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Steam News20 October 201411y ago

All the Small Things

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.

Full notes

Full Project Zomboid update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

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!

What changed

0 fixes2 additions3 changes0 removals
  • Compatibility
  • Maps
  • Balance
  • Gameplay
  • UI and audio
changedHello 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!
changedBLINDCODER’S MARVELLOUS MAPPAGEFirst 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!
addedLOVELY MARTINAs 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.
addedNPC MANEUVER TOOLBinky’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
changedFMOD SOUND SYSTEMFor 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

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

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Steam News / 20 October 2014

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