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Charlessx

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  1. Like
    Charlessx reacted to ARIOCH in RELEASED: Build 33   
    Hello. The user enjoying a PZ in Korea.
    Sorry. Awkward using a translator.
     
    Many people are interested in the PZ.
    But it did not know how to play it very difficult.Korea is difficult to dialogue in the game more difficult. 
    Good radio system is added, but did not use it at all in Korea.
    The main problem is not possible to chat in the game.
    If you enter a Hangul(=alphabet) is displayed as blank.
     
    The Korean is displayed if it has already copied and pasted.
    So even if you modify a little it seems to be input.
    Please Fix the chat Entry.
     
    If the font is a problem already raised in Korea Translation Forum.
  2. Like
    Charlessx reacted to EasyPickins in RELEASED: Build 33   
    IWBUMS 33.10 released:
    Rain sound varies in volume by intensity of the rain. Number of lightning flashes lowered during thunderstorms. Fixed Spiked Baseball Bat not inheriting it's condition from the original Baseball Bat. Added missing PZServerSettings class files. Added the new zombie-thumping sandbox option to PZServerSettings. Fixed health-panel actions sometimes executing when they weren't allowed. Fixed heartbeat and other sounds not playing. Fixed Add Sheet and Remove Sheet action click-spamming exploits. Fixed heavy-breathing sound playing for remote clients in multiplayer. Fixed tutorial breakage when eating the dead mouse. Fixed refridgeration effectiveness sandbox option High/Very-High being the same as Normal. Fixed food-age bug with "Months since the apocalypse" sandbox option (was adding hours instead of days so food was extra-rotten). Added a filter to many of the sounds so they sound muffled when the source is out of sight. Fixed bug adding Mayonnaise (wasn't marked as a spice). Fixed not being able to add spices once max ingredients had been added. Fixed issues using Shift-E to toggle curtains. Fixed zombie footstep sounds not always playing in multiplayer. Fixed fishing animation not playing if player was already aiming. Fixed animation and sound issues when opening windows.  There was an extra "struggle" animation when opening an already-unlocked window.  There was an extra "rattle" sound playing when a stuck window was finally opened. Turbotutone added translations and controller support to the furniture-moving and TV/radio features.  The pickup/place/rotate functions are accessed using the Back button on the controller.
  3. Like
    Charlessx reacted to EasyPickins in RELEASED: IWBUMS 32.24   
    HOW DO I GET THIS?
    http://theindiestone...my-save-branch/
    Fixed the ban-ip button in the players list not adding the IP address to the db file. Remove any banned IP address for a username when using /unbanuser. Added server option to enable/disable VAC on Steam servers.  In the server's INI file, use SteamVAC=true|false.  On the server command-line use -steamvac true|false. Fixed (?) ProjectZomboid32.exe failing to start due to Java not being able to allocate heap space. Added -modfolders command-line option to control where mods are loaded from. "-modfolders workshop,steam,mods" is the default. Any of the 3 keywords may be left out and may appear in any order. Fixed a certain packet bouncing between client and server causing the server to crash. Made the "Take Dirt/Gravel/Sand" commands more hack-proof in multiplayer. Fixed Lua require() function not working for mod files. (Issue #002075) Don't display a dialog box when a sound can't be loaded (except in debug mode). Fixed going fullscreen when the current window size isn't a valid fullscreen resolution.  The game now finds the closes fullscreen resolution to switch to. (Issue #002009) The server lists now display whether each server is whitelisted. Note: In this build I'm using Mac libraries built on my own machine instead of pestering Rathlord to do it.  If the Mac build is broken now, that's the reason.
  4. Like
    Charlessx reacted to EasyPickins in IWBUMS 32.17   
    IWBUMS 32.17 bug-fix release released!
    Fixed "Craft All" with water sources from context menu. (Issue #001925) Fixed clicked-on item not being used in some recipes. (Issue #001919) Fixed damage-bonus miscalculation at some Blade/Blunt levels. (Issue #001933) Fixed Axeman tree-chopping damage bonus only applying to Axe/AxeStone, not custom mod axes. (Issue #001932) Fixed being able to scavenge above ground level. (Issue #001926) Fixed multiple zombies possibly sharing the same ID# in multiplayer (immortal zombies bug). (Issue #001907) Fixed latestSave.ini ("Continue" button thing) getting written with Multiplayer save info. Fixed "Continue" button being clickable after loading a game. (Issues #001970, #001951, etc) Fixed LuaEventManager.AddEvent() not allowing mods to create custom events. (Issue #001958) Fixed loot-respawning not working correctly after 1365 in-game days. (Issue #001923) Fixed rain not rendering for all coop players. (Issue #001981) Crafting UI tabs can have different widths to support translations better. (Issue #001979) Fixed inventory window not sorting by custom Category. (Issue #001956) Fixed Calendar bug for players in Thailand locale. Fixed campfire sometimes not cooking in multiplayer. (Issue #001977) Server logs include the names of players placing/throwing bombs. (Issue #001965) Fixed bombs not getting removed from the ground after exploding in mp. Fixed bombs burning water tiles. (Issue #001941) Fixed is-it-raining status saving/loading. (Issue #001945) Fixed inventory tooltip not updating/hiding when it should. (Issue #001909) Show error message if "Continue" button can't load the most-recent save.
  5. Like
    Charlessx reacted to RobertJohnson in RELEASED Build 32   
    31.12!
     
    Put out fire! (require extinguisher, water or sand/dirt/gravel bag) Some new menu changes/Fix Starting year is now 1993 Distinguish between number of items or number of "units" of drainable/food items in Crafting UI. KahluaThread hack to avoid processing after resetting the lua environment. After enabling/disabling mods with the controller, some instructions from the old/reset Lua environment were being processed. Make the mod-selector screen work with a controller. Health panel grabs items from surrounding containers.
  6. Like
    Charlessx reacted to Wveth in RELEASED Build 32   
    Can zombies spawn inside buildings?  I met a minor horde in my base, and none of my barricades were compromised, and I'm 95% certain I closed and locked all the doors.  I can see no point of possible entry.  I just need to know if I messed up, or if it's a bug, or if they can actually spawn in my base.  T_T
  7. Like
    Charlessx reacted to mooochan in [JP]JAPAN SERVER   
    Anyone can Join this Japan server!
    map extension already.Resource abundance.
    Let's play together if anyone would like to chat with Japanese! 
     
    IP:180.144.250.185
    port:16261
     
    Let's enjoy together!
  8. Like
    Charlessx reacted to EasyPickins in Official Build 32 Zombie Population Feedback Thread   
    I'm adding a config file to every save so people can experiment with spawning behavior.  This also adds the "population starts lower and gets higher over time" thing.  Or you could have the population start higher and get lower over time.

    Spoiler # Same as the sandbox "Zombie Count" setting.
    # 4.0 = Insane, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None.
    # Minimum=0.0 Maximum=4.0 Default=1.0
    PopulationMultiplier=4.0

    # Adjusts the desired population at the start of the game.
    # Minimum=0.0 Maximum=4.0 Default=0.8
    PopulationStartMultiplier=0.2

    # Adjusts the desired population on the peak day.
    # Minimum=0.0 Maximum=4.0 Default=1.2
    PopulationPeakMultiplier=1.0

    # The day when the population reaches it's peak.
    # Minimum=1 Maximum=365 Default=28
    PopulationPeakDay=28

    # The number of hours that must pass before zombies may respawn in a cell.
    # If zero, spawning is disabled.
    # Minimum=0.0 Maximum=8760.0 Default=1.0
    RespawnHours=24.0

    # The number of hours that a chunk must be unseen before zombies may respawn in it.
    # Minimum=0.0 Maximum=8760.0 Default=1.0
    RespawnUnseenHours=1.0

    # The fraction of a cell's desired population that may respawn every RespawnHours.
    # Minimum=0.0 Maximum=1.0 Default=0.1
    RespawnMultiplier=0.1

    # The number of hours that must pass before zombies migrate to empty parts of the same cell.
    # Minimum=0.0 Maximum=8760.0 Default=1.0
    RedistributeHours=12.0

    # The distance a virtual zombie will try to walk towards the last sound it heard.
    # Minimum=10 Maximum=1000 Default=100
    FollowSoundDistance=100
  9. Like
    Charlessx reacted to EasyPickins in Official Build 32 Zombie Population Feedback Thread   
    I've haven't added much randomness yet because I want to find "good" numbers for spawning/migrating first.  Otherwise everybody will have a different experience and the feedback won't be as helpful.  One person might randomly have a lot of zombies and another too few.  Once the numbers feel right then randomness can be added
     
    The population changes linearly from Day Zero to the Peak Day.  After "Peak Day" the population stays at that number.
    On day 14 of 28 the desired population will be 1/2 way between the start population and peak population.  That's just the target desired population, the number of zombies getting added to the world still depends on the respawn interval and percent.
     
    Zombies are getting attracted to empty areas every hour which is too often.  Also, zombies can respawn in any area that hasn't been seen in the last hour, which is too short a time.  That's why "clearing an area" never seems to work.  Both of those times can be adjusted in the zombies.ini file.  So you can have zombies migrate to empty areas every day/week/month instead, and/or not respawn in any area you've visited in the last day/week/month for example.
     
    The settings work in multiplayer as well; the server will have the same zombies.ini file.
     
    Zombies smashing down windows/doors/carpentry for no reason:  I never liked that either.
     
    And there is absolutely no "target the player's base" code anywhere.
     
    One thing I'm worried about, there have been a few reports that huge numbers of zombies are giving people out-of-memory errors or performance problems.  So I'm starting to wonder if we need to limit the number of real zombies.  I don't know how that would work though.
  10. Like
    Charlessx reacted to LeoIvanov in Official Build 32 Zombie Population Feedback Thread   
    First of all I would like to say thank you for the work that you've done so far. I've been a little conflicted this whole week as I couldn't stand watching the system get downgraded for a reason that I didn't find justifiable. Now that the settings are there for us to tweak, I'll spend a while to find a near-perfect settings for survival, so they are more than challenging for newbies (as they should be), but not impossible or artificially hard for the skillful players.
     
    Can we expect those save file options with next update, or are they already rolled in as a hotfix?
  11. Like
    Charlessx reacted to CaptKaspar in Official Build 32 Zombie Population Feedback Thread   
    Well this happened to me after about a month in a vanilla game (sandbox so I could have a starter kit). I awoke in the middle of the night to hear a steady knocking on the door at the beginnings of my safe house. I did my normal thing of going over to the door with the intent of opening it and shutting the zombies up, violently if needed.... but, not this time. Before I even got to the door it bursted open and in rushed no less than a dozen zombies into my house! I bolted for the other door as I noticed the barricades on my windows breaking and a steady flood of zombies entering my kitchen door. I made my escape to come back to take this pic of my house in shambles and totally overrun by zombies.
     
    Hordes will now destroy your safehouse. It happened to me.
     
     

     
    With that being said, and how awesome it was, I did find the zombie population to be a bit too much. I attributed this to the fact that I had sleepyhead (or the other one) as a trait and I had to spend more time sleeping. This in turn enabled the zombies in surrounding areas to spawn more freely since I was out and about fighting zombies less, because I was sleeping. Since they were respawning everyday, and I was sleeping alot, I couldn't keep up with thinning their numbers.
     
    I also started a vanilla game with a hard server reset with the friend. We have established ourselves a safe house and are surviving for now (well kinda anyways, he died once). While we both loved the mechanics of the zombies moving around the map more fluidly (I especially like the 'waves' of zombies that seem to migrate in meta events), we both felt like we were spending too much time fighting zombies and that it began to get too repetitive and almost 'cumbersome' to loot anywhere. There was always a group of 8-10 zombies at every single house. We did try rounding up hordes of zombies and leading them a block or two away and then sneakily ditching them and escaping, but every time we came back, there was always some more zombies to round up and clear out. Looting a suburban area in West Point took forever. It was like zombies nearby were filling in the areas that we just cleared out unnaturally. BTW we didn't go after every zombie, just the ones we needed out of the way. Often we left a lot of them alone and just circled around the house and snuck in the opposite direction. We spent 4 IRL hours playing and didn't loot much more than 1 block of suburban West Point. We didn't find it overly difficult, it was just time consuming.
     
    I started a new game SP on sandbox with zombies set to respawn at 20% weekly. And I did not take the sleeping trait. So far, I find it to be fairly well balanced and I don't feel completely overwhelmed in SP. I do have to kite hordes away instead of fighting since it is much harder to survive solo than with a friend. But, I have at least been able to get myself what I feel is a reasonably safe place to rest my head at night. After a few more days of surviving I will report back, if this thread is still active, and give my opinions on this setting more accurately. I have only survived for about 6 days so far so I don't feel like I probably have an accurate opinion of daily vs weekly.
     
    BTW, I am curious. Do the zombies respawn all at once or evenly over the period of time? For instance if zombies are set to respawn at 10% daily, do they respawn 10% once each day or do they continually spawn throughout the day up to 10%. Or if it is set to 10% weekly, do the zombies spawn once a week or do they spawn regularly/daily up to 10% over the week?
     
    Overall, I would like to see a transition period in the beginning where there are less zombies and their numbers increase as time goes on. Maybe after a week we would have the numbers we do now? This is an immersion thing for myself. When I spawn in, the entire world has turned to zombies and I am literally the last survivor (yeah yeah NPCs in the future), but yet I have no weapon, no supplies, nothing. So how is it that I managed to be the last person alive without any supplies, preparation, and I'm not even in a good location? It had to take at least a week before the entire town has become infected and turned. Was I in a coma or something, did I not see this happening? For me this would also aid in the immersion of the sound effects of screaming or where the gunshots were coming from. When you hear the girl's terrifying scream you could think, well there's at least one more zombie out there now! Their numbers are increasing!
     
    Just my thoughts, thanks for taking the time to query the community like this!
  12. Like
    Charlessx reacted to Gustav in All the hate bandits get   
    They're mad because you're not cooperating. They'll come and find and burn your entire city into a ash covered wasteland (in PZ).
  13. Like
    Charlessx reacted to EasyPickins in RELEASED Build 32   
    [NEW STUFF]
     
    Zombie Respawning
    The zombie-respawning system was rewritten.  This picture shows a part of West Point.  Each large rectangle is one cell (300x300 tiles).  The small rectangle is the loaded part of the map around the player.  Each red dot is one zombie.  The yellow dots are the "real" zombies in the loaded part of the map.  In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population).  The third number is how many hours before new zombies can spawn.
     

     
    The sandbox option "Zombies Respawn Interval" controls how often zombies respawn.  Zombies will respawn only when the current population in a cell is lower than the desired population.  In mutiplayer, the HoursForZombiesRespawn server option is used instead.  In survival mode this is set to "Every Day".
     
    The sandbox option "Zombies Respawn Percent" controls how many zombies respawn each interval.  This is the percent of the desired population that is added each interval.  In multiplayer, the ZombiesRespawnPercent server option is used instead.  In survival mode this is set to "10 percent".
     
    Zombies won't respawn in loaded parts of the map.  This is to avoid zombies popping up in front of the player.  They also won't spawn in any part of the map that was loaded within the last hour of game time.
     
    Zombies should never respawn in any buildings or fenced-off areas.  The game checks if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies.  If a path can't be found, then no zombies will be spawned in that part of the map.
    2 new professions: Electrician (can operate generators and create electronics device for traps) and Engineer (can create traps/explosive) Added generators:You can find them in shed/generator, you can then take them and drag them near a house. You need to be an electrician or found the recipe book to use them. Once placed near a house, it doesn't work with player made safehouse yet, right click and plug it. You can now add fuel in them and then turn them on. It now provide electricity to surrounding area. The generator will deplete fuel and condition slowly, a bad condition generator could start a fire or even explode, be sure to fix them with electronics scraps! Oh, it also does a lot of noise... Traps/Explosive:Molotov, flame trap, pipe bomb, noise maker, smoke bomb and aerosol bomb! After crafted them (need to be engineer, but you can find some books to learn the recipes) you can throw them or place them on the ground. Some electronics devices can be added to them: remote trigger, movement sensor or even timer! Added the tutorial, give it a try! It's the first step tutorial, it won't teach you all the mighty stuff you can do, but it'll provide a good base for new player as it teach movement, fighting, looting, eating/drinking... And use of context key! Random character creation and save your character creation! (mod from BlindCoder) Added 2 new challenges!Opening hours: The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter. Be ready for them. Winter is Coming: It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it. You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly. Wrap up warm, survivor... Claim safehouse in Multiplayer! Added StartYear and StartDay sandbox options. Added SaveWorldEveryMinutes server option. New server option = AllowDestructionBySledgehammer:true // If false, don't allow the use of the sledgehammer to destroy stuff. Dismantle electronics stuf to gather electronics scraps! Tooons of new items, more than 30! [bUGFIX]Don't create backups of client savefiles when the game's version changes. Fixed rain barrels collecting rainwater when inside. (Issue #001594) Fixed sheet rope sometimes going on the wrong side of the thumpable/window in multiplayer. (Issue #001569) Fix unkickable players in multiplayer. Client savefile names were changed to IP_port_username. (Issue #001626).  It used to be IP_username, so you may want to rename your multiplayer directories to include the server's port number, otherwise the game won't find your old player. Fixed the "device not closed" error message when exiting. (Issue #001630) Fixed "dirty" appearance to a clean bandage on male upper right leg. (Issue #001625) Fixed campfire items not cooking after loading. (Issue #001611) Fixed lightfooted/sneak XP being awarded to the wrong player in splitscreen multiplayer. (Issue #001644) Fixed zombie-grab slow-factor not being applied to the correct coop player in multiplayer. Recover from colds inside player-made buildings. (Issue #000958) Added "Remove Broken Glass" context menu command for broken windows. Don't show the combination padlock dialog until the player has finished moving next to the locked object. Blood splatter gets fainter and blacker over a 3-day period. New server option HoursForCorpseRemoval will delete corpses older than this many hours.  Player corpses aren't deleted. Fixed getting into locked containers exploit. (Issue #001649) Fixed beginner mode shut water/elec to 8 days Probably plenty of other stuff I forgot there. Update: May 26th - 32.1 http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181668
    Update: May 27th - 32.2
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181970
    Update: May 28th - 32.3
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=182464
    Update: June 3rd - 32.4
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=183846
    Update: June 5th - 32.5
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=184392
    Update: June 8th - 32.6
    Update: June 19th - 32.7
    Update: June 22nd - 32.8
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=187945
    Update: June 23rd - 32.9
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=188163
    Update: June 27th - 32.10
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189247
    Update: June 28th - 32.11
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189442
    Update: June 29th - 32.12
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189749
     
    Update: June 29th - 32.13
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189840
  14. Like
    Charlessx reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
  15. Like
    Charlessx reacted to Dragonbahn in anyone else really pumped for cars   
    Finally a safe way to get to Muldraugh from WP
  16. Like
    Charlessx reacted to EasyPickins in RELEASED: Build 31.13   
    Build 31.11
    Fixed infinite batteries from "Remove Battery > All" action. Prevent racking on Hardcore reloading when the left mouse button is held down. (Issue #001524) Fixed scratches from broken windows sometimes not showing bleeding. Remove stitches when scratched by a weapon. Log multiplayer object addition/removal to Logs/*_map.txt to make it easier to catch griefers. Fixed cutting a cooked fish fillet into infinite pieces. (Issue #001541) Don't allow checking/removing fishing net from > 5 tiles away. (Issue #001538) Round LastStand item repair cost up to the nearest integer. (Issue #001539) Fixed player's XP level going up twice when a new level was reached. (Issue #001533) Fixed chat window resize behavior. (Issue #001552) Fixed removing bandage/stitch multiple times by click-spamming. (Issue #001555) Preload some sounds to avoid hitching the first time they are loaded. Food items use the burnt/cooked/rotten texture when on the ground. (Issue #001535) Fixed campfire light radius being wrong when first lit. Added Hook.AutoDrink so modders can disable automatic drinking. Added coop PVP.  Pressing the multiplayer "Toggle Safety" key toggles coop PVP. Build 31.12
    Added translations for most of "House In The Woods 2" challenge. Fixed "Trousers" not being translated in character creation. Fixed exception with shirtless Last Stand players. Added server commandline option "-port" which overrides the .ini option "DefaultPort". (Issue #001578) Fixed NullPointException when opening doors when there was no square on the other side. Fixed map corruption in multiplayer caused by reading + writing the same file from different threads. (Issue #001486) Build 31.13
    Fixed "House in the Woods 2" font glitch with some languages. Sledgehammer destroys entire staircases instead of one tile at a time. Disallow destroying the floor tile at the top of a staircase.  The floor tile will get destroyed if the stairs are destroyed and the floor tile is not adjacent to other floor tiles. Added translation for "Are you sure you want to delete that player?" in Challenges. Client deletes chunk files it has that the server does not have, this prevents loading obsolete chunk files. The player is moved down to solid floor when joining a server if the thing they were standing on was destroyed while they were logged out. Server performance fix: server creates zip files to send to clients off the main thread. Fixed "Lighting updates" option not selecting the 45 or 60 values after loading. (Issue #001582) /grantadmin and /banuser give more informative message when the user is not in the whitelist. (Issue #001579) Automatically climb down a sheetrope if there is no floor to stand on at the top. Fixed water tiles running out of water. Fixed drinking directly from a tainted-water tile not increasing food poisoning. Fixed being able to sledgehammer sheetropes. Fixed exception with the chat window if the mouse button was never clicked. Fixed equipped flashlight not being unequipped when building Lamp on Pillar. (Issue #001588) Fixed food sometimes not rotting in multiplayer. Made /teleport multiplayer admin command faster. Fixed multiplayer map corruption caused by a static variable being used from different threads. (Issue #001486) Limit the number of blood splats saved.  The client limits the number of splats when rendering, but the server never did.
  17. Like
    Charlessx reacted to Svarog in Can you burn off obesity/overweight traits?   
    Yeah, we could use a Smoker trait, it could also remove that damn happiness penalty from Cigarettes, smoking doesn't make me sad, not smoking does.
  18. Like
    Charlessx reacted to RobertJohnson in RELEASED: Build 31   
    [NEW STUFF]
    Keys:You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types:"Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" ) Splatter blood in a radial pattern when stomping a zombie.  Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges.  Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default.  Only for Hardcore reloading.  It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option.  This is the number of gameworld minutes it takes to read one page.  The default is 1.0. The user can choose starting clothing and colors when creating a new character. You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" ) Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake.. Make sense? I'm not even sure what I'm saying, duh.) Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used.  MyLuaFunction should take 4 arguments.  See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations.  The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files.  It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions
    Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate.

    Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits.

    So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill.

    The scaling goes as follows, based on the starting skill level:

    0) 0.25x speed (eek)
    1) 1x speed
    2) 1.25x speed
    3) 1.5x speed
    4) 1.5x speed
    5) -

    This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it.

    The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp
    A few big changes to traits

    1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits.
    2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing.
    3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all.

    I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list
    Unemployed
    Fire Officer (3 blade, axeman)
    Police Officer (3 aim, 2 reload, 1 nimble)
    Park Ranger (2 trap, 2 forage, 1 carpentry)
    Construction Worker (3 blunt, 1 carpentry)
    Security Guard (night owl, 2 sprinting, 1 lightfoot)
    Carpenter (3 carpentry)
    Burglar (2 nimble, 2 sneak, 2 lightfoot)
    Chef (3 cooking, 1 blade maint, 1 blade)
    Repairman (1 carpentry, 2 blade maint, 2 blunt maint)
    Farmer (3 farming)
    Fisherman (3 fish, 1 forage)
    Doctor (3 doctor)
    Veteran (desensitized, 2 aiming, 2 reload) Traits
    Not going to list them all, just the ones that may not be completely obvious.

    Adrenaline Junkie - Can run faster when in top level of panic
    Inconspicuous - Just naturally better at not standing out.
    Packmule - Raises amount that can be fit into bags.
    Disorganized - Lowers amount that can be fit into bags.
    Self Defense Class - 1 blade guard, 1 blunt guard
    First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others)
    Fishing (hobbie - 1 fishing, should be excluded for fisherman)
    Gardener (1 farming, should be excluded for farmer)
    Jogger (1 sprinting, better endurance)
    Illiterate (can't read skill books at all)
    Dexterous (Faster loot speed. should impact other things too in future)
    All Thumbs (opposite of Dexterous)
    Pacifist (slower at learning combat skills)
    Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly)
    Plays Baseball (faster swing with baseball bat)
    Hiker (1 forage, 1 trapping)
    Hunter (1 aiming, 1 trapping, 1 sneak)
    Gymnast (1 lightfooted, 1 nimble)
    Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges
    Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there.

    Also there may be another challenge in there called 'A Really CD DA' which may be fun! More stuff will be added as we confirm/finish test [bALANCE]
    Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation]
    Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land)
  19. Like
    Charlessx reacted to EasyPickins in RELEASED: Build 30.12   
    30.14 update:
    Fixed exceeding container capacity when putting containers in other containers. (Issue #001206) Item weights are now displayed to the second decimal place, ex 1.15.  This was done to fix some very light items appearing to have 0.0 weight (like seeds and bandages).  The weight of containers now includes the weight of items in the container (so you'll see the total weight of a bag plus it's contents).  An equipped item displays a lower weight than it does when unequipped. Fixed not getting Strength XP when carrying over 50% of max weight sometimes.  The weight of stuff in containers wasn't being counted. Fixed fish not having the proper weight.  Fish are quite heavy, and may be difficult to stuff into a bag with cutting into pieces.  Fillets over weight 1.0 can now be cut into two equal-sized portions. Fixed indoor zombies never spawning in a room with less than 20 squares.  This was accidentally nerfed back in June!  So closest zombies are back. Fixed sound not pausing/unpausing when using the speed-control buttons. (Issue #001226) Fixed Erosion removing some trees/plants/bushes/grass but not replacing them with anything.  This fixes "invisible trees" in the New Denver map for example. Fixed getting hungry/thirsty/etc twice as fast as in Build 29. Fixed farming-speed sandbox option making plants grow way to quickly or way too slowly.
  20. Like
    Charlessx reacted to RobertJohnson in RELEASED: Build 30.12   
    IWBUMS hotfix/balance release (build 30.13):
     
    Load scripts/ files in the same order each time, with mod files coming last. (Issue #001214) Fixed (RECOMMENDED) translation in FPS option. Revert server-loads-chunks-before-sending Build-30 change. Client updates Erosion now too. Fixed server-zombies not getting saved when PauseEmpty is true. Clothing item no longer saves texture name (it was always null on server). Simply mute the sound in the main menu in multiplayer. Fixed weight of some items being reported as 0.0. (Issue #001212) ChopTreeAction gives BladeMaintenance XP and uses getMaintenanceMod(). (Issue #001209) Fixed AxeStone getting unequipped in right hand when chopping a tree. (Issue #001207) Fixed aiming with the controller "snapping" to N/S/W/E directions. Fixed 4k resolution exception when creating FBO. Pause sound effects when the game is paused (or in the main menu). Fixed whiskey hunger-change when used to disinfect a wound. Fixed winter foraging and fishing. (Issue #001196)   Reduced the amount of goods/plants found during scavenging. Increased a lot the time for a plant to go from mature to rotten. Fixed unemployed in Muldraugh fixed spawn point. You can now use mushroom in evolved recipe (soup, stew...). Reduced the capacity of the first aid kit (from 8 to 5). You can now bandage/stitch even with a splint. You can now fish again during winter, it's just harder. Updated Japanese, Dutch, Polish and Spanish Translations. Added Simplified Chinese translation.
     
  21. Like
    Charlessx got a reaction from Painkins in RELEASED: Build 30.12   
    I noticed on the 8 months after the apocalypse setting that pharmahug is completely overflowing with everything one would need to survive for about 2 years. So I figured I should let you guys know.
  22. Like
    Charlessx reacted to Gustav in Pre-Designed Survivors that Generate with Certain Structures   
    I know Survivors aren't yet implemented but this is for when they are:
    My idea is that some areas could generate with pre-designed Survivors that would've been there when the Apocalypse happened. For example:
     
    Hunter Survivors at Hunting Lodges
    There are a couple Hunting Lodges in West Point deep in the woods so it would make sense that hunters would've been there when the Apocalypse happened.
    Whether they'd be friendly or not and how they work is the developers call.
    But I personally would make them sort of like merchants that would sell meat from the Rabbits and Deers and whatnot they hunted (this is also of course for when animals are added).
     
    Construction Worker Survivors at Construction Sites
    Since theres Construction Sites in the game there would also be construction workers at them when the Zombie Apocalypse happened and obviously not all Construction Sites would've had workers at the time but some would've.
    How they would work in Project Zomboid would be the developers call again.
    But personally I would make them sorta like players with high Carpentry skill as they'd be building walls and storage crates and whatnot in an effort to keep them alive in the Zombie Apocalypse.
     
    Those are the suggestions I have at the top of my head but be sure to post your own below!
     
     
  23. Like
    Charlessx reacted to nasKo in Mondoid Reposts   
    It’s that very special time of the year. The Indie Stone is getting ready to leave a small glass of bleach out for Santa, and half a rotten carrot for Rudolf, before wrapping up tight in the safe knowledge that by morning jolly St. Nick will have left a shiny new axe beneath the tree.
    As such, it’s a brief Mondoid – which we hope you’ll forgive what with impending yule-tide.
    In terms of builds then the IWBUMS public beta is nearing completion, with Romain and EasyP’s bug fixes continuing to roll in. We will be making this fully public and releasing it on the primary Steam  roll-out early in the New Year, just to make sure that we can cram in as many fixes as possible and also to ensure that we have all hands on-deck in case of unforeseen hang-ups.
    In terms of actual cool dev factoids [in amongst the stealth, NPC, map and general game amelioration work that we've got going on] then perhaps TurboTuTone’s latest project is worth touching on.
    Turbo is the guy who first brought seasonal change and wilderness growth to Project Zomboid, first through his Erosion mod and then with EasyPickins and Mash through its Build 30 integration. He’s now working with Will in getting the multiple radio and tv channels that have been written into the game, and ready for you to listen to every morning and afternoon as the world around our disaster zone falls to pieces.
    In true Turbo fashion, however, he’s bringing a slightly more complex (and brilliant) system into the game – intent on providing the game with the foundations for fiddling with bandwidth to pick up survivor transmissions, discover military radios for access to scrambled transmissions and sending dialogue out into the world (solo and over a server) at set days/times/moments in your game. A primary part of this will also be the integration of his awesome ApCom Walkie Talkie mod that lets MP players talk to each other over the map.
    We’ll get into the nitty-gritty of the system once it’s all in and working, not least because there’s currently some debate as to how we’ll deal with radio and tv channels (whether it should be done in quasi-real time, or whether players will be able to access all shows/news at whatever time of AM or PM that they turn on their discovered broadcast system. We really want to get stuff into an internal build and see how it plays.
    With which in mind, TurboTuTone presents the new second cousin to PZ creation tools WorldZed and TileZed… WordZed! Click for full size.
     


     
    WordZed provides a simple system for dialogue (and potential localizations) that are correctly categorized, fed into the system and turned it into data that can be fed into Project Zomboid’s framework. We currently have an early version of the tool up and running, and in the New Year Turbo and Will are going to play around with it – and discuss what can be expanded and tweaked, and of course make sure it can handle the thousands and thousands of words that have already been written for it! Then work will begin on getting this stuff in-game!
    And with that, we wish you a Merry Christmas – and if you don’t celebrate Christmas then we wish you an enjoyable slightly improved television schedule! And also many thanks to Connall for making the forums feel all Xmassy with his Community Secret Santa!
    Join our newsletter if you want these words blasted straight into your inbox, along with notifications for all the game updates beta or release!
  24. Like
    Charlessx reacted to Moose65 in RELEASED: Build 30.12   
    Well, after testing it, I think I can safely say that you CAN still fish during the winter......so perhaps RJ is using the wrong terms to describe this, or its simply not working. Also, perch were ninja added in Still no walleye though (or cockroaches from foraging :/).
     
    Tested with level 5 fishing, lucky, and very cold settings (with natures abundance on normal) in late December.
     
    Edit: Was able to catch fish with even snow on the ground, so obviously the cold mechanics are NOT working properly for foraging and fishing.
     
    Edit Edit: I fixed the error in the scavenging.lua and it makes cockroaches appear in game. Now if only they were in by default so I could feed some cooked ones to my friends......
  25. Like
    Charlessx reacted to deprav in RELEASED: Build 30.12   
    That's a lot of pages of discussion about winter fishing and I feel actually too lazy to go through the whole thing so I might say some stuff that have been said.

    What I think will happen is that fishing will be disregarded compared to other surviving skills capable of providing for you through the whole winter. If fishing must be nerfed, then all the other skills must be nerfed as well. It should be seen as a whole, imo. I think that's what the devs have in mind on the long term anyway. + food preservation.

    Maybe the good thing would be to add winter factors that severly impair each of the surviving skills. Like fishing wouldn't be totally deactivated, but the fact you can't find any worm + the rarety of the catch, would make it impossible to survive the whole winter only relying on fishing, players would have to diversify their food sources any way they can, and make provisions.
    And then apply the same concept on every surviving skills etc...
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