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Steam News10 January 20197y ago

Zedsmoothening

Hey all, quick run around the houses talking about who’s on what this week. In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to m

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What changed

0 fixes3 additions4 changes0 removals
  • Performance
  • Maps
  • Gameplay
  • Server
  • Compatibility
  • UI and audio
addedHey all, quick run around the houses talking about who’s on what this week. In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality. https://www.youtube.com/watch?v=1fZ03VjhJr0 He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene.
addedAnimator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in.
changedIn other news:Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though.
changedIn other news:Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height. NOTE: Very much WIP and not a finished system, of course. The other room currently isn't cut but will be in the final version. This is just a sneak peak for the WIP system and showing off how the rounded corners look; the goal for the final version is improving vision, not limiting it.
changedMeanwhile:Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.)
changedMeanwhile:Stas just released an updated Controller Test beta for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers .

Hey all, quick run around the houses talking about who’s on what this week. In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. Here he’s sorted out some locks in the render thread, and from the Before and After you can see a marked improvement in quality. https://www.youtube.com/watch?v=1fZ03VjhJr0 He’s also working on getting the shiny helmet / coats / leggings shader effect going for different clothing items, and also investigating with Mark as to why over the course of development with the animations system we’ve lost some of the earthy colours and harsher lighting that tended towards a slight over-saturation and bleached effect that doesn’t quite make the new character models fit the scene.

Animator Martin, meanwhile, is looking at all the different locations we’ve got on the map (and those still to come) and creating new outfits to discover in their cupboards and lockers – and likewise to find the local zeds dressed up in.

In other news:

Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41. His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work. Here’s a quick screen from the map editor though.

Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height. NOTE: Very much WIP and not a finished system, of course. The other room currently isn't cut but will be in the final version. This is just a sneak peak for the WIP system and showing off how the rounded corners look; the goal for the final version is improving vision, not limiting it.

Meanwhile:

  • Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.)

  • Stas just released an updated Controller Test beta for those helping out with our gamepad improvement scheme. If you are interested in getting a free PZ code for your troubles, then join our band of testers.

  • While BitbaboonMark does some TEA-side code repository movements and mergingRJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before).

Community stuff:

We’d

Source

Steam News / 10 January 2019

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