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Steam News24 April 20179y ago

37 n’ Next

Hello! A public build release today, along with a general overview of where we’ll be at with different stuff in the coming weeks. 37 RELEASED This morning we pushed Build 37.8 to Stable.

Full notes

Full Project Zomboid update

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

What changed

0 fixes2 additions5 changes0 removals
  • Maps
  • Server
  • Performance
  • Balance
changed37 RELEASEDThis morning we pushed Build 37.8 to Stable. This is predominantly an RJ build, apart from the Mash maps and some Yuri fixes, so our thanks to him keeping the wheel turning while work continues in our various other branches. It contains lots of fiddly longstanding fix stuff that can be read here , but the highlights run as follows:
changed37 RELEASEDMaps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. They look a bit like this.
changed37 RELEASEDYou can make text and emblem markings on maps and share with friends and faction members in MP.
changed37 RELEASEDIn SP you also run a chance of discovering pre-annotated maps that’ve been marked up by deceased fellow survivors. These are mainly found on zombies and can lead you to stashes of weapons, tools and general places of interest. Loot at these locations could be hidden in cupboards, crates, bags left on the floor or even hidden under the floorboards.
added37 RELEASEDGeneral improvements to cooking, cooking systems and food. Split screen co-op fixes. Gamepad fixes. Improved sleeping system for online servers who like to snooze. New forage UI to limit item build-up on the map. Portuguese Brazilian community translation by HiveFuse. Clearer moodle impact descriptions. New ‘version info’ box on main screen.
addedVEHICLESThe internal tests and updates of our new physics-enhanced vehicles continue, if you haven’t seen it then our latest vid (made by Mark.exe) can be seen here . The current focus is in fixing up what we have now so that it’s all in a state that could be considered for wider testing. We will need, after all, performance feedback from as many PC set ups as we can. This week, then, Yuri had been looking at the build’s most glaring performance issues and glitches. There’s an oddly catastrophic slowdown that hits after twenty minutes of play that’s being looked at right now, for example, while vehicle and tree pop-in also needs addressing. Likewise frame-rate stutters seemingly tied to zooming. In recent days we’ve made good progress on reported (non-vehicular) crashes and garbage collection hang-ups, so we’ll keep on ticking off the list. Likewise, it’d be nice if we could solve some clipping and draw order issues. As a general ‘where we’re at’ overview, right now we have pick-ups, station wagons, ambulances, sports cars, small cars and vans in-game (although they’re yet to have different handling stats). They spawn in relevant places, and according to the affluence/role of area on the Exclusion Zone map. They crash and roll, and they really, really attract zombies – potentially a little too much. They have working headlights and are generally found locked – although keys can be found on zombies or in houses. Every car has storage in the boot, and have a handy glove box too. We’re also looking at two (subtle) different ways of colouring vehicle textures – so answers on a postcard if you can tell us your opinion of which if these vehicles fits in best with the PZ game world.

Hello! A public build release today, along with a general overview of where we’ll be at with different stuff in the coming weeks.

37 RELEASED

This morning we pushed Build 37.8 to Stable. This is predominantly an RJ build, apart from the Mash maps and some Yuri fixes, so our thanks to him keeping the wheel turning while work continues in our various other branches. It contains lots of fiddly longstanding fix stuff that can be read here, but the highlights run as follows:

  • Maps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. They look a bit like this.

  • You can make text and emblem markings on maps and share with friends and faction members in MP.

  • In SP you also run a chance of discovering pre-annotated maps that’ve been marked up by deceased fellow survivors. These are mainly found on zombies and can lead you to stashes of weapons, tools and general places of interest. Loot at these locations could be hidden in cupboards, crates, bags left on the floor or even hidden under the floorboards.

  • General improvements to cooking, cooking systems and food. Split screen co-op fixes. Gamepad fixes. Improved sleeping system for online servers who like to snooze. New forage UI to limit item build-up on the map. Portuguese Brazilian community translation by HiveFuse. Clearer moodle impact descriptions. New ‘version info’ box on main screen.

VEHICLES

The internal tests and updates of our new physics-enhanced vehicles continue, if you haven’t seen it then our latest vid (made by Mark.exe) can be seen here. The current focus is in fixing up what we have now so that it’s all in a state that could be considered for wider testing. We will need, after all, performance feedback from as many PC set ups as we can. This week, then, Yuri had been looking at the build’s most glaring performance issues and glitches. There’s an oddly catastrophic slowdown that hits after twenty minutes of play that’s being looked at right now, for example, while vehicle and tree pop-in also needs addressing. Likewise frame-rate stutters seemingly tied to zooming. In recent days we’ve made good progress on reported (non-vehicular) crashes and garbage collection hang-ups, so we’ll keep on ticking off the list. Likewise, it’d be nice if we could solve some clipping and draw order issues. As a general ‘where we’re at’ overview, right now we have pick-ups, station wagons, ambulances, sports cars, small cars and vans in-game (although they’re yet to have different handling stats). They spawn in relevant places, and according to the affluence/role of area on the Exclusion Zone map. They crash and roll, and they really, really attract zombies – potentially a little too much. They have working headlights and are generally found locked – although keys can be found on zombies or in houses. Every car has storage in the boot, and have a handy glove box too. We’re also looking at two (subtle) different ways of colouring vehicle textures – so answers on a postcard if you can tell us your opinion of which if these vehicles fits in best with the PZ game world.

What vehicles haven’t got is much ‘Zomboid’ gameplay tied to them right now – mechanic profession, maintenance, damage, player injury and other vital stuff

Source

Steam News / 24 April 2017

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