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Ersir

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  1. Like
    Ersir reacted to lemmy101 in IWBUMS 41.34 RELEASED   
    41.34 Changelist
     
    NEW
     
    Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
    Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
    Added visible wounds on character (not done the lower body parts yet).
    Can now remove visible blood from health panel debug menu.
    Added new vehicle stories
    Added fuel timer to campfires and other fuel items
    Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
    Added ability to use bandana as a mask
    Removed long press of E to remove keys from car's ignition.
    Added ability to hold umbrella
    Added ability to hold a torch/flashlight in your hand
    Added Garden Saw.
    Added a Loot Generator UI in debug context menu to track loot spawns better
     
    Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
    - The controller X button toggles vehicle cruise control on/off.
    - Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
     
    Stealth improvements:
     
    Increased range for jawstab of some knives.
    Player will raise their left hand if close enough to jaw stab.
    Added jawstab from behind (player & zombie).
     
    Hair dyes:
     
    Added hair dye (regular color will be found in bathroom, some others in a hair salon).
    You can dye your hair & beard separately , just right click the hair dye bottle.
    Added "Font Size" Display option.
    Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
     
    BALANCE
     
    Tweaked junk and clutter loot (increased them, added new loots in there)
    Increased painkillers active time.
    Lowered flashlight weight from 2 to 1.
    Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
    Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
    Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
    Battery now weight 0.1 instead of 0.6.
    Increased torch/battery spawn rate.
     
    FIX
     
    - Fixed day/night active zombies sometimes sprinting when they should be inactive.
    - Fixed zombie spawn in large structures like the mall
    - Fixed Bare Hands counting as a favorite weapon in non-English languages.
    - Fixed mannequin rendering bug (related to the weather fx mask).
    - Fixed spawn buildings being randomized.
    - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
    - Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
    - Fixed being able to turn during fall down anim.
    - Fixed zombie auto turning toward player when close killed.
    - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
    - Fixed fishing with the fishing net trap not giving experience in fishing skill.
    - Fixed leaving Winter is Coming game resetting the Winter timer
    - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
    - Fixed occupational outfits spawning on mannequins
    - Fixed Scrap Metal not being used when building fences
    - Fixed problem with masking female character's hair.
    - Fixed multi hit sandbox option being turned on for challenges.
    - Fixed models with capital I not loading when using the Turkish locale.
    - Fixed player not finishing turning around before climbing through a window that is behind him/her.
    - Fixed missing BreakSound on some weapons.
  2. pillow
    Ersir reacted to weekendkiller in IWBUMS 41.34 RELEASED   
    Multiplayer. When?
  3. Like
    Ersir reacted to nasKo in Tatdoid   
    Hey all, a quick round the houses of things in the works at PZ HQ. This Monday we released IWBUMS beta version 41.30, while yesterday we hotfixed it with version 41.31 that fixed up the more egregious of its bugs.
    There is still an issue (rooted, we think, at Steam’s end rather than our own) in which a minority of those running the beta with mods can’t launch the game. If this is you then a workaround can be found in this thread, while we will endeavour to have it patched in 41.32 ASAP.
    We already have an internal test build for 41.32 up and running – and at the moment this also includes ropes that can be used as sheet ropes, caught fish of increased nutritional value, cutaway improvements and a variety of other improvements from the lovable bunch we know as Team Tanglewood. There’s also a load of fixes to the main map that have been added in after we received a quick kick up the bum on this subject from the chaps and ladies of the PZ reddit.
    Given as we need to patch out the above Steam/mod issue this will released as soon as we can safely do so, and after another internal update of our build-making machine.
    Some good progress on MP this week, with Mark’s network sync clock done and awaiting integration. This is one individual part in a wider process, but also a vital one. Longstanding doid-readers might recall our former MP experiments with Yuri establishing an overall MP loot syncing system, which we ultimately put on the shelf due to requirements elsewhere. So thankfully Mark has been able to bring this back and build on it within the codebase – saving some time in the progress.
    This also gives Mark a point to inject stress test code (fake missed data, out of order data etc) for stress testing fake clients – so we can troubleshoot on non-populated servers. This will be one of Mark’s next tasks, and he told the blogger this week that “if you want a cool word to use then say that next we will be building the tools to ‘netstorm’ the server and clients so we can debug against real world worst case scenarios”. So there you go: we will be doing a ‘netstorm’.
    What else then?
    41.31 came with some changes to how zombies act around fences – either breaking them down in crowds, or knocking over players lying in wait. RJ is currently and improving the latter – most likely mixing in player stats/moodles/situation to determine whether or not you’ll fall, making it less automatic, potentially mixing in some more general crawler behaviour and also adding in some sandbox options. It’s not perfect currently, we know, but we’re confident we can improve it. The merge with the Zoom branch has brought us crisper character models, which also means that we can now experiment with more character customisation options – such as tattoos. Here’s a test texture that we came up with this morning both in-game and in the character creation window. (The numbers are us fiddling around with resolution and such.) Yuri is moving onto the next stage of his fire development work – which is essentially tying fire effects into the game-proper. He is currently making sure fire does not spread over unsuitable materials, and addressing current issues with the fire system like tiles not being destroyed, uncharred tiles being left behind and fires getting out of hand on the map. Turbo meanwhile, while he waits for feedback on the implementation of the current temperature system (could people please see what it’s like surviving through winter and feed back to us?), is reviving his slightly dormant work on in-game devices. The basis of this the kind of extendable IO systems you might get in something like modded minecraft, but on a more basic level you’ll finally be able to watch DVDs after broadcast transmissions have dried up. This week’s sneaking past Dr Cortman from Max0Rda. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  4. Like
    Ersir reacted to lemmy101 in IWBUMS 41.29 RELEASED   
    PLEASE NOTE: ZOOM BETA IS NOW LEGACY
     
    The current Zoom beta is a Zoom-enhanced version of 41.28. It will contain bugs such as one with cutaways not working.
    The zoom beta channel will be left open until all players have transitioned back over to the IWBUMS beta.
     
    NEW
    - ZOOM beta merged in - crisper visuals and improved performance for low spec systems
    - Added a cursor to help select which tree to chop down.
    - Added a horde manager UI in debug
    - Added sandbox options "Vehicles Story event chance"
     
    BALANCE
    - Removed damage from driving over small trees and bushes.
    - Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed)
    - Tiny saplings no longer make you fall when sprinting.
    - Updated community translations.
    - Made lighting on dropped weapon and hat models less bright.
     
    FIXES
    - Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?)
    - Fixed cutaways failing on NW wall corners.
    - Fixed issues with cutaway system failing completely sometimes.
    - Fixed lua error taking a key from a killed zombie.
    - Fixed zombies getting updated after being removed from the world.
    - Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door.
    - Fixed the aiming outline not appearing sometimes.
    - Fixed timed action stop() method being called if the action was interrupted during waitToStart().
    - Fixed the missing patio floor in the Riverside restaurant.
    - Fixed collision detection with trees and bushes.
    - Fixed some typo (Tshirt -> T-Shirt).
    - Fixed tailoring XP exploit when removing patch multiple time.
    - Fixed "Tiered zombie updates" option not saving.
    - Fixed garbage creation related to clothing item lookup
    - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
    - Fixed scavenge and fishing layout with different-sized fonts.
    - Fixed north-west corner tiles not cutting away.
    - Fixed off-center chop-tree indicator image.
    - Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped.
    - Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects.
    - Fixed controller issues in the foraging and fishing ui.
    - Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB.
    - Fixed IsoZombieGiblets never being removed from the square they are on.
    - Fixed closed curtains not being visible from the outside.
    - Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes.
    - Fixed iso cursor being visible when using a controller.
    - Fixed the player getting stuck in the aim animation if the weapon breaks while attacking.
  5. pillow
    Ersir reacted to Burleon in IWBUMS 41.28 RELEASED!   
    Thanks boss, woulda been nice if I wasnt banned from the Discord group 😜 for no reason ;( 
  6. pillow
    Ersir reacted to Burleon in IWBUMS 41.28 RELEASED!   
    No siree just looking for information  
  7. Like
    Ersir reacted to nasKo in IWBUMS 41.28 RELEASED!   
    Racists slurs aren't "no reason".
  8. Like
    Ersir reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    NEW - Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.\ - Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps. - Some fixes to address attack cancelling. Let us know how it plays. - added Automated Emergency Broadcast radio channel - Made rain a bit softer, and when indoors cut alpha in half - Added option to disable rain indoors completely - added multiplier option for text remaining visible radiochannels - added computerize scrambler to zomboid radio - Updated community translations. Improvements to Foraging UI: - Now displays a list of items found, with their textures. - UI is more transparent. - Cancel button now only cancels the current action. - Added a close button to close the UI. Improvements to Fishing UI - Now uses same UI model as Foraging - You can select rods/lures - Can select bags to put caught fish in (as with Foraging).   BALANCE - Increased sneak bonus when behind certain fences   FIXES - Fixed lua error pressing the Craft All button when items are in bags. - Fixed a rounding error that prevented items with 0.1 weight being moved in multiples. - fixed RuntimeException when having Campfire going inside of a building - fixed RuntimeException when picking up TV - fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot) - fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite) - fixed Fastforward through Helicopter event causes to go on for a couple of days - Fixed being stuck when the fishing rod break while fishing. - fixed night color not being applied - fixed open doors cutting weather mask when not visible - Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses). - Fixed the loot window not updating when corpses are dropped sometimes. - Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height. - Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors. - Fixed roofs not keeping the player dry if there aren't enough walls to make a room. - Fixed garbage creation related to clothing item lookup. - Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes. - Fixed scavenge and fishing layout with different-sized fonts.
  9. pillow
    Ersir reacted to kover in IWBUMS 41.28 RELEASED!   
    no multiplayer again :(
  10. Like
    Ersir reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    as we've stated multiple times ,- you'll know WELL in advance of an iwbums build it'll have multiplayer in it. We'll have showed videos on thursdoid, and have been talking about for like a month of thursdoids, having public tests on a single server to debug and profile, then a separate branch, before it ever hits IWBUMs people will be playing MP, and before people have played MP on their own servers, there will have likely been 2 or 3 very advertised load test events where we have a single server up for people to join. If your heart is skipping a beat when you read IWBUMs thinking we're going to randomly drop:
     
    * added multiplayer
     
    into it, you're setting yourself up for a disappointment every time. This isn't a bug fix, its a HUGE low level rewrite of the game's multiplayer architecture, and undertaking that'll be likely more a headache than the zoom branch has been to get finalised to merge into iwbums.
  11. Like
    Ersir reacted to nasKo in Sock it to ’em   
    Fair amount to get through this week, starting off with us flagging that this week we have released two patches for the IWBUMS beta of Build 41: namely 41.26 and 41.27.
    We’ve spoken about the 41.26 contents a fair amount in recent blogs but the overview is that it contains:
    A revamp of our modding framework Saved outfits on character creation Tweaked washing A better ‘walk to’ system Better vehicle headlights Zed bandages A better colour palette for clothing Improved zed-choosing during stomp/melee combat Quality of life fixes for foraging Cutaway polish Lots more Something else that this contained was an attempt on our part to nerf ‘animation cancelling’ in combat – but it had a few side effects, especially with axes, so the next day’s 41.27 patch reverted this while we work out a more elegant solution.
    The next patch (likely next week, but probably reliant on work in Zac’s Zoom branch, as detailed below) is far from fully formed yet – but likely will contain Turbo’s Xmas side project, the automated military radio channel. We will also be looking into making sure that stealth is working correctly, as recent fixes might have knocked this off-balance.

    An updated video of Turbo’s automated radio station can also be found below:
    ZOOM
    Truth be told, some of us were ready to throw in the towel on Zac’s work on the ‘zoom’ build – the aim of which was to try to get as many lower-spec people as we could (the Intel crowd, generally) an uninterrupted non-crash game experience by removing the memory-hogging FBO and simultaneously granting all PZ players sharper visuals on character and zombie models alike.
    Zac had one last day on it up against seemingly unsurmountable issues  before it was placed on the shelf, and all seemed lost… but then… like Indiana Jones rolling under a door and reaching back for his hat. He triumphed.
    As such, we currently have a test beta running for this optimized branch – although it hasn’t been updated with latest 41.26 and 41.27 content so if you do try it out PLEASE back up your saves.
    Details on how to test out this build can be found hiding behind these words.
    Feedback from this beta has been HUGELY encouraging, with some people who have had major problems running 41 reporting far, far less crashes – and others liking the crisper visuals too.
    This said, there are still some kinks to be worked out of it: a recurring error causing framerate issues, white square zed bodies, nights that are too bright, a blurry UI and oddly coloured cars and weapons on zoom out.
    All annoyances, rather than the huge hurdles that Zac scaled on that fateful Friday last week – so fingers crossed it can enter the main beta soon.
    Multiplayer Anims
    As mentioned last week this year we’re delighted to have TEA/Bitbaboon’s MarkR available again to help with the great big multiplayer hook-up. We’ve had a lot of chat this week about where we are, what’s still to do, and where we want to get to – which is basically as a high a bar as his talent and experience can take us. The following, then, are what you’ll hopefully be hearing a lot about in future blogs:
    Dead reckoning: 
    Having a synchronised clock on server/client instead of using ping round-trip times, and using client prediction and interpolation to move the characters on the clients. This will allow the animation system to take that movement and apply appropriate animation onto it that will avoid most (tho likely not all) foot sliding.
    The dead reckoning will make the character movement in MP a ton more realistic and solid than it currently is, and will hopefully improve/remove the frequent rubber-banding issues PZ often faces. It might sound a lot, but a lot of the groundwork for this has already been done in existing work and the way that the animation system in 41 has been rebuilt to prepare for it.

    Zombie Clients:
    Not ‘our’ kind of zombies – but an actual coding term! With this we will be working out ways to simulate high amounts of players on a server: moving around and doing simulated gameplay actions so as to stage all the actions of a busy server.
    This will then allow us to debug current issues with server lagging due to high player counts. We’re setting ourselves a high bar with the player count – though we’re superstitious enough to not tell you all what it is.

    Horde traffic optimization:
    Also on the menu are clusters and islands – these are ways of reorganizing horde data to vastly minimize the amount of traffic sent to update zombie positions, hopefully with little visual or mechanical detrimental effect to the online experience.
    We’ve also been discussing splitting the horde into the zombies most relevant to different players to augment how they are synchronised to each client which, along with dead reckoning should drastically reduce those famous moments when you’ve all been bitten by a laggy/invisible/distant zombie.
    In short though: we’ve got big plans for all this stuff, but we want to get it right so everyone has the best experience possible AND so it’s ‘done and stable’ for the entire future of PZ.
    MP functionality for the anims build won’t suddenly be back next week, but we will keep you updated in the blogs – and when it does return it will have had insight and coding from some very talented people we’ve brought in especially for it, and will have been worth the wait.
    This week’s ‘oof, right in the kisser’ from Airpex. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  12. Like
    Ersir reacted to nasKo in Alertoid   
    Hello all! Small Thursdoid this week with just a little progress update, everyone’s very tied up today with various things both Zomboid and non-Zomboid, so we’ll just cover a few points.
    NEXT BUILD
    We’re currently hard at work on the next IWBUMS build, 41.24. Fixes and additions in the build include: combat changes to stop zombies standing up if the player is standing on them as well as general fixes to swinging distances for weapons, stopping players climbing through windows with a zombie on the other side (instead the player falling back into the room), shooting at windows, quality of life additions or pouring dirt/gravel/sand, balance changes for falling out of upstairs windows, changes to the weight system, and various zombie AI fixes when dealing with fences and windows.
    Another thing that’s been added in finally is the zombie alert animation which we demoed a long while back but was faulty, now issues with it have been resolved. This should make zombies reaction times a little more realistic, as well as provide a bit more of a spooky atmosphere when a zombie notices you. A little sneak peek at it follows:
    BEYOND

    Meanwhile we still are trying to get the last few bothersome issues with the zoom build sorted, we apologize its taking so long but it is quite a significant change to how the entire game world is rendered and whenever we think we’re ready to go, lingering issues keep cropping up. When this is sorted, we hope it will go some way to ease the out of memory crashes some low end GPUs are seeing. To those who can’t run the IWBUMS properly, you’re not forgotten and we’re working on it.

    Multiplayer is still some way off with the devs able to work on the revamp preoccupied with more immediate compatibility concerns with people not being able to run the game, the zoom build needs to be polished off before we can dedicate the resources to the multiplayer systems. It’s coming though! And we will get the first MP tests in the new year.

    Looking further ahead, Lemmy meanwhile has been continuing his eternal work on REDACTED (you know what) and has been sharing some really cool progress videos within the team that, due to us learning our lessons from the past of showing progress prematurely in that department, we’re forbidding ourselves sharing at this point until they are more imminent (despite us really wanting to!)
    However with the new animation system in-place, progress has been great and sexy looking, and things are looking really exciting and progress has been very swift due to leveraging the animation overhaul’s data driven systems. We can’t wait to share once build 41 hits stable!
    This week’s image by Tiarv. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  13. Spiffo
    Ersir reacted to nasKo in PatchZed   
    It’s a slightly strange time currently. We’re updating/polishing the 41 IWBUMS beta, but waiting for work to be completed on big ticket ‘need’ items like the close fire and hi-res updates, and the more distant reintegration of Multiplayer. Things are ticking over well, but this Thursday blog won’t be a blockbuster we’re afraid.
    41 IWBUMS PATCHING
    The weekly patch cycle still seems to be working out okay. Yesterday’s 41.22 contained stuff like:
    More and improved vehicle zed events to come across as you explore – roadblocks, crashed ambulances and such Moodles now shake and shimmer to signal combat being impaired by panic, injury and the like. Pressing one of the hotbar keys for half a second now displays a radial menu for choosing an item to equip in that slot. Healing items can be dragged onto the Health panel to treat injuries. All containers in the loot window now displayed in the 3×3 area around the player – which among other things makes corpse looting a bunch easier. Fixed: missing rust on cars, hotbar weapon-switch anims, ultra-fragile headlights, resetting sandbox loot options (yay!), car duplication (again!) and much else besides. The next patch will contain Turbo’s latest improvements/pondering on the temperature system, and hopefully some renewed fix/polish for the Sims-style cutaway system.
    Already in the internal test build, meanwhile, is some balance for clothing weight, trait balance and fixes to weapon-jamming – as well as a some work on zed footsteps and the new challenges. We anticipate that this, and more besides will be released in the first half of next week.
    UP NEXT
    Apologies for repeating ourselves, but so everyone knows – work is ongoing on the following for the more imminent of our upcoming patches.
    Zac is continuing his push on the zoom / hi-res model branch, and when work on this is stable will be moving over onto MP. The lighting algorithm has been rewritten, condensing the old twin-step color+lighting stages into a single pass. This fixes a myriad of flickering ‘light-leakage’ artefacts, as well as halves the fill-rate costs for buildings, floors, and terrain. This should also provide a performance boost, particularly on older GPUs where fill rate is a premium – though it’s not clear just yet how much of one. Yuri is optimizing his fire system, seen last week, and also making it possible for the PZ modding community to create their own effects. Modders will be able to set textures, shaders, particle numbers and parameters for how it all moves – meaning that ultimately people will be able to implement different fires, smoke, vapours, swarms, magic, geysers, blood eruptions and whatever else floats your boat. In more boring non-game affairs, meanwhile, that you may well still be interested in – we will also be using the full launch of 41 to coincide with a bunch of other ‘new’ stuff. New trailer, new website, new all-kinds-of-stuff – so there’s also a lot of activity in non-game areas of Zomboid too. More of which we will hopefully see emerge in the weeks ahead.
    Thanks all, hopefully a kickass Thursdoid next week when the stuff mentioned above starts to come online.
    Many thanks for all the bug-hunting and feedback the community has been doing for us too, by the way. There have been some really nasty gremlins eradicated that could only be exposed by the forensic reporting of our IWBUMS beta testers, and all your efforts have been very much appreciated. 
    This week’s image from Penelope Graves. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  14. Like
    Ersir reacted to lemmy101 in IWBUMS 41.21 RELEASED   
    NEW

    Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel.
    Added visible bandage models on character
    Changed the animation when building log walls, and hide hand models since no tools are required.
    Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example.
    Added "Aim outline" display option.
    Player now unequips current item before equipping another when both items are in the hotbar.
    Fixed some bugs with the Inspect Clothing UI & added a condition bar.
    Finished bandages models (added dirty!)
    Removed "New Roof Hiding" option.
    Catch and log all Throwable errors when saving the game.
    Added randomised vehicle spawn events - car crashes etc.
    Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options.
    Improved transition to action animation to remove anim snaps
     
    INSULATION SYSTEM CHANGES
     
    - fixed bug that resulted in no catch a cold chance when conditions did apply
    - slowed down body heat generation increase/decrease rates
    - added advanced view and applied text changes on thermal tab
    - fixed temperature offsets of limbs to be more pronounced
    - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold
    - increased energy/fluid consumption rates a little bit when overheating/undercooling
    - added small increase in energy consumption when generating lots of heat.
    - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again.
    - fixed bug that during heat made skin too hot too fast based on insulation
    - fixed a few clothing pieces insulation
    - changed hypothermia stage 2 kicking in at core 35, instead of 33
    - added a lower body heat generation value when sneaking.
    - added small incremental insulation bonus affecting high insulating clothing mostly
    - added extra lower perspiration rate modifier for clothing in colder temperatures
    - added water resistance to various jackets,pants,hats and footwear
     
    BALANCE
     
    Increased a tad weapon spawning attached to zombies.
    Increased gardenning spray, scissors, gloves & butter knife spawn rate.
    Removed Belt being able to be cut.
    Increased thread spawn rate in kitchen.
    Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires.
    Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack.
    Added slow shamblers zombies speed.
     
    FIXES

    - Possibly fixed walking-in-place zombies.
    - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa.
    - Fixed custom weights for food and crafted radios not being saved.
    - Fixed "Clear Ashes" not being available.
    - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes.
    - Fixed lua error in DebugChunkState displaying tables in modData.
    - Fixed the bug "vehicles sometimes disappear until you reload the game".
    - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
    - Fixed overlapping garage door and wall in cell 37,22.
    - Fixed Tailoring skill books disappearing after being read.
    - Fixed grime/overlays/etc from burned tiles.
    - Fixed the bug: the -Dnosave option throw a bunch of error
    - Fixed car batteries starting with greater than 100% charge sometimes.
    - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
    - Fixed red garage doors not being openable.
    - Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
    - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
    - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
    - Fixed wrong climb-over-fence animation playing when holding a handgun.
    - Fixed MEGA THUNDER bug after fast-forward
    - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
    - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
    - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
    - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
    - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
    - Fixed hitting trees through walls.
    - Fixed zombies runners not running toward a sound (breaking windows, TV..)
    - Fixed zombies runners running in circle around you.
  15. Like
    Ersir reacted to TheBravest in PZ Community New Outfit Thinktank   
    Something that'd be interesting to see, is a  Combat 'Press' Outfit, pic related.

    i'd think this would be nice to see, you could justify it as one of those journalists who were covering the exclusion zone ended up getting infected when the zone collapses in the early days of the outbreak.
  16. Like
    Ersir reacted to nasKo in Bandage Club   
    This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest.
    NEXT PATCH
    The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta:
    The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below. General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI. Visible bandages on the player Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues BEYOND
    Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps.
    In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch.
    Formerly we had this working well in testing, as both an optimization and  visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase.
    We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be.
    Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time:

    This week’s image from Swordfish II on Steam. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  17. Like
    Ersir reacted to NagashUD in IWBUMS 41.20 RELEASED!   
    Is it possible to put a melee attack priority to standing zombies ? and not the ones on the ground ... 😕
  18. Like
    Ersir reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  19. Like
    Ersir reacted to lemmy101 in Like, sew cool   
    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/
     
    I'd imagine it'll be in 42 but who knows...
  20. Like
    Ersir reacted to nasKo in Like, sew cool   
    Hi everyone, Thursday again. It’s been a busy week both out there in the wilds of the Knox Event and deep in the code-mines that have created it.
    We were expecting player numbers to drop off a bit now we’re a full month after the initial 41 IWBUMS beta release but, somehow someway, they haven’t.
    It makes us wonder just how many people will be booting PZ back up once we turn the MP back on – though please be aware that right now it’s still a way’s off.
    In any case, on Monday we released Version 41.19 which reintroduced sprinters amidst a bunch of other cool stuff.
    This left the following on our ‘big ticket item’ list that we want to have nailed before a full 41 release: MP, MP networking improvements, the improved visual fidelity via our ‘zoom’ work, optimization of zombie crowds, new fire visuals, fixed tutorial, new zed decay skins, a system for clothing repair, Turbo’s work on player body heat and finalising the ‘challenge’ of the two new Challenges.
    Right now in internal testing we have a Version 41.20. We hope to release this next week, and it will contain:
    NEW ZED AND PLAYER MODELS
    Mash has created a better rang eof zombies, alongside various states of decay for them to show the longer you survive. These will look at their best once Zac has finished his work on the hi-res zoom branch, but already look pretty cool.
    On the far left is the current base zombie level, then one to the right is the ‘new’ base level zombie appearance. The two more decomposed guys to the right are what happens when he stands in a hot room for a bit too long… 
    And here’s a quick pic from the Zoom branch where, annoyingly, all the zeds are looking away from the camera…
    THERMAL WORK
    Turbo’s work with player character temperature, clothing insulation and a code-side thermoregulator that evaluates warmth of different bodyparts and overall impact on the player. As in real life your character should still quite easily maintain a core temperature of 37 degrees when the external temperature is in the 20 – 30 degrees Celsius zone and wearing light to moderate clothes.
    When conditions cause overall heat gain or loss, however, your body will try to adjust to the conditions. Your alcohol intake, hunger, fatigue, aerobic activity, water intake and more will all have a part to play.
    CLOTHING REPAIR
    When it’s released into the beta there will still be some UI work required, but those wanting to pick up needle and thread will have the ability to patch ripped clothes – and maybe sew on some extra defence too.
    The quality of repairs and defence will be governed by a new Tailoring skill. It will be possible to cut cotton, leather and denim into strips – and then patch up your damaged clothing.
    GENERAL IMPROVEMENTS
    Betterment of firearm hit rates and the way aiming abilities scale as you level up. Improvements to sprinters – giving them sprint abilities only if they have a target, a chance to trip and a wider turning circle. Many and varied fixes for reported issues. IN OTHER NEWS
    We would like to formally introduce Sam, Casey and Fox to the PZ codebase – who will be working as Junior Programmers and focusing on bugs and QoL issues.
    Sam and Casey are both students, while Fox is a recent graduate. They are all a part of Tanglewood Games’ new Revolting Creations team (who regular readers will know as ChrisW) and we’re very excited to provide them with one of their first steps into the wider gaming industry.
    Chris is looking for programmers of all levels, including students with no industry experience, so if you think you fit that brief then here’s the deets.
    IN AMAZING NEWS
    Our heartfelt congratulations to Ocean and Valkoinen: a couple who first met while playing Project Zomboid, and who got married at the end of October! Spiffo (our Spiffo) sends all his love, and best wishes for the future!
    This week’s image from Ashsjester who lives over on Reddit. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  21. Like
    Ersir reacted to lemmy101 in IWBUMS 41.19 released!   
    NEW

    Re-added sprinter zombies to sandbox.
    Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world.
    Slot labels now displayed above the hotbar when the mouse hovers that slot.  This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead.
    New SFX for lower impact car collisions
    Added  new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options.
    Added star quality to show durability of items in hotbar.
    Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt.
    Updated community translations
    Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
    Sneaking now drains more endurance when walking/jogging than normal walking/jogging.
    Equipped item/clothing now at the end of the inventory and not at the top.
    Added some debug info about quit and around saving the game on quit
    Pressing R can now do multiple thing:
    - If mag is in equipped gun, unequip it, check for a new mag to insert.
    - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack.
     
    BALANCE
     
    Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door.
    If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking.
    Balanced firearm stats.
    Increased chance of finding magazine in guns.
    Improved M16 and Automatic fire weapons. 
    Adjusted some loot spawns
    Add carpentry exp when making spears.
    Zombies have now defense according to clothing
    Eating frozen food now gives unhappiness/boredom malus.
    Re-added guns to spawn
    Lowered gigamart spawn rate.
    Increased safehouse loot.
    Changed Builder's food rarity settings from "extremely rare" to "rare"
    Disabled automatically vaulting over fences when there's no floor on the other side.
    Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. 

    ANIMS/MODELS
     
    -tweaks to Hunting vest x files and masks so they work better together
    -adjusted wedding jacket to work a bit better with jumpers.
    -adjusted Huntingvest masks so that it works better with clothing
     
    FIXES
     
    - Fixed the player walking in the wrong direction while aiming with a controller.
    - Fixed hotbar position in splitscreen and after resizing the game window.
    - Fixed missing window icons.
    - Fixed tired moodle not in calcul hit chance for firearm.
    - Fixed exhausted moodle not being in calcul for stomping.
    - Fixed zombies pushing around zombies sat against a wall.
    - Fixed hand axe being on wrong rotation when attached in belt right.
    - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..)
    - Fixed clothing protection could display over 100%.
    - Fixed wrong color scheme for bite/scratch defense color.
    - Fixed not regen endurance if heavy load was > 0.
    - Fixed heavy load moodle level 4 not doing anything to endurance regen.
    - Fixed fitness level 10 make you run faster (now only affect endurance).
    - Fixed missing rip clothing SFX.
    - Fixed stone not being lost when creating a spear from it.
    - Fixed double create spear with screwdriver.
    - Fixed missing adding kitchen knife to spear recipe.
    - Fixed occasional duplicated cars.
    - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map.
    - Fixed zombies never sitting against south or east walls.  IsoGridSquare.getWallType() looked for WallS and WallE properties
     which don't exist.
    - Fixed lua error looting hotbar items from corpses.
    - Fixed dissassembling not forcing you to stand.
    - Fixed removing a magazine from a firearm also removing 1 bullet from the clip.
    - Fixed some lua errors being printed to console without displaying the red error box.
    - Fixed car battery charger not rendering sometimes.
    - Fixed some blending during vault over.
    - Fixed sudden pause at the end of vaultOverRun
    - Fixed vault over sprint making a snap.
    - Fixed eating and drinking animations stopping in the middle of the action
    - Fixed some zombies walking being really fast or way too slow
    - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
    - Fixed the player's view cone changing direction more quickly than the model is turning.
    - Fixed character-info avatar not updating after washing off blood.
    - Fixed zombies sometimes standing idle when they should be chasing the player.
    - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No.
    - Fixed players not always facing the direction they should when performing actions.
    - Fixed player walking when turning off an alarm that is in their inventory.
    - Fixed house alarms not working.
  22. Like
    Ersir reacted to mccree in Please disable auto jump on upper floors.   
    I fell from 3rd floor while jogging :(.
  23. Like
    Ersir reacted to nasKo in LAZEOID   
    Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times!
    We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in.
    We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy!
    This week’s image from Vic on Steam. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  24. Like
    Ersir reacted to lemmy101 in IWBUMS 41.18 released!   
    - Add "Finished" Sound to Washing Machine/Dryer
    - Not being able to add/remove clothes to washer/dryer while cycle is active
    - Change Moodle "Minor injuries, first aid required"
    - Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name
    - Fishing SFX not synced
    - Clothing Ensemble Bug
    - Filling Broken Saucepan Bug
    - Fixed uninitialized uniform index with TallFenceShader.
    - Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false.
    - Fixed floor and wall shaders being recreated each time a game is started.
    - Hopefully fixed rain puddle performance issues.
    - Re-enabled the fridehum/window/door/etc ambient sounds.  Changed WaterDrip sound to only play on IsoFlagType.waterPiped
     sprites with water (so they won't drip after the water shuts off, unless connected to a water source).  Yuri found
     that when there are puddles on the ground, there are way too many WaterDrip sounds playing.  That was due to
     IsoObject.hasWater() returning true on squares that have puddles.
    - Save hotbbar position to avoid weirdness at loading game with holster equipped.
    - Adjusted some model position for attached weapons.
    - Added double barrel shotgun. (anim + spawn).
    - Fixed some weirdness with guns.
    - Now reset the loot position when transfering stuff
    - Can now pickup broken glass (warning, if no gloves you might get injured).
    - Increased Soap spawn rate.
    - Decrease soap consumption (*2).
    - Various compatibility changes for future Super Survivors updates.
    - Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work).
    - Cleaning time now depend on amount of blood/dirt on clothing.
    - Clothing will be soaked after being washed by hands.
    - Fixed exception when washing Socks.
    - Decreased time to wash clothing.
    - Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim.
    - Added switch Single/Auto for the M16.
    - Fixed hotbar weight taking priority over equipped item weight.
    - Tooltip now show correct weight if weapon is in hotbar.
    - Balanced assault rifle
    - Fixed: Zooming out over water results in black squares instead of water
    - Fixed after-death text being rendered twice for players.
    - Fixed rain-splash rendering bug in splitscreen. 
    - Fixed typo with ISBaseObject.type. Capital-T Type is used in several places.
    - Fixed player model being reset when swapping hotbar items.
    - Fixed character-info avatar not updating when swapping hotbar items.
    - Call ISHotbar:refresh() in update().  My previous commit added a call to triggerEvent("OnClothingUpdate") in
     IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times.
    - Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels.
    - Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached.
    - Delay resetting a character's equipped and attached models until the next frame.
    - Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason.
    - fix text boxes not being destroyed bug
    - Fixed hotbar exception after moving the first of two belts to a container.
    https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/
     Change to ISHotbar:onMouseUp() is just refactoring.
    - Fixed previous game's zombie population settings being applied to new games.
    - Fixed Survivor.lua sandbox preset never being loaded.
    - Rebuilt Linux libPZPopMan64.so.
    - Lowered burnt house spawn rate.
    - Fixed zombies being considered as on back when falling through window.
    - Can now wash yourself without soap, but takes longer.
    - Capped the time needed to wash clothing.
    - Added holster icons.
     
  25. Like
    Ersir reacted to lemmy101 in IWBUMS 41.18 released!   
    Next time if you'd prefer you can wait until MP is released and not be able to play SP at all in the meantime.  Your call.
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