Project Zomboid - lemmy101


So, the big news is that alongside Erosion Mod integration and the new health/medical system we’ve got a third prong to the Build 30 trident – the return of local split-screen co-op and fixed gamepad controls! More on this in but a few paragraphs’ time!


Current Build
After having it on the brew for what feels like an ice-age, we had a few last minute hang-ups with releasing 29.4 into the wild last week – rather predictably just after saying we’d likely release it on Tuesdoid and ‘all systems go yay’. It’s been in our public IWBUMS test group over the weekend, and showed no major signs of misbehaving – so now it’s released! We’re aware you heard the same thing last week, and apologise again for thisbut as long as the wider Steam audience doesn’t flag anything then Build 29 can now be considered final and we can finally update Desura.


Build 30   
Build 30 (current addition and changelist here) is in quite good nick – not yet in internal testing, but good enough that we allowed lovely Tooks to stream a playthrough over the weekend. You can have a peek at his two dabbles here and here. This, in turn, flagged up a load of now-fixed bugs, so pushing it into a state where a proper internal test build doesn’t feel far away at all.

Given the number of additions and complexity of what’s going into Build 30 we anticipate that its internal testing will be slightly longer than that experienced by its predecessors – but once it hits public IWBUMS testing it should’ve been worth the wait.

To keep your anticipating engines running RJ and EP are going to try to hook up another super-french preview video for you next Mondoid.


Split-Screen Co-Op and Gamepad Control: The Return (in 30)
The redoubtable EasyPickins has been hard at work polishing and improving on the old model of split-screen that we first bundled into our Rezzed build all that time ago. What can you expect aside from four player split-screen play and improved controller support?

  • Tap ‘A’ on a controller and you’ll get some options that will let you: take over an existing on-screen player 1, add a new player via the character creation screen and (if previously created) add in an existing co-op character.
  • All co-op characters are now saved automatically, just as they are in SP. They appear in the game’s save directory in files called map_p1.bin, map_p2.bin etc
  • It is now possible to play split-screen MP online. The first player logs in to a server, then co-op players hit the A button once in-game just like in SP. Co-op players don’t need to log in, but we do have to juggle issues like MP co-op players having the same username – likewise we’ll have to work out what to do with in-game chat.
  • Sleeping in local co-op will now work in that players can go to sleep separately, but time will only speed up when you’re both asleep. This currently leads to hilarity [well, slight amusement] as the player snoozing first does so standing up.


That’s about it for this week. Keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that anything and everything exciting can be hand-delivered by an electric postman?
Project Zomboid - nsK


So, the big news is that alongside Erosion Mod integration and the new health/medical system we’ve got a third prong to the Build 30 trident – the return of local split-screen co-op and fixed gamepad controls! More on this in but a few paragraphs’ time!


Current Build
After having it on the brew for what feels like an ice-age, we had a few last minute hang-ups with releasing 29.4 into the wild last week – rather predictably just after saying we’d likely release it on Tuesdoid and ‘all systems go yay’. It’s been in our public IWBUMS test group over the weekend, and showed no major signs of misbehaving – so now it’s released! We’re aware you heard the same thing last week, and apologise again for thisbut as long as the wider Steam audience doesn’t flag anything then Build 29 can now be considered final and we can finally update Desura.


Build 30   
Build 30 (current addition and changelist here) is in quite good nick – not yet in internal testing, but good enough that we allowed lovely Tooks to stream a playthrough over the weekend. You can have a peek at his two dabbles here and here. This, in turn, flagged up a load of now-fixed bugs, so pushing it into a state where a proper internal test build doesn’t feel far away at all.

Given the number of additions and complexity of what’s going into Build 30 we anticipate that its internal testing will be slightly longer than that experienced by its predecessors – but once it hits public IWBUMS testing it should’ve been worth the wait.

To keep your anticipating engines running RJ and EP are going to try to hook up another super-french preview video for you next Mondoid.


Split-Screen Co-Op and Gamepad Control: The Return (in 30)
The redoubtable EasyPickins has been hard at work polishing and improving on the old model of split-screen that we first bundled into our Rezzed build all that time ago. What can you expect aside from four player split-screen play and improved controller support?

  • Tap ‘A’ on a controller and you’ll get some options that will let you: take over an existing on-screen player 1, add a new player via the character creation screen and (if previously created) add in an existing co-op character.
  • All co-op characters are now saved automatically, just as they are in SP. They appear in the game’s save directory in files called map_p1.bin, map_p2.bin etc
  • It is now possible to play split-screen MP online. The first player logs in to a server, then co-op players hit the A button once in-game just like in SP. Co-op players don’t need to log in, but we do have to juggle issues like MP co-op players having the same username – likewise we’ll have to work out what to do with in-game chat.
  • Sleeping in local co-op will now work in that players can go to sleep separately, but time will only speed up when you’re both asleep. This currently leads to hilarity [well, slight amusement] as the player snoozing first does so standing up.


That’s about it for this week. Keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that anything and everything exciting can be hand-delivered by an electric postman?
Nov 10, 2014
Project Zomboid - nasKo

 
Ah hello, you catch us doing one of those ‘keeping the plates spinning’ Mondoids. Everything’s ticking along nicely, but unparalleled feelings of joy remain confined. Behold: development highlights.

29.4
Build 29 can super-soon be considered final – wrapped in a pretty pink bow, and adorned with a single rotten cherry etc. All we’re waiting on are a few logistical issues [ie. Team members not available to be at their keyboards simultaneously on this fair Mondoid] to release its fourth hotfix on Steam. As such, we’re looking at tomorrow (Tuesday) – and from that should be in a position to update Desura later in the week. As we said on Twitter a few days ago, we apologise for the hold-up in all this.
 
 
Build 30
The next build is the best we’ve done in a while, as we unveiled last week, with both the environmental degradation and seasonal change that come from the integration of TurboTuTone’s Erosion mod and our brand new Medical system. It’s currently fully playable (albeit with rough edges) but obstinately sat outside our internal testing group while EP and RJ tinker with its innards. We’ll update you as we go on this one, but can at least tell you about an extra cool thing that’s a part of it.
 

New Sandbox Options

New features in your game’s front-end will allow you to change the amount of erosion [read: environmental degradation] that is present at the start of your doomed travels – although what you see above will soon be changed so that you’re customizing the start date of the game rather than essentially fiddling with an erosion slider. Please also note that some terms used in this image are WIP.

RJ has also been adding several new options to further customize sandbox, such as changing the speed that characters level up, and adjusting how quickly basic needs like hunger and thirst increase. This will allow for a lot more difficulty customization: playing with rapidly increasing hunger and rare loot will keep even the most seasoned Zomboid players on their toes.

On top of this, we're also adding the option to save and load custom presets for sandbox options, to allow people to save their ideal setup, and even to share them with friends or online.
 
Ongoing map work
We generally like to keep map content under wraps for a while, but will let on that Mash has finished her as yet unrevealed ‘large structure’ that we consider at least on a par with the Mall in terms of coolness. It won’t be making an appearance just yet though, as we’re also introducing various other locations around the map including some denser residential districts than you’re currently used to.

It’s a big job, and still a way off – but we wanted to keep you in the loop on it all. Before Mash can start populating an area of the map with buildings and extra foliage, Andy [aka Binky, aka Captain Binky] must first provide the framework for her to build upon – and it’s this process they currently find themselves in, circling each other warily like caged beasts. Andy explains:

“As an overview, if you were to strip all the buildings and objects off the map what you're left with is a bunch of general terrain tiles and natural structures like trees and shrub areas. So what we have is two extremely large images - one representing terrain type (water, mud, sand, various grass types, various concrete types) and one representing foliage (various trees, shrubs, and the overlay grasses etc). Each pixel in each image encodes that tile type (so either the terrain type, or the foliage object depending on the image). We paint those maps in conventional 2D image software, and then process the files to produce Zomboid compatible map files. Once that's done, Mash can then add all the buildings, extra foliage, or tweak the stuff I generate.”
 
And it’s in this eternal dance of creation, that we will leave them until next time…
 
Background Stuff
As ever work continues on the final big two before 1.0 – vehicles and NPCs, but there’s plenty of irons in the fire elsewhere too. The new FMOD sound system is nearing completion, Animator Martin’s animation work continues apace and as mentioned above the next map update is coming along nicely. Beyond that, writer Will’s TV and Radio work ticklist just keeps on growing as he fleshes it all out – recently adding some commercial-ridden entertainment TV channels alongside his roster of alternatives. Work on this will probably continue until Build 30 is in public testing, so it can be considered for inclusion in Build 31.

That's all till next week!
Keep an eye on our Twitter for any news that appears off the electronic presses!
 
Today’s blog image from lovely LeoIvanov! Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
Nov 10, 2014
Project Zomboid - nsK

 
Ah hello, you catch us doing one of those ‘keeping the plates spinning’ Mondoids. Everything’s ticking along nicely, but unparalleled feelings of joy remain confined. Behold: development highlights.

29.4
Build 29 can super-soon be considered final – wrapped in a pretty pink bow, and adorned with a single rotten cherry etc. All we’re waiting on are a few logistical issues [ie. Team members not available to be at their keyboards simultaneously on this fair Mondoid] to release its fourth hotfix on Steam. As such, we’re looking at tomorrow (Tuesday) – and from that should be in a position to update Desura later in the week. As we said on Twitter a few days ago, we apologise for the hold-up in all this.
 
 
Build 30
The next build is the best we’ve done in a while, as we unveiled last week, with both the environmental degradation and seasonal change that come from the integration of TurboTuTone’s Erosion mod and our brand new Medical system. It’s currently fully playable (albeit with rough edges) but obstinately sat outside our internal testing group while EP and RJ tinker with its innards. We’ll update you as we go on this one, but can at least tell you about an extra cool thing that’s a part of it.
 

New Sandbox Options

New features in your game’s front-end will allow you to change the amount of erosion [read: environmental degradation] that is present at the start of your doomed travels – although what you see above will soon be changed so that you’re customizing the start date of the game rather than essentially fiddling with an erosion slider. Please also note that some terms used in this image are WIP.

RJ has also been adding several new options to further customize sandbox, such as changing the speed that characters level up, and adjusting how quickly basic needs like hunger and thirst increase. This will allow for a lot more difficulty customization: playing with rapidly increasing hunger and rare loot will keep even the most seasoned Zomboid players on their toes.

On top of this, we're also adding the option to save and load custom presets for sandbox options, to allow people to save their ideal setup, and even to share them with friends or online.
 
Ongoing map work
We generally like to keep map content under wraps for a while, but will let on that Mash has finished her as yet unrevealed ‘large structure’ that we consider at least on a par with the Mall in terms of coolness. It won’t be making an appearance just yet though, as we’re also introducing various other locations around the map including some denser residential districts than you’re currently used to.

It’s a big job, and still a way off – but we wanted to keep you in the loop on it all. Before Mash can start populating an area of the map with buildings and extra foliage, Andy [aka Binky, aka Captain Binky] must first provide the framework for her to build upon – and it’s this process they currently find themselves in, circling each other warily like caged beasts. Andy explains:

“As an overview, if you were to strip all the buildings and objects off the map what you're left with is a bunch of general terrain tiles and natural structures like trees and shrub areas. So what we have is two extremely large images - one representing terrain type (water, mud, sand, various grass types, various concrete types) and one representing foliage (various trees, shrubs, and the overlay grasses etc). Each pixel in each image encodes that tile type (so either the terrain type, or the foliage object depending on the image). We paint those maps in conventional 2D image software, and then process the files to produce Zomboid compatible map files. Once that's done, Mash can then add all the buildings, extra foliage, or tweak the stuff I generate.”
 
And it’s in this eternal dance of creation, that we will leave them until next time…
 
Background Stuff
As ever work continues on the final big two before 1.0 – vehicles and NPCs, but there’s plenty of irons in the fire elsewhere too. The new FMOD sound system is nearing completion, Animator Martin’s animation work continues apace and as mentioned above the next map update is coming along nicely. Beyond that, writer Will’s TV and Radio work ticklist just keeps on growing as he fleshes it all out – recently adding some commercial-ridden entertainment TV channels alongside his roster of alternatives. Work on this will probably continue until Build 30 is in public testing, so it can be considered for inclusion in Build 31.

That's all till next week!
Keep an eye on our Twitter for any news that appears off the electronic presses!
 
Today’s blog image from lovely LeoIvanov! Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
Nov 3, 2014
Project Zomboid - nasKo


Hello, and welcome to your Build 30 announcement post! If we were a AAA game and important we’d have a cinematic trailer, a carefully choreographed gameplay trailer, a press release and busloads of journalists being ferried around the world, and wined and dined in the finest of fancy restaurants!
As it is, we have a list of stuff. And maybe some headlines marked up in bold or maybe underlined. We’ll see how we go!

 
Build 29.4!
First off, we’re not quite done with Build 29. We’ve got a few final bug fixes sitting in the Indie Stone hot-fix cannon, and ready for deployment at some point this week. You can read the current fixes going into the mix here, but this list will grow somewhat after Romain and EasyPickins hoover up the remaining major culprits that have been flagged in our bugtracker. Keep an eye on the Build 29 Release thread for more details as they emerge.


Build 30 – Erosion!
Yes, that’s right! After collusion between much beloved mod-creator TurboTuTone and the similarly beloved Mash, not to mention some expert final coding from the ALSO beloved EasyPickins, we are now on the final straight when it comes to the integration of wilderness growth and seasonal change in Project Zomboid! For more details check out Turbo’s interview from a few Mondoids ago!

 
Build 30 – Medical Revamp!
This is a mighty hefty, so you’d be advised to click through to RJ’s Upcoming Build 30 notes. The basics, however, are a new Health interface and a myriad of new ways to injure yourself. Each new malady comes with its own potential treatments [well, most do...] whether you’ve scavenged supplies from Cortman Medical or crafted your own home-made remedy.


Infections, burns, fractures, lodged bullets, glass shards… it’s a whole new world of pain. What’s more it all comes with a First Aid skill that will help you level up as a Doctor, which will clearly make you the go-to guy or gal in Multiplayer.


Build 30 – Other Stuff!
Erosion and the Medical Overhaul are the primary attractions in Build 30, but there are few other things waiting in the wings that may well make an appearance too. We should have confirmation of them next Mondoid. Pretty much everything noted above is currently in-game, now the process of balancing, polishing and tying up loose ends begins. As ever though, no ETA!


Oh, and the TIS Halloween Costume Contest!
If you dressed up like a bloodied nightmare over this past weekend and feel like sharing your photo, why not join in on our contest for the chance to win a Steam copy of Alien: Isolation – or a game of similar value? Just click on through. Closing date is Tuesday afternoon UK-time.

Thanks everyone! See you next week!

Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
Nov 3, 2014
Project Zomboid - nsK


Hello, and welcome to your Build 30 announcement post! If we were a AAA game and important we’d have a cinematic trailer, a carefully choreographed gameplay trailer, a press release and busloads of journalists being ferried around the world, and wined and dined in the finest of fancy restaurants!
As it is, we have a list of stuff. And maybe some headlines marked up in bold or maybe underlined. We’ll see how we go!

 
Build 29.4!
First off, we’re not quite done with Build 29. We’ve got a few final bug fixes sitting in the Indie Stone hot-fix cannon, and ready for deployment at some point this week. You can read the current fixes going into the mix here, but this list will grow somewhat after Romain and EasyPickins hoover up the remaining major culprits that have been flagged in our bugtracker. Keep an eye on the Build 29 Release thread for more details as they emerge.


Build 30 – Erosion!
Yes, that’s right! After collusion between much beloved mod-creator TurboTuTone and the similarly beloved Mash, not to mention some expert final coding from the ALSO beloved EasyPickins, we are now on the final straight when it comes to the integration of wilderness growth and seasonal change in Project Zomboid! For more details check out Turbo’s interview from a few Mondoids ago!

 
Build 30 – Medical Revamp!
This is a mighty hefty, so you’d be advised to click through to RJ’s Upcoming Build 30 notes. The basics, however, are a new Health interface and a myriad of new ways to injure yourself. Each new malady comes with its own potential treatments [well, most do...] whether you’ve scavenged supplies from Cortman Medical or crafted your own home-made remedy.


Infections, burns, fractures, lodged bullets, glass shards… it’s a whole new world of pain. What’s more it all comes with a First Aid skill that will help you level up as a Doctor, which will clearly make you the go-to guy or gal in Multiplayer.


Build 30 – Other Stuff!
Erosion and the Medical Overhaul are the primary attractions in Build 30, but there are few other things waiting in the wings that may well make an appearance too. We should have confirmation of them next Mondoid. Pretty much everything noted above is currently in-game, now the process of balancing, polishing and tying up loose ends begins. As ever though, no ETA!


Oh, and the TIS Halloween Costume Contest!
If you dressed up like a bloodied nightmare over this past weekend and feel like sharing your photo, why not join in on our contest for the chance to win a Steam copy of Alien: Isolation – or a game of similar value? Just click on through. Closing date is Tuesday afternoon UK-time.

Thanks everyone! See you next week!

Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
Project Zomboid - nasKo
Today's Mondoid exceeds the maximum ammount of characters for Steam Accouncement thingies.

Head over to our blogpost to read, hear and see what kinds of magic NJ and Martin are up to in regards to Sounds and Animations:

http://projectzomboid.com/blog/2014/10/a-tale-of-two-i-cant-do-puns-send-help/

Tell us what you think in the comments below this announcement.

Have a great week! ːcherrypieː
Project Zomboid - nsK
Today's Mondoid exceeds the maximum ammount of characters for Steam Accouncement thingies.

Head over to our blogpost to read, hear and see what kinds of magic NJ and Martin are up to in regards to Sounds and Animations:

http://projectzomboid.com/blog/2014/10/a-tale-of-two-i-cant-do-puns-send-help/

Tell us what you think in the comments below this announcement.

Have a great week! :cherrypie:
Oct 20, 2014
Project Zomboid - nasKo

Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you’ll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.

There’s quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you’ve just realised that we’re talking directly to you!
For everyone still on this paragraph though, let’s Mondoid!

BLINDCODER’S MARVELLOUS MAPPAGE
First off a super-quick mention, amidst sighs of adoration and love, for Blindcoder’s amazingPZ map.  It’s pushed a remarkable 9.65 TB of data SO FAR this month, and he’s currently hard at work generating build 29′s map. It’s on track to be released later this week. Thanks Blindcoder, TIS and the community all thank you for your travails!

LOVELY MARTIN
As you might recall, a while back a chance meeting in the new office building reunited Lemmy and Binky with a long-lost colleague from their distant AAA past. Martin the lovely Animation Man is currently on-board with the PZ team, and has now gone over all the current anims in the game on a polish/tweak run.

His task right now is on the stealth anims. These include movements like sneaking along walls, crouch sneak movement (instead of just aiming weapon/walking), peeking around corners and others of a crafty ilk.

This is all a part of our overall plan to make the looting game a lot more built around stealthing around the town and trying to avoid attention. We’ll show a few examples of his work and its integration, as well as badgering him for a bit of a Q and A in future Mondoids.

NPC MANEUVER TOOL
Binky’s been busy finishing off a lovely tool to help toward NPC movement, to further make characters move in a believable way. Its functionality that was once upon a time coded directly into the NPC build of the game, but this proved way too cumbersome to use and maintain. Now it will be a nice external tool that will allow us to create a library of maneuvers that a character can do to move from one location to another. These can then be pieced together, and chosen based on personality or possible military training of the NPC in question.

We did actually do a video long long ago of the results of the early in-game tool, which you can witness once again here. YES, we’re finally doing re-runs! Fear not though. we have a new video for you too!

https://www.youtube.com/watch?v=fVMR4pcvtAA


FMOD SOUND SYSTEM
For the longest time our sounds have been put through OpenAL, which unfortunately led to a fair few incompatibilities on a lot of people’s systems in which they couldn’t get directional sound working properly. This has been a long-term irk that has rankled, and as such we’re looking to move to the much more AAA FMOD sound system. This is totally funky, and offers us a lot of extra things into the bargain that should make the sound in Project Zomboid a ton better. Here’s a little video of our experimentation:

https://www.youtube.com/watch?v=xwEcwOIAE4U

It’s not ready to go yet, and we have to license the library before we’d be able to distribute it, but this will provide a much more immersive soundscape in Project Zomboid. It’ll make distant sounds much more realistic and atmospheric, provide reverb and other effects such as having the world geometry affect the attributes of the sound, as well as to provide much better supported 3D sound and more consistent volumes, and hordes will really sound like hordes with many many groaning voices creating a sea of unsettling sound as you approach a densely populated area. Helicopters will also be less likely to burst eardrums.

IMPORTANT THING TO READ FOR PZ SERVER HOSTS
There’s been a really nasty security bug announced in Java over the weekend, of note to server hosts.

Windows Server Hosts:
We’ve sent an update out via steam, please make sure you update and then restart the gameserver.

Linux Server Hosts:
An update has not yet been released by Debian or Ubuntu for all of the bugs.
Debian server hosts can check here to see when an update is released: https://security-tracker.debian.org/tracker/CVE-2014-6519

Ubuntu server hosts can check here: http://people.canonical.com/~ubuntu-security/cve/2014/CVE-2014-6519.html

Server hosts can update OS via the command “apt-get update && apt-get upgrade -y”
Server hosts like Nitrado should already be aware of this, and will apply upgrades without prompting, only those hosting ProjectZomboid servers on VPSs or dedicate servers should upgrade.

This security vulnerability allows the remote modification of java code, those hosting Project Zomboid gameservers on Linux should watch the link for the OS they’re running, and apply the patches immediately. You should restart the gameserver after you’ve applied the patches in order to bring the patch into effect.

Everyone else:
Due to the nature of the way these bugs work, issues only mainly affect server hosts. We do recommend that you keep your computers patched anyway, but you don’t need to worry about Project Zomboid, this is preventative maintenance to make multi-player servers safer for everyone.

Today’s image courtesy of Coolflat.

Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
Oct 20, 2014
Project Zomboid - nsK

Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you’ll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.

There’s quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you’ve just realised that we’re talking directly to you!
For everyone still on this paragraph though, let’s Mondoid!

BLINDCODER’S MARVELLOUS MAPPAGE
First off a super-quick mention, amidst sighs of adoration and love, for Blindcoder’s amazingPZ map.  It’s pushed a remarkable 9.65 TB of data SO FAR this month, and he’s currently hard at work generating build 29′s map. It’s on track to be released later this week. Thanks Blindcoder, TIS and the community all thank you for your travails!

LOVELY MARTIN
As you might recall, a while back a chance meeting in the new office building reunited Lemmy and Binky with a long-lost colleague from their distant AAA past. Martin the lovely Animation Man is currently on-board with the PZ team, and has now gone over all the current anims in the game on a polish/tweak run.

His task right now is on the stealth anims. These include movements like sneaking along walls, crouch sneak movement (instead of just aiming weapon/walking), peeking around corners and others of a crafty ilk.

This is all a part of our overall plan to make the looting game a lot more built around stealthing around the town and trying to avoid attention. We’ll show a few examples of his work and its integration, as well as badgering him for a bit of a Q and A in future Mondoids.

NPC MANEUVER TOOL
Binky’s been busy finishing off a lovely tool to help toward NPC movement, to further make characters move in a believable way. Its functionality that was once upon a time coded directly into the NPC build of the game, but this proved way too cumbersome to use and maintain. Now it will be a nice external tool that will allow us to create a library of maneuvers that a character can do to move from one location to another. These can then be pieced together, and chosen based on personality or possible military training of the NPC in question.

We did actually do a video long long ago of the results of the early in-game tool, which you can witness once again here. YES, we’re finally doing re-runs! Fear not though. we have a new video for you too!

https://www.youtube.com/watch?v=fVMR4pcvtAA


FMOD SOUND SYSTEM
For the longest time our sounds have been put through OpenAL, which unfortunately led to a fair few incompatibilities on a lot of people’s systems in which they couldn’t get directional sound working properly. This has been a long-term irk that has rankled, and as such we’re looking to move to the much more AAA FMOD sound system. This is totally funky, and offers us a lot of extra things into the bargain that should make the sound in Project Zomboid a ton better. Here’s a little video of our experimentation:

https://www.youtube.com/watch?v=xwEcwOIAE4U

It’s not ready to go yet, and we have to license the library before we’d be able to distribute it, but this will provide a much more immersive soundscape in Project Zomboid. It’ll make distant sounds much more realistic and atmospheric, provide reverb and other effects such as having the world geometry affect the attributes of the sound, as well as to provide much better supported 3D sound and more consistent volumes, and hordes will really sound like hordes with many many groaning voices creating a sea of unsettling sound as you approach a densely populated area. Helicopters will also be less likely to burst eardrums.

IMPORTANT THING TO READ FOR PZ SERVER HOSTS
There’s been a really nasty security bug announced in Java over the weekend, of note to server hosts.

Windows Server Hosts:
We’ve sent an update out via steam, please make sure you update and then restart the gameserver.

Linux Server Hosts:
An update has not yet been released by Debian or Ubuntu for all of the bugs.
Debian server hosts can check here to see when an update is released: https://security-tracker.debian.org/tracker/CVE-2014-6519

Ubuntu server hosts can check here: http://people.canonical.com/~ubuntu-security/cve/2014/CVE-2014-6519.html

Server hosts can update OS via the command “apt-get update && apt-get upgrade -y”
Server hosts like Nitrado should already be aware of this, and will apply upgrades without prompting, only those hosting ProjectZomboid servers on VPSs or dedicate servers should upgrade.

This security vulnerability allows the remote modification of java code, those hosting Project Zomboid gameservers on Linux should watch the link for the OS they’re running, and apply the patches immediately. You should restart the gameserver after you’ve applied the patches in order to bring the patch into effect.

Everyone else:
Due to the nature of the way these bugs work, issues only mainly affect server hosts. We do recommend that you keep your computers patched anyway, but you don’t need to worry about Project Zomboid, this is preventative maintenance to make multi-player servers safer for everyone.

Today’s image courtesy of Coolflat.

Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
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