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RobertJohnson

The Indie Stone
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Everything posted by RobertJohnson

  1. Will check quickly before baby's bath/feeding, i may update this tonight tho Edit: it's fixed, update the game version should read vehicle test (IWBUMS 38.10)
  2. Build 38.10 [New] Added some missing road lines on the map. [Bug Fix] Added missing "spawn point" options in the server settings GUI. Fixed tutorial/challenges maps not being loaded. Added missing world filler. Fixed possible bug with alarm being reset. Fixed bunch of bugs on the map.
  3. New version! Including all the latest IWBUMS stuff!
  4. Build 38.9 [New] Added many new zones (foraging, trapping, respawn..) to riverside. [Balance] Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof. [Bug Fix] Fixed bodies corpses zone sometimes overlapping. Fixed bodies corpse zone not being properly synced in multiplayer. Fixed bugs on the new riverside map. Fixed lot of UI non-working with a gamepad. Large amount of smaller items will now correctly fill up container space available. Book Reading is now interrupted when player aims a weapon. Fixed Characters losing fraction of xp on save.
  5. The alarm should be saved, specially in 38 where i fixed bunch of stuff on the alarms system... I'll test to see if i can find anything about alarm not being saved and/or resetted, thanks for the report! Could you post something in the bug tracker so we're sure i'll remember
  6. Mash did it now, i need to reexport, but i alsoneed to figure out why we can't see the tennis line on the court in game...
  7. It's not, probably won't be before public release, give Blindcoder some times!
  8. Build 38.8 [New] New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!] Added back tanglewood world views code and server save optimization.
  9. Just updated IWBUMS, .exe should works now, would love if someone could confirm to be sure
  10. Build 38.7 [New] [MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest. Added cells copy conflicts for modded maps. Added a mod order UI, use it if you have conflicts in your modded map! [Bug Fix] Fixed new custom maps loader not overriding vanilla cells. Fixed bleeding after healing a scratch.
  11. Vehicles Build 17 released: 1) Gamepad integration for Lootable map interface added 2) Add ‘disable experimental vehicles’ option on server 3) ‘Vehicles’ toggle on New Game screen made more highlighted/visible. 4) FIXED: Burned cars spawn above ground and slowly fall 5) FIXED: Vehicle shadow and collision boxes. Flipped cars should no longer lose collision. 6) FIXED: Player stuck in walking animation.
  12. RobertJohnson

    Cussoid

    Hey, thanks a lot guys! Doing ok now, this happend 2 weeks ago, didn't wanted to talk much about it, but mondoid mention with bit of his drawing will make my parentss proud Don't worry though, i'm full back on coding since 1 week now Really appreciate the thoughts, thanks again!
  13. Vehicle test build 14: Final acceleration approach to top speed put on a curve: in the last 25% of the highest speeds then acceleration should slow. This should feel more realistic and will allow us to space out RPM increase in sounds, and implement simulated gear shifts. It will also, hopefully, make high speed driving more rewarding. Engine gauge (rpm) and speed gauge added. [Visuals/implementation placeholder. Speed currently km/h but we will provide the option for m/ph later on] The amount of petrol/gas needed to drive any particular distance increased Leaving the car should leave the engine on. Player must manually turn off the engine. This will allow cars to be used as a distraction, and also allow for fast getaways. Slightly longer gap required between car ‘turning on’ and car being able to move. (A very brief moment) Increase chances of zombies being turned into crawlers after collisions Bug fixed: Vehicle gas tank is titled as Battery on the vehicle information window. Bug fixed: Cars can spawn on top of each other. Fixed bug with engine sound after starting. Fixed errors in log "moving vehicles..." when players move through the world. The car sounds are loading preliminary now. The occasional turning error that showed should not appear.
  14. It's not in vehicle yet, only in IWBUMS 38.5
  15. Build IWBUMS 38.5 [New] Changed how bodies make you ill, previously the bodies count was set on the current zone (and it could be really big) now a custom 30x30 tiles zone is created, meaning bodies illness/flies will spread only on 30 tiles. [Balance] Changed how bleeding from a scratch evolve, it should now resolve faster to avoid bleeding while the scratch is over. [Bug Fix] Fixed flies sound emitter overlapping. Fixed possible lags due to bodies on ground. Fixed problem with custom map loading (conflict detector on his way!). Added missing recipes with dirty rags. Added missing recipe for cleaning shoes.
  16. About new view and bugs: it's IWBUMS guys, it will contains weird bug and such, it can't be always perfect on the first try if we add a button to toggle it, people will just turn it off whie it's bugged and we'll never have report on it... @junglistjim: You can't wash your shoes as they don't really become dirty, i could add it, but i found shoes were ok to not be dirty, thanks for the wash all bug, will take a look @Ronarch: In SP? Can you provide a screenshot so i can see the area? Also, it always bug, like even, if you reboot the game?
  17. Done new version: removed my debug file merged with latest IWBUMS
  18. Ah woops, it mayyybeee my fault... On IWBUMS or vehicle or both?
  19. 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)
  20. 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
  21. 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.
  22. 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
  23. 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.
  24. Reverted version as it was mean to internal testing and not public one... Aaaah, RJ, so smart.
  25. 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!
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