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My Zeds is on Fire



How do all. Here’s a check-in from a few different Build 42 departments, that also occurs in the lead-up to the first in-person meet-up for the wider PZ team since 2018. We’re all aflutter about it (and trying to remember everyone’s real world names instead of online handles) and hope to have lots of good B42 chat in amongst the introduction of an international team to traditional Geordie culture.
 

Let’s pop into a few different areas, then – with the caveat that for a fuller B42 overview our last dev blog is probably a better destination.


[h3]FIRE[/h3]
Work continues on the fire rewrite branch with the intention being to bring it up to a state in which it can safely enter our internal test build.

It recently came to mind that a lot of the ‘fire dev’ chat in blogs took place in the distant past, before we had to reshuffle and our current MP team became what it is today – thereby forcing flames into the sidelines for an elongated spell.
 

As such the guys have made a vid for us today that spells out some of the foundations of what is being done here, in terms of how fire spread, size and duration is governed – and indeed the sort of stats that lie beneath the hood that we can balance with, and that the community can mod with.

That’s the first half of the video: done with our old fire effects (which are too transparent and also on fast forward) so please take this aspect as instructional/iterative rather than a fait accompli.
 
The second part of the video then moves on to show our experimentation with fire visuals, working alongside our VFX artist friend Brian, as we work out different ways to make in-game flame effects better match our particularly coloured iso-world.
 
[previewyoutube][/previewyoutube]

[h3]MP TEAM[/h3]
As regular readers will know, alongside tidying up smaller multiplayer irritations as they go, our MP team are currently transferring player inventory actions over away from the client and onto the server. They have another three or four weeks set aside for the first stage of this: at which point we will the player’s inventory loaded from the database on the server, and the server always having an up-to-date player inventory – hopefully all working in sync with the progress bars, item move times and expected results you get currently.

At this point the second major part of the code work will be getting underway: having all the item manipulation occurring on the server side, and ensuring that the server no longer trusts clients (those sneaky clients!) so that stuff like item adding cheats are rendered defunct.

After this, clearly, there’ll be a heap of testing and such – but we thought the more technically-minded amongst us would appreciate a catch-up on where the guys are with it.
 

[h3]FISHING[/h3]
This past week Aiteron has been working with the testers who’ve been reporting back on bugs and gameplay in the latest version of our revamped fishing – and has been largely working on an improved/experimental control system for a more chilled out and less button-holdy-tappy experience.

He has also been working with our aforementioned VFX specialist friend Brian, who has been supplying us with various splashes, bubbles and signs of water movement that will indicate the presence of fish, and also be a suggestion of the size of what lurks beneath. On top of bug fixes, changed recipes and improved items for the system he’s also been firming up on exactly what sorts of fish we’ll be adding to the game, and whether they’d be found in rivers or lakes (and definitely not swimming pools).
 

There’s gonna be lot of bass: largemouth, smallmouth, white, spotted and striped. And let’s not even get started on the crappies…


[h3]CRAFTING[/h3]
After an awful lot of code-side tinkering, a super WIP version of our crafting improvement has surfaced into something that’s viewable in a vid. Please note this is the visible tip of the iceberg, and clearly what’s on show isn’t final: you do not saw logs in a furnace, and this isn’t how you make a hammer.
 
[previewyoutube] [/previewyoutube]


So what’s on show here?

Various objects can now be entirely created using the game’s scripting language that’s been made similar to the way items and vehicles etc. are defined.

This covers various currently planned objects that can function as a craft station: stuff like blacksmith furnace, tailoring bench, fletchery, brewing stands, kilns etc. And, unlike the way it is now, these can also be objects consisting of multiple tiles/sprites with various rotations etc.

At a craft station the player is able to use their normal recipes (which may provide a bonus for doing the recipe at a craftstation) but it’s here that they can use their blueprints – and which ones are available will be defined by the associated object script.

Blueprints (working title) are similar to recipes in that they can take inputs, and produce outputs. However they are distinct from your usual recipes in the following ways:
 
  • They have different duration modes – in real world seconds, game minutes or can run passively in the background for long periods.
  • They may not require the player to be present. For example, a melting process may run on the craftstation while you run off to do other things.
  • As well as items, they can take the input (and produce) Fluids and different in-game ‘energies’ – Electric, Heat, Kinetic or Steam.
  • When active a Blueprint in progress can store its inputs/outputs, and may have storage capacity for them. For example, a blueprint that needs water as an input may well have an internal storage buffer for water. We’ll probably show this in a development vid next time.


Blueprints are processed much like recipes where the inputs by default are consumed to create the outputs. However the default behaviour can be complemented or overridden by custom lua code for certain blueprint events like OnStart, OnUpdate, OnFinish, OnCancel. This is similar to normal recipe events such as OnCreate.
 
Using this custom lua code interesting things can be done – like for example a blueprint for a Meat Drying Rack which has several input slots for meat. The blueprint can be set to run passively, so it wont require a player to manually start it up.
 
The OnUpdate event then triggers a lua function which checks if the Meat Drying Rack is situated in a exterior space, and if so we can then go into our usual PZ super-nerdery level of depth by calculating the amount to dry a meat item based on temperature and the cloud intensity / sunlight at that time. So when a meat item is dropped in one of the UI slots it starts passively drying the meat.
 
Another feature of blueprints is that their UI can be scripted. The video shows a few simple (bizarre) test examples of different UI layouts. However they can potentially be scripted to have any desired appearance – using any of the game’s existing UI elements, or indeed modded ones.
 
As mentioned heavily above: the video is very early WIP, especially where the UI is concerned, and there are still some parts not yet functional. In a future update we can show a more functional UI, and run through some more interesting case examples.


[h3]LES ANIMAUX[/h3]
Finally, over to RJ in the animal zone.

“I’ve been diving more and more into a farm animal’s designation zones – which are paddocks you outline for your animals to occupy (as long as they don’t get loose) and where the game will allow you to do all your various primary animal-rearing tasks. For most of this week I’ve been refactoring and simplifying my animal behaviour and meta code, but there’s a few interesting things to mention.”
 
“Cows and sheep can now recognize a roof area and stay under it during heavy rain, I’ve been trying to get sheep to move in more of a flock most of the time, and baby animals will follow their mother more correctly. You can also now drop food directly on ground for them to eat, or in the feeding trough container – where it won’t spoil quite so quickly.”
 
Also, among many other things (haircare, first aid, dropping bags, new emergency broadcast system noises) the Sound Team have also started making animal noises.
 
Behold, the cows now have hoofsteps.
 
[previewyoutube][/previewyoutube]

This week’s tarmac follow party from Darth. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

Experienced gameplay coder and want to join Team Awesome? Jobs page here.

Walk in the Woodz



Hey all, hope you’re all doing well and that thus far 2023 has been kind. Let’s get straight into it.


[h3]NEW FACES[/h3]
First of all we’d like to welcome officially three new people to the full Project Zomboid team.
 
Fenris_Wolf should need no introduction to the old hands of the Project Zomboid community. He took over and maintained the ORGM mod with great aplomb from the original creator ORMtnMan – and will be a name familiar to many.
 
Right now he’s reacclimatizing himself with the PZ codebase, charged with clearing out some of the niggly things that have been on our ‘to do’ list so he gets his fingers dirty in many and various different areas of the game. Clearly his expertise with guns and the firearms code will likely come into play at some point in his time with us, but for now it’s all about bedding down and getting comfy in Spiffo’s hovering mothership.

Also joining us officially, meanwhile, are Amz and Pat_Bren.
 
Amz is another familiar name from the community, and was a great help to us in the days of 41 MP testing. She’s now officially a full-time tester working with Sasha and Yana, and will also be making cool videos for our blogs and improving our (already extraordinarily professional) social media engagements.
 
Pat_Bren, meanwhile, has been writing up a storm for Build 42 on a part time basis – writing new radio and TV channels and content, new lore for what’s going on around the world and much more besides – and will now be working other cool future content in an official and ongoing capacity.


[h3]42 STUFF[/h3]
Right now, we’re probably due an ‘overview’ of Build 42, so everyone is on the same page about its contents rather than skipping about between them each blog.
 
42  boils down to four large chunks of deep-rooted work that we want to all come together: the crafting/animals update, the map expansion, the optimization/lighting/basements engine upgrade, and the weighty job the MP team have taken on to move all inventory interactions over from clients to server.
 
These are all at different stages – for example animals are further ahead than a lot of the elements of crafting in terms of being ready to actively test and play with. Right now with the crafting, the work taking place is on the back-end codeside of crafting stations and component UIs.

Meanwhile with the engine upgrade at this point we’re essentially fixing up various different rendering issues that were broken with our quite fundamental changes to the system up to a point at which it’s ready to be merged into the test build.

The map team meanwhile continue to pump out new towns, interesting locations and fun places to travel to and hold out in.



Around these big ticket items we also have other coders, writers, artists and 3D modellers working to improve aspects of the current game.

So there’s the in-depth fire overhaul, Aiteron’s revamped fishing, better farming, more imaginative and fun items to find and use, better events to come across, improved recipes, new animations and activities, improved music system and deeper soundscape – and general piles and piles of polish and improvement throughout.
 
So with all that firmly held in mind, let’s have a quick dart around some of the different departments of PZ to catch up on a few bits and bobs.
  • Our smashing friend Steve N, who we’re borrowing from EverCurious Entertainment, has been digging into our animation system and working out some longstanding issues that we’ve been desperate to fix. We’re currently jumping into a test build to check nothing else has been broken by his changes, but the result will be a lot more silky smooth turns and 180s in your survival forays.
  • The big debate currently in our work with livestock is how to make it clear to players that you’ll need to designate areas that you want them to occupy and produce within, alongside building them fences they won’t escape through. We’ve got various ideas for this and will be running our experiments past the testers.

    Increasingly we’re realising just how much more ‘life’ these non-human and non-zombie creatures bring to the game. To which end we are also experimenting with some non-interactive beasts that will run before you get near, and give the game a smidge more desolate color…

    [previewyoutube][/previewyoutube]

  • As mentioned before, alongside refinements and improvements to the music system, right now via Formosa/Noiseworks we’re in the process of getting real life human actors (in Los Angeles! In America!) to record some basic bodily noises to give extra life (and pain) to our Knox Event survivors. Imagine how cool it will be in MP when one of your buddies reaches you, having escaped zombies and run in terror, and you can hear their panicked heavy breathing.

    That’s the sort of thing we want to capture, alongside noises of hurt and exertion as you tumble around the landscape. While we’re there we are also going to get a variety of other ‘spoken’ TV and radio noises that we can then obfuscate to improve the entertainment system slightly.
  • Aiteron is back with us and has picked up on his work on fishing. This is its current iteration, which will shortly be mixed into the internal test build. This probably needs some more tweaking with the ‘strain’ animations – and the indications that a big fish is being caught – but is really getting there now. It’ll be mixed into the internal test build soon, which is also the point at which Formosa can start working on the new sound effects and such.

    [previewyoutube][/previewyoutube]

  • About a bazillion new items – some useful (hose now required for gas siphoning, kids) and some more aimed at making the world feel fuller and more ‘real’ are also currently going into the internal test build. Here are a few examples.



This week’s wintry scene from BruceWayne (not the real one). A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Thanks to everyone who voted for Spiffo in the Labo(u)r of Love awards. He seemed quite chuffed about it.

VOTE FOR US BLOG



First off… ahem… “Vote for Project Zomboid in the Steam Awards!”

In a fairly mindblowing chain of events, mainly due to the awesomeness of the survivors of the Knox Event, Project Zomboid has been nominated for Labor of Love in the Steam Awards.



We are up against some fantastic other games (vote Deep Rock or No Man’s Sky if you’re less keen on us – those teams are incredible!) but just being on the list is a massive achievement for us and we’re so grateful for the community for getting our name up in lights like this.

So thanks everyone, it really does mean a lot!

[h3]BLOG BEGINS[/h3]
We’ve got a lot of the team away on their Christmas break this week who weren’t around to prod for contributions, or have a house full of sick people who need attention (that’s me, Hi), however the following items were shoved into the blog writer’s sack nonetheless.
 
  • In preparation for getting real actor-recorded body sounds, huffs and puffs for the game – Matteo has been recording his own voice to get a feel for what’s required. He’s kept them quite subtle to match the perspective, and the consideration that the player doesn’t want to be heard by zombies, so right now they’re not too over the top. We might change the approach with this, but it’s interesting to consider them and think what they’ll bring in terms of immersion to the game.

    [previewyoutube][/previewyoutube]
    [previewyoutube][/previewyoutube]
  • We’re currently working on bringing our optimization and basements branch (both mapper-placed underground areas that always appear, and the randomly occurring ones placed as surprise features and treasure/zombie boxes) into a testable state. This is an ongoing process, but a lot of progress has been made this week so it’s rather exciting nevertheless.

  • The integration of fire is still trucking along with most of our attention currently being on making flames fit the scene, we have a VFX artist joining us for a little while early in the new year – and in the meantime are experimenting code-side too. We’ll share some vids when we’re closer to the finished article.

  • Blair is working on a variety of things – and is currently super proud of ‘LootLog’ which he wants advertised so modders are aware of it. This is a dev and modder tool that, once activated, logs every item that spawns around the player rather than wait for the player (or modder/dev) to discover it. Info logged includes a list of items; the room definition in question; the container type in question; and the X, Y and Z coordinates of the container in question.

    This is intended as a tool for us and the modding community to evaluate the amounts of loot that spawn, and where it spawns. The blog writer is aware that it isn’t super sexy blog content – but Blair underlines that it is a ‘niche pleaser’ so if you are in that niche: consider yourself pleased.

  • Also in the Algol pipeline this week: improved ‘profession’ houses with cars outside that match the profession, new weapons, new zed stories, new ‘filler’ book items with names dreamt up by dreamy Pat_Bren and the implementation of all sorts of new foods and 3D items.

  • RJ’s animals have entered initial testing, which made for an extremely fun first day of crazy bug reports and ‘oohs’ and ‘aahs’ and cuteness. It’s amazing what ‘life’ non-human and non-zombie animated creatures suddenly bring to PZ when you encounter them in-game.

    Fun bugs we dealt with included:

Alongside the chickens that keep opening doors, five eggs dropped on a wooden floor created a house full of roosters.



Pigs breeding so fast that a piglet horde started to form before one of our tester’s eyes.



While not a bug, this one was deliberate, here’s also a picture of some cows in a strip club.

Merry Christmas.



This week’s festive grave visit from 지혁! A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced gameplay coder and want to join Team Awesome? Jobs page here. We’re also on sale at the moment if any of your mates fancies it x