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[英]官方开发日志:2017年9月11日 - Gas 2 Go

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1楼2017-09-12 11:40回复
    Hola gang. Here’s the latest slice of Monday.
    BUILD 38
    Build 38 is fully baked, but requires two roof-rendering fixes to player-made bases from ChrisW who’s beavering away at them as we speak. We didn’t want to wreck the views of solo savegame and server player bases with a public release, and will be patching in further tweaks to the system (improved peeking, fairer window/zed visibility at NW corners etc) after release.
    In the mean-time there’ll be a new public IWBUMS beta release tomorrow with other general/necessary pre-launch bug fixes from RJ and Connall.
    38版已经完成,但还有两个关于屋顶透视以及视角问题还需要调整,调整的部分(改进过的侦察以及窗户的能见度)将会在之后的38版的更新中加入。
    明天新的测试版(38.11版)将会发布。
    以下是38.11版的更新内容:
    Build 38.11
    [New]
    First Aid kits now spawn with sterilized bandages, rather than regular bandages.
    Can now sterilize cloth bandages in a boiling pot of water.
    Mattress can now be made using a suture needle as well as a regular needle.
    You can now add spices as first item in pasta/rice (eg. marinara).
    Updated community translations.
    Updated credits.
    [Balance]
    Balanced flies on bodies sound.
    [Bug Fix]
    Fixed: Sync bug. "Player turns on light and stays in the room. When another player approaches the same building, the light will turn off."
    Fixed: Stopped it always raining when loading/starting a game.
    Fixed: " ' " problems in new riverside description.
    Fixed: Rare bug with the craftingUI.
    Fixed: Mod order button being missplaced.
    Fixed: Bug with the getLightFoodMod() calculation.
    Fixed: Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug).
    Fixed: Crafting issue with Hot Cuppa.
    Fixed: Various map bugs and issues.
    [Optimization]
    Optimized Garbage Collection
    Added WorldReuserThread
    LightingJNI optimized
    Fixed surge in memory usage of 2-300 MB that can stall the game
    Optimized map loading
    Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]


    2楼2017-09-12 11:54
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      2025-07-17 20:54:32
      广告
      VEHICLES
      With the current vehicles beta soon to transform into Build 39 this week we’ve had extra hands descend upon it. Yuri will continue to oversee physics issues, car shadows, visible damage and general vehicles performance – meanwhile Steve will be providing optimization support game-wide, and now RJ is in amongst it working on gameplay aspects like realistic vehicle spawning, the Mechanic skill, gas used during journeys and the like.
      [In the meanwhile Turbo will continue to work on his devices code, work will begin on the next big map update and Bitbaboon Mark will continue to work with the PZ team with the new animations for integration into the build(s) that follow.]
      In terms of Build 39 RJ has begun this work with Vehicle build 19 (内容见下一帖) in which he transferred aspects of Yuri’s work into the overall PZ zoning system, added Mash’s latest textures for burnt-out cars, balanced attributes of particular cars, restarted work on car keys and added various Sandbox options to let players tailor their vehicular PZ experience a little better.
      Build 19 also introduced some of Yuri’s fixes to vehicles in co-op and MP, so that will hopefully make for a smoother ride online – with less disappearing cars and loot.
      Over to RJ for a brief word on his automobile work:
      “Up until Vehicles Build 19 properties like engine condition, maximum speed and how much gas a car had were purely dependent on where the vehicle spawned. So at the moment I’m giving each car some individuality, although spawn area still matters as a vehicle spawning in a beautiful neighbourhood won’t have the same condition as something found in a trailer park.”
      “Also now in the vehicles build the amount of gas consumed by a car is no longer static – previously you lost a set amount per-tick, but now it depends on various things: stuff like the total mass of the car and your loot, engine quality and the speeds you’re travelling at. So gas usage will really depend on how you use the car.”
      “I’ve also made sure that when driving on non-tarmac surfaces cars will be slowed – and ultimately damaged if you’re driving over bumpy wilderness.”
      “In terms of car spawning zones – that should now be improved, although spawn numbers will likely still need balance. Not every zone is done but where I’ve done work then cars should be appearing in more accurate places, burnt out cars should be appearing in junk yards and trailer parks, and ‘special’ vehicles like the Spiffo’s truck should be parked outside the Spiffo’s restaurant. Still to come is work that’ll make the way that they’re parked look a bit more ‘natural’.”
      “Until Build 38 is released and I need to get back onto bug fixes I’m also working on engine power, car keys and locked cars, and balancing general vehicle stats. We’re also finalizing the ‘Mechanic’ skill design doc, and should be getting the sign off from the rest of the team this week.”


      3楼2017-09-12 11:59
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        Build Vehicle 19:
        [New]
        New method to spawn vehicles, that should look a little more like real life:
        Lot of experimental zones have been created (mainly in Riverside) including junk yard, special trailer park spawning, etc.
        Special cars (postal, mccoy...) should spawn in correct place, some can still spawn in the world randomly.
        New burnt vehicles textures.
        Some vehicle specifics are now set per car (and not a constant or per zone), can be influenced by the zone vehicle spawned on:
        Engine loudness
        Engine quality (junk yard have crappy quality for example)
        Initial gas
        Locked doors
        Balanced cars properties (speed, mass, acceleration, gas tank..) to correspond more with real life and make them more different.
        Gas consummed now depend on your engine speed, quality and your mass while in movement.
        Car keys can now spawn in nearby desk.
        Added new vehicle sandbox options:
        Car spawn rate: how much cars you want?
        Initial Gas: initial gas included in new spawned cars.
        Locked Frequency: frequency the cars will be closed (doesn't influence the chance of having the key spawning around).
        Gas consumption: (default 1.0) lower or increase the gas consumed by your car.
        [Bug Fix]
        Fixed burnt car textures not showing.
        Added back "vehiclesDisable" in server-settings UI.
        Fixed bug with map loading infinitely due to a player in a stopped car.
        Fixed vehicles sometimes disappear when exiting and reloading a save


        4楼2017-09-12 12:00
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          OPTI-MISSION
          Optimization is currently vital as the vehicle build is careering towards a wider audience. As such Bitbaboon Steve’s opti-mission continues – chalking up two more FPS salves that we’ll test out in the Vehicles Build (Build 39) towards the end of the week, and also spotlighting something funky deep in the PZ engine rendering system that’ll require further investigation.
          To aid him in his quest we’re investigating an update from lwjgl2 to lwjgl3 – which is no simple task, but has been on the ‘must do’ tasklist for a fair while. We’re at a point with it that should help Steve a fair amount when he dives deep into the rendering code, but when it reaches its full fruition then this will hopefully make for general better running of PZ, remedied display issues and general headache easing.
          OTHER STUFF
          Connall’s work on the ‘small things that make a big difference’ suggestion list continues, with the integration of imperial measurements (pounds, miles, Fahrenheit etc) to make our American audience feel a little less like… they’re in a European zombie apocalypse.
          We’ve stolen Nasko, our community manager, away from his actual real world workplace for a month or two to work on revamping the PZ Wiki – so it’s more accessible and better structured for community efforts. If anyone has any thoughts, or maybe even would like to help him on his quest when details need to flood the system, then please give him a shout.
          2-5楼的翻译将会在明天发出


          5楼2017-09-12 12:02
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            ……


            来自iPhone客户端6楼2017-09-14 11:59
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              翻译最早明天


              IP属地:湖南来自Android客户端7楼2017-09-14 12:50
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                IP属地:黑龙江来自Android客户端8楼2017-09-14 20:31
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                  2025-07-17 20:48:32
                  广告


                  IP属地:浙江9楼2017-09-17 16:27
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                    然而已经一周过去了……
                    估计楼主是没时间翻译吧……


                    IP属地:北京10楼2017-09-18 07:41
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                      然而已经一周过去了……
                      估计楼主是没时间翻译吧……


                      13楼2017-09-27 12:44
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