僵尸毁灭工程吧 关注:117,935贴子:965,552

[英]官方开发日志:2017年5月23日 - DrivPZr

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IP属地:北京1楼2017-05-23 22:01回复
    Hey hey, here’s the news from Zombietown.


    IP属地:北京2楼2017-05-23 22:01
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      VEHICLES
      We’re just finishing off a new update for the Public Vehicles Tech Test – details on how to join this can be found here(https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/). This will address some of the FPS degradation issues that testers have been reported, rebalance zombie attraction so it sits somewhere in-between the two levels we’ve already provided and added a few debug settings to let us play around with balance. It’ll likely go live tomorrow.
      Last Wednesday we also updated to include Mash’s newer textures (seen above and below) which seemed to go down pretty well, alongside an improvement to draw order and woodland that’s less drive-through.
      图1:https://projectzomboid.com/blog/wp-content/uploads/2017/05/hungerjohnscreenie.png
      Our thanks for all the great feedback and thoughts on the system that’s appearing on Steam and our forums(https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/&page=13). Likewise the reports of the various things that have been broken on the vehicles branch that have been getting in the way of general survival (loot tables wrong, light switches not there etc). We’ll address the latter, and then get into more gameplay development once the current tech and performance-centred work is complete. [Cheers to Hunger John for the above pic too btw].


      IP属地:北京3楼2017-05-23 22:03
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        BUILD 38
        Over to France for the latest on the workings of our next IWBUMS beta release…
        Hello RJ! So what’s up with this ‘corpse management’ stuff we mentioned last week?
        “Essentially, having piles of rotting corpses around your safehouse could now make you sick. It will be a slow process that’s dependent on the amount of bodies near you, but the longer you stay near them, the more your survivor will feel queasy.
        To avoid this, you should get rid of the corpses near your main base by burning them or burying them in our new graves. I’m also including a new sandbox option to let you determine just how much rotting corpses will repulse you and make you feel ill.”
        We’re not going full ‘wash your hands, folks!’ but in general we’re going to add some hygienic sensibilities when it comes to zombies too. Could you explain a little?
        “This is a system that will come into its own with the new a***tions/models when they appear, but it will be clear enough in-game currently that things like getting zed blood on clothing through melee combat and leaving it there will be a bad idea. If you have any open wounds the chances of it getting infected will be higher.
        To a lesser extent clothing will get dirty and more ragged over (a long period of) time, with a similar system. This will have a super-gradual impact on wound infection, and will essentially mean that you won’t want to be wearing the same outfit for months on end as you currently do. This, again, will be built on once the new models are in but will work fine in the mean-time – and you’ll be able to switch it off in Sandbox options should you wish.”
        You also mentioned some new sandbox options for when people start up new games?
        “Yeah, here are some of the fun ones. This is not a full list! I’m still adding them!
        * Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences.
        * Multi-speed Shambling: Zombies can now have a “random speed” setting.
        * Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. [If you fancy checking out something similar in the meantime then Nolan’s Nocturnal Zombies mod(https://steamcommunity.com/sharedfiles/filedetails/?id=730679898) is great.]
        * Injury Severity: Increase and decrease the impact injuries have on your body, and their healing time.
        * Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
        * Darker Nights: A slider that will let you make nights darker. We’d like SP Survival to have darker nights, and this is a step towards it, though there’s still a lot of work with shaders to be done in the future to get it perfect.
        So with all this you could, say, get a better I Am Legend feeling with a pitch black night and zombies sprinters only active during the night. I tried it, and it’s pretty scary.
        If the community would like me to put any other Sandbox options, toggles or sliders into the game for them then please just let me know on the TIS forum(https://theindiestone.com/forums/)!”


        IP属地:北京4楼2017-05-23 22:08
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          OTHER STUFF
          As mentioned last week, we’d now like to officially welcome General Arcade’s Stas to the PZ codebase. First up he’ll be making a deep dive into our MP codebase to optimize systems and get to grips with some of the more complex bugs that impact on our server admins – and beyond this our current plan is to get him optimizing the main game to make the engine smoother so we can get to integrating our more built-up urban environments. He joins Chris (a new one) and Mark in terms of recent coder acquisitions, and everyone seems to be bedding down quite well. More to follow when their work starts to flow!


          IP属地:北京5楼2017-05-23 22:09
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            翻译最快要等到周末。


            IP属地:北京6楼2017-05-23 22:09
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              。。


              IP属地:山西来自Android客户端7楼2017-05-23 22:23
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                萌新刚入正,今天更新后第一次建墙,发现建墙要先建一个框架,然后再订上木板,但我看别人一个月前的视频,发现不用框架一步就建好了,是最近更新的原因吗?而且框架是英文,大概是刚出来的还没来的及翻译?


                IP属地:上海来自iPhone客户端8楼2017-05-24 00:16
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                  官方終於開始搞尸體處理的事了,然而每次只能搬一具尸體,好像有點麻煩。。。


                  IP属地:广东来自iPhone客户端9楼2017-05-24 07:46
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                    IP属地:湖北来自Android客户端10楼2017-05-24 08:00
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                      翻译最快要等到周末。


                      来自Android客户端11楼2017-05-24 09:16
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                        大致说尸体变肥料


                        来自Android客户端12楼2017-05-24 09:17
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                          如果长时间接触并不处理尸体就会得病
                          这个设定才真实,只是希望有更高效的处理方法


                          IP属地:北京13楼2017-05-24 11:48
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                            大家好,这里是尸变小镇每周新闻播报。


                            IP属地:北京14楼2017-05-28 23:37
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                              车辆
                              车辆系统即将会再次进行更新。如果玩家想加入车辆系统的公测活动,这里是相关流程(https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/)。本次更新应该可以解决部分掉帧问题,并平衡僵尸的索敌灵敏度,以及修正一些bug。这次更新应该会在明天放出。
                              上周三我们更新了Mash制作的新纹理(如下图)。从反馈结果来看,新纹理搭配新的图像重叠次序(?)和更加不宜行驶的林地地形,运行效果还挺不错的。
                              图1:https://projectzomboid.com/blog/wp-content/uploads/2017/05/hungerjohnscreenie.png
                              在此,我们感谢所有在论坛里(https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/&page=13)向我们提供反馈意见的玩家。而且反馈中提到的车辆系统的很多bug也在游戏主系统中出现了。我们会先处理掉手头上已发现的bug,然后再开始游戏的开发工作。


                              IP属地:北京15楼2017-05-28 23:37
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