In this update2
Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Maps
- Performance
Wotcha survivors.
The general pattern for 42 dev is that we’ve got four main pillars of Build 42 – all of which are the ‘big stuff’ and the fundamental large-scale tech improvements.
These are: moving much of the MP system server-side to give servers more control and less hackability, introducing our deeper and more expansive crafting systems, bringing animal life to the Knox Event – and engine improvements to optimize, give far greater height/depth levels to our map, and to provide more realistic light and darkness for your survival adventures.
These are the things we need for release, while other things in development by our dev partners (or staff assigned to more general improvement) are seen as ‘nice-to-haves’ – and some may even fall into patches of 42 when things start to shake out a bit. Going through the ‘pillar’ features though:
The lengthy first stage of the MP work (transferring player inventories to the server) is now over, and transplanted very neatly over into the internal test build – so now our MP coders are delving deep into stage two. This will see all operations of player inventories (building, recipes, foraging etc) also move into server control, overview and deference.
In terms of the deeper and more expansive crafting – as we mentioned last week the code systems this is all based on has now been merged into the internal test build and as such much of the last week or two has been centred around fixing the longstanding recipes and functions that the new stuff has broken. We’re pretty much back at a standard of ‘operational’ on this, or will be after a commit being made tomorrow, and this too has been a process that was a little smoother than expected. That all said, obviously that has been the focus post-merge, so while progress has been made since its integration, the majority of work has been bug fixing and not much to report otherwise. The team are starting to discuss the next step post merge, and looking forward to it immensely!
Animal and animal husbandry meanwhile (or at least the cows, pigs and sheep – chickens are still a little haphazard) are approaching a stage where they’re fun to play around with for extended periods in SP. Following on from the merge of the music system detailed below into the internal test build, they also now moo, oink and baa which has given them a lot of extra life also!
Finally, in terms of the tech upgrade we’re mainly at the bug fixing and further optimization phase with the chunked rendering and variable height systems, but it’ll likely be the sort of thing that’ll spit out bugs and countless ‘betcha didn’t think of this scenario?’ gotchas for some time to come, so its not clear when it’ll be merged into main. As said last week, it should be mostly smooth when the time comes though.
OTHER STUFF
Next up, some of the other items being conjured up for 42 either with our development partners, or the smaller cool stuff that our own devs have been working on in the background. On top of the below we’re almost wrapped on stuff like fishing, work on the farming revamp continues and is having new crop assets built for it, and clearly the map expansion continues apace and will likely be a part of a/the 42 release also.
AWESOME ADAPTIVE MUSIC SYSTEM
First up for discussion is 42’s new
Source
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