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刚才更新了,现在去哪里看更新内容,之前的网站进不去了

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之前的的网站进不去了


IP属地:江苏1楼2021-09-30 21:59回复
    Hello all!
    Last Thursday we released Build 41.54 to the IWBUMS public beta, and right now we’re working on a quick 41.55 patch (most likely released next week) so we can balance it from public feedback and fix up a few bugs.
    Here’s what the changelist currently looks like, the highlights of which run as follows:
    Adjustments to the new soundscape from Noiseworks – primarily in instances where gameplay messaging was getting lost in the sound mix and the zoom. Also: changes to the mix balance for reverb return/sends, rain surfaces, adjustment to camera zoom effect on world sounds, and some mix tweaks for too loud sounds.
    More 3D items, and some resized ones.
    Some animation smoothening for a few instances in which folk were getting unfairly killed
    Some much needed balance for the player’s ability to run through a crowd of zombies without being stopped or falling.
    Something fun for the vehicle modders (in an area that we won’t be covering as soon as we’d like ourselves) that top modder iBrRus prodded us about – which should see some cool new stuff appearing on the Workshop.
    NOISEWORKS NEXT
    Phase 2 of the Noiseworks is underway, and will be mixed into IWBUMS builds and patches as we go. Some aspects of it will require TIS-side code resources (like vehicle-related sounds, which we recognise could be improved) so will be addressed a little later down the line while we work elsewhere. That said there’s plenty of other cool stuff that will be dropping in from Noiseworks from build to build.
    Of primary note for those with a favourite weapon that don’t sound quite right yet: far more individual sounds are on their way.
    Right now weapons are divided between six different loosely-affiliated groups each with a generic set of Hit / Swing / Break sounds:
    Blunt Metal Weapons (Light, Medium, Heavy)
    Blunt Wood Weapons (Light, Medium, Heavy)
    Blunt Plastic Weapons (Light Medium, Heavy)
    Blade Weapons (Light, Medium, Heavy) – these are used for small Axes as well
    Stab Weapons (Light, Medium, Heavy)
    Heavy Axes
    These share a generic set of additional hit surface sweeteners, but right now in the game a generic one is used as default hit for impacts on metal/wood/plastic/stone surfaces, and a set of sweeteners for hit impacts on body/head surface (a gore layer).
    We’re planning to extend these with additional surface sweeteners covering all in game surfaces for different weights, and additional impacts for bodyparts that fit the specific weapon type that aren’t generic – as they are at the moment. The more individual stuff that is added, the more accurate the noises of the various strikes and blows of the different weapons will be.
    On top of this the NW gang will be adding new additional weapon sounds for all the special weapons like music instruments etc. and extending the current set for greater variety.
    Also on the menu, meanwhile, is making world sounds inside buildings sound different based on relative elevation level to the player, and also to incorporate object condition to affect certain sounds like door bangs for instance.
    Something else that will have far less of a generic catch-all soundbase will be with water-related sounds – right now water coolers don’t sound like water coolers, it doesn’t sound quite right when you are filling a bottle from a body of water and the like.
    41.56+
    Beyond what is (probably) next week’s patch there are many and varied different functions and features bubbling away – alongside, clearly, the Multiplayer Strike Force at General Arcade who are reporting continued good progress with their work that we’ll look more deeply into in the next dev blog.
    In terms of SP additions, we have the entire map of (our version of) Louisville now ready to go into internal testing.
    This does not mean it’s ready for public consumption (there’ll still be a lot to do with zoning, working out spawn stuff, new loot definitions for new stores, zombie heat maps etc etc) but it does mean that we will have boots on the ground looking for bugs and hunting out issues.
    On top of this all the polish done on the current map, like the curved roads and general improvements to wilderness and shorelines, which will all get its first major runout too.
    This will be a HUGE milestone for all our map team – Mash, Binky, Ayrton, Xeonyx and RingoD – and we’d like to thank all of them for their hard work even if we will initially be rewarding them with a big pile of bugs to fix.
    Please note that the map being in internal testing will not necessarily mean it’s part of 41.56 / 41.57 or any other imminent-ish numbered build. It’s too early to say and there’s still a lot of work required to get it into the game proper.
    We will also likely be overhauling connected systems, like spawn points, alongside it – and there’s a lot of other features we can and will be getting in earlier.
    Primary amongst these is the new Foraging/Search function, which we are still steadily improving behind the scenes. Recent additions include the ability to spot the newly super-small 3D items like keys and berries within the same system, and a cool saturation effect in the world shader to make it clearer when the activity has been engaged.

    We have also been considering tying the system to other ‘hidden’ things that are easily missed in the game, such as the hidden floorboard stashes currently connected to the discovery of annotated maps.
    PZ ON THE GO
    We got a present from kindly old Uncle Gabe in Seattle the other day.
    PZ looks and sounds great on it, but there’s a few minor control issues that could do with some polish. We should have them licked in time for the launch though.

    Thanks all!
    This week’s bog roll hoarder from TChrist over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – 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 PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!


    IP属地:江苏2楼2021-09-30 22:06
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      插个眼,看看更了啥


      IP属地:安徽来自Android客户端3楼2021-09-30 22:08
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        大家好!
        上周四,我们在IWBUMS公测版上发布了Build 41.54,现在我们正在开发一个快速的41.55补丁(最有可能在下周发布),这样我们就可以从公众反馈中平衡它并修复一些bug。
        以下是更改列表当前的外观,其突出部分如下所示:
        通过Noiseworks调整新的音景–主要是在游戏信息在混音和变焦中丢失的情况下。另外:更改混响返回/发送的混音平衡、雨表面、调整相机对世界声音的缩放效果,以及一些混音调整,以避免声音过大。
        更多3D项目,以及一些调整大小的项目。
        一些动画平滑了一些人被不公平地杀害的例子
        玩家在一群僵尸中奔跑而不被拦住或摔倒的能力需要一些平衡。
        顶级改装师Ibrus向我们介绍了一些有趣的汽车改装师(在我们不想尽快介绍的领域),车间里会出现一些很酷的新东西。
        下一个是噪音
        Noiseworks的第2阶段正在进行中,并将在我们进行的过程中混合到IWBUMS构建和补丁中。它的某些方面将需要TIS端代码资源(如与车辆相关的声音,我们可以对其进行改进),因此将在稍后我们在其他地方工作时解决。也就是说,有很多其他的酷东西会从一个版本传到另一个版本。
        对于那些拥有最喜欢的武器但听起来还不太正确的人来说,最重要的一点是:更多的个人声音即将出现。
        目前,武器分为六个不同的松散关联组,每个组都有一套通用的打击/挥杆/折断声音:
        钝金属武器(轻、中、重)
        钝木武器(轻型、中型、重型)
        钝塑料武器(轻、中、重)
        刀锋武器(轻、中、重)-这些武器也用于小斧头
        刺刀武器(轻、中、重)
        重型斧头
        它们共享一组通用的额外命中表面甜味剂,但现在在游戏中,一个通用的甜味剂被用作金属/木材/塑料/石头表面的默认命中,一组甜味剂用于身体/头部表面(血块层)的命中影响。
        我们正计划通过额外的表面甜味剂来扩展这些功能,这些甜味剂覆盖不同重量的所有游戏表面,并对适合非通用的特定武器类型的身体部位产生额外的影响,正如目前一样。添加的单个内容越多,不同武器的各种打击和打击的噪音就越准确。
        除此之外,NW帮派还将为所有特殊武器(如乐器等)添加新的附加武器声音,并扩展当前设置以实现更大的多样性。
        同时,菜单上的另一项功能是使建筑物内的世界声音根据播放器的相对海拔水平而不同,并结合对象条件来影响某些声音,例如门砰砰声。
        其他一些与水相关的声音远没有通用的“一应俱全”音基的东西——现在的水冷却器听起来不像水冷却器,当你从一个水体中注满一个瓶子时,听起来不太正确。
        41.56+
        除了(可能)下周的补丁之外,还有许多不同的功能和特性在冒泡——很明显,还有General Arcade的多人攻击部队(Multiplayer Strike Force),他们的工作持续取得良好进展,我们将在下一篇开发博客中更深入地探讨。
        在SP添加方面,我们已经准备好了路易斯维尔(我们的版本)的整个地图,可以进行内部测试。
        这并不意味着它已经为公众消费做好了准备(在分区、制定产卵计划、新商店的新战利品定义、僵尸热图等方面仍有很多工作要做),但它确实意味着我们将有靴子在地面上寻找bug并找出问题。
        除此之外,在当前地图上进行的所有润色工作,比如弯曲的道路和对荒野和海岸线的总体改善,也都将获得第一次重大的径流。
        这将是我们所有地图团队——Mash、Binky、Ayrton、Xeonyx和RingoD——的一个巨大里程碑,我们要感谢他们的辛勤工作,即使我们最初会奖励他们一大堆需要修复的bug。
        请注意,内部测试中的映射不一定意味着它是41.56/41.57或任何其他版本的一部分。现在说还为时尚早,要让它进入游戏还需要很多工作。
        我们还可能对连接的系统进行大修,如spawn points,以及它——我们还可以并且将更早地使用许多其他功能。
        其中最主要的是新的觅食/搜索功能,我们仍在幕后稳步改进。最近增加的功能包括在同一系统中发现新的超小型3D项目,如钥匙和浆果,以及在世界着色器中的冷饱和效果,以便在活动开始时更加清晰。
        我们还一直在考虑将该系统与游戏中容易忽略的其他“隐藏”东西绑定,例如目前与发现带注释地图相关的隐藏地板储藏。
        奔波
        前几天,我们在西雅图收到了加布叔叔的礼物。
        PZ的外观和声音都很棒,但有一些小的控制问题,可以做一些抛光。不过我们应该在发射前及时把它们舔干净。
        谢谢大家!
        本周TChrist的bog roll囤积者在蒸汽上。自41测试版发布以来,所有IWBUMS补丁的变更列表可以在这里找到。PZ中添加的内容的一般列表,以及正在开发的功能的视频都保存在这里,因此您不必在没完没了的开发博客中寻找信息。如果您想编辑或修改某些内容,集中的斜体文本块希望将您的注意力引向PZ Wiki,以及PZ邮件列表,该列表可以在版本发布后向您发送更新通知。我们也住在这里的推特上!我们的不和也可以聊天和聊天!


        IP属地:江苏4楼2021-09-30 22:11
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          玩家在一群僵尸中奔跑而不被拦住或摔倒的能力需要一些平衡。
          再也不能僵尸群里面跑来跑去了


          5楼2021-09-30 22:52
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            所以刚刚那几百兆更了些啥。


            IP属地:江西来自Android客户端6楼2021-09-30 23:00
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              好像确实流畅了那么一丢丢


              IP属地:山东来自iPhone客户端7楼2021-10-01 00:23
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                那又要开新档了吗? 我昨天刚开的新档理了6个小时的仓库(家建在仓库里)货物


                IP属地:湖南来自iPhone客户端8楼2021-10-01 01:25
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                  最搞笑的就是躺下的僵尸还会自己弹起来


                  IP属地:浙江9楼2021-10-01 03:29
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                    建议贴吧管理员贴吧主多发一些有助于新人玩家的攻略。新人玩家在贴吧求助问问题根本没人回答帮助。导致游戏进度基本进行不下去。玩了好几天食物不知道该怎么烹饪……


                    来自iPhone客户端10楼2021-10-01 07:43
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                      41.55 Patch
                      NEW
                      - Added new 3D items + fixed some.
                      - Added a context menu for choosing which CD/VHS to insert into the device (when using a controller)
                      - Display CDs and VHS tapes in the Training Materials ui.
                      ANIMS
                      -changed climb fence success anim to a quicker finish
                      -tweaked to climb fence fail
                      -shaved off a few frames from Bob/Bob_StaggerBack_3m
                      -adjusted Bob_AttackPistolWhip02.X to same length as shoves
                      -tweaked head of Bob_WalkBwdAimHandgun.X to better blend with other anims
                      MODDING
                      - Added optional vehicle.passenger.showPassenger=true|false parameter for iBrRus.
                      When true, the player model isn't hidden when entering, exiting or sitting in that particular seat.
                      BALANCE
                      - Player running through a horde will now have a much greater chance of falling
                      - Gave vehicles more engine force in first gear.
                      TRANSLATIONS
                      - Added translations for Boredom/Stress/etc notification text above the player's head.
                      - small delay when switching cd/tape on/off
                      - bzzt-fzzt and zap sound when switching on tape
                      SOUNDS
                      - Fixed some ambient sounds being controlled by the Sound Volume slider instead of the Ambient Volume slider.
                      - Play the Painting sound when painting signs.
                      - Added optional ISBuildingObject.completionSound which plays when finishing a carpentry or metalwork action.
                      - Allow a food item's CustomEatSound script parameter to be an empty string to play no sound instead of the default eating sound.
                      This can be used when the animation will play a sound at the right time, instead of starting the sound at the beginning of the action.
                      - Smoking cigarettes plays the Smoke sound once during each animation loop.
                      - Updated scripts with BuildMetalStructureXXX and BuildWoodenStructureXXX sounds (they are not implemented yet).
                      - Play a breaking-object sound when picking up furniture fails.
                      FIXES
                      - Fixed hotdrink not working with some mug + double recipes. (Reminder: you need a mug with water to start a hot drink)
                      - Fixed the selected container in the Loot window changing due to the player turning while transferring items.
                      - Fixed untranslated Perk names in halo text when a new level is attained.
                      - Fixed endurance not being drained due to running during "Walk To" movement (or any automatic movement).
                      - Fixed Lua error trying to play a CD/VHS with the controller.
                      - Fixed the hotbar remaining hidden after unplugging player #1's controller and reverting to keyboard and mouse.
                      - Fixed (hopefully) random textures appearing when displaying corpses for the first time.
                      - Fixed a Lua error with commit 7143 "Fixed the selected container in the Loot window changing"
                      - Fixed auto-zoom while in a vehicle not respecting the enabled Display zoom options.
                      - Fixed attaching trailers to vehicles that were removed from the world after being replaced by smashed versions.
                      - Fixed missing comma in FertilizerEmpty item script.
                      - Fixed collision properties of stair pillars not being set properly after constructing stairs.
                      - Fixed "Index -1 out of bounds for length 8" exception in FliesSound due to negative z corpse coordinates.
                      - Fixed the position of the rotate-item prompt in splitscreen.
                      - Fixed IsoStove.doSound() exception that happens when a running stove is destroyed by fire.
                      - Fixed rotate-item prompt appearing when using a controller.
                      - Fixed the tooltip for the farming cursor and wall-upgrade cursor not being hidden after shoving.
                      - Fixed missing Tooltip_item_StackWeight (got lost in community-translation update).
                      - Fixed the Survival Guide being displayed when using a controller; it doesn't work with it currently.
                      - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
                      - Fixed missing "/" characters in the Log Wall context-menu tooltip.
                      - Fixed crafted double-door objects losing some properties when opened (in particular, the thumpSound).
                      - Fixed missing Tutorial zombie noise, but temporarily using old TutorialZombie sound
                      - Fixed replacing roofs_accents_xxx sprites with the wrong burned-roof sprites.
                      - Fixed the Smash Window action being immediately cancelled due to the controller B button being pressed.
                      - Fixed displaying a context menu of CD/VHS choices when dragging an item to the Device Options window. It is only needed when using a controller.
                      - Fixed being unable to wash a single bandage in a bag (it wasn't transferred to main inventory first).
                      - Fixed Joypad tutorial
                      - Fixed various aspects of tutorial where people were going wrong
                      - Fixed bandanas providing far too much head protection
                      - Fixed some containers being rendered high off the ground after being moved by the player.
                      - Fixed zombies rotating to face the player during hit-reaction and stagger-back animations. This usually happened when hitting zombies from behind.
                      - Fixed zombies climbing through windows that are behind them. This sometimes happened after the player shoved a zombie into a window.
                      - Fixed a Lua error in the main menu after deleting the last savefile. The Continue and Load buttons were hidden but still accessible using a controller.


                      IP属地:江苏13楼2021-10-01 15:04
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                        新版什么时候出联机啊


                        IP属地:江西来自Android客户端15楼2021-10-01 19:59
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                          这个怎么汉化啊我在创意工坊订阅了汉化为什么下不了


                          IP属地:山东来自Android客户端17楼2021-10-02 01:53
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                            VHS咋插入啊?电视只能插入录像带


                            IP属地:四川18楼2021-10-13 22:49
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