Knox Event: 30 Years On - Project Zomboid (2024)

Today marks a day in history.

It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.

To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.

Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.

TECH UPGRADE

Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.

The tech improvements will be supplying basem*nts, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.

The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)

The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.

With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.

To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.

However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.

As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!

As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.

We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.

Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.

We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.

MAPPAGE

It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.

Knox Event: 30 Years On - Project Zomboid (1)

Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.

Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.

As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.

SANDBOX SETTING SPREE

Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.

PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.

First off are changes to the sandbox settings themselves. The layout’s been redone, and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.

Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.

Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.

He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.

Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.

Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.

Here’s what it currently looks like REMEMBER WIP etc! Feedback required!

GRUNTING

The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.

We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:

Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.

So, with that in mind…

BUGS

Look, an aphid. Aint it sweet.

Knox Event: 30 Years On - Project Zomboid (2)

A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.

Knox Event: 30 Years On - Project Zomboid (2024)

FAQs

Knox Event: 30 Years On - Project Zomboid? ›

Today marks a day in history. It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993.

What is the Knox event Project Zomboid? ›

The Knox Event is used to refer to the zombie outbreak that occurs prior to and throughout the game. The event first takes place around Muldraugh and West Point, Kentucky. The incident is considered to have begun on the 4th of July, 1993, American Day of Independence.

What is the Knox virus Project Zomboid? ›

The Infection, Zombie Infection or oficially known as Knox Infection is a lethal disease contracted only by humans from a zombie attack (can be transmitted by zombie bite, laceration or scratch). The infection is fatal over 3-4 days. There is no cure.

How long can you survive zomboid? ›

The first few times you play Project Zomboid, you may only make it a few hours. Don't worry! Once you get the hang of combat and exploration, you may find yourself surviving a week, or even months (surviving a month is quite a feat!).

What year is PZ based in? ›

The game begins on July 9, 1993, approximately three days after the United States military establishes a blockade surrounding the infected areas of Muldraugh, Riverside, West Point, and Rosewood, dubbed the Knox Evacuation.

How do you cure Knox in Project Zomboid? ›

There is no way to cure the Knox Infection once contracted, the only thing a player can do is hold out as long as possible until succumbing to the infection for good.

Where is Knox Country Project Zomboid? ›

Knox Country (formerly known as Knox County) is a partially fictional area where the events of Project Zomboid take place. The map is heavily based off of the real-world area around Fort Knox and Louisville in northern Kentucky, USA.

What is everyone's infected in Project Zomboid? ›

Everyone's infected is apart of the "Transmission", like how does the virus spread. Everyone's infected makes it so that once you expire, you will turn into a zombie regardless of being infected by normal means.

Can bitten be cured zomboid? ›

The bad news is there's no recovering from a zombie bite. The good news is you have choices. If you're trying to figure out what to do after you get bitten in Project Zomboid we have some bad news, and then some more.

How do I know if my PZ is infected? ›

Open the medical panel to find out if your character has an infection. This can be achieved by tapping the heart emblem situated on the left segment of the display. You can view your character's health state and any injuries they may have in the medical panel.

Will Project Zomboid ever have an ending? ›

Probably not. Seems this game, like other survival type games, is to see how long you can make it. When you die you get a record of how long you managed, think of that as your high score.

Is there a finite amount of zombies in Project Zomboid? ›

There's a finite amount at any given time and the numbers can be thinned as you play. The respawn is infinite, but slow, so if you make good headway and keep at it you can maybe keep an area mostly safe. That's the default settings, though.

How long is one hour in zomboid? ›

This page has been revised for the current stable version (41.78. 16). Game time in Project Zomboid is dependent on the Time setting in sandbox, by default 1 real life hour equals to 1 in-game day.

What is the end goal of Project Zomboid? ›

Open-ended sandbox world – survival is your only goal, and we're sorry to tell you… you WILL die eventually. Get infected. How will you spend your final days? Will you have a heroic moment of self-sacrifice, or end up chewing your best friend's throat out?

Does Project Zomboid have lore? ›

The lore suggests that the initial outbreak of small hordes resulted from loud meta events (gunshots, helicopters flying low overhead).

What caused the Knox event? ›

The general consensus on the origins of the Knox Infection in the PZ community is that it originated as an airborne bioweapon from the infamous secret military base in Rosewood.

What is the point of the helicopter event Project Zomboid? ›

Helicopter event can do 2 things. It will draw zombies to your position if your out in the open and can either overrun that position or base or rescue you which means you were saved and ends your run in that game. Meaning you won. run, run for your life like you have ever done.

When did the Knox event happen? ›

Exactly 30 years ago, in July 1993, the Knox Event changed the world forever. This account commemorates that moment in history, in real time.

What are the symptoms of zombification in Project Zomboid? ›

Fatigue, nausea, melancholy, feeling sick, worry, and heat flushes are common symptoms that can indicate a zombie infection or a common illness. It's crucial to act if you spot any of these moodles in order to stop the illness from spreading.

Why is there a skull next to my name in Project Zomboid? ›

A player can only hurt another player when at least one of them is in PVP mode - as shown by the unobscured skull and crossbones on the left of the screen. When SafetySystem=false, players are free to hurt each other at any time if PVP is enabled.

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