PC V2.0 Storms Brewing Dev Diary

aye, pretty sure zomboids won't be taking damage from the elements, that would add another thing that the game would have to track, knocking performance downward. Meanwhile, zombies wrecking your stuff is highly likely, just guessing.
Track what exactly? Damage resistance? ... It doesn't sound very "taxing" to me.
It wouldn't be much different from the game tracking zombies' armor.
 
I remember faatal saying that new biomes could be included in future DLCs after 3.0 is released.
Don't you mean 4.0? Hopefully, TFP finishes the game (Bandits., Story, etc.) before adding any DLCs (except for clothing and gun skins maybe?).
I think Faatal was talking about transition biomes that could be added at a later time (could be wrong... Maybe my old age is catching up with me). 😁
 
I noticed that almost immediately. Facial animations for the entities in game is a must in general, so this is a welcome change if so. I just hope it won't nick performance badly.
At least some of the zombies already appear to be set up for eyebrow and jaw movement but I don't know if these setups are dormant for later implementation or if they're working but too subtle to notice.

Some zombies already have noticeable jaw movement. Zombie Yo's jaw moves a lot, but a little too much because his jaw tends to go too high towards his head, giving him a toothless old man look. The Nurse has a very animated jaw, along with dripping blood. I'm pretty sure people aren't even noticing these things during play. But pay attention when you see her. It looks very cool.

I've been playing around with jaw movement for my zombie mods and I've gotten it to look like they're trying to bite you, with their mouths opening and closing while they run at you. But I haven't figured out how to stop their jaws from collapsing into their heads when they ragdoll.

For now, with some weight paint manipulation, I can get their mouths to open depending on the relative position of their neck and head bones. It's not as cool as having a biting animation but it's better than nothing.
 
Is there something wrong with the hand of the desert spitter that's closest to the camera? If you look at that image full size, the hand looks blurry and way too large. The blur may be that it was moving when the image was taken, but it still looks too large. The other one looks normal.
I noticed maybe it's the angel but I'm sure it's fine.. I'm excited too see this guy
 
Is there something wrong with the hand of the desert spitter that's closest to the camera? If you look at that image full size, the hand looks blurry and way too large. The blur may be that it was moving when the image was taken, but it still looks too large. The other one looks normal.
Nothing wrong. Look at the girl; the leg closer to us is bigger than the other one, the torch is as big as her head because it's closer to us. It could look more exaggerated due to the FOV setting that was used.
 
I'm pretty sure this update will be good, but I'm worried about performance, as I still have a low-end PC with an R3 3300X and a 1650 Super. Is there a chance that V2.0 will perform better than V1.0?
 
I'm pretty sure this update will be good, but I'm worried about performance, as I still have a low-end PC with an R3 3300X and a 1650 Super. Is there a chance that V2.0 will perform better than V1.0?
Not a Dev, but from everything I've read, especially @faatal's posts, they are continuing optimization, so there's a good chance it will work better on potatoes than ever before.
 
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