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Hans A.

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  1. Like
    Hans A. reacted to Josko in IWBUMS 41.19 released!   
    When the moodle goes away you are still not fully rested, the moment Moderate Exertion moodle goes away you are at 7.5 Endurance, and 1 being fully rested ( After checking with debug)

    I like to use debug to check when I'm at full endurance when sitting on the ground, hopefully the debug window will be able to be minimized in the future, right now it's a huge window I just drag to the corner of my screen
  2. Pie
    Hans A. reacted to ohgodspidersno in IWBUMS 41.18 released!   
    I noticed that there are two kinds of jacket that are both called "jacket" even though they have different weights, and they protect different areas. Can you rename the longer one "long jacket"?
  3. Like
    Hans A. reacted to lemmy101 in IWBUMS 41.18 released!   
    it's always been 100% outside of bugs
  4. Like
    Hans A. reacted to DEATH in IWBUMS 41.18 released!   
    Sure if you can put the specific melee weapon on the other slots. But a bat, for instance, can't be put on the belt and can only be attached to the back. So say you generally use a bat, but you have a shotgun on your back, when you switch to the shotgun it just puts your bat away and you then have to go back into your inventory and re-equip it. It should just take the back slot once you switch to the shotgun and vise versa
  5. Like
    Hans A. reacted to ilikecaterpillars in IWBUMS 41.18 released!   
    Would you not just press the hotbar keybind that it was assigned to? So if your gun was on 4 and melee was on 2 and you pressed 4 to bring up your gun, would you then not press 2 to bring up the melee weapon again, rather than 4, which is assigned to the gun? Sorry if I sound dense, but I'm a little confused as to what you mean. People agree with you, so it's obvious other people have an issue with it too, but I don't really understand myself. xXx
  6. Like
    Hans A. reacted to Epicred4 in IWBUMS 41.18 released!   
    You can still pick up glass with 'Pick up' mode without risk of injury. But, anyways, thanks for the frequent patches, it's been a blast so far. 
     

  7. Like
    Hans A. 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.
  8. Like
    Hans A. reacted to DeltaVee in IWBUMS 41.18 released!   
    You could already pick up broken glass with the Pick Up tool, so I checked what this meant and as I suspected you've added it to the context menu. So I did my due diligence and checked if picking up glass with the Pick Up tool would also get you injured and it doesn't (it also won't play the animation).
     
    Keep up the good work! Especially the soap is a welcome change.
  9. Like
    Hans A. 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.
     
  10. Like
    Hans A. reacted to nasKo in Thermal Expansion   
    Hey everyone! It’s been a busy week!
    Build 41 IWBUMs
    In the past week we’ve put a few builds out of our animation build beta, and response so far has been great! We’ve been responding to people’s feedback on character movement by tightening it up wherever possible. There may still be improvements to be made, but on the whole feedback has been very positive after various changes to locomotion and we feel we’re getting close.
    We still have issues with character and car saving being unreliable, which we continue to look into, and performance is an ongoing concern we will work on throughout the entire IWBUMs. There are still zombie spawning bugs that we’re still investigating. Most of the crashes have been solved, but a minority of players are still having issues that we are continuing to work on. There are numerous other issues, but we feel we’re starting to iron out the most serious and will be able to start cleaning up the less serious once we get to them.
    A lot of people have been enquiring about when multiplayer may drop into the build, and it’s not going to be imminent. The reason we released IWBUMs without MP was specifically because we anticipate the multiplayer work that is required to take at least a month, possibly more. Not least because the devs that need to take care of the multiplayer also have a pile of issues with the build that still need resolving to make sure the game plays well on single player. We know this is not ideal for those eager to get into multiplayer, however we hope you appreciate that we got you the single player game ASAP instead of holding it all back until it was done, and our plans are for build 41’s multiplayer to be significantly improved in stability and reduced lag and rubber-banding post IWBUMs, so should be worth the wait.
    The next animation system related feature we expect to drop in is the new zoom system, which as stated in previous Thursdoids will both eliminate a large amount of GPU memory being currently squandered on super-sampling a much huger game-screen than the resolution the game is running at (which may help some of those on weaker GPUs), reduce the general rendering overhead of zooming out, but also will provide much more detailed game characters on-screen since their rendering will no longer be bound to the resolution of the super sampled FBO. There are still issues to solve with this, so no timescale on it, but we consider it priority outside serious bug fixes so that we can get onto multiplayer support fully.
    Insulation
    Why is insulation not implemented yet? I hear you ask.
    As usual, the level of simulation planned for insulation is typical Zomboid levels of ridiculous depth. Turbo has been working on this for a while now, and while it’s proving tricky to balance the values to be stable, and has required a few iterations to get right, it’ll be worth the wait as it’s planned to provide an extremely realistic and detailed system for how your body reacts to temperatures and dampness, how heat escapes from your body, even down to how your blood vessels contract and dilate in various body parts. 
    Clothing you are wearing will affect you in numerous realistic ways, depending on whether it is wet or dry, its insulation properties, where they are placed, and other factors to make clothing even more important in future.
    Note not all this information may be presented to the player, and we’ll likely have more moodles to cover some of the details as ‘feelings’, as a character would likely not know accurately as to the amount of contraction of particular blood vessels.
    Hotbar
    This is a project RJ’s been working on for a while whenever he has a quiet moment and no super pressing issues to fix, based on the model attachment system EP added, which we hope will dramatically improve player’s weapon and inventory management – as well as make their character’s look even cooler to boot.
    A special hotbar system will be making it to build 41, where some clothing will provide hotbar slots at the bottom of the screen that items can be placed in for quick access. Find a holster, and you’ll have a slot to place a pistol that correlates to a number key on your keyboard. The pistol will be visible in holster on the model and will be equippable at a faster speed via that hotkey. Weapons can be carried on the player’s back, or in their belt, and thus clothing that adds these slots will have a weight reduction bonus just like bags and other containers.
    This system should give survivors an extra way to prepare themselves and quickly equip weapons when they need them. We will likely expand this system in future, perhaps providing additional bonuses to equip speed and such dependant on the clothing providing the slot.
    Here’s a video. Please note however that only ‘equipping weapon from back’ has an animation currently, the others simply snap into hand, but this will be addressed before release.
     
     
    This week’s image 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!
  11. Like
    Hans A. reacted to Lornsteyn in IWBUMS 41.15 RELEASED   
    Didnt the gas station have windows?
  12. Like
    Hans A. reacted to Lixo in IWBUMS 41.15 RELEASED   
    Try imagining the real zombie apocalypse for a moment, imagine 4 full grown adults who don't give a damn about pain, can only be stopped by smashing their head into a pulp trying to grab you and eat you. Would you fight them ? Would you win that fight ?
    Let's be real, the answer is no, and that's what the "apocalypse" difficulty is all about. It's about being scared !
     
    Sandbox is there if that's not fun for you, and there is nothing wrong with that !
    I don't play the hardest difficulty in rimworld because what I like is story and base building, not killboxes. Zomboid just like rimworld are not competitive games, the only point is to have fun, make your own fun !
     
    I am just saying that I have seen a few of your posts around and you seem frustrated because you wanna play the game "the way it's meant to be played by the Devs" but at the same time you don't have fun doing so.
    The Devs made a sandbox game with a plethora of options to tweak the experience and mods to boot, to make it so everyone can have fun, no matter if it's by mowing thousands of zombies with automatic silenced weapons and grenades, or living like a cockroach, hiding in the deepest parts of the woods, dreading the day the hordes finally catches up with you. No one but yourself is gonna judge you for the way you play this game ! Have fun !
  13. Like
    Hans A. got a reaction from ethanx4 in RELEASED: WEATHER TEST BUILD   
    At certain zoom levels the rain doesn't fill the entire screen happens both while indoors and outdoors.

  14. Like
    Hans A. reacted to halkaze in RELEASED: WEATHER TEST BUILD   
    You can see far with pan camera in fog.
     
  15. Like
    Hans A. got a reaction from MadDan in RELEASED: WEATHER TEST BUILD   
    At certain zoom levels the rain doesn't fill the entire screen happens both while indoors and outdoors.

  16. Pie
    Hans A. got a reaction from Pandorea in RELEASED: WEATHER TEST BUILD   
    At certain zoom levels the rain doesn't fill the entire screen happens both while indoors and outdoors.

  17. Like
    Hans A. got a reaction from Jason132 in RELEASED: WEATHER TEST BUILD   
    At certain zoom levels the rain doesn't fill the entire screen happens both while indoors and outdoors.

  18. Like
    Hans A. reacted to MashPotato in Waffles vs Pancakes   
    You may not do this in this poll. The question regards the pure, virgin essences of pancakes and waffles.
  19. Spiffo
    Hans A. reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Ey all, thanks for the feedback so far and giving the build a go!
     
    Some interesting points for us to look into have already been raised, also might do a quick fix later on for some of the issues like the black lines in fog and the linux thing.
     
    A few notes/responses on some of stuff mentioned:
     
    Temperature
     
    @MaxD12 On the building failing to mask fog:
     
    @MadDan2013 the transition is supposed to be gradual, please give a shout if the problem persists. a vid or some screenshots from moment to another would be handy if possible.
     
    @Soul Filcher Filcher when taking control of weather via Fx panel by disabling the climate manager no sub effect (like snow on ground etc) will take place since the climate manager takes care of that. you only have direct control over the values on the panel.
     
    @Eggtooth (and @trombonaught) agreed, in fact the system actually should do that already when the weather pattern is a blizzard and its intensity is on the high end it should throw in some fog.
    The fog indeed doesnt play well with the dark of night, however atm normal fog that is generated by the system only appears in the early morning and gets burned away by the sun around midday'ish.
     
    Lastly, for those interested a little more info on weather patterns for testing:
     
    .
  20. Like
    Hans A. reacted to Sparrow in RELEASED: WEATHER TEST BUILD   
    I was literally holding my breath for this!!!

  21. Like
    Hans A. reacted to Footmuffin in Different verses for different deaths :P   
    Can all of us pastafarians please stand up?
  22. Like
    Hans A. got a reaction from VamyreLord in DRUGS!   
    Well drugs could be very useful for trading (same as whiskey, chocolate, and luxury items). But I don't see any reason to go that deep into different types. 
     
    I think a simple item called "Drugs" would suffice.
  23. Like
    Hans A. reacted to Sev Dreamweaver in Piracy Discussion   
    1) "Not worth it" - Already answered.
     
    2) "Pirated copy = Demo" - Yes, if you were actually playing a demo - and not a pirated full copy of the game. Just because you're justifying your actions by calling it a demo doesn't make it an actual developer - sanctioned demo. You could refer back to what was previously said on fair trade - If one of the parties doesn't approve of the terms, it is not "fair". Not fair, in this context, being you essentially telling the developer "Hey, I'll copy a full version of the game, try it out in its entirety first, and then if I find it okay I'll maybe give you the money for it much later" and going ahead and doing it without the developer's consent. Often even with the developer's protests.
     
    3) "Demo doesn't mean I have to buy it" - Yes, but earlier in the thread we had posters justifying pirating by stating that they would buy the game "if" they found it worth it. A claim which is also answered in point 1. Put simply, anyone would be able to pirate a game, derive the full amount of entertainment (Pirated full copy) from it - whatever it's worth to them, then just pass over the payment stage by claiming that they "didn't find it worth paying for". Once again, being able to distinguish between a developer - approved demo and a full copy pirated against the developer's wishes is key. One obviously does not equal the other.
     
     
    In short, you may want to read the thread first. Calling out someone on "flawed logic" without actually reading and understanding the arguments presented in context may be the norm on internet forums, but it's still poor argumentative technique.
  24. Like
    Hans A. reacted to feral_donkey in Your best fortress   
    This is my current effort.   I'll do the staircase better next time.
     
    Fort Zed

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