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RobertJohnson

The Indie Stone
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Everything posted by RobertJohnson

  1. What's the exact name of the car? Or post a screenshot if possible
  2. Yeah, I lowered a tad those numbers.. Here's what it looks like for now (it now also have a chance to spawn special vehicles) Still has too much taxi in my opinion, i may lower their spawn chance a tad
  3. I'll tweak this today (re: special car spawning & color), for color i 'm gonna find more picture to have an idea as it's the total opposite of what we can find here (maybe 80% are either black/grey or white, and colored cars are mostly small car) Edit: looking for 90's parking lot etc. I feel like it's 30% red, 30% white, 20% black/dark grey, 20% other (gold, brown, dark purple, green...) does this feel correct? (i'll have different tint of color don't worry, all won't be the exact same red)
  4. Well, IRL i see way more black/grey car than colored ones
  5. Edited the help command to add an example, here's all the car list: Hope I didn't forget one !
  6. Scripts are in media/workdir/scripts/vehicles Idk if it need to have the module included (it's all Tim work :)) but script should be either stuff like "VanAmbulance" or "Base.PickUp" (check vehicle name in each script :))
  7. Build 34.1: [Bug Fix] Fixed modern car 02 not having it's overlay in mechanics UI. Changed scale of overlay, it'll be more clear and less blury now. Hopefully fixed dedi server for Linux.
  8. Build Vehicle 34: [New] Added car overlay in the vehicle Mechanics UI. (Scaling isn't done properly yet, it should be less blurry in the next update) Added /addvehicle server command to spawn a new vehicle. Added ClientCommandFilter server option to reduce vehicle-related cmd.txt spam. Added trunk lids that may be opened/closed/locked/unlocked. Fixed pathfinding bugs with solidtrans objects adjacent to windows. Display progress when converting an old save to a new world version. Added font-size option for inventory (and carpentry) tooltips. Save chunks even if none need loading. Added rear windows on small car. Radios can now be uninstalled or installed, it'll appears as an inventory item like battery, etc. Police car, fire dept... Will spawn with Ham Radio. [Bug Fix] Fixed key binding for the horn still causes it to occur while the chat panel is active. Fixed zombies not seeing a player that respawned after death in-game. Fixed player respawning in safehouse when SafehouseAllowRespawn=false. Fixed crafting sometimes taking tool from a bag when one is in main inventory. Fixed player facing the wrong way when turning a stove on/off. Fixed Loot Window displaying the "Transfer All" button which does nothing. Fixed exception loading a vehicle with its sirens turned on. Fixed server exception when player exited a vehicle. Fixed trunk condition after repair not being synced in multiplayer. Fixed "VehicleManager.clientReceiveUpdate get invalid data" when starting vehicles. Fixed player position being outside the vehicle when they're inside in multiplayer. Fixed clients disconnecting while in a vehicle still occupying a seat. Prevent dragging window resize handle off the bottom of the screen. Fixed exception in RandomizeModel due to unknown vehicle script. Fixed jumbo trees not having physics. Fixed not exiting a vehicle when the door is locked. Fixed multiplayer exception when opening a vehicle's trunk. Fixed player actions not working after trying a walk-to action while in a vehicle. Check for -novoip in three more places. Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768. Fixed exception loading chunks in multiplayer due to from loot-respawn changes. Fixed "ERROR sendItemsToContainer invalid object index" in console. Fixed radio/tv static sounds not respecting different framerates. Fixed trees lack collision in game worlds created prior to build 39.33. Fixed Override:true not working for recipes with "." in the name. Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced. Fixed Obsolete:true in recipes not working with translated recipe names. Fixed burnt/survivor/stash houses not always spawning. Fixed vehicle displayed container weight not being adjusted for Organized/Disorganized traits. Fixed object loaded size does not equal save size. Hopefully Linux dedi server are working now.
  9. Build Vehicle 33.4: [New] Changed loot respawning to work at regular intervals. . Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. . There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours. [Balance] Reverse the previous exp gain change because of a MP exp give sync bug I fixed. Changed how CarGeneralCondition works on part condition: now it's a random % and not a fixed number per value (will avoid having lots of parts at 70% condition in MP). Removed the "Ignition status" in the mechanic UI, was here to help people but it seems it confuse it. Friendly reminder if your car doesn't start: check battery charge & fuel from the mechanic UI. [Bug Fix] Fixed a bug making not gaining mechanics exp in MP. Fixed Player-built floor rendering bug - attempt to hide player structures better. Fixed vehicle can out-pace the map at or above 120 MPH, causing you to strike the Void.
  10. Released 33.3 Bring Chris Wood fixes on world visibility.
  11. Build Vehicle 33.1: [New] Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector). Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java. Bit more tweaks in RNG has been made, I'm waiting for feedback to be sure it doesn't do weird stuff. [Balance] Reduced zombie corpse weight to 20. Increased odds of canning items spawning. Increased locations where antibiotics can be found. Increased chance of finding plush Spiffo. [Bug Fix] Fixed missing trove lib in Linux server classpath. Workaround for player-built structures not hiding correctly. Revert to simple rule hiding all player-built items above player's z-level. [we will dig deeper into this later - but wanted it playable first and foremost] Fixing crash when hitting a vehicle in MP with a weapon. Fixed a bug making tire worn faster.
  12. Build Vehicle 33: [New] Trees can now be destroyed by car. Added -CreateMinidumpOnCrash and -OmitStackTraceInFastThrow arguments on server start script. [Balance] Now always give mechanics exp, will see how it goes in term of grinding. Tuned down flies sound radius. Reduced horn sound radius. Small trees won't collide with cars. [Bug Fix] Fixed opening trunk not always being synced in MP. Fixed being able to access the trunk from anywhere when it was open. Fixed fire near a car could cause a crash. Removed some wrong server console messages. Fixed saying no in the sleep dialog when in car still make you sleep. Fixed Exception Access Violation in PZBullet64.dll+0x380. Fixed Moving a large number of items into a trunk, including the key, produces a malformed packet 164.
  13. Sorry forgot to mention latest MP sync Dedi should be updated too tho.. Could you restart Steam to be sure? :/
  14. Build Vehicle 32: [New] You can now open the trunk from inside the car via the dashboard (icon is a placeholder) You can now hit a car by hitting it with melee weapon, firearm is coming. [Balance] Balanced mechanics exp given, low level stuff have now more chance to get exp. Better detection/mechanic of zombies hitting cars. [Bug Fix] Fixed some bugs with resizing mechanics UI. Fixed rendering bugs in mechanics UI. Fixed doing a 180 turn in sports car results in 'smashing glass' sound. Fixed losing collision at high speed. Fixed cars being alarmed when they should not. Fixed cars sometimes not triggering alarms. Fixed MP loot sync issues when two players are using the same inventory space
  15. Released: 31.2 Fixed MP sync issues and loot spawn. Fixed Linux dedicated server not working/up to date.
  16. The Horn key i've changed is the default one, meaning in your case it has been binded to "h" already, it'll be for new player (or delete your keybinding file). Pushing car, i mean, why not, but pushing a car that is parked? No one can do that.. It's more like a 4-6 men job to carry the vehicle away. Or it'll require you to break the window/remove the park break... But we don't really have a park break yet. Best way is to ram it then
  17. Build Vehicle 31: [New] Added a zombie house alarm triggering sandbox options, default false, set it to true to allow zombies to trigger alarms by entering houses. [Balance] Rebind default horn hotkey to Q (same as "shout"). [Bug Fix] Fixed Mechanics skill books disappearing after reading. Fixed broken-lock window sync in multiplayer. Fixed new object-sync code not updating the Loot Window. Fixed "template!" calls setting gearRatio to default values. Fixed Cars being oversized on 1x textures. Fixed street lights always working despite electricity shut-off Fixed null pointer when using horn. Fixed IsoObject sprite name being changed (should fix campfires rain barrels etc) Fixed radios (and other things) not working when placed on the ground in multiplayer. Fixed server exception when removing objects from the map. Fixed audio not being muted in the menu in singleplayer. Fixed the vehicle gauge and dashboard flickering and overlap. Fixed character walking to the front of a vehicle to install tail-lights. Fixed van rear windows requiring a door to be installed, when there are no rear doors. Fixed black paint window frame color issue. Fixed vehicles sometimes respawning loot when they shouldn't. Fixed server not handling multiple containers or vehicle-part containers. Fixed new object-sync code not updating the Loot Window. Fixed the loot window not updating when a vehicle door is opened/closed in multiplayer. Fixed players teleporting in multiplayer while inside a vehicle breaking everything. Fixed zombies only spawning Muldraugh map. Fixed some typos in Sandbox texts.
  18. I'm all for pop up the trunk from inside the car, but thing is we won't have the model texture update to show it's open, so i'm afraid people will leave it open lot of the time... I'll try to maybe put it in plain black when it's open, while i see how we could implement the opened trunk. Campfire should be fixed for next version, next time just post a tracker, keep this thread clean for vehicles-related stuff if possible.
  19. Build Vehicle 30.3: [New] You can get glass shard wounds from a car crash if a windows/windshield is broken/really bad shape. Added car sandbox optionss for world option/difficulty settings. [Balance] Balanced player car crash damage, lowered the odds of having bone fracture/deep wound, lowered the overall damage. Lowered a tad the damage to the car when crashing. Balanced some car's engine loudness (lowered some). Increased the time between each world sound (zombies attraction) for cars. Reduced a tad the impact of world age on initial battery used delta. [Bug Fix] Fixed a bug with the calculation of sandbox option "Injury Severity". Fixed a bug in the calcul of engine loudness making them too high (should increase performance). Fixed being able to click the dashboard when the game is paused. Reset game speed to normal if you click while fast forwarding. Added several missing items collision. Fixed all the vehicle areas and passenger positions. Fixed missing PZBullet libs on dedicated servers. Fixed walking off a car making the heater not being able to be opened.
  20. For those who have not starting game, be sure to close/relaunch Steam, i did a small tweak right after the first 30.1, Steam may took some time to notice it. Re engine loudness: i did lowered it after adding muffler, i'll check what's wrong with numbers tomorrow
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