You can now build while having materials inside bags.New world filler for container (shelves, bar shelves.).Added nights events, be carefull where you sleep, close the curtains and turn off the TV!.For now Nutrition is enabled on every difficulty to get some feedback, plan is to be enabled only on hard and hardcore difficulty once i balanced it completely.For now though, it’ll be as-is with finetuning – although General Arcade are currently working on giving Admins the ability to talk between themselves, which will be added into a future 35 Build.īuild 35 is here, and has a huge changelist. Something else we’d like to do is have lower speech volumes when players are on different floors in the same building and, although it’s quite a way down an already hefty priority list, one day have a more sophisticated sound propagation model to deal with indoor-to-outdoor sound levels and large obstacles/walls that block hearing. In future we will look into the VOIP system allowing you to broadcast your voice through Turbo’s in-game radios, and maybe record as well. We’d like feedback on levels, the default distance from which players hear each other (though server admins have control over this) and general usability/bugs. Our thanks to General Arcade for all their amazing work on this. To enable this venture into the options menu, then choose whether you want the system to broadcast when it automatically hears your dulcet tones – or through the press of a button (default: alt). We’re hoping that it will add some great new dynamics to the game when played with friends, and enemies. It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself. This feature allows you to talk to your co-op friends and survivors you meet on MP servers. It will make all future groundwork for new areas a lot less troublesome for Binky. This will impact on 90% of our current map cells on the overall PZ map – everything that hasn’t been manually updated basically. Here’s a ‘before’ shot, and here’s one from ‘after’ – although these are only pines, and don’t show the new big trees either. Also back for a quick spell on mapping is EasyPickins, who has created a ‘tree noise generator’ to make the wilderness more random/realistic and less clumpy. Mash’s work continues on the new residential area south of Muldraugh continues. Here’s a few images of ladies getting up to mischief without last week’s nightmare fuel. This is why we don’t do ETAs, as stuff like this always seems to glee in popping out of the woodwork as you approach the day you expect to release stuff. Work on the rest of the animation build is going well, though obviously the female bug hunting has taken up a lot of time we’ve still made progress in getting the rest of the build sorted. X file exporter we’re using, but we have lit the beacons and are getting everyone together in the same office this week so we can have a better coordinated look under the hood to try and figure it out. We’re not sure if it may be something strange going on with the. It’s a really odd problem and we’ve tried numerous things to get them to work properly in-game. Unfortunately we’re still having problems getting the female models to behave.