Project CarZ
Author: nasKo,
published 7 years ago,
[Notice: Last Weeks Mondoid can be found here]
https://projectzomboid.com/blog/2017/08/skull-face/
[img]https://projectzomboid.com/blog/wp-content/uploads/2017/08/boop-712x462.jpg[/img]
Current focus is getting 38 out of the door, while putting roots down for the initial vehicles release in Build 39 and beyond. And so…
[h1]BUILD 38[/h1]
We’re fixing up and polish [url=https://theindiestone.com/forums/index.php?/topic/22595-released-iwbums-build-385/]Build 38[/url] for release, and want it to be as clean as possible so we can drop the vehicles build straight into IWBUMS beta testing afterwards as Build 39 – with the new map expansion that includes the new town of Riverside and the Knox Heights Country Club.
This includes ironing the final kinks out of ChrisW’s rooftop rendering and peeking changes – as right now in the beta we’ve still got a few irritations like occasional see-through roof slants, canopies around the edges of buildings that never disappear and wonky player-built second floors. It’s ‘tidy up’ work more than anything, but we want it all to be as seamless as we can make it once it hits public.
As such, while this is done and in the build-up to release, we’ll continue to fix and polish RJ’s existing 38 work with graves, sandbox options and other stuff – alongside turning as much of the Bug Tracker from red to green as possible.
Yuri meanwhile, he of Vehicles Build fame, is going to transfer as many of his branch’s optimizations as we can into the IWBUMS version – so they’re not stuck in a holding pattern. He’ll also transfer his current work on improving gamepad controls and making sure that screens like in-game maps, foraging and sandbox game creation can all be navigated without a keyboard.
[h1]BITBABOON GANG[/h1]
As regular readers will know we’ve now got Mark and Steve from Bitbaboon, both established Technical Directors from the land of AAA, bedded down with the team to help with animations (Mark) and MP/general optimization (Steve).
Steve’s first task is to optimize MP connectivity – and so we’ve set him up with a build so he can get some detailed stats back on bandwidth, cpu and memory for servers, and track what happens when latency rises. While he does so he’s also marking targets for when his role turns to more general FPS optimization.
Mark, meanwhile, is approaching the point at which the new animation system is merged into the main game code, but on a (development side debug) toggle. This means that it will always be integrated into the PZ build, allowing our coders to flick its various visual/gameplay switches ‘on’ as we go and start releasing test versions – keeping it in date with the main game
[h1]VEHICLES[/h1]
We [url=https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/&do=findComment&comment=260231]released Vehicle Test Build 16 on Friday[/url], which was something of a ‘wider IWBUMS testing’ preparation build as it put vehicles on a toggle [url=https://projectzomboid.com/blog/wp-content/uploads/2017/08/Spiffo-wanrs.jpg]accessed from the Game Select screen[/url]. It also corrected and darkened shadow positioning as well as, hopefully, prevented unrealistic car-climbing and bouncing on zombie corpses.
Next up Yuri will be integrating Mash’s redone burnt car models, an example of which is below, before moving onto a spot of optimization. This said, in amongst it all, there are a few other aspects we’d like to see integrated before/during the 39 IWBUMS: specifically clearer headlights, red brakelights, car horns, sirens and accurate numbers of seats for each car model. We’ll see how much we can fit in, basically.
[img]https://projectzomboid.com/blog/wp-content/uploads/2017/08/burntambulance-300x196.jpg[/img]
[img]https://projectzomboid.com/blog/wp-content/uploads/2017/08/burnt-police-car-300x196.jpg[/img]
[h1]WOLDREN MAPS[/h1]
If you fancy holding out somewhere new and different than can we also suggest you check out the [url=https://steamcommunity.com/profiles/76561198033598643/myworkshopfiles/?appid=108600]wide range of awesome maps[/url] that Woldren has created? [url=https://steamcommunity.com/sharedfiles/filedetails/?id=926737806]Over the River[/url], especially, is pretty awesome – as it creates a huge bridge over from West Point, with its own docked ship nearby, and a range of interesting locations for you to explore on the opposite bank. Definitely one to check out.
[h1]NOLAN GATES[/h1]
Something we’ll need to be adding to the main game in build 39+ are player-built gates that’ll allow vehicles inside. In the meantime the lovely Mister Nolan has you covered with his new [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1105347046]Log Wall Gate mod[/url]. Vid [url=https://www.youtube.com/watch?v=AohKVqaWkzM]here[/url].
[i]Today’s featured image from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1107365708]Boop[/url]. A general list of stuff added to PZ, and vids of features being worked on, is kept[url=https://projectzomboid.com/blog/2017/02/buildstatus/] here[/url] – so you don’t have to plough through endless Mondoids for info. The Block of Italicised Text would like to direct your attention to the [url=http://pzwiki.net/wiki/Main_Page]PZ Wiki[/url] should you feel like editing or amending something, and the [url=https://projectzomboid.com/lists/?p=subscribe&id=1]PZ Mailing List [/url]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter [url=https://twitter.com/theindiestone]right here[/url]! [url=https://discord.gg/0lGvMrCiUWfAc0eQ]Our Discord [/url]is open for chat and hijinks too.
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