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Released: Build 28.3


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#1 RobertJohnson

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Posted 02 July 2014 - 12:29 PM

Hey survivor !
 

RELEASED Hotfix #1

Spoiler

 

RELEASED Hotfix #2

Spoiler

 

RELEASED Hotfix #3

Spoiler

 
Video explaining some of the upcoming features :

[NEW STUFF]

  • Weapon overhaull (more things in the info post will come).
  • Multiple text lines editor.
  • You can now write a note and read them (more of a multiplayer thing), you can lock them so they'll be editable only by you.
  • Semi-3D Sound ! Sound will now go left to right, fade away, etc..
  • Burn zombie corpses ! It'll need some petrol and a lighter/matches.
  • Windows can now perma lock if you try to open them for too long.
  • Bandages will now be removed after a certain amount of time.
  • Disabled the corpse decay.
  • Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I'll need feedback on it. :)
  • [MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it :)
  • I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall.
  • New crafting : Bookcase, shelves, bed...
  • Map fixes (no more falling through Mall stairs, etc...).
  • Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out.
  • Firearm need to be held with 2 hands (except pistol).
  • [MP] You will be now instant disconnect if trying to join a server with a different build version than yours.
  • Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want).
  • Zombeis who die by fire will now continue to burn/spread fire after their death.
  • [MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture
  • [MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture
  • The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn.
  • [MP] Chat is now locally logged : you can press up or down while in the chat text entry to review your last entered message (saving the 20 last messages), then you can enter them again or modify them.
  • Some new items :
    • Thread
    • Needle
    • Tarp
    • ...
  • Tent will now require a tarp (instead of the sheets) to be crafted.
  • You can now craft a mattress with some sheet, pillow, thread and a needle.
  • Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..)
  • You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet :P (I'll update the "how to administrate your server" post today)
  • You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew.
  • Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house).
  • This is for Serrate Bloodrage (aka combat-medic badass :D) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today.
  • Cleaned the server console a bit (less messages).

[BUGFIX]

  • Fixed some incorrect map zone.
  • Fixed some incorrect loot distribution.
  • Fixed tent/campfire couldn't be build on tall grass.
  • Fixed some world filler.
  • Map exported with multiple fixes from Mash.
  • Zombies can't jump over closed/barricaded windows anymore.
  • Hammer will now correctly be equipped (if required) before crafting something.

[BALANCE]

  • Increased the difficulty to open windows when you're not strong.
  • Increase a bit the spawn of twine (specially inside the sewing shop).
  • Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping.
  • Lowered a lot the time required to cook bacons.

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When the power of love overcomes the love of power the world will know peace. - Jimi Hendrix.

 

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#2 NeverLost

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Posted 02 July 2014 - 01:06 PM

"3D Sound ! Sound will now go left to right, fade away, etc.."

Yay, now I can finally know which direction my death will come from.


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#3 SJane3384

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Posted 02 July 2014 - 01:10 PM

Holy shit this will be amazing!  YAY for furniture!



#4 misterdark999

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Posted 02 July 2014 - 01:14 PM

Nice job, I like "burn corpse" ! :D

 

But I see that the map is really linear at moment or repetitive (large place of one texture of grass http://hpics.li/05db489), or some other place it seems that the map is done really fast (http://hpics.li/cd43893) I show 2 screenshots of the new map extension but around muldraugh the road to the factory in the forest is not done, and seriously a factory in a forest without road and parking xD

The map will be improve in the short future or in a long time?



#5 EnigmaGrey

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Posted 02 July 2014 - 01:16 PM

The map will be improve in the short future or in a long time?

No ETAs, as said previously.

The map is a continuing work in progress. Some of it is just rough outlines for the future; if you'd like to know more, check out the Mondoid for this week.


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#6 misterdark999

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Posted 02 July 2014 - 01:21 PM

 

The map will be improve in the short future or in a long time?

No ETAs, as said previously.

The map is a continuing work in progress. Some of it is just rough outlines for the future; if you'd like to know more, check out the Mondoid for this week.

 

I don't want an ETA, I just want to know if it's planned or not. I wanna check the mondoid.



#7 Nosferatux2

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Posted 02 July 2014 - 01:22 PM

Will I be able to disable loot respawn (I don't need it since I'm playing coop with my friend and it's like singleplayer for us)? And what about zombie respawn: are they respawn inside buildings or they're respawn inside forests or something like this and migrate to the cities (I think it's a good vision of zombie respawn).



#8 RobertJohnson

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Posted 02 July 2014 - 01:24 PM

For the loot respawn, if you put the HoursForLootRespawn to 0 (as it by default), there won't be any loot respawn.

 

For zombies, they respawn only on roads that do not have any players construction on it (to avoid spawning inside safe house), they more likely respawn on the highway, but you can have some small respawn on little road.

It's not the best system, but at least it give some zombies respawn which multiplayer lack a lot, we'll change the system for a better one in future version :)


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#9 Nosferatux2

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Posted 02 July 2014 - 01:32 PM

Oh, ok, sounds good! Thanks for answer



#10 VikiDikiRUS

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Posted 02 July 2014 - 01:39 PM

Опять водку не добавили :(.

 

Again in game we haven't got vodka.


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#11 misterdark999

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Posted 02 July 2014 - 01:44 PM

Опять водку не добавили :(.

There is whisky  :D


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#12 RobertJohnson

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Posted 02 July 2014 - 01:48 PM

This is an English topic, stick to English or I'll have to delete your post :)


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#13 Golthan

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Posted 02 July 2014 - 02:04 PM

The 3D sounds seems rather cool. I'm curious as to how you guys were able to do that.

 

And with the ability to burn corpses away now, will fuel/petrol cans have a higher chance of spawning or has this been discussed?



#14 VikiDikiRUS

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Posted 02 July 2014 - 02:27 PM

This is an English topic, stick to English or I'll have to delete your post :)

Ok, ok!



#15 Suomiboi

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Posted 02 July 2014 - 03:01 PM

Yay for permalocked windows! Did I get it right, that you could jiggle every window open like before, but you'd have to take breaks if it takes too long before opening? If so I'll have to say it sounds like an awesome way of implementing it! :)

 

I've really been waiting for this feature so it's great to finally see it on it's way! Thanks RJ for the hard work!! (clyde) (clyde)


Take part in the Community project:Radcliff in the Mapping WIP section, in expanding the game world!

 


#16 RobertJohnson

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Posted 02 July 2014 - 03:09 PM

Right now, you could try to open a window for ages, and it'll be open after some random time (depending on your strength), now it's still the case (you can force the window), but you have a chance of breaking the lock totally, and can't open it anymore (even from the inside), we need a sound to notice the "gah, premalocked the window" tho :)


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#17 Suomiboi

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Posted 02 July 2014 - 03:18 PM

Alright! Will probably make for some great fleeing scenarios. Can't wait! Rock on! :D


Take part in the Community project:Radcliff in the Mapping WIP section, in expanding the game world!

 


#18 Lakorta

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Posted 02 July 2014 - 03:47 PM

Will there be an alternate way of burning corpses e.g. a normal campfire?



#19 Dr_Cox1911

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Posted 02 July 2014 - 04:28 PM

About the loot-respawn: Will it delete everything within the unloaded cell, so custom build containers too?

 

Really curious about the 3D-sounds  :wub:


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#20 RobertJohnson

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Posted 02 July 2014 - 04:51 PM

It doesn't delete anything, it spawn new things, not in safehouse, not in custom build containers, not on dead bodies :)


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