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Steam News18 October 20187y ago

Sway of Things

Hey all, here’s what’s happening. BUILD 40 Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below.

Full notes

Full Project Zomboid update

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What changed

1 fix5 additions2 changes0 removals
  • Compatibility
  • Gameplay
  • Server
  • UI and audio
changedBUILD 40Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below. On Tuesday we released Version 40.26 to the IWBUMS public beta. As we forecast last week , this contained:
addedBUILD 40New, rare, inventory clothing types to better insulate players.
changedBUILD 40Thunderclaps when players are banned on a server. (Optional)
fixedBUILD 40Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs.
addedBUILD 40Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27 . This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.
addedSHAKE ITWe’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and… https://www.youtube.com/watch?v=uO-RkLWUF_Q This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.) https://www.youtube.com/watch?v=Qq3WR8bq2hY Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:

Hey all, here’s what’s happening.

BUILD 40

Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below. On Tuesday we released Version 40.26 to the IWBUMS public beta. As we forecast last week, this contained:

  • New, rare, inventory clothing types to better insulate players.

  • Thunderclaps when players are banned on a server. (Optional)

  • Better admin control over weather effects

  • Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs.

Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.

SHAKE IT

We’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and… https://www.youtube.com/watch?v=uO-RkLWUF_Q This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.) https://www.youtube.com/watch?v=Qq3WR8bq2hY Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing. In this build, this includes:

  • Doors shaking when zombies hit them

  • Locked doors shaking when the player tries to open them

  • Trees shaking slightly when the player is chopping them down.

  • Trees rustling when the player, or zeds, walk through them

  • Trees shaking after car collisions

Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions – and some of the SFX are a bit off. Here’s a compilation vid of the new feature: https://www.youtube.com/watch?v=Vo80PqbvUXI

BUILD 41

Work continues with the TEA’s preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it. An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying

Source

Steam News / 18 October 2018

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