to control.
This week’s snow scene from Taquitosito. 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.
Hey all, here’s a quick run-down on where we’re at with Build 40 and beyond.
BUILD 41+
With the final touches being made to build 40, we’re now at the point of making a decision on what to do for the next build.
The issue with huge features like our new animation and clothing system, and everything that comes with it, living on another code branch is you tend to have to play catch-up a lot. The developers on the base game add or fix things on the non-animation branch, those changes need merging in – and due to the vast differences in the underlying code due to the animations this tends to add in extra work for the four guys over at TEA working on the new systems.
There comes a point you’ve just got to go all in and commit, or you’ll be playing catch-up forever. So (even though we have a few non-anim things ready to roll for Build 41 – like improved MP admin and gamepad functionality) as soon as build 40 is live and patched, we will be making the leap and merging in both the work we originally did, and all the extra animation tech that’s been worked on by TEA into the main development branch
This will mean that every developer at Indie Stone, including the chaps at TEA and at General Arcade, will all be working directly on the same version, and the focus of the entire team will be shifted onto making sure the entire game functions with the new animation system.
There is still a lot to do, there’s a lot of game there and things like cars and multiplayer will need some work to get functional, but this move will commit us and the next non-hotfix and non-patch build after 40 goes live will be the animations build.
It also means that blog updates about it all (once the dust has settled from the big switch-over) will hopefully become a bit clearer and less dry and technical. As well as, say, this week’s news that ‘Zac has made improvements to the BlendField renderer to help visualise how the anims blend together’ we can increasingly show how the PZ gameplay we all know and love/hate is coming together with the new visuals etc. Which will hopefully prove less frustrating.
Before this happens, though, TEA need to bed down a few things and prepare some documentation –and we need to get Build 40 out of the door and patched. So….
PUBLIC IWBUMS BETA 40.17 RELEASED
We just released version 40.17 to the IWBUMS beta, patchnotes for which are available here. We’re pretty much done with Build 40 at this point, but do need to smuggle in some more temperature balance and seasonal SFX.
We’re going to do a new internal test build for 40.18 tomorrow with some required fixes for admin commands and the chatbox, with the intention of then releasing it to IWBUMS early next week so we can have one final Community Megatest to shake out any remaining cobwebs.
There will, as always, be free PZ codes for people who help out – and due to the additions to the game mentioned below it should be a lot of fun. Please keep an eye on the forums for details.
Turbo has added climate and weather MP admin panels that should make for some really interesting roleplay and gameplay opportunities on PZ servers. Storms, snow and fog can be triggered at will to cover the entirety of the map – as well as overall climate values can be now be ticked to override what the game has conjured itself depending on what time of year it is. Server admins can also play around with how night appears, whether the game appears in monochrome etc We’re hoping that it’ll be a lot of fun.
Rain and snow now look like they hit the ground, which makes for a huge visual improvement. Rain then disappears, and snow fades out. Likewise, Turbo has also fixed how precipitation wasn’t clearly visible when zoomed in.
There’s also a bunch of fixes including: issues with various in-game tiles, gun sounds not being heard far enough away in multiplayer, two bugs that spawned a random zombie in a barricaded bathroom and the ability to learning from the TV and radio when asleep. Full list here!
This week’s van diagram from La_Chaise™. 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.
We’ve just released IWBUMS beta 40.14, which is another release that’s primarily fix and polish – our current aim for the devs working on this build being to make lots of quality of life corrections and adjustments while Turbo finishes his weather/climate work and the version can get a full public release. You can see the patch notes here.
To this end this version fixes missing raindrops, absent MP storms and other climate errors – while EP has also figured out the annoying sound volume and delayed sound issues, which should now be eradicated. The telepathic ‘terminator’ zeds trailing after players in MP that several of our IWBUMS testers have reported have also been stripped of their powers.
EP has also made improvements to alleviate longstanding woes with zombies appearing in your vision cone all-too-late in large buildings like the Mall, and Yuri has made fuel caps more accessible through his vehicle anti-clipping force-field.
EP has also been through all the various vehicle features and made them operate as you’d expect when the car battery is dead or uninstalled, also having them still operational until the car is powered down when the battery is removed and the engine is going. Another minor, but irritating and ancient, bug he’s figured out is the frozen food that’s been spawning in freezers long after the final power outage.
Please be aware that SpiffoSpace remains open for IWBUMS testing. This server, based in France, has no password and can be found by anyone running the beta (access details here). Once we’ve added in some admin power over weather (admin-triggered storm/snow/fog etc) we will be coordinating a Community Megatest on here.
IWBUMS NEXT
Due for internal testing over the weekend and early next week, Turbo has redone the way the IWBUMS beta currently has changes in temperature, and resistance to hot and cold, impact on the player. Although it works okay-ish currently, the edges were too rough – and deaths were often broken/cheap.
His revamped system focuses on how resistance to the elements is calculated – and the way it takes hunger, thirst, worn clothing, wetness and exercise all into account should be a marked improvement. The temperature ‘safe zone’ range will be wider too, and the system takes ‘real time’ minutes into account rather than ‘game time’ – so fast forward peril is decreased, alongside being dead by dawn next to the embers of a camp fire.
The next version will also improve weather visuals to better distinguish rain from snow, and add in temperature conversions – so our Kentucky setting gets its proper and correct Fahrenheit readings, rather than horrid old European centigrade.
MUSIC MAN ZACH
While the four guys over at T.E.A. continue to work on our new animations system, we thought it might be worthwhile mentioning the fifth horseman of that build: our music composer Zach Beever.
Since animations are such a fundamental evolution of the game, we want a whole bunch of new music to bring players along emotionally with the new visuals. Zach’s been working with us for months now, preparing a whole host of new tracks, many including familiar themes and motifs from old favourites.
Rather than drip them in one by one, and to give him time to work on them as a collective whole, we felt their impact would be far greater if they all went in together. To this end, behind the scenes, Zach has now completed 19 new music tracks, with more to come – and a part of one of the latest can be heard below.
For thoughts on his direction and inspiration for the music, we thought we’d ask the man himself.
“When I began work on the soundtrack some years ago, part of the overall vision was to incorporate instruments that were totally removed from the Kentucky setting. The thinking was to mirror the massive shift in the world—that whole zombie thing—with an equally big change in the (expected) music. What could have possibly been played by the banjo and fiddle, for example, went to the tar and duduk.”
“Recently, though, the team brought up a player’s suggestion to reexamine this and tie in aspects of the local music. This took some thought and a good bit of experimentation, as I didn’t want to upset the identity we had created for Zomboid.”
“The result is a new set of tracks that, I believe, expand on the old ones faithfully—the mood is still there, but now we’ve got American-style sounds mixing with the more middle-eastern sounding ones. When everything’s heard together, I hope the occasional appearance of these instruments (and their distinct playing styles) hints at the past world.”
VEHICLE ENHANCEMENTS
Behind the scenes there’s currently a lot of conversation about revamps of existing systems (farming, last week’s thoughts on polishing the power outage etc) but something else we’re discussing are ‘survival-style’ skill and recipe-based enhancements to vehicles. To which end, we thought we’d float this image of our potential direction with this in front of the community – to gauge opinion and gather some feedback.
Please note that this is NOT a final representation – it requires a full art pass, not to mention a lot of coding work that will likely come from General Arcade’s Yuri for a future build. It does, however, show how a modular model system could work – and we’d like your thoughts on it.
This week’s patriotism from GodImtrash . 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. And did you ever wonder how the Knox Event played out in the UK, well wonder no more…
Hey all, we have just moved Build 40 into the wider IWBUMS public beta – which contains Turbo’s weather and climate system (proper seasons, new shaders, fog, mist, storms that move over the map etc), vehicle improvements and an awful lot of gameplay tweaks, balance and bug fixes.
A brief ‘highlights’ changelist can be found below, while the full changelist can be found here. Please leave feedback in the thread, and bug reports here. Details on how to join the public IWBUMS beta can be found here.
Some quick housekeeping notes on this build:
There *might* be an annoyance with players still getting wet and feeling temperature effects in vehicles, though this will be patched pretty soon if so. Likewise, – the general impact of temperature on players will be balanced over the course of the IWBUMS beta.
This version has various aspects of car integration converted into Lua so that modding full cars, not just changing skins, is now a lot more viable for modders. Yuri has written detailed guidelines which RingoD has posted up here, and we’ve also included a new script to help you convert textures into PZ’s required form.
A lot of engine work and general vehicle improvements have carried on into this build, but still require substantial testing on servers – not to mention a lot of improvements and fixes we’ve been making to MP Admin in general. Feedback on MP, and especially people connecting to distant servers, would be much appreciated. We will be bringing our own public SpiffoSpace IWBUMS test servers online next week.
40.9 CHANGELIST HIGHLIGHTS
(For full changelist, and to provide feedback, please visit this thread on the forums. There are many, many other fixes and balance improvements.)
Full weather and climate simulation system recreating true-to-life weather patterns through 365 days of the year. Morning fog, thunderstorms created by virtual weather fronts that move over the map, improved rainfall visuals, visible snowfall and improved rendering to better evoke the time of year, and the time of day. New SFX. New player character temperature system.
New MP Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It’s hopefully a lot more convenient now.
New ‘A Storm is Coming’ and ‘The Mist Descends’ scenarios
New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc.
Winter is Coming game mode now works with new climate system. Seasons still impact on this mode – ‘Summer’ highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard.
New MP Admin UI additions including an Items list viewer in the admin panel that can be used to quickly search through, and spawn, items. Also includes the functionality to change in-game settings on the server that don’t require a restart, and clear ways to change admin powers within the UI so hosts can remain admins and play along without advantages.
Improved car handling. New driving traits. New car-battery charger item that’s placed on the ground and interacted with using a context menu. Drunk moodle now has an impact on driver steering input. Players can now be harmed when hit by a car.
Car wrecks can now be dismantled with propane torch and a welding mask. Gathered metal material will depend on your metalwork skill.
Many UI changes to handle different font sizes. Added context-menu font-size option. Re-exported the map to improve zombie density in some farmland and rural areas.
Changed First Week and One Week Later and adjusted settings to make sure that new players aren’t given too easy a ride. Removed Initial Infection.
Added Display option to disable the new roof-hiding feature for low-spec users. Updated menu screen with vertical rather than horizontal options – due to problems with taskbar in latest Windows Updates.
Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing.
New isoRegions system to detect an enclosed area – player-made or dev-created – to keep weather effects on the outside.
New functionalities for the PZ sound system. Formerly modders couldn’t override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive.
Again, fuller examination of what’s in the changelist in terms of balance and fixes in this thread on the forums.
We’ve just updated the public weather build beta to version 40.7, which will probably be the last one before we widen it out to the more heavily subscribed IWBUMS public beta channel. (Steam beta password is ‘weathertestbranch’ for those wanting to check it out.) Primary new features in this include:
Turbo has hooked the Winter is Coming game mode to the new climate system. After three full days of preparation time a powerful weather period is generated, that will always feature a blizzard. The mode will still follow seasons, of a sort, with the mode’s ‘Summer’ having a high temperature of 0 degrees centigrade, and the ‘Winter’ dropping to -30. A time-lapse of the initial Blizzard in Winter is Coming can be seen below.
Before the public release of this build we will likely also add in an Endless Night and Mega Stormy scenarios too (names placeholder!), and likewise experiment with zombies being attracted to the rumble of thunder.
Placeholder moodles have been added to show the ‘heating up’ and ‘cooling down’ of player temperature, but this will likely change to being shown on the player health screen. We don’t want this aspect of the game to become too distracting and micro-managey, and don’t feel that an over-population of the moodles is entirely the way to go. [In the meantime, however, they are quite useful for tracking impact of the WIP system. This build hopefully nerfs some of the more extreme impacts of temperature too.]
RJ has coded a new MP Admin UI to help server owners quickly search through, and spawn, items. It looks a bit like this.
Stas has continued to update his new chat system – and this version has a bunch of bugs fixed that have arisen in testing, alongside a much neater fade-in and fade-out for the input field.
New car stuff: When dismantling a car wreck metal items are now spawned on the ground instead of player’s inventory. The player can also now sleep in a car that has its engine running, and Turbo has also played around with the visibility cone when driving through more intense weather effects.
General Arcade’s Yuri has also exposed various elements of the vehicle code to modders, essentially rewriting stuff like LoadVehicleModel and vehicle spawn governance, in lua. This will aid modders who want to add in new/individual cars to operate alongside the existing ones of the vanilla game. He has also written a guide for this, which will go onto the forum in the coming week.
The full changelist for 40.7, which also contains a lot of handy fixes and tweaks, can be found here. If you missed the full current changelist for the version 40 weather beta last week then that can also be found here.
[As mentioned in the last blog this build also contains a system that converts items placed by mappers into in-game objects, the rethought soundbank system, an improved car battery charge system, in-game sandbox options for MP admins more readable fonts and players damaged by vehicles in MP.]
Elsewhere we had a productive anims meeting with Bitbaboon Mark and the team at TEA this week, with work like a tidy-up of the state system, improved documentation of current player functions, a motion extraction build for Martin the Animator to play around with and an investigation into depth buffer usage to help with model issues all now being worked on over in their HQ. (None of it sexy stuff, but all of it necessary and in good hands.)
Meanwhile RingoD is now helping out Mash when it comes to Louisville, and in particular the suburbs, creating house variants on what we already have in-game so that when the larger urban area finally arrives (as we’ve said before, this is a huge project so will be several public builds away at least) the expanded number of buildings won’t feel cookie-cutter.
This week’s roof garden from Eddie. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.