We're excited to announce Stormen will be joining the Zemu invitational! We can't wait to see you back in action on preseason 3! Everyone welcome Team 'Married with Kids' 🍼 @stormentv @MountainFPS @zeeth__ @MakeZxD @pownrian October 10th 5pm ET! 🌐 zemu.uk/ 📺 twitch.tv/zemukotk
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🏆 ZEMU INVITATIONAL 🏆 We’re hosting a community tournament on ZEMU Preseason 3 featuring your favourite H1Z1 content creators! We’ll be hosting 2x Solo and 2x Fives games, with in-game prizes for winners and viewers. Further details coming soon. 📅 October 10th, 5pm ET 📺 twitch.tv/zemukotk 🔗 zemu.uk 🔽 Tag below who you’re excited to see 🔽
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RT @H1Z1ZEmu: introducing: Battle pass - players will be able to earn rewards with the battle pass, earning free rewards or premium if you…
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I saw that rotk was still on 30 tickrate and just update it to 64... if u need advice u can dm me 😁
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I’ve spent the past week working on a new hitreg system because, honestly, I wasn’t happy with how PS3 hitreg felt. I wanted to understand what I could actually improve while keeping the gunplay people enjoy. I researched games like VALORANT, CS:GO, PUBG and Fortnite. What stood out was the importance of consistent timing, responsive feedback, and accounting for what the shooter saw—not just where the target is when the server receives the shot. valorant's netcode explanation illustrates that particularly well. That’s the kind of consistency I want here too, even with the limitations of the existing client. I kept client-side bullet simulation and head/body detection because the client has the detailed animated hitboxes. My server cannot reproduce every animation precisely enough to replace that decision. Instead, I changed how the server examines hit reports. It now uses available shot information and a history of player positions to check whether an impact is plausible. It also records the results, giving me better evidence to investigate bad hits and flag potentially fabricated reports. Alongside that, I added adaptive interpolation, 90 Hz client physics and movement updates up to every 10 ms, with servers running at 128 Hz. The aim is fresher opponents to shoot at and finer simulation timing. This will probably be the last update to my version of H1Z1. I feel like I’ve accomplished what I originally set out to do and brought it to the point I wanted. I’ll publish my work on GitHub so anyone interested can explore it, improve it, or continue working on it. If you need specific code, tools, or explanations for your own project, feel free to reach out—I’m happy to share what I can. Thank you to everyone who tested, shared feedback, and supported the project 🥹🙏 #PS3 #PS5 #H1Z1
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Bloodlust event is working 🥹 when u make a kill u will be back at 100HP so u can continu to fight until u die next one I need to fix is the resurgence one
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okay those are my favorite 🥹
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Guys... I don't know which weapon to use. I haven't posted anything in the last 24 hours because I'm working on two event modes: a "leech" mode like the old Fortnite ones, which would allow for more intense matches, and a mode similar to Warzone's "Resurgence." They should be up and running tonight with all those awesome skins. #PS3 #PS5 #H1Z1
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As you saw previously I love adding new stuff to H1Z1! What would you like to see and try next? Maybe a 10v10 Team Deathmatch on a custom-built map, a brand-new map, an extraction mode… or something else? Drop your ideas below and I’ll pick the best ones! 👇 #PS3 #PS5 #H1Z1
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What did I just do… How many of you have already hopped in the helicopter in the lobby? 🚁 Well, now it's in the actual game too. Fly it with your squad and parachute down wherever you want 🤣 #PS3 #PS5 #H1Z1
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I found my next idea ... 🚁
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okaaay those are kinda cool
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Thanks dude 🥹🙏🏼
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With the current skill gap, I’ve been thinking about a revive system to give teams a second chance in duos trios fives 🪂 Head to a specific location to bring your teammates back by parachute — but your team can only use it ONCE per match. The catch? Mercenaries will guard the area, and other players will be waiting there looking for a fight Would you risk it to bring your squad back? Heard that u wanted a revive system too ? @THump 🥹 #PS3 #PS5 #H1Z1
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YOOOO apparently my idea of trios will become real somewhere ? 😬
That would have been so fun... my trios ..
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Siilver retweeted
That would have been so fun... my trios ..
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Yellow or red PS3 hitmarkers? Your choice! Head into the launcher settings and pick whichever you prefer. I’ve also improved the bots, and they’re ready to put you to the test. They’ll come looking for you, keep the pressure on, and make you work for those kills. If your aim and recoil control aren’t there yet, expect a rough time. Think you’ve still got that PS3 muscle memory? Come try the authentic PS3 recoil against bots that actually fight back. No easy targets here — let’s see if you can handle them 🥹
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