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RobertJohnson

The Indie Stone
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Everything posted by RobertJohnson

  1. Build Vehicle 30.1: [New] Players can now be injured by car accident, can also become a deep wound or a fracture. (amount depend on the speed, type of car and injuries related traits/sandbox options). Added PlayerDamageFromCrash sandbox option, set it to false to stop taking damage from car accident, default is true. [Balance] Added a chance of getting some exp when operating a low level mechanic part. [Bug Fix] Fixed hitting some objects making them vanish. Fixed the car station wagon missing glove box. Fixed display of user name in MP. Fixed seeing the key icon while inside a vehicle in MP. Added missing Car Alarm Frenquency sandbox option. Fixed alarm not setting off if you start the car with your keys. Fixed MP players unable to see items dropped on the ground.
  2. Should has been reset if you had your keys.. Fixed it anyway, gonna release a hotfix today
  3. ANy log in server's console? Edit: Just did a small patch, should be good now
  4. Build Vehicle 30: [New] Optimization to map streaming, removing locks between game threads when it comes to chunk loading. WIP collision detection and damaged road furniture sprites. This work isn't complete, and we'd like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed. Outside temperature displayed on car dashboard. Added books for mechanic skill. Added Lug Wrench item. This is now required to remove/install tires. Updated many icons. Car key colour now matches the colour of the individual car they work in. A car key icon appear on top of player's head if they are near a car that they have the key for. Dashboard is now bit wider on-screen. You can now use game speed hotkey (F3,F4...) while inside the Mechanic or crafting UI. Added Muffler car part. This influences engine loudness, as most other parts, come in three varieties. Added Repair Engine ability: Mechanics can get Spare Engine Parts from other engines - cannibalizing them and setting condition to 0. The number of Spare Parts retrieved depends on your skill level and the engine condition. These parts can then be used to patch up your own engine through a right click of the engine on the Mechanic Skills menu. Now recaculate the general condition of the car after changing one of it's part. [Balance] Balanced how Mechanic XP is given. It is now dependent on the difficulty of what you're doing - so replacing a headlight won't give XP, tire changes will only give a small amount etc. Lowered the chance to lower tire conditions. Increased texture resolution when rendering a model. Factorised vehicle scripts with templates. Lowered the odds of getting random small car crash on the road. [Bug Fix] Fixed player entering the car onto the wrong rear seat. Fixed bug with player temperature calculation. Fixed uninstalling tire on some cars requiring a screwdriver instead of a jack. Fixed middle seats appearing as shelves in inventory. Clicking the heater icon on the dashboard now close the current heater UI instead of opening new one. Fixed rear car door having the wrong seat. Fixed some parts disapearing when installing them. Fixed Van Special not having a name. Fixed some vehicles having wrong rust texture. Fixed being able to duplicate car item by stacking the install actions. Fixed car parts not being updated if you're outside the vehicle doing Mechanics. Fixed removing the car battery not turning off headlights. Fixed rendering of railings caused by incorrect tile property. Fixed shoved zombies being drawn behind walls. Fixed walls obscuring the player when on a staircase. Fixed amount of rotten spice used. Fixed not being able to rotate furniture. Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window. Removed obsolete farming.Milk item from two recipes. Fixed traps not catching animals. Fixed lock up when exiting the game. Fixed a bug when trying to operate certain parts (windows, seats, doors). Fixed removing small car's battery not requiring vehicle key. An engine with 0 condition will now make the ignition to fail.
  5. Yeah, all done Thanks for the feedback!
  6. About wrong seat when entering/exiting, the name of the car would be very helpfull For car starting on his own, do you have a detailed way to reproduce it?
  7. Radial menu: press "v" while near or inside a car. Re sound thoughts: the vehicles sounds are WIP, deffo not complete, Lemmy need to do some fmod job to include proper vehicle sounds Thanks all for the feedback, also, anyone had the chance to test general mechanics? Or how it feel if you have 0 mechanic skill etc...
  8. I'd like some feedback on the deceleration if possible guys
  9. Build Vehicle 29: [New] Added ChrisW optimization. Driving in town and being around tall buildings should now produce less dramatic FPS drops. [General streaming performance will still need addressing, and we hope to get a fix in for this later this week] Add darkening to levels below player's z height to help sense of depth between levels. Added a UI option for the air conditioner: heater switch now doubles as air conditioning too. With four different settings, from cold to hot. Having all windows closed will heat up a bit the passengers, having windows opened will cool down passengers & nullify heater. Sleeping in car now act like sleeping on anything else: you can't sleep in pain, in panic or too soon after sleeping already. [Balance] Balanced car key spawn. Changed vehicle part menu read-out from "Try start..." to "Ignition". Balanced vehicle deceleration: not touching any controls will slowly stop the car, and act less like an active 'brake'. Balanced how the heater changes a car's global temperature. [A hot engine will cool/heat up faster.] [Bug Fix] Fixed how switching seats in a vehicle could shut off the engine if it wasn't running, attracting zombies. Fixed keys spawning on the ground, in the ignition and on doors not having the car's name. Fixed windshields not having an area set in script with no way to install/uninstall them. Fixed Van having two driver seats. Fixed some bugs in Mechanics tooltips. Fixed putting something on a seat and then removing it making it impossible to uninstall the seat. Fixed entering vehicle via radial menu not working. Fixed some pathfinding error on certain vehicles. Fixed vehicle containers trying to spawn items too often (when sleeping, when loading etc). Optimized item sync optimized. Fixed Mac/Linux Black Screens on collision. Heater is now turned off if car is shut down. Active heater will make the car consume more gas. Fixed Step Van/Step Van Mail having wrong driver seat offset (meaning sometimes can't be entered). Fixed opening car windows not updating car model.
  10. Well, thanks for reporting! I'm "not" gonna fix it then... I need to do them yup, maybe for next version (i'm doing lot of bug fixing atm, not sure it'll have lot of new things yet..)
  11. Released 28.1 hotfix: [Bug Fix] Fixed many UI not responding to clicks.
  12. Build Vehicle 28: [New] Improved performance. Reduced garbage collection pauses. Added intial recommended Mechanic skill levels to different repair and maintenance. Also added skill books and recipes. (Mechanic Profession starts with all repair/maintenance recipes. More will follow - mainly engine-based repairs.) [Bug Fix] Fixed sleep resulting in game crash. Fied quitting the game resulting in game crash. Fixed game crashing when resizing the window size. Fixed few bugs in vehicle scripts (trunk/glove box able to be removed, wrong suspension on certain cars etc)
  13. Build Vehicle 27: [New] General performance improvement. General net code improvement. Whenever a vehicle key is required gain access to a part that needs to be installed/uninstalled - the game now checks to see if doors/windows are opened to facilitate this. Car keys now show the relevant car model's name. (In future they will also be coloured the same as the car they open.) Player will now walk to the part of the car to perform Mechanic actions - installing parts, adding fuel, inflating tires etc. [Balance] Car keys should now spawn more inside nearby houses, rather than on zombies. Updated dashboard tooltips. [Bug Fix] Fixed uninstalling some parts not requiring car keys. Fixed being able to duplicate car keys by putting them in your key ring. User-input car key's name now saved: meaning you can change your key's name and the new custom name won't be lost. Fixed the installation of some parts not using the mechanic skill in calculations (MP and SP). Fixed car heater not working. Fixed game's speed not being reset to 1 when driving a vehicle. Fixed some parts not being updated if the car wasn't running (engine, heater, etc) Fixed being able to put keys in ignition when you didn't have the keys. [MP] Fixed missing sync of itemID when uninstalling/installing part (unlimited mechanic EXP possible exploit in MP). [MP] Fixed missing sync of item container levels (e.g. removing a tire previolsy reset its inflation to 0). [MP] Fixed heater not being synced. [MP] Fixed engine temperature not being synced.
  14. Ye, being able to put the key without it was a bug i just fixed Basically: click the key icon to put the key in ignition (icon turn green), click again to remove it. We're currently thinking of finding a better way to do it, we're open to suggestion!
  15. Key in ignition: this is quite hard to represent, but I thought with the new dashboard it'll should be ok? You can let the key on the ignition so people can share car easily... I thought about lighting the dashboard if key are in (not sure it does that on 90' cars tho) but then it'll mean I'll need to drain bit of battery, and it'll kinda ruin the concept of being able to easily share cars... Re inflation: I need to check Bullet code to see exactly what it does, can't remember exactly... Now onto decelerating without breaking, I try to did it back then but the car feel weird, i need to implement a real "engine braking" gonna thought about it... Though, should I nerf brake a tad? On all cars or on some specific? Thing being, idk exactly how people drive in PZ... I usually go quite fast in town or highway (quite fun as i'm a sloooooow driver irl.. :p) so brakes are really important to me..
  16. Now all we need is cows and perfect Normandie
  17. @Tails: Our car crash aren't like this 'cause Will have specific stories for them Also, anyone still having vehicle teleporting randomly sometimes or is it fixed?
  18. I'm also gonna improve the car key spawning method, they should often spawn in nearby house, breaking into car is coming also, but i need to finish car alarm first
  19. Good call, gonna add this Under the hood need a key tho (or vehicle unlocked), how do you open the hood if you don't? (you have to open it from the inside)
  20. This is all WIP, btw. Keys is needed to remove or uninstall most of the stuff (except tire/brakes/suspension), if it's not, it's simply some lack of scripting, not everything is done yet.
  21. Keys can spawn directly in ignition now, when entering the car if you see on the dashboard that the key icon is green, it means keys are on the ignition
  22. Released vehicle hotfix 26.1: [Bug Fix] Fixed zombies not being hit by car. Fixed some debug print line still there.
  23. Build Vehicle 26: [New] New Vehicle Dashboard - final version from artist mash. Now has indicators to tell you if there's a problem with your vehicle, giving all the information a driver in the 'real world' would have to hand. You can now lock/unlock all doors from a vehicle's radial menu. You can now access pickup's open trunk without a key. [Balance] Did some performances improvement on Bullet calcul. (Please let us know if this has an impact on your game.) Improved the random car crash spawning method. Reduced the number of car keys spawning on the ground. [Bug Fix] Hopefully fixed vehicles being teleported randomly. The car will not try to start if battery is at 0. Fixed some exterior tiles acting as if they were offroad. Fixed some vehicle spawning errors. Fixed some bugs in the scripts. Fixed keys being removed from ignition before the engine stalls. Removed collision from some inappropriate objects.
  24. The thing is, you can spawn vehicles on your custom map, you just can't make custom vehicle spawning zone for now (like spawn only taxi somewhere, etc.) But you can do a zone (minimum 4x3) with parkingstall as type and you'll be good. Default will spawn almost every car in average condition, change it's name to "bad", "medium", "good", "spiffo" etc to spawn other cars: this is what I need to bring over LUA
  25. When you see this, could you try to give me a pzmap link to the area so I can fix zones? Thanks
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