僵尸毁灭工程 java_20210128僵尸毁灭工程开发组周记 - 批量种菜浇花收菜~

本周僵尸毁灭工程41多人联机测试集中于战斗和僵尸死亡位置同步的改进,减少了黑方块问题,并优化了僵尸寻路。开发者致力于解决多人游戏中存在的各种同步问题,提升游戏体验。此外,游戏还简化了农场操作,允许玩家更便捷地种植和收获。尽管取得积极进展,但官方强调仍有一长串待办事项,公共IWBUMS beta发布和社区大型测试还需等待。

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哎呀,本周有点重要私事所以更晚了不好意思~~在这里把官方更周记的网址贴上~大家有能力着急的以后可以先追官方原文~

https://projectzomboid.com/blog/news/

官方日志一般于当地时间周四更新,内地的话大约每周五凌晨2点之后就能看到他们的更新周记~

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Tinker, Tester, Server, Zed

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Hi everyone, here's another report from a week of work from the 41 beta MP Strike Force and the weekly Wednesday Night Test Session.

哈喽大家好,一周的41多人联机测试和周三例会又过了,这是本周的报告~

As with last week, as it's probably of interest to some of y'all, here's the changelist of what was being tested that was new since the last Wednesday session.

如同上周,如果你对本周所做出的联机内部测试改动感兴趣的话,可以点该链接查看详细信息:https://pastebin.com/yMTZLAuH

As before, the PZ server admins and modders we assembled to have a play of the current Build 41 MP took screens and video for bug reports - so here's a quick highlights reel of the stuff that wasn't too broken.

和以往一样,我们召集来的服务器创建者和模组创建者参与联机测试并通过截图和录视频汇报bug — 以下视频是还算正常的部分小集锦~46d1cfc252b42e4a4e8db125104d8d4d.png

Here's some testimony from some of the players on the changes they felt since last Wednesday's test.

总体而言,测试再一次顺利进行,并且这次加入了目前为止最远程的玩家(加利福尼亚玩家测试位于法国的服务器)但他依然能在没什么阻力的情况下正常游玩。以下是部分玩家自上周三之后的反馈。

“There have been definite improvements when fighting zombies with multiple people, though there are still issues with synchronizing player positions and zombie death positions as well.”

“多人团战僵尸的战斗已经有了明显的改进,虽然在同步玩家位置和僵尸死亡位置时仍存在问题。”

“It gets smoother with every tweak they put in. Combat and fighting still do have various issues here and there with synchronizing, but it feels like they are being ironed out quickly. This includes all various 'general' animations too - more and more of them are getting fixed so we can see them working properly in action. It's quite a funny scene walking into base to see multiple players chilling out, reading books, eating, drinking & working out. It really shows how immersive multiplayer will be in my opinion.”

“游戏每一次的微调都让它变得更流畅。虽然战斗系统扔存在各种各样的同步问题,但感觉它们似乎很快就被解决掉了。还有动作动画亦是如此 - 越来越多的动画得到修复,因此我们可以看到他们在多人联机中的正常表现。当走进基地时,我们看到许多玩家在放松,有的在看书,有的在进食,有的在锻炼,那真是非常有趣的场景。在我看来,这体现了多人联机带来的沉浸式体验。

So what's on the development menu for the coming week on the MP Strike Force?

那么在接下来的一周内,我们多人联机要做出什么进展呢?All players in the test last night reported less 'black boxing and cones' - which is when an impassable border can appear when map hasn't been loaded in for a car passenger, blocking off the road ahead for the whole car. However, this a problem that we want to get 100% addressed, especially when we are anticipating busy servers. As such, Yuri is continuing to dig into further solutions.

在昨晚的测试中,“黑方块”问题减少 —— “黑方块”的出现主要由玩家未能及时读取地图而导致,尤其出现在玩家搭车时会导致玩家的车辆卡住无法通过。由于将来可能会出现高负载服务器,因此我们希望能100%解决该问题。Yuri将致力于此。

Andrei is working on corpse position syncing, quite a big task, to make sure that dead zeds are placed in the same position as where they were seen to fall. This will go a long way in 'tidying up' hectic scenes of battle.

Andrei的工作重心则是在僵尸尸体位置的同步上,这是一项大工程,我们要确保僵尸的尸体出现在它被击杀的那个位置。这就要求我们必须厘清战斗过程。

RJ has been syncing missing anims, fixing crashes, hidden models etc. and next week plans to continue tidying up situations in which multiple players are fighting zeds.

RJ的工作重心则是修正动画缺失,修复游戏崩溃、模型隐藏等问题。下周主要攻坚团战时会出现的问题。

It should also be noted, clearly, that we are currently only testing with 10-12 people on the server at any one time. As we scale up tester numbers more and more bug and bandwidth gribblies could start coming out of the closet, but for now lower server population counts are working pretty well.

还应该明确指出的是,我们目前一次只有10-12个人参与测试。随着测试人员数量的增加,漏洞和网络问题可能会如雨后春笋般出现,但就目前而言,低人口时的服务器运行状况良好。bb16993b0e1e772c7a4daf60390deb48.png

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NON-MP STUFF DONE THIS WEEK

本周的非多人联机内容:EP has continued to work on zombie pathfinding, making them more able to get through (bash through) complicated patterns of barriers, items and parked vehicles that players put in their way.

EP本周致力于僵尸寻路以让它们更有能力通过(主要是靠砸)玩家所放置的复杂围栏、物件、车辆等。

We are taking the opportunity with the natural break in build releases to update certain aspects of the java systems that the game runs on, and may also mix in the more streamlined save system that Turbo has waiting in the wings.

我们正利用版本更迭的间隙进行java系统的更新,并将可能融入Turbo主推的更简化的储存系统。

Seeing as our plans for a farming overhaul are still quite distant, we also spent a little time streamlining what's currently there. Previously to seed/water/harvest you needed to right click on every plant and select an action. Now once you have selected seeds, water or harvest, you'll have a cursor to perform all farming actions on multiple plants easily.

鉴于我们的农业系统大翻新依然遥远,我们决定优化当先的系统。先前玩家需要右击每一株植物才能进行指令。现在只要选择种子、水或是植物收获,将出现一个让大家可以在多株植物上进行农业动作的光标。

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SPIFFO'S FINAL THOUGHT(AGAIN):

最后是浣熊再次小小说

Although everything is looking very positive with the MP stuff PLEASE note that we still have a notably long'to do'list before we can consider a public IWBUMS beta release and Community Megatests.

虽然现在多人联机的一切都看起来很美妙,但请注意,距离我们能正式公开测试多人联机/社区大型测试还有非常多的工作要做。

We are sorry for being such massive teases with this stuff, but we hope you'll agree it's better than some sort of radio silence.

很抱歉我们就41多人联机所放出的大量视频和预告,但我们认为这样子比保持缄默要好。

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僵尸毁灭工程中文地图:

https://aitrade.ga/pz-webmap/

僵尸毁灭工程官方论坛:

https://theindiestone.com/forums/

僵尸毁灭工程周记发布网:

https://projectzomboid.com/blog/news/

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