Zedlights
Author: EnigmaGrey,
published 6 years ago,
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4460946/5f3ec3e146e572b10b211df37c268cd03c94669f.jpg[/img]
We released the Build 39 vehicles patch this time last week – release notes for which can be found [url=https://theindiestone.com/forums/index.php?/topic/23982-released-39675/]here[/url].
This seems to have remedied the most pressing issues with Build 39 and
(given that we also don’t want to add any major changes to the pot
without enough testing) further tweaks and improvements will go into
Build 40.
All of Build 40’s bigger features are already complete, if untested,
so we’re hoping to get it into IWBUMS public beta testing within the
next few weeks and for it to be a fairly quickfire version. As such a
lot of work in the coming week involves bringing work done while we were
polishing the release candidate for Build 39 into the main 40 build –
stirring each ingredient in one after the other.
First off Yuri from General Arcade has done a lot of work on MP
networking, vehicle clipping, floating cars, headlights, vehicle shadows
and zombie reaction speeds – and then Stas’ new chatbox will also
finally get its time in the sun. Finally Turbo’s work on the new climate
system, improved rain/snow/fog and general ‘greater sense of season’
work will also be added to the mix.
As we’ve discussed in previous dev blogs, Turbo’s final hurdle was
finding ways to make the new precipitation and fog visible through
windows – initially in pre-made buildings, and then with the trickier
proposition of player-made structures. Telling the game not to conjure
up internal fog in a constructed base was a big issue.
As such, this week he has been finishing a system that can accurately
detect player-made rooms and regions on each height layer – now the PZ
engine can properly detect if an area is enclosed by walls, windows,
door frames and fences. The system also checks whether said area is
roofed, and then mask a feature like fog from that and all connected
rooms. It practice it looks a little bit like this…
https://youtu.be/c_n5J2BbtIo
Having this functionality in the game will also make it far, far
easier to prevent the occasional ‘zombie in my base!’ bugs that have
been known to creep back into the game – and also be very handy for
other independent zoning systems for farming improvements etc.
While the above features are being added to Build 40 other team
members are blitzing through our internal task system – verifying
reported bugs, fixing up legacy issues and generally sorting out
long-term kinks in the game that have sat in the system unaddressed for
too long. The advent of the new animations system, and the dev
changeover to it, will bring a lot of new work and issues so the more of
these 300-ish minor tasks we can strike from the record the cleaner our
plate will be.
This sort of stuff deals with missing loot spawns, errant nutrition
values, trait issues, places you can’t sleep but should be able to and
other general irritations. In addition, meanwhile, we’re adding stuff to
improve vehicles – like the ability to use metalwork skills to
dismantle car wrecks and retrieve construction materials, and making it
very unwise to drive your car while drunk.
Once we’ve cleared out these tasks we can also add in some more [url=https://theindiestone.com/forums/index.php?/topic/20738-build-38-and-beyond-small-but-important-suggestions-thread/&page=24]community suggestions[/url],
start to polish some of our more elderly game systems and also do some
planned work on our current loot system to give us more power on what
spawns where and by how much – which is also a requirement to get the
best out of the new animation/models system as we’ll certain zombies
spawning in certain locations, with certain loot around then.
The work on the animations system, and the AnimZed tool itself,
continues with our friends at T.E.A. It’s relatively dry dev work this
week, but all necessary stuff. Zac has been going through AnimZed
changes following the feedback of our animator Martin last week, and
will continue to supply new versions for him to check out. Grant has
been working on the Game state hook-up, and compiling guidelines for
coders and modders to follow with T.E.A.’s data-driven approach to
animation integration. Mark has been investigating load/rendering issues
with backpacks, and Gar is adding new masks/test textures for
texture-based pants/tops which are coming in the editor.
Thanks so much for all your continuing feedback and bug reports on
Build 39 everyone. It’s been great having so many new and returning
players, and hopefully we’ve got some good stuff in the pipeline for all
concerned parties.
[i][u]This week’s night cruise [/u][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1413296150]from Cocoa[/url][u]. A general list of stuff added to PZ, and vids of features being worked on, is kept[/u][url=https://projectzomboid.com/blog/2017/02/buildstatus/] here[/url][u] –
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 [/u][url=http://pzwiki.net/wiki/Main_Page]PZ Wiki[/url][u] should you feel like editing or amending something, and the [/u][url=https://projectzomboid.com/lists/?p=subscribe&id=1]PZ Mailing List [/url][u]that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter [/u][url=https://twitter.com/theindiestone]right here[/url][u]! [/u][url=https://discord.gg/0lGvMrCiUWfAc0eQ]Our Discord [/url][u]is open for chat and hijinks too.[/u][/i]