ZPS v3.0 Info, Release Window, & Now Accepting Team Applications!

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We have reached a point in the development where we feel comfortable enough to share the news that you have all been waiting for.

The development has been, and still is, an incredible taxing but also enjoyable experience. Despite our team consisting of people from different cultures, with different ideas, opinions and talents, we all share the same passion for ZPS which allows us to be a very productive team.

We have reached a point in the development where we feel comfortable enough to share the news that you have all been waiting for!

Progress of v3.0

The update has come a long way from its beginnings, and JonnyBoy has put together a small showcase of the builds' progress over the months. The video also shows several new features that we are excited to properly introduce!

It's important to take note of a few things in the video though:

  • The features teased in the video are still subject to change[/b], remember that this is the progress of the work over time. Most things have been changed or are still being tweaked in ways.

  • The Workshop for ZPS will not be implemented with the release of v3.0, even though it appears to be a selectable option in the video. However, it will be implemented later once the dedicated server is able to download and update the maps from the Workshop.



We've added many new features and entities as well as made changes to existing ones for several different reasons. We wanted to give more options and add more variety, make it easier to balance things, and give the level designer more control. Some things were suggested by community members, others were just created out of necessity from common sense or issues and ideas that arose through testing.

Now, with this new engine running on our upcoming build, we're excited to introduce the following:
  • Better optimization, fixed memory leaks and multi-core rendering, making the
    game run smoother, faster and more stable, for both players and servers.
  • Proper Linux support for dedicated servers.
  • Fixes of old engine bugs and glitches that were causing the game crash or close itself.
  • Better Hit-registration and lag compensation.
  • Better Steampipe.
  • Working achievements.

New Features

Cascaded Shadow Mapping (CSM):

We've announced this feature before, but CSM is a new and improved shadow system similar to what CS:GO uses. They dynamically draw the shadows, meaning that a moving objects will have its shadow change depending on the angle the lighting is coming from. CSM can be toggled on/off depending on your preference.

One minor issue we've ran into with CSM is that certain shades of light have a very noticeable green tint to them. There doesn't seem to be anything we can do about this, the only solution seems to be using a different shade of color if you don't want the green tint.

New "ZP Options" menu:

We've created a new options menu where you can find all the adjustable cvars and settings that are exclusive to ZPS. These setting were previously stored under Options - Multiplayer - Advanced, but we decided it would be better to make a new menu which wasn't so hidden.



Spotting Ability:

A unique ability that allows only the Carrier to temporarily highlight survivors for the zombie team to see, at the cost of feed-o-meter. This helps relay their position to your zombie minions, so you may all converge on their location. Making it easier to cooperate without the need to communicate.



HUD Icon for Flashlight:

This was implemented so that as a survivor you can tell at a glance how much battery is remaining in your flashlight. Giving you the ability to easier manage its remaining power. However, in hardcore mode the battery level of your flashlight is not shown.



Updated Glow System:

This will allow level designers to select which color the item_deliver highlight should have. Now it is no longer restricted to only the white color as it was previously.



New Menu:

The old Source UI menu has now been replaced with a new design, to make ZPS more professional and modern.



Newest Survivor: Pedro

Pedro was in development for a long time back in 2011, by our 3D artist EArkham. He's a ex-drug dealer from Mexico before the apocalypse started, and we'll make you guys finally meet him in-game sooner than you think! Here are some previews of what he looks like:




And much more!
You can check the full list in our ZPS Steam Announcement !

v3.0 Release Window!

We expect the update to be ready to release sometime between Summer and Fall of 2017. Since issues can spring up out of seemingly nowhere, we feel a [i]release window[/i] allows us more time to fix potential problems and make sure everything works as intended. As opposed to a release date which could very likely be pushed back, to both you and our disappointment.

The final stages of development require large-scale playtests. What remains to be done is to properly test out the new features and maps, as well as old ones, and make sure they all get some needed balance tweaks.

Now Accepting Team Applications!

We know that community consists of many talented and dedicated people that we are sure would benefit the development. If you’re interested in playtesting, or want to apply for a position on the development team, you can do so in our new Team Applications sub-forum.

It’s essential that you read and follow the Application Rules & Sample Application Format if you wish for your application to be valid.

Weekly Development Streams on Twitch! Every Friday @ 9 PM EDT

We stream every Friday for a few hours starting at 9PM EDT. Come check out our channel if you have any questions about development, want to catch sneakpeeks or just want to hang out and discuss games in general.

You can also go and check out our past broadcasts if there's anything you've missed.



Thank You!

It’s been a while since the MOTY 2016 Nominations where we last addressed the community. Sadly, we didn’t make into the Honorable Mentions. But we did land ourselves a nice 85th place on the [i]Top 100 Mods List[/i]. We are truly thankful for the huge, and incredibly dedicated, support that you all continue to show us. It keeps us motivated and dedicated in our work.

Follow us at Twitter and Facebook pages for more news.
Be sure to "Follow" us at Steam as well!

See you around,
- Zombie Panic! Development Team

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  • 6mo
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    Whahohoho interesting news. I thought this game ceased development/reached its peak.

    This game was a huge milestone for me, simply because this is the very first game I ever played that allowed you to obtain ammo by unloading your weapon instead of having to use it or lose it.

    That may sound simple but it really expanded my expectations of a survival game. So far only superseded by NMRiH, only this one has playable zombies.
    • Agree x 1
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    Mantra
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