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Steam News21 September 20232y ago

Sky High

So… hmm, where were we? Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.

In this update1

Full notes

Full Project Zomboid update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions8 changes0 removals
  • Server
  • Gameplay
  • Performance
  • Maps
  • UI and audio
changedThe first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
addedWe’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.
addedSKY HIGHThe engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
changedSKY HIGHAlongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
addedSKY HIGHEP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…
changedSKY HIGHPLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.

So… hmm, where were we?

Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.

The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.

The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.

To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.

We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.

SKY HIGH

The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.

Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.

EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…

PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.

Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.

With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:

Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.

If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.

In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.

This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.

This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.

To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although

Source

Steam News / 21 September 2023

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