Ello survivor. Come in, take a seat.
Public Build 38.28
We just released a huge patch for the public build – bringing Build 38 up to 38.28. This not only marks the entrance of our new internal automated build process, but is also an extensive clear-out of nagging issues that have crept into the game in recent times.
You can find the full changelist here. Much of it is necessary ‘tidy up’ work – but you might also notice improvements with alarms and clocks, fixed stash map issues, a volume option for fly buzz, that annoying ‘add spice’ recipe bug gone, corpses no longer remaining highlighted and the sad end of the ‘infinite ice cream bug’.
There’s a lot more than that though, so check out the patch notes if you’re a PZ regular. Many thanks to Tim for all his hard work on this.
Vehicle Test Build 26
This morning we booted Vehicle Build 26 out onto our public vehicles beta (details on how to access found here). There are two primary aspects of this version – the first being some general optimization improvement. Following on from this, most likely in the next build, we will also have ChrisW’s work on increasing FPS (quite dramatically, when compared to current versions) when in towns and around tall buildings – and likely some java garbage collection optimization too that’ll further limit occasional stuttering.
The other main addition, meanwhile, is a more authentic and aesthetic dashboard constructed by RJ and our artist Mash. Up until now the vehicle read-outs have looked like this:
And with Vehicles Build 26 they now live in a dashboard that looks like this:
We’ve also done this to fit in with the general ‘the player sees what the character’ sees mantra of PZ – so if there’s a general issue with the engine you’ll see it through a dashboard warning light, just as you would in real life. You’ll only be able to truly get to grips with it however, and analyse the issue, if you have the necessary Mechanic skills. Here’s a general vid showing how it all works:
Elsewhere Yuri is doing a large-ish chunk of work on how we synchronise objects over the PZ map, which will also hopefully provide some performance benefits for vehicles, and we also have Bitbaboon Steve on-hand to hopefully chase down the map streaming optimization/fix we mentioned last week.
The plan is, once the newly patched Build 38 is clearly stable, to officially make our vehicles beta known as Build 39 and move it into our traditional ‘unstable version’ IWBUMS position.
Amidst all the general vehicles work we also anticipate some new rural map areas to be added to this, the (boring but essential) lwjgl3 java upgrade currently being implemented by Stas from General Arcade and many/varied gameplay nips and tucks from Connall the curator of the community suggestion list.
Beyond that Martin, Bitbaboon Mark and others continue to work on stuff for Build 40+: our larger workforce these days allowing for a far greater degree of rolling development.
New New Denver
We love so many of the mods and maps created for Project Zomboid, but the moving story behind New Denver and its creator XeonyX (told here) has always made the New Denver map stand out for us – just as much as its size and authenticity to a real world location.
As such, we’re super-pleased to direct you towards its latest (and final) big town expansion – that of Silverton which lies to the south of New Denver itself. Thank you very much Jamie, and we do hope that you’re doing well.
This week’s imperilled survivor from FACAG@MES on your Steam service. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.