Mar 7, 2019
Project Zomboid - lemmy101


Hey all, here’s the highlights of the last four weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.


LATEST IMPLEMENTATION VID
First off, a general ‘recently implemented animations’ video to whet your appetite along with some new Zach Beever musical goodness that will be coming in build 41.

https://www.youtube.com/watch?v=Yj2NBd8kR6c


MAP ZONING FOR ZED OUTFITS
A key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies.

This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.



Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them.

This system will allow us to have many and varied different pockets of particular zeds – police in police stations, lumberjacks at McCoy logging, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular.

(It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).


GAMEPLAY CHANGES
We’ve been waiting for some important/complex work on rotational anim movements from TEA for a fair amount of the past few weeks – but there’s still been plenty of other areas for us to work in this time.
A few examples of this includes knife attack animations, and tying survivors and zeds getting bloodied by attacks in general in-game.

This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.




ZED BUMPIN’
RJ also adds a note on how running through crowds of zeds will now be a little more fraught with danger.
“One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.”

“As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:”

https://www.youtube.com/watch?v=eQB4ewT412s

MODEL CLARITY
Next up, the issue of character and zed model visual fidelity.

An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, we finally located a bug in the exported model data that explained it.

Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and, after re-exporting all the clothing, has allowed us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.

As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking.



During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world.

So over the past few weeks we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with.



The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though.

(Along with some new Zach Beever musical accompaniments!)

https://youtu.be/cul1ykzHBJo

DEV AND MOD TOOL IMPROVEMENTS
Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!)

https://youtu.be/ZspLm_D0JFM

https://youtu.be/HJC5bUTltfI

https://youtu.be/hy9wWeTkLQ4


OTHER ITEMS OF NOTE
  • Zac has been doing a whole bunch of optimization work, with fun example vids of his wares seen here with his zombie spawning, and here with multi-threaded rendering.
  • RJ has implemented his previous work on looting improvements – giving us more control over general clutter, and more realistically placed items in houses.
  • Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them.
  • Connall and Turbo have continued to implement new timed actions.
  • Yuri has finished adapting his water/puddles into Zac’s revamped shader system, and is now experimenting with a particle system that will provide the bedrock for his fire improvements.
  • The other Zac meanwhile, Young Zach, continues to deliver the new South-tinged PZ score that can be heard at playing over the initial video in this blog.
  • Xeonyx is chasing/fixing map bugs in his now complete Kingsmouth Island challenge map.  

This is the second monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is open for chat and hijinks too.
Feb 7, 2019
Project Zomboid - nasKo


Hey all, here’s a round-up of recent Zomboid dev. To start with a quick video compilation of stuff the team has been wiring up into our friends at TEA’s animation systems.

https://youtu.be/HhM6eIrxNYA

Please note that there are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated – but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that…’, then we’re probably already on it).


Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. RJ, for example, has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations you’ve seen, though now tied 100% into the PZ combat, character and simulation systems.

Connall and Turbo, meanwhile, have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting, and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.

EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.

In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front of zombies and such.

Here’s another vid from Zac from a two weeks ago: a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. At the moment Zac is also, still, looking into some further threading optimization as, bizarrely, better machines were having some stutters

https://youtu.be/Ge3IZlzOzRE

This past week we’ve also reimplemented zombies that spawn covered in blood (when the Version 41 is complete blood will gradually appear on most zeds during combat, however), which can be seen below – alongside a few items ticked off the list from Connall and Turbo’s vast timed action spreadsheet.









We’re also in the process of working out exactly which animations will be included in the first release, and what won’t – the Cover System; i.e. ducking behind walls and wall-hugging for example, is a confirmed ‘not 41’ at this point as we want to get the fundamentals right first. (edited)


SIMS-STYLE CUTAWAYS
ChrisW is back with us currently, and working on better internal visuals for buildings. Screenshots probably speak louder than words in this instance, so here we go:






GROUND WATER
Yuri has been putting the finishing touches on the puddle system, as well as tying it into the 40’s climate stuff, and we’re super happy with how he’s been able to add that visual spark to the water effects in the game. Here’s a video of where he’s up to:

https://www.youtube.com/watch?v=6w5PAhh-pGE

And here also is an earlier video, showing the more WIP shader effects appearing on roads.

https://www.youtube.com/watch?v=_n_HxL0eh1E

Our next plans for Yuri’s visual effects overhaul couldn’t be more opposite, as we want him to give some visual love and attention to fire: one of our most ancient and jankiest looking systems. We’re excited to see what he does with it, and at the same time as a visual boost, we’re planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles.


CONTROLLER BETA
Stas from General Arcade has been going great guns with our public controller beta, and we’re now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details on how to join can be found here.


MAP EXPANSION
While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter.
Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future.



Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here, for example, is the main resort building on the fictional paradise island of Kingsmouth.



This is the first monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is open for chat and hijinks too.
Jan 10, 2019
Project Zomboid - nasKo


Hey all, quick run around the houses talking about who’s on what this week.

In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality.

https://www.youtube.com/watch?v=1fZ03VjhJr0

He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene.



Animator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in.




In other news:
Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though.



Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height.

NOTE: Very much WIP and not a finished system, of course. The other room currently isn't cut but will be in the final version. This is just a sneak peak for the WIP system and showing off how the rounded corners look; the goal for the final version is improving vision, not limiting it.



 
Meanwhile:
  • Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.) 
  • Stas just released an updated Controller Test beta for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers
  • While BitbaboonMark does some TEA-side code repository movements and merging: RJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before).


Community stuff:
We’d like to direct your attention to the new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall. It’s pretty damn cool.



We’d also like to direct your attention to the Redboid server, which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you haven’t done so yet.

If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while you’re at it -please use these values in Bitbaboon Steve’s recent networking optimization options, as they certainly seem to be helping those currently using ’em.

ZombieUpdateMaxHighPriority=50

ZombieUpdateDelta=0.5

ZombieUpdateRadiusLowPriority=45.0

ZombieUpdateRadiusHighPriority=10.0

This week’s infested neighborhood from Dark Oracle. 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 MailingList that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is open for chat and hijinks too.
Dec 20, 2018
Project Zomboid - nasKo


Hello! Merry impending Chrimble.

On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. Users generally reported a much smoother experience in overall play, and had a lot of fun with the storms, snow and admin-created blood moons.

This said, we did see a few potential issues around mega-hordes and vehicles that we need to investigate deeper – so didn’t want to inflict our Megatest settings as default ones on players over the Xmas break until we’re sure they’re the right ones.

To this end we’ll be running more Community Megatests in the near future, with different system settings – and some handy network debug tools that Steve is currently coding into the system.

We have, however, also released it into the public build today in Build 40.43 for server owners to play around with – and have already heard some positive feedback. In essence, and with a video deliberately set to explain it best, it looks a bit like this:

https://www.youtube.com/watch?v=bhm521K5gv8

In this video there are the two visible circles around the MP player, and then the mini-circles which appear around the zombies. Essentially: every time a circle appears around a zombie it means it’s getting a position update over the network from the server and then wired into your game. The client’s zed placement signals are received – and then the game knows where to show the zed.

The essence of the system is that server operators can now adjust the circle of ‘close dangerous zeds’ and the circle of distant ‘no trouble zeds’ – and the update times. This will cut down on the network traffic taken up by faraway zombies on your screen, and reduce strain on servers as a whole.

[Please note that this vid is an example only and made to explain the system – we haven’t judged what the best radius for these circles are yet and will be running a series of Community Megatests to help us judge what works best.]

So… here comes the science!

In the vid the low priority (larger radius) dictates the zombies which are going to update on the update delta. So every x seconds they will get an update, and in the video you can see these as the pulses. [It’s set purposefully long on the video to highlight it].

Meanwhile the high priority zombies get updated every server frame, and it will send out the closest Y zombies within the smaller circle around the player.
  • ZombieUpdateHighPriorty is the radius around the player for sending the high priority zombies.
  • ZombieUpdateMaxHighPriority is a cap on the number of high detail ones to send, and it will send the closest zombies to the player up to this limit.
  • ZombieUpdateRadiusLowPriority is the maximum radius to send the lower frequency updates to – at 45 this is essentially the entire screen at 1440p fully zoomed out.
  • ZombieUpdateDelta is the time between sending these lower frequency larger blobs of zombies
In the Megatest the values we used were, so if you run a server give it a spin with these and see how it goes:

ZombieUpdateMaxHighPriority 6
ZombieUpdateDelta 0.7
ZombieUpdateRadiusLowPriority 45
ZombieUpdateRadiusHighPriority 20

The next Megatest, meanwhile, will use a smaller high priority radius but a larger cap – to see how it all responds to hordes. It’s all a balancing act, really, so let us know how you get on if you have a play with it yourself.

Sorry for the technical stuff! Here’s some Build 41 stuff to compensate, along with something seasonal that will be one day be stashed in a cupboard in the mall awaiting the Xmas season.



Grant and Zac have been finetuning the clothing and animation modules. Clothes are now shader-driven and individual Clothing items can have custom shaders for special fx. Animations now auto-reload when modified from the Editor, and Martin has also been hard at work adding new clothing outfits, and adding more variety to existing outfits. Here’s a quick vid.

https://www.youtube.com/watch?v=OZt_MOIM5TM
That’s about it for today but Russian holidays mean that Yuri and Stas will continue their 41 work over the Western Xmas on current issues with upturned vehicles and the gamepad bindings screen, respectively, while there’s plenty of other stuff bubbling under too.

There will be a Thursdoid next week, but it’ll be a brief one featuring anything people have done over the holidays, and then back properly in the New Year. Have a great one if you’re celebrating!

This week’s Walking Dead-style not belonging here from non_curo. 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 MailingList that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is open for chat and hijinks too. Merry Xmas etc hohoho
Dec 13, 2018
Project Zomboid - nasKo



Howdy almost-yuletide survivor.

PATCH 40.40 RELEASED
Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be found here, but this covers stuff like:
  • Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. Sandbox settings also updated, so you can adapt it to a brightness you desire.
  • Improved appearance of weather effects when in a building.
  • Moon calculations re-added to game to govern night brightness.
  • Extended disassemble ability to many more items,including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves.
  • Some balanced player actions related to injuries, sleeping, window-breaking and bandages in a saucepan.
  • Fixed whisper problems in the new chatbox, stair teleports, rain rather than snow in Winter is Coming, community translation font issues, plumbed sinks not working in MP and various other issues.


40 MP NETWORK STUFF
While the rest of the team move into the animations build and version 41, we’re leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40.

The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought it’d be wise to test out with a forthcoming IWBUMS beta and Community Megatest.

Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and we’re hoping this might improve matters.

In essence, we’re about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players.

There will now be two ‘player client zombie awareness’ circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates.

On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved.

We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something we’d hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too.

This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as it’s clear there’s nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.


41 ANIMS
This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster.

https://www.youtube.com/watch?v=lXtz_Owm_V8

Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:



Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.


OTHER STUFF
  • Stas has just updated the Gamepad Test beta with a lot of fixes, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code, then enquire within.
  • RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of what’s a desirable item, and what’s junk – so we can then fill containers with a lot more realistic junk items even on higher difficulty levels. He’s also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay.
  • ChrisW’s work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without.






Today’s warehouse horde from Frank. 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 PZWiki 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 hereOurDiscord is open for chat and hijinks too.
Dec 6, 2018
Project Zomboid - nasKo


Hey all, Thursday greetings.

40 PATCHING
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.

https://www.youtube.com/watch?v=0mfKRC1c258

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.

https://www.youtube.com/watch?v=eD-2fUw69Mg

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.

https://www.youtube.com/watch?v=wRl2Z1wlC1w

https://www.youtube.com/watch?v=TZLwe8OHAwU

SIMS-STYLE CUTAWAYS
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 hereOur Discord is open for chat and hijinks too.
Nov 22, 2018
Project Zomboid - nasKo



Hey everyone, lots to get through today soooo…


PUBLIC BUILD 40 PATCHED
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.

https://www.youtube.com/watch?v=m64s12l00yY

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.”

https://www.youtube.com/watch?v=27jT7cTmbV0

“Before we patch I will probably adjust storms a bit too though, as currently they lose a bit too much of their storm tint.”

https://www.youtube.com/watch?v=WP_WnlsiM9I


BUILD 41
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.”

https://www.youtube.com/watch?v=7F1Yqi9dTOA

(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.

https://www.youtube.com/watch?v=ruRCJxvRJ64

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 hereOur Discord is open for chat and hijinks too. Oh, and Happy Thanksgiving to all our American survivors!
Nov 9, 2018
Project Zomboid - nasKo


We released Build 40 last Tuesday, and gave it a first hotfix on Thursday. We currently have the next patch in a public IWBUMS beta channel – and if you don’t mind then we’d love you to jump over there and see how it plays. Primary fixes/changes include:
  • 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.

https://www.youtube.com/watch?v=3LREZzaohbI

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;

https://www.youtube.com/watch?v=ZxV2JgNds0U

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 hereOur Discord is open for chat and hijinks too.[/u]
Oct 30, 2018
Project Zomboid - lemmy101


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.

https://www.youtube.com/watch?v=1UmCQZNf5hU

New stuff that can be seen in the above video includes:
Build 40 also includes:
  • 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.
  • MP Admin Items list UI that can be used to quickly search through, and spawn, items.
  • New MP host Sandbox options that can be enabled, where possible, in-game without a restart.
  • 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.
For the full changelist and details on all the balance changes and fixes please check here on the forums.

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.

Please report bugs in this section of the The Indie Stone forum.

Thanks everyone!
Oct 18, 2018
Project Zomboid - nasKo


Hey all, here’s what’s happening.

BUILD 40
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…

https://www.youtube.com/watch?v=uO-RkLWUF_Q

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.)

https://www.youtube.com/watch?v=Qq3WR8bq2hY

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:

https://www.youtube.com/watch?v=Vo80PqbvUXI


BUILD 41
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 hereOur Discord is open for chat and hijinks too.
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