Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Store
- Gameplay
Hey all, Thursday greetings.
40 PATCHING
We’ve currently got the final Build 40 patch in a public IWBUMS beta, and since last week have released 40.37 and 40.38 into it. This includes Turbo’s new night shaders and more colourful/useful interior lights, flashlights and headlights as we felt that Build 40 had moved away from what we wanted in this respect. You can see the video of this from a previous Thursdoid here. So far IWBUMS testers have reacted really positively the new nights, which is heartening to see. We’ve had quite a few comments like “Night-time looks like the old PZ nights and flashlights finally have a function, this is amazing!” and similar, which is exactly what we were hoping for. IWBUMS beta 40.39 was due for release today ready for the public patch, but Stas is still hitting a chatbox whisper bug with a code hammer. It will also add in, upon arrival, a fix for players getting wet in some player constructions and add back in the system we have that governs on how dark nights are depending on how bright the moon is. Turbo has also added the dither circle stencil to the weathermask system (the ring of visibility around the player) when it comes to being inside buildings, which really improves the look of it all. Here’s a video of it without, and here’s a video of it with.
41 ANIMS AND MODELS
Work continues with the AnimZed tool, clothing, layering, spawned zed outfits and similar. There’s still loads of stuff to do under the hood for 41, but we’re now in a position to hopefully provide more visual updates in blogs each week. This first video touches on what we discussed last week – the ability to layer clothing in whatever order we/you please for added player/zombie variety. This allows for full length clothing items like dresses, different sorts of shoes, the ability to wear an apron under a jacket, different underwear etc. https://www.youtube.com/watch?v=0mfKRC1c258 This week Zac has also added a zombie spawn test function that creates zeds wearing different outfits from our assigned collection – or all dress the same. This is so we have a convenient way of testing all the different randomized and non-randomized clothing items at once. https://www.youtube.com/watch?v=eD-2fUw69Mg Finally for this section, here are some of the dev-defined Career Zed outfits that the system’s easily conjuring up for Martin.
WATERZED
Yuri this week has continued working on the code for calculating the direction of water movement that we discussed last week – meaning that the game now knows where water should be still and where it should flow. He’s also fixed some model issues he was having with the anims build, and improved the way banks look. As we’ve said before, it might look too realistic in some aspects of it – but the different quality options give us room to play here. https://www.youtube.com/watch?v=wRl2Z1wlC1w https://www.youtube.com/watch?v=TZLwe8OHAwU
SIMS-STYLE CUTAWAYS
Chris W is back with us and back in the code, picking up where he left off with improving the way that building interiors are displayed – to the extent that one day our aforementioned friend the dithered visibility circle stencil will no longer be a requirement. “I’m replacing the old method of stencilling out walls that obscure the interiors” he explains. “The new method will cut the walls down to ankle height, so you can still see where they should be.” “The system uses
Source
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