RobertJohnson

PZ Dev
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About RobertJohnson

  • Rank
    French Developer [2 cookies]
  • Birthday 04/24/86

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  • Gender
    Hermaphrodite
  • Interests
    The mighty Blues and Giant Ninja Robot Zombies

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  1. Done new version: removed my debug file merged with latest IWBUMS
  2. Ah woops, it mayyybeee my fault... On IWBUMS or vehicle or both?
  3. IWBUMS 38.4 [New] Changed how custom maps are loaded: After selecting your mod, you now arrive on the "select spawn location" screen. There is no longer a "select map" screen - to avoid confusion. Every map mod that's enabled is now loaded, including their spawnpoints. This means you don't need to code your own 'multiple maps mod' to load up more than one. New sandbox option: Fire spread (previously No Fire spread on server): allow or not spreading fire. [MP] When a server save occurs all player action is paused for a very brief time. Currently a server option. This will hopefully reduce lag and side-effects of players performing actions during the save. [MP] Got rid of TransactionID while it's bugged & it made server saving longer. Changes on world view: Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character. [Balance] Lowered flies sound. Changed graves sprites for a 2 tiles instead of 3. (smaller graves)
  4. Good call for dirty rags as fuel For zone no, it's not cell, zone are.. erm, zone, it depend really, but everything is zoned, every house is a zone, sometimes a whole neighbourgh will be a single zone because every houses are close to each other, every portion of a road is a zone, meaning the highway zones are bigger than small road, every piece of grass, etc... So yeah, it really depend... For having a moddle "smelly", it'll have to wait for us to redo the moodle system with a way better thing i think, i'll see if i can make it bit more precise, portion of zone for example, it may be doable, but all this zone thing is to avoid having to calcul how much bodies are around the player each tick to see if he can get sick, this'll stress your CPU wayyy too much
  5. As I said, sickness is done per zone, so one zone could be quite big while other could be smaller, hence why sometimes u see it's going really far.
  6. Sorry guys, have internet problem atm, posting from phone, will fix this flies thing don't worry, as soon as i get internet back i'll update the version
  7. Build 38.3 [New] Ripping dirty or bloody clothing will result in dirty rags. Added radio and tv sounds. [Balance] Lowered flies's sound and radius. Now tie flie's sound to ambient volume option. [Bug Fix] Now spawn the correct "new" soap (to wash clothings!). Fixed being able to build wooden cross on top of other tiles. Fixed being able to bury corpse on each tiles of the graves. Fixed zombies & players being able to damage the graves. Now run the lua test for each possible items of a recipe. Fixed trying to wash clothings from not a clothing (clicking on soap..) not working. Fixed dedicated server bug with flies sound. Fixed multi trigger radio effects with multiple devices near player.
  8. Reverted version as it was mean to internal testing and not public one... Aaaah, RJ, so smart.
  9. Can you verify your game file through Steam? This shouldn't happen :/
  10. Ahah, earing the flies for far away is a bug, it just help me testing and I forgot to remove it... Will change Will also make their sound lower & tied to ambient volume For graves, it's in fact a bug that you can stack up to 15 bodies in them, will fix also. Demmmm fixeeees! I'm working on other "random" sandbox options but somes can be really tough to do and i wonder if it's worth it.. We'll see!
  11. You can wash your clothes with soap and water.. Sorry, didn't mention it in patchnote
  12. IWBUMS 38.2! [New] [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Zombies clothing will now have great chance of being dirty or bloody (or both!). Added ambient flies sounds if lot of zombies corpses are on a zone. New sandbox options: Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. [Balance] Lowered a lot the effect of dead bodies over illness. You can now add up to 5 corpses into a single graves. Moved night darkness sandbox option to World category instead of Nature. Increased the darkness when selecting "Pitch Black" in sandbox option. Increased a tad the nutrition values of fishes & berries. [Bug Fix] Fixed being able to dig graves over graves if directions were different. Fixed Burry into Bury. (another RJ-ism!) Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed a bug when making player's clothing bloody. Fixed bug when picking/dropping a zombie not updating zone's bodies count. Fixed bunch of bugs in dead bodies counting for illness.
  13. I know, thing is GA fixed it in vehicle branch.. Need to import only this change to build 38, will see to do it today...
  14. Yeah, I made them almost useless during day if you choose the option too, I could always increase their threat a bit, but it's kinda the point of them being useless, you just don't want to meet them at night.. For the pitch black thingy, you did smoe good reports, i'll see what I can do with this tomorrow, but on my end it was really dark, and really needed a light to see outside... But i'll double check. Same for the zombies illness, I may have screwed up something
  15. Build 38 changelog: [New] Added an easy way for modders to add columns to their scrolling lists. [MP] Added an UI for admin to manage player's inventory. [MP] When a server save will occur all client will be unable to perform anything (paused, server option). [MP] Got rid of TransactionID while it's bugged & it made server saving longer. Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods. You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2) If you're carrying a corpse, you can bury it in an empty grave. Added new sub menu in carpentry "Misc". In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig. Changes in clothing: Clothing can now become dirty over extended periods, dependant on your activities. Fighting zombies will make your clothing bloody. If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase. Clothing now also has durability, every time you get hit you'll lose a little. Some clothing is more resistant than others. Added new sandbox options: Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map. Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option) Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences. Free Trait Points: Adds free points during character creation. Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage. Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time. Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option). Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. Fire spread (previously No Fire spread on server): allow or not spreading fire. TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received. [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Changed how custom maps are loaded: After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. Changes on world view: Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character. [Balance] Increase player's constructions hit points. Removed starting year sandbox option. Increased a tad the nutrition values of fishes & berries. [Bug Fix] Fixed zombie memory "none" sandbox option not working. Fixed a bug with season making moon not afecting ambient lights at night. Fixed water pouring bug. Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse.