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EUDOXIO

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  1. Spiffo
    EUDOXIO reacted to nasKo in Knox Event: 30 Years On   
    Today marks a day in history.
     
    It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.
    To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.
     
    Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.
     
    TECH UPGRADE
    Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.
     
    The tech improvements will be supplying basements, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.
    The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)
     
    The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.
     
    With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.
     
    To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.
     
     
    However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.
     
    As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!
     
     
    As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.
     
    We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.
     
    Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.
     
     
    We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.
     
    MAPPAGE
    It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.
     
    Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.
     
    Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.
     
    As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.
     
    SANDBOX SETTING SPREE
    Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.
     
    PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.
     
    First off are changes to the sandbox settings themselves. The layout’s been redone,  and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.
     
     
    Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.
     
    Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.
     
    He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.
    Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.
     
    Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.
     
    Here’s what it currently looks like REMEMBER WIP etc! Feedback required!
     
     
    GRUNTING
    The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.
     
    We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:
     
    Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.
     
    So, with that in mind…
     
     
     
    BUGS
    Look, an aphid. Aint it sweet.
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
  2. Like
    EUDOXIO got a reaction from Hugo Qwerty in One Haystack to rule them all   
    Hi, we have been using haystacks to make our base pretty, and we have encountered that the Haystack items are strange...
     
    There are haystacks that go from left to right, others right to left, some of them you can stack on top of others, some of them you cant,
    and on top of those four kinds of 1 single haystack, there are also double stack items, also in different versions.
     
    So the suggestion is, could we have one single haystack item combining all the types, so we can rotate and stack on top of others with all of them?
     
    :D
  3. Like
    EUDOXIO got a reaction from getstoopid in One Haystack to rule them all   
    Hi, we have been using haystacks to make our base pretty, and we have encountered that the Haystack items are strange...
     
    There are haystacks that go from left to right, others right to left, some of them you can stack on top of others, some of them you cant,
    and on top of those four kinds of 1 single haystack, there are also double stack items, also in different versions.
     
    So the suggestion is, could we have one single haystack item combining all the types, so we can rotate and stack on top of others with all of them?
     
    :D
  4. Like
    EUDOXIO got a reaction from vek in One Haystack to rule them all   
    Hi, we have been using haystacks to make our base pretty, and we have encountered that the Haystack items are strange...
     
    There are haystacks that go from left to right, others right to left, some of them you can stack on top of others, some of them you cant,
    and on top of those four kinds of 1 single haystack, there are also double stack items, also in different versions.
     
    So the suggestion is, could we have one single haystack item combining all the types, so we can rotate and stack on top of others with all of them?
     
    :D
  5. Like
    EUDOXIO reacted to nasKo in Bad Red vs. Good Green   
    Hey all, here’s a Thursday round-up. We released version 41.71 last Thursday. We’re big on Thursdays around here.
     
    41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more.
     
    Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up.
     
    Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto…
     
    41.72
    Seeing as we already have a fair amount of MP changes, fixes and balance in the pot for .72 at the moment it feels like it won’t be too long until we move it into the Unstable beta – unless of course a more disruptive feature comes to the boil over the next week or so and requires added internal testing.
     
    The current changelist for what we have in this patch can be seen here if you are interested.
     
    Primary items of note involve a lot of fixes and polish to radio use in-game, improvements to the representation of weapon-part upgrades in 3D models, and various issues with generators and batteries.
     
    Also in the patch will be the opt-in ability for fellow faction and safehouse members to be visible on your in-game map.
     

     
    And also some support for our colour-blind survivors, who will now be able to choose their favoured new text colours instead of BAD RED and GOOD GREEN. Thanks to Fox for this one.
     

     
    BEYOND
    There are many advantages of having a tight small team when making a game like PZ. However, one of the biggest disadvantages is that when serious ‘irl’ stuff happens to any of us it makes aspects of development difficult. We’ve never really mentioned it before, and still won’t go into any detail, but this was one of the reasons that Build 41 itself took a long time to come to complete fruition.
     
    The reason we are bringing this up is because one of the primary architects of the revamped B42 crafting system, Turbo, has been very ill (and often hospitalized) for much of the last three-four months.
     
    Turbs said it was okay to let you all know this, as it clearly has meant that while RJ’s work on domestic animals and some roaming beasts has been rocketing on ahead – Turbo’s own work on the post-apoc crafting, tech-trees and recipes has had to be on hold.
     
    We are so, so relieved and happy that Turbo’s treatment led up to an operation and a complete return to health – to the extent that he has been back working with us again this week. It’s been awesome having him about the place again.
     
    We don’t yet know how much this will impact on build content, timings etc, and will be working out what’s what in the week or two ahead – tho B43 stuff is being worked on in parallel, so it hasn’t been detrimental to that.
     
    Sorry if this has been a bit of a ‘too much info’ update, it’s probably not something you’d catch in a Call of Duty blog, but with Turbo’s permission, we thought it would give everyone a more accurate insight into where we’re at with things.
     
    We also hope that everyone will join us in wishing Turbs continued good health – a phrase for which the Dutch probably have their own term for and that we will google later on.
     
    To circle back around to more developmental matters-at-hand, here’s an image from RJ and Tim’s work on ways in which our non-domestic animals will roam the map. These are AnimalZone paths that share points, and allow for both long paths that cross cell boundaries and branching paths too.
     
     
    MAPPING
    We love seeing the maps our community produces – each with their own flavours, design and challenge. To support all our mappers today we are releasing almost 1500 buildings and associated assets of our own in-game housing, garages, sheds and patio sets for use in community maps.
     
    These should help map-builders flesh out their worlds without having to rely purely on their own constructed (and shared community) houses, flats and outbuildings.
     
    If you are a mapper then you can find the released assets here.
     
    We are not releasing ‘special’ and governmental/military buildings – but there are many, many houses, apartments, sheds, shacks, shops and restaurants here for folks to use in their own apocalyptic zombie nightmares.
     
    In terms of our own future map improvement and expansion, meanwhile, check out what Ayrton has been doing to our Louisville rich districts.
     
    “To bring more diversity to some locations of Louisville, I am converting some streets or blocks into Victorian-style districts, it should enable us to add a new layer of complexity to the urban plan with areas that are more/less wealthy, ancient, etc. Those new tiles are also being added across existing relevant buildings.”
     
     
    Elsewhere Aiteron is playing around with his improved fishing system to mix in some added ‘fun quota’ alongside the improved anims/visuals we showed last time round. Long-term work on server-side items and timed actions for MP continues, and the Noiseworks/Formosa soundscape revolution continues with their next missions due to be discussed in the coming week.
     
    Pat_Bren is also, meanwhile, crafting a bunch more annotated survivor maps to bolster our current stock – and also to cover Louisville and other newer areas of the Knox Event map.
     
    JOB AD AGAIN
    Following the success of Build 41, we find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team.
     
    We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Event’s exciting future.
     
    Interested applicants should check our jobs page, but we should underline that we currently don’t have any entry-level positions available. You will need to have a fair amount of experience we are afraid.
    This week’s touching crime scene from hp.tf. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  6. Spiffo
    EUDOXIO reacted to NagashUD in Bad Red vs. Good Green   
    Sending good vibes to Turbs !
  7. Spiffo
    EUDOXIO reacted to RingoD123 in How to update your map mod to work with the new in-game map system   
    First off, make sure you are using the latest TileZed and WorldEd, found here:
    https://theindiestone.com/forums/index.php?/forum/64-mapping/
     
    Now, In BuildingEd there is a new "Legend" feature that shows up on the right hand side underneath your list of buildings.

    For each of your buildings, select it in the list and then click on the Legend drop down and select the most appropriate option, this will make the building be coloured correctly when being displayed on the new in game mapping system.
    If you're making changes to buildings already placed on your map then don't forget to "generate lots" again in WorldEd!
     
    Next up, to get roads to be displayed on your map using the new in game mapping system you need to open your cell in WorldEd and draw a poly over your road with the new tools (the rectangle tool is the main one to use unless you have curved roads), then on the left of the window, in the "ingamemap" tab click on your new poly then click on the add button just below to open a key/value window, in key type "highway" and in value use either "primary", "secondary" or "tertiary" or "trail". You can then use the copy and paste buttons to the right of the "add" button to speed things up.
     
    Once all roads have been added then go to world view and select all cells, then in the "ingamemap" option at the top of the screen select "generate building features", once done do the same for "genereate water features" and "generate tree features".

    The above pic shows a cell which has had it building, tree and water features generated as well as having the highways added using the new "ingamemap" poly tools.
     
    Once all of these are done you can select the "Write features XML" option, select the same folder you export your map files to as these new xml and xml.bin files that are created will need to be put in the same folder as all of your bin and lotheader files.
     
    As long as you inlcude your worldmap.xml and worldmap.xml.bin alongside your maps lotheader and bin files then your maps buildings and roads should be displayed using the new in game map system.
     
    Here are a couple of in game examples of Bedford Falls using the above method and the new in game map system:

     

  8. Spiffo
    EUDOXIO reacted to nasKo in 41.64 released   
    41.61 will be available on the "legacy41_61" branch for those who need it

    SERVER OPERATORS - It's always advised to back up your user/Zomboid/saves directory just in case. Legacy branch is available in case of emergencies
     
    This is a hotfix to remove an exploit for players to teleport around the map.
     
    Previous Build 41.63 changelist
     
    Mods
    Hopefully fixed issue with servers not updating mods correctly. Now a server update should update any mods that have changed since last time.
    NEW
    Added some lore cars, spawning mainly in their corresponding places (+ distrib), e.g. Knox Distillery, Transit, Mass GenFac, Lectro Max variations for the Franklin Valuline. Added some specific character lore clothing outfits Added onItemFall event, passes: item. triggered when you lose an equipped item when tripping/falling. Added a bunch of movable sprite props. Gnomes can now find new homes. The first time the in-game map is displayed in a game, the view is centered and zoomed in on the players location. Decreased numbers of army zeds in LV.
    MP
    Send SendPlayerProfile packet before exit to main menu on exception while in in-game state SendPlayerProfile and LoadlayerProfile are high priority ordered packets Fix possible issue with buffers if IOException occurs while sending SendPlayerProfile packet Graceful fitness finish on remote client Pass packet type argument to client packet processing methods Don't display Public=false or hosted servers in the public server browser. Optimized rendering the public server browser. Optimized sorting the list of public servers, which happens after all servers have been queried. Fixed looping sounds in multiplayer after disassembling furniture. Fix for Public=true servers hosted through the ingame option with lots of mods showing up in the server browser. Fixed the Deaf trait causing looping audio in multiplayer. Added a check to prevent a possible crash on the server when exiting. Fixed remote player updates over long distances. Added debug log for VOIP data received from large distances. Added max/min VOIP range to MP population debug window. Fixed PlayerBumpPlayer=false causing no bumps happening with zombies either
      FORAGING
    Removed toggling off search mode when fast forwarding Fixed markers remaining on screen when discarding items Reduced XP gains for foraging, tweaked global XP modifier and diminishing returns for high level foraging Added slight diminishing XP returns for foraging Added isoMarker/worldMarker management to SearchManager Added check for all markers in SearchManager when toggling search mode Added additional clean up step for markers on death Added garbage bags/plastic bags to trash loots Added more items to the trash and junk loots tables Added search window tooltip to show categories available in current zone Adjusted loot categories to have more variety per each zone type Added debug info to search window tooltip Added isItemOverrideSize to force use of itemSizeModifier only for vision radius Override item size for some junk/trash categories to flatten out the vision range of these items Added forageSystem.globalXPModifier property Added setting the isNoticed flag on items forced near the player Added extra cool down period for rerolling noticed items Removed item requirement for finding worms while foraging Fixed icons spawning on fully blocked squares Added darkness effect reduction for a few traits/professions Increased maximum possible vision radius to accommodate highly specialised characters Removed bonus vision for light sources used during the day outside Added vision penalty for cloudy days when character is outside Reduced sneak vision bonus slightly Added a short delay before sneak and aiming bonuses apply Updated foraging guide info text Reduced the exhaustion/panic darkness effect on search mode overlay Added increased spotting radius for food when the player is hungry Added translation for no zone type Changed priority of modifiers in vision radius checks Improved and refactored marker management Improved and refactored integrityCheck function Removed some duplicate and unused item definitions Added zoneData icon count debug info to investigate area window checkIcons and createIconsForWorldItems performance tweaked for dense zones  
    DEBUG
    Add debug log for VOIP data received from big distance Add max/min VOIP range to MP population debug window  
    FIXES
    Fixed endless fitness action when character struggles PlayerBumpPlayer=false server option no longer removes bumping into zombies. Fixed a typo preventing the RotateObject sound from playing. Fixed voiceVolumePlayerse= typo writing options.ini. Fixed the Eat submenus showing +0 for 1/2 and 1/4 hunger amounts. Fixed the player getting stuck in the exercise animation when the High Exertion moodle is visible. Fixed the "Vehicle Engine" volume option not affecting vehicle-engine volume. Added null checks around IsoStove.emitter. Fixed rain-collecting items not collecting rain in multiplayer. Fixed missing movie-rental shelves. Added translations for Large Rental Shelves and Small Rental Shelves (moveables). Fixed some curved-road zones.
     
  9. Like
    EUDOXIO reacted to McBadass1994 in (V41.61) VHS Tape not wanting to be inserted   
    I feel like I'm either stupid or I'm the only one encountering this "bug(?)" but for some reason, I can't drag 'VHS - Home' into the VCR of the TV in "Device Options". Am I missing something here? All other VHS tapes work fine except 'VHS - Home'.
  10. Spiffo
    EUDOXIO reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    Tropical Breakfast with the new 3D coconut items.
    And some guests, who have made themselves comfortable on the floor.

  11. Like
    EUDOXIO reacted to Tibila in MuniZipal Buildings   
    Eager to see this search mode and these shaders for headgear!! Reduced vision radius for using a welder mask or motorcycle helmet would be cool, gray/sepia shade for using sunglasses, and if the Short sighted trait made things blurry if not using glasses it would be awesome!
     
    Hope you guys fix the sound bug of some zombies that keep groaning even after their deaths!
  12. Spiffo
    EUDOXIO reacted to Atoxwarrior in Gutrot - Vacation Islands (pre-Alpha 1)   
    It is an honor to have you back master.
  13. Spiffo
    EUDOXIO reacted to Faalagorn in Minor changes to items usages   
    A lot of these suggestions were posted in Small but Important Suggestions Thread or elsewhere, but I think it's best to group them together. These should all be easy enough to implement, giving use to otherwise unused object, which in the long term would make the game more interesting and hopefully lest cluttered, as people won't just blindly throw away items so the container can be disassembled or in the case of respawning items, could respawn loot. Right now the totally junk items don't server any purpose and can only be thrown. While some of these suggestion won't magically give those items a must-have sought to flag, they would at least give some use for those unlucky ones to be stuck with just those items, or just wanting to use them for something as often is IRL.
     
    I also grouped it, for easy searching. I think those kind of fixes would be easy to fix to not distract from getting MP to run for smaller teams of no-MP focused  (hi Team Tanglewood!)
     
    Beauty:
    Comb should be required for specif hairstyles. Rubber Band should be required for hair styles (there's a mod for that!), it would be nice to have rubber hairbands dropping as well. Lipsticks, Eyes Makeup, Foundation Makeup should be drainables. Water storage:
    Empty Tin Can, Empty Jar and cooler should be able to hold water and collect rain when placed outside. Empty Drinks Can should be able to hold water. Fuel:
    Money should be used as a fuel and kindling. All kind of shoes should be usable as a fuel again (including broken/worn out ones). Worn-out clothes should be able to be used as a fuel. Broken wood weapons should be able to be used as a fuel. Weapons:
    Mop should be a weapon. Tree branch should be a weapon. Containers:
    Wallets should be containers. Empty chips bags should exist and be containers as well. Clothing:
    Bandanas, Balaclavas, Bikinis, Fingerless Gloves, and some hats should be used to craft sheets. Belts, Holsters and Leather Gloves should be a source of leather. Overalls should be cut for denim. Earpods and Heaphones should be able to be worn. Misc:
    Crayons should be used as a multi-colored pens (they should have durability too).  
    I'll update the list when I remind myself of stuff that I missed, as there are certainly some :). As I said, a lot of these ideas would reduce useless clutter on servers when MP comes without the need to resorting to removing items, so it's a welcome change I guess. I'd also love smelthing to make a comeback, especially with the remaining weapons and jewelerries and lockets that could potentially be smelted for something.
     
    Though since we got composting, at least rotten burnt and poisonous food can be used for something (even if composting rotten meat is not something to be advised IRL).
     
  14. Spiffo
    EUDOXIO reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    Picture of progress.
    Vegetation is not tropical, I know. But that will be the case later.

  15. Spiffo
    EUDOXIO reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    Last Friday I thought, summer is near and maybe I get this old tropical map revise and running.
    It looks promising! But still a little bit of work is needed, before everybody can test it. Here are some inGame screenshots:
     
    { On the third picture you'll see the hotel automatically generated as safehouse }
     
     
     



  16. Spiffo
    EUDOXIO reacted to Pabs_Mindgame in Pemberton, Wigan, UK (Very Early Stages)   
    Hello all, I've been away for quite a while and got a new pc so I've lost all my files on this project, so no progress has been made, I'm looking into starting this up again for build 41, don't expect this to be an overnight job but I am going to start working on an english map
  17. Spiffo
    EUDOXIO reacted to EnigmaGrey in OwnerZhip   
    You do not seem to understand that “the whole team” isn’t capable of writing backend net code. We can’t just stop development on everything else and switch to MP. 
     
    We are not going to rush this out and blow the game’s future over comments like this. MP is not stable, even for small servers, and until it is, we will not release it. We’re the only ones that can judge when that is appropriate and I ask you to respect that.
     
    I’m sorry you’re frustrated, but that’s up to you to manage rather than use it as a justification for being rude.
  18. Spiffo
    EUDOXIO reacted to Kalista in OwnerZhip   
    is there any thought with multiplayer coming out soon to add an auto walk button ? that way you can pick a direction walk that way and hit it to keep going there until another input is in like the cruise control for the cars. would make chatting with others while on a long hike to wherever your going without having to stop to reply constantly. plus my fingers would thank you for not having to hold down 2 keys while im forced to walk from west point to riverside.
  19. Spiffo
    EUDOXIO reacted to LololoerShadow in Notebooks and pages!   
    Hello.
    I'd like to suggest having a small update to the current notebooks and pages. I as a player like to use notebooks to write character diaries or simply record items, currently the PZ notebooks are these cramped little black boxes, barely any space, or personality not to even mention that they're only 10 pages long! I'd like to see in the future a small overhaul to notebooks and pages. A different look, the ability to write with colored pens, and a pencil. Making it a bit more similar to the current ingame item maps. I believe the current system for notebooks is lacking and unfriendly to players that might consider actually using it, rather than just going for objectively more useful items. Having something as simple as just a texture for notebooks and pages would improve not only the single-player roleplay aspect but multiplayer as well! Leaving notes or reading another player's notebook would add another layer for player-to-player interactions and the last thing I'd like to suggest would be the ability to doodle both on notepads and maps without being limited by symbols or text only. So players can make their own unique markings and messages!
  20. penisham
    EUDOXIO reacted to nasKo in IWBUMS 41.42 RELEASED   
    Our priority right now is getting MP into a workable state. We absolutely need to nail MP this time around. We can't just release something "just working". 
    Right now, there is NOTHING for you to play because it isn't even "just working".
    If you check the video from the blog we've released today, you see that this would be entirely unplayable and pointless for us to release, because we already know it's not playable. It's not in a state where we *need* feedback. 
    Releasing what we have now would anger people needlessly, no matter how annoyed they are about how long it's taking. Instead, a broken release could possibly cause them to write negative reviews and ask "it took you this long to release *this*?".
     
    You being annoyed as a player checking every single update is understandable, but you're doing this to yourself. Don't check the updates because MP is not coming soon. 
    Check the blogs, that's where you're going to see what state it is in and if a release is near.
     
      
    IT'S FUCKING WEEK OF THE PENISHAM
  21. penisham
    EUDOXIO reacted to GoodOldLeon in IWBUMS 41.42 RELEASED   
    New patch and penisham is back? what a great day.
  22. penisham
    EUDOXIO reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  23. Like
    EUDOXIO got a reaction from Faalagorn in Mall bathrooms bugs, need a plumber here :P   
    So here we have 4 little things on the mall's bathrooms. (see picture for references). Build 40.43 MP
     
    A: bottom floor, southwest bathrooms, female room, duplicated sink. Theres 2 sinks one over the other, and you can also dismantle both, one of them needs to go
     
    B: bottom floor, northeast bathrooms, male room, doors and toilets missing. Theres no doors or toilets on this room, and its a bit odd, not sure if intended.
     
    C : upper floor, southwest restaurant bathrooms, male room, two sinks  far from the wall. Those two sneaky sinks are in the middle of the room.
     
    D : upper floor, northwest bathrooms, male room, bin over the urinary. Its hard to aim here with two targets

  24. Like
    EUDOXIO got a reaction from Vortecus in Mall bathrooms bugs, need a plumber here :P   
    So here we have 4 little things on the mall's bathrooms. (see picture for references). Build 40.43 MP
     
    A: bottom floor, southwest bathrooms, female room, duplicated sink. Theres 2 sinks one over the other, and you can also dismantle both, one of them needs to go
     
    B: bottom floor, northeast bathrooms, male room, doors and toilets missing. Theres no doors or toilets on this room, and its a bit odd, not sure if intended.
     
    C : upper floor, southwest restaurant bathrooms, male room, two sinks  far from the wall. Those two sneaky sinks are in the middle of the room.
     
    D : upper floor, northwest bathrooms, male room, bin over the urinary. Its hard to aim here with two targets

  25. Pie
    EUDOXIO reacted to Kappatao in Certain Improvements to the new menus.   
    To save having to make multiple topics, I'm just gonna bundle a few suggestions in this one thread.
     
    My first suggestion is to bring the some of the design decisions from the temperature menu, to the protection menu. I think the "hover over a body part for more info" system works really well for the temperature, and would clean up the protection menu a lot, so it's not just a long list of ugly looking stats.

     
    My 2nd suggestion revolves around the inspect menu for clothing. I think it would be neat if instead of the white silhouette you get when you inspect some clothing, it would be nice to have a 3D representation of what the piece of clothing looks like on your character. Something like the character info screen, where you can rotate the character model, except maybe zooming in on the piece of clothing that is being inspected.

    Personally, I also feel that the inspect menu could be usefull, if expanded to all items. It would give a nice place to display more advanced stats, in a larger window than the hover text. It would also give be nice to view weapons (and eventually every item) in 3D, even if it's just for looks.
    I also feel it could benifit controllers a little, by having some of the options that we have from right clicking an item, in a menu where these actions could have hotkeys etc, kind of like how the crafting menu collects a lot of actions that are spread over several menus into one.
     
    Let me know what you think.
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