Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Maps
- Balance
The fourth day of the week returns with a vengeance. Welcome back to Thursdoid.
Build 39 – Vehicles
What with Build 38 released publicly, there hasn’t been a vehicles beta release since Build 21 – but there’s enough brewing to mean that the upcoming Build 22 will be a good one – as mentioned last week there’s sirens on emergency vehicles, zeds that thump cars rather than lie down next to them, more varied car models, fixed MP sync work, some optimizations etc. On top of this there’s also a lot of finessing of Build 38’s new ‘window peek’ and ‘visible rooftop’ systems from ChrisW and slight map tweaks waiting to be dropped in (that’ll require testing rather than being hurled into 38 itself) to eradicate the (pretty occasional) view-blockers that you might have come across on PZ maps. Also whirring along the production line, meanwhile, are:
Vehicle Damage
Our initial vehicle damage system, currently being worked on by Yuri, will use textures to indicate damage rather than start mangling the car models themselves. To this end Yuri will create a map of damage zones on each vehicle – and work alongside Mash and Martin to create textures to show light damage and heavy damage. The following is a Yuri’s initial example of what it’ll look like in-game – but please be aware that it hasn’t been through the art department just yet (Also ignore the debug lines).
This system will also add to the visual variety of the cars you find scattered around the map, as well as give better indicators of the quality of cars that you’ll discover. Indeed, another aspect of this work will be to create textures that look dirtier/rustier to give a fairer indication of a vehicles’s age and quality. Yuri is also, meanwhile, going to implement a system that determines a car’s colour through software rather than the texture itself – which will again add to the visual variety of the family cars, farm trucks and very occasional sports cars that spawn on the map.
Mechanic Profession/UI
And now a word from RJ about how the mechanic system and UI have been developing since we discussed it all last week. Oh, and a new video too! “The Mechanic stuff is progressing well. Right now, you can uninstall almost everything on a vehicle, and certain parts have to be removed first before you get at others – so getting to brakes will need you to remove the tire first. All parts have their own weight too, so if you’ve got the right skill level and tools then you can potentially sacrifice a seat to reduce your car’s weight, go a bit faster and consume less fuel.” “I’m working on it so that those with the required skills can adapt their vehicle to the survival style they want: a fast car, a loot car (high container capacity, and also quieter) or even a more robust car that can withstand more zombie collisions.” “I’m also working with Yuri to ensure that conditions also impact the vehicle gameplay/physics: a bad condition gas tank could leak fuel, a car that’s been rear-ended might not have as much trunk capacity, poor condition brakes will increase stopping times etc. Likewise dangerous driving at full speed with the worst condition suspension and poor steering might not end well..” https://www.youtube.com/watch?v=EgkgWqIWOfU
Build 38
Patches for Build 38 continue with various coders behind the scenes being corralled
Source
Changelog.gg summarizes and formats this update. How we read updates.
