Build 42 Release Info FINALLY Given For Project Zomboid! Optimization, Weapons & More This Update!

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[Music] hi there folks and welcome back to the channel so as of the 25th of January 2024 we've had a new thso drop covering all of the things going on right now with the development of project zomboid we got some pretty big news that I'm really looking forward to share with you guys in this one so we're going to dive into things quickly today as always there's a link to the blog post itself down in the description and if you find yourself watching my videos often I would love to invite you to subscribe to the channel only about 177% of my viewers are subscribed so if I can convince you to join my community I'd very much appreciate it okay let's get into The Thirst doid so the devs kick this one off by telling us a little bit about what they've been working on this week essentially the second to last major component of build 42 has now been merged with the main code base and is being tested internally now this component is a big one for a lot of people and it has come up in a few Dev blogs in the past we've gone into a lot of depth with this one previously but basically it's a TCH upgrade that makes significant improvements to the engine the game runs on with the main goal of improving performance having brought this over to the main code base now the developers have found things are going pretty well and the large majority of feedback is incredibly positive with that though comes plenty of bugs and fixes to keep the team busy so I mentioned in there that this is the second to last major component of build 42 at this stage Things Are try to seem like we're getting close to the finish line and whilst I don't want people to get too hyped up it's definitely not as though the update is releasing tomorrow we were actually given a release window by the developers themselves very recently the official project Zomboy Twitter confirmed this recently in a post that reads as people who follow our socials know we don't like giving out long range external etas we take pride in our non-crunch work environments where developers are Freer to work to their potential without outside pressure however we can say build 42 will be out this year now that's a pretty wide range obviously but to help narrow things down a little bit further lead developer lemi posted a reply to a thread on Reddit to express that the public beta should be released in the first half of this year I know a lot of people out there have been waiting with baited breath for some kind of info about the release and we finally have the first glimpses of that with these posts historically the developers behind project zomboid don't really like to give out concrete release dates at all but they usually like to let people know they're close to release about a month or so beforehand that's not to say they definitely will that's just to say that's how they've treated updates in the past okay so some big news but there's still plenty left in this Dev blog so we'll go ahead and jump back into it the first thing the devs go into some detail with is optimization we've seen some footage of how this new render system works compared to the old one in previous blogs but what you need to know is that this should provide significant performance improvements for those of you on low to mid-range PCS the dev state in the blog post that they are now able to maintain a solid frame rate even on 4K or at the farthest level of Zoom they then go on to clarify that they have encountered that the lowest and machines are still adversely affected but we're talking the most potato of the potato here essentially in order to deliver the improvements needed more video memory is needed so if you're running a Gra card with very low amounts of dedicated memory you might want to consider an upgrade in the not too distant future if that's an option for you the devs go on to say that they're continuing to investigate this and are hoping to mitigate these issues further but that in the worst case scenario these performance improvements can be disabled on machines that would find it does more harm than good the devs are still searching for the solution and would very much like to get this cleared up but they estimate the vast majority of the player base will greatly benefit from the improvements this this update offers okay so away from optimizations and all things technical we get a look at some footage showing off recent improvements to the view cone now we've seen some footage of this in the past and the first thing that stood out to me was how subtle this newest version of The View cone is compared to footage we've seen in the past it was one of the biggest complaints that we had in the comments at the time and I know I for one much prefer what we're seeing here interested to hear your thoughts on this one down in the comments though so let me know if you're unaware where the view cone was born out of necessity meaning that it needed to happen due to the engine upgrade it's no longer feasible to alter the lighting of tiles frequently enough to allow for smooth lighting changes which the previous tile-based View cone used the developers have as a result created an entirely New View cone they also note here that as a result of lots of feedback from you folks at home will be able to tweak and change the system as our heart desires in the settings so we'll have a bit more control over how this looks in our own games next up we've got light propagation and this is one that I'm really looking forward to myself quick note from me here try as I might to make this video as high quality as I can this footage from the developers will have been through several compression Cycles by the time I've uploaded it so if it doesn't turn out great take a quick peek at the footage direct from the thso blog itself we also get to see the new fully animated doors in this footage which only adds to the ambience as small a difference as it might seem okay so the short version of how this system currently works is that the entire world is lit depending on the time of day this lighting permeates through indoor environments too not just the outside world the new system however we can expect in build 42 instead propagates light from the sun or other manufactured light sources across tiles to simulate reflective light this allows for a much more natural and ambient seepage of light that appears to quite literally creep across the room the devs also note here that this should also fix some weird issues that build 41 has at the moment where you get lighting problems when you destroy a wall using a sledgehammer for example all right so that brings us to an update on basements and multi-level structures in build 42 now if you didn't know this already we're essentially going to see a system that will allow for building to take place 32 levels below ground and 32 levels above ground basements are still being placed around the map by the map design team both randomly placed ones and fixed versions The devs also treat us to some new footage in this one which they make very clear may not make it into build 42 but that it does provide an example as to what the new engine capabilities allow them to do now I understand this may not stand out to some as a huge feature but with the modern Community how it is trust me when I say that this will make a Monumental impact on the way map mods are put together being able to Traverse multiple levels in this way will provide much more aage venues for map modders to take whether it's the steady incline of a road you're traveling on or something more fixed like a multi-story car park all the way to a wacky race map that takes you across multiple different levels of elevation the possibilities with this are pretty vast lastly just a quick note for any of the moders watching this the developers took care to mention here that this won't invalidate the way existing map mods are made and shouldn't cause you any issues with maps that are already uploaded to the workshop so that brings us to the last major portion of this thso and we get a few images in this section as well whilst we take a look at some of the new weapons that are coming to the game right now most of the weapons in Project zomboid could be classed as pre-apocalypse tools and weapons they certainly haven't been modified except for perhaps the spiked baseball bats in build 42 this is all set to change thanks to the new crafting system and whilst we've already seen visuals of the more traditional tools and items that have formed through blacksmithing we haven't seen much in the way of other options now the cool thing about the designs you see in the images provided by the devs is the way they've decided to approach their design essentially they discarded all forms of zombie media we've seen to date and instead they chose to focus on real life examples of crafted and improvised Weaponry this included conducting research on actual police collections of confiscated weapons trench warfare and Mad Max style media instead of the US ual zombie stuff the devs note that they're not exactly Reinventing the wheel here but that they've taken a procedural approach to develop usable weapons step by step like they were using Lego bricks to build them and the results are looking pretty awesome it should give us more viable options to create our own weapons rather than find ourselves searching for them constantly out in the world when weapons break we'll be able to use the broken down parts from these to create either other forms of Weaponry or put them into something equally useful like crafted armor pieces of which this beautifully mustached chap was supposed to Showcase and finally to close the blog the team give a big welcome to Nick who has joined the effort from another development studio called tea games he will be working on a way to help optimize zombie hordes pulling what states they are in so that these States can be shared in smaller groups Across The Horde using the same zombie skeletons for animations to increase performance so that's it for me in this one folks and that's everything from this Dev blog you need to know but once again you can find a link to the full thid in the description if you'd like to give it a read for yourself and as always a special thank you to all of my patreon supporters for backing the channel and joining me on our whitelisted project zomboid multiplayer server we du to start a new wipe on this server on February 3rd so if you'd like to join them for the new wipe there's a link for that in the description too thanks everyone and I will see you all in the next one [Music] CL
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Channel: MrAtomicDuck
Views: 106,555
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Keywords: project zomboid, project zomboid news, build 42, project zomboid build 42, project zomboid update, project zomboid dev update, pz build 42, zomboid news, mratomicduck project zomboid, project zomboid updates, project zomboid new update, project zomboid new updates, project zomboid thursdoid, build 42 project zomboid, zomboid build 42, thursdoid, mr atomic duck, b42, pz news, project zomboid mratomicduck, build 42 release date, project zomboid build 42 release date
Id: 3niStn4QDas
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Length: 10min 6sec (606 seconds)
Published: Sun Jan 28 2024
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