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axeladalidez78

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  1. Like
    axeladalidez78 reacted to Pandorea in [41.78.7] Custom "Good" and "Bad" highlighting colours aren't displayed when looking at clothing.   
    What exactly do you mean with a "highlight"?
     
    Ag, gothca! Thank you for bringing this up! I'll add this to our list of things
  2. Pie
    axeladalidez78 got a reaction from Pandorea in [41.78.7] Custom "Good" and "Bad" highlighting colours aren't displayed when looking at clothing.   
    Since the third patch of the 41.78 release, the custom colour highlighting that was recently introduced seems to
    not work on clothing. 

  3. Like
    axeladalidez78 reacted to nPhlames in 41.78 UNSTABLE Released   
    The way it's implemented in the unstable build has an oversight-- the game checks if both the X and Y directions have updated instead of at least one, and won't grant XP until the you've moved in both directions. Meaning if I'm traveling across Muldragh by only holding D while aiming I wouldn't get XP, and unless that's intended behavior, that doesn't seem right. Even in an isometric game where that'd be an uncommon circumstance, I think it's an easy enough fix to get it changed.
  4. Like
    axeladalidez78 reacted to Speedy_Von_Gofast in 41.66 UNSTABLE released   
    Also still waiting to be able to log in as admin without the godmode and ghost mode on.
     
    It's kinda annoying to have those features enabled when I log in and clears all of my injuries.
  5. Like
    axeladalidez78 got a reaction from Pandorea in [41.61] [Solo] Pain increases search radius massively   
    Completely vanilla, and the source of pain is exercise fatigue. Although If you can't replicate the problem perhaps there's something wrong in my end. I'll try to do some testing on my own to see if it's trait based or not.
     
    After some testing, I just can't find why it happens, the search radius goes from 4 to 21 when there's some pain. I've removed every trait one by one and It stills keeps happening.
  6. Like
    axeladalidez78 reacted to ajzoo04 in [41.61] [Solo] Pain increases search radius massively   
    Going out to look for stuff? Have your friend punch you straight in the face and you'll be able to spot things for miles!
  7. Like
    axeladalidez78 reacted to Sinreal in VHS: Home   
    I've run into a situation twice where, I'll be looting, and I'll find a VHS Tape called "VHS: Home". I'll store it, close the game, and when I repoen the game, the VHS tape is a different name. In this particular case, it's now called "Home VHS: Magical Woodland Fox"
     
    I haven't tried playing "VHS: Home" on the TV, but next opportunity I get I'll try it and report back
  8. Like
    axeladalidez78 got a reaction from OGGOULET in 41.54 - Running/Exhausting ( Walk To ) Exploit   
    Thank you for reporting it. I noticed the same thing too and I wasn't sure if it was a bug or not.
  9. Like
    axeladalidez78 reacted to Papa Juliet Whiskey in 41.54 - Running/Exhausting ( Walk To ) Exploit   
    Not sure if it is related, or if it's been patched in the last few updates, but using the same ui mod, I noticed that when using the walk to feature at a walking pace, your character doesn't regen fatigue at all like you would walking normally.
     
    I meant to comment on it a while ago, but my good intentions slipped through the cracks. This post triggered that sense of dejavu, but I've been unable to test it yet.
     
    I'll try to remember to post if I do, but I'm on my first day of what will likely become a week long bender of weed and whiskey.
     
    Not the best combination for zomboid, as I've learned far to often.
     
  10. Like
    axeladalidez78 reacted to NagashUD in IWBUMS 41.54 Hoe stuck in inventory   
    ok ok, well for now it just happened with the hoe on my side, hope the devs will fix it quickly
  11. Like
    axeladalidez78 got a reaction from NagashUD in IWBUMS 41.54 Hoe stuck in inventory   
    Restarting the save, instead of the whole game. But yeah, it does fix it, although I'm not sure what may cause the issue.
  12. Like
    axeladalidez78 reacted to NagashUD in IWBUMS 41.54 Hoe stuck in inventory   
    Does restarting the  game also fix the issue for you too ?
  13. Like
    axeladalidez78 got a reaction from NagashUD in IWBUMS 41.54 Hoe stuck in inventory   
    I can confirm it also happens with other weapons, like hunting knives or pipe wrenches.
  14. Like
    axeladalidez78 reacted to NagashUD in IWBUMS 41.54 Hoe stuck in inventory   
    The new hoe gardening weapon get stuck in inventory (i attached it to the back of the character first), impossible to remove, place or equip
  15. Like
    axeladalidez78 reacted to OGGOULET in 41.54 - Running/Exhausting ( Walk To ) Exploit   
    When you using Walk to and sprinting holding shift, endurance will not drain and will gain ( thinking its walking itstead of running )
     
    Used on vanilla no mods. 
     
    Found out while using Minimal display bar on other save game.
     
    Re-installed only Minimal display for showing purpose for the video
     
    BTW B41.54 is SICK!
  16. Like
    axeladalidez78 got a reaction from gabriel rodrigues brandao in IWBUMS 41.54 RELEASED   
    You guys absolutely made my day. I've been waiting impatiently since you guys started showing the noiseworks videos, it's been a long time since I've been so hyped about anything. Incredible great work from the team, the game feels absolutely different and extremely immersive, thanks for giving this game so much love.
  17. Like
    axeladalidez78 reacted to nasKo in IWBUMS 41.54 RELEASED   
    Added Noiseworks Sound Revamp - Stage #1
    Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. 
     
    Added VHS, CDs etc.
    - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'.
    - Media line effects will apply only once per player upon first time listening.
    - Home VHS's spawn uniquely.
    - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance.
    - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes.
    - Added new translation file 'recorded_media_EN.txt'
        - This translation set keeps a translation of the english versions which can be retrieved seperatly.
        (needed for LCD which only supports basic ASCII chars)
    - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding.
    - Added new Media UI section to device control panel.
    - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu.
    - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's.
    - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes
    - Changed display of overhead notifications for skills etc
        - Softer pastel colors and outlining, red for negative green for positive effect
        - Replaced skill/stat effect numbers by arrow up or down
    - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value.
    - Removed overhead text code from ISRadioInteractions
    - Added static class HaloTextHelper.java for more universal use of the overhead text.
    - Added a few functions to add text, options for color and usage of the indicator arrows.
    - If a text is already being displayed the next text is briefly queued.
    - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','.
    - If a text is added which is already being displayed, it's discarded.
     
    - Added world lights for flashing vehicle lights.
    - Added animated flies texture displayed where corpse-flies are buzzing.
    - Added new mugs
    - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on.
    - Added highlighting to dragged items that can't be moved to the destination container.
    - Added a loot-window container icon for mannequins as well as the container title "Mannequin".
    - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved.
    - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. 
    - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full.
    - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. 
    - Draw a faint border around the player's health bar so the amount of lost health is easier to see.
    - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back.
      
    - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry.
        This includes opening boxes of nails automatically.
        For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground.
      
    - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars.
        The properties were only on one of the several south-east wall pillars.
        This put "tree" physics on the center of the square.
        These pillars should be removed when one of the two adjacent walls is removed.
     
      
    - Added 3D models for items placed in the world. 
        Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square.
    - Items automatically go on a table/counter if the mouse is over one of them.
    - Press R to rotate clockwise, shift+R to rotate anti-clockwise.
    - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet.
    - Fixed rotation speed at different framerates.
    - Added snapping to the nearest 5 degrees.
    - Place items one at a time at the current rotation. 
    - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all.
    - Improved lighting of 3d items in-world, to closer match the tiles lighting.
    - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated.
    - Improved lighting on all 3d objects, characters, vehicles, items etc.
    - Added "itemHeight" so players can place things on a microwave that is on a table for example.
    - If you have a counter with a shelve on top of it, you can press tab to change the height of the item.
    - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default.
    - 3D items can be disabled in the options.
     
    - Table stories. Random chance to have some stuff on a basic home's table to tell a story.
    - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time.
    - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to.
     
    Last Stand Compatibility changes:
    - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40.
    - Player files have VERSION=1 at the top for compatibility with future versions of the game.
    - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work.
     
    - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected.
    - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P.
    - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before).
    - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read.
    - Added blood and dirt stats to the Wash context-menu item tooltips.
    - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack.
    - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes.
        For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means.
        For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine.
    - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese
     
     
    BALANCE
     
    - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off.
    - Allow plumbing a sink to an empty rain barrel.
    - Allow metal drums to be picked up with the furniture-moving tool.
    - Allow pouring water into metal drums.
    - Boosted loot spawns in stash.
    - Display what perk just levelup up on top of the char (like exp gain from TV).
    - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor)
    - Car wrecks appear less often, but can now be dismantled.
    - Increased odds of curtains being already closed in houses.
    - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. 
    - Shooting out of cars now has a more limited angle than the former 360°.
    - Player will now be unable to control the car while reloading. 
    - Reload time increased while driving.
    - Control of the car is also lost when shooting rifles, but not with pistols.
     
    Distribution changes:
    - Updated distributions.
    - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter).
    - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink).
    - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container.
        Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. 
        Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk)
     
    Changes to knives:
    - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally.
    - Slightly reduced movement speed while attacking with knives, similar to other weapons.
    - Reduced Hunting knife damage a tad.
     
    - Balanced some clothings Speed Reduction and Protection to be more consistent.
    - Small chance of having some house windows being left open.
    - Curtains can now spawn closed.
     
     
    MOD SUPPORT
     
    - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
        Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
    - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods.
    - Added a system for respawning zombies on island maps (e.g., Kingsmouth).
        Normally when respawning zombies, a random location on the edge of the map is chosen as a start location.
        The game then attempts to find a path from that start location to the chunk that zombies are respawning in.
        This doesn't work for maps that have water on all edges, since paths cannot be found through water.
        Map creators may now specify valid start locations by adding objects to the map's objects.lua file.
        The objects.lua file is normally created by WorldEd.
        These objects are rectangular areas along edges of the island indicating respawn start locations.
        These objects should be right on the edge of the land next to the water (but not in the water).
        Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory.
        This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example.
    - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
     
     
    FIXES
     
    - Fixed being able to fish from swimming pools.
    - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false.
    - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world.
    - Fixed long braided hairstyles not pointing to correct hairstyle.
    - Fixed belt not working as 3D item.
    - Fixed buildings having more than one table story.
    - Fixed issues adding water to and taking water from rain-collecting items on the ground.
    - Fixed aiming cursor being less visible on light backgrounds.
    - Fixed changed shader files not automatically being reloaded.
    - Fixed an infinite loop occurring when require()'ing a Lua file recursively.
    - Fixed "invalid direction" exception when a fence is broken by zombies.
    - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash.
    - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up.
    - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option.
    - Fixed RVSCarCrash.
    - Fixed some container types.
    - Fixed issues with automatically opening boxes of nails when doing carpentry.
    - Fixed tainted-water status of metal drums with water in them.
    - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks.
    - Fixed the game hitching every second while in a vehicle until zombies are near again.
    - Fixed no sound playing when hitting objects with bare hands.
    - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing.
    - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat.
    - Fixed the player's animation locking up when charging with a spear after a zombie is hit.
        This happened when the "Manual Floor Attack" key was the same as the "Sprint" key.
    - Fixed impact and death sound not playing when spear-charging a zombie.
    - Fixed "Place Car Battery Charger" displaying for every item clicked on
    - Fixed the "Plant Information" window not handling different font sizes.
    - Fixed bomb explosion sounds not playing.
    - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option.
    - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles.
    - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles.
    - Fixed overlapping disease text in the Plant Information window.
    - Fixed farming with a controller.
    - Fixed some of the excessive head movement when swinging a spear.
    - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183.
    - Fixed rendering the isocursor and aim-outline in splitscreen.
    - Fixed the position of the vehicle dashboard in splitscreen with more than two players.
    - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. 
    - Fixed Welding Masks getting soaked in the rain.
    - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies.
    - Fixed being unable to remove Thin Skinned using the Player Stats debug ui.
    - Fixed Lua error after removing a trait in the Player Stats debug ui.
    - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui.
    - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio.
    - Fixed infinite carry capacity after making rotten-strawberry salad.
    - Fixed the layout of the microwave and oven UIs with different-sized fonts.
    - Fixed Lua error wobbling the non-existent heart icon of splitscreen players.
    - Fixed endurance being reduced while holding down the Run key when not moving.
    - Fixed misplaced halves of Large Modern Oven in one orientation.
    - Fixed not being able to barricade carpentry Wooden Door.
    - Fixed the layout of ISAlarmClockDialog with larger fonts.
    - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used.
    - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName().
    - Fixed animation and sound issues when attacking zombies that are eating corpses
    - Fixed VehicleAmbiance using the wrong event name.
    - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking.
    - Fixed Radio items without a WorldSprite being assigned an invalid module.type.
    - Fixed duplication bug when crafting from containers.
    - Fixed not being able to make coffee and tea with the Spiffo mug.
    - Fixed hot beverage not being hot right after it is crafted.
    - Fixed hot and cold drinks not giving a happiness bonus.
    - Fixed not being able to tie a rope to player-made windows (gracias dito!)
    - Fixed ranger car siren light colour.
    - Fixed annotated map loot not always spawning when it should.
    - Fixed crash when trying to go forwards & backwards at the same time in a car.
    - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed.
    - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed.

     
    TECHNICAL
     
    - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue.
    - New class: PerformanceProfileProbeList
        Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers.
    - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems
    - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager.


    ________________________________________


    Additional Hotfix:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  18. Like
    axeladalidez78 reacted to Maxwell218 in IWBUMS 41.54 RELEASED   
    2 posts, 2 of them urging to release MP.

    Please stay patient, what you are doing is unnecessary and doesn't achieve anything. 
  19. Like
    axeladalidez78 reacted to BlueFeena in [IWBUMS 41.53] Zombies have infinite memory if a line of sight is maintained (Video proof)   
    I downloaded version 41.53 the other day and noticed that zombies seemed to be very difficult to shake.  I wasn't sure what was causing this at first, but after a little testing, I discovered that zombies have unlimited memory if the player maintains a direct line of sight with the zombie -- even if the player is well outside the zombie's sight range.
     
    Observe:
     
    In the above example, I aggro two zombies.  These zombies follow me some distance, then I take off running down the street in a straight line.  This is very important.  After a couple of blocks, I stop and wait.  Despite being well outside the zombie's sight range, they continue to follow.
     
    After that, I get up, run down the street again and take a break after a few blocks.  This time, I run even further, and the zombies are still following!
     
    Lastly, I run down the street, climb over several fences, all in a straight line and then take another break.  One of the zombies continues to follow, and shows up a minute or so later.  The second, zombie, after a quick check, apparently got hung up on something, but was still following me despite having traveled well outside of his sight capabilities!
     
     
     
    Now on to the second example:  If the player does in fact break the line of sight, zombies will forget and no longer follow the player, as they should.  Re-entering a line of sight will not aggro said zombies, allowing the player to elude them like normal:
     
     
    As far as I can tell, this has nothing to do with stealth, and only to do with line of sight.  In my proper game, I am playing a stealth character with utterly insane stealth stats (almost like stealth points are bugged...) and she is having the same problem.  Zombies continue to follow, no matter what, as long as a direct straight line is maintained -- regardless of how far away the zombies actually are.
     
    Technical information:
    No mods
    IWBUMS 41.53
    GoG Archival Version (not from GoG Galaxy)
    Windows 7 Pro
     
    Thanks for reading.
  20. Like
    axeladalidez78 reacted to Zevious in Zombie sight/hearing distance issue   
    Playing B41.5 today without any mods on default Apocalypse settings and seeing a problem with what appears to be some zombies being able to hear/see combat from a VERY long distance. I can walk around (without crouching) such that a few groups don't notice me. Killing a single zombie with a baseball bat or pipe wrench (only weapons I've found so far) cause a few random zombies to come in from different directions. These are not coming from the local groups, they're coming from off-screen (outside of right-click drag sight distance). I would guess it's more of a sight issue, as it will be like 1 or 2 from a couple different directions. As I kill those another 1 or 2 will come from similar directions. So it's more like they're turning and able to see the combat from a very long range. If it was hearing I'd expect the entire group to come at once.
    A little more info found in playing some more. They detect "something" at the location of the combat. They are not detecting me directly. They go to the source of the combat and are not changing to follow me until they get closer. If I'm far enough away, they will stand around the combat site. After killing about 40 zombies right around the one location, they stopped coming. There are still a couple groups of them standing around nearby (at least within drag sight distance) that are not reacting to the combat, even those that are facing the area.
  21. Like
    axeladalidez78 got a reaction from gabriel rodrigues brandao in IWBUMS 41.51 released!   
    The game runs smooth as butter now, those performance changes really do work. Thanks!
  22. Like
    axeladalidez78 reacted to Batsphinx in IWBUMS 41.51 released!   
    IMPORTANT TO NOTE:
     
    Project Zomboid IWBUMS beta update 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational.
     
    A separate Steam beta containing the previous 41.50 build has been provided so that you can continue and finish your current game.
     
    Similarly, in a changelist as big as this some mods WILL become incompatible.
     
    If you enjoy playing modded PZ then please consider using the provided 41.50 beta to allow the creators of your favourite mods some time to update to 41.51.
     
    This version also sees some of the foundational aspects of PZ updated to more recent versions - with it now running on Java 15 and LWJGL 3.2.3. These have, and will in future, give us access to many new optimizations and engine features.
     
    Although any incompatibilities found in our testing group have been fixed, some issues may occur on outlier system set-ups, so please report any misbehaviour to us!
     
    If 41.51 fails to run then please make sure you are not running an non-updated version of Windows 10, as the 64 bit version of 41.51 is incompatible with some older versions. The game should account for this, and choose not to load incompatible optimization features, but this might still be an advisable first step on a failed launch.

    NEW/QOL
     
    Now running on Java 15
    Now running on latest LWJGL (3.2.3)
     
    - Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
    - Shift+double click can now be used on clothing items in the inventory to wear the item
    - Newest earned skill level is now highlighted when the skill panel is opened
    - Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight'
    - Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
    - Analog watches no longer have alarms
    - Digital watch display now has alarm button that can be pressed on the UI
    - 'Saliva only' transmission option - player is immune to scratch infection
    - Added tooltip to show which gun magazine will be filled
    - Required items to cure plants and crops now shown.
    - Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso.
    - Alarm clocks now display the same bell as digital watches when an alarm is set.
    - When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory.
    - When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there.
    - Added more smashed car models.
    - Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc.
    - Added brazilian portugese radio translations
    - Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it.
    - Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts.
    - Added a remove all padding/patches option.
    - Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused.
    - Added sandbox option for decay of items that are knocked off / fall off zombies
    - Added some variety to crashed cars
    - Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller.
    - Added a combobox to Items List Viewer to choose which splitscreen player to give items to.
    - Hats/Gloves added to the remove/decay list. Default also now set to 24 hours.
    - Updated Korean fonts and translations, and updated community translations.
    - Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves.
    - Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization.
    - Added TrailerCover to VehicleDistributions.
    - Allow trailer bodywork to be repaired by welding.
    - Added a cursor for removing bushes, plants and wall-vines.
    - Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects.
    - Car stories can now spawn decomposed zombies corpses.
     
    MODELS AND ANIMS

    - Added long hair style for when wearing hats
    - Adjusted some clothes to accommodate new long hat hairstyles
    - Adjusted a couple of female hats
    - Tweaked female long hat hair to stop pixel flickering
    - Added some new hairstyles
    - Added some Braided hairstyles
    - Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats.
    - replaced the 'land gentle' anim with the heavier landing
    - tweaks to turn 180 anims, first pass
    - adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim
     
    BALANCE

    - Added butter knives stuck in zombies.
    - Reduced number of hunting knives stuck in zombies.
    - Lowered zombie survivor in horde spawning rate.
    - Lowered chance of alice pack on survivor zombies.
    - Increased beef jerky nutrition values.
    - Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack)
    - Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain).
    - White display counter (mainly in butcher shop) now also acts as fridge
    - Added more tailoring books to kitchen.
    - Added rifles in shed/garage.
    - Zombies now do more damage to fences when crowding against/over them
    - Now possible to recover and repair a weapon used in Spear creation
    - M36 Revolver now only has capacity for five rounds
    - Character can now auto-open nail boxes
    - Beer can now returns an empty can after it's drunk
    - Cockroaches and Grasshoppers can now be used to bait the StickTrap
    - Tuna Can no longer requires a Can opener to be opened
    - Increased health points of player built walls.
    - Reduced the engine force & total speed of going in reverse with a car.
    - Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
    - Berries salad now reduces thirst
    - Lowered amount of water in a bleach bottle.
    - Increased recoil of pistols/revolver.
    - Increased chance of creating crawler when hitting zombies with cars.
    - Park Ranger/Lumberjack profession now gives a bonus to walking through trees.
    - Leg fractures now reduce speed according to their severity.
    - Splints increase walk speed with a fracture, depending on the doctor's Medical level.
    - Can now add salt and pepper to sandwiches.
    - Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle.
    - Increased the effect of injuries on sprint speed.
    - Increased "wash vehicle" time.
    - Crashing a car into objects can now damage the engine if hood condition is too low.
    - Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed.
    - Fuel stations no longer have unlimited fuel.
    - Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between
    - It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences.
    - Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly.
    - Lowered fanny pack capacity
    - Increased empty gas can weight from 0.3 to 1.5.
    - Added bullet defense in clothing tooltip.
    - Some knives (mainly Stone Knife) slightly reduced in damage.
    - Athletic trait now excluded when selecting Very Underweight.
    - Adjusted weight of ammo boxes.
    - Made tents thumpable so zombies can destroy them.
    - Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones.
    - Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie.
    - Decreased damage done to feet when walking barefoot.
    - Decreased damage done by trees when walking through them.
    - Increased chance of spawning feeding zeds.
    - Decreased chance of feeding zeds spotting you
    - Set all bandana weight to 0.1.

    PRE NOISEWORKS SOUND CHANGES

    - Preload sample data ahead of time so that sounds can play immediately when started.
    - Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value.
    - Don't set Occlusion to 1.0 as that seems to completely mute some sounds.
    - Pause music when the game is paused.
    - Fixed the BreakObject sound not playing when destroying carpentry objects.
     
    DEBUG

    - Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions.
    - Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor.  This can be used to reposition and remove existing points.
     To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file.
    - Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles.
    - Allow deleting map_zone.bin from the "More..." load-game ui in debug mode.

    LOOT DISTRIBUTION CHANGES
     
    Partially implemented new system - as yet untouched loot tables remain the same as before.
     
    New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.

    Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.

    Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.

    MOVABLES
     
    - Fixed movable items, such as radios from cars, having correct condition when placed and picked up again.
    - Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds.
    - Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions.
    - Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling.
    - Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'.
     this also means these movables can be easily instanced directly now

    CONTROLLERS UPDATE
     
    - Removed the old JInput library which was used for controllers.  The GLFW library, part of LWJGL 3, is now used.
    - GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should
     have a good chance of working.  Recognized controllers are listed in media\gamecontrollerdb.txt.
    - The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory.  This can be done
     to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
    - The game should handle controllers disconnecting and reconnecting during play.  If player 1's controller is
     disconnected, they can choose to revert to keyboard and mouse input.
    - The controller X button now rotates objects in Place mode.

    FIXES
     
    - Fixed "delete all" on bins not working.
    - Fixed tailoring book/farming mag not spawning in shelves.
    - Fixed water container in office weighing 3.
    - Fixed white display counter not cooling food.
    - Fixed zombies not being able to pathfind through obstacles surrounding vehicles.
    - Fixed some minor pathfind issues.
    - Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled.
    - Fixed not being able to plaster doorframes built at Carpentry level 7
    - Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows
    - Fixed heatable water containers not heating up if put into campfire/bbq before they are lit
    - Fixed deep wounds having a shorter half-life than scratches or lacerations before healing
    - Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves)
    - Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.)
    - Fixed misplaced door models on the cars with door-models.
    - Fixed keypad key names being the same as keys on the main keyboard.
    - Fixed scissors not allowing jaw stab.
    - Fixed corpses clipping through furniture and walls with the RBShopLooted story.
    - Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option.
    - Fixed some flying cars
    - Fixed crawling zombies getting stuck while moving near walls.
    - Fixed crawling zombies not thumping fences like they do with doors.
    - Fixed crawling zombies trying to go through open windows.
    - Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
    - Fixed zombies sometimes thumping on wall frames that they can climb through.
    - Fixed WorldDictionary ID's not being reset uppon new game.
    - Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
    - Fixed edit item coloring not working.
    - Fixed map issues.
    - Fixed the fishing UI appearance not changing when a controller is disconnected.
    - Fixed not being able to add any condiments to a Burger found in game
    - Fixed Empty Pop Can appearing after char drinks a beer
    - Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
    - Fixed Hoodie unequipping when hood up + baseball hat
    - Fixed cooking food increasing weight of the dish inconsistently
    - Fixed player being able to eat by double-clicking when full to bursting
    - Fixed Bourbon having two options to empty the bottle
    - Fixed M9 pistol and D-E Pistol having their icons mixed up
    - Fixed Wet Bath towel losing Favourite status after drying
    - Fixed new ammunition types not being dismantlable 
    - Fixed "Sleep on ground" option in the car when char is Ridiculously tired
    - Fixed some furniture not being thumpable by zombies.
    - Fixed unhidden "Hat" related hair type.
    - Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture.
    - Fixed being able to survive bleach death by eating lemongrass
    - Fixed not being able to repair double doors
    - Fixed Fish fillet / Chicken behaving strangely when used in salad
    - Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source
    - Fixed not being able to hold RMB and use F to turn on flashlight
    - Fixed "Easy use" causing all car trunks to be opened, not only unlocked
    - Fixed Analog watches not having alarms if Spanish language is selected
    - Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers
    - Fixed not being able to freeze separate eggs
    - Fixed inconsistence in rmb -> grab and basic transfer inventory action.
    - Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store).
    - Fixed laundry basket acting as a dryer.
    - Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time.
    - Fixed drinking from soup/stew bowl with a spoon not using the spoon.
    - Fixed being able to bandage a fractured body part.
    - Fixed cure flies/mildew on plants causing a crash.
    - Fixed harvesting plant while plant info window was open causing a crash.
    - Fixed some foods (notably a lot in Zed stories) having zero nutritional values
    - Fixed not being able to wash blood stains off vehicle windows
    - Fixed furniture sometimes fading away while the player is still close enough to see inside.
    - Fixed not being able to freeze wild eggs
    - Fixed seat naming weirdness by removing  "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat".
    - Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time.
    - Fixed being able to do fitness exercises when you shouldn't.
    - Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds.
    - Fixed office water dispenser weighing only 5.
    - Fixed blue hospital curtain requiring electrical skill to be picked up.
    - Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices". 
    - Fixed dropping equipped container while being overencumbred duplicating the container on ground.
    - Fixed being able to grab items through fences.
    - Fixed being able to do fitness while climbing.
    - Fixed house alarm and helicopter sounds ignoring the master sound volume.
    - Fixed UI showing up on savefile thumbnail images.
    - Fixed the clock not being centered in splitscreen and overlapping the button prompts.
    - Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen.
    - Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread.
    - Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge.
    - Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials.
    - Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu.
    - Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button.
    - Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled.
    - Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows.
    - Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action.
    - Fixed broken behavior assigning keys in the options.
    - Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack".
    - Fixed uninstalling parts resetting the condition to 100 sometimes
    - Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition).
    - Fixed being able to open multiple sleep dialogues.
    - Fixed sea horse bins not having "delete all" button.
    - Fixed new liquor store in Muldraugh distributions.
    - Fixed some wrong definition for bar.
    - Fixed display case in pie restaurant.
    - Fixed thin skinned giving more resistance to being damaged while walking in trees.
    - Fixed icon for shooting glasses.
    - Fixed Saucepan repairing itself after it was filled with water
    - Fixed items being rendered in the wrong position (offscreen) after drying out on the ground.
    - Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key.
    - Fixed not being able to reinstall radios in vehicles.
    - Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles.
    - Fixed having to move and place sinks after water shut off to be plumbable again.
    - Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property.
    - Fixed random horizontal and vertical lines appearing along the edges of some textures.
    - Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles.
    - Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files.
    - Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation.
    - Fixed the player always getting up from sitting sometimes.
    - Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container.
    - Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen.
    - Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory.
    - Fixed Fitness.save() saving exeTimer.size() twice.
    - Fixed the inspect-garment ui not resizing to accommodate the Bullet column.
    - Fixed being able to do exercises while climbing ropes.
    - Fixed some cutaway problems.
    - Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes.
    - Fixed invisible players triggering house alarms.
    - Fixed some issues with zombie visibility.
    - Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be.
    - Fixed missing BodyParts\overlays textures by rebuilding UI2.pack
    - Fixed layout issues in the inspect-garment ui.
    - Fixed debug context menu exception when there is no zone on the clicked square.
    - Fixed models with capital "I" in the name not loading on the Turkish locale.
    - Fixed analog watches sometimes having the alarm set, which can't be turned off.
    - Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor.
    - Fixed some spawn points that were inside furniture or outside buildings.
    - Fixed broken Perk translation in carpentry tooltips.
    - Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this.
    - Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu.
    - Fixed some hair type list.
    - Fixed some parking spot in Muldraugh.
    - Fixed wooden pillar acting like a wall.
    - Fixed DataChunk exception with a user-created walkway on a guard tower.
    - Fixed Lua error building fences.
    - Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it).
    - Fixed broken carpentry-tooltip perk translations.
    - Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car.
    - Fixed "laundry" being in the list of buildings that RBShopLooted can happen in.
    - Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer.
    - Fixed font loading.
    - Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console
    - Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true.
    - Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+.
    - Fixed hats not rotating as they fall to the ground.
    - Fixed the item type of Radios being changed to Radio.worldSprite which broke translations.
    - Fixed untranslated names of movables being displayed for the Disassemble recipe.
    - Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe
     (due to missing tools, for example) which is different than other recipes which aren't displayed.
    - Fixed some tiles properties problems.
    - Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed.
    - Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do.
    - Fixed campfire and tent options appearing in the context menu when in a vehicle.
    - Fixed foraging ui being visible still when the player gets in a vehicle.
    - Fixed duplicate radio items appearing in the "Install" men
    - Fixed two unused files from "maps/West Point, KY".
    - Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist).
    - Fixed upgraded doorframes blocking movement.
    - Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end.
    - Fixed missing "world" attachments on several weapon models.
    - Fixed some multi-hit sandbox problems in which some weapons would not multihit.
    - Fixed TrailerCover missing from container distributions.
    - Fixed Trailer-TrailerTrunk missing from container distributions.
     
    MODDING

    - Allow modders to add new vehicle zones to the global VehicleZoneDefinition table.
     Previously, only the game's zone names and types were allowed.
     This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
    - Added support for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods.
     
    - Global ModData
    Registers moddata tables with a given String key.
    When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
    LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
    String ModData.create() creates a table with a random UUID key, note: returns the string key.
    LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
    LuaTable ModData.get(String key) returns the table with given key or null.
    boolean ModData.exists(String key) return true if table with given key exists.
    LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
    void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
    ArrayList getTableNames() returns a list of all registered tables.

    Networking

    Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted.
    Syncing of data where needed is up to coder/author. There are however two methods for networking:
    void ModData.transmit(String key)
    - this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below)
    void ModData.request(String key)
    - client only, this sends a request to server to send back the table with given key to this client.
    When the server or the client receives a moddata packet it is not automatically added to the local register.
    Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments.
    NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
    The coder/author can then decide to parse, register or keep it as temporary lua table only etc.

    - Fixed issues with setting appropriate texture flags when loading mod texture packs.
        - World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out.
        - Floor textures were using compression, resulting in visual artifacts sometimes.
        - UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering.
        - When a mod texture-pack name ends with ".floor", compression is turned off.
        - For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this:
        pack=MyPackFile 
        type=ui

    - Allow vehicle scripts to override the "model" without a name.
     Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model".
     
    - Allow mods to define custom sandbox options.
     Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded.
     
    - Allow mods to define custom perks (Skills ingame).
     Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded.
     New perks and perk categories can be defined.
     This required removing the Perks enum.  Now Perks is a class containing static instances of Perk.
     So Perks.Strength is now the Strength perk itself instead of an enum value.
     The Lua Perks table contains the predefined perks and also any custom perks.
     Fortunately, these changes didn't require any changes to Lua files. 

    - Added textureShadow property to vehicle scripts to allow overriding the shadow texture.
     For example, write "textureShadow = schoolbag_spiffo," without quotes.

    - recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand.
     For example, Prop1:Source=2 will use either the Saw or GardenSaw model:
     
        recipe Saw Logs
        {
           Log,
           keep Saw/GardenSaw,
           Prop1:Source=2,
           Prop2:Log,
        }
     The Log model could also be specified as Prop2:Source=1.

    - Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this.  This setting isn't saved, or synced in multiplayer.

    - Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section.

    - Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded.
    - Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items.
     This could be changed to a Display option if wanted (translations needed though).
    - Added GameTime helicopter-related methods for mods:
     int getHelicopterDay()
     setHelicopterDay(int day)
     
     int getHelicopterStartHour()
     setHelicopterStartHour(int hour) // 0-24
     int getHelicopterEndHour()
     setHelicopterEndHour(int hour) // 0-24
     
    TECHNICAL

    - Optimized game variable look-ups.
      - AnimCondition no longer repeatedly searches for the same variable by name.
      - Instead, it creates an AnimationVariableHandle and re-uses it.
    - GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda

    - Performance improvement. Added an early-out to updateTwistBone
      - If the current twist is <1 degree, the function aborts.

    - Savegame compression optimization from Turbo

    - Refactored and tidied up WorldDictionary.
    - Server now sends the WorldDictionary data to clients when connecting.
    - Client now only saves WorldDictionaryReadable.lua in game folder.
    - WorldDictionary now respects Core.noSave.
    - World loading should now abort correctly if any problems are found with the dictionary.
    - Added method getModID(), getModName() and isVanilla() to InventoryItem.
    - Added the mod name which added the item, and optionally any overrides, to item tooltip.

    - Performance improvements to BoneTransform calculations for a 2x boost to animation system.
     
    - Fog optimization

    - Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those.

    - Refactored IsoRegion system
     including optimized region calculations and fixes for a bunch of things that could cause bugs.
    - Added new IsoRegion debugger based of ZombiePopulationWindow
     (can build via debugger now for quick testing).

    - Added IsoRegionLogger, logs can be viewed via debugger.
    - WorldDictionary -> disabled logging of missing object ID.
    - Colors.java -> added GetColorFromIndex, GetColorsCount.
    - Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius.

    - Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS().
    - Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should

    - Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations.
     
    - Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists.  The value is always 1.0 in any case
  23. Pie
    axeladalidez78 got a reaction from Pandorea in [41.50] Pressing "C" while aiming (activates/deactivates) Light footed and Sneaking skill gain.   
    While aiming and moving around (Either by using Right Click or L Control), if the player was previously sneaking, the player still "acts" as if he was sneaking, gaining Light footed and Sneaking skill. Pressing the "c" key deactivates these skills gains, and only Nimble skill is gained.
     
    I've noticed that by pressing the "c" key while aiming (and the player was not previously crouching) also decreases the player detection when the player is close to zombies. That means there's two aiming modes "Sneaking and Aiming" and just "Regular aiming". Both of them look identical, so I suppose this could be a bug and not intentional.
  24. Pie
    axeladalidez78 got a reaction from Jaja in Sprinting   
    To be honest, I think the game genuinely doesn't consume calories when sprinting.
     
    I know the game needs to be modded in order to see the amount of calories being consumed while sprinting, but no matter what mod I use that displays calories, sprinting consumes as many calories as standing still. When using these mods to check the calorie usage when jogging, the amount of calories being consumed is noticeably increased.
     
    Is it possible to check this?
  25. Like
    axeladalidez78 reacted to ATPHHe in [41.50 IWBUMS] Calories bug when Jogging vs Sprinting   
    When jogging, you burn calories normally very fast.
    When sprinting, you burn calories slower than jogging.
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