HomeGamesUpdatesPricingMethodology
Steam News31 July 20178y ago

Rise of the Baboon

In ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta.

Full notes

Full Project Zomboid update

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

What changed

0 fixes0 additions1 change0 removals
  • Fixes
changedIn ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta . The IWBUMS beta needs to be polished and bug-crunched until it’s ready for release, and the vehicles beta needs to be fixed up until the cars are in a good enough state to be released as an ‘experimental vehicle’ toggle in the Build 39 IWBUMS beta very shortly afterward – alongside the new map extension. We’ll be releasing a new IWBUMS version once Chris W has finished off his rooftops/building rendering fixes (primarily the issues surrounding player-built constructions) later this week, while a new vehicles build will probably appear beforehand – which will make cars climbing on top of other cars and burnt-out wrecks impossible and make cars ‘jump’ less when striking zeds. Vehicle Build 15 also came out last Thursday which, among other bugs, improved fluidity should cars come to a stop and need to start moving again. Work has also continued to improve the sounds that vehicles make and, while still a work in progress, we hope that you agree that they are far improved on what we had last week . https://www.youtube.com/watch?v=OL6xNH1JHDs As you may know from previous Mondoids, we now have Mark Rowley working alongside us to integrate the long-awaited animations system we’ve constructed – which will in turn open the door to all manner of improvement and features that’ve been cooking backstage. Now his work is becoming a part of our internal animations build we thought it high time to drop the curtain on him, and have a Mondoid chat. Before we begin it’s probably also worth mentioning that Mark’s colleague at Bitbaboon, Steve, will also be joining us for a little while each week to help out with MP issues – primarily looking at a fix for zombie lag and its resultant unfair injuries. [General Arcade’s Stas was initially being set on this, but was called away elsewhere and will hopefully return to PZ a little further down the line]. Hello Mark! First off, can you give a bit of background about who you are and the sort of stuff you’ve worked on previously? Well I taught myself how to program way back on the C64, then progressed onto the Amiga and the demo/cracking scene. Then later on I studied electronics and decided to get a ‘real job’. I worked in fire detection, weights and measures and almost made a career at the Ministry of Defence before I was lucky enough to get offered a position at my first games company… that was 17 years ago and I haven’t looked back since. Since then I have worked at many companies all over the world, on many titles. In terms of animation systems specifically I’ve worked on multiple games engines, but the largest would be the Assassins Creed Engine, Don King’s Prizefighter for Take2, procedural animations for Prince of Persia while at Ubisoft and then London 2012 Official Olympics game at SEGA. There have been many others in between though. A good data-driven animation system can really allow content creators to bring a game to life. There’s a video of my GDC talk that covered animation issues and the Olympics game here , if anyone’s interested. Where’ve you encountered PZ before and what brought you into its orbit? PZ has always been a game I have enjoyed and followed, so when I heard they were looking for some help, I jumped at the chance. I know Lemmy from long ago, during our mutual time at Reflections on Driv3r, and I have heard a lot about Will from colleagues at SEGA. It’s

In ‘general beta updates’ news we’re continuing to chase bugs in both our IWBUMS public beta and the public vehicles beta. The IWBUMS beta needs to be polished and bug-crunched until it’s ready for release, and the vehicles beta needs to be fixed up until the cars are in a good enough state to be released as an ‘experimental vehicle’ toggle in the Build 39 IWBUMS beta very shortly afterward – alongside the new map extension. We’ll be releasing a new IWBUMS version once Chris W has finished off his rooftops/building rendering fixes (primarily the issues surrounding player-built constructions) later this week, while a new vehicles build will probably appear beforehand – which will make cars climbing on top of other cars and burnt-out wrecks impossible and make cars ‘jump’ less when striking zeds. Vehicle Build 15 also came out last Thursday which, among other bugs, improved fluidity should cars come to a stop and need to start moving again. Work has also continued to improve the sounds that vehicles make and, while still a work in progress, we hope that you agree that they are far improved on what we had last week. https://www.youtube.com/watch?v=OL6xNH1JHDs As you may know from previous Mondoids, we now have Mark Rowley working alongside us to integrate the long-awaited animations system we’ve constructed – which will in turn open the door to all manner of improvement and features that’ve been cooking backstage. Now his work is becoming a part of our internal animations build we thought it high time to drop the curtain on him, and have a Mondoid chat. Before we begin it’s probably also worth mentioning that Mark’s colleague at Bitbaboon, Steve, will also be joining us for a little while each week to help out with MP issues – primarily looking at a fix for zombie lag and its resultant unfair injuries. [General Arcade’s Stas was initially being set on this, but was called away elsewhere and will hopefully return to PZ a little further down the line]. Hello Mark! First off, can you give a bit of background about who you are and the sort of stuff you’ve worked on previously? Well I taught myself how to program way back on the C64, then progressed onto the Amiga and the demo/cracking scene. Then later on I studied electronics and decided to get a ‘real job’. I worked in fire detection, weights and measures and almost made a career at the Ministry of Defence before I was lucky enough to get offered a position at my first games company… that was 17 years ago and I haven’t looked back since. Since then I have worked at many companies all over the world, on many titles. In terms of animation systems specifically I’ve worked on multiple games engines, but the largest would be the Assassins Creed Engine, Don King’s Prizefighter for Take2, procedural animations for Prince of Persia while at Ubisoft and then London 2012 Official Olympics game at SEGA. There have been many others in between though. A good data-driven animation system can really allow content creators to bring a game to life. There’s a video of my GDC talk that covered animation issues and the Olympics game here, if anyone’s interested. Where’ve you encountered PZ before and what brought you into its orbit? PZ has always been a game I have enjoyed and followed, so when I heard they were looking for some help, I jumped at the chance. I know Lemmy from long ago, during our mutual time at Reflections on Driv3r, and I have heard a lot about Will from colleagues at SEGA. It’s

Source

Steam News / 31 July 2017

Open original post

Changelog.gg summarizes and formats this update. How we read updates.