Project Zomboid developers talk about new sounds and objects

Firstly, a brief overview of three of the four main assembly columns 42-we are talking about updating the craft system, improving MP, improving height/performance/lighting, and finally about animals-which will have to be wait until the next week.

Turbo completes the work on the systems for tests for tests next week, after the team has decided on some ways to maximize their usefulness for both their own developers and modders. The results are impressive, and the process of designing workbenches continues to expand these systems using a new technology tree and existing “devices” on the entire PZ map (objects such as gas stations, wells, water pumps, etc. D., Also, ultimately will be attached to the new system, but perhaps not in the original release).

Next: Technical upgrade. This week, the main event was an improvement in the new field of vision and ongoing work on the addition of the depth of Tyl, which will remove the irritating cut -off of the characters/walls and, ultimately, will make the correct adding and seating in all four directions.

Along with this, the fundamental changes in the engine were broken by some game aspects that now need to be repaired. For example, the outbreak from the shots disappeared, the doors stopped shaking during strikes, the zombies stopped rendering on “hidden” floors and much more.

Finally, four programmers and two testers working on a multiplayer: two encoders are engaged in the current mission to transfer all operations with an inventory of players from a client to a server, and two more are engaged in the general mistakes of the multiplayer and the necessary polishing. Over the past two weeks, the guys also connected new systems, such as processed fishing, to the network code – and are looking forward to the opportunity to add animals.

Sounds

Last week, Michael and Matteo, the main PZ specialists from Formosa, took the opportunity to conduct a completely new session of the audio game mixing.

We are still waiting for some improved settings for the premises/street, etc.P., as well as some sound settings associated with the player, but otherwise the following was changed and added:

  • All firearms are renewed – their sounds relative to each other sound more believable.
  • The sounds of shots are changed depending on the location (indoor or on the street).
  • The sounds of the environment (from beds to fog, rain, wind, etc. D.)
  • Some mixers’ settings/routing for reverb, which made it possible to create a very pleasant bird’s singing.
  • Some volume/filter changes were returned when the camera approaches, but they are still insignificant.
  • Improving zombie votes. Now that you are bitten by a lot of zombies at the same time, you will not have a porridge of bite sounds.
  • The sounds of zombies and animal sounds now sound better at the same time as music.

Developers are extremely satisfied with human sounds (see. The previous week), but suddenly they realized that having only 2 votes (male and female) would be a little strange, especially in the multiplayer. Therefore, now they think about how to hire more actors and actresses with different voices.

Other news

As always, there are many small additions from other team members.

  • New containers.

Picnic basket, garden basket, fishing basket, musical instruments, impromptu shuttle bag, new versions of Sheriff and SWAT sports bags, protective covers, Alice Belt and Suspender lamps-green and camouflage versions.

  • Continuation of the modernization of farming.

Work is underway on fertilizers, compost and insect pests. Optimization, renewal, compilation, simplification and development of what other new cultures will be required and much more.

  • The ability to glue the wallpaper.

As well as the ability to completely wash the walls from dirt.

  • New tools.

New gibber up to control scripts. After release 42 builds, this should make life easier for the modders. For example, a utility that exports the displayed names of the elements from their scripts to create new translation files for these elements, if they still do not have that.

To expand the card, one of the most burdensome tasks of cartography is performed – in fact, the whole card is marked so that the game knows what should happen and what should appear where.

In this image, light green-blue fields are fields, light green are forests, dark green are dense forests, blue are roads, purple-urban areas, and blue squares are new animal zones. Meanwhile, tiny pink points are parking spaces for vehicles of all types, and yellow are for ordinary vegetation. Other colors indicate various events, special types of zombies, etc. D.

  • Expansion of a team of developers.

The success of 41 builds allowed the developers to continue to expand and replenish the team with new valuable personnel so as not to stop working on the Project Zomboid