Die Entwickler von PZ arbeiten an einer Reihe von Verbesserungen, man möchte z.B. das Beleuchtungssystem überarbeiten, testen einen CO-OP-Modus und das Lebensmittel-System soll erweitert werden.
»A Mondoid update from deep inside the guts of the next build as we all bash away on our various different coalfaces. So let’s get going…
LIGHTING FIX-UP As those who’ve ventured to the Mall will attest to, occasionally the current lighting system takes too long to catch up with the player’s line of sight. What with the future map expansion into the city of Louisville, and its range of larger buildings, this is clearly something we need to get on top of.
EasyPickins has been working on improving and reintegrating a new line-of-sight and lighting system underneath the hood of the PZ-mobile – in the next build this will now be written in C++ and will be a lot faster. He’s also changed the way room lighting is handled by the game to speed things up, by having internal spaces more uniformly lit with the same light bleeding from its edges. It should look much the same as it used to, but run a lot faster.
Another positive impact from this will be that lighting updates are no longer interrupted whenever a ‘map chunk’ is loaded. We’re hoping that this will help players with slower computers who’ve been forced to turn lighting quality down by ‘Help, I’m running into black fog!’ issues. This is all now in internal testing and we’ll let you know how it goes.
CO-OP We’ve also just started a closed test of the new online co-op system worked on by General Arcade – that allows personal server creation with far less of a headache. There are still a few issues to resolve with the magic hocus pocus uPNP system to make it play nice and reconfigure the right router if more than one is on the network – or indeed a PC on that network that’s stubbornly deciding it wants to pretend to be one.
It’s already really really exciting to see how players will be able to simply launch multiplayer games straight out of the box as it were though. It’s too early to say when it will first reach IWBUMs public testing but, as with everything going on at the moment, when it’s done we’ll likely organize either a .5 build or a Full Build around it. It all depends on what else is good to go at that stage.
FOOD SYSTEM The rudiments of RJ’s food, cooking and physiology revamp are still in playable and experimental form (found here!) for the community to take through its paces and report back their stats and findings. RJ has now hit his fifth build, and now features freezer compartments on in-game fridges.
We’re hoping that the introduction of frozen food will add to the usefulness of those noisy generators in the late-game, as well as being a decent way of storing perishables. Alongside this there’s nutition balance, new recipes and (unrelated and minor, but still cool) the ability to clear up blood stains with a mop. If you want to join in our playable survival survey then please dive in.
CREATIVE AND WHATNOT Creative Mode is our upcoming playable map building and MP project mode, and it’s in the works both to fuel a community explosion in content and as a means to an end when building the suburbs of our own Louisville map. What we haven’t really mentioned, however, are the side-benefits that coding this system has brought to the game. Namely, that it lets us fix a few long standing issues and limitations with the tile engine. And so…
Cut aways This one is particularly exciting to Mash, who made all those buildings, the Mall and all those other exciting survival locations – only to see them sliced and diced 99% of the time because the cutaway segments are wholesale across the entire screen.
When you run in front of buildings, say in West Point, buildings cut off and you generally never really see more than one storey high. In a perfect world only the building you’re stood inside and that obstruct your view should slice away, leaving the surrounding town more aesthetically pleasing. This, then is also a large part of the Creative mission, and becomes a lot more important when you consider the following…
Improval of map height limits The primary reason for the current (very limiting) 8-storey height map is that it’s pretty hefty in terms of memory: we have to be reserved with the maximum height as ‘one size fits all’. If a tower block has to be 8 high then so does the rest of the entire game, including all the bits above the fields and forests. All that space ‘reserved’ and swallowing up bits of memory and processing time. This will change however, since changes made for Creative will ultimately allow for each chunk of the map to define its own extents. Therefore a tower block chunk will have its own upper limit without cruelly condemning the middle of a forest to be the same height. While it’s not yet clear how far this could or should be pushed, it’s safe to say we’d be able to consider more than 8 height buildings. This, again, is vital to the foundations of our Louisville city map. [IMPORTANT NOTE: Discussions need to be had with EasyP about his newfangled C++ light system and how that would be impacted by this system, so it’s not certain this will make it into the first release.]
Eine neue Version von Project Zomboid ist erschienen, leider führte das zu einem kompletten Wipe.
FMOD: New sound engine!
Tons of new sounds and ambient! (fridge buzz, water drip, birds…)
New random music algorythm: some weird music will start at night to give a creepy ambient!
Proper 3D sound!
The helicopter will now circle around a player, you’ll need to hide (forest or house) for it to stop!
Added an ambient volume slider in the option.
New randomized buildings:
Some buildings will now be burnt, looted or already barricaded.
Some will have specific professions loots
Made world more alive, some windows/inside door will be open.
New main menu!
Allowing to custom your difficulty settings easier.
You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing)
Choose from „The First Day“ to „6 Months After the Apocalypse“ (hard early game), and don’t forget our hardcore Survival (hard late game!)
Then select if your character will start with some bonuses, such as items or xp multiplier!
New trait: herbalist
With this trait you can find medicinal herbs by foraging.
They’ll help you fixing your broken bones, your stomach disease, etc.
Some will require to be transformed in poultice with a mortar and a pilon!
Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn’t eat. Not a herbalist? Take care when eating berries
Moveable furnitures! (icon is on the left)
Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc…)
Added sandbox options to make zombies thump only if they’re chasing/heard a sound (still enabled in 6 months/survival)
Added /alarm server admin command to force an alarm to play in the current room.
Added farming mag to learn the mild flies cure
Added electronics mag to learn how to make and add remote trigger
Added way to learn remote controller v2 and v3 in electronics mag
PZServerSettings edits INI as well as SandboxVars.lua.
Save players every minute instead of every 2 seconds.
Active translation mods will be loaded when joining a server.
Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel.
Zombies that fall from a height fall over and take some damage.
Added buttons to enable/disable mods. Double-clicking still works.
Added warning about Workshop items not being displayed when Steam is disabled.
The URL button in the Mods screen opens the Steam Overlay to a mod’s Workshop page if it has one.
PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options)
The Maps= line in a server’s INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories.
Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves.
Canned food now appears as food and not „normal“ item (can’t be eat tho, need to be opened first)
Crafting UI displays spices and poison already added to a recipe.
Crafting UI displays poison icon next to known poisonous ingredients.
Fixed watermelon sliced/smashed weight
Possibly fixed multiple copies of other players appearing in multiplayer.
Fixed speed of falling not considering framerate.
Reduced movement rate when going up or down stairs.
Fixed OpeningHours sprite bug.
Fixed flickering when in the Lua debugger.
Fixed health-panel errors when spamming right-click actions.
Fixed some outdoor chairs showing „Remove Bush“ in context menu.
Fixed generators only powering levels 0,1,2 no matter which level the generator was on.
ProjectZomboid exe prints any exception after running the main() method.
Fixed an exception with footstep sounds when the player was falling.
Fixed lighting flashes not working when shaders were turned off.
Fixed clicked-on worn clothing not being used by a recipe.
Fixed a number of issues with using the bundled Java Runtime Environment on Linux.