Hello! Here’s your weekly update on the internal testing of the Build 41 MP build. This week we decided that the build was stable enough with our usual group of testers, and wanted to push things a little further – knowing that this would likely shake a variety of new issues and bugs out into the open.
As such rather than the usual 10-15 players, last night the Wednesday Night Internal Test Session (WNITS) we had around 25-30 in peak times.
The results were encouraging, in that folks generally had a fun time, but also (as was foretold) a variety of new and annoying issues to fix and polish emerged from the gloom. Some big, some small.
As is now traditional, here’s a link to a changelist of what went in over the week before the test. (Slightly shorter than other weeks as there was a degree of overspill into next week with unstable stuff that couldn’t go in till after the test.)
Here’s also a quick vid of folks putting the build through its paces in vehicles.
Stuff we need to work on over the coming week.
Here’s a couple of new tester testimonials as well.
“My top three bugs were probably the teleporting zombies, occasional invisible players and flying cars. In terms of my general opinion: meeting unexpected people and seeing how it plays out… organizing rescue parties… It’s all I ever hoped for and then more.”
“It was a fun to finally get to play with others. Sitting in the bar, organizing things for the party, and even getting to experience being put out of my misery in the worst way possible.”
“It’s 85% playable currently, I’d say. Relating to performance specifically, we had quite a few moments where the apocalypse experience of surviving as a group felt very genuine, and that was fortunately not surpassed by the sync issues that we did experience. It was a great time.“
Other stuff that’s gone into the MP test beta that’s not directly linked to online play include:
Zac has made a 2x optimization boost to the animation system – which is one of several steps we’re taking to improve performance around hordes.
Another big one Turbo will be addressing next is fog performance.
Here’s a quick video Zac took of the game running on his rig with the optimization operational.
Turbo’s improvements and streamlining to the game’s save system also went in this week – meaning PZ’s save files should be a little less bloated and hard-drive-filling in future.
Although everything is looking very positive with the MP stuff PLEASE note that we still have a pretty long ‘to do’ list before we can consider a public IWBUMS beta release and Community Megatests.
Each time we open the internal tester pool wider we will be unveiling newer bugs and issues to sort out, and it’s a big tree to climb.
We are sorry for being such massive teases with this stuff, but we hope you’ll agree it’s better than some sort of radio silence.
We miiiight be having a secondary test on Friday evening, to catch the improvements that we’ve been putting in over the last two days. If we do we’ll be sure to tweet a few nuggets of interest from it. Thanks!
This week’s safe abode (but for how long?) from Exotic. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!