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RobertJohnson

The Indie Stone
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Everything posted by RobertJohnson

  1. Could you send me your savefile so I can check what's wrong? Cheers
  2. Sorry my bad, previousvehicle is back in 21 now (not dedicated, i'll do it now, give it 5 minutes) Just i'd like to know: why you seek for 21? Your save isn't loading on latest 23?
  3. Quite some of your suggestions are planned/already in PPanda Goal is quite basic: have something for people who doesn't care about vehicle but still want to use it. Basically, find one with key, refuel it, change tire if you want (require level 0 mechanic), then drive i. You crashed? Car's dead? Time to find another one, no need to repair! And also for people who wants to spend time with their car, trying to find better parts for it, customize it (you like truck for their trunk size but they're too heavy/loud? invest in mechanic to reduce this!), be a mechanic in a MP group, repairing cars... You found a sport car in good shape but the suspension are worn out, find some performance suspension and mount them.
  4. Those having the bug when your car crash into something, are you on Linux or Mac? Anyone on Windows have this bug too? Can't reproduce here :/ Any mods also?
  5. Engine removal: no go, it's really a hard part, require lot of extra pieces to do (don't know exactly the correct term in English :/) Engine parts: it's coming, i don't know the term in English, but i thought about the "fan belt" ? the oil and the.. erm... thing that make the car start (we call it candle in French, not sure it's the exact word here.. :D) The front radiator will be part of it also, i'm still working on engine temperature Kim, the thing is, you know a shit ton in mechanic, so it seem easy to you, but I need to make a system that doesn't feel overwhelming, but still feels good for people who knows cars stuff (hence why i added lot of cusomization for parts) Also, FYI: I've worked on mechanic skill bit more, but I don't want to implement it yet 'cause it'll make it harder for people to test mechanics
  6. Thanks a lot for the feedback! Gonna check this pickup thingy, maybe my code didn't worked and it use like the turnk is at 0% condition... Bah. @Kim Jong Un you mean there's no trunk item in those cars or there shouldn't be a trunk item? (so not possible to uninstall) When i was doing the trunk install/uninstall, i'm more talking about like the trunk door to remove + some stuff in there. Pickup don't have this, but i don't want to remove i on step van etc. It allows more customization for everyone.
  7. All this are planned, mechanic isn't really in yet I'll check this tire pressure bug, you can re-inflate it now anyway
  8. Damn me sorry, i need to remember those builds comes from my test version Just updated, reboot steam to get it
  9. Build Vehicle 23: [New] Engine can now stall depending on engine condition rather than engine quality. Removing a seat provides a container capacity of 30 (20 on small car). Every car now has a base trunk size: if you remove the trunk door then you'll still be able to put stuff in the trunk, but items will have a large chance of falling out during motion. All car car now drop stuff from trunk if it's missing or in bad condition through collisions etc. How much drops will depend on your speed/steering Step Vans are now also randomly colored. Added rear headlights. Added headlight texture for all cars. Now shown in red if something is running low (eg. gas or air capacity in a tire) Tire condition now has an impact on wheel friction. Each type of tire have a base friction, affected by Mechanic skills & tire condition. Mass is now taken into account in physics calculations. Added an option to inflate or deflate a tire. Beware of inflating a tire too much. Inflated tire will reduce wheel friction and brake force. [Balance] Balanced spawns on common parking zones - they now also have a chance to spawn modern cars. Reduced overall chances of having damaged parts on vehicle. Increased base quality of item on common parking zones. Chance of rust will now be based on the zone base vehicle quality (so farm or junkyard zone's vehicle will have more chance to get rust). Improved damage overlay display performance. Polishing Mechanic UI. Increased ambulance base engine power. Lowered the threshold for the tire to explode due to bad condition. Removed tire with 0 air capacity exploding. [Bug Fix] Added missing truck size on pickup. Keys no longer required if you removed the trunk or for pickup. Fixed all bags having 50 capacity. Fixed some taxi having no texture (missing mask/lights). Fixed missing Ambulance translation. Fixed not being able to remove the double rear door on some vans. Fixed having double car wavs downloaded. Fixing some missing car item's texture. Fixed vehicle container not spawning stuff correctly. Fixed vehicle spawning everywhere.
  10. Your tire are in reallyyyy bad condition tho I'll lower the threshold for them to explode
  11. Thanks Glorious Leader! The car stalling, I think, is due to old code based on engine quality (something i randomly choose depending on the zone), i'll check this and base it on engine condition. Sure you had gas tho? To check battery charge you can click on the battery, it'll show the remaining, not everything is done for battery, but unless you started in 6 months after the apo, every battery should be around 90-95% charge when you find them.
  12. Re MP: hope so, basically mechanics will be required to install/uninstall parts on good car, they also repair stuff better. And, on top of that, a good mechanic installing a brakes or a tire, etc. will get more benefit from it (like a basic joe installing a standard brake give + 15 brake force, a level 10 mechanic could increase this bonus to +20 e.g.) Meaning only good mechanics could do a super fast sport car or a heavy tank-pickup
  13. That's it yup, even tho it's not Mash's texture, better rust is coming Idk where Mash gonna be with that work tomorrow, but i'll prob push a new version anyway. I'd like to hear more general feedback about mechanic, does it feel overwhelming or user friendly? You get the vehicle type thingy? (a heavy-duty part only goes on heavy-duty vehicle for example)
  14. Trunk is accessible only if you have the key to the car If you use VehicleEasyUse sandbox option keys will always spawn inside car 's glove box (and car always be opened)
  15. Not sure what you mean... Anyway, the texture are gonna be replaced with white/shaders one so we can colour them on the fly. I think it's the modern car? You'll find them on good spot, check in riverside near the country club, i still need to finish some zones anyway
  16. Just updated, hopefully sounds are in now...
  17. WARNING: Due to the amount of development and features being added to this branch, please do not expect any save compatibility. We'll try to keep it compatible but you should expect breakage. Please note: aspects of this, found at the bottom of the patch notes, will be released as a patch to the main public build once we know that everything is working and stable. This will also be when the new version is uploaded to GOG. New version You'll start with a wrench, a screwdriver and a jack to test mechanics. Due to the sheer amount of stuff in Vehicle Build 22 there is a chance that existing Vehicles build saves will break. We'd encourage you to start a new game, but if you have a longstanding character then we have also provided the previous Vehicles Build 21 on a separate Steam beta branch so you can transfer your savegame. It can be accessed through the beta tab and is called 'previousvehicle'. Please note that this build is more WIP than others that we've released, as we need player feedback during its construction. Please be patient if you discover unexpected irritation. Thanks! [New] New cars models including a Taxi and an SUV - and extra versions of small and modern cars. Or at least 'modern' for 1993. Horn and Siren system. Check the vehicle menu while inside the car! Press "V" (vehicle menu key) or right click on a vehicle to add or siphon gas. Cars can be refuelled at gas stations. Keys are now needed to open trunk. Please note: VehicleEasyUse sandbox option will make the car always start when set to true. [WIP] Mechanic System [WIP] A new Vehicle Mechanics UI can now be accessed. Right click a vehicle and select "[WIP] Mechanics" or when directly inside the vehicle with the vehicle menu ("V" key). The system should operate much like the existing player health panel. Select vehicle parts to see information about them. Right click a part to see if it can be removed or installed. Parts can be repaired from your inventory although not everything can be fixed. PLEASE NOTE: this is a very early iteration of this system. Not everything effects gameplay. The vehicle diagram is placeholder. Scripting is currently unfinished. The Mechanic skill/profession isn't done - so highest level abilities are unlocked. So what is in? Different car parts like tires, gas tanks, trunk and brake systems. Low condition brakes will reduce your brake force. Low condition gas tanks can leak fuel. A car trunk that's been crumpled in a collision will have reduced capacity and may drop items stored in it onto the ground when in motion. Car parts and vehicles themselves are categorised as ‘standard’, ‘heavy-duty’ and ‘sports’. Only matching car parts can be used in relevant vehicles. [This may change in later builds should player have high skills, be prepared to lose condition with a car part in an inappropriate vehicle etc) New Car Visuals - Damage and Colors The Normal Car model can now have damage textures. When we have tested them out in-game we will create them for all vehicles. The game now spawns cars coloured by game code rather than textures - adding variety. Tire condition now has an impact on wheel friction. Each type of tire have a base friction, affected by Mechanic skills & tire condition. Mass is now taken into account in physics calculations. Added an option to inflate or deflate a tire. Beware of inflating a tire too much. Inflated tire will reduce wheel friction and brake force. New Sandbox options: CarDamageOnImpact: Governs how much damage a vehicle will take after collisions. CarGeneralCondition: Governs what condition cars can have on spawn - whether very low or very high. Some changes on fixing script: Added a GlobalItem property: GlobalItem : BlowTorch=5, Can now require multiple items (to factorize scripts) e.g: Require : SmallTrunk1;NormalTrunk1; Added a condition modifier property to change max condition repaired, e.g: ConditionModifier : 0.7, Fixing something will now give experience points if a skill was required. Condition repair bonus capped to 25. Balance Increase max speed of vehicles to 120 km/h. Although clearly not all cars go this fst (not all car can go that fast!). Factorised some code in script. Increase the probability of finding loot in vehicles. Changed various car variables (mass, speed, power...) Bug Fixes Fixed missing car sounds. [Though they will still need new versions] Fixed keys in ignition not always working. Fixed game not spawning all possible textures for cars. Fixed zombies being knocked down by non-moving car - added thump ability. Fixed MP sync problem on stoplights. Fixed cars not being synced in MP if you were out of range. Fixed car containers being respawned after reloading a save. Fixed non-updated loot inventory when someone enter/exits vehicle. Main Build Bug Fix (Will be released as patch for Build 38 when we are sure it's stable, alongside some other fixes) Fixed /card and /roll client command bugs with accessLevel. Fixed lua exception after disconnecting from server with accessLevel != none. Use equals() instead of startsWith() when checking server command names. (Issue 1168) Fixed incorrect assert in ServerMap.init() Fixed server NullPointerException with ThunderStorm and zombified player. Fixed lua error after removing all entries from the server list. (Issue 1171) Fixed door locking/unlocking with keys in multiplayer. (Issue 1154) Fixed "NullPointer in BodyDamage breaks save" Fixed inability for admin to change owner of a Faction in MP Fixed lethal corpse gas Fixed NullPointerException in LightingJNI.update() Fixed only being able to sterilize one bandage Fixed walkway visibility issues - changing definition of player built floor for culling purposes. Fixed other issues associated with new Tanglewood rooftop rendering system. Reexported map with fixes and changes to improve new rooftop rendering system.
  18. It'll be merge once vehicle goes into IWBUMS As soon as 38 is stable and good on public i'll release vehicle in IWBUMS (if i can finish basic mechanics first, but it should be ok ;))
  19. RobertJohnson

    Grave Harvest

    Seeing interior may come, but it'll be a texture, you won't be able to see the player in it, this'll require lot of extra layer of animations and be a PITA. Door will not handle the color, but, i'm working with GA to have color for cars and not texture, so who knows? If we can manage to do zones for color, it may come
  20. To be sure, this happend AFTER playing tutorial without rebooting the game?
  21. RobertJohnson

    Grave Harvest

    Exactly, time will be way slower, don't worry, it'll depend on your mechanics skill This should be hitting IWBUMS as soon as we're officially done with build 38 in public, not everything will be done in the first version tho Damage + rust are on their way too
  22. Yeah cheers! Just to be sure, could you test the COOP quickly, to see if it works?
  23. Gah, updated again... Steam uploading seems to do weird thing on my end.. Tell me if it's good now!
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