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HOW?The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”.
.Choose one of the 9 cars or build your own block by block! The car editor unlocks after track 3 is finished!. 'Blocky Roads is a brilliant physics racer that hides.
Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.IF YOU HAVE ANY PROBLEMS - MAKE SURE ALL MODS ARE DISABLED - then please try verifying the steam local cache within those same options. If this doesn't work, try a full uninstall and reinstall (while also deleting or renaming the installation folder as well as your user folder in C:UsersYourUsernameZomboid). Sometimes Steam updates can be buggy with big updates.The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread theindiestone.com, and bugs to this section of our forums theindiestone.com.For further details on what IWBUMS testing entails, please check here theindiestone.com. WHAT?Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead.
WHAT ELSE?Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.Click here for a sneak vision into the future beyond build 41! Hey all, here’s the highlights of the last few weeks of Project Zomboid development – compiled from the Thursday blogs that appear at and on the PZ Steam boards.First up, we recently had a full stream for 2-3 hours of the current internal build courtesy of steamer Mark.exe. COMBAT BALANCEPreviously, while looking good in videos and such, player movement felt tank-like and sluggish – but now 180s are smooth, combat/defense can take place at an angle and you can move in the direction you want to move in a far slicker fashion.A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)As such, due to the new animation system’s ability to allow animations to play only on the top half of the body, RJ has made a change that allows you to strafe while shoving and swinging your weapon.have also, partly in response to community concerns raised that it would be very easy to ‘kite’ the zeds – continually batting them off and keeping yourself safe from the horde, made sure that hordes are something of a danger.https://youtu.be/k4r-mKPjiDA.
OPTIMIZATIONZac’s current challenge is to be able to draw large quantities of articulated, walking, shambling, crawling, eating, and swarming zeds at a reasonable frame rate. Right now it’s okay-ish on a decent system, but wouldn’t stand up to a huge amount of zombie horde herding – which we know is a favourite pastime of PZ players.Crowd Rendering is a collective term that involves a number of techniques that take advantage of the large numbers of crowds to make the process much more efficient.To know where to aim, however, it’s a big help to have intimate knowledge of just how the PZ engine is performing, and where the hot-spots are.
Toward this end, we are adding a Performance Analyzer module to AnimZed, and will direct our efforts to wherever it takes us. OTHER STUFF. The new Kentucky-themed soundtrack from our music maestro Zach Beever is now entirely in-game for build 41, working with the sadistic music director and has drama calculations tweaked too. The 36 new tracks span 2hr:41m in all, and also come with the gift of a new ‘level up’ noise, for those fed up with the singing lady. Muzzle flash. Survivor Zeds have been added to the roads of the area. They’ll spawn with a bunch of other zombies, but will always carry a good rucksack filled with survival goodies and an annotated map to lead you on elsewhere.
Stas’ improved controller work is going to be left until Build 42 so the current gamepad support has been improved to cater with the new movement and combat. L3 (pressing the left stick) toggles sneaking. Right-trigger while moving makes the player run, similar to the gas pedal in a vehicle. Right shoulder button is reload firearm. Left shoulder button is rack firearm. New Blood layer system so clothing closest to wounds gets stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it.
Quick video of this in testing seen here. A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg. A speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others.
So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot. A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc.
In your inventory. The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. BODIES EVERYWHEREIn Build 41 we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. OTHER NEWLY IMPLEMENTED ANIMATIONSTraditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.Crikey, this game's quite dark isn’t it?animations tied into the new system include: applying bandages and taking pills.digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose.https://www.youtube.com/watch?v=66qBOvl8h0g.
MODDING POTENTIALWe will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. SMALLER CARSWe had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement.Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated. WINDOW HOPPINGSomething else that might be of worthy of mention, and a quick vid, are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously get away with – but now either look weird, or have resulted in a show-stopper bug.A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build.
(We’re also working on more 'table against window' polish).top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out.Anyway, those are the main headlines. If you’d rather read ‘em on a weekly basis, alongside the smaller details we’re ticking off and issues we’re addressing, then check the website or the Steam forum. Thanks all!This is the fourth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website projectzomboid.com and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here projectzomboid.com – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki pzwiki.net should you feel like editing or amending something, and the PZ Mailing List projectzomboid.com that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord discord.ggis open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build.
That’s all for now, keep tabs on our website for more every week! Hey all, here’s the highlights of the last four weeks of Project Zomboid development – compiled from the Thursday blogs that appear at and on the PZ Steam boards.First off here are a couple of gameplay videos.
This first one is a demonstration of ‘zoned zombie outfits’ – which is essentially the system that ensures that firefighter zombies spawn in fire stations, chef zombies spawn in restaurant kitchens and the like. (Please note that there are a few individual animations in this vid we want to speed up, and in most cases already have done)up, meanwhile, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system in past weeks. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for a long time – digging deep into the code, and doing a total rewire where necessary.In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. TORN CLOTHES AND BLOODZac’s work on masking out different parts of clothing items has resulted in several extremely useful features. First, it now allows us to wear pieces of geometry clothing on top of other geometry clothing – as opposed to being a texture drawn over the character’s skin. This used to be impossible: the clothing worn underneath would always poke through the geometry of the clothing on top, especially when moving.So now we can layer clothing appropriately, and also spray blood on individual layers and garments – instead of your survivor’s body as a whole.Our old solution was to to draw underclothing as textures directly on the character model, which unfortunately led to the side effect of them looking like body paint and lacking the bulk of real clothing. Now we can easily turn off areas of the clothing that are covered, so we are provided with many more options.also allows us much more visual indications of damage and clothing wear and tear (quite literally).As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular.
RJ has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.https://youtu.be/YYEw1zRy7c. SURVIVOR ZEDSOur primary rule with Build 41 is that we’re updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version.A good example of this is something that’s been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various hidden stashes.Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced ‘uniformed’ survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest.They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this:https://youtu.be/ukLzLSER28w. OTHER FUN STUFFOver with General Arcade Yuri has been continuing his visual effect work – and has fine-tuned his water so that waves and ripples aren’t as small.
When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this.Right now he’s also addressing something that’s been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuri’s currently updating the physics for. GENERAL GAMEPLAY ADDITIONSHere’s a quick run-down of other items of interest that have gone into the internal branch of Build 41 over the past month. Extended idle animations. Depending on your character moodles, pain or other variable, you’ll sometimes see you character scratching an arm, shivering, checking his weapon, wipe his legs to check for blood etc. New timed action animations, alongside fixes for the current timed actions: digging graves with a shovel, looting on the ground or in shelves, cleaning blood etc. New outfits are also being added along with their own zone - Gigamart employee for example, and branded logo-ed shirts for various locations.
New animation variants for the player defending against zombie bites. Three new variations of zombies thumping on objects. We’ve gotten ChrisW’s Sims-style wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational.
Garage doors can now be opened. MAP ZONING FOR ZED OUTFITSA key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. GAMEPLAY CHANGESWe’ve been waiting for some important/complex work on rotational anim movements from TEA for a fair amount of the past few weeks – but there’s still been plenty of other areas for us to work in this time.A few examples of this includes knife attack animations, and tying survivors and zeds getting bloodied by attacks in general in-game.This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills. ZED BUMPIN’RJ also adds a note on how running through crowds of zeds will now be a little more fraught with danger.“One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.”“As seen in the video below, we’ve now added bumping against zeds.
Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:”https://www.youtube.com/watch?v=eQB4ewT412s. MODEL CLARITYNext up, the issue of character and zed model visual fidelity.An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side.
After a bit of a dig, we finally located a bug in the exported model data that explained it.Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and, after re-exporting all the clothing, has allowed us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly.
These caveats notwithstanding, however, we’re pretty happy how they’re looking.During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. Hey all, here’s a round-up of recent Zomboid dev.
To start with a quick video compilation of stuff the team has been wiring up into our friends at TEA’s animation systems.note that there are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated – but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that’, then we’re probably already on it).Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. GROUND WATERYuri has been putting the finishing touches on the puddle system, as well as tying it into the 40’s climate stuff, and we’re super happy with how he’s been able to add that visual spark to the water effects in the game. Here’s a video of where he’s up to:here also is an earlier video, showing the more WIP shader effects appearing on roads.next plans for Yuri’s visual effects overhaul couldn’t be more opposite, as we want him to give some visual love and attention to fire: one of our most ancient and jankiest looking systems. We’re excited to see what he does with it, and at the same time as a visual boost, we’re planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles. MAP EXPANSIONWhile the rest of the team works on Build 41, we currently have three people on map content.
Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter.Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future.Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here, for example, is the main resort building on the fictional paradise island of Kingsmouth.This is the first monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website projectzomboid.com and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here projectzomboid.com– so you don’t have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct your attention to the PZ Wiki pzwiki.net should you feel like editing or amending something, and the PZ Mailing List projectzomboid.com that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord discordapp.com is open for chat and hijinks too. Hey all, quick run around the houses talking about who’s on what this week.In anims-land for Build 41 Zac’s been looking at optimization, which we’ll be coming back to pretty routinely from this point – as we want to make sure everything is nice and smooth. In other news: Xeonyx, the creator of the much-loved New Denver / Slocan Lake map, is now working on Challenge Maps for the main game. These, including the Film Studio map we’ve discussed previously, will most likely be a part of Build 41.
His current mission is a fictional map called Kingsmouth – a ‘paradise island’ vacation resort in the Caribbean. The map will feature vast hotels, seaside locales, a military installation and much more – but we’ll go quiet on it for now while Jamie gets on with his work.
Here’s a quick screen from the map editor though.Chris W continues his work on improving visuals within buildings – aiming for more Sims-style cutaways and the removal of the circle stencil we currently use. Here’s a quick before and after of the start of this work – the second image showing walls in the foreground cutting away to skirting height – with smooth transitions curving up to full height.NOTE: Very much WIP and not a finished system, of course. The other room currently isn't cut but will be in the final version. This is just a sneak peak for the WIP system and showing off how the rounded corners look; the goal for the final version is improving vision, not limiting it. Meanwhile:.
Yuri is working on improvements to the way we render the ground surfaces, especially road textures that have been rained on, to complement his recent improvements to how water appears in-game. (This said, right now, he’s shackling a hilarious car physics demon that’s sprung up on an internal server.). Stas just released an updated Controller Test beta theindiestone.com for those helping out with our gamepad improvement scheme.
If you are interested in getting a free PZ code for your troubles, then join our band of testers theindiestone.com. While BitbaboonMark does some TEA-side code repository movements and merging: RJ is doing some improvements to food crafting and prepping a (non-anims) forum test for his new loot table improvements, EP is doing some very exciting experimental work with a new player map system and Turbo is plotting his next move after the successful integration of his weather/shaders in Build 40. (Most likely picking up on his work on in-game devices, or maybe those seasonal sound effects we discussed before). Community stuff:We’d like to direct your attention to the new Hashima Island map by Woldren, a map based on an IRL location you might recognise as the place where James Bond shot a woman who had whiskey on her head in Skyfall.
It’s pretty damn cool.We’d also like to direct your attention to the Redboid server theindiestone.com, which had a season refresh/reboot/restart yesterday and is a grand place to start your PZ MP adventures if you haven’t done so yet.If you run a PZ server and would like a shout-out in a future blog, then please get in touch. And while you’re at it -please use these values in Bitbaboon Steve’s recent networking optimization options, as they certainly seem to be helping those currently using ’em.ZombieUpdateMaxHighPriority=50ZombieUpdateDelta=0.5ZombieUpdateRadiusLowPriority=45.0ZombieUpdateRadiusHighPriority=10.0This week’s infested neighborhood from Dark Oracle. A general list of stuff added to PZ, and vids of features being worked on, is kept here projectzomboid.com –so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki pzwiki.net should you feel like editing or amending something, and the PZ MailingList projectzomboid.comthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord discord.ggis open for chat and hijinks too. Merry impending Chrimble.On Tuesday we ran a pretty successful Community Megatest using our new MP networking system that Bitbaboon Steve has concocted for us. PATCH 40.40 RELEASEDToday we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be found here theindiestone.com, but this covers stuff like:.
Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. 41 ANIMSThis week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster.meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
OTHER STUFF. Stas has just updated the Gamepad Test beta with a lot of fixes theindiestone.com, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code, then enquire within theindiestone.com. RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of what’s a desirable item, and what’s junk – so we can then fill containers with a lot more realistic junk items even on higher difficulty levels.
He’s also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay. ChrisW’s work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without.Today’s warehouse horde from Frank.
A general list of stuff added to PZ, and vids of features being worked on, is kept here projectzomboid.com – 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 PZWiki pzwiki.net should you feel like editing or amending something, and the PZ Mailing List projectzomboid.comthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! OurDiscord discord.ggis open for chat and hijinks too. 40 PATCHINGWe’ve currently got the final Build 40 patch in a public IWBUMS beta, and since last week have released 40.37 theindiestone.com and 40.38 theindiestone.com into it.
This includes Turbo’s new night shaders and more colourful/useful interior lights, flashlights and headlights as we felt that Build 40 had moved away from what we wanted in this respect. You can see the video of this from a previous Thursdoid here.So far IWBUMS testers have reacted really positively the new nights, which is heartening to see. We’ve had quite a few comments like “Night-time looks like the old PZ nights and flashlights finally have a function, this is amazing!” and similar, which is exactly what we were hoping for.IWBUMS beta 40.39 was due for release today ready for the public patch, but Stas is still hitting a chatbox whisper bug with a code hammer.
It will also add in, upon arrival, a fix for players getting wet in some player constructions and add back in the system we have that governs on how dark nights are depending on how bright the moon is.Turbo has also added the dither circle stencil to the weathermask system (the ring of visibility around the player) when it comes to being inside buildings, which really improves the look of it all. Here’s a video of it without, and here’s a video of it with. 41 ANIMS AND MODELSWork continues with the AnimZed tool, clothing, layering, spawned zed outfits and similar. There’s still loads of stuff to do under the hood for 41, but we’re now in a position to hopefully provide more visual updates in blogs each week.This first video touches on what we discussed last week – the ability to layer clothing in whatever order we/you please for added player/zombie variety.This allows for full length clothing items like dresses, different sorts of shoes, the ability to wear an apron under a jacket, different underwear etc.week Zac has also added a zombie spawn test function that creates zeds wearing different outfits from our assigned collection – or all dress the same.
This is so we have a convenient way of testing all the different randomized and non-randomized clothing items at once.for this section, here are some of the dev-defined Career Zed outfits that the system’s easily conjuring up for Martin. WATERZEDYuri this week has continued working on the code for calculating the direction of water movement that we discussed last week – meaning that the game now knows where water should be still and where it should flow.He’s also fixed some model issues he was having with the anims build, and improved the way banks look. As we’ve said before, it might look too realistic in some aspects of it – but the different quality options give us room to play here.https://www.youtube.com/watch?v=wRl2Z1wlC1whttps://www.youtube.com/watch?v=TZLwe8OHAwU. SIMS-STYLE CUTAWAYSChris W is back with us and back in the code, picking up where he left off with improving the way that building interiors are displayed – to the extent that one day our aforementioned friend the dithered visibility circle stencil will no longer be a requirement.“I’m replacing the old method of stencilling out walls that obscure the interiors” he explains.
“The new method will cut the walls down to ankle height, so you can still see where they should be.”“The system uses shaders to combine multiple texture samplers, while the old method used multiple passes. When it’s finished, it’ll include curved transitions between the full walls and the cutaway walls. You can see my first work on this in the screen below, but there’s still a lot to change and fix.”.
OTHER STUFF. Stas continues his work on the ControllerTest Build, with a fixes version released to testers today theindiestone.com.
If you would like to join in the test beta and earn yourself a free PZ code, enquire within theindiestone.com. Bitbaboon Steve is back with us and investigating ways to optimize MP. RJ is looking into ways to allow us better control over our loot spawn system and difficulty levels, given the many new items that future builds will bring. Mash continues with her work/marathon in the creation of our take on Louisville, and is currently creating the crumbier/seedier end of town.This week’s plea from the forum from Sick Boy theindiestone.com. A general list of stuff added to PZ, and vids of features being worked on, is kept here projectzomboid.com – so you don’t have to plough through endless dev blogs for info. TheCentralized Block of Italicised Text would like to direct your attention to the PZ Wiki pzwiki.net should you feel like editing or amending something, and the PZ Mailing List projectzomboid.comthat can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord discord.ggis open for chat and hijinks too.
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